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The Development of the Problematic Online Gaming Questionnaire (POGQ)
BACKGROUND: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. M...
Autores principales: | , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2012
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3349662/ https://www.ncbi.nlm.nih.gov/pubmed/22590541 http://dx.doi.org/10.1371/journal.pone.0036417 |
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author | Demetrovics, Zsolt Urbán, Róbert Nagygyörgy, Katalin Farkas, Judit Griffiths, Mark D. Pápay, Orsolya Kökönyei, Gyöngyi Felvinczi, Katalin Oláh, Attila |
author_facet | Demetrovics, Zsolt Urbán, Róbert Nagygyörgy, Katalin Farkas, Judit Griffiths, Mark D. Pápay, Orsolya Kökönyei, Gyöngyi Felvinczi, Katalin Oláh, Attila |
author_sort | Demetrovics, Zsolt |
collection | PubMed |
description | BACKGROUND: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. METHODS: A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. RESULTS: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. CONCLUSIONS: The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales. |
format | Online Article Text |
id | pubmed-3349662 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2012 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-33496622012-05-15 The Development of the Problematic Online Gaming Questionnaire (POGQ) Demetrovics, Zsolt Urbán, Róbert Nagygyörgy, Katalin Farkas, Judit Griffiths, Mark D. Pápay, Orsolya Kökönyei, Gyöngyi Felvinczi, Katalin Oláh, Attila PLoS One Research Article BACKGROUND: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. METHODS: A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. RESULTS: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. CONCLUSIONS: The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales. Public Library of Science 2012-05-10 /pmc/articles/PMC3349662/ /pubmed/22590541 http://dx.doi.org/10.1371/journal.pone.0036417 Text en Demetrovics et al. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited. |
spellingShingle | Research Article Demetrovics, Zsolt Urbán, Róbert Nagygyörgy, Katalin Farkas, Judit Griffiths, Mark D. Pápay, Orsolya Kökönyei, Gyöngyi Felvinczi, Katalin Oláh, Attila The Development of the Problematic Online Gaming Questionnaire (POGQ) |
title | The Development of the Problematic Online Gaming Questionnaire (POGQ) |
title_full | The Development of the Problematic Online Gaming Questionnaire (POGQ) |
title_fullStr | The Development of the Problematic Online Gaming Questionnaire (POGQ) |
title_full_unstemmed | The Development of the Problematic Online Gaming Questionnaire (POGQ) |
title_short | The Development of the Problematic Online Gaming Questionnaire (POGQ) |
title_sort | development of the problematic online gaming questionnaire (pogq) |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3349662/ https://www.ncbi.nlm.nih.gov/pubmed/22590541 http://dx.doi.org/10.1371/journal.pone.0036417 |
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