Journals / Addicta: The Turkish Journal on Addictions / 2020 / Cilt: 7 - Sayı: 2

Psychometric Validation of the Turkish Motives for Online Gaming Questionnaire (MOGQ) Across University Students and Video Game Players

Pages
81–89
DOI
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Abstract

The main aim of the current study was to test the factor structure, reliability, and validity of the 27-Item Motivesfor Online Gaming Questionnaire (MOGQ), a standardized measure to assess seven types of motivation foronline gaming. In the present study, participants were assessed with the MOGQ, the nine-item Internet GamingDisorder Scale- Short Form (IGDS9-SF), and the Electronic Gaming Motives Questionnaire (EGMQ). The meanage 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 relatedwith gaming, severity of IGD symptoms, and severity of online gaming motives were higher among the groupof gamers than those in the group of students. Confirmatory factor analyses demonstrated that the six-factorstructure (i.e., the dimensional structure) of the MOGQ was satisfactory for the Turkish version. The scale wasalso reliable (i.e., internally consistent with a Cronbach's alpha of 0.91 for coping/escape, 0.92 for recreation, 0.88for fantasy, 0.91 for skill development, 0.87 for social, and 0.89 for competition) and showed adequate convergentand criterion-related validity, as indicated by statistically significant positive correlations with average time dailyspent playing games during last year, IGDS9-SF, and EGMQ scores. These findings support the Turkish versionof the MOGQ as a valid and reliable tool for determining the motives for online gaming among young adults.