Publication | Open Access
The Development of the Problematic Online Gaming Questionnaire (POGQ)
209
Citations
24
References
2012
Year
Online gaming has become increasingly popular, raising concerns that a minority of players may develop serious problems or dependence. The study aimed to uncover and operationalize the components of problematic online gaming. Using 3,415 gamers, the authors applied exploratory and confirmatory factor analysis and latent profile analysis to develop the 18‑item Problematic Online Gaming Questionnaire. The questionnaire revealed a six‑factor structure and identified 3.4 % of gamers as high‑risk and 15.2 % as moderately problematic, indicating it is a suitable tool for assessing gaming‑related problems.
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.
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