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
- Institución
- Consejo Nacional de Investigaciones Científicas y Técnicas
- OAI Identificador
- oai:ri.conicet.gov.ar:11336/212471
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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/ |
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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 |
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Pergamon-Elsevier Science Ltd |
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reponame:CONICET Digital (CONICET) instname:Consejo Nacional de Investigaciones Científicas y Técnicas |
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CONICET Digital (CONICET) - Consejo Nacional de Investigaciones Científicas y Técnicas |
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dasensio@conicet.gov.ar; lcarlino@conicet.gov.ar |
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