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

Autores
Michelini, Yanina Noelia; Ibáñez, Manuel I.; Pilatti, Angelina; Bravo, Adrián; López Fernández, Francisco J.; Ortet, Generós; Mezquita, Laura
Año de publicación
2023
Idioma
inglés
Tipo de recurso
artículo
Estado
versión publicada
Descripción
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.
Fil: Michelini, Yanina Noelia. Universidad Nacional de Córdoba. Instituto de Investigaciones Psicológicas. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Instituto de Investigaciones Psicológicas; Argentina. Universidad Nacional de Córdoba. Facultad de Psicología; Argentina
Fil: Ibáñez, Manuel I.. Universitat Jaume I; España. Instituto de Salud Carlos III; España
Fil: Pilatti, Angelina. Universidad Nacional de Córdoba. Instituto de Investigaciones Psicológicas. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Instituto de Investigaciones Psicológicas; Argentina. Universidad Nacional de Córdoba. Facultad de Psicología; Argentina
Fil: Bravo, Adrián. College Of William And Mary (w&m);
Fil: López Fernández, Francisco J.. Universitat Jaume I; España
Fil: Ortet, Generós. Universitat Jaume I; España. Instituto de Salud Carlos III; España
Fil: Mezquita, Laura. Universitat Jaume I; España. Instituto de Salud Carlos III; España
Materia
COLLEGE STUDENTS
CROSS-NATIONAL
GAMING MOTIVES
MEASUREMENT INVARIANCE
Nivel de accesibilidad
acceso abierto
Condiciones de uso
https://creativecommons.org/licenses/by-nc-nd/2.5/ar/
Repositorio
CONICET Digital (CONICET)
Institución
Consejo Nacional de Investigaciones Científicas y Técnicas
OAI Identificador
oai:ri.conicet.gov.ar:11336/212471

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spelling Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives QuestionnaireMichelini, Yanina NoeliaIbáñez, Manuel I.Pilatti, AngelinaBravo, AdriánLópez Fernández, Francisco J.Ortet, GenerósMezquita, LauraCOLLEGE STUDENTSCROSS-NATIONALGAMING MOTIVESMEASUREMENT INVARIANCEhttps://purl.org/becyt/ford/5.1https://purl.org/becyt/ford/5Introduction. 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.Fil: Michelini, Yanina Noelia. Universidad Nacional de Córdoba. Instituto de Investigaciones Psicológicas. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Instituto de Investigaciones Psicológicas; Argentina. Universidad Nacional de Córdoba. Facultad de Psicología; ArgentinaFil: Ibáñez, Manuel I.. Universitat Jaume I; España. Instituto de Salud Carlos III; EspañaFil: Pilatti, Angelina. Universidad Nacional de Córdoba. Instituto de Investigaciones Psicológicas. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Instituto de Investigaciones Psicológicas; Argentina. Universidad Nacional de Córdoba. Facultad de Psicología; ArgentinaFil: Bravo, Adrián. College Of William And Mary (w&m);Fil: López Fernández, Francisco J.. Universitat Jaume I; EspañaFil: Ortet, Generós. Universitat Jaume I; España. Instituto de Salud Carlos III; EspañaFil: Mezquita, Laura. Universitat Jaume I; España. Instituto de Salud Carlos III; EspañaPergamon-Elsevier Science Ltd2023-05info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/resource_type/c_6501info:ar-repo/semantics/articuloapplication/pdfapplication/pdfapplication/pdfapplication/pdfhttp://hdl.handle.net/11336/212471Michelini, Yanina Noelia; Ibáñez, Manuel I.; Pilatti, Angelina; Bravo, Adrián; López Fernández, Francisco J.; et al.; Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire; Pergamon-Elsevier Science Ltd; Addictive Behaviors.; 140; 107624; 5-2023; 1-80306-4603CONICET DigitalCONICETenginfo:eu-repo/semantics/altIdentifier/doi/10.1016/j.addbeh.2023.107624info:eu-repo/semantics/altIdentifier/url/https://www.sciencedirect.com/science/article/pii/S0306460323000199?via%3Dihubinfo:eu-repo/semantics/openAccesshttps://creativecommons.org/licenses/by-nc-nd/2.5/ar/reponame:CONICET Digital (CONICET)instname:Consejo Nacional de Investigaciones Científicas y Técnicas2025-09-29T10:04:24Zoai:ri.conicet.gov.ar:11336/212471instacron:CONICETInstitucionalhttp://ri.conicet.gov.ar/Organismo científico-tecnológicoNo correspondehttp://ri.conicet.gov.ar/oai/requestdasensio@conicet.gov.ar; lcarlino@conicet.gov.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:34982025-09-29 10:04:25.136CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicasfalse
dc.title.none.fl_str_mv Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
title Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
spellingShingle Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
Michelini, Yanina Noelia
COLLEGE STUDENTS
CROSS-NATIONAL
GAMING MOTIVES
MEASUREMENT INVARIANCE
title_short Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
title_full Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
title_fullStr Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
title_full_unstemmed Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
title_sort Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire
dc.creator.none.fl_str_mv Michelini, Yanina Noelia
Ibáñez, Manuel I.
