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Marmara JA, Hosking W, McLean SA. Examining associations between body appreciation and positive well-being among young adults: A cross-sectional analysis. J Health Psychol 2025:13591053251313592. [PMID: 39884727 DOI: 10.1177/13591053251313592] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/01/2025] Open
Abstract
Interest in positive body image stems from its contrast with negative body image. Research shows self-compassion and physical activity enhance body appreciation and positive well-being, yet their interaction in young adults is not well understood. This study examined connections between self-compassion, planned physical activity and intrinsic exercise motivations in 386 adults aged 18-39 (Mage = 27.54; SD = 5.58). Path analysis and serial mediation analysis revealed positive associations between self-compassion, planned physical activity, body appreciation and positive well-being, with notable sex differences. In men, self-compassion was linked to planned physical activity through intrinsic exercise motivations, which improved positive well-being via body appreciation. For women, planned physical activity indirectly influenced positive well-being through body appreciation. These findings underscore the importance of integrating sex-specific factors into health psychology interventions aimed at promoting positive body image. They also suggest avenues for future research to enhance well-being through targeted self-compassion and physical activity strategies.
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Kňažek G, Považanová BK, Dolejš M. Internet addiction: the Czech and Slovak adolescent population. BMC Psychol 2024; 12:592. [PMID: 39456112 PMCID: PMC11515230 DOI: 10.1186/s40359-024-02100-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/18/2024] [Accepted: 10/18/2024] [Indexed: 10/28/2024] Open
Abstract
BACKGROUND Adolescence is often seen as an important period for further personality development. In today's world, it is therefore important to keep track of current trends in adolescents. One of them is addictive behaviour in the context of the online environment. Spending too much time online can have a negative impact on the quality of life of adolescents. It is therefore important to pay increased attention to this phenomenon and to respond adequately to the current situation. METHODS Our study focuses on the prevalence of Internet addiction among Czech and Slovak adolescents. In total, 3,741 respondents participated in the project (N = 2,642 CZ; N = 1,099 SK); their ages ranged from 11 to 19 years (M = 14.38; SD ± 2.27). The research addressed differences among individual types of schools and between sexes in relation to Internet addiction. The research focused on adolescents attending secondary schools (ISCED 2 and 3) between the ages of 11 and 19 in the Czech and Slovak Republics. A questionnaire battery consisting of a sociodemographic questionnaire and the Internet Addiction Test (IAT) questionnaire was used for data collection. RESULTS In relation to the category of Internet use, girls did not score higher than boys either in the Czech group F(1, 2112) = .089, p = .765, or in the Slovak group F(1, 927) < .001 p = .994. There is a significant effect of school type both in the Czech group F(4, 2100) = 11.483, p < .001, and in the Slovak group F(4, 859) = 2.859, p = .023. CONCLUSIONS Our research indicates that some adolescents, particularly boys, face issues with excessive Internet use, affecting social interactions. Further studies in the Czech Republic could explore the link between psychosocial factors and adolescent Internet use. This highlights the need to raise awareness among professionals about Internet addiction in Czech and Slovak adolescents.
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Affiliation(s)
- Gabriel Kňažek
- Department of Psychology, Faculty of Arts, Palacký University Olomouc, Olomouc, Czech Republic.
| | | | - Martin Dolejš
- Department of Psychology, Faculty of Arts, Palacký University Olomouc, Olomouc, Czech Republic
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Suchá J, Dolejš M, Dostál D, Pipová H, Pontes HM. Internet gaming disorder and risky behaviours among Czech adolescents: A nationally representative study. J Behav Addict 2024; 13:742-750. [PMID: 39264722 PMCID: PMC11457021 DOI: 10.1556/2006.2024.00045] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/10/2024] [Revised: 05/03/2024] [Accepted: 07/30/2024] [Indexed: 09/14/2024] Open
Abstract
Background and aims The aim of the present study was to estimate the complex association between Internet Gaming Disorder (IGD), substance use, and other risky behaviours in Czech adolescents whilst providing prevalence estimates of IGD and psychometric information regarding the Czech Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Methods A representative sample of 3,950 Czech adolescents was recruited through stratified random sampling in the school setting. Results Disordered gamers showed frequent use of specific substances such as pharmaceuticals, methylenedioxymethamphetamine, and lysergic acid diethylamide. In contrast, non-gamers had higher prevalence of alcohol, cigarettes, sedatives and tranquillisers, and marijuana use. A logistic regression, utilising IGDS9-SF raw scores and average daily gaming time, revealed a U-shaped relationship between gaming and both alcohol and cigarette use. Additionally, conduct problems such as bullying, and risky in-game behaviours were more prevalent among disordered gamers, with the exception of forging parents' signatures. The overall prevalence of IGD was 3.62% (95% CI = [3.1%, 4.3%]), with higher rates in males (5.89%; 95% CI = [4.9%, 7.0%]) than in females (1.45%; 95% CI = [1.0%, 2.1%]). Discussion and conclusions The Czech IGDS9-SF used in the present study showed adequate psychometric properties. The association between gaming and substance use behaviours may be specific and multifaceted depending on the severity of the gaming-related problems. Furthermore, disordered gamers may become more vulnerable due to a higher incidence of conduct problems, bullying (victimisation), and in-game risky behaviours such as engagement with microtransactions mechanics (e.g., loot box) within video games.
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Affiliation(s)
- Jaroslava Suchá
- Department of Addictology, First Faculty of Medicine, Charles University, Czech Republic
| | - Martin Dolejš
- Department of Psychology, Palacký University Olomouc, Czech Republic
| | - Daniel Dostál
- Department of Psychology, Palacký University Olomouc, Czech Republic
| | - Helena Pipová
- Department of Psychology, Palacký University Olomouc, Czech Republic
| | - Halley M. Pontes
- School of Psychological Sciences, Birkbeck, University of London, United Kingdom
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López-Fernández FJ, Mezquita L, Vidal-Arenas V, Michelini Y, Bravo AJ, Pilatti A, Ortet G, Ibáñez MI. Big five personality traits, gaming motives, and regular and disordered gaming: A cross-national examination among college student gamers in seven countries. Addict Behav 2024; 156:108049. [PMID: 38733950 DOI: 10.1016/j.addbeh.2024.108049] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/12/2024] [Revised: 04/22/2024] [Accepted: 04/30/2024] [Indexed: 05/13/2024]
Abstract
INTRODUCTION Previous research has shown that personality traits and gaming motives are important predictors for explaining regular and disordered gaming. However, the mediating role of gaming motives in the relation between personality traits and video game outcomes (e.g., time spent gaming or disordered gaming) has been scarcely studied and limited cross-national studies have addressed this issue. The present study aimed to examine the direct and indirect effects of the Big Five personality traits on weekly gaming and disordered gaming via gaming motives across seven countries. METHOD 3540 college student gamers (59.5% women) from the U.S., Canada, Spain, Argentina, Uruguay, South Africa and England completed the online survey. Structural equation modeling was conducted to test models. Multigroup models were employed to test model invariance across countries. RESULTS Significant, albeit weak, relations were found between personality traits and gaming outcomes, and were mediated mostly by coping motives in predicting disordered gaming, and by social interaction and recreation (to a lesser extent) motives in predicting weekly gaming. Some minor, yet significant, differences across countries appeared and are discussed in detail. DISCUSSION The present findings indicate that the differential interrelations between personality traits, gaming motives, and video gaming outcomes may be generalized in college students across countries.
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Affiliation(s)
- Francisco J López-Fernández
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain
| | - Laura Mezquita
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain.
| | - Verónica Vidal-Arenas
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain
| | - Yanina Michelini
- Facultad de Psicología, Universidad Nacional de Córdoba, Instituto de Investigaciones Psicológicas, IIPsi (CONICET-UNC), Córdoba, Argentina
| | - Adrian J Bravo
- Department of Psychological Sciences, William & Mary, Williamsburg, VA, USA
| | - Angelina Pilatti
- Facultad de Psicología, Universidad Nacional de Córdoba, Instituto de Investigaciones Psicológicas, IIPsi (CONICET-UNC), Córdoba, Argentina
| | - Generós Ortet
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain
| | - Manuel I Ibáñez
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain
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Footitt T, Christofi N, Poulus DR, Colder Carras M, Stavropoulos V. Gaming Disorder: The role of a gamers flow profile. Addict Behav Rep 2024; 19:100555. [PMID: 38952851 PMCID: PMC11215001 DOI: 10.1016/j.abrep.2024.100555] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/16/2024] [Revised: 04/30/2024] [Accepted: 05/28/2024] [Indexed: 07/03/2024] Open
Abstract
Digital games are widely popular and integral to contemporary entertainment. Nevertheless, a proportion of users present with disordered/excessive gaming behaviours, provisionally classified as Internet Gaming Disorder (IGD). Previous literature suggests examining the contribution of an individual's profile of immersive engagement with their gaming activity, known as online flow, for disordered gaming behaviours. Therefore, the main goals of this study were (1) to categorise gamers into distinct profiles based on their online flow experiences and (2) to investigate the differences in disordered gaming among these different flow profiles. A sample of 565 gamers (12-68 years, Mage = 29.3 years) was assessed twice over six months with the Online Flow Questionnaire (OFQ), the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), and the Gaming Disorder Test (GDT). Latent profile analysis (LPA) identified five distinct profiles encompassing 'High-Flow with High Loss of Control' (HF-HLOC; 14.0 %), 'Low Flow with Low Enjoyment' (LF-LE; 11.9 %), 'Average Flow with Low Enjoyment' (AF-LE; 17.5 %), 'Low Flow with High Enjoyment' (LF-HE; 20.2 %), and 'High Loss of Sense of Time with Low Loss of Control' groups (HLOT-LLOC; 36.5 %). As hypothesised, individuals across varying profiles evidenced differences in their concurrent and longitudinal disordered gaming behaviours. Overall, findings suggest that 'loss of sense of time' may be the most pivotal factor in differentiating flow states and profiles during gaming, advocating its consideration in disordered gaming assessment and treatment.
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Affiliation(s)
- Trent Footitt
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
| | - Natasha Christofi
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
| | - Dylan R Poulus
- Physical Activity, Sport, and Exercise Research Theme, Faculty of Health, Southern Cross University, Australia
| | | | - Vasileios Stavropoulos
- Department of Psychology, Applied Health, School of Health and Biomedical Sciences, RMIT University, Melbourne, Australia
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El Keshky MES, Alballa T. Factor structure and psychometric properties of an Arabic version of the Internet Gaming Disorder Scale, short form (IGDS-SF9). Front Public Health 2023; 11:1231550. [PMID: 38026357 PMCID: PMC10664719 DOI: 10.3389/fpubh.2023.1231550] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2023] [Accepted: 09/13/2023] [Indexed: 12/01/2023] Open
Abstract
Background In its most recent edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM), the American Psychological Association recognized that internet gaming disorder is a psychological condition and provides nine criteria for its diagnosis, and the Internet Gaming Disorder Scale, short form (IGDS-SF9) was developed to assess individuals. Aim To develop and investigate the psychometric properties of an Arabic version of IGDS-SF9. Method A five-stage translation and verification process produced an Arabic version of IGDS-SF9, and a study was conducted using a sample of 410 respondents (45.6% females, mean age = 17.6, SD = 1.56) to assess its psychometric properties. Respondents completed the Arabic version, the Smartphone Addiction Scale, the Smartphone Application-Based Addiction Scale, the Hospital Anxiety and Depression Scale, as well as a demographic survey. Exploratory and confirmatory factor analyses, measurement invariance, item response theory, convergent, concurrent, criterion validity, and internal consistency reliability and test-retest reliability were employed to validate the scale. Results The exploratory factor analysis suggested the scale's unidimensional structure; the confirmatory factor analysis exhibited good model fit and factor loadings. Measurement invariance, and concurrent, convergent, and criterion validity were established, resulting in good internal consistency and test-retest reliability for the scale. Conclusion The Arabic version of IGDS-SF9 is a valid and reliable measure for research and diagnosis in Arabic-speaking countries.
