哈哈,你为什么还要玩游戏?以《英雄联盟》为例验证在线游戏问卷调查的动机

Zgjim Memeti, Florian Brühlmann, S. Perrig
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引用次数: 0

摘要

动机是理解玩家在电子游戏中的体验的基本概念。我们报告并描述了一种广泛用于测量电子游戏玩家动机的问卷调查,即在线游戏动机问卷(MOGQ)的分析。本研究旨在探讨《英雄联盟》背景下MOGQ的心理测量质量。MOGQ是一个包含27个项目的自我报告量表,旨在衡量玩网络游戏的动机。为此,256名参与者完成了一项在线调查,询问他们玩《英雄联盟》的经历和动机。验证性和探索性因素分析的结果表明,原来的7因素模型的弱点。通过从原来的7因素模型中删除5个明显的项目,我们提出了一个替代的22项MOGQ版本。另外的验证性和探索性因素分析结果表明,22项版本的MOGQ比原来的27项问卷更适合LoL情境。然而,与原始问卷相比,需要进一步调查该替代版本的质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of Legends
Motives are essential concepts in understanding a player’s experience in video games. We report and describe the analysis of a widely used questionnaire to measure players’ motives in video games, the Motives for Online Gaming Questionnaire (MOGQ). The present research aimed to investigate the psychometric quality of the MOGQ in the context of League of Legends (LoL). The MOGQ is a 27-item self-report scale designed to measure the motives for playing online games. To this end, 256 participants completed an online survey asking about their experiences and motives to play LoL. Results of confirmatory and exploratory factor analyses indicate weaknesses in the original 7-factor model. By removing five conspicuous items from the original 7-factor model, we propose an alternative 22-item version of the MOGQ. Additional confirmatory and exploratory factor analyses results indicate that the 22-item version of the MOGQ is more suitable in the context of LoL than the original 27-item questionnaire. However, further investigation into the quality of this alternative version compared to the original questionnaire is needed.
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