Psychometric properties of the Arabic Motives for Online Gaming Questionnaire

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Abstract

Introduction

The Motives for Online Gaming Questionnaire (MOGQ) is a broadly used instrument for assessing seven motivational domains underlying gaming conduct, but no validated Arabic model exists regardless of the widespread use of Arabic throughout the Middle East and North Africa and the fast progress of digital gaming in these areas. This examine validated an Arabic model of the MOGQ amongst Saudi on-line avid gamers.

Methods

Following International Test Commission pointers, the MOGQ was translated into Arabic by means of knowledgeable panel consensus. A pattern of 303 Saudi avid gamers (60% feminine; M age = 29.79 years, SD = 8.83; age vary: adolescents to middle-aged adults; 60% from Eastern Region; 54% bachelor’s diploma; 50% single; 42% employed) accomplished the Arabic MOGQ and the Internet Gaming Disorder Scale–Short Form. Data have been analyzed utilizing descriptive statistics, reliability analyses, exploratory issue evaluation (EFA; n = 150), confirmatory issue evaluation (CFA; n = 153), concurrent validity correlations, and multi-group measurement invariance testing.

Results

The Arabic MOGQ demonstrated wonderful inside consistency for the entire scale (α = .96, ω = .96) and passable to robust reliability for all seven subscales (α vary: .78–.85). An exploratory two-factor construction, explaining 49.20% of variance and corroborated by parallel evaluation, emerged within the calibration subsample, distinct from a separate confirmatory check of the theoretically hypothesized seven-factor mannequin performed in an unbiased validation subsample; the seven-factor mannequin was retained, although with modest match indices falling beneath a number of standard benchmarks (CFI = .84, TLI = .82, RMSEA = .10, SRMR = .08) and vital standardized issue loadings (.58–.85). All motives correlated considerably with gaming dysfunction signs (r vary: .29–.62), with fantasy, social, and escape exhibiting the strongest associations. Measurement invariance testing established metric and scalar invariance throughout gender; residual/strict invariance couldn’t be individually examined beneath the ordinal specification.

Discussion

The Arabic MOGQ is a dependable and legitimate instrument for assessing gaming motivation amongst Saudi on-line avid gamers, offering an empirical basis for cross-cultural analysis and culturally knowledgeable scientific apply throughout Arabic-speaking populations, pending additional validation in different nationwide and regional contexts.

Keywords: Arabic language, gaming dysfunction, gaming motive, web gaming dysfunction, measurement invariance, on-line gaming

1. Introduction

Online gaming is a widespread and more and more advanced digital exercise, with participation spanning adolescents and adults throughout numerous sociocultural contexts (15). Research has demonstrated that people interact in on-line gaming for a number of psychological causes, and these motives symbolize a key mechanism linking gaming conduct to each adaptive outcomes and problematic engagement (611). The Motives for Online Gaming Questionnaire (MOGQ) has grow to be one of the broadly used frameworks for assessing seven major motivational domains: social interplay, escapism, competitors, coping, talent improvement, fantasy, and recreation, and it has been validated throughout a number of cultural contexts and populations (2, 4, 5, 1215).

These motives have been documented throughout scientific, group, and gaming samples and throughout completely different cultural contexts, highlighting the multidimensional nature of gaming engagement (17, 9, 10, 15). Studies constantly present that social and leisure motives are usually related to constructive engagement and delight, whereas escape, coping, and generally competitors are extra strongly linked to problematic use patterns, emotional regulation difficulties, and behavioral signs resembling gaming dysfunction (8, 11, 12, 14).

Beyond the MOGQ construction, different theoretical fashions and empirical analysis additional illustrate that on-line gaming motivation is dynamic and context dependent. Broader motivational frameworks, corresponding to achievement–social–immersion fashions, emphasize aim attainment, relational connection, and psychological immersion as key dimensions of gaming conduct (11, 13, 16). Other work has recognized motives corresponding to exploration, aggression, skilled aspiration, leisure, group, and identity-related wants, suggesting that motivational drivers are formed by each particular person traits and sport environments (1720). Longitudinal and qualitative analysis additional signifies that motives might evolve over time, with shifts in life circumstances, emotional states, gaming expertise, and social contexts influencing the explanations people proceed or escalate gaming involvement (4, 12). This increasing physique of literature highlights that on-line gaming motives are usually not uniform; somewhat, they type advanced motivational profiles that differentiate informal customers from high-risk or gaming dysfunction populations (2, 10).

Importantly, accumulating proof demonstrates that particular motives play a vital function in predicting problematic or extreme gaming patterns, offering worthwhile perception into mechanisms underlying potential hurt. Escapism and coping motives are constantly among the many strongest predictors of extreme play, impaired management, and psychosocial difficulties, typically mediating relationships between stress, emotional misery, and problematic gaming conduct (5, 8, 10, 14, 17). Competitive, achievement-oriented, {and professional} improvement motives additionally seem related, notably for people engaged in esports or high-performance gaming trajectories (5, 12). Conversely, leisure and social motives are extra generally related to constructive engagement with out clinically vital hurt (4, 7). Together, this proof underscores the significance of dependable and culturally legitimate instruments such because the MOGQ to determine motivational patterns, inform prevention and intervention methods, and advance understanding of how gaming motives contribute to psychological well-being and gaming-related dangers throughout populations (1, 3, 9, 13, 15).

2. The current examine

Since its improvement in a big Hungarian on-line gamer pattern, the MOGQ has been translated and validated in a number of cultural and linguistic contexts, together with Chinese, Iranian (Persian), Turkish, Korean, Spanish, Swedish, and Japanese variations, in addition to in a game-specific pattern of League of Legends gamers (2, 2128). Across these research, the MOGQ has proven acceptable issue constructions, good inside consistency, and significant associations with gaming-related outcomes, together with gaming dysfunction signs. However, no validated Arabic model is at the moment obtainable, regardless of Arabic being the primary language in roughly 22–25 states within the Middle East and North Africa and the fast progress of digital gaming in these settings. Empirical estimates place web gaming dysfunction prevalence at roughly 8.8–21.5% amongst Saudi college samples and significantly greater, 20–45%, amongst Saudi adolescent samples (2931), underscoring the scientific and public-health relevance of a psychometrically sound Arabic gaming-motive measure. The current examine addresses this hole by translating and culturally adapting the MOGQ into Arabic and analyzing its psychometric properties amongst Saudi on-line avid gamers, together with merchandise distributions and reliability, exploratory and confirmatory issue analyses of the seven-factor mannequin, convergent validity with Internet Gaming Disorder signs, and measurement invariance throughout gender.

Based on these goals, 4 hypotheses have been formulated: (H1) the Arabic MOGQ will exhibit a seven-factor construction in confirmatory issue evaluation according to the unique theoretical mannequin, with standardized issue loadings exceeding.40; (H2) the Arabic MOGQ whole scale and its seven subscales will show acceptable to wonderful inside consistency (α ≥.70); (H3) all seven MOGQ motive subscales will present vital constructive correlations with Internet Gaming Disorder symptom severity; and (H4) the Arabic MOGQ will show at the least metric measurement invariance throughout gender.

