“…Yee's research had been replicated on a European group (French, English, and Italian; Dauriat et al, 2011) and a Hungarian online MMORPG sample (Nagygyörgy, Mihalik et al, 2012) and yielded similar results (i.e., escapism and achievement main factor showed the strongest association with problematic online gaming). These models are not suitable for comparing different types of online gamers; therefore, Demetrovics et al (2011) developed an empirically based motivational measure called the Motives for Online Gaming Questionnaire (MOGQ) comprising seven factors (i.e., social, escapism, coping, fantasy, skill development, recreation, and competition) and makes the comparison between online gamers possible (see Appendix 4-2).…”