Related Experiment Video
Updated: Oct 15, 2025

Measuring Engagement of Spectators of Social Digital Games
Published on: July 3, 2021
Evaluating U.S. gamers' metacognitions about digital entertainment: Validation of Metacognition about Online Gaming
Enrico Gandolfi1, Ilker Soyturk1, Richard E Ferdig1
1College of Education, Health and Human Services, Kent State University, USA.
Abstract:
Online gaming has become an important practice for several audiences in the last decade. Video games like Fortnite and League of Legends are played by millions of people daily, raising concerns about both addiction and disruptive attitudes. Several analytical instruments have been deployed for exploring this phenomenon, including the Metacognitions about Online Gaming Scale (MOGS). MOGS measures the role of metacognitions toward online gaming, echoing the increasing importance of such a construct in media consumption and perception. This article presents the highlights of a study involving 690 American gamers aimed at two purposes. First, the MOGS was validated for with U.S. gamers, who represent a leading niche in the current digital entertainment and were not involved with the original MOGS development. Second, the three subscales of MOGS were analyzed as mediators of the relationship between hours spent playing online gaming and Internet Gaming Disorder (IGD). The results from Confirmatory Factor Analysis suggested the MOGS has promising reliability and validity for use with U.S. gamers. The results also indicated that three subscales of the MOGS partially mediated the relationship between hours spent on playing online gaming and Internet Gaming Disorder.
Related Concept Videos
Metacognition
Strategies of Self-Presentation III: Self-Monitoring
Self-Presentation: Self-Monitoring and Self-Handicapping
Social Foundations of Self II: The Generalized Other
Social Foundations of Self IV: Self in Digital Communication
Revisionist Views of Adolescent and Adult Cognition