3. Methods

3.1. Design

This examine adopted a cross-sectional psychometric validation design to look at the structural validity, inside consistency, concurrent validity, and measurement invariance of the MOGQ. Psychometric validation adopted advisable methodological requirements for instrument analysis, starting with examination of descriptive merchandise traits and reliability, adopted by exploratory issue evaluation (EFA) for construction identification and confirmatory issue evaluation (CFA) for construction verification in an unbiased subsample (3234). Model adequacy was evaluated utilizing broadly accepted match indices and standards from structural equation modeling literature (35). Concurrent validity was assessed by means of associations with a theoretically associated assemble. Finally, measurement invariance throughout gender was examined utilizing hierarchical multi-group CFA to find out whether or not the instrument measured constructs equivalently throughout teams, according to worldwide suggestions for equity and comparability in psychological measurement (36, 37).

3.2. Sample

The pattern dimension was decided utilizing the participants-per-item heuristic, which generally recommends between 5 and 10 respondents per merchandise, with minimal benchmarks of roughly 100 instances for reliability evaluation, 200 for EFA, and 300 for CFA or structural equation modeling (SEM) (3841). Given that the Arabic MOGQ contains 27 objects, advisable thresholds have been at the least 100 individuals for reliability, 200 for EFA, and 300 for CFA/SEM. The last pattern of 303 individuals met and exceeded these standards on the full-sample degree. However, as a result of the pattern was subsequently break up for cross-validation functions, the calibration subsample used for EFA (n = 150) and the validation subsample used for CFA (n = 153) are every smaller than the total pattern and fall wanting the 200 and 300 thresholds cited above when thought-about independently; that is addressed additional within the Limitations part. Detailed traits of the pattern are supplied within the outcomes part 4.1.

Participants have been recruited through a web-based survey administered by means of Google Forms and distributed by means of skilled networks, together with teams of colleagues working in colleges and universities throughout completely different areas of Saudi Arabia. Inclusion required present engagement in on-line gaming and residence in Saudi Arabia; no minimal weekly gaming-hours threshold was utilized. Participants beneath 18 years of age (n = 17) have been included solely with parental or guardian consent obtained along with their very own assent.

This examine kinds a part of a coordinated analysis program utilizing the identical community-recruited Saudi pattern (N = 303) to judge distinct, independently validated devices. Companion analyses drawing on this dataset have examined the psychometric properties of the Arabic Internet Gaming Disorder Scale–Short Form and an unvalidated anger screener (42), and the roles of anger and social nervousness as predictors of gaming-disorder severity (43). The current examine is distinct in its goals (validating the Arabic MOGQ motive construction somewhat than a criterion or predictor measure), its major instrument (the 27-item MOGQ somewhat than the IGDS9-SF or ancillary screeners), and its analytic focus (exploratory and confirmatory issue evaluation and measurement invariance of gaming motives, somewhat than concurrent or predictive validity of IGD or anger/social nervousness). No analyses, outcomes, or conclusions are duplicated throughout these papers.

3.3. Measures

The Motives for Online Gaming Questionnaire (MOGQ) is a 27-item self-report instrument developed to evaluate seven motivational dimensions underlying on-line gaming conduct: Social, Escape, Competition, Coping, Skill Development, Fantasy, and Recreation (21). Items are rated on a 5-point Likert scale starting from 1 (virtually by no means/by no means) to five (virtually at all times/at all times), with greater scores reflecting stronger endorsement of every motive. In the unique large-scale validation examine, based mostly on the total pattern of three,818 respondents, the seven motivational dimensions have been reasonably to strongly interrelated, with issue correlations starting from.198 to.604, all statistically vital at p <.001, indicating that the motives symbolize associated however empirically distinct constructs (21; Table 1).

Table 1.

Standardized issue loadings for the seven-factor CFA mannequin of the Arabic MOGQ (n = 153).

Factor Item Loading SE 95% CI decrease 95% CI higher Std. loading
Social MOGQ Item 1 0.71108 0.09521 0.52447 0.89768 0.57881
MOGQ Item 8 1.00223 0.08585 0.83397 1.17049 0.81950
MOGQ Item 15 0.87100 0.10341 0.66831 1.07369 0.64922
MOGQ Item 22 1.01705 0.09009 0.84049 1.19362 0.79583
Escape MOGQ Item 2 0.80122 0.08993 0.62496 0.97748 0.65706
MOGQ Item 9 1.04774 0.08468 0.88177 1.21370 0.83228
MOGQ Item 16 1.07335 0.09011 0.89674 1.24996 0.80940
MOGQ Item 23 0.98837 0.09152 0.80899 1.16774 0.75888
Competition MOGQ Item 3 0.79324 0.09763 0.60189 0.98459 0.61947
MOGQ Item 10 1.04810 0.10611 0.84013 1.25606 0.72128
MOGQ Item 17 0.92254 0.09628 0.73384 1.11123 0.70671
MOGQ Item 24 0.79024 0.09980 0.59463 0.98585 0.61170
Coping MOGQ Item 4 0.74759 0.09241 0.56646 0.92871 0.61239
MOGQ Item 11 0.95057 0.09466 0.76504 1.13610 0.72657
MOGQ Item 18 0.99073 0.09479 0.80494 1.17652 0.74372
MOGQ Item 25 1.04039 0.08794 0.86804 1.21274 0.80708
Skill improvement MOGQ Item 5 0.85568 0.09082 0.67768 1.03369 0.68707
MOGQ Item 12 0.98154 0.09603 0.79333 1.16975 0.73376
MOGQ Item 19 1.11116 0.09683 0.92138 1.30093 0.80142
MOGQ Item 26 0.90519 0.09959 0.71000 1.10039 0.67476
Fantasy MOGQ Item 6 0.90063 0.08492 0.73419 1.06708 0.75307
MOGQ Item 13 0.94188 0.08797 0.76946 1.11429 0.75411
MOGQ Item 20 1.08045 0.08956 0.90492 1.25599 0.82015
MOGQ Item 27 1.04573 0.09583 0.85791 1.23355 0.76282
Recreation MOGQ Item 7 1.13933 0.09461 0.95390 1.32477 0.83137
MOGQ Item 14 1.21026 0.09822 1.01776 1.40276 0.84638
MOGQ Item 21 1.15292 0.10383 0.94943 1.35642 0.79106

The MOGQ was translated and culturally tailored into Arabic following the International Test Commission Guidelines for Translating and Adapting Tests (Second Edition, 44). The course of emphasised conceptual and purposeful equivalence somewhat than literal wording. Three bilingual consultants with specializations in psychology and particular schooling independently translated the instrument into Arabic, guaranteeing linguistic accuracy, readability, and cultural appropriateness. The three translated variations have been then reconciled right into a unified draft by means of knowledgeable panel evaluation, throughout which discrepancies have been mentioned and resolved by consensus. Particular consideration was given to preserving assemble that means, guaranteeing the readability of merchandise wording and directions, and sustaining consistency within the response scale format, in keeping with ITC suggestions relating to knowledgeable involvement, cultural relevance, and adaptation high quality. The last Arabic merchandise wording, directions, response scale, and scoring process can be found from the corresponding writer upon request.

Concurrent validity was assessed utilizing the Internet Gaming Disorder Scale–Short Form (IGDS9-SF; 45), a nine-item self-report measure of DSM-5 gaming-disorder signs rated on a five-point scale, with greater whole scores reflecting larger symptom severity. In the current pattern, the IGDS9-SF demonstrated robust reliability (α = .78, ω = .92) and a unidimensional issue construction supported by confirmatory issue evaluation, with metric and scalar invariance established throughout intercourse, as reported for this identical dataset in Almulla et al. (42). The Arabic IGDS9-SF has moreover undergone unbiased psychometric validation in a separate Saudi university-student pattern, equally supporting a unidimensional construction and ample inside consistency (46).

