The development and validation of the Videogaming Motives Questionnaire (VMQ)

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.

[1]  Jason L. Steadman Gaming Motivations as a Guide to Treating Problematic Gaming Behaviors , 2019, Journal of Technology in Behavioral Science.

[2]  Christopher L. Groves,et al.  Video games as coping mechanisms in the etiology of video game addiction. , 2019, Psychology of Popular Media Culture.

[3]  C. Montag,et al.  Psychopathological Symptoms and Gaming Motives in Disordered Gaming—A Psychometric Comparison between the WHO and APA Diagnostic Frameworks , 2019, Journal of clinical medicine.

[4]  Sunny S. J. Lin,et al.  Online gaming motive profiles in late adolescence and the related longitudinal development of stress, depression, and problematic internet use , 2019, Comput. Educ..

[5]  M. Spada,et al.  The relative contribution of motives and maladaptive cognitions to levels of Internet Gaming Disorder , 2019, Addictive behaviors reports.

[6]  L. Fañanás,et al.  Recent Stressful Life Events (SLE) and Adolescent Mental Health: Initial Validation of the LEIA, a New Checklist for SLE Assessment According to Their Severity, Interpersonal, and Dependent Nature , 2018, Assessment.

[7]  M. Griffiths,et al.  The Dark Tetrad traits and problematic online gaming: The mediating role of online gaming motives and moderating role of game types , 2018, Personality and Individual Differences.

[8]  Douglas A. Gentile,et al.  Problematic Video Gaming in a Young Spanish Population: Association with Psychosocial Health , 2018, Cyberpsychology Behav. Soc. Netw..

[9]  L. Mezquita,et al.  Development and Validation of the Marijuana Motives Measure Short Form. , 2018, Adicciones.

[10]  C. S. Green,et al.  Internet Gaming Disorder in Children and Adolescents , 2017, Pediatrics.

[11]  Dénes Tóth,et al.  Intense Video Gaming Is Not Essentially Problematic , 2017, Psychology of addictive behaviors : journal of the Society of Psychologists in Addictive Behaviors.

[12]  Stéphanie Laconi,et al.  Internet gaming disorder, motives, game genres and psychopathology , 2017, Comput. Hum. Behav..

[13]  M. Griffiths,et al.  An Overview of Structural Characteristics in Problematic Video Game Playing , 2017, Current Addiction Reports.

[14]  Satoko Mihara,et al.  Cross‐sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature , 2017, Psychiatry and clinical neurosciences.

[15]  A. Schimmenti,et al.  Personality and Internet Gaming Disorder: a Systematic Review of Recent Literature , 2017, Current Addiction Reports.

[16]  Niko Männikkö,et al.  Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self-Awareness of Problematic Use , 2017, International Journal of Mental Health and Addiction.

[17]  Mark D. Griffiths,et al.  Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study , 2017 .

[18]  A. Wu,et al.  Motives for online gaming questionnaire: Its psychometric properties and correlation with Internet gaming disorder symptoms among Chinese people , 2017, Journal of behavioral addictions.

[19]  Sandra L. Calvert,et al.  The American Psychological Association Task Force Assessment of Violent Video Games: Science in the Service of Public Interest , 2017, The American psychologist.

[20]  Huanhuan Li,et al.  Role of Stressful Life Events, Avoidant Coping Styles, and Neuroticism in Online Game Addiction among College Students: A Moderated Mediation Model , 2016, Front. Psychol..

[21]  Marc Busch,et al.  The Gamification User Types Hexad Scale , 2016, CHI PLAY.

[22]  Angel Blanch,et al.  Text mining a self-report back-translation. , 2016, Psychological assessment.

[23]  S. Chong,et al.  Prevalence and Correlates of Internet Gaming Problem among Internet Users: Results from an Internet Survey. , 2016, Annals of the Academy of Medicine, Singapore.

[24]  Stefano Tamburin,et al.  Psychological Considerations in the Assessment and Treatment of Pain in Neurorehabilitation and Psychological Factors Predictive of Therapeutic Response: Evidence and Recommendations from the Italian Consensus Conference on Pain in Neurorehabilitation , 2016, Front. Psychol..

[25]  Mark D. Griffiths,et al.  Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test , 2016, Comput. Hum. Behav..

[26]  Verolien Cauberghe,et al.  Development and Validation of an Instrument for Measuring Individual Motives for Playing Digital Games , 2016 .

