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The Development of the Problematic Online Gaming Questionnaire (POGQ)

Author

Listed:
  • Zsolt Demetrovics
  • Róbert Urbán
  • Katalin Nagygyörgy
  • Judit Farkas
  • Mark D Griffiths
  • Orsolya Pápay
  • Gyöngyi Kökönyei
  • Katalin Felvinczi
  • Attila Oláh

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.

Suggested Citation

  • Zsolt Demetrovics & Róbert Urbán & Katalin Nagygyörgy & Judit Farkas & Mark D Griffiths & Orsolya Pápay & Gyöngyi Kökönyei & Katalin Felvinczi & Attila Oláh, 2012. "The Development of the Problematic Online Gaming Questionnaire (POGQ)," PLOS ONE, Public Library of Science, vol. 7(5), pages 1-9, May.
  • Handle: RePEc:plo:pone00:0036417
    DOI: 10.1371/journal.pone.0036417
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    References listed on IDEAS

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    1. Marc Bogdanowicz & Giuditta de Prato & Daniel Nepelski & Jean-Paul Simon & Wainer Lusoli, 2010. "Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry," JRC Research Reports JRC60711, Joint Research Centre.
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    Cited by:

    1. Magdalena Agnieszka Wrzesińska & Klaudia Tabała & Patryk Stecz, 2021. "Gaming Behaviors among Polish Students with Visual Impairment," IJERPH, MDPI, vol. 18(4), pages 1-12, February.
    2. Marta Labrador & Iván Sánchez-Iglesias & Mónica Bernaldo-de-Quirós & Francisco J. Estupiñá & Ignacio Fernandez-Arias & Marina Vallejo-Achón & Francisco J. Labrador, 2023. "Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents," IJERPH, MDPI, vol. 20(24), pages 1-13, December.
    3. Guang Zeng & Lijin Zhang & Sai-fu Fung & Jingwen Li & Yi-Man Liu & Zi-Ke Xiong & Zhi-Quan Jiang & Fang-Fang Zhu & Zhen-Ting Chen & Si-Ding Luo & Ping Yu & Qian Huang, 2021. "Problematic Internet Usage and Self-Esteem in Chinese Undergraduate Students: The Mediation Effects of Individual Affect and Relationship Satisfaction," IJERPH, MDPI, vol. 18(13), pages 1-14, June.

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