3.4. Statistical evaluation plan

Data have been collected over a three-month interval between August and October 2025. Ethical approval for the examine protocol was obtained from the Research Ethics Committee at King Faisal University (Ref. No. KFU-REC-2025-OCT-ETHIC-S3520). Data assortment started following departmental clearance to proceed, obtained throughout IRB submission, according to King Faisal University’s normal two-stage approval process through which formal IRB certification is issued after an preliminary administrative evaluation interval. All individuals have been knowledgeable in regards to the objective of the examine, confidentiality assurances, voluntary participation, and the correct to withdraw at any time. Written knowledgeable consent was obtained from all grownup individuals. For the 17 individuals beneath the authorized age, knowledgeable consent was obtained from their dad and mom or authorized guardians previous to participation. Parents/guardians have been supplied with a written data sheet detailing the examine objective, procedures, potential dangers and advantages, confidentiality safeguards, and the voluntary nature of participation. Only after that they had the chance to evaluation the supplies and ask questions was written knowledgeable consent obtained.

Descriptive statistics, reliability analyses, exploratory and confirmatory issue analyses, and concurrent validity correlations have been performed utilizing jamovi 2.3 and R model 4.1, with devoted psychometric and structural equation modeling packages (47, 48). Measurement invariance testing was subsequently re-specified and re-estimated in R model 4.3.3 utilizing lavaan and semTools, as detailed beneath. First, preliminary descriptive statistics have been computed for all MOGQ objects and subscales, together with means, normal deviations, confidence intervals, skewness, kurtosis, and Shapiro–Wilk normality checks to judge distributional traits and suitability for issue evaluation. Internal consistency reliability was then examined utilizing a number of indices, together with Cronbach’s alpha and McDonald’s omega, together with merchandise–relaxation correlations, utilizing the psych bundle to make sure strong reliability estimation for multidimensional scales (49). To set up assemble validity, the pattern was randomly divided, with Exploratory Factor Analysis (EFA) performed on the calibration subsample utilizing principal axis factoring with indirect rotation to look at factorial construction and issue options. Confirmatory Factor Analysis (CFA) was carried out on the validation subsample utilizing DWLS estimation to judge the theoretically anticipated seven-factor mannequin, with mannequin adequacy assessed utilizing χ², CFI, TLI, RMSEA, and SRMR, carried out through lavaan and visualized utilizing semPlot (50, 51). Concurrent validity was examined by means of Pearson correlations between MOGQ motives and IGDS9-SF scores. Finally, measurement invariance throughout gender was evaluated utilizing multi-group CFA and a hierarchical sequence of constraints (configural, metric, scalar, and strict invariance), with modifications in χ² and CFI used to find out invariance adequacy. Initial fashions have been run utilizing SEMLj inside jamovi (52); the ultimate reported evaluation was re-specified and re-estimated in R model 4.3.3 utilizing lavaan and semTools beneath delta parameterization, as detailed in Section 4.7.

4. Results

4.1. Participant traits

Participants represented a broad vary of developmental phases, academic backgrounds, and social circumstances (see Table 2). The estimated common age indicated that the pattern predominantly comprised people in early to mid-adulthood. Females have been extra extremely represented than males, and the bulk resided within the Eastern Region. Most individuals reported at the least a bachelor’s diploma, and practically half have been single, with a substantial proportion married. Employment traits mirrored a blended pattern together with working adults, college students, and unemployed people. To decrease bias and scale back capitalization on sampling variance, the entire pattern was randomly divided into two unbiased subsamples for mannequin improvement and validation procedures, whereas the total pattern was used for reliability analyses and measurement invariance testing.

Table 2.

Participant traits (N = 303).

Variable Category n %
Age (estimated) Mage = 29.79, SDage = 8.83
Gender Female 182 60.07
Male 121 39.93
Age class Adolescents 17 5.61
Emerging adults 82 27.06
Young adults 69 22.77
Adults 89 29.37
Middle-aged adults 46 15.18
Region Eastern Region 181 59.74
Central Region 42 13.86
Western Region 35 11.55
Southern Region 23 7.59
Northern Region 22 7.26
Educational degree High college diploma or much less 92 30.36
Bachelor’s diploma 163 53.80
Master’s diploma 38 12.54
Doctorate diploma 10 3.30
Marital standing Single 150 49.51
Married 123 40.59
Divorced 22 7.26
Widowed 8 2.64
Employment standing Employed 127 41.91
Self-employed 23 7.59
Student 89 29.37
Unemployed 64 21.12

4.2. Descriptive statistics

Descriptive statistics have been calculated for all 27 MOGQ objects, together with central tendency (imply), dispersion (normal deviation and normal error), estimation precision (95 p.c confidence intervals), distributional indices (skewness and kurtosis), and normality testing utilizing the Shapiro–Wilk check (see Table 3). Item means ranged from 1.99 to three.16, indicating that responses typically clustered round low-to-moderate endorsement ranges, with some objects reflecting comparatively greater motivation for gaming (e.g., enjoyment-related objects). Standard deviations ranged from 1.18 to 1.43, indicating substantial variability in individuals’ responses, whereas normal errors have been constantly small (0.07–0.08), reflecting steady imply estimates. The 95 p.c confidence intervals round merchandise means have been comparatively slim, usually spanning roughly 0.25 to 0.32 scale factors, suggesting exact estimates. Skewness values ranged from −0.16 to 0.89, indicating primarily slight constructive asymmetry, whereas kurtosis values ranged from roughly −1.20 to −0.47, suggesting comparatively flatter than regular distributions. Shapiro–Wilk coefficients ranged from 0.76 to 0.89, with all normality checks statistically vital (p <.001), indicating deviation from excellent normality; nevertheless, given the massive pattern dimension, these deviations are usually not surprising and don’t point out problematic distributions for subsequent psychometric analyses.

Table 3.

Descriptive statistics for the 27 MOGQ objects (N = 303).

Item M SD SE 95% CI Lower 95% CI Upper Skewness Kurtosis W
1 1.99 1.25 0.07 1.85 2.13 0.89 −0.48 0.76
2 2.43 1.21 0.07 2.29 2.57 0.27 −0.80 0.85
3 2.49 1.27 0.07 2.35 2.64 0.30 −0.88 0.86
4 2.74 1.19 0.07 2.61 2.88 0.00 −0.67 0.88
5 2.31 1.25 0.07 2.17 2.45 0.45 −0.84 0.84
6 2.05 1.24 0.07 1.91 2.19 0.80 −0.47 0.78
7 3.16 1.35 0.08 3.00 3.31 −0.16 −1.04 0.89
8 2.14 1.27 0.07 1.99 2.28 0.63 −0.83 0.79
9 2.36 1.27 0.07 2.21 2.50 0.38 −0.89 0.83
10 2.61 1.43 0.08 2.45 2.78 0.29 −1.20 0.86
11 2.53 1.28 0.07 2.39 2.68 0.27 −0.92 0.86
12 2.54 1.31 0.08 2.39 2.69 0.26 −1.00 0.87
13 2.03 1.26 0.07 1.89 2.17 0.85 −0.47 0.77
14 3.02 1.39 0.08 2.87 3.18 −0.05 −1.13 0.88
15 2.57 1.32 0.08 2.43 2.72 0.30 −0.93 0.87
16 2.32 1.31 0.08 2.18 2.47 0.50 −0.89 0.83
17 2.24 1.32 0.08 2.09 2.39 0.56 −0.88 0.80
18 2.37 1.29 0.07 2.22 2.51 0.46 −0.83 0.84
19 2.52 1.32 0.08 2.37 2.67 0.38 −0.88 0.86
20 2.16 1.29 0.07 2.02 2.31 0.76 −0.53 0.80
21 3.08 1.40 0.08 2.92 3.23 −0.08 −1.15 0.88
22 2.25 1.31 0.08 2.10 2.40 0.58 −0.81 0.81
23 2.11 1.26 0.07 1.97 2.26 0.73 −0.58 0.79
24 2.19 1.32 0.08 2.05 2.34 0.71 −0.66 0.81
25 2.44 1.31 0.08 2.29 2.59 0.43 −0.83 0.85
26 2.34 1.31 0.08 2.19 2.48 0.52 −0.80 0.83
27 2.23 1.34 0.08 2.08 2.38 0.68 −0.75 0.81