[27]  Jonas Heide Smith,et al.  Understanding Video Games , 2015 .

[28]  M. Griffiths,et al.  Characteristics and Psychiatric Symptoms of Internet Gaming Disorder among Adults Using Self-Reported DSM-5 Criteria , 2015, Psychiatry investigation.

[29]  Adam S. Kahn,et al.  Trojan Player Typology , 2015 .

[30]  Zaheer Hussain,et al.  An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games , 2015, Comput. Hum. Behav..

[31]  Rabindra A. Ratan,et al.  The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations , 2015, Comput. Hum. Behav..

[32]  Chih-Hung Ko,et al.  Internet Gaming Disorder in the DSM-5 , 2015, Current Psychiatry Reports.

[33]  M. Griffiths,et al.  The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey , 2015, Journal of medical Internet research.

[34]  Michael Scharkow,et al.  Beyond the "core-gamer": Genre preferences and gratifications in computer games , 2015, Comput. Hum. Behav..

[35]  Thom Baguley,et al.  Pathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatology , 2014, Comput. Hum. Behav..

[36]  Héctor Fuster,et al.  Relationship Between Passion and Motivation for Gaming in Players of Massively Multiplayer Online Role-Playing Games , 2014, Cyberpsychology Behav. Soc. Netw..

[37]  Rune Aune Mentzoni,et al.  Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? , 2014, Journal of behavioral addictions.

[38]  Joël Billieux,et al.  Characteristics and treatment response of self-identified problematic Internet users in a behavioral addiction outpatient clinic , 2014, Journal of behavioral addictions.

[39]  K. Müller,et al.  Psychological Research and a Sociological Perspective on Problematic and Addictive Computer Game Use in Adolescence , 2013 .

[40]  Joseph Hilgard,et al.  Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES) , 2013, Front. Psychol..

[41]  D. Gentile,et al.  Construct and Predictive Validity of a Brief MMO Player Motivation Scale , 2013 .

[42]  C. Ferguson,et al.  Friends, fun, frustration and fantasy: Child motivations for video game play , 2013 .

[43]  R. Vallerand,et al.  Development and validation of the Gaming Motivation Scale (GAMS) , 2012 .

[44]  Daniel L. King,et al.  Video Game Addiction: Past, Present and Future , 2012 .

[45]  Georgios Floros,et al.  Patterns of Choices on Video Game Genres and Internet Addiction , 2012, Cyberpsychology Behav. Soc. Netw..

[46]  Les Nelson,et al.  Online gaming motivations scale: development and validation , 2012, CHI.

[47]  B. Bushman,et al.  "We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels. , 2012, Journal of adolescence.

[48]  L. Mezquita,et al.  Drinking Motives in Clinical and General Populations , 2011, European Addiction Research.

[49]  Z. Demetrovics,et al.  Why do you play? The development of the motives for online gaming questionnaire (MOGQ) , 2011, Behavior research methods.

[50]  Joël Billieux,et al.  Psychological Predictors of Problematic Involvement in Massively Multiplayer Online Role-Playing Games: Illustration in a Sample of Male Cybercafé Players , 2011, Psychopathology.

[51]  D. Gentile,et al.  Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study , 2011, Pediatrics.

[52]  Jen-Her Wu,et al.  Falling in love with online games: The uses and gratifications perspective , 2010, Comput. Hum. Behav..

[53]  Mark D. Griffiths,et al.  The Role of Structural Characteristics in Video-Game Play Motivation: A Q-Methodology Study , 2010, Cyberpsychology Behav. Soc. Netw..

[54]  A. V. van Rooij,et al.  Online video game addiction: identification of addicted adolescent gamers. , 2010, Addiction.

[55]  Florian Rehbein,et al.  Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey , 2010, Cyberpsychology Behav. Soc. Netw..

[56]  Jeroen S. Lemmens,et al.  The Effects of Pathological Gaming on Aggressive Behavior , 2010, Journal of youth and adolescence.

[57]  Cheryl K. Olson Children's Motivations for Video Game Play in the Context of Normal Development , 2010 .

[58]  John L. Sherry,et al.  Orientations to Video Games Among Gender and Age Groups , 2010 .

[59]  Arja Rimpelä,et al.  Digital Game Playing Motives among Adolescents: Relations to Parent-Child Communication, School Performance, Sleeping Habits, and Perceived Health. , 2009 .

