2020
DOI: 10.1371/journal.pone.0240726
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The development and validation of the Videogaming Motives Questionnaire (VMQ)

Abstract: 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… Show more

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Cited by 26 publications
(43 citation statements)
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“…Our data confirm and extend the previous scan research studies with adolescents (Zendle et al, 2019;Kristiansen and Severin, 2020;DeCamp, 2021;Ide et al, 2021). Consistent with previous studies, we found that the large majority of adolescents played video games in the last year (Kowert et al, 2014;Müller et al, 2015;Rehbein et al, 2015;Pontes et al, 2016), especially Action games, First Person Shooter games, Real Time Strategy games, and Sport games (López-Fernández et al, 2020), and mainly by using the smartphone (Lemola et al, 2015). Moreover, the percentages of video gamers classified as at-risk and problem gamers are comparable with what emerged in times before the COVID-19-related pandemic (Gentile, 2009;Thomas and Martin, 2010;Rehbein et al, 2015;Milani et al, 2018).…”
Section: Discussionsupporting
confidence: 92%
“…Our data confirm and extend the previous scan research studies with adolescents (Zendle et al, 2019;Kristiansen and Severin, 2020;DeCamp, 2021;Ide et al, 2021). Consistent with previous studies, we found that the large majority of adolescents played video games in the last year (Kowert et al, 2014;Müller et al, 2015;Rehbein et al, 2015;Pontes et al, 2016), especially Action games, First Person Shooter games, Real Time Strategy games, and Sport games (López-Fernández et al, 2020), and mainly by using the smartphone (Lemola et al, 2015). Moreover, the percentages of video gamers classified as at-risk and problem gamers are comparable with what emerged in times before the COVID-19-related pandemic (Gentile, 2009;Thomas and Martin, 2010;Rehbein et al, 2015;Milani et al, 2018).…”
Section: Discussionsupporting
confidence: 92%
“…Most of these subscales have strong parallels with those seen in existing measures of motivations for other activities. "Enhancement" is one of the most universal: factors to do with fun, excitement, or recreation have been identified across numerous studies of motivations for both gambling [13,[35][36][37][38][39] and gaming [40][41][42][43][44], and have generally been found not to correlate strongly with problematic involvement [13,45]. Within selfdetermination theory, fun and excitement are defined as types of "intrinsic motivations"; people who find an activity fun or exciting are likely to participate in it because it is enjoyable to them, in and of itself [46].…”
Section: Discussionmentioning
confidence: 99%
“…Videogaming Motives Questionnaire (López-Fernández et al, 2020). I 2 5 97%), coping (k 5 23, n 5 26,105, r 5 0.397, 95% CI 5 0.335-0.455, τ 2 5 0.029, I 2 5 97%) and competition (k 5 24, n 5 26,892, r 5 0.306, 95% CI 5 0.237-0.371, τ 2 5 0.032, I 2 5 97%).…”
Section: Motivations Formentioning
confidence: 99%