4.3. Reliability

Section 4.1 established that the pattern was sufficiently giant, numerous, and demographically balanced to assist strong psychometric testing of the Arabic MOGQ. Section 4.2 then demonstrated that the merchandise distributions have been informative, confirmed ample variability, and mirrored significant response unfold throughout the dimensions, regardless of statistically vital deviations from excellent normality that have been anticipated given the massive pattern dimension. Together, these findings point out that the dataset is appropriate for psychometric analysis and justify continuing to formal reliability evaluation to look at the inner coherence of things earlier than advancing to factor-analytic validation.

Reliability evaluation confirmed that the total 27-item Arabic MOGQ demonstrated wonderful inside consistency, with Cronbach’s alpha of.96 and McDonald’s omega of.96, indicating extremely constant responding throughout objects. Item–relaxation correlations ranged from.50 to.72, confirming that every one objects contributed meaningfully to the assemble, and alpha values if objects have been deleted remained inside.95 to.95, indicating structural stability and no psychometric justification for merchandise removing. Subscale reliability indices have been passable to robust: Social (α = .79, ω = .80), Escape (α = .83, ω = .83), Competition (α = .78, ω = .79), Coping (α = .79, ω = .79), Skill Development (α = .80, ω = .80), Fantasy (α = .83, ω = .84), and Recreation (α = .84, ω = .85). These values point out constant measurement precision throughout the seven motivational domains, supporting retention of all objects as ample contributors to their respective constructs (see Table 4).

Table 4.

Internal consistency reliability of the Arabic MOGQ full scale and subscales (N = 303).

*(Sub) Scale okay M SD Cronbach’s alpha McDonald’s omega Alpha if merchandise deleted, vary
Total MOGQ 27 2.42 0.88 0.96 0.96 0.953 to 0.955
Social 4 2.24 1.01 0.79 0.80 0.70 to 0.79
Escape 4 2.31 1.03 0.83 0.83 0.77 to 0.82
Competition 4 2.39 1.04 0.78 0.79 0.70 to 0.75
Coping 4 2.52 0.99 0.79 0.79 0.71 to 0.77
Skill improvement 4 2.43 1.02 0.80 0.80 0.72 to 0.76
Fantasy 4 2.12 1.05 0.83 0.84 0.76 to 0.81
Recreation 3 3.08 1.20 0.84 0.85 0.76 to 0.80

4.4. Exploratory issue evaluation

Based on preliminary descriptive and reliability proof, an exploratory issue evaluation was performed to look at the latent construction of the Arabic MOGQ utilizing the calibration subsample. To keep away from capitalizing on sample-specific variance and to strengthen assemble validation, the total pattern (N = 303) was randomly divided into two unbiased subsamples. The first subsample (n = 150) was used for EFA to determine the underlying issue construction, whereas the second subsample (n = 153) was reserved for confirmatory testing in a subsequent CFA. This split-sample technique is advisable in psychometric validation research to scale back mannequin overfitting, improve cross-validation, and supply stronger proof of structural validity.

Principal axis factoring with oblimin rotation was utilized given theoretical expectations of correlated motivational constructs (Table 5). Sampling adequacy indices confirmed suitability for issue extraction, with a wonderful Kaiser–Meyer–Olkin worth of.93 and a statistically vital Bartlett’s check of sphericity, χ²(351) = 2443.50, p <.001, indicating substantial inter-item correlations. Eigenvalues larger than one and inspection of the scree plot supported a two-factor resolution, a call corroborated by Horn’s parallel evaluation (500 simulated datasets, principal axis extraction): solely the primary two noticed eigenvalues (11.46, 1.56) exceeded their corresponding simulated Ninety fifth-percentile values, with noticed and simulated eigenvalues converging from the third issue onward (see Figure 1). Factor 1 accounted for 35.68 p.c of variance and Factor 2 accounted for 13.52 p.c, yielding a cumulative variance of 49.20 p.c (see Table 5). Model adequacy indicators demonstrated acceptable match (RMSEA = .07, 90 p.c CI [.06,.08]; TLI = .87), and the elements have been reasonably correlated (r = .48), indicating associated however distinguishable assemble dimensions.

Table 5.

Exploratory issue evaluation issue loadings, uniqueness, and variance defined for the Arabic MOGQ (n = 150).

Item Factor 1 Factor 2 Uniqueness
MOGQ 1 .63 .64
MOGQ 2 .60 .50
MOGQ 3 .40 .42 .50
MOGQ 4 .41 .40 .52
MOGQ 5 .50 .56
MOGQ 6 .62 .64
MOGQ 7 .81 .40
MOGQ 8 .64 .54
MOGQ 9 .64 .59
MOGQ 10 .31 .42 .60
MOGQ 11 .55 .58
MOGQ 12 .41 .43 .48
MOGQ 13 .86 .37
MOGQ 14 .79 .38
MOGQ 15 .49 .53
MOGQ 16 .75 .46
MOGQ 17 .65 .46
MOGQ 18 .67 .57
MOGQ 19 .49 .37 .44
MOGQ 20 .76 .48
MOGQ 21 .74 .42
MOGQ 22 .79 .43
MOGQ 23 .80 .45
MOGQ 24 .54 .55
MOGQ 25 .50 .61
MOGQ 26 .67 .50
MOGQ 27 .67 .50

Figure 1.

Scree plot illustrating eigenvalues by factor number, comparing empirical data in red and simulated data in blue. The first factor's eigenvalue is much higher in the data before both lines converge near zero.

Parallel evaluation scree plot for the exploratory issue evaluation of the Arabic MOGQ (n = 150). Red markers present noticed eigenvalues from the pattern knowledge; blue markers present imply eigenvalues from 500 simulated datasets of random knowledge with the identical pattern dimension and variety of variables. Only the primary two noticed eigenvalues exceed the corresponding simulated values, supporting retention of two elements.

Factor interpretation was guided by a ≥.40 loading threshold. Most objects confirmed robust major loadings on Factor 1 (vary.41 to.86), notably objects regarding fantasy, coping, escape, talent improvement, and social–motivational content material. A smaller cluster of things loaded clearly on Factor 2 (loadings.74 to.81), primarily reflecting leisure and enjoyment-based motives. Only a small variety of objects demonstrated modest cross-loadings, and no merchandise met standards for removing based mostly on loading power or uniqueness. Taken collectively, the EFA findings assist a coherent and interpretable two-factor motivational construction for the Arabic MOGQ, offering an empirically defensible basis for subsequent confirmatory issue evaluation.

