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Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks
Luleå University of Technology, Department of Health, Education and Technology, Health, Medicine and Rehabilitation.ORCID iD: 0000-0003-4813-0309
Department of Psychology, Umeå University, Umeå, Sweden.ORCID iD: 0000-0002-2709-9966
Department of Psychology, Umeå University, Umeå, Sweden.
College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia; Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar.
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2024 (English)In: Computers in Human Behavior Reports, ISSN 2451-9588, Vol. 16, article id 100504Article in journal (Refereed) Published
Abstract [en]

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, Mage = 29.5 years, range 15 to 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.

Place, publisher, year, edition, pages
Elsevier, 2024. Vol. 16, article id 100504
Keywords [en]
Gaming Disorder, Internet Gaming Disorder, Motivation, Psychometrics, Video games, Technological addictions
National Category
Applied Psychology Psychology (excluding Applied Psychology)
Research subject
Psychology
Identifiers
URN: urn:nbn:se:ltu:diva-110249DOI: 10.1016/j.chbr.2024.100504ISI: 001342329200001Scopus ID: 2-s2.0-85206533132OAI: oai:DiVA.org:ltu-110249DiVA, id: diva2:1903518
Funder
Vinnova, 2021-02361Forte, Swedish Research Council for Health, Working Life and Welfare, 2020-01111
Note

Validerad;2024;Nivå 1;2024-10-23 (signyg);

Funder: Hungarian National Research, Development, and Innovation Office (KKP126835);

Fulltext license: CC BY

Available from: 2024-10-04 Created: 2024-10-04 Last updated: 2025-03-03Bibliographically approved
In thesis
1. The Dark Side of Video Gaming: Gaming Motivations and Emotion Dysregulation in Gaming Disorder
Open this publication in new window or tab >>The Dark Side of Video Gaming: Gaming Motivations and Emotion Dysregulation in Gaming Disorder
2024 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Gaming Disorder (GD) has been officially recognized as a mental health condition due to addictive behavior by the World Health Organization. Internet Gaming Disorder (IGD) is also under preliminary consideration by the American Psychiatric Association as a condition requiring further research. Knowledge concerning psychological factors associated with GD is of great importance for developing effective prevention and treatment programs. Thus, the overarching aim of this thesis was to increase our knowledge concerning GD, specifically how underlying psychological processes such as motivational factors and emotional dysregulation are associated with this condition. The current thesis also aimed to translate and investigate the validity of Swedish gaming motivation and GD symptom measures. This thesis comprises four studies. 

Study I synthesized the existing literature on the relationships between gaming motivations and GD symptoms. The findings demonstrated robust associations between certain gaming motivational factors, such as the desire for emotional escape through video games, and more GD symptoms across studies. Study II examined the psychometric properties of three GD screening tools, including the Gaming Disorder Test (GDT) and the Five-Item Gaming Disorder Test (GDT-5), based on the World Health Organization's framework, and the Ten-Item Internet Gaming Disorder Test (IGDT-10), based on the American Psychiatric Association's framework, in a Swedish-speaking sample. Study III investigated the psychometric properties of the Motives for Online Gaming Questionnaire (MOGQ) and a shortened version, the MOGQ-14, in a Swedish-speaking sample. Studies II and III provided evidence of construct validity for these measures. Study IV investigated the mediating effects of depression symptoms and coping, escapism, and fantasy motivations as a composite factor (CEF motives) on the relationship between emotion dysregulation and GD symptoms. Findings showed that depression symptoms and CEF motives mediate this relationship, suggesting that individuals with higher emotion dysregulation and more depression symptoms may use gaming as an emotion regulation technique, which could contribute to an increased risk of developing GD.

The results of this thesis showed a relationship between GD symptoms, emotional dysregulation, and gaming motivations. Healthcare professionals may consider assessing and addressing emotion dysregulation and gaming motivations during prevention or treatment interventions for GD. Future research may investigate these variables in clinical populations to better understand GD and develop more effective interventions. This thesis also provides validated measures of gaming motivations and symptoms of GD, which may benefit future research, healthcare professionals, and other stakeholders.

Place, publisher, year, edition, pages
Luleå: Luleå University of Technology, 2024
Series
Doctoral thesis / Luleå University of Technology 1 jan 1997 → …, ISSN 1402-1544
Keywords
gaming disorder, emotion dysregulation, motivation, psychometric validation, addiction
National Category
Psychology Other Social Sciences not elsewhere specified
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-110190 (URN)978-91-8048-654-5 (ISBN)978-91-8048-655-2 (ISBN)
Public defence
2024-12-06, Vetenskapens hus, Luleå, 09:00 (Swedish)
Opponent
Supervisors
Available from: 2024-10-04 Created: 2024-10-04 Last updated: 2024-11-15Bibliographically approved

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Bäcklund, ChristianEriksson Sörman, DanielLjungberg, Jessica K.

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