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Affiliation(s)
- Mogeda El Sayed El Keshky
- Department of Psychology, Faculty of Arts and Humanities, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Tmader Alballa
- Department of Mathematics, College of Sciences, Princess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia
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Dell'Osso L, Amatori G, Muti D, Giovannoni F, Parri F, Violi M, Cremone IM, Carpita B. Autism Spectrum, Hikikomori Syndrome and Internet Gaming Disorder: Is There a Link? Brain Sci 2023; 13:1116. [PMID: 37509046 PMCID: PMC10377367 DOI: 10.3390/brainsci13071116] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/01/2023] [Revised: 07/18/2023] [Accepted: 07/22/2023] [Indexed: 07/30/2023] Open
Abstract
The aim of this study is to review the available literature investigating the relationship between hikikomori, a pathological condition characterized by severe social withdrawal or isolation, autism spectrum disorder (ASD) and Internet gaming disorder (IGD). Studies on the relationship between ASD and IGD have found significant positive correlations between these two conditions. Individuals with ASD would appear to be at risk of developing a problematic use of the Internet, which, to the right extent, would represent a useful tool for social interaction and cognitive development. Even subjects with hikikomori, in whom rarefied interpersonal relationships and social isolation could be balanced by the use of online connections, appear to be at high risk of developing IGD. On the other hand, the finding of significant autistic traits in populations with hikikomori could lead to considering this psychopathological condition as a particular presentation of autism spectrum, a hypothesis that requires further investigation.
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Affiliation(s)
- Liliana Dell'Osso
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Giulia Amatori
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Dario Muti
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Federico Giovannoni
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Francesca Parri
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Miriam Violi
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Ivan Mirko Cremone
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
| | - Barbara Carpita
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy
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Tonyali A, Karacetin G, Ocakoglu BK, Atay A, Yesilkaya C, Can M, Guney O, Kasap D, Alkas E, Altunkilic EF, Tuncturk M, Ermis C. Development and validation of Kiddie Schedule for Affective Disorders and Schizophrenia (K-SADS) for Internet Gaming Disorder (IGD) and factor analytic assessment. Psychiatry Res 2023; 324:115187. [PMID: 37060687 DOI: 10.1016/j.psychres.2023.115187] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/30/2023] [Revised: 03/28/2023] [Accepted: 03/31/2023] [Indexed: 04/17/2023]
Abstract
OBJECTIVE To develop and validate Kiddie Schedule for Affective Disorders and Schizophrenia, Present and Lifetime version (K-SADS-PL) for Internet Gaming Disorder (IGD) in adolescents. METHODS Questions and threshold criteria of the K-SADS-IGD was generated based on the related section of K-SADS-PL. Then, the sample consist of IGD group and matched control group with no significant difference in psychiatric comorbidities from clinical settings were included to assess the psychometric properties of the K-SADS-IGD. Exploratory and Confirmatory Factor analysis were conducted to evaluate and compare DSM model of IGD and two different Models of IGD proposal in adolescents. RESULTS Exploratory Factor Analysis of K-SADS-IGD revealed a single factor explaining 61.469% of the total variance. Confirmatory Factor Analysis indicates that although the K-SADS-IGD model fit indices were also acceptable, Model 1, which excluded the 7th criterion of IGD criteria of DSM-5 showed better fit in adolescent population. The Likelihood Ratio Positive and the Likelihood Ratio Negative estimates for the diagnosis of K-SADS-IGD were 31.4 and 0.12, respectively, suggesting that K-SADS-IGD was beneficial for determining the presence and the absence of IGD in adolescents. Also, K-SADS-IGD could detect disordered gamers with significantly low functionality (even after controlling the impact of comorbidities) from non-disordered gamers. CONCLUSION K-SADS-IGD was found to be a reliable and valid instrument in adolescents. The model excluding 7th criteria of DSM-5 IGD was found to be more consistent than the current DSM-5 IGD model in the adolescent population. Therefore, the diagnostic criteria might be required to adjust according to the age group since the clinical symptomatology of IGD in adolescents may differ from that in adults. The K-SADS-IGD may meet the need for a certain and standardized tool to assess IGD in this population.
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Affiliation(s)
- Aysegul Tonyali
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey.
| | - Gul Karacetin
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Binay Kayan Ocakoglu
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Ayca Atay
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Celal Yesilkaya
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Merve Can
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Omca Guney
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Damla Kasap
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Elif Alkas
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Enes Faruk Altunkilic
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Mustafa Tuncturk
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Cagatay Ermis
- Department of Child and Adolescent Psychiatry, Dokuz Eylul University School of Medicine, Izmir, Turkey
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Kamolthip R, Yang YN, Latner JD, O’Brien KS, Chang YL, Lin CC, Pakpour AH, Lin CY. The effect of time spent sitting and excessive gaming on the weight status, and perceived weight stigma among Taiwanese young adults. Heliyon 2023; 9:e14298. [PMID: 36938463 PMCID: PMC10018563 DOI: 10.1016/j.heliyon.2023.e14298] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/29/2022] [Revised: 02/15/2023] [Accepted: 02/28/2023] [Indexed: 03/08/2023] Open
Abstract
Background During the COVID-19 pandemic, physical inactivity and sedentary behaviors (i.e., longer sitting time and excessive gaming) increased because governments across the globe adopted stringent mitigation strategies such as social distancing and lockdowns to curb the spread of the virus. Excessive gaming was one of the coping mechanisms used to deal with the pressure associated with the pandemic. Moreover, perceived weight stigma (PWS) and weight status became more salient concerns among young adults during the COVID-19 pandemic. The current study sought to investigate the relationship between time spent sitting, excessive gaming, weight status, and PWS of Taiwanese Young adults. Additionally, weight status and PWS were examined as mediators between both sedentary behaviors. Methods This cross-sectional study involved 600 participants who were recruited through Taiwan universities. All participants completed a demographic questionnaire (including weight and height) and self-report measures including the International Physical Activity Questionnaire short form (IPAQ-SF), the Perceived Weight Stigma Scale (PWSS), and the Internet Gaming Disorder Scale-short form (IGDS9-SF). PROCESS model was performed to test the potential mediation roles of weight status and PWS. Moreover, we categorized participants into two groups based on the sitting-time item in the IPAQ-SF: students whose sitting time was less than 8 h daily, and those more than 8 h daily. Results The group that had less than 8 h had significantly higher PWS and IGDS9-SF scores than the other group. Sitting time was negatively associated with weight status, PWS, and IGDS9-SF. Additionally, we found a significantly direct effect between time spent sitting and excessive gaming. Both weight status and PWS were significant mediators in the association between time spent sitting and excessive gaming.Conclusions: The present study demonstrated important negative correlates of excessive sedentary behaviors. Prevention efforts should focus on promoting physical activity and providing information to decrease sedentary behavior among university students.
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Affiliation(s)
- Ruckwongpatr Kamolthip
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Yung-Ning Yang
- Department of Pediatrics, E-DA Hospital, I-Shou University, Kaohsiung, Taiwan
- School of Medicine, I-Shou University, Kaohsiung, Taiwan
| | - Janet D. Latner
- Department of Psychology, University of Hawaii at Manoa, Honolulu, HI, USA
| | - Kerry S. O’Brien
- School of Social Sciences, Faculty of Arts, Monash University, Melbourne, VIC, Australia
| | - Yen-Ling Chang
- Department of Family Medicine, Cardinal Tien Hospital, New Taipei, Taiwan
- Corresponding author. Department of Family Medicine, Cardinal Tien Hospital, No. 362, Zhongzheng Rd., Xindian Dist., New Taipei 23148, Taiwan.
| | - Chien-Chin Lin
- Department of Laboratory Medicine, National Taiwan University Hospital, Taipei, Taiwan
- Division of Hematology and Internal Medicine, National Taiwan University Hospital, Taipei, Taiwan
- Graduate Institute of Clinical Medicine, National Taiwan University, Taipei, Taiwan
| | - Amir H. Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan 701401, Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan 701401, Taiwan
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan 701401, Taiwan
- Corresponding author. Institute of Allied Health Sciences, Departments of Occupational Therapy and Public Health, and Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, 1 University Rd, Tainan 701401, Taiwan.
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Gerdner A, Håkansson A. Prevalence and comorbidity in a Swedish adolescent community sample - gambling, gaming, substance use, and other psychiatric disorders. BMC Psychiatry 2022; 22:594. [PMID: 36068500 PMCID: PMC9450242 DOI: 10.1186/s12888-022-04218-1] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/01/2022] [Accepted: 08/18/2022] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND This study investigates a broad spectrum of psychiatric disorders, substance use disorders, gambling, and internet gaming disorders in Swedish 18-year-old boys and girls with the aim of estimating the prevalence of disorders and comorbidity. METHODS We used a two-phase design with screening to detect candidates for clinical interviews. Screening included 949 adolescents (55.6% girls), out of which 758 adolescents (57.0% girls) were selected for interview with at least one of four instruments: M.I.N.I., ADDIS, NODS and IGDS. Of these, 387 (61.2% girls) were interviewed. Gender separated prevalence was estimated on the assumption that those selected but not interviewed had the same distribution as those interviewed based on similar outcomes above screening cut-offs. Comorbidity between types of disorders was estimated on similar assumptions. In addition, comorbidity between dyads of the ten most common specified disorders was calculated based on recorded data without these assumptions. RESULTS We estimated that 14.6% met the criteria of a substance use disorder (SUD), mostly concerning alcohol and more frequent in girls than in boys. Those meeting the criteria lifetime of at least one of 16 other psychiatric disorders were 26.7%, more than twice as frequent in girls compared to boys, and with depression being the most common disorder. Gambling and gaming disorders were found almost exclusively in boys, of which 5.8% met the criteria for gambling, and 2.3% for gaming disorders. Of girls with a SUD, 40% also had a psychiatric disorder, while on the other hand more than 28% of girls with a psychiatric disorder also had a SUD. In boys with a SUD, 22% had another psychiatric disorder, while 15% of those with a psychiatric disorder also had a SUD. CONCLUSIONS Psychiatric comorbidity is common in SUDs in adolescents, which calls for screening and diagnostic efforts in young patients presenting with symptoms of SUDs. Girls with SUDs are at higher risk of also suffering from psychiatric conditions. Gambling and gaming disorders appear in a substantial minority of adolescents and warrant further study of their comorbidity. Since prevalences and comorbidity were estimated on the assumptions mentioned, some caution in interpreting the results is needed.