4.5. Confirmatory issue evaluation

To cross-validate the construction instructed by the EFA and by earlier MOGQ analysis, we performed a CFA on the second random subsample (n = 153), specifying the unique seven correlated first-order elements (Social, Escape, Competition, Coping, Skill Development, Fantasy, Recreation). This step adopted the preliminary distributional checks (Section 4.2) and reliability analyses (Section 4.3), which confirmed that the objects have been moderately distributed and extremely internally constant, and the EFA (Section 4.4), which indicated a coherent multidimensional construction. The CFA examined whether or not this seven-factor configuration would reproduce the noticed covariance construction in an unbiased subsample, offering a stricter check of structural validity whereas preserving separate motivational domains as an alternative of a single international rating.

Model match indices indicated a modest replica of the merchandise covariances, falling beneath a number of standard benchmarks (35), with χ²(303) = 750.88, p <.001, RMSEA = .10 (90% CI [.09,.11]), SRMR = .08, CFI = .84, and TLI = .82. All unstandardized issue loadings have been statistically vital (all ps <.001), and standardized loadings have been uniformly reasonable to excessive throughout objects, starting from.58 to.85 (see Table 1). Factor correlations have been substantial, with standardized covariances starting from.49 (Fantasy–Recreation) to.98 (Escape–Coping); the entire latent issue correlation matrix is offered in Table 6. The Escape–Coping correlation approaching unity signifies that these two elements are usually not empirically distinguishable on the structural degree within the current pattern, and several other extra pairs (Coping–Skill Development = .95, Competition–Skill Development = .94, Social–Competition = .94) additionally exceeded standard discriminant-validity thresholds, indicating that discriminant validity considerations prolong past a single issue pair (see Discussion and Limitations). Given these outcomes, the correlated seven-factor mannequin was retained on theoretical grounds, for consistency with the unique Hungarian MOGQ framework and the vast majority of prior cross-cultural variations, and to assist the examine’s utilized concentrate on subscale scores somewhat than a complete rating. However, its structural validity was not totally supported within the current pattern: no different confirmatory fashions (e.g., a two-factor construction paralleling the EFA resolution, or higher-order/bifactor specs) have been formally examined towards the seven-factor mannequin, and the seven-factor mannequin ought to due to this fact not be thought-about empirically confirmed because the best-fitting construction for this pattern.

Table 6.

Standardized latent issue correlation matrix for the seven-factor CFA of the Arabic MOGQ (n = 153).

Factor Social Escape Comp. Coping Skill dev. Fantasy Recr.
Social .81 .94 .79 .81 .91 .55
Escape .91 .98 .84 .91 .65
Competition .89 .94 .85 .76
Coping .95 .86 .68
Skill Development .88 .78
Fantasy .49
Recreation

4.6. Concurrent validity

Establishing concurrent validity is crucial to show that the MOGQ pertains to exterior constructs in theoretically predictable methods when measured on the identical time. To consider this, we correlated the seven MOGQ subscales with the entire rating of the Internet Gaming Disorder Scale–Short Form (IGDS9-SF). All correlations have been constructive and statistically vital (ps <.001). The strongest associations with IGD signs emerged for Fantasy (r = .62, 95% CI [.54,.68]), Social (r = .57, 95% CI [.49,.65]), and Escape (r = .56, 95% CI [.48,.63]) motives. Moderate correlations have been noticed for Coping (r = .53, 95% CI [.44,.60]), Competition (r = .52, 95% CI [.43,.59]), and Skill Development (r = .51, 95% CI [.42,.59]). Recreation confirmed the weakest affiliation (r = .29, 95% CI [.18,.39]). Overall, the sample of correlations aligns with theoretical expectations—motives associated to immersion, fantasy, and escape confirmed the strongest hyperlinks to IGD—indicating that the MOGQ demonstrates passable concurrent validity.

4.7. Measurement invariance throughout gender

Building on the findings reported in Sections 4.1 to 4.6, which established item-level distributions, inside consistency, factorial validity, and the steadiness of the seven-factor Arabic MOGQ construction, the following important step was to look at whether or not this measurement construction capabilities equivalently throughout female and male individuals. This step is important as a result of significant comparability of latent issue scores or imply variations requires proof that the assemble is measured in the identical means throughout teams. Without establishing measurement invariance, any noticed gender variations might replicate measurement bias somewhat than true psychological variations (see Table 7).

Table 7.

Measurement invariance for the Arabic MOGQ (revised following R/semTools reanalysis; see Statistical Analysis Plan).

Invariance χ² df CFI TLI RMSEA 90% CI RMSEA SRMR Δχ² Δdf p (Δχ²) ΔCFI
Configural 1106.44 606 .952 .944 .074 [.067,.081] .070
Metric 1108.91 626 .954 .948 .072 [.065,.078] .077 51.87 20 <.001 +.002
Scalar 1190.04 707 .954 .954 .067 [.061,.074] .077 97.80 81 .099 .000
Strict 1190.04 707 .954 .954 .067 [.061,.074] .077 a 0 a .000

Measurement invariance was examined in a hierarchical framework utilizing multi-group confirmatory issue evaluation with Diagonally Weighted Least Squares (DWLS) estimation. Initial fashions have been estimated in jamovi (SEMLj module); following reviewer suggestions figuring out inconsistencies within the ensuing constraint sequence, invariance testing was re-specified and re-estimated in R (model 4.3.3) utilizing the lavaan (50) and semTools (53) packages, with configural, metric, scalar, and strict fashions generated through semTools’ measEq.syntax() operate beneath delta parameterization (the lavaan/semTools default for ordinal indicators), following the identification conventions for ordinal factorial invariance described by Millsap and Yun-Tein (54). This estimator and parameterization are acceptable given the ordinal nature of the 5-point merchandise response scale and supply identification situations appropriate for testing invariance of thresholds and residual variances with categorical indicators. The seven latent elements (Social, Escape, Competition, Coping, Skill Development, Fantasy, Recreation) have been specified as reflective constructs, with every issue indicated by its corresponding objects (4 objects for every issue besides Recreation, which comprised three objects), according to the validated EFA and CFA options reported earlier. Configural invariance examined whether or not the identical issue–merchandise construction holds throughout teams with no equality constraints, adopted by metric invariance the place issue loadings have been constrained equal, scalar invariance the place loadings and merchandise thresholds have been moreover constrained (with latent issue means freed within the non-reference group for identification), and strict invariance the place merchandise residual (distinctive) variances have been moreover constrained. This structured sequence allowed willpower of the extent at which equivalence is supported and the extent to which scale scores could also be legitimately in contrast between men and women.

Configural invariance was first examined utilizing a multi-group CFA throughout gender, specified through semTools’ measEq.syntax() with delta parameterization and DWLS estimation. The seven-factor mannequin with freely estimated loadings and thresholds in each teams confirmed acceptable match, scaled χ²(606) = 1106.44, CFI = .952, TLI = .944, RMSEA = .074, 90% CI [.067,.081], SRMR = .070, offering an acceptable baseline for evaluating stronger equality constraints.

