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跨七个国家玩视频游戏的动机:视频游戏动机问卷的测量不变性。

Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire.

机构信息

Universidad Nacional de Córdoba, Facultad de Psicología, Instituto de Investigaciones Psicológicas, IIPsi, CONICET, Córdoba, Argentina.

Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Castellón, Spain; Centre for Biomedical Research Network on Mental Health (CIBERSAM), Instituto de Salud Carlos III, Castellón de la Plana, Castellón, Spain.

出版信息

Addict Behav. 2023 May;140:107624. doi: 10.1016/j.addbeh.2023.107624. Epub 2023 Jan 20.

DOI:10.1016/j.addbeh.2023.107624
PMID:36701906
Abstract

INTRODUCTION

Gaming motives appear to be an important predictor of time spent gaming and disordered gaming. The Videogaming Motives Questionnaire (VMQ) has shown adequate psychometric properties to assess gaming motives among Spanish college students. However, the utility of this measure has not yet been explored in other cultures. This research aimed to examine the structure and measurement invariance of the VMQ across seven countries and gender groups, and to provide criterion-related validity evidence for VMQ scores.

METHOD

College students who reported having played videogames in the last year (n = 5192; 59.07 % women) from the US, Canada, South Africa, Spain, Argentina, England, and Uruguay completed an online survey to measure time spent gaming, disordered gaming, and the VMQ.

RESULTS

Findings support a 24-item 8-intercorrelated factor model structure for the VMQ in the total sample. Our results also support configural, metric, and scalar invariance of the VMQ across gender groups and countries. Students from North America (US and Canada) scored higher on most gaming motives (except recreation and cognitive development) than students from the other countries. The correlations between VMQ and non-VMQ variables were similar across gender and countries, except in England where VMQ correlations with time spent gaming were stronger.

DISCUSSION

These results suggest that the VMQ is a useful measure for assessing gaming motives across young adults from different countries.

摘要

简介

游戏动机似乎是预测游戏时间和游戏障碍的一个重要因素。《视频游戏动机问卷》(VMQ)已显示出足够的心理测量学特性,可用于评估西班牙大学生的游戏动机。然而,该测量工具在其他文化中的应用尚未得到探索。本研究旨在检验 VMQ 在七个国家和性别群体中的结构和测量不变性,并为 VMQ 分数提供效标关联效度证据。

方法

来自美国、加拿大、南非、西班牙、阿根廷、英国和乌拉圭的报告在过去一年中玩过电子游戏的大学生(n=5192;59.07%为女性)完成了一项在线调查,以测量游戏时间、游戏障碍和 VMQ。

结果

研究结果支持 VMQ 在总样本中具有 24 个项目 8 个相互关联因素的模型结构。我们的结果还支持 VMQ 在性别群体和国家之间的组态、度量和标度不变性。与其他国家的学生相比,来自北美的学生(美国和加拿大)在大多数游戏动机(除了娱乐和认知发展)上的得分更高。VMQ 与非 VMQ 变量之间的相关性在性别和国家之间相似,除了在英国,VMQ 与游戏时间的相关性更强。

讨论

这些结果表明,VMQ 是一种评估来自不同国家的年轻人游戏动机的有用工具。

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