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Affiliation(s)
- Arne Gerdner
- School of Health and Welfare, Department of Social Work, Jönköping University, Box 1026, 551 11, Jönköping, Sweden.
| | - Anders Håkansson
- grid.4514.40000 0001 0930 2361Department of Medical Sciences Lund, Lund University, Psychiatry, Lund, Sweden
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Exploring Internet gaming disorder: an updated perspective of empirical evidence (from 2016 to 2021). Compr Psychiatry 2022; 116:152319. [PMID: 35526417 DOI: 10.1016/j.comppsych.2022.152319] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/15/2021] [Revised: 04/07/2022] [Accepted: 04/13/2022] [Indexed: 02/06/2023] Open
Abstract
BACKGROUND AND AIMS Since the acceptance of Internet gaming disorder (IGD) as a "disorder due to addictive behaviors", research has proliferated exponentially. The present review focuses on the conceptualization of IGD, its diagnosis and assessment, associated factors and existing prevention and treatment plans to address it. RESULTS AND CONCLUSIONS The discrepancies between the diagnostic criteria for IGD proposed by the two central diagnostic entities, as well as the questioning of their clinical validity, have generated multiple proposals for the diagnosis and psychometric evaluation of IGD. Likewise, there have been numerous suggestions to prevent this pathology, with the involvement of governments, the gaming industry and health institutions. Finally, multiple treatment plans have been proposed, both pharmacological and psychological, although only the efficacy of cognitive behavioral therapy has been tested. It is essential, therefore, to delve deeper into this disorder by addressing the central limitations of the current literature.
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Li L, Mamun MA, Al-Mamun F, Ullah I, Hosen I, Zia SA, Poorebrahim A, Pourgholami M, Lin CY, Pontes HM, Griffiths MD, Pakpour AH. A network analysis of the Internet Disorder Scale-Short Form (IDS9-SF): A large-scale cross-cultural study in Iran, Pakistan, and Bangladesh. CURRENT PSYCHOLOGY 2022; 42:1-10. [PMID: 35698487 PMCID: PMC9177408 DOI: 10.1007/s12144-022-03284-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/26/2022] [Indexed: 12/11/2022]
Abstract
The Internet Disorder Scale-Short Form (IDS9-SF) is a validated instrument assessing internet disorder which modified the internet gaming disorder criteria proposed in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, the relationships between the nine items in the IDS9-SF are rarely investigated. The present study used network analysis to investigate the features of the IDS9-SF among three populations in Bangladesh, Iran, and Pakistan. Data were collected (N = 1901; 957 [50.3%] females; 666 [35.0%] Pakistani, 533 [28.1%] Bangladesh, and 702 [36.9%] Iranians) using an online survey platform (e.g., Google Forms). All the participants completed the IDS9-SF. The central-stability-coefficients of the nine IDS9-SF items were 0.71, 0.89, 0.96, 0.98, 0.98, 1.00, 0.67, 0.79, and 0.91, respectively. The node centrality was stable and interpretable in the network. The Network Comparison Test (NCT) showed that the network structure had no significant differences among Pakistani, Bangladeshi, and Iranian participants (p-values = 0.172 to 0.371). Researchers may also use the IDS9-SF to estimate underlying internet addiction for their target participants and further explore and investigate the phenomenon related to internet addiction. Supplementary Information The online version contains supplementary material available at 10.1007/s12144-022-03284-8.
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Affiliation(s)
- Li Li
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Mohammed A. Mamun
- CHINTA Research Bangladesh, Savar, Dhaka, Bangladesh
- Department of Public Health, University of South Asia, Dhaka, Bangladesh
- Department of Public Health, Daffodil International University, Dhaka, Bangladesh
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
| | - Firoj Al-Mamun
- CHINTA Research Bangladesh, Savar, Dhaka, Bangladesh
- Department of Public Health, University of South Asia, Dhaka, Bangladesh
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
| | - Irfan Ullah
- Kabir Medical College, Gandhara University, Peshawar, Pakistan
| | - Ismail Hosen
- CHINTA Research Bangladesh, Savar, Dhaka, Bangladesh
| | | | - Ali Poorebrahim
- Guilan University of Medical Sciences, Rasht, Islamic Republic of Iran
| | | | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, 70101 Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, UK
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Amir H. Pakpour
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
- Department of Nursing, School of Health and Welfare, Jönköping University, Barnarpsgatan 39, 55111 Jönköping, Sweden
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Alhamoud MA, Alkhalifah AA, Althunyan AK, Mustafa T, Alqahtani HA, Awad FAA. Internet gaming disorder: Its prevalence and associated gaming behavior, anxiety, and depression among high school male students, Dammam, Saudi Arabia. J Family Community Med 2022; 29:93-101. [PMID: 35754755 PMCID: PMC9221232 DOI: 10.4103/jfcm.jfcm_48_22] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2022] [Revised: 03/28/2022] [Accepted: 04/04/2022] [Indexed: 12/05/2022] Open
Abstract
BACKGROUND: Video games have become popular in the last few decades, resulting in an increase in reported negative consequences. This study aimed to assess the prevalence of internet gaming disorder (IGD), its association with gaming behavior, depression, and anxiety in male high school students. MATERIALS AND METHODS: This cross-sectional study involved male high school students in Dammam. Schools were selected using stratified random sampling, and data were collected using a self-administered questionnaire. Data analyzed using SPSS v23.0; the initial analysis included descriptive statistics. Continuous and ordinal variables were compared using t-test or Mann–Whitney U test, and ANOVA or Kruskal–Wallis test, as appropriate; Chi-square test was used for categorical variables. Spearman correlation coefficient was calculated to determine the correlation between IGD score and depression and anxiety scores. RESULTS: A total of 726 high school gamers were involved, 87% of whom were Saudi, with a mean age of 16.92 years and 45% were from public schools. The mean IGD score was 18.12, and the prevalence of IGD was 21.85%. Students who spent ≥4 h/day on weekdays or ≥6 h/day at weekends on videogames and gamers who spent ≥200 Saudi Riyals per month on gaming had significantly higher mean IGD scores (P < 0.001). Gamers who used PC/laptop for gaming had significantly higher IGD scores compared to those who used other devices (P = 0.002). Action, fight, open-world games, and games with violence were associated with significantly higher IGD scores. Among students with IGD, 21.7% had moderately severe/severe depression and 11.4% had severe anxiety. CONCLUSION: IGD is a concerning psychiatric disorder in male high school students. It is associated with certain gaming behavior and other mental problems. We recommend future larger-scale research that includes females as well.
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Affiliation(s)
- Mohammed A Alhamoud
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Ahmed A Alkhalifah
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Abdullatif K Althunyan
- Department of Family and Community Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Tajammal Mustafa
- Department of Family and Community Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Hatem A Alqahtani
- Department of Family and Community Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Feras A Al Awad
- Department of Psychiatry, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
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14
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Ali AM, Al-Amer R, Atout M, Ali TS, Mansour AMH, Khatatbeh H, Alkhamees AA, Hendawy AO. The Nine-Item Internet Gaming Disorder Scale (IGDS9-SF): Its Psychometric Properties among Sri Lankan Students and Measurement Invariance across Sri Lanka, Turkey, Australia, and the USA. Healthcare (Basel) 2022; 10:490. [PMID: 35326968 PMCID: PMC8953588 DOI: 10.3390/healthcare10030490] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/09/2022] [Revised: 03/04/2022] [Accepted: 03/05/2022] [Indexed: 12/24/2022] Open
Abstract
The prevalence of internet gaming disorders (IGD) is considerably high among youth, especially with the social isolation imposed by the ongoing COVID-19 pandemic. IGD adversely affects mental health, quality of life, and academic performance. The Internet Gaming Disorder Scale (IGDS9-SF) is designed to detect IGD according to DSM-IV diagnostic criteria. However, inconsistent results are reported on its capacity to diagnose IGD evenly across different cultures. To ensure the suitability of the IGDS9-SF as a global measure of IGD, this study examined the psychometric properties of the IGDS9-SF in a sample of Sri Lankan university students (N = 322, mean age = 17.2 ± 0.6, range = 16-18 years, 56.5% males) and evaluated its measurement invariance across samples from Sri Lanka, Turkey, Australia, and the USA. Among Sri Lankan students, a unidimensional structure expressed good fit, invariance across different groups (e.g., gender, ethnicity, and income), adequate criterion validity (strong correlation with motives of internet gaming, daily gaming duration, and sleep quality), and good reliability (alpha = 0.81). Males and online multiplayers expressed higher IGD levels, greater time spent gaming, and more endorsement of gaming motives (e.g., Social and Coping) than females and offline players. Across countries, the IGDS9-SF was invariant at the configural, metric, and scalar levels, although strict invariance was not maintained. The lowest and highest IGD levels were reported among Turkish and American respondents, respectively. In conclusion, the IGDS9-SF can be reliably used to measure IGD among Sri Lankan youth. Because the scale holds scalar invariance across countries, its scores can be used to compare IGD levels in the studied countries.
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Affiliation(s)
- Amira Mohammed Ali
- Department of Psychiatric Nursing and Mental Health, Faculty of Nursing, Alexandria University, Smouha, Alexandria 21527, Egypt;
| | - Rasmieh Al-Amer
- Faculty of Nursing, Isra University, Amman 11953, Jordan;
- School of Nursing and Midwifery, Western Sydney University, Penrith, NSW 2751, Australia
| | - Maha Atout
- School of Nursing, Philadelphia University, Amman 19392, Jordan;
| | - Tazeen Saeed Ali
- School of Nursing and Midwifery, Aga Khan University, Karachi 3500, Pakistan;
| | - Ayman M. Hamdan Mansour
- Department of Psychiatric and Mental Health Nursing, School of Nursing, The University of Jordan, Amman 11942, Jordan;
| | - Haitham Khatatbeh
- Faculty of Health Sciences, Doctoral School of Health Sciences, University of Pécs, 7621 Pécs, Hungary;
| | - Abdulmajeed A. Alkhamees
- Department of Medicine, Unayzah College of Medicine and Medical Sciences, Qassim University, Unayzah, Al Qassim 52571, Saudi Arabia
| | - Amin Omar Hendawy
- Department of Biological Production, Tokyo University of Agriculture and Technology, Tokyo 183-8509, Japan;
- Department of Animal and Poultry Production, Faculty of Agriculture, Damanhour University, Damanhour 22516, Egypt
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15
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Marmara J, Zarate D, Vassallo J, Patten R, Stavropoulos V. Warwick Edinburgh Mental Well-Being Scale (WEMWBS): measurement invariance across genders and item response theory examination. BMC Psychol 2022; 10:31. [PMID: 35183262 PMCID: PMC8857792 DOI: 10.1186/s40359-022-00720-z] [Citation(s) in RCA: 15] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2021] [Accepted: 12/30/2021] [Indexed: 01/07/2023] Open
Abstract
Background The Warwick Edinburgh Mental Well-Being Scale (WEMWBS) is a measure of subjective well-being and assesses eudemonic and hedonic aspects of well-being. However, differential scoring of the WEMWBS across gender and its precision of measurement has not been examined. The present study assesses the psychometric properties of the WEMWBS using measurement invariance (MI) between males and females and item response theory (IRT) analyses. Method A community sample of 386 adults from the United States of America (USA), United Kingdom, Ireland, Australia, New Zealand, and Canada were assessed online (N = 394, 54.8% men, 43.1% women, Mage = 27.48, SD = 5.57). Results MI analyses observed invariance across males and females at the configural level and metric level but non-invariance at the scalar level. The graded response model (GRM) conducted to observe item properties indicated that all items demonstrated, although variable, sufficient discrimination capacity. Conclusions Gender comparisons based on WEMWBS scores should be cautiously interpreted for specific items that demonstrate different scalar scales and similar scores indicate different severity. The items showed increased reliability for latent levels of ∓ 2 SD from the mean level of SWB. The WEMWBS may also not perform well for clinically low and high levels of SWB. Including assessments for clinical cases may optimise the use of the WEMWBS.
