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Psychometric Assessment of the Motives for Online Gaming Questionnaire Among Iranian Gamers Publisher



Hamzehzadeh M1, 2 ; Sangchooli A3 ; Farnam R2 ; Rafiemanesh H4 ; Shadloo B2 ; Ghani K1, 2 ; Jobehdar MM1, 2 ; Aminesmaeili M2 ; Rahimi J5 ; Demetrovics Z6, 7 ; Kiraly O7 ; Rahimimovaghar A2
Authors
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Authors Affiliations
  1. 1. Department of Neuroscience and Addiction Studies, School of Advanced Technologies in Medicine, Tehran University of Medical Sciences, Tehran, Iran
  2. 2. Iranian National Center for Addiction Studies (INCAS), Tehran University of Medical Sciences, Tehran, Iran
  3. 3. School of Medicine, Tehran University of Medical Sciences, Tehran, Iran
  4. 4. Non-Communicable Diseases Research Center, Alborz University of Medical Sciences, Karaj, Iran
  5. 5. Department of Epidemiology and Biostatistics, School of Public Health, North Khorasan University of Medical Sciences, Bojnurd, Iran
  6. 6. Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
  7. 7. Institute of Psychology, ELTE Eotvos Lorand University, Budapest, Hungary

Source: Psychiatry Investigation Published:2022


Abstract

Objective Gaming motivations are crucial aspects of healthy and problematic video gaming behavior. The aim of this study was to assess the psychometric properties of the widely used Motives for Online Gaming Questionnaire (MOGQ). Methods Test-retest reliability was evaluated in a sample of 66 university students. Data from 791 participants in an online survey of Iranian online gamers were examined to assess convergent validity and construct validity using confirmatory factor analysis. Internal consistency of MOGQ factors was assessed in both samples. Results The item content validity index (I-CVI) and the scale content validity index (S-CVI) were between 0.8 and 1.0 for clarity and relevancy. The test-retest reliability of the 27-item questionnaire was 0.85 and internal consistency was 0.94. After incorporating additional error paths, model fit improved to an acceptable level. The MOGQ factors had acceptable correlations with relevant motivational scales such as Gaming Motivation Scale and Player Experience of Need Satisfaction. Recreation motives had the highest average score in the sample and social ones had the lowest, and males scored higher than females across all motivation domains except escape. Conclusion The MOGQ is a suitable instrument for the assessment of online gaming motivations in the Iranian population. © 2022 Korean Neuropsychiatric Association.