| Literature DB >> 33095762 |
Francisco J López-Fernández1, Laura Mezquita1,2, Mark D Griffiths3, Generós Ortet1,2, Manuel I Ibáñez1,2.
Abstract
Gaming motives are important factors for explaining individual differences in videogame-related behaviors. The aim of the present study was to develop a new comprehensive but brief instrument-the Videogaming Motives Questionnaire (VMQ)-which embraces some of the most relevant gaming motives. In a first study, a pilot exploratory factor analysis (EFA) with data from 140 undergraduates was performed on items from twelve potential motives. This identified eight main factors: recreation, social interaction, coping, violent reward, fantasy, cognitive development, customization, and competition. In Studies 2 and 3, an EFA and a confirmatory factor analysis were performed on two independent samples of 407 adolescents and 260 young adults, respectively. The VMQ presented a robust eight-factor structure, with all scales showing adequate reliability indices. In reference to criterion validity, all motives presented specific associations with hours spent playing videogames, disordered gaming, and game genre preferences. More specifically, and in both adolescents and young adults, social interaction was the main motive related to time spent gaming, whereas disordered gaming was related to both coping and social interaction motives. Based on these findings, it is concluded that the VMQ is a brief and psychometrically appropriate tool for assessing the most relevant videogaming motives.Entities:
Mesh:
Year: 2020 PMID: 33095762 PMCID: PMC7584249 DOI: 10.1371/journal.pone.0240726
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Comparison of the scales employed to develop the RPG scale according to the most relevant motives in video gaming research.
| Motives | De Grove et al. [ | Demetrovics et al. [ | Ferguson & Olson, [ | Floros & Siomos [ | Fuster et al. [ | Hilgard et al. [ | Kahn, et al. [ | Kim & Ross [ | Lafrenière, Verner-Filion & Vallerand [ | Lee & LaRose [ | Li, Liau, Gentile, Khoo & Cheong [ | Nackle, Bateman, Mandryk [ | Nije et al. [ | Olson [ | Rodríguez de Sepúlveda & Igartua [ | Ryan et al. [ | Scharkow et al. [ | Sherry et al. [ | Tondello et al. [ | Wallenius, et al. [ | Westwood & Griffiths [ | Wu, Wang & Tsai, [ | Yee [ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Social interaction | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||
| Fantasy | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||
| Achievement-challenge | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||
| Competition | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||
| Recreation | X | X | X | X | X | X | X | X | X | X | |||||||||||||
| Escape-coping | X | X | X | X | X | X | X | X | X | ||||||||||||||
| Arousal | X | X | X | X | X | X | X | ||||||||||||||||
| Customization | X | X | X | X | X | ||||||||||||||||||
| Skill development | X | X | X | X |
Exploratory factor analysis and reliability of the VMQ.
| Item | Factor Loading | Item | Factor Loading |
|---|---|---|---|
| Alpha = .84 | Alpha = .79 | ||
| Retest = .60** | Retest = .78** | ||
| 1. Disfruto jugando. ( | .82 | 5. Hago nuevos amigos. ( | .75 |
| 9.Me lo paso bien. ( | .78 | 13. Mediante el juego estoy en contacto con mis amigos. ( | .66 |
| 17. Es divertido. ( | .73 | 21. Así encajo en un grupo de gente que me gusta. ( | .53 |
| Alpha = .76 | Alpha = .93 | ||
| Retest = .67** | Retest = .82** | ||
| 2. Me gusta ganar. ( | .55 | 6. Me gusta la violencia en el juego, cuanto más mejor. ( | .93 |
| 10. Me gusta demostrar que soy mejor que otros jugadores. ( | .55 | 14. En el juego es divertido disparar a alguien en la cabeza. ( | .91 |
| 18. Disfruto compitiendo con otros. ( | .50 | 22. Disfruto de las peleas y luchas violentas en el juego. ( | .85 |
| Alpha = .81 | Alpha = .88 | ||
| Retest = .69** | Retest = .68** | ||
| 3. Me hacen pensar/calentarme la cabeza. ( | .88 | 7. Disfruto diseñando cosas en el juego. ( | .95 |
| 11. Me suponen un reto mental. ( | .66 | 15. Me gusta crear cosas en el juego, como casas u otras construcciones. ( | .85 |
| 19. Me hacen más inteligente ( | .36 | 23. Me gusta crear mi propio mundo en el juego. ( | .64 |
| Alpha = .87 | Alpha = .82 | ||
| Retest = .69** | Retest = .68** | ||
| 4. Alivia mi estrés. ( | .81 | 8. Disfruto metiéndome en la piel de un nuevo personaje en cada juego. ( | .66 |
| 12. Me ayuda a mejorar mi estado de ánimo. ( | .76 | 16. Me gusta sentirme parte de una historia. ( | .62 |
| 20. Me permite sentirme mejor cuando estoy frustrado. ( | .71 | 24. Me siento inmerso en un mundo fantástico/ficticio. ( | .59 |
Correlation analysis between motivations of the VMQ and other relevant variables for Studies 2 and 3.
