Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
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Mostrar el registro completo del ítemcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/8033
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Título
Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives QuestionnaireAutoría
Fecha de publicación
2023-05Editor
ElsevierCita bibliográfica
MICHELINI, Yanina, et al. Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire. Addictive Behaviors, 2023, vol. 140, p. 107624.Tipo de documento
info:eu-repo/semantics/articleVersión de la editorial
https://www.sciencedirect.com/science/article/pii/S0306460323000199Versión
info:eu-repo/semantics/publishedVersionPalabras clave / Materias
Resumen
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
... [+]
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. [-]
Publicado en
Addictive Behaviors 140 (2023)Entidad financiadora
National Institute on Alcohol Abuse and Alcoholism (NIAAA) in the United State | Universitat Jaume I | Generalitat Valenciana | National Secretary of Science and Technology in Argentina | National University of Córdoba
Código del proyecto o subvención
T32-AA018108 | UJI- B2022-29 | CIAICO/2021/052 | PICT 2018–03170
Derechos de acceso
info:eu-repo/semantics/openAccess
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