Wu Anise M S, Lai Mark H C, Yu Shu, Lau Joseph T F, Lei Man-Wai
1 Department of Psychology, Faculty of Social Sciences, University of Macau , Taipa, Macau, China.
2 School of Education, University of Cincinnati , Cincinnati, OH, USA.
J Behav Addict. 2017 Mar 1;6(1):11-20. doi: 10.1556/2006.6.2017.007. Epub 2017 Mar 6.
Background and aims Internet gaming disorder (IGD) imposes a potential public health threat worldwide. Gaming motives are potentially salient factors of IGD, but research on Chinese gaming motives is scarce. This study empirically evaluated the psychometric properties of the Chinese version of the Motives for Online Gaming Questionnaire (C-MOGQ), the first inventory that measures seven different gaming motives applicable to all type of online games. We also investigated the associations between various gaming motives and IGD symptoms among Chinese gamers. Methods Three hundred and eighty-three Chinese adult online gamers (Mean age = 23.7 years) voluntarily completed our online, anonymous survey in December 2015. Results The confirmatory factor analysis results supported a bi-factor model with a general factor subsuming all C-MOGQ items (General Motivation) and seven uncorrelated domain-specific factors (Escape, Coping, Fantasy, Skill Development, Recreation, Competition, and Social). High internal consistencies of the overall scale and subscales were observed. The criterion-related validity of this Chinese version was also supported by the positive correlations of C-MOGQ scale scores with psychological need satisfaction and time spent gaming. Furthermore, we found that high General Motivation (coupled with high Escape motive and low Skill Development motive) was associated with more IGD symptoms reported by our Chinese participants. Discussion and conclusions Our findings demonstrated the utility of C-MOGQ in measuring gaming motives of Chinese online gamers, and we recommend the consideration of both its total score and subscale scores in future studies.
背景与目的 网络游戏障碍(IGD)在全球范围内构成了潜在的公共卫生威胁。游戏动机可能是IGD的显著因素,但针对中国游戏动机的研究却很匮乏。本研究实证评估了中文版网络游戏问卷(C-MOGQ)的心理测量特性,这是首个测量适用于所有类型网络游戏的七种不同游戏动机的量表。我们还调查了中国玩家中各种游戏动机与IGD症状之间的关联。方法 2015年12月,383名中国成年网络游戏玩家(平均年龄 = 23.7岁)自愿完成了我们的在线匿名调查。结果 验证性因素分析结果支持了一个双因素模型,其中一个一般因素包含所有C-MOGQ项目(一般动机),以及七个不相关的特定领域因素(逃避、应对、幻想、技能发展、娱乐、竞争和社交)。观察到总量表和分量表具有较高的内部一致性。C-MOGQ量表得分与心理需求满足度和游戏时长的正相关也支持了该中文版的效标关联效度。此外,我们发现高一般动机(再加上高逃避动机和低技能发展动机)与我们的中国参与者报告的更多IGD症状相关。讨论与结论 我们的研究结果证明了C-MOGQ在测量中国网络游戏玩家游戏动机方面的效用,并且我们建议在未来研究中考虑其总分和分量表得分。