MMG Multi-Motive Grid

H.-D. Schmalt, K. Sokolowski, T. Langens © SCHUHFRIED GmbH

The MMG combines aspects of the Thematic Apperception Test (TAT) with those of classic questionnaires. Similar to the TAT, 18 pictures are presented which provide a well-balanced set of situations linked to performance, control, and social acceptance. These pictures are accompanied by statements that represent important motivational states.

Application
The evaluation of motives relating to performance, control, affiliation and motivation management.

Theoretical background
Factor analysis suggests a three-factor constellation: a  fear factor (fear of failure, fear of losing control and fear of rejection), a factor representing hopes for success and control and a third factor describing hopes for affiliation.

Administration
After the instruction phase the items (picture and statements) are presented in succession on the screen. The respondent enters his response to each statement on a bipolar (yes/no) scale. It is not possible to omit any of the statements.

Test forms
There is one test form.

Scoring
Pictures 1-4 are not scored; they function merely as “warm-up” items and serve to increase acceptance of the test. Raw scales are calculated for all scales. The output of results consists of a results table which gives raw and standard scores for all scales; working time is also noted. The test profile and an item analysis protocol giving details of the respondent’s answers can also be viewed if required. The following six variables are calculated:

  • Hope for success (achievement),
  • Fear of failure (achievement),
  • Hope for control (control),
  • Fear of loss of control (control),
  • Hope for affiliation (affiliation),
  • Fear of rejection (affiliation),

Reliability
The internal consistency (Cronbach’s alpha) of the scales lies between r=.78 and r=.90.

Validity
Studies have shown that individuals with achievement motivation perform better on a management training course and individuals with high control motivation benefit more from this kind of training.
Wegge, Quaeck and Kleinbeck (1996) investigated the influence of motives – measured by the MMG, the TAT and a questionnaire (AMS) – on subjects’ video game preferences.
Subjects were shown three games which they could choose between; the selection consisted of a game involving fighting, an adventure game and a simulated motor cycle race.  “Fear of failure” was a good predictor for the length of playing time.  “Fear of losing control” and “fear of failure” were good predictors of the amount of time the subject spent with the games. Individuals with high “hope for affiliation” had by far the strongest preference for the adventure game.
When asked about their general preferences with regard to video games, individuals with high “hope for affiliation” mentioned the games’ colour and music, while individuals with high “hope for success” particularly enjoyed games in which they could determine the difficulty level themselves.

Norms
Computer norms are available for a representative sample of for N=390 individuals aged between 16 and 81 who were tested in the research laboratory of the Schuhfried company. These norms are also available as subsamples separated according to age and gender.

Infobox