| Literature DB >> 30897719 |
Sara Peracchia1, Fabio Presaghi2, Giuseppe Curcio3.
Abstract
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aimed at adapting the Gaming Motivation Scale (GAMS) to the Italian context, assessing its psychometric properties and verifying its sensitivity to predict depression and anxiety levels. From a sample of 1899 participants, a group of 388 adolescents who participated in the survey was divided into two subgroups of Heavy (HG, N = 188) and Light Gamers (LG, N = 200). A sub-sample of N = 172 adolescents also filled-in CESD and STAI to assess, respectively, depression and trait anxiety. Internal consistency and factorial structure of the Italian version of GAMS (GAMS-it) have been evaluated. Moreover, a latent regression structural equation model by predicting the CES-D and STAI scores with the GAMS-it factors has been carried out. GAMS-it has adequate validity and reliability levels, showing a very similar factorial structure to the original version. Therefore, this scale can be used to evaluate gaming motivation, which is useful for gaming motivation screening. Finally, it has been found that lower gaming motivation can be related to high level of depression and anxiety. The present findings provide a coherent picture, supporting the reliability and validity of the GAMS-it, that appears potentially useful in predicting anxiety and depression levels in a population of adolescents.Entities:
Keywords: adolescents; motivation; psychopathology; videogaming
Mesh:
Year: 2019 PMID: 30897719 PMCID: PMC6466420 DOI: 10.3390/ijerph16061008
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Standardized factor loadings with Robust SE for the six factors of GAMS-it (N = 388).
| GAMS Factors and Related Items | Factor Loading | SE |
|---|---|---|
| Intrinsic motivation | ||
| GAMS.1: Because it is stimulating to play | 0.914 ** | 0.013 |
| GAMS.2: For the pleasure of trying/experiencing new game options (e.g., classes, characters, teams, races, equipment) | 0.857 ** | 0.022 |
| GAMS.3: For the feeling of efficacy I experience when I play | 0.881 ** | 0.015 |
| Integrated regulation | ||
| GAMS.4: Because it is an extension of me | 0.896 ** | 0.020 |
| GAMS.5: Because it is an integral part of my life | 0.909 ** | 0.017 |
| GAMS.6: Because it is aligned with my personal values | 0.895 ** | 0.017 |
| Identified Regulation | ||
| GAMS.7: Because it is a good way to develop important aspects of myself | 0.812 ** | 0.026 |
| GAMS.8: Because it is a good way to develop social and intellectual abilities that are useful to me | 0.726 ** | 0.036 |
| GAMS.9: Because it has personal significance to me | 0.844 ** | 0.022 |
| Introjected Regulation | ||
| GAMS.10: Because I feel that I must play regularly | 0.894 ** | 0.020 |
| GAMS.11: Because I must play to feel good about myself | 0.837 ** | 0.028 |
| GAMS.12: Because otherwise I would feel bad about myself | 0.705 ** | 0.035 |
| External Regulation | ||
| GAMS.13: To acquire powerful and rare items (e.g., armors, weapons) and virtual currency (e.g., gold pieces, gems) or to unlock hidden/restricted elements of the game (e.g., new characters, equipment, maps) | 0.850 ** | 0.025 |
| GAMS.14: For the prestige of being a good player | 0.907 ** | 0.016 |
| GAMS.15: To gain in-game awards and trophies or character/avatar’s levels and experiences points | 0.933 ** | 0.014 |
| Amotivation | ||
| GAMS.16: It is not clear anymore; I sometimes ask myself if it is good for me | 0.924 ** | 0.032 |
| GAMS.17: I used to have good reasons, but now I am asking myself if I should continue | 0.761 ** | 0.037 |
| GAMS.18: Honestly, I don’t know; I have the impression that I’m wasting my time | 0.523 ** | 0.047 |
** p < 0.01; N = 388.
Descriptive Statistics, Cronbach’ alphas and Correlations among the six GAMS-it factors (listwise missing deletion, N = 388).