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Affiliation(s)
- Joshua Marmara
- Institute for Health and Sport, Victoria University, PO Box 14428, Melbourne, 8001, Australia.
| | - Daniel Zarate
- Institute for Health and Sport, Victoria University, PO Box 14428, Melbourne, 8001, Australia
| | - Jeremy Vassallo
- Institute for Health and Sport, Victoria University, PO Box 14428, Melbourne, 8001, Australia
| | - Rhiannon Patten
- Institute for Health and Sport, Victoria University, PO Box 14428, Melbourne, 8001, Australia
| | - Vasileios Stavropoulos
- Institute for Health and Sport, Victoria University, PO Box 14428, Melbourne, 8001, Australia.,Department of Psychology, University of Athens, Athens, Greece
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16
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Gomez R, Stavropoulos V, Tullett-Prado D, Schivinski B, Chen W. Network analyses of internet gaming disorder symptoms and their links with different types of motivation. BMC Psychiatry 2022; 22:76. [PMID: 35101004 PMCID: PMC8802468 DOI: 10.1186/s12888-022-03708-6] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/18/2021] [Accepted: 11/29/2021] [Indexed: 11/28/2022] Open
Abstract
The study used regularized partial correlation network analysis (EBICglasso) to examine the structure of DSM-5 internet gaming disorder (IGD) symptoms (network 1); and the associations of the IGD symptoms in the network with different types of motivation as defined in the self-determination theory i.e., intrinsic motivation (engaging in an activity for something unrelated to the activity), identified regulation (engaging in the activity because it aligns with one's values and/or goals), external regulation (engagement in activity being driven by external rewards and/or approval), and amotivation (engaging in an activity without often understanding why) (network 2). Participants were 968 adults from the general community. They completed self-rating questionnaires covering IGD symptoms and different types of motivation. The findings for network 1 showed mostly positive connections between the symptoms within the IGD network. The most central symptom was loss of control, followed by continuation, withdrawal symptoms, and tolerance. In general, these symptoms were more strongly connected with each other than with the rest of the IGD symptoms. The findings for network 2 showed that the different types of motivation were connected differently with the different IGD symptoms. For instance, the likeliest motivation for the preoccupation and escape symptoms is intrinsic motivation, and for negative consequences, it is low identified regulation. Overall, the findings showed a novel understanding of the structure of the IGD symptoms, and the motivations underlying them. The clinical implications of the findings for assessment and treatment of IGD are discussed.
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Affiliation(s)
- Rapson Gomez
- grid.1040.50000 0001 1091 4859School of Science, Psychology and Sport, Federation University, Ballarat, Australia
| | - Vasileios Stavropoulos
- grid.1019.90000 0001 0396 9544The Institute for Health and Sport, Victoria University, Melbourne, Australia ,grid.5216.00000 0001 2155 0800Department of Psychology, University of Athens, Athens, Greece
| | - Deon Tullett-Prado
- The Institute for Health and Sport, Victoria University, Melbourne, Australia.
| | - Bruno Schivinski
- grid.1017.70000 0001 2163 3550School of Media and Communication, Royal Melbourne Institute of Technology, Melbourne, Australia
| | - Wai Chen
- grid.459958.c0000 0004 4680 1997The Fiona Stanley Hospital, Youth Mental Health Unit, Murdoch, Perth, Australia ,grid.1032.00000 0004 0375 4078Medical School, Curtin University, Perth, Australia ,grid.1012.20000 0004 1936 7910Graduate School of Education, University of Western Australia, Perth, Australia
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17
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Examining the DSM-5 Internet Gaming Disorder Criteria in Filipino Gamers: a Factor- and Person-Centered Approach. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00759-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/19/2022] Open
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18
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Poon LYJ, Tsang HWH, Chan TYJ, Man SWT, Ng LY, Wong YLE, Lin CY, Chien CW, Griffiths MD, Pontes HM, Pakpour AH. Psychometric Properties of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF): Systematic Review. J Med Internet Res 2021; 23:e26821. [PMID: 34661543 PMCID: PMC8561410 DOI: 10.2196/26821] [Citation(s) in RCA: 55] [Impact Index Per Article: 13.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2020] [Revised: 02/24/2021] [Accepted: 09/16/2021] [Indexed: 02/05/2023] Open
Abstract
Background The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is among the best with regard to its psychometric properties. Therefore, clinical psychologists are likely guided to use the IGDS9-SF if they want to assess or screen the disordered gaming in their practice. However, the information, especially psychometric evidence, concerning the IGDS9-SF has not been fully examined and summarized. Objective This systematic review evaluated the psychometric properties of different language versions of the IGDS9-SF and assessed its methodological quality in order to improve the clinicians’ understanding of the IGDS9-SF and facilitate its use. Methods Systematic literature searches were carried out using Embase, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science. The review included English-language studies of any research design that have reported at least one psychometric property of the IGDS9-SF, as defined by the COnsensus-based Standards for the selection of health status Measurement INstrument (COSMIN), and have aimed at testing the psychometric properties of the IGDS9-SF. Results In total, 21 studies comprising 15 language versions of the IGDS9-SF were included. Overall, the IGDS9-SF showed adequate internal consistency (although some items did not have satisfactory item-total correlation [IT]), excellent criterion validity, and the ability to distinguish different subgroups with measurement invariance being supported across gender and age. In terms of factor structure, the IGDS9-SF was shown to have a unidimensional factor structure across all 21 studies. Conclusions Although there is insufficient evidence regarding the responsiveness and properties of the IGDS9-SF using item response theory, the existing evidence supports its use in assessing disordered gaming among individuals.
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Affiliation(s)
- Lok Y J Poon
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Hector W H Tsang
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong.,Mental Health Research Centre, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Tsan Y J Chan
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Sze W T Man
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Lok Y Ng
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Yi L E Wong
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Department of Public Health, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Chi-Wen Chien
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Mark D Griffiths
- International Gaming Research Unit, Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
| | - Amir H Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
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19
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Zarate D, Marmara J, Potoczny C, Hosking W, Stavropoulos V. Body Appreciation Scale (BAS-2): measurement invariance across genders and item response theory examination. BMC Psychol 2021; 9:114. [PMID: 34330338 PMCID: PMC8325197 DOI: 10.1186/s40359-021-00609-3] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/22/2021] [Accepted: 07/07/2021] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND The present study considers a measure of positive body image, the Body Appreciation Scale-2, which assesses acceptance and/or favourable opinions towards the body (BAS-2). Potential variations of the psychometric properties of the scale across males and females, as well as across its different items invite for further investigation. The present study contributes to this area of knowledge via the employment of gender Measurement Invariance (MI) and Item Response Theory (IRT) analyses. METHODS A group of 386 adults from Australia, Canada, New Zealand, Ireland, the United Kingdom, and the United States of America (USA) were assessed online (N = 394, 54.8% men, 43.1% women, Mage = 27.48; SD = 5.57). RESULTS MI analyses observed invariance across males and females at the configural level, and non-invariance at the metric level. Further, the graded response model employed to observe IRT properties indicated that all items demonstrated, although variable, strong discrimination capacity. CONCLUSIONS The items showed increased reliability for latent levels of ∓ 2 SD from the mean level of Body Appreciation (BA). Gender comparisons based on BAS-2 should be cautiously interpreted for selected items, due to demonstrating different metric scales and same scores indicating different severity. The BAS-2 may also not perform well for clinically low and high BA levels. Thus, it should optimally be accompanied by clinical interviews for formal assessment in such cases.
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Affiliation(s)
| | | | | | - Warwick Hosking
- Victoria University, Melbourne, Australia.,Institute for Health and Sport, Victoria University, Melbourne, Australia
| | - Vasileios Stavropoulos
- Victoria University, Melbourne, Australia.,Institute for Health and Sport, Victoria University, Melbourne, Australia.,Department of Psychology, University of Athens, Athens, Greece
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20
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Stavropoulos V, Frost TMJ, Brown T, Gill P, Footitt TA, Kannis-Dymand L. Internet gaming disorder behaviours: a preliminary exploration of individualism and collectivism profiles. BMC Psychiatry 2021; 21:262. [PMID: 34016087 PMCID: PMC8139060 DOI: 10.1186/s12888-021-03245-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/29/2020] [Accepted: 04/28/2021] [Indexed: 01/15/2023] Open
Abstract
BACKGROUND Internet Gaming Disorder (IGD) behaviours involve excessive use of Internet games to the extent that one's everyday life is compromised. It has been suggested that IGD symptoms are dependent on whether one is more individualistic or collectivistic. However, the range of potential individualism-collectivismeffects on IGD presentations remains largely unknown. The current study aims to further understanding of the role of individualistic and collectivistic tendencies in IGD, allowing us to develop more gamer centredIGD prevention and intervention strategies. METHODS One thousand and thirty-twocommunity participants withinternet gaming experience were measured online for IGD symptom's severity using the Internet Gaming Disorder Scale - Short Form (IGDS9-SF) andindividualism-collectivism behavioursvia the Individualism & Collectivism Scale (ICS). Latent Class Analysis (LCA) and T-Tests were performed in relation to their responses. RESULTS Upon inspection of the LCA output, two profiles of internet gamers were identified. These includedthe Collectivism Aversivegamers (CA; 11%) and the Collectivism Neutral gamers (CN; 89%). The CA gamers displayed significantly higher IGD behaviours overall, and, were higher inpreoccupation, withdrawal symptoms, tolerance, relapse, deception, escapism/mood modification, and functional impairment compared to CN gamers. There were no differences between CA and CN gamers in loss of interest and conflicts with others. CONCLUSIONS The findings suggest that one's individualism-collectivism orientation can influence the presentation of IGD. Specifically, those who are less collectivistic or are less influenced by social groups willdisplay greater IGD symptoms and present a profile that requires a different intervention from gamers who are more collectivistic. Researchers and clinicians should emphasize the value of belonging in a collective and experiencing equality with others in relation to mental health and gaming patterns.
