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Metacognitions as a predictor of online gaming in adolescents: Psychometric properties of the metacognitions about online gaming scale among Iranian adolescents
Addictive Behaviors ( IF 3.7 ) Pub Date : 2021-03-10 , DOI: 10.1016/j.addbeh.2021.106904
Mehdi Akbari , Mohammad Hossein Bahadori , Bahman Bouruki Milan , Gabriele Caselli , Marcantonio M. Spada

The Metacognitions about Online Gaming Scale (MOGS) measures maladaptive metacognitions about online gaming. The purpose of the present study was to evaluate psychometric properties of the MOGS, including its factor structure, reliability, and predictive validity among Iranian adolescents. The scale was administered to 769 Iranian adolescents (577 male, mean age = 16.39 ± 1.68 years) with an age range of 15–19 years. The participants completed the Persian-translated version of the MOGS, the Big Five Inventory-10, the Depression, Anxiety and Stress Scale 21, the Video-Game Related Cognitions Scale, the Motives for Online Gaming Questionnaire, and the Problematic Online Gaming Questionnaire. The results of the Exploratory Factor Analysis (n = 350) and Confirmatory Factor Analysis (n = 419) confirmed three-factors similar to the parent version, including “negative metacognitions about uncontrollability of online gaming” (N-MOGU), “negative metacognitions about dangers of online gaming” (N-MOGD), and “positive metacognitions about online gaming” (P-MOG). The Persian MOGS’s reliability showed a suitable internal consistency for the P-MOG, the N-MOGU, the N-MOGD, and the total score in both confirmatory and exploratory samples (range 0.79 to 0.93). A hierarchical regression analysis showed that the Persian MOGS predicted 33.9% of the variance in problematic online gaming independently of personality traits, anxiety, depression, stress, and both gaming-related cognitions and gaming motives. Furthermore, the results of analyses of variance with follow-up Bonferroni pairwise comparisons showed that interaction between the factors of MOGS and types of game and tools of gaming was significant. The findings provide evidence that the Persian MOGS among Iranian adolescents appears psychometrically appropriate to be used by researchers and practitioners dealing with the prevention and treatment of problematic online gaming.



中文翻译:

元认知是青少年在线游戏的预测指标:伊朗青少年中有关在线游戏规模的元认知的心理计量学特性

有关在线游戏量表(MOGS)的元认知可衡量有关在线游戏的适应不良的元认知。本研究的目的是评估MOGS的心理测量特性,包括其因素结构,可靠性和伊朗青少年的预测效度。该量表适用于15至19岁的769名伊朗青少年(577名男性,平均年龄= 16.39±1.68岁)。参与者完成了波斯语翻译版本的MOGS,十大五大问卷,抑郁,焦虑和压力量表21,与电子游戏相关的认知量表,在线游戏动机调查问卷以及有问题的在线游戏调查问卷。探索性因素分析(n = 350)和确认性因素分析(n = 419)的结果证实了类似于父版本的三个因素,包括“关于在线游戏不可控制性的负面元认知”(N-MOGU),“关于在线游戏的危险性的负面元认知”(N-MOGD)和“关于在线游戏的正面元认知”(P-MOG)。波斯MOGS的可靠性显示了P-MOG,N-MOGU,N-MOGD的内部一致性以及确认性和探索性样本的总分(范围为0.79至0.93)。分层回归分析显示,波斯人MOGS预测有问题的在线游戏中33.9%的方差,而与人格特质,焦虑,抑郁,压力以及与游戏相关的认知和游戏动机无关。此外,通过对Bonferroni进行成对比较的方差分析结果表明,MOGS的因素与游戏类型和游戏工具之间的交互作用非常显着。

更新日期:2021-03-18
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