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引入一种新的测量游戏动机的工具:电子游戏动机问卷。

Introduction of a new instrument to measure motivation for gaming: the electronic gaming motives questionnaire.

机构信息

Department of Psychosocial Science, University of Bergen, Norway.

Norwegian Armed Forces Medical Services, Sessvollmoen, Cancer Registry of Norway, Norway.

出版信息

Addiction. 2017 Sep;112(9):1658-1668. doi: 10.1111/add.13874. Epub 2017 Jun 20.

Abstract

AIMS

To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the new Electronic Gaming Motives Questionnaire (EGMQ).

DESIGN AND SETTING

The GMQ-R was adapted to measure motivation for playing video games and the new instrument was tested on a sample of Norwegian conscripts selected randomly from the pool of conscripts who started their military service between 2013 and 2015.

PARTICIPANTS

The questionnaire was administered to all those who had played video games during the last 6 months and consisted of 853 gamers (86.8% men, mean age = 19.4 years).

MEASUREMENTS

All participants completed the EGMQ, as well as other measures of gaming behaviour, gaming problems, boredom, loneliness and depression.

FINDINGS

The confirmatory factor analyses showed that the proposed EGMQ (measuring enhancement, coping, social and self-gratification motives) displayed satisfactory fit and internal consistency. Hierarchical regression analyses showed that gender emerged as a significant predictor (P < 0.001) of all the dependent variables (variety, hours weekly gaming, loss of control and gaming problems) and the first step explained between 1 and 6.1% of the variance in the gaming behaviours. In the second step the four motivational dimensions explained an additional 5.8-38.8% of the variance. Coping and self-gratification predicted gaming problems (P < 0.001) and coping alone predicted loss of control (P < 0.001). The four motivational dimensions were also predicted differentially by indicators of psychosocial wellbeing, indicating divergent validity of the four motives.

CONCLUSIONS

The four-dimensional Electronic Gaming Motives Questionnaire is a valid instrument for measuring motives for gaming.

摘要

目的

改编四维赌博动机问卷修订版(GMQ-R)以测量参与电子游戏的动机,并验证内部结构和调查新电子游戏动机问卷(EGMQ)的效标效度。

设计和设置

GMQ-R 被改编以测量玩视频游戏的动机,新工具在 2013 年至 2015 年期间开始兵役的应征者中随机抽取的挪威应征者样本上进行了测试。

参与者

向所有在过去 6 个月内玩过视频游戏的人发放了问卷,共有 853 名游戏玩家(86.8%为男性,平均年龄为 19.4 岁)。

测量

所有参与者都完成了 EGMQ 以及其他游戏行为、游戏问题、无聊、孤独和抑郁的测量。

结果

验证性因素分析表明,所提出的 EGMQ(测量增强、应对、社交和自我满足动机)具有令人满意的拟合度和内部一致性。分层回归分析表明,性别是所有因变量(多样性、每周游戏时间、失控和游戏问题)的显著预测因素(P<0.001),第一阶段解释了游戏行为方差的 1-6.1%。在第二步中,四个动机维度解释了额外的 5.8-38.8%的方差。应对和自我满足预测游戏问题(P<0.001),而应对单独预测失控(P<0.001)。四个动机维度也被心理健康指标预测,表明四个动机具有不同的有效性。

结论

四维度电子游戏动机问卷是测量游戏动机的有效工具。

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