Department of Psychology, Gachon University, Seongnam, South Korea.
Department of Psychology, Kyungpook National University, Daegu, South Korea.
Addict Behav. 2021 Nov;122:107019. doi: 10.1016/j.addbeh.2021.107019. Epub 2021 Jun 13.
Research has suggested that considering gaming motives can be useful in differentiating between heterogenous online game users. This study validated the Korean version of the Motives for Online Gaming Questionnaire (K-MOGQ) and attempted to reconcile the mixed findings on its factor structure. We also examined the incremental validity of the K-MOGQ beyond the personality variables implicated in Internet gaming disorder (IGD).
After informed consent, six hundred and forty-one Korean online game users (mean age = 21.49 years) completed a survey package including the K-MOGQ. After exploratory factor analysis (EFA) was conducted, all existing models were compared using confirmatory factor analysis (CFA). A hierarchical regression analysis was conducted to demonstrate the incremental variance explained by gaming motives.
The K-MOGQ demonstrated a satisfactory reliability. The EFA and CFA revealed a six-factor (fantasy, escape, skill development, competition, recreation, and social motives) solution in which the coping factor disappeared from the original seven-factor structure. In addition, the escape and fantasy motives significantly predicted increased IGD symptoms even when introversion, neuroticism, and impulsivity were controlled for.
Our results indicate that the K-MOGQ possesses good psychometric properties for measuring the motivational basis of online gaming in Korean-speaking populations. Furthermore, escape and fantasy factors emerged as the most salient motives for IGD symptoms. More research is required to clarify whether a Western-Eastern distinction applies to the factor structure of the MOGQ.
研究表明,考虑游戏动机可以帮助区分不同的网络游戏用户。本研究验证了韩国版在线游戏动机问卷(K-MOGQ),并试图调和其因素结构的混合研究结果。我们还考察了 K-MOGQ 在网络游戏障碍(IGD)相关人格变量之外的增量有效性。
在获得知情同意后,641 名韩国网络游戏用户(平均年龄 21.49 岁)完成了一份包括 K-MOGQ 的调查包。在进行探索性因素分析(EFA)后,使用验证性因素分析(CFA)比较了所有现有模型。进行分层回归分析以展示游戏动机解释的增量方差。
K-MOGQ 表现出令人满意的可靠性。EFA 和 CFA 揭示了一个六因素(幻想、逃避、技能发展、竞争、娱乐和社交动机)的解决方案,其中应对因素从原始的七因素结构中消失。此外,即使控制了内向性、神经质和冲动性,逃避和幻想动机也显著预测了 IGD 症状的增加。
我们的结果表明,K-MOGQ 具有良好的心理测量学特性,可用于测量韩国语群体在线游戏的动机基础。此外,逃避和幻想因素成为 IGD 症状的最突出动机。需要进一步研究来阐明 MOGQ 的因素结构是否存在西方-东方差异。