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Process of Adaptation of Motives Online Gaming Questionnaire (MOGQ)
Fanni Putri Diantina, Indri Utami Sumaryanti, Dewi Rosiana

Faculty of Psychology Universitas Islam Bandung


Abstract

Survey results shows 217 adolescence gamers in Bandung used more than 5 hours to playing online game, while Wood & Griffiths (2006) and Han, Kim, Lee, dan Renshaw, 2012) explained that normal time gaming used was 2-4 hours. Good understanding on caused and its manifestation of this gaming behaviour will help to create proper intervention (Lau, Stewart, Sarmiento, Saklofske &Tremblay, 2018), the first step that we must do is to assess the motives and gaming behavior from the gamers. Since the original version of MOGQ from Demetrovics, et.al (2011) was in English, the scale required to be adapted into Indonesian language and properly translated for adolescence. The aim of this articles is to explain the adaptation process including translation, back translation, Focus Group Discussion (FGD) with adolescence gamers and Confirmatory Factor Analysis (CFA) to testing the scale for legibility and how adolescence understand the wording.

Keywords: Adaptation process, Adolescence gamers, MOGQ

Topic: Innovative Education in the Digital Era

Plain Format | Corresponding Author (fanni putri diantina)

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