Metric invariance was examined by constraining all issue loadings to equality throughout gender whereas permitting thresholds, residuals, latent variances, and latent covariances to stay freely estimated. The metric mannequin confirmed match similar to the configural mannequin, scaled χ²(626) = 1108.91, CFI = .954, TLI = .948, RMSEA = .072, 90% CI [.065,.078], and SRMR = .077. The scaled chi-square distinction check was statistically vital, Δχ²(20) = 51.87, p <.001; nevertheless, the change in sensible match indices was negligible and within the course of improved match (ΔCFI = +.002, ΔRMSEA = −.003). Because chi-square distinction checks are identified to be oversensitive to pattern dimension (55), and since the broadly used ΔCFI ≤.01/ΔRMSEA ≤.015 standards have been met, metric invariance was supported, indicating that men and women weighted the underlying motivational objects comparably.

Scalar invariance was then examined by moreover constraining merchandise thresholds to equality throughout gender, whereas residual variances, latent variances, latent covariances, and latent issue means (within the non-reference group) have been freely estimated. The scalar mannequin confirmed good match, scaled χ²(707) = 1190.04, CFI = .954, TLI = .954, RMSEA = .067, 90% CI [.061,.074], and SRMR = .077. The scaled chi-square distinction relative to the metric mannequin was non-significant, Δχ²(81) = 97.80, p = .099, and modifications in CFI and RMSEA have been negligible (ΔCFI = .000, ΔRMSEA = −.005). Scalar invariance was due to this fact supported, indicating that merchandise thresholds have been equal throughout gender and that comparisons of latent issue means throughout gender are acceptable (56).

Strict invariance was evaluated by moreover constraining merchandise residual (distinctive) variances to equality throughout gender. Under the delta parameterization used for the reported fashions, merchandise residual variances for ordinal indicators are usually not freely estimated parameters however are as an alternative fastened as a operate of the issue loadings and whole merchandise variance; consequently, this constraint didn’t add any additional identifiable levels of freedom past the scalar mannequin (Δdf = 0), and residual invariance couldn’t be individually evaluated from scalar invariance inside the current specification. This is a acknowledged limitation of delta parameterization for ordinal factorial invariance testing: theta parameterization is usually required to check residual invariance straight (54). We tried the evaluation beneath theta parameterization, however it didn’t produce a correctly converged, nested resolution on the scalar step with the current knowledge (non-monotonic levels of freedom and a destructive scaled chi-square distinction), and delta parameterization was due to this fact retained because the specification that produced a steady, interpretable, and correctly nested resolution by means of the scalar degree. Consistent with this constraint, strict invariance testing isn’t reported for ordinal measures within the utilized literature (56), and it’s reported right here as untestable within the present specification somewhat than as supported or rejected; substantive conclusions are accordingly restricted to the metric and scalar ranges.

5. Discussion

The current examine addressed a vital hole within the cross-cultural evaluation of gaming motivation by creating and validating an Arabic model of the MOGQ amongst Saudi on-line avid gamers. This work responds to the absence of validated Arabic-language devices for measuring gaming motives, regardless of Arabic being spoken throughout 22–25 states within the Middle East and North Africa and the fast growth of digital gaming in these areas. The psychometric analysis yielded seven key findings that collectively show the instrument’s validity and reliability. First, the pattern of 303 individuals exhibited ample demographic range and variability in gaming patterns, offering a strong basis for psychometric testing. Second, item-level descriptive statistics revealed acceptable response distributions with significant variance, indicating that objects captured substantive particular person variations in gaming motives. Third, inside consistency analyses demonstrated wonderful reliability for each the total scale and all seven subscales, confirming that objects constantly measured their meant constructs. Fourth, exploratory issue evaluation recognized a coherent two-factor construction accounting for practically half the variance, suggesting underlying motivational dimensions whereas preserving interpretability. Fifth, confirmatory issue evaluation examined the theoretically anticipated seven-factor mannequin in an unbiased subsample; the mannequin was retained on theoretical grounds, although its match indices fell beneath a number of standard benchmarks, offering solely partial and certified assist for the unique MOGQ construction within the Arabic context. Sixth, concurrent validity analyses revealed theoretically constant associations between gaming motives and Internet Gaming Disorder signs, with fantasy, social, and escape motives exhibiting the strongest relationships. Seventh, measurement invariance testing established metric and scalar invariance throughout gender (residual/strict invariance was not individually testable), indicating that the Arabic MOGQ measures gaming motives equivalently for men and women, thereby supporting significant cross-group comparisons and advancing the instrument’s utility for analysis and scientific software in Arabic-speaking populations.

The factorial construction noticed within the present examine aligns with and diverges from earlier MOGQ validations in theoretically informative methods. The unique Hungarian validation by Demetrovics et al. (21) established the seven-factor, 27-item construction by means of rigorous multi-stage issue analyses throughout giant subsamples, reporting robust inside consistency and acceptable confirmatory match indices. Our Arabic validation equally retained all 27 objects and the seven-factor configuration on theoretical grounds, with inside consistency coefficients similar to or exceeding these within the Hungarian pattern, and CFA match indices that fell beneath a number of standard benchmarks, indicating solely modest structural replica of the theoretically hypothesized mannequin. The Korean validation by Kim and Kang (26) likewise confirmed the unique seven-factor resolution with wonderful match and no merchandise modifications, paralleling our retention of the total merchandise set and theoretical construction. Similarly, the Persian validation by Hamzehzadeh et al. (23) supported the seven-factor mannequin after minor modifications involving correlated residuals somewhat than merchandise deletion, a technique that preserved conceptual constancy whereas enhancing empirical match—an strategy conceptually according to our resolution to retain the theoretically grounded construction. In distinction, the Turkish examine by Evren et al. (22) merged the Coping and Escape elements right into a single dimension and eliminated one merchandise, reflecting a six-factor resolution. The Spanish validation by Infanti et al. (24) additionally favored a six-factor construction with Escape and Coping mixed and three objects eliminated, additional supporting a bifactor mannequin emphasizing a basic gaming motivation issue. The Swedish examine by Bäcklund et al. (2) eliminated one Recreation merchandise as a consequence of poor loading, leading to a 26-item, seven-factor mannequin and moreover derived a 14-item quick type. These structural variations counsel that whereas the core MOGQ constructs show cross-cultural robustness, sure motivational domains—notably the excellence between escape-oriented and coping-oriented gaming—might exhibit culture-specific nuances or item-level variations in interpretation. Our retention of the unique seven-factor construction positions the Arabic MOGQ as according to the vast majority of validation research whereas acknowledging that future analysis might profit from analyzing whether or not sure merchandise refinements improve measurement precision in Middle Eastern contexts.

The convergence of Escape, Coping, Fantasy, Social, and Skill Development motives onto a single broad EFA issue, whereas Recreation remained empirically distinct, might replicate options of the sociocultural context through which gaming happens for Saudi grownup avid gamers. In collectivist Gulf societies, gaming that serves affect-regulation capabilities—escaping destructive temper states, dealing with stress, searching for social connection, or participating fantasy and mastery wants—could also be skilled by customers as functionally interchangeable expressions of a single underlying motivation to withdraw from or compensate for offline stressors, somewhat than as psychologically distinct drives, notably the place different leisure and mental-health retailers are comparatively restricted. Recreation, against this, describes gaming pursued for its personal enjoyment with no compensatory or affect-regulatory operate, which can clarify why it separated cleanly from the broader cluster. This sample of convergence amongst affect-related motives has additionally been famous, to various levels, in different MOGQ validations outdoors the unique Hungarian context (2, 12), suggesting the coalescence noticed right here will not be uniquely Saudi however might be extra pronounced the place cultural norms constrain open emotional expression and the place digital leisure has quickly outpaced the event of other leisure infrastructure. This interpretation stays a believable mechanism somewhat than a straight examined speculation and must be evaluated in future qualitative or mixed-methods analysis with Saudi avid gamers.

