Abstract

BackgroundThe Problematic Online Gaming Questionnaire (POGQ) is an 18-item self-rated measure designed to assess the degree of problematic online gaming. This study translated the POGQ into Japanese (POGQ-J) and examined the POGQ-J’s factor structure, validity, and reliability for a Japanese population.MethodA total of 285 undergraduate students (128 males, 157 females, Mage = 19.66, SD = 1.36) participated in this study.ResultsA confirmatory factor analysis indicated the appropriateness of the POGQ-J’s six-factor structure, χ2(129) = 106.027, p < .931; CFI = .957; RMSEA = .040; SRMR = .054. Regarding convergent validity, the POGQ-J was found to be related to the time spent on online gaming (r = .309), the Game Addiction Scale for Adolescents (r = .824), and Young’s Internet Addiction Test (r = .581). Finally, the POGQ-J was found to have a high test–retest reliability.ConclusionsThe POGQ-J is valid and reliable for assessing problematic online gaming in a Japanese population.

Highlights

  • The Problematic Online Gaming Questionnaire (POGQ) is an 18-item self-rated measure designed to assess the degree of problematic online gaming

  • The test–retest reliability of the POGQ into Japanese (POGQ-J) fulfilled the criteria for being excellent, with Intraclass correlation coefficients (ICC) (2,1) = .838, p < .001, and 95% CI = .754

  • This study translated the POGQ into Japanese (POGQJ) and examined the translated scale’s factor structure, validity, and reliability for a young Japanese population

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Summary

Introduction

The Problematic Online Gaming Questionnaire (POGQ) is an 18-item self-rated measure designed to assess the degree of problematic online gaming. Internet gaming disorder (IGD) is included in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) [1], and the importance of treatment and research relating to IGD is increasing. A Japanese study comprising a mail survey of 853 Japanese junior high school students in a suburban area (response rate: 97.6%; age: 12–15) using Young’s Internet Addiction Test: IAT (generally average: 20–39, moderate: 40–69, severe: 70–100) revealed that 2% scored 70 or higher and 21.7% scored between 40 and 69 [4]. A questionnaire survey of 5,096 randomly sampled Japanese 10–29-year-olds revealed that 85% (92.6% of men and 77.4% of women) had played games in the past year.

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