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Affiliation(s)
| | | | - Taylor Brown
- Institute for Health and Sprot, Victoria University, Melbourne, Australia
| | - Peter Gill
- Institute for Health and Sprot, Victoria University, Melbourne, Australia
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21
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Ling SL, Nik Jaafar NR, Tan KA, Bahar N, Baharudin A, Ahmad Tajjudin AI. Psychometric Properties of the Malay Version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF-M): Evidence from a Sample of Malaysian Undergraduates. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18052592. [PMID: 33807598 PMCID: PMC7967390 DOI: 10.3390/ijerph18052592] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 01/15/2021] [Revised: 02/27/2021] [Accepted: 03/01/2021] [Indexed: 11/16/2022]
Abstract
In recent years, increased interest in Internet Gaming Disorder has led to the development of the Internet Gaming Disorder Scale-Short Form. Translation and subsequent validation of such a scale are important for cross-cultural use. The aim of the present study was to examine the psychometric properties (factor structure, reliability, and validity) of the Malay Version of the Internet Gaming Disorder Scale-Short Form using a sample of Malaysian undergraduates. The present sample included 137 Malaysian undergraduates. Participants completed a self-administered online survey containing demographic items, the Malay Version of the Internet Gaming Disorder Scale-Short Form, the Problematic Online Gaming Questionnaire-Short Form, and the Malay Version of the Internet Addiction Test. The present findings confirm the one-factor model of the Malay Version of the Internet Gaming Disorder Scale-Short Form. Good reliability, as measured by Cronbach alpha, was found for the Malay Version of the Internet Gaming Disorder Scale-Short Form. The Malay Version of the Internet Gaming Disorder Scale-Short Form has demonstrated concurrent validity by significantly correlating with the Problematic Online Gaming Questionnaire-Short Form as well as demonstrated convergent validity with respect to the Malay Version of the Internet Addiction Test. The Malay Version of the Internet Gaming Disorder Scale-Short Form is a reliable and valid tool for assessing Internet Gaming Disorder in Malaysian undergraduates. As more research is still needed to confirm the status of Internet Gaming Disorder as a formal disorder, it is hoped that the Malay Version of the Internet Gaming Disorder Scale-Short Form can facilitate future research examining antecedents and consequences of Internet Gaming Disorder in a Malaysian setting.
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Affiliation(s)
- Shiao Ling Ling
- Department of Psychiatry and Mental Health, Hospital Kajang, Kajang 43000, Selangor, Malaysia;
| | - Nik Ruzyanei Nik Jaafar
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia Medical Centre, Cheras 56000, Kuala Lumpur, Malaysia;
- Malaysian Society of Internet Addiction Prevention, Serdang 43400 UPM, Selangor, Malaysia;
- Correspondence: (N.R.N.J.); (K.-A.T.)
| | - Kit-Aun Tan
- Malaysian Society of Internet Addiction Prevention, Serdang 43400 UPM, Selangor, Malaysia;
- Department of Psychiatry, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Serdang 43400 UPM, Selangor, Malaysia
- Correspondence: (N.R.N.J.); (K.-A.T.)
| | - Norharlina Bahar
- Malaysian Society of Internet Addiction Prevention, Serdang 43400 UPM, Selangor, Malaysia;
- Department of Psychiatry, Prince Court Medical Centre, Kuala Lumpur 50450, Wilayah Persekutuan Kuala Lumpur, Malaysia
| | - Azlin Baharudin
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia Medical Centre, Cheras 56000, Kuala Lumpur, Malaysia;
- Malaysian Society of Internet Addiction Prevention, Serdang 43400 UPM, Selangor, Malaysia;
| | - Ahmad Izzat Ahmad Tajjudin
- Faculty of Medicine and Health Sciences, Universiti Sains Islam Malaysia, Nilai 71800, Negeri Sembilan, Malaysia;
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22
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Verlinden M, Thomas J, Almansoori MHAA, Wanigaratne S. Gaming Disorder and Well-Being Among Emirati College Women. Front Psychiatry 2021; 12:659508. [PMID: 34113271 PMCID: PMC8185199 DOI: 10.3389/fpsyt.2021.659508] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/27/2021] [Accepted: 04/19/2021] [Indexed: 11/13/2022] Open
Abstract
Background: The present study examined Internet Gaming Disorder (IGD) and depressive symptom levels among a predominantly female sample of college students from the United Arab Emirates (UAE). Methods: IGD was assessed among two successive cohorts of students at the beginning of the academic year in 2016 and 2019, respectively. All participants (n = 412) completed the Internet Gaming Disorder Scale - Short-Form (IGDS9-SF) and the WHO-5 Well-being Index (WHO-5), a tool widely used for the screening and assessment of depressive symptomatology. Results: Mean IGDS9-SF scores (15.85, SD = 6.40) were fairly similar to those observed in other nations. The prevalence of IGD was 1.45%, based on the stringent cut-off score (> = 40). Prevalence of IGD rose to 18.20% when using the less stringent cut-off (> = 21). There was an increase in the rate of IGD between 2016 and 2019, although not statistically significant. Higher IGDS9-SF scores were associated with greater depressive symptomatology; those scoring above the less stringent IGD cut-off had a greater likelihood of screening positive for depression OR = 2.28, 95% CI (1.176-4.428). Conclusions: This study provides insights about IGD among a predominantly female Arab population, finding a correlation with mood disorder symptomatology and suggesting an increase in problematic gaming over time. The results are discussed with reference to the mood repair hypothesis and the possibility of IGD being a dual disorder. The association with depressive symptoms is also discussed in light of the neurobiology of addictive behaviors and sexual dimorphism.
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Affiliation(s)
- Marina Verlinden
- College of Natural and Health Sciences, Zayed University, Abu Dhabi, United Arab Emirates
| | - Justin Thomas
- College of Natural and Health Sciences, Zayed University, Abu Dhabi, United Arab Emirates
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Kircaburun K, Pontes HM, Stavropoulos V, Griffiths MD. A brief psychological overview of disordered gaming. Curr Opin Psychol 2020; 36:38-43. [DOI: 10.1016/j.copsyc.2020.03.004] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/09/2020] [Revised: 03/13/2020] [Accepted: 03/16/2020] [Indexed: 12/20/2022]
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The Spanish Version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF): Further Examination Using Item Response Theory. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17197111. [PMID: 32998358 PMCID: PMC7578943 DOI: 10.3390/ijerph17197111] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 08/05/2020] [Revised: 09/22/2020] [Accepted: 09/25/2020] [Indexed: 02/05/2023]
Abstract
Internet gaming disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest (fifth) revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, psychometric evaluation of the nine IGD criteria remains necessary to further enhance its assessment. Therefore, the objective of this study was to evaluate the psychometric properties of the Spanish version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The internal structure, internal consistency, temporal stability, and relationships with other variables were assessed. Furthermore, a polytomous item response theory (IRT) approach was used to evaluate the performance of each item and the test as a whole. A sample of 388 online gamers (53.61% women, mean age 25.45 years, standard deviation (SD) = 9.62) was recruited for this study. Similar to previous research, the results supported a one-factor structure for the IGDS9-SF, adequate internal consistency and temporal stability of scores, goodness of fit of the items to the graded response model (GRM), and more precise scores at high trait levels to assess IGD in Spanish populations. These findings corroborate the suitability of the Spanish IGDS9-SF for clinical assessment and research within Spanish-speaking populations.
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Kim BN, Ko H. Psychometric Properties of the Nine-Item Korean Internet Gaming Disorder Scale: Short Form. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2020; 23:854-859. [PMID: 32960098 DOI: 10.1089/cyber.2020.0227] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/17/2022]
Abstract
The main objective of this study was to examine the psychometric properties of the Korean version of the Internet Gaming Disorder Scale-Short Form (K-IGDS9-SF), a brief self-report instrument developed to assess Internet gaming disorder (IGD) in accordance with the Diagnostic and Statistical Manual of Mental Disorders-5th edition criteria. A total of 594 Korean game users (average age = 23.5 years, 70.37 percent male) participated and completed questionnaires containing the K-IGDS9-SF and other measures for its validation. The K-IGDS9-SF showed good reliability (Cronbach's α = 0.86, composite reliability coefficient = 0.87). Consistent with previous studies, the K-IGDS9-SF demonstrated a single-factor structure in a confirmatory factor analysis. Moreover, the K-IGDS9-SF had significant associations with related variables (IGD, game playing variables, self-esteem, impulsivity, and loneliness) in the expected direction, supporting its concurrent, criterion, and convergent validity. Taken together, these results indicated that the K-IGDS9-SF has satisfactory psychometric properties, suggesting its utility as a unified robust instrument for studying IGD worldwide.
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Affiliation(s)
- Bin-Na Kim
- Department of Psychology, Gachon University, Seongnam, South Korea
| | - Hyunsuk Ko
- Department of Psychology and Leadership, Korea Air Force Academy, Cheongju, South Korea
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Jo SJ, Jeong H, Son HJ, Lee HK, Lee SY, Kweon YS, Yim HW. Diagnostic Usefulness of an Ultra-Brief Screener to Identify Risk of Online Gaming Disorder for Children and Adolescents. Psychiatry Investig 2020; 17:762-768. [PMID: 32777921 PMCID: PMC7449830 DOI: 10.30773/pi.2019.0279] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/18/2019] [Revised: 12/30/2019] [Accepted: 05/24/2020] [Indexed: 12/24/2022] Open
Abstract
OBJECTIVE This study examined the diagnostic validity of a three-item ultra-brief screening tool for online gaming disorder in line with the gaming disorder criteria in the International Classification of Diseases 11th Revision. METHODS The Three-item Gaming disorder Test-Online-Centered (TIGTOC) was composed of three items using a four-point Likert scale selected from the Internet Game Use-Elicited Symptom Screen (IGUESS). Among a cohort of 2319 young-adolescent Internet users, the baseline data of 228 healthy controls and 45 Internet-gaming-disorder cases were analyzed. Receiver operation characteristic (ROC) analysis was performed using mental health specialists' diagnoses as the gold standard. RESULTS The ROC curve analysis showed an area under the curve of 86%. Using a cut-off score of 4 from a full range of 0-9, the sensitivity, specificity, and Cronbach's α were 72%, 90%, and 0.811, respectively. TIGTOC scores was positively associated with time spent on online gaming, depressive symptoms, attention-deficit/hyperactivity disorder symptoms, and addictive Internet use. CONCLUSION The TIGTOC appears to be a brief, valid, and reliable screening tool for online gaming disorder within the community or in primary care settings.
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Affiliation(s)
- Sun-Jin Jo
- Deptartment of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Hyunsuk Jeong
- Deptartment of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Hye Jung Son
- Department of Mental Health Research, National Center for Mental Health, Seoul, Republic of Korea
| | - Hae Kook Lee
- Department of Psychiatry, The Catholic University of Korea, Uijeongbu St. Mary’s Hospital, Uijeongbu, Republic of Korea
| | - Seung-Yup Lee
- Department of Psychiatry, The Catholic University of Korea, Eunpyeong St. Mary’s Hospital, Seoul, Republic of Korea
| | - Yong-Sil Kweon
- Department of Psychiatry, The Catholic University of Korea, Uijeongbu St. Mary’s Hospital, Uijeongbu, Republic of Korea
| | - Hyeon Woo Yim
- Deptartment of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
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Abstract
Problematic gaming has emerged as a contemporary concern, leading to the introduction of the diagnostic term 'Internet Gaming Disorder' (IGD; American Psychiatric Association). The present study aims to empirically assess the association between inattention and IGD, in the light of variable levels of vertical-individualism that reflects cultural inclinations towards independence, competitiveness, and hierarchy. The participants (N = 1032) comprised a normative cohort of Massively Multiplayer Online (MMO) gamers (Mage = 24 years; 48.7% male). IGD was measured with the nine-item short-form IGD Scale (IGD9-SF), inattention with the Attention Deficit Hyperactivity Disorder (ADHD) Self-Report Scale, and vertical individualism with the Individualism-Collectivism Questionnaire. Complex hierarchical and moderated regressions were employed. Findings demonstrated an association between IGD and inattention, and additionally showed that this association was exacerbated by a more vertically-individualistic cultural orientation without significant gender differences. The need of differentially addressing IGD risk among inattentive gamers of diverse cultural orientation is highlighted.