This interpretation is straight supported by the CFA outcomes reported above: Escape and Coping confirmed the very best latent issue correlation within the current pattern (r = .98; Table 6), according to the EFA sample and with prior MOGQ variations (e.g., Turkish, Spanish validations) which have mixed these two motives right into a single dimension. Several different issue pairs additionally correlated at or above.90, suggesting that the broader sample of restricted discriminant validity noticed right here isn’t confined to a single pair and will replicate a extra basic tendency for affect-regulation-related gaming motives to be much less differentiated on this cultural context than within the unique Hungarian framework.

The inside consistency and reliability estimates obtained within the Arabic validation are extremely according to these reported throughout worldwide samples, supporting the psychometric robustness of the instrument. Our whole scale reliability coefficients (α = .96, ω = .96) carefully matched the Chinese validation by Wu et al. (28), which reported a complete alpha of.95, and aligned with the Hungarian examine’s subscale alphas starting from.79 to.90 (21). Subscale reliabilities within the present examine ranged from.78 to.85, falling inside or barely above the ranges noticed in most prior validations. For occasion, the Korean validation reported subscale alphas between.83 and.91 (26), the Persian examine documented alphas from.78 to.91 with robust test-retest reliability (23), and the Swedish examine reported McDonald’s omega values from.77 to.93 for the 27-item model (2). Even in contexts the place issue constructions have been modified, such because the Turkish six-factor mannequin, reliability coefficients remained robust (.87–.92; 22), and the Spanish bifactor resolution equally yielded excessive subscale reliability regardless of merchandise deletions (24). Notably, the League of Legends-specific validation by Memeti et al. (27) reported decrease reliability for sure subscales, notably Recreation (α = .55) and Social (α = .72), suggesting that game-specific contexts might introduce distinctive measurement challenges not noticed normally gaming populations. The constantly excessive reliability of the Arabic MOGQ throughout all seven subscales signifies that the translated objects operate cohesively inside every motivational area and that respondents interpret the constructs with readability and consistency, reinforcing confidence within the instrument’s measurement precision for Arabic-speaking avid gamers.

Concurrent validity findings from the Arabic MOGQ carefully mirror patterns documented in earlier validations, additional supporting the instrument’s assemble validity and theoretical relevance. In the current examine, fantasy, social, and escape motives exhibited the strongest correlations with Internet Gaming Disorder signs, adopted by reasonable associations for coping, competitors, and talent improvement, whereas recreation confirmed the weakest relationship. This sample aligns carefully with the Chinese validation by Wu et al. (28), which reported that escape and coping motives have been most strongly related to IGD signs and want frustration, and with the Hungarian findings the place escape-related motives constantly predicted problematic gaming (21). The Turkish examine equally discovered that the merged Coping/Escape issue demonstrated the strongest associations with gaming dysfunction indicators (22), and the Spanish validation recognized the Escape/Coping dimension and Fantasy because the motives most robustly linked to IGD signs, with Recreation largely unrelated to problematic outcomes (24). The Persian validation confirmed vital constructive correlations between all MOGQ subscales and IGD, with notably robust relationships for escape and coping motives (23). Even within the game-specific context examined by Memeti et al. (27), escape and coping motives predicted greater engagement depth and potential threat indicators amongst League of Legends gamers. The Korean examine prolonged these findings by demonstrating that particular motives incrementally predicted problematic gaming past gaming time alone (26), and the Swedish examine validated the MOGQ’s utility inside each WHO and APA gaming dysfunction frameworks, with escape and coping motives once more rising as key threat indicators (2). Collectively, these cross-cultural replications underscore a strong empirical generalization: motives reflecting psychological escape, emotional coping, and immersive fantasy constantly predict heightened threat for problematic gaming, whereas leisure motives replicate extra benign engagement. The Arabic MOGQ’s replication of this sample strengthens confidence that gaming motivation operates by means of related psychological mechanisms throughout numerous cultural contexts, supporting the instrument’s international applicability and theoretical coherence.

Measurement invariance testing within the Arabic validation yielded findings that each converge with and prolong prior analysis, contributing essential proof relating to the generalizability of MOGQ scores throughout demographic teams. The current examine established metric and scalar invariance throughout gender, indicating that issue loadings and merchandise thresholds functioned equivalently for men and women, thereby supporting legitimate comparisons of latent issue means; residual (strict) invariance couldn’t be individually evaluated beneath the ordinal identification strategy required right here. This discovering aligns with the Spanish validation by Infanti et al. (24), which documented full measurement invariance throughout gender for his or her modified six-factor bifactor resolution, and with the Swedish examine by Bäcklund et al. (2), which equally reported measurement invariance throughout gender for each the 26-item and 14-item variations. These constant outcomes throughout Arabic, Spanish, and Swedish samples counsel that the MOGQ constructs are understood and endorsed comparably by female and male avid gamers, at the least on the degree of issue construction and merchandise functioning, regardless of well-documented gender variations in gaming preferences, style selections, and participation charges. In distinction, a number of earlier validations, together with the unique Hungarian examine (21), the Chinese validation (28), the Turkish examine (22), the Korean validation (26), and the Persian examine (23), didn’t formally check measurement invariance throughout gender or different demographic variables, leaving questions on factorial equivalence unaddressed in these contexts. The League of Legends examine by Memeti et al. (27) equally centered on structural validation with out invariance testing. The accumulating proof from the Arabic, Spanish, and Swedish research now gives a stronger empirical basis for asserting that the MOGQ operates as a good and comparable measure throughout gender, supporting its use in analysis analyzing gender variations in gaming motives and decreasing concern that noticed imply variations replicate measurement artifacts somewhat than true psychological variation. Future analysis ought to proceed testing invariance throughout extra demographic and cultural groupings to additional set up the MOGQ’s cross-cultural measurement equivalence and be certain that motivational constructs generalize appropriately throughout numerous gamer populations worldwide.