[60]  D. Gentile Pathological Video-Game Use Among Youth Ages 8 to 18 , 2009, Psychological science.

[61]  Scott E. Caplan,et al.  Who plays, how much, and why? Debunking the stereotypical gamer profile , 2008, J. Comput. Mediat. Commun..

[62]  S. Stewart,et al.  Development and psychometric evaluation of a three-dimensional Gambling Motives Questionnaire. , 2008, Addiction.

[63]  Jonas Heide Smith,et al.  Understanding Video Games: The Essential Introduction , 2008 .

[64]  Robert LaRose,et al.  A Socio-Cognitive Model of Video Game Usage , 2007 .

[65]  Yong-Ku Kim,et al.  The five-factor gambling motivation model , 2007, Psychiatry Research.

[66]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[67]  Andrew K. Przybylski,et al.  The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .

[68]  S. Ross,et al.  An exploration of motives in sport video gaming , 2006 .

[69]  Nick Yee,et al.  The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.

[70]  John L. Sherry,et al.  Narrative and interactivity in computer games , 2006 .

[71]  Marley W. Watkins,et al.  Determining Parallel Analysis Criteria , 2005 .

[72]  B. Byrne Structural equation modeling with EQS : basic concepts, applications, and programming , 2000 .

[73]  Kate B. Carey,et al.  Validating a Five-Factor Marijuana Motives Measure: Relations with Use, Problems, and Alcohol Motives. , 1998 .

[74]  K. Geisinger Cross-Cultural Normative Assessment: Translation and Adaptation Issues Influencing the Normative Interpretation of Assessment Instruments. , 1994 .

[75]  M. L. Cooper,et al.  Motivations for alcohol use among adolescents: development and validation of a four-factor model , 1994 .

[76]  R. Devellis,et al.  Scale Development: Theory and Applications. , 1992 .

[77]  G J Lautenschlager,et al.  A Comparison of Alternatives to Conducting Monte Carlo Analyses for Determining Parallel Analysis Criteria. , 1989, Multivariate behavioral research.

[78]  Norman Cliff,et al.  The eigenvalues-greater-than-one rule and the reliability of components. , 1988 .

[79]  A. Bandura Social Foundations of Thought and Action: A Social Cognitive Theory , 1985 .

[80]  E. Katz,et al.  The Uses of Mass Communications: Current Perspectives on Gratifications Research. Sage Annual Reviews of Communication Research Volume III. , 1975 .

[81]  M. Galanter,et al.  Textbook of Addiction Treatment: International Perspectives , 2021 .

[82]  M. Griffiths,et al.  The role of personality on disordered gaming and game genre preferences in adolescence : Gender differences and person-environment transactions , 2020 .

[83]  M. Pearson,et al.  Depressive symptoms, ruminative thinking, drinking motives, and alcohol outcomes: A multiple mediation model among college students in three countries. , 2018, Addictive behaviors.

[84]  M. L. Cooper,et al.  Motivational models of substance use: A review of theory and research on motives for using alcohol, marijuana, and tobacco. , 2016 .

[85]  Regan L. Mandryk,et al.  BrainHex: A neurobiological gamer typology survey , 2014, Entertain. Comput..

[86]  Martial Van der Linden,et al.  Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth , 2013, Comput. Hum. Behav..

[87]  M. Griffiths,et al.  Psychological motivation in online role-playing games: A study of Spanish World of Warcraft players , 2012 .

[88]  Mark D. Griffiths,et al.  A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players , 2012, Int. J. Cyber Behav. Psychol. Learn..

[89]  Patti M. Valkenburg,et al.  Psychosocial causes and consequences of pathological gaming , 2011, Comput. Hum. Behav..

[90]  Daniel L. King,et al.  Video Game Structural Characteristics: A New Psychological Taxonomy , 2009, International Journal of Mental Health and Addiction.

[91]  E. Deci,et al.  Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.

[92]  Peter M. Bentler,et al.  EQS : structural equations program manual , 1989 .

[93]  W. M. Cox,et al.  A motivational model of alcohol use. , 1988, Journal of abnormal psychology.

[94]  M. Brand,et al.  Neuroscience and Biobehavioral Reviews Integrating Psychological and Neurobiological Considerations regarding the Development and Maintenance of Specific Internet-use Disorders: an Interaction of Person-affect-cognition-execution (i-pace) Model , 2022 .