Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs)

比例(比率) 心理学 应用心理学 计算机科学 社会心理学 量子力学 物理
作者
Mustafa Can Gursesli,Alessia Martucci,Alan D. A. Mattiassi,Mirko Duradoni,Andrea Guazzini
出处
期刊:Simulation & Gaming [SAGE Publishing]
卷期号:55 (5): 856-885 被引量:4
标识
DOI:10.1177/10468781241260861
摘要

Background The gaming industry is experiencing rapid growth, and videogames in various forms have become an integral part of our daily routines. While research has delved into motivations for playing specific types of videogames, such as online multiplayer games, there is still a need for exploration of the broader concept of video game engagement, irrespective of the genre. Aim The primary aim of this study was to develop and validate a gaming motivation scale that focuses on the intrinsic reasons and psychological aspects of video game motivation. Additionally, the goal was to create a scale that does not rely on game genres to assess gamers’ motivational profiles. Research methods The study was conducted in two phases, involving a total of 2641 Italian participants. In the first phase, exploratory factor analysis (EFA) was performed with data from Italian 543 participants ( M = 28.92; sd = 8.26). In the second phase, confirmatory factor analysis (CFA) was conducted with data collected from 2098 participants ( M = 31.60, sd = 8.81), showing an adequate fit to the theorized model (𝑥 2 (878) =3843.28; CFI = .95, TLI = .95, RMSEA = .040, and SRMR = .042). Key Findings and Discussion In the first part of the study, EFA confirmed 14 dimensions out of the original 18. While CFA demonstrated that the scale had good reliability, with values ranging from .77 to .94. Furthermore, significant correlations were found between the Psychological Motivations for playing Video Games (PMPVGs) scale and dimensions from the Motives for Online Gaming Questionnaire (MOGQ) and Gaming Motivation Scale (GAMS) scales. The final version of the scale comprises 12 dimensions with 45 items in total and it holds potential to explore the players’ psychological needs satisfied through the gaming activity.
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