Institute of Psychology, Institutional Group on Addiction Research, Eötvös Loránd University, PO Box 179, H-1580 Budapest, Hungary.
Behav Res Methods. 2011 Sep;43(3):814-25. doi: 10.3758/s13428-011-0091-y.
Although the majority of research focuses on the risks and disadvantages of online gaming, the present authors suggest that online games also represent new ways of satisfying basic human needs within the conditions of modern society. The aim of our present study was to reveal and operationalize the components of the motivational basis of online gaming. A total 3,818 persons (90.6% males; mean age 20.9 years, SD = 5.81) were recruited through websites providing online games. A combined method of exploratory and confirmatory factor analysis was applied. The results confirmed our preliminary model as we identified seven motivational factors (social, escape, competition, coping, skill development, fantasy, and recreation), which were used to develop the 27-item Motives for Online Gaming Questionnaire (MOGQ). The seven dimensions identified seem to cover the full range of possible motives for gaming, and the MOGQ proved to be an adequate measurement tool to assess these motives.
虽然大多数研究都集中在网络游戏的风险和缺点上,但本研究的作者认为,网络游戏也代表了在现代社会条件下满足基本人类需求的新途径。本研究的目的是揭示和操作在线游戏动机基础的组成部分。通过提供在线游戏的网站,共招募了 3818 人(90.6%为男性;平均年龄 20.9 岁,标准差=5.81)。采用探索性和验证性因素分析相结合的方法。结果证实了我们的初步模型,因为我们确定了七个动机因素(社交、逃避、竞争、应对、技能发展、幻想和娱乐),并据此开发了 27 项在线游戏动机问卷(MOGQ)。确定的这七个维度似乎涵盖了游戏的所有可能动机,并且 MOGQ 被证明是评估这些动机的合适测量工具。