5.1. Limitations

Several methodological issues warrant acknowledgment when decoding the findings of this validation examine. First, the cross-sectional design precludes conclusions in regards to the temporal stability of gaming motives or their causal relationships with gaming outcomes, and the absence of test-retest reliability knowledge limits our understanding of measurement stability over time. Second, though the pattern dimension met advisable psychometric benchmarks and exhibited cheap demographic range, individuals have been recruited primarily from the Eastern Region of Saudi Arabia and represented comfort somewhat than chance sampling, probably limiting generalizability to avid gamers from different Arabic-speaking nations or areas with completely different sociocultural contexts, gaming infrastructures, or regulatory environments. Third, whereas the pattern included each adolescents and adults throughout a broad age vary, the small proportion of adolescent individuals (5.6%) and the predominance of rising and younger adults might not adequately symbolize motivational patterns amongst youthful avid gamers, who represent a considerable and developmentally distinct phase of the gaming inhabitants. Fourth, the reliance completely on self-report measures introduces potential biases associated to social desirability, recall accuracy, and shared methodology variance, and the concurrent validity proof was restricted to associations with a single criterion measure (IGDS9-SF) somewhat than a broader nomological community of constructs corresponding to persona traits, psychological well being indicators, or behavioral gaming metrics. Fifth, confirmatory match indices fell beneath a number of standard benchmarks (CFI = .84, TLI = .82, RMSEA = .10), and the latent issue correlation matrix (Table 6) revealed a correlation of.98 between Escape and Coping, indicating these two elements are usually not empirically distinguishable within the current pattern, with a number of extra pairs additionally exceeding.90; minor structural refinements, correlated error phrases, or different modeling approaches corresponding to bifactor or hierarchical constructions may enhance empirical match and subscale separation whereas preserving theoretical interpretability. Sixth, following reanalysis, metric and scalar invariance throughout gender have been each supported (see Statistical Analysis Plan and Results), indicating that issue loadings and merchandise thresholds functioned equivalently throughout gender and that latent imply comparisons are acceptable; nevertheless, residual (strict) invariance couldn’t be individually evaluated as a result of merchandise residual variances are usually not freely estimated beneath the delta parameterization used for the reported fashions, and this degree of invariance is accordingly reported as untestable somewhat than supported. Seventh, though the total pattern (N = 303) exceeded widespread benchmarks for reliability, EFA, and CFA/SEM, the calibration (n = 150) and validation (n = 153) subsamples used for the split-sample EFA/CFA design are every smaller than the total pattern and fall beneath the 200 and 300 thresholds usually advisable for these analyses individually; outcomes from these subsamples, notably the CFA of a seven-factor, 27-indicator ordinal mannequin, ought to accordingly be interpreted with some warning relating to parameter stability. Finally, the examine didn’t look at measurement invariance throughout different probably significant demographic variables corresponding to age teams, academic ranges, employment standing, or gaming depth classes, leaving open questions on whether or not the Arabic MOGQ capabilities equivalently throughout these subpopulations and whether or not motivational constructs exhibit differential merchandise functioning or structural variations in additional granular analyses.

5.2. Implications

The profitable validation of the Arabic MOGQ carries essential theoretical, methodological, and utilized implications for gaming analysis and apply in Arabic-speaking areas. From a theoretical perspective, the theoretical retention of the seven-factor motivational construction (regardless of its incompletely supported structural validity within the current pattern) and the constant sample of associations between particular motives and gaming dysfunction signs collectively contribute to the rising cross-cultural proof base on psychological mechanisms underlying gaming conduct, whereas additionally highlighting areas the place cultural context might form the salience or interpretation of particular motivational dimensions. Methodologically, the provision of a psychometrically sound Arabic instrument permits researchers in Middle Eastern and North African contexts to conduct rigorous investigations of gaming motivation utilizing a standardized measure similar to these employed internationally, thereby facilitating cross-cultural comparisons, meta-analytic syntheses, and multinational collaborative analysis that may advance understanding of gaming conduct as a worldwide phenomenon. The institution of measurement invariance throughout gender additional strengthens the instrument’s utility for analyzing gender variations in gaming motives with confidence that noticed disparities replicate real psychological variation somewhat than measurement artifacts, supporting extra nuanced investigations of how motivational profiles differ between female and male avid gamers and the way these variations relate to participation patterns, sport preferences, and threat trajectories. From an utilized perspective, clinicians, educators, and public well being professionals working with Arabic-speaking populations now have entry to a validated software for assessing particular person variations in gaming motivation, which might inform personalised prevention methods, tailor-made interventions addressing the psychological wants related to particular motivational profiles (e.g., escape- or coping-oriented gaming). The MOGQ measures gaming motives somewhat than gaming dysfunction standing, and this examine didn’t consider diagnostic accuracy, scientific cutoffs, sensitivity, specificity, or predictive validity; accordingly, the instrument shouldn’t be used as a standalone screening or diagnostic software, and the current findings are finest considered preliminary psychometric proof from a Saudi group pattern somewhat than a foundation for early identification of at-risk people or scientific threat profiling. With this caveat, the Arabic MOGQ should still present a basis for designing psychoeducational packages that promote consciousness of motivational patterns and for evaluating interventions aimed toward shifting motivational orientations from maladaptive to adaptive patterns, pending future analysis establishing its scientific utility. More broadly, the instrument’s validation helps the combination of Middle Eastern and North African samples into worldwide analysis networks, serving to to diversify the proof base and be certain that theoretical fashions, diagnostic frameworks, and intervention approaches are knowledgeable by knowledge from underrepresented populations somewhat than relying predominantly on Western or East Asian samples.

6. Conclusion

This examine developed and evaluated an Arabic model of the MOGQ, offering the primary psychometrically evaluated instrument for assessing gaming motivation in Arabic-speaking populations. The Arabic MOGQ demonstrated wonderful inside consistency, significant concurrent validity with gaming dysfunction signs, and metric and scalar measurement equivalence throughout gender. Its issue construction was theoretically retained as seven correlated motives, according to the unique framework and most prior variations, however this construction confirmed solely modest confirmatory match and restricted discriminant validity between at the least one pair of subscales within the current pattern; structural validity of the seven-factor mannequin due to this fact requires additional affirmation, ideally by means of comparability with different issue constructions in future work. The findings contribute to the increasing worldwide literature on gaming motivation by replicating core motivational constructs and their associations with problematic gaming throughout a novel cultural and linguistic context, whereas additionally revealing nuanced structural issues that will replicate cultural or methodological variations in how gaming motives are conceptualized and measured. The validation of the Arabic MOGQ addresses a vital hole within the evaluation infrastructure for gaming analysis within the Middle East and North Africa, enabling future investigations to look at how motivational profiles relate to gaming behaviors, psychological outcomes, and dysfunction threat in these populations, and supporting the event of culturally knowledgeable prevention and intervention methods tailor-made to the precise wants and contexts of Arabic-speaking avid gamers. As digital gaming continues to develop quickly throughout the area, the Arabic MOGQ gives researchers, clinicians, and policymakers with a vital software for understanding the psychological drivers of gaming engagement and for figuring out people whose motivational patterns might place them at heightened threat for destructive outcomes, finally advancing each scientific information and public well being efforts on this more and more essential area of human conduct.

Funding Statement

The writer(s) declared that monetary assist was obtained for this work and/or its publication. This work was supported by means of the Annual Funding observe by the Deanship of Scientific Research, Vice Presidency for Graduate Studies and Scientific Research, King Faisal University, Saudi Arabia [Project No.GRANT KFU264498].

Footnotes

Data availability assertion

The uncooked knowledge supporting the conclusions of this text will probably be made obtainable by the authors, with out undue reservation.

Ethics assertion

This examine obtained moral clearance from the Research Ethics Committee, Deanship of Scientific Research at King Faisal University, Saudi Arabia (Approval No. KFU-REC-2025-OCT-ETHIC-S3520). Approval was granted on 23 October 2025. All procedures have been reviewed and permitted in accordance with institutional and nationwide pointers for analysis involving human individuals. The research have been performed in accordance with the native laws and institutional necessities. The individuals supplied their written knowledgeable consent to take part on this examine.

Author contributions

MA: Conceptualization, Data curation, Funding acquisition, Investigation, Resources, Validation, Writing – evaluation & modifying. AA: Conceptualization, Data curation, Formal evaluation, Funding acquisition, Investigation, Methodology, Project administration, Resources, Software, Supervision, Validation, Visualization, Writing – unique draft, Writing – evaluation & modifying. AAA: Conceptualization, Data curation, Funding acquisition, Investigation, Project administration, Resources, Supervision, Validation, Writing – evaluation & modifying.

Conflict of curiosity

The writer(s) declared that this work was performed within the absence of any business or monetary relationships that might be construed as a possible battle of curiosity.

Generative AI assertion

The writer(s) declared that generative AI was not used within the creation of this manuscript.

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Publisher’s observe

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Supplementary materials

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