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ABSTRACT: 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.
SUBMITTER: Demetrovics Z
PROVIDER: S-EPMC3349662 | biostudies-literature | 2012
REPOSITORIES: biostudies-literature
PloS one 20120510 5
<h4>Background</h4>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.<h4>Aim</h4>The aim of this study was to uncover and operationalize the components of problematic online gaming.<h4>Methods</h4>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 ...[more]