| Age | Gender | Gaming hours | Disordered gaming | Shooter (197) | MOBA (71) | Strategy (64) | MMORPG (3) | Role-playing (23) | Action-adventure (45) | Sport (150) | Casual (33) | Social simulation (35) | Construction (21) | Platform (23) | Fighting (20) | |
| Recreation | .00 | -.17 | .23 | .18 | .23 | .00 | -.08 | .05 | .15 | .07 | .04 | -.06 | -.02 | .10 | -.10 | .06 |
| Competition | .03 | -.46 | .32 | .39 | .32 | .20 | -.02 | .03 | -.06 | -.02 | .25 | -.12 | -.26 | -.04 | -.18 | .07 |
| Cognitive development | .05 | -.20 | .24 | .37 | .21 | .12 | .06 | .06 | .07 | .19 | .03 | .03 | -.15 | .03 | -.08 | -.03 |
| Coping | .00 | -.18 | .34 | .48 | .20 | .03 | -.05 | .04 | .10 | .14 | .10 | -.05 | -.15 | .04 | -.11 | .08 |
| Social interaction | .02 | -.34 | .37 | .51 | .40 | .15 | -.13 | .09 | -.02 | -.03 | .06 | -.03 | -.20 | -.03 | -.17 | -.02 |
| Violent reward | -.01 | -.42 | .28 | .36 | .47 | .09 | -.15 | .00 | -.09 | -.02 | .15 | -.19 | -.25 | .00 | -.22 | .10 |
| Customization | -.01 | .06 | .19 | .18 | .08 | .04 | .04 | .08 | .09 | .12 | -.12 | .07 | .27 | .18 | -.04 | .01 |
| Fantasy | -.05 | -.15 | .26 | .31 | 20 | .06 | -.05 | .14 | .18 | .22 | -.03 | -.01 | .04 | .12 | -.07 | -.01 |
| Age | Gender | Gaming hours | Disordered gaming | Shooter (77) | MOBA (74) | Strategy (46) | MMORPG (11) | Role-playing (61) | Action-adventure (25) | Sport (33) | Casual (51) | Social simulation (23) | Construction (8) | Platform (13) | Fighting (10) | |
| Recreation | .14 | -.30 | .29 | .29 | .26 | .19 | -.05 | .15 | .23 | .20 | .12 | -.18 | .13 | .02 | .04 | .07 |
| Competition | .00 | -.36 | .15 | .28 | .12 | .18 | .03 | .13 | -.04 | -.03 | .19 | -.26 | -.12 | .02 | -.08 | .10 |
| Cognitive development | .19 | -.18 | .12 | .21 | .13 | .06 | .03 | .04 | .06 | .17 | .01 | .08 | -.03 | -.02 | -.03 | .08 |
| Coping | .15 | -.16 | .24 | .39 | .18 | .06 | -.10 | .18 | .11 | .22 | .11 | -.11 | -.02 | .00 | -.07 | .04 |
| Social interaction | -.02 | -.40 | .42 | .41 | .30 | .43 | -.05 | .26 | .17 | .04 | .02 | -.31 | -.16 | .05 | -.09 | .12 |
| Violent reward | -.06 | -.46 | .21 | .43 | .37 | .11 | -.14 | .08 | .14 | .24 | .18 | -.34 | -.11 | -.03 | .09 | .13 |
| Customization | .06 | .09 | .15 | .10 | .13 | -.04 | -.04 | .08 | .20 | .07 | -.04 | -.16 | .35 | .12 | -.05 | -.02 |
| Fantasy | .04 | -.17 | .24 | .34 | .25 | .07 | -.09 | .18 | .30 | .32 | .06 | -.29 | .13 | .01 | .11 | .09 |
Note.
*p < .05
**p < .01.
Gender: 1 = males, 2 = females. The number of players by genre are indicated between parentheses.
Multiple linear regressions of hours spent gaming and disordered gaming for Studies 2 and 3.
| Study 2 | Study 3 | ||||
|---|---|---|---|---|---|
| Adolescent sample | Young adult sample | ||||
| Gaming hours | Disordered gaming | Gaming hours | Disordered gaming | ||
| 1 | Gender | -.28 | -.26 | -.32 | -.39 |
| Age | -.03 | .02 | -.04 | -.07 | |
| Δ | .08 | .07 | .10 | .15 | |
| 2 | Recreation | .05 | -.08 | .13 | .00 |
| Competition | .02 | .02 | -.11 | -.01 | |
| Cognitive development | -.06 | .04 | -.08 | -.03 | |
| Coping | .18 | .30 | .05 | .21 | |
| Social interaction | .19 | .29 | .33 | .19 | |
| Violent reward | .06 | .12 | -.01 | .18 | |
| Customization | .09 | .00 | .03 | -.15 | |
| Fantasy | -.02 | -.03 | .03 | .17 | |
| Δ | .13 | .27 | .13 | .18 | |
| .21 | .34 | .23 | .33 | ||
Note. 1 = males, 2 = females. β = standardized beta; ΔR2 = change in variance; R2 = total R2.
*p < .05.
**p < .01.
***p < .001.
Fig 1Confirmatory factor analysis of the VMQ among the young adult sample.
For clarity, covariances between motives and errors were not depicted in the figure. All factor loadings were significant at p < .001.