Pilatti, Angelina
Bravo, Adrián
López Fernández, Francisco J.
Ortet, Generós
Mezquita, Laura
author Michelini, Yanina Noelia
author_facet Michelini, Yanina Noelia
Ibáñez, Manuel I.
Pilatti, Angelina
Bravo, Adrián
López Fernández, Francisco J.
Ortet, Generós
Mezquita, Laura
author_role author
author2 Ibáñez, Manuel I.
Pilatti, Angelina
Bravo, Adrián
López Fernández, Francisco J.
Ortet, Generós
Mezquita, Laura
author2_role author
author
author
author
author
author
dc.subject.none.fl_str_mv COLLEGE STUDENTS
CROSS-NATIONAL
GAMING MOTIVES
MEASUREMENT INVARIANCE
topic COLLEGE STUDENTS
CROSS-NATIONAL
GAMING MOTIVES
MEASUREMENT INVARIANCE
purl_subject.fl_str_mv https://purl.org/becyt/ford/5.1
https://purl.org/becyt/ford/5
dc.description.none.fl_txt_mv 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.
Fil: Michelini, Yanina Noelia. Universidad Nacional de Córdoba. Instituto de Investigaciones Psicológicas. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Instituto de Investigaciones Psicológicas; Argentina. Universidad Nacional de Córdoba. Facultad de Psicología; Argentina
Fil: Ibáñez, Manuel I.. Universitat Jaume I; España. Instituto de Salud Carlos III; España
Fil: Pilatti, Angelina. Universidad Nacional de Córdoba. Instituto de Investigaciones Psicológicas. - Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Córdoba. Instituto de Investigaciones Psicológicas; Argentina. Universidad Nacional de Córdoba. Facultad de Psicología; Argentina
Fil: Bravo, Adrián. College Of William And Mary (w&m);
Fil: López Fernández, Francisco J.. Universitat Jaume I; España
Fil: Ortet, Generós. Universitat Jaume I; España. Instituto de Salud Carlos III; España
Fil: Mezquita, Laura. Universitat Jaume I; España. Instituto de Salud Carlos III; España
description 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.
publishDate 2023
dc.date.none.fl_str_mv 2023-05
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
http://purl.org/coar/resource_type/c_6501
info:ar-repo/semantics/articulo
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv http://hdl.handle.net/11336/212471
Michelini, Yanina Noelia; Ibáñez, Manuel I.; Pilatti, Angelina; Bravo, Adrián; López Fernández, Francisco J.; et al.; Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire; Pergamon-Elsevier Science Ltd; Addictive Behaviors.; 140; 107624; 5-2023; 1-8
0306-4603
CONICET Digital
CONICET
url http://hdl.handle.net/11336/212471
identifier_str_mv Michelini, Yanina Noelia; Ibáñez, Manuel I.; Pilatti, Angelina; Bravo, Adrián; López Fernández, Francisco J.; et al.; Motives to play videogames across seven countries: Measurement invariance of the Videogaming Motives Questionnaire; Pergamon-Elsevier Science Ltd; Addictive Behaviors.; 140; 107624; 5-2023; 1-8
0306-4603
CONICET Digital
CONICET
dc.language.none.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv info:eu-repo/semantics/altIdentifier/doi/10.1016/j.addbeh.2023.107624
info:eu-repo/semantics/altIdentifier/url/https://www.sciencedirect.com/science/article/pii/S0306460323000199?via%3Dihub
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
https://creativecommons.org/licenses/by-nc-nd/2.5/ar/
eu_rights_str_mv openAccess
rights_invalid_str_mv https://creativecommons.org/licenses/by-nc-nd/2.5/ar/
dc.format.none.fl_str_mv application/pdf
application/pdf
application/pdf
application/pdf
dc.publisher.none.fl_str_mv Pergamon-Elsevier Science Ltd
publisher.none.fl_str_mv Pergamon-Elsevier Science Ltd
dc.source.none.fl_str_mv reponame:CONICET Digital (CONICET)
instname:Consejo Nacional de Investigaciones Científicas y Técnicas
reponame_str CONICET Digital (CONICET)
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repository.name.fl_str_mv CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicas
repository.mail.fl_str_mv dasensio@conicet.gov.ar; lcarlino@conicet.gov.ar
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