土耳其大学生和电子游戏玩家在线游戏动机问卷(MOGQ)的心理计量学验证

IF 0.5 Q4 SUBSTANCE ABUSE
C. Evren, Substance Dependence Bakırkoy Training, B. Evren, E. Dalbudak, M. Topçu, N. Kutlu
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引用次数: 7

摘要

本研究的主要目的是测试27项网络游戏动机问卷(MOGQ)的因素结构、信度和有效性,这是一项评估七种类型网络游戏动机的标准化指标。在本研究中,参与者采用MOGQ、九项网络游戏障碍简表(IGDS9-SF)和电子游戏动机问卷(EGMQ)进行评估。第一次玩游戏的平均年龄和年龄较低,社会人口因素,如男性、独自生活、拥有游戏机、周末玩游戏比平时多、花在游戏上的时间、有游戏相关问题、IGD症状的严重程度和在线游戏动机的严重程度,在游戏玩家组中高于学生组。验证性因素分析表明,MOGQ的六因素结构(即维度结构)对于土耳其版本是令人满意的。该量表也是可靠的(即,应对/逃避的Cronbachα为0.91,娱乐为0.92,幻想为0.88,技能发展为0.91、社交为0.87,竞争为0.89),并显示出足够的收敛性和标准相关有效性,如与去年每天玩游戏的平均时间、IGDS9-SF和EGMQ得分呈统计学显著正相关所示。这些发现支持土耳其版的MOGQ,认为它是确定年轻人网络游戏动机的有效和可靠的工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Psychometric Validation of the Turkish Motives for Online Gaming Questionnaire (MOGQ) Across University Students and Video Game Players
The main aim of the current study was to test the factor structure, reliability, and validity of the 27-Item Motives for Online Gaming Questionnaire (MOGQ), a standardized measure to assess seven types of motivation for online gaming. In the present study, participants were assessed with the MOGQ, the nine-item Internet Gaming Disorder Scale- Short Form (IGDS9-SF), and the Electronic Gaming Motives Questionnaire (EGMQ). The mean age and age at first gaming were lower and the socio-demographic factors such as male gender, living alone, having a game console, gaming more than usual in weekends, time spent on the gaming, having problems related with gaming, severity of IGD symptoms, and severity of online gaming motives were higher among the group of gamers than those in the group of students. Confirmatory factor analyses demonstrated that the six-factor structure (i.e., the dimensional structure) of the MOGQ was satisfactory for the Turkish version. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.91 for coping/escape, 0.92 for recreation, 0.88 for fantasy, 0.91 for skill development, 0.87 for social, and 0.89 for competition) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations with average time daily spent playing games during last year, IGDS9-SF, and EGMQ scores. These findings support the Turkish version of the MOGQ as a valid and reliable tool for determining the motives for online gaming among young adults.
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CiteScore
1.20
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