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

Journal: Addictive behaviors

Volume: 140

Issue: 

Year of Publication: 2023

Affiliated Institutions:  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. Department of Psychological Sciences, William & Mary, Williamsburg, VA, USA. Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Castellón, Spain. 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. Electronic address: lmezquit@uji.es.

Abstract summary 

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

Authors & Co-authors:  Michelini Yanina Y Ibáñez Manuel I MI Pilatti Angelina A Bravo Adrian J AJ López-Fernández Francisco J FJ Ortet Generós G Mezquita Laura L

Study Outcome 

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Statistics
Citations : 
Authors :  8
Identifiers
Doi : 10.1016/j.addbeh.2023.107624
SSN : 1873-6327
Study Population
Male,Female
Mesh Terms
Young Adult
Other Terms
College Students;Cross-national;Gaming Motives;Measurement Invariance
Study Design
Cross Sectional Study
Study Approach
Country of Study
South Africa
Publication Country
England