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Aznar-Díaz I, Romero-Rodríguez JM, García-González A, Ramírez-Montoya MS. Mexican and Spanish university students' Internet addiction and academic procrastination: Correlation and potential factors. PLoS One 2020; 15:e0233655. [PMID: 32442238 PMCID: PMC7244110 DOI: 10.1371/journal.pone.0233655] [Citation(s) in RCA: 27] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/24/2019] [Accepted: 05/09/2020] [Indexed: 01/08/2023] Open
Abstract
The 21st-century problem of Internet addiction is increasing globally, but especially among university students. Not surprisingly, then, problematic Internet use is associated with university students’ academic procrastination. Because studies are scarce in Mexico and Spain has one of the highest rates of Internet addiction in Europe, this paper (i) analyzed the presence and degree of Internet addiction among university students in Mexico and Spain, (ii) determined potential sociodemographic factors influencing Internet addiction, and (iii) established the type of correlation between Internet addiction and academic procrastination. The cross-sectional study design used an online questionnaire to measure problematic Internet use and academic procrastination through convenience sampling at one university in Mexico and one in Spain. The questionnaire contained three sections: participants’ sociodemographic data, the Internet Addiction Test, and the Academic Procrastination Scale. The final sample comprised 758 university students, 387 from Mexico, and 371 from Spain, aged from 18 to 35 (M = 20.08, SD = 3.16). Results revealed similar prevalence rates of problematic and daily Internet use for leisure, potentially influencing Internet addiction in all three models (i.e., Mexico, Spain, and Total). Additionally, significant positive correlation was revealed between problematic Internet use and academic procrastination (p < .001). Finally, findings showed relevant data on Internet addiction’s prevalence in Mexican and Spanish university contexts, along with its influential sociodemographic factors.
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Affiliation(s)
- Inmaculada Aznar-Díaz
- Department of Didactics and School Organization, University of Granada, Granada, Spain
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Severo RB, Barbosa APPN, Fouchy DRC, Coelho FMDC, Pinheiro RT, de Figueiredo VLM, de Siqueira Afonso V, Pontes HM, Pinheiro KAT. Development and psychometric validation of Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) in a Brazilian sample. Addict Behav 2020; 103:106191. [PMID: 31887719 DOI: 10.1016/j.addbeh.2019.106191] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/02/2019] [Revised: 09/26/2019] [Accepted: 10/22/2019] [Indexed: 01/06/2023]
Abstract
OBJECTIVES The aim of this study was to develop and examine the psychometric properties of the IGDS9-SF in a sample of Brazilian gamers and to find the best cut-off point for this instrument using a normative and clinically diagnosed sample of gamers. METHODS A total of 610 participants were recruited to the present study. Construct validity was assessed through Exploratory and Confirmatory Factor Analysis (EFA, CFA). Criterion-related validity was established through the associations with Game Addiction Scale (GAS) and weekly gameplay. Reliability analysis was performed using the Cronbach's alpha (α) as the indicator of internal consistency. A cut-off point was estimated using the Receiver Operating Characteristics Curve (ROC curve) where the results of a clinical assessment was used as the gold standard. RESULTS EFA and CFA findings confirmed the single-factor structure of the IGDS9-SF. Positive correlations indicated adequate criterion-related validity, and the scale was shown to be reliable (α=0.82). Finally, the optimal cut-off point for risky gaming was found to be >16 points and for diagnosis to be >21 points. CONCLUSIONS This study provides validity and reliability evidence for the use of the Brazilian version of the IGDS9-SF in the assessment of Internet Gaming Disorder, further supporting its usefulness as a robust psychometric tool that can be employed in clinical and research settings in Brazil.
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Ünübol H, Koç AŞ, Sayar GH, Stavropoulos V, Kircaburun K, Griffiths MD. Measurement, Profiles, Prevalence, and Psychological Risk Factors of Problematic Gaming Among the Turkish Community: A Large-scale National Study. Int J Ment Health Addict 2020. [DOI: 10.1007/s11469-020-00254-8] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/12/2022] Open
Abstract
AbstractThe present study investigated the prevalence, the potential different profiles, and the associated psychological factors of disordered gaming using data from a large-scale epidemiological study (TURBAHAR [Turkey’s Addiction and Mental Health Risk Profile Map Project]) carried out in Turkey in 2018 with 24,494 participants aged 18–81 years. Participants completed a comprehensive survey comprising a demographic questionnaire, Gaming Addiction Risk Questionnaire, Brief Symptom Inventory, Personal Well-Being Index Adult Form, Positive and Negative Affect Schedule, Toronto Alexithymia Scale, and Experiences in Close Relationships-Revised Scale. Latent class analysis showed the existence of eight different game profiles, which differed in relation to the intensity and specific features of the behavior. Results showed that 1.6% of the participants were problematic gamers. Being male, being younger, lower education level, being single, using alcohol and cigarettes, psychiatric distress, positive and negative affect, and anxious adult attachment were positively associated with problematic gaming.
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Aznar Díaz I, Kopecký K, Romero Rodríguez JM, Cáceres Reche MP, Trujillo Torres JM. Patologías asociadas al uso problemático de internet. Una revisión sistemática y metaanálisis en WOS y Scopus. INVESTIGACION BIBLIOTECOLOGICA 2020. [DOI: 10.22201/iibi.24488321xe.2020.82.58118] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022] Open
Abstract
El uso problemático de internet (UPI) ha empezado a vincularse con la predisposición a padecer ciertas patologías que afectan la salud del ser humano. Este trabajo se propuso determinar las patologías asociadas al uso problemático de internet a partir de una revisión sistemática en Web of Science y Scopus, y analizar la incidencia del UPI en cada una de las patologías a través del metaanálisis. Así pues, se empleó una metodología de revisión sistemática con metaanálisis y se estableció una muestra final de 62 documentos. Entre los resultados destacan, como principales patologías asociadas al uso problemático de internet, el trastorno obsesivo-compulsivo, el abuso del alcohol, la depresión, el estrés, los trastornos del sueño, el déficit de atención y la hiperactividad y los trastornos alimenticios. Además, en la mayoría de estas patologías se estableció una significación estadística entre los grupos de control y los grupos con UPI. Finalmente, se muestra una panorámica general sobre los riesgos que conlleva el abuso de internet y la incidencia que presentan en la salud tanto física como mental.
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Leung H, Pakpour AH, Strong C, Lin YC, Tsai MC, Griffiths MD, Lin CY, Chen IH. Measurement invariance across young adults from Hong Kong and Taiwan among three internet-related addiction scales: Bergen Social Media Addiction Scale (BSMAS), Smartphone Application-Based Addiction Scale (SABAS), and Internet Gaming Disorder Scale-Short Form (IGDS-SF9) (Study Part A). Addict Behav 2020; 101:105969. [PMID: 31078344 DOI: 10.1016/j.addbeh.2019.04.027] [Citation(s) in RCA: 118] [Impact Index Per Article: 23.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/05/2018] [Revised: 04/24/2019] [Accepted: 04/25/2019] [Indexed: 10/26/2022]
Abstract
Internet addiction has been found to be prevalent worldwide, including Asian countries, and related to several negative outcomes and other behavioral addictions. The Bergen Social Media Addiction Scale (BSMAS), Smartphone Application-Based Addiction Scale (SABAS), and nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9) have been extensively used to assess internet-related addictions. However, the three aforementioned instruments have rarely been used in Asian countries. The aim of the present study was to investigate whether the BSMAS, SABAS, and IGDS-SF9 were appropriate for use in heterogeneous subsamples from Hong Kong and Taiwan. University students from Hong Kong (n = 306) and Taiwan (n = 336) were recruited via an online survey. Multigroup confirmatory factor analysis (MGCFA) was used to assess measurement invariance of the BSMAS, SABAS, and IGDS-SF9 across the two subcultures. The original unidimensional structures of BSMAS, SABAS and IGDS-SF9 were confirmed through confirmatory factorial analysis in both subcultures. The MGCFA results showed that the unidimensional structures of the BSMAS and IGDS-SF9 were invariant across the two Chinese cultural areas (Hong Kong and Taiwan). However, the measurement invariance of the SABAS was established after some model modifications. In conclusion, the present study found that the Chinese BSMAS, SABAS, and IGDS-SF9 were all adequate instruments to validly assess internet-related addictions among university students. The three brief instruments used for assessing addictions to social media, smartphone applications, and online gaming are valid and psychometrically robust across two Chinese subcultures and can be used by healthcare professionals in these regions.
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Abstract
AbstractThe dearth of evidence related to cultural and gender variations of established associations between Internet Gaming Disorder (IGD) and other psychopathologies has been highlighted. Accordingly, the present study examined the association between depression and disordered gaming behaviors, while considering cultural perspectives of vertical individualism (independence and hierarchy) and gender as potentially variating factors. To achieve this, an ethnically diverse online sample of internet gamers from multicultural societies (N = 1032; Australia = 738; 71.5%; USA = 222; 21.5%; other multicultural countries = 72; 13.3%; Mage = 24 years; males = 503 [48.7%], females = 529 [51.3%]) completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF); the Depression, Anxiety and Stress Scale (DASS-21) and the Individualism and Collectivism Scale (ICS). Regression, moderation and moderated moderation analyses were conducted. Results demonstrated that gamers presenting concurrently with symptoms of depression and vertically individualistic inclinations reported higher levels of disordered gaming behaviors, with no significant gender differences. The findings obtained imply that practitioners globally, and especially in multicultural societies (e.g., Australia, USA), should consider cultural differences when developing prevention and intervention strategies for disordered gaming.
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Wang HY, Cheng C. Psychometric Evaluation and Comparison of Two Gaming Disorder Measures Derived From the DSM-5 and ICD-11 Frameworks. Front Psychiatry 2020; 11:577366. [PMID: 33391047 PMCID: PMC7773660 DOI: 10.3389/fpsyt.2020.577366] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/29/2020] [Accepted: 11/27/2020] [Indexed: 12/28/2022] Open
Abstract
Gaming disorder was listed as a condition for further study in the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in 2013, and measures of the disorder have mushroomed in the years since. The Gaming Disorder Test (GDT) was developed after gaming disorder was officially included in the 11th Revision of the International Classification of Diseases (ICD-11) in 2018. However, it remains unknown whether the GDT, which is based on the ICD-11 framework, is psychometrically similar to or different from the popular nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF) based on the DSM-5 framework. To address this important but unexplored issue, the present study evaluated and compared the psychometric properties of the GDT and IGDS9-SF in a sample of 544 adult gamers (56.2% men; mean age = 28.8, SD = 8.55). The results revealed both measures to have good reliability, structural validity, and criterion validity, with the exception of one IGDS9-SF item with a low factor loading. Moreover, the IGDS9-SF exhibited scalar measurement invariance for gender and age but only partial metric invariance for employment status, whereas the GDT exhibited scalar measurement invariance for all three demographic characteristics. Finally, the GDT displayed incremental validity over the IGDS9-SF in explaining gaming time, but not social anxiety and depressive symptoms. This study thus contributes to the literature by comparing measures derived from distinct gaming disorder diagnostic frameworks empirically. Recommendations for the selection of gaming disorder measures by researchers and practitioners are discussed.