| M | SD | α | Int-Mot | Int-Reg | Id-Reg | Introj-R | Ext-Reg | Amot | |
|---|---|---|---|---|---|---|---|---|---|
| Int-Mot | 3.18 | 2.03 | 0.91 | 1 | 0.823 ** | 0.867 ** | 0.780 ** | 0.853 ** | 0.268 ** |
| Int-Reg | 2.23 | 1.72 | 0.93 | 1 | 0.945 ** | 0.843 ** | 0.634 ** | 0.196 ** | |
| Id-Reg | 2.22 | 1.56 | 0.84 | 1 | 0.816 ** | 0.710 ** | 0.205 ** | ||
| Introj-R | 1.90 | 1.45 | 0.85 | 1 | 0.706 ** | 0.248 ** | |||
| Ext-Reg | 2.86 | 2.14 | 0.92 | 1 | 0.254 ** | ||||
| Amot | 2.51 | 1.70 | 0.76 | 1 |
Note: Int-Mot = Intrinsic motivation; Int-Reg = Integrated regulation; Id-Reg = Identified Regulation; Introj-R = Introjected Regulation; Ext-Reg = External Regulation; Amot = Amotivation [** p < 0.01].
Descriptive statistics (M, SD) comparing Heavy Gamers (HG) and Light Gamers (LG) on each of the six GAMS-it factors and for CESD and STAI scores.
| HG | LG | F (1, 386) |
| |||||
|---|---|---|---|---|---|---|---|---|
| N | M | SD | N | M | SD | |||
| Int-Mot | 188 | 4.8 | 1.5 | 200 | 1.6 | 1.0 | 603.9 | <0.001 |
| Int-Reg | 188 | 3.4 | 1.8 | 200 | 1.1 | 0.5 | 288.2 | <0.001 |
| Id-Reg | 188 | 3.3 | 1.6 | 200 | 1.3 | 0.6 | 277.7 | <0.001 |
| Introj-R | 188 | 2.8 | 1.6 | 200 | 1.1 | 0.4 | 202.0 | <0.001 |
| Ext-Reg | 188 | 4.4 | 1.9 | 200 | 1.4 | 0.9 | 421.3 | <0.001 |
| Amot | 188 | 2.6 | 1.6 | 200 | 2.4 | 1.7 | 1.2 | 0.283 |
| CES-D | 95 | 15.9 | 10.5 | 77 | 17.4 | 10.2 | 0.9 a | 0.349 |
| STAI | 95 | 39.8 | 10.4 | 77 | 43.6 | 11.2 | 5.3 a | 0.023 |
Note: Int-Mot = Intrinsic motivation; Int-Reg = Integrated regulation; Id-Reg = Identified Regulation; Introj-R = Introjected Regulation; Ext-Reg = External Regulation; Amot = Amotivation; CES-D = Center for Epidemiologic Studies Depression; STAI = State-Trait Anxiety Inventory. a Data for this combination of variables was available only on 172 participants. So d.f. for this ANOVA was (1, 170).
Figure 1Path Model of the effects (completely standardized regression coefficients) of GAMS latent factors on Depression (CES-D scores) and Anxiety (STAI scores).
Effects (Completely standardized regression coefficients) of GAMS latent factors on the CES-D and STAI scores (N = 172).
| CES-D Score | STAI Score | |||||
|---|---|---|---|---|---|---|
| b | se |
| b | se |
| |
| Int-Mot | −0.415 | 0.247 | 0.093 | −0.640 | 0.231 | 0.006 |
| Int-Reg | 0.185 | 0.322 | 0.566 | 0.619 | 0.376 | 0.100 |
| Id-Reg | 0.296 | 0.344 | 0.389 | −0.191 | 0.435 | 0.660 |
| Introj-R | 0.007 | 0.140 | 0.961 | −0.014 | 0.107 | 0.893 |
| Ext-Reg | −0.291 | 0.206 | 0.157 | −0.022 | 0.213 | 0.919 |
| Amot | 0.209 | 0.077 | 0.007 | 0.381 | 0.073 | 0.000 |
| Sex (F) | 0.400 | 0.092 | 0.000 | 0.208 | 0.091 | 0.022 |
| Gamer (HG) | 0.343 | 0.091 | 0.000 | 0.119 | 0.091 | 0.189 |
Note: Int-Mot = Intrinsic motivation; Int-Reg = Integrated regulation; Id-Reg = Identified Regulation; Introj-R = Introjected Regulation; Ext-Reg = External Regulation; Amot = Amotivation.