Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks

The increasing interest in digital games and the reasons behind their popularity worldwide warrants further psychometric investigation of motivation factors for engagement in digital games. The present study aimed to validate the Motives for Online Gaming Questionnaire (MOGQ) in a Swedish sample and compare the associations between the seven motivational factors and gaming disorder symptoms across the American Psychiatric Association and World Health Organization diagnostic frameworks. Furthermore, considering the utility of more concise psychological measures, a 14-item version of the MOGQ was developed (MOGQ-14). A sample of 678 Swedish video game players (68.4% men, 29.7% women, and 1.9% other, M age = 29.5 years, range 15–66) were included in the analyses after participating in an online survey. The analyses revealed that the Swedish version of the MOGQ had good psychometric properties. All MOGQ factors showed good reliability (McDonald's omega), and all intercorrelations among the MOGQ dimensions were consistent with previous findings. The results showed that, on average, men reported higher gaming motivations concerning competition than women. The relationships between six gaming motivation factors (social, escape, competition, coping, skill development, fantasy) and gaming disorder symptoms were consistent with previous research. Findings indicated that the relationship between motivations (escape and recreation) and gaming disorder symptoms varied across APA and WHO diagnostic frameworks, depending on the motivation scale used (MOGQ or MOGQ-14). Recreation significantly differed in its relationship with symptoms when using MOGQ, and the MOGQ-14 showed larger effect sizes in the WHO framework for escape and recreation motivations. • A 14-item version of the MOGQ was developed using a standardized methodology. • The MOGQ and MOGQ-14 showed good psychometric properties within the present sample. • Five motivation factors showed consistent associations across the WHO and APA. • Results showed that motivations were measured equally across genders. • On average, men reported higher motivation for competition than women.

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Publication Details

Journal
Computers in Human Behavior Reports
Published
2024-10-05
DOI
https://doi.org/10.1016/j.chbr.2024.100504
Citations
4
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.53

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article

Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks

Christian Bäcklund, Orsolya Király, Zsolt Demetrovics, Jessica K. Ljungberg et al.
4 citations
Computers in Human Behavior Reports
Impact of Technology on Adolescents
4.53
article

Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks

Christian Bäcklund, Orsolya Király, Zsolt Demetrovics, Jessica K. Ljungberg, Hanna Malmberg Gavelin, Daniel Eriksson Sörman
article en
4 citations

Abstract

The increasing interest in digital games and the reasons behind their popularity worldwide warrants further psychometric investigation of motivation factors for engagement in digital games. The present study aimed to validate the Motives for Online Gaming Questionnaire (MOGQ) in a Swedish sample and compare the associations between the seven motivational factors and gaming disorder symptoms across the American Psychiatric Association and World Health Organization diagnostic frameworks. Furthermore, considering the utility of more concise psychological measures, a 14-item version of the MOGQ was developed (MOGQ-14). A sample of 678 Swedish video game players (68.4% men, 29.7% women, and 1.9% other, M age = 29.5 years, range 15–66) were included in the analyses after participating in an online survey. The analyses revealed that the Swedish version of the MOGQ had good psychometric properties. All MOGQ factors showed good reliability (McDonald's omega), and all intercorrelations among the MOGQ dimensions were consistent with previous findings. The results showed that, on average, men reported higher gaming motivations concerning competition than women. The relationships between six gaming motivation factors (social, escape, competition, coping, skill development, fantasy) and gaming disorder symptoms were consistent with previous research. Findings indicated that the relationship between motivations (escape and recreation) and gaming disorder symptoms varied across APA and WHO diagnostic frameworks, depending on the motivation scale used (MOGQ or MOGQ-14). Recreation significantly differed in its relationship with symptoms when using MOGQ, and the MOGQ-14 showed larger effect sizes in the WHO framework for escape and recreation motivations. • A 14-item version of the MOGQ was developed using a standardized methodology. • The MOGQ and MOGQ-14 showed good psychometric properties within the present sample. • Five motivation factors showed consistent associations across the WHO and APA. • Results showed that motivations were measured equally across genders. • On average, men reported higher motivation for competition than women.

Computers in Human Behavior ReportsVol. 16
Eötvös Loránd University (HU), Flinders University (AU), Luleå University of Technology (SE), University of Gibraltar, Umeå University (SE)
VINNOVA, Vetenskapsrådet, Forskningsrådet om Hälsa, Arbetsliv och Välfärd
Openalex Percentile: Top 5%
Impact of Technology on Adolescents
4.53
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