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Affiliation(s)
- Hsin-Yi Wang
- Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong
| | - Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong
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Borges G, Orozco R, Benjet C, Martínez Martínez KI, Contreras EV, Jiménez Pérez AL, Peláez Cedrés AJ, Hernández Uribe PC, Díaz Couder MAC, Gutierrez-Garcia RA, Quevedo Chavez GE, Albor Y, Mendez E, Medina-Mora ME, Mortier P, Rumpf HJ. DSM-5 Internet gaming disorder among a sample of Mexican first-year college students. J Behav Addict 2019; 8:714-724. [PMID: 31830812 PMCID: PMC7044582 DOI: 10.1556/2006.8.2019.62] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/05/2023] Open
Abstract
BACKGROUND AND AIMS DSM-5 includes Internet gaming disorder (IGD) as a condition for further study. While online and offline gaming may produce undesired negative effects on players, we know little about the nosology of IGD and its prevalence, especially in countries with emerging economies. METHODS A self-administered survey has been employed to estimate prevalence of DSM-5 IGD and study the structure and performance of an instrument in Spanish to measure DSM-5 IGD among 7,022 first-year students in 5 Mexican universities that participated in the University Project for Healthy Students (PUERTAS), part of the World Health Organization's World Mental Health International College Student Initiative. RESULTS The scale for IGD showed unidimensionality with factor loadings between 0.694 and 0.838 and a Cronbach's α = .816. Items derived from gaming and from substance disorders symptoms mixed together. We found a 12-month prevalence of IGD of 5.2% in the total sample; prevalence was different for males (10.2%) and females (1.2%), but similar for ages 18-19 years (5.0%) and age 20+ (5.8%) years. Among gamers, the prevalence was 8.6%. Students with IGD were more likely to report lifetime psychological or medical treatment [OR = 1.8 (1.4-2.4)] and any severe role impairment [OR = 2.4 (1.7-3.3)]. Adding any severe role impairment to the diagnostic criteria decreased the 12-month prevalence of IGD to 0.7%. DISCUSSION AND CONCLUSIONS Prevalence of DSM-5 IGD and the performance of diagnostic criteria in this Mexican sample were within the bounds of what is reported elsewhere. Importantly, about one in every seven students with IGD showed levels of impairment that would qualify them for treatment under DSM-5.
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Affiliation(s)
- Guilherme Borges
- Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, Mexico,Corresponding author: Guilherme Borges; Instituto Nacional de Psiquiatría Ramon de la Fuente Muñiz, Calzada México Xochimilco No. 101, Col. San Lorenzo Huipulco, CP: 14370, CDMX, México; E-mail: ;
| | - Ricardo Orozco
- Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, Mexico
| | - Corina Benjet
- Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, Mexico
| | | | | | | | | | | | | | | | | | - Yesica Albor
- Universidad Cuauhtémoc Plantel Aguascalientes, Aguascalientes, Mexico
| | - Enrique Mendez
- Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, Mexico
| | - Maria Elena Medina-Mora
- Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, Mexico,Center of Global Mental Health Research, Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, Mexico
| | - Philippe Mortier
- Health Services Research Unit, IMIM (Hospital del Mar Medical Research Institute), CIBER en Epidemiología y Salud Pública (CIBERESP), Barcelona, Spain
| | - Hans-Juergen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lubeck, Germany
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Stavropoulos V, Dumble E, Cokorilo S, Griffiths MD, Pontes HM. The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming: A Pilot Study. Int J Ment Health Addict 2019. [DOI: 10.1007/s11469-019-00136-8] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/25/2022] Open
Abstract
Abstract
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physical, emotional, and identity bond developed between the user and the in-game character). The aim of the present pilot study was twofold: (i) to investigate the associations between physical, emotional, and identity aspects of self-presence associate and IGD severity, and (ii) to assess IGD variations longitudinally in relation to the three dimensions of self-presence (i.e., proto-self-presence, core-self-presence, and extended-self-presence). The sample comprised 125 young adults aged between 18 and 29 years who underwent either (i) three offline measurements (1 month apart, over 3 months) or (ii) a cross-sectional online measurement. Regression and latent growth analysis indicated that the initial intensity of the physical, emotional, and identity self-presence aspects associated with IGD severity, but not to its longitudinal change. Overall, young adult gamers may exhibit higher IGD risk and severity when the experience of physical, emotional, and identity bonding with their in-game character is pronounced. The implications surrounding treatment and preventative policy recommendations are further discussed.
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Stavropoulos V, Cokorilo S, Kambouropoulos A, Collard J, Gomez R. Cognitive Behavioral Therapy Online for Adult Depression: A 10 Year Systematic Literature Review. CURRENT PSYCHIATRY RESEARCH AND REVIEWS 2019. [DOI: 10.2174/1573400515666190628125914] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/02/2023]
Abstract
Background:
Acceptance, adherence and efficacy aspects of Cognitive Behavioural
Therapy (CBT) online have invited significant interest, especially in the context of “stepped care”
models, which advocate progressive stages of intervention in addressing depression. Objectives: The
current work aspires to comprehensively identify critical factors linked to the applicability of online
CBT, in order to inform clinical practices and future research targeting depressive behaviors in early
and middle adulthood.
Methods:
To serve these goals: a) the PRISMA systematic literature perspective is followed; b) a
systematic search of online databases between 2008-2018 was undertaken and; c) a compositehybrid
model, resulting from the integration of broadly adopted conceptualizations from the areas of
psychological treatment and internet use behaviors, was combined with an interpretative phenomenological
analysis perspective to organize the findings.
Results:
In total, 28 studies were included in the present review. Factors defining the efficacy, adherence
and acceptability of online CBT targeting depression (during early and middle adulthood)
were classified into parameters related to the individual receiver, the context and the CBT activities
involved.
Conclusion:
Despite the cautiousness warranted by the limitations, as well as the diverge methodology of
the reviewed studies, findings appear to favour the provision of brief, therapist supported, online
CBT interventions, especially in addressing moderate depression during early and middle adulthood.
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Affiliation(s)
| | - Sandra Cokorilo
- The Cairnmillar Institute, School of Psychology, Melbourne, Australia
| | | | - James Collard
- The Cairnmillar Institute, School of Psychology, Melbourne, Australia
| | - Rapson Gomez
- Federation University, Mount Helen, VIC 3350, Australia
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Pontes HM, Schivinski B, Brzozowska-Woś M, Stavropoulos V. Laxer Clinical Criteria for Gaming Disorder May Hinder Future Efforts to Devise an Efficient Diagnostic Approach: A Tree-Based Model Study. J Clin Med 2019; 8:jcm8101730. [PMID: 31635431 PMCID: PMC6832569 DOI: 10.3390/jcm8101730] [Citation(s) in RCA: 22] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/04/2019] [Revised: 10/10/2019] [Accepted: 10/17/2019] [Indexed: 12/13/2022] Open
Abstract
Internet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The data collected was scrutinized to detect patterns of IGD using Conditional Inference Tree (Ctree), a sophisticated machine algorithm. Participants provided basic sociodemographic information and completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). The results identified classes of IGD-related symptoms, indicating that endorsing ‘withdrawal’ and ‘loss of control’ increases the probability of disordered gaming by 77.77% while endorsement of ‘withdrawal’, ‘loss of control’ and ‘negative consequences’ increases the probability of disordered gaming by 26.66%. Moreover, lack of endorsement of ‘withdrawal’ and endorsement of ‘preoccupation’ increases the likelihood of disordered gaming by 7.14%. Taken together, the results obtained illustrate that different IGD criteria can present with different clinical weighing as unique diagnostic roles in the development of disordered gaming can be evidenced by each criterion. Moreover, the present findings help inform future revisions of diagnostic manuals and helps enhancing the assessment of IGD in the future. Additional research and clinical implications are discussed.
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Affiliation(s)
- Halley M Pontes
- Division of Psychology, School of Medicine, University of Tasmania, Launceston, TAS 7250, Australia.
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS 7250, Australia.
| | - Bruno Schivinski
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS 7250, Australia.
- RMIT University, School of Media and Communication, 124 La Trobe St, Melbourne, VIC 3000 , Australia.
| | - Magdalena Brzozowska-Woś
- Gdansk University of Technology, Department of Marketing, Ul. Narutowicza 11/12, 80-233 Gdansk, Poland.
| | - Vasileios Stavropoulos
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS 7250, Australia.
- Victoria University, School of Psychology, College of Health and Biomedicine, Ballarat Road, Footscray, VIC 3011, Australia.
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Montag C, Schivinski B, Sariyska R, Kannen C, Demetrovics Z, Pontes HM. Psychopathological Symptoms and Gaming Motives in Disordered Gaming-A Psychometric Comparison between the WHO and APA Diagnostic Frameworks. J Clin Med 2019; 8:E1691. [PMID: 31618950 PMCID: PMC6832511 DOI: 10.3390/jcm8101691] [Citation(s) in RCA: 88] [Impact Index Per Article: 14.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/05/2019] [Revised: 10/08/2019] [Accepted: 10/10/2019] [Indexed: 02/07/2023] Open
Abstract
BACKGROUND 'Gaming Disorder' (GD) has received increased medical attention and official recognition from both the American Psychiatric Association (APA) and the World Health Organization (WHO). Although these two medical organizations have independently developed promising clinical diagnostic frameworks to assess disordered gaming, little is known about how these frameworks compare at different psychometric levels in terms of producing consistent outcomes in the assessment of GD. METHODS A sample of 1429 German gamers (Meanage = 29.74 years; SD = 12.37 years) completed an online survey including measures on different psychopathological symptoms (depression, loneliness and attention problems), gaming motives and disordered gaming according to the WHO and APA frameworks. RESULTS The findings suggest the existence of minor discrepancies in the estimation of prevalence rates of GD according among the two frameworks. Nevertheless, both diagnostic frameworks are fairly consistent in the psychometric prediction of GD in relation to gaming motives and psychopathological symptoms. The findings underscore the role of key gaming motives as risk factors and protective factors across both diagnostic frameworks. Finally, the study provides support for the WHO diagnostic framework for GD and its measurement with the German Gaming Disorder Test (GDT). The findings and their implications are further discussed in terms of clinical relevance.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, 89081 Ulm, Germany.
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, VIC 3000 Melbourne, Australia.
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, TAS 7005 Launceston, Australia.
| | - Rayna Sariyska
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, 89081 Ulm, Germany.
| | | | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, 1064 Budapest, Hungary.
| | - Halley M Pontes
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, TAS 7005 Launceston, Australia.
- Division of Psychology, School of Medicine, University of Tasmania, TAS 7005 Launceston, Australia.
