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Psychometric Properties of the Spanish Motives for Online Gaming Questionnaire in a Sample of College Students

Published online by Cambridge University Press:  27 May 2024

Alexandre Infanti
Affiliation:
Université du Luxembourg (Luxembourg)
Carlos Valls-Serrano*
Affiliation:
UCAM Universidad Católica de Murcia (Spain)
Joël Billieux
Affiliation:
Université de Lausanne (Switzerland)
José C. Perales
Affiliation:
Universidad de Granada (Spain)
*
Corresponding author: Correspondence concerning this article should be addressed to Carlos Valls-Serrano. Universidad Católica de Murcia. Psicología. Av. de los Jerónimos, 135, Guadalupe de Maciascoque. 30107 Murcia (Spain). Email. cvalls@ucam.edu Phone: +34–968278800.
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Abstract

This study investigates the psychometric properties of the Spanish version of the Motives for Online Gaming Questionnaire (MOGQ). We explored the factor structure and construct validity of the MOGQ through its relationships with gaming disorder symptoms (IGD–20) and impulsivity traits. We also analyzed if sociodemographic variables and gaming habits were related to gaming motives. An online cross-sectional survey was completed by 845 college students. Structure validity was examined using a combination of exploratory and confirmatory factor analyses, which supported a bifactor model composed of a general motivation factor and six uncorrelated factors (a mixed factor composed of escape and coping, competition, recreation, skill, social, and fantasy). Omega-hierarchical and omega coefficients were used to determine reliability of the MOGQ. The scale presented acceptable reliability for the general factor (ωh = .79) and the specific factor scores (social ω = .79, escape/coping ω = .81, competition ω = .79, skill ω = .84, fantasy ω = .82, and recreation ω = .70). Positive associations were observed between the MOGQ and the IGD–20 symptoms, with escape/coping (r = .48) and fantasy (r =.40) showing the strongest ones. Null or low correlations were observed with impulsivity traits. Motives to play varied significantly across genders. These findings provide evidence that the Spanish version of the MOGQ is a reliable and valid tool to assess motives to play online games.

Information

Type
Research Article
Copyright
© The Author(s), 2024. Published by Cambridge University Press on behalf of Universidad Complutense de Madrid and Colegio Oficial de la Psicología de Madrid
Figure 0

Table 1. Validation Studies of the Motives for Online Gaming Questionnaire and Their Main Outcomes.

Figure 1

Table 2. Sociodemographic and Game-Related Variables.

Figure 2

Table 3. Questionnaire Variables of the Motives for Online Gaming Questionnaire and the Impulsivity Scale.

Figure 3

Table 4. Exploratory Factor Analysis of the MOGQ (EFA sample, n = 272).

Figure 4

Table 5. Model Fit of the Measurement Models for MOGQ Items (n = 573).

Figure 5

Table 6. EFA Model Spearman’s Partial Correlations with Impulsivity Traits, Gaming Disorder Symptoms as Measured by the IGD–20, Gaming Hours per day, Loot Boxesa

Figure 6

Table 7. Wilcoxon Mann Whitney Test between Female and Male on MOGQ, IGD–20, UPPS-P, and Gaming Hours per Day.