Evidence map›Paper›PMID 35505458›Full record

ArticlePsychiatry investigation2022

Psychometric Assessment of the Motives for Online Gaming Questionnaire Among Iranian Gamers.

Marziyeh Hamzehzadeh, Arshiya Sangchooli, Rabert Farnam, Hosein Rafiemanesh, Behrang Shadloo, Kamyar Ghani, Maral Mardaneh Jobehdar, Masoumeh Amin-Esmaeili, Jamileh Rahimi, Zsolt Demetrovics and 2 more

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Article in Psychiatry investigation, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

12 authors.

Marziyeh HamzehzadehDepartment of Neuroscience and Addiction Studies, School of Advanced Technologies in Medicine, Tehran University of Medical Sciences, Tehran, Iran.
Arshiya SangchooliSchool of Medicine, Tehran University of Medical Sciences, Tehran, Iran.
Rabert FarnamIranian National Center for Addiction Studies (INCAS), Tehran University of Medical Sciences, Tehran, Iran.
Hosein RafiemaneshNon-Communicable Diseases Research Center, Alborz University of Medical Sciences, Karaj, Iran.
Behrang ShadlooIranian National Center for Addiction Studies (INCAS), Tehran University of Medical Sciences, Tehran, Iran.
Kamyar GhaniDepartment of Neuroscience and Addiction Studies, School of Advanced Technologies in Medicine, Tehran University of Medical Sciences, Tehran, Iran.
Maral Mardaneh JobehdarDepartment of Neuroscience and Addiction Studies, School of Advanced Technologies in Medicine, Tehran University of Medical Sciences, Tehran, Iran.
Masoumeh Amin-EsmaeiliIranian National Center for Addiction Studies (INCAS), Tehran University of Medical Sciences, Tehran, Iran.
Jamileh RahimiDepartment of Epidemiology and Biostatistics, School of Public Health, North Khorasan University of Medical Sciences, Bojnurd, Iran.
Zsolt DemetrovicsCentre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar.
Orsolya KirályInstitute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
Afarin Rahimi-MovagharIranian National Center for Addiction Studies (INCAS), Tehran University of Medical Sciences, Tehran, Iran.

Funding

Tehran University of Medical Sciences 95-02-49-32102
6 · The paper itself

Abstract

objectiveGaming motivations are crucial aspects of healthy and problematic video gaming behavior. The aim of this study was to assess the psychometric properties of the widely used Motives for Online Gaming Questionnaire (MOGQ).

methodsTest-retest reliability was evaluated in a sample of 66 university students. Data from 791 participants in an online survey of Iranian online gamers were examined to assess convergent validity and construct validity using confirmatory factor analysis. Internal consistency of MOGQ factors was assessed in both samples.

resultsThe item content validity index (I-CVI) and the scale content validity index (S-CVI) were between 0.8 and 1.0 for clarity and relevancy. The test-retest reliability of the 27-item questionnaire was 0.85 and internal consistency was 0.94. After incorporating additional error paths, model fit improved to an acceptable level. The MOGQ factors had acceptable correlations with relevant motivational scales such as Gaming Motivation Scale and Player Experience of Need Satisfaction. Recreation motives had the highest average score in the sample and social ones had the lowest, and males scored higher than females across all motivation domains except escape.

conclusionThe MOGQ is a suitable instrument for the assessment of online gaming motivations in the Iranian population.

Indexed as

Gaming motivationsInternet gaming disorderOnline gamingValidationVideo games

Identifiers

PMID35505458
PMCPMC9136521

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.