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Stavropoulos V, Gomez R, Motti-Stefanidi F. Editorial: Internet Gaming Disorder: A Pathway Towards Assessment Consensus. Front Psychol 2019; 10:1822. [PMID: 31447748 PMCID: PMC6691168 DOI: 10.3389/fpsyg.2019.01822] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/23/2019] [Accepted: 07/23/2019] [Indexed: 12/17/2022] Open
Affiliation(s)
- Vasileios Stavropoulos
- School of Psychology, Cairnmillar Institute, Melbourne, VIC, Australia.,Discipline of Psychology, National and Kapodistrian University of Athens, Athens, Greece
| | - Rapson Gomez
- Discipline of Psychology, Federation University, Ballarat, VIC, Australia
| | - Frosso Motti-Stefanidi
- Discipline of Psychology, National and Kapodistrian University of Athens, Athens, Greece
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Pontes HM, Schivinski B, Sindermann C, Li M, Becker B, Zhou M, Montag C. Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework: the Development of the Gaming Disorder Test. Int J Ment Health Addict 2019. [DOI: 10.1007/s11469-019-00088-z] [Citation(s) in RCA: 28] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/26/2022] Open
Abstract
AbstractPrevious research on gaming disorder (GD) has highlighted key methodological and conceptual hindrances stemming from the heterogeneity of nomenclature and the use of non-standardized psychometric tools to assess this phenomenon. The recent recognition of GD as an official mental health disorder and behavioral addiction by the World Health Organization (WHO) in the 11th Revision of the International Classification of Diseases (ICD-11) opens up new possibilities to investigate further the psychosocial and mental health implications due to excessive and disordered gaming. However, before further research on GD can be conducted in a reliable way and within a robust cross-cultural context, a valid and reliable standardized psychometric tool to assess the construct as defined by the WHO should be developed. The aim of this study was to develop The Gaming Disorder Test (GDT), a brief four-item measure to assess GD and to further explore its psychometric properties. A sample of 236 Chinese (47% male, mean age 19.22 years, SD = 1.57) and 324 British (49.4% male, mean age 26.74 years, SD = 7.88) gamers was recruited online. Construct validity of the GDT was examined via factorial validity, nomological validity, alongside convergent and discriminant validity. Concurrent validity was also examined using the Internet Gaming Disorder Scale—Short-Form (IGDS9-SF). Finally, reliability indicators involving the Cronbach’s alpha and composite reliability coefficients were estimated. Overall, the results indicated that GDT is best conceptualized within a single-factor structure. Additionally, the four items of the GDT are valid, reliable, and proved to be highly suitable for measuring GD within a cross-cultural context.
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Distinguishing Core from Peripheral Psychiatric Symptoms: Addictive and Problematic Internet Gaming in North America, Europe, and China. Cult Med Psychiatry 2019; 43:181-210. [PMID: 30426360 DOI: 10.1007/s11013-018-9608-5] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Abstract
We explore the problem of distinguishing the relatively constant versus culturally variable dimensions of mental suffering and disorder in the context of a cross-cultural study of Internet gaming-related distress. We extend the conceptual contrast of "core" and "peripheral" symptoms drawn from game studies and use a framework that synthesizes cultural and neurobiological understandings of emotional distress. In our framework, "core" symptoms are relatively constant across cultures and therefore presumed to be more closely tied to a neurobiological base. By contrast, we treat as "peripheral" symptoms those that are more culturally variable, and thus less directly tied to the neurobiology of addiction. We develop and illustrate this approach with a factor analysis of cross-cultural survey data, resting on previous ethnographic work, through which we compare online gaming distress experienced in North America (n = 2025), Europe (n = 1198), and China (n = 841). We identify the same four-factor structure across the three regions, with Addiction always the first and most important factor, though with variability in regional factors' exact item composition. The study aims to advance an integrative biocultural approach to distinguishing universal as opposed to culturally contingent dimensions of human suffering, and to help resolve debates about whether problem gaming represents a form of addiction.
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Stavropoulos V, Adams BL, Beard CL, Dumble E, Trawley S, Gomez R, Pontes HM. Associations between attention deficit hyperactivity and internet gaming disorder symptoms: Is there consistency across types of symptoms, gender and countries? Addict Behav Rep 2019; 9:100158. [PMID: 30671530 PMCID: PMC6327637 DOI: 10.1016/j.abrep.2018.100158] [Citation(s) in RCA: 48] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/28/2018] [Revised: 12/21/2018] [Accepted: 12/21/2018] [Indexed: 12/14/2022] Open
Abstract
BACKGROUND Videogame addiction has been suggested as a tentative disorder in 2013 by the American Psychiatric Association (APA) and was recently officially recognized as a mental health disorder by the World Health Organization (WHO). Although a few studies have identified attention deficit and hyperactivity disorder (ADHD) as a key risk factor for Internet Gaming Disorder (IGD), the interplay between ADHD and IGD symptoms with gender differences across cultures remains to be further examined. OBJECTIVE This study examined the moderating effects of gender in the association between ADHD and IGD across two nations. METHOD A cross-sectional online survey was developed to recruit 164 Australian (Mage = 23.01, SD = 3.35, Minage = 18, Maxage = 31, Males n = 121, 73.80%) and 457 U.S.-North American (Mage = 25.25 years, SD = 2.76, Minage = 18 years, Maxage = 29 years, Males = 265, 57.98%) Massively Multiplayer Online (MMO) players aged between 18 and 29 years. RESULTS The hierarchical linear regression, moderation and moderated moderation analyses revealed that participants presenting greater inattention and hyperactivity symptoms exhibited higher levels of IGD-related behaviors in the two samples. Moreover, these associations differed across genders between the two countries. Specifically, more hyperactive-impulsive, as well as inattentive males in the USA presented higher levels of disordered gaming. CONCLUSION The results highlight the need for more cross-cultural and symptom-focused research in the broader IGD field.
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Affiliation(s)
| | | | | | - Emma Dumble
- Cairnmillar Institute, Camberwell, Australia
| | | | | | - Halley M. Pontes
- Nottingham Trent University, Department of Psychology, International Gaming Research Unit, Nottingham, United Kingdom
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Stavropoulos V, Bamford L, Beard C, Gomez R, Griffiths MD. Test-Retest Measurement Invariance of the Nine-Item Internet Gaming Disorder Scale in Two Countries: A Preliminary Longitudinal Study. Int J Ment Health Addict 2019. [DOI: 10.1007/s11469-019-00099-w] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/10/2023] Open
Abstract
AbstractThe reliable longitudinal assessment of Internet Gaming Disorder (IGD) behaviors is viewed by many as a pivotal clinical and research priority. The present study is the first to examine the test-retest measurement invariance of IGD ratings, as assessed using the short-form nine-item Internet Gaming Disorder Scale (IGDS9-SF) over an approximate period of 3 months, across two normative national samples. Differences referring to the mode of the data collection (face-to-face [FtF] vs. online) were also considered. Two sequences of successive multiple group confirmatory factor analyses (CFAs) were calculated to longitudinally assess the psychometric properties of the IGDS9-SF using emergent adults, gamers from (i) the United States of America (USA; N = 120, 18–29 years, Meanage = 22.35, 51.6% male) assessed online and; and (ii) Australia (N = 61, 18–31 years, Meanage = 23.02, 75.4% male) assessed FtF. Configural invariance was established across both samples, and metric and scalar invariances were supported for the USA sample. Interestingly, only partial metric (factor loadings for Items 2 and 3 non-invariant) and partial scalar invariance (i.e., all thresholds of Items 1 and 2, and thresholds 1, 3, for Items 4, 6, 8, and 9 non-invariant) were established for the Australian sample. Findings are discussed in the light of using IGDS9-SF to assess and monitor IGD behaviors over time in both in clinical and non-clinical settings.
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46
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Männikkö N, Ruotsalainen H, Tolvanen A, Kääriäinen M. Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students. Scand J Psychol 2019; 60:252-260. [PMID: 30907002 DOI: 10.1111/sjop.12533] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/29/2018] [Accepted: 02/02/2019] [Indexed: 11/29/2022]
Abstract
This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB based on the DSM-5 cut-off threshold was 1.3%. Regression analysis showed that male gender, preference for gaming on a personal computer, gaming time, poor self-perceived health status, and a preference for the solo and multiplayer online battle arenas (MOBA) game genres related positively to PGB scores. These findings demonstrate the appropriateness of the IGDT-10 test for the assessment of problematic gaming among adults, and support further research on PGB in Finland.
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Affiliation(s)
- Niko Männikkö
- Department of Social Services and Rehabilitation, Oulu University of Applied Sciences, Oulu, Finland.,Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland
| | - Heidi Ruotsalainen
- Department of Social Services and Rehabilitation, Oulu University of Applied Sciences, Oulu, Finland
| | - Asko Tolvanen
- Department of Psychology, University of Jyväskylä, Jyväskylä, Finland
| | - Maria Kääriäinen
- Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland.,Oulu University Hospital, Medical Research Center Oulu, Oulu, Finland
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Hu E, Stavropoulos V, Anderson A, Clarke M, Beard C, Papapetrou S, Gomez R. Assessing Online Flow Across Cultures: A Two-Fold Measurement Invariance Study. Front Psychol 2019; 10:407. [PMID: 30930806 PMCID: PMC6428900 DOI: 10.3389/fpsyg.2019.00407] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/13/2018] [Accepted: 02/11/2019] [Indexed: 11/24/2022] Open
Abstract
The association between online Flow and Internet Gaming Disorder (IGD) has attracted significant attention. Despite the consensus that online Flow plays a pivotal role in the development of IGD and other Internet addictive behaviors, there has been a lack of consistency in measurement scales used to assess online Flow. Even widely used measures of online Flow have not been psychometrically assessed across culturally diverse populations of gamers. Such an assessment would enhance the accuracy of cross-cultural comparisons. Attending to this need, the present study assessed the psychometric properties of the binary coded (i.e., Yes, No) Online Flow Questionnaire (OFQ), while concurrently taking into consideration country, age, language, and mode of data collection (online or face-to-face) differences. Two sequences of successive multiple group confirmatory factor analyses were used to assess the psychometric properties of the OFQ, between: (a) emergent adults from the United States of America (N = 482, Mage = 25.23, SD = 2.746) and Australia (N = 168, Mage = 23.55, SD = 3.37) and (b) adolescents from Greece (N = 1579, Mage = 16.12, SD = 0.849) and Cyprus (N = 1372, Mage = 15.54, SD = 0.656). Configural and partial metric invariance were confirmed between the United States and Australian samples. For the Greek and Cypriot samples, results indicated full configural and metric invariance. These results provide initial information to researchers and clinicians of the extent to which the OFQ maintains its consistency when used across cultures and invite for further cross-cultural studies in the field. Implications, as well as limitations, are discussed.
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Affiliation(s)
- Elwin Hu
- School of Psychology, Counselling and Psychotherapy, Cairnmillar Institute, Hawthorn East, VIC, Australia
| | - Vasileios Stavropoulos
- School of Psychology, Counselling and Psychotherapy, Cairnmillar Institute, Hawthorn East, VIC, Australia
| | - Alastair Anderson
- School of Psychology, Counselling and Psychotherapy, Cairnmillar Institute, Hawthorn East, VIC, Australia
| | - Michael Clarke
- School of Psychology, Counselling and Psychotherapy, Cairnmillar Institute, Hawthorn East, VIC, Australia
| | - Charlotte Beard
- Department of Psychology, Palo Alto University, Palo Alto, CA, United States
| | | | - Rapson Gomez
- School of Health and Life Sciences, Federation University, Mount Helen, VIC, Australia
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Yam CW, Pakpour AH, Griffiths MD, Yau WY, Lo CLM, Ng JMT, Lin CY, Leung H. Psychometric Testing of Three Chinese Online-Related Addictive Behavior Instruments among Hong Kong University Students. Psychiatr Q 2019; 90:117-128. [PMID: 30328020 DOI: 10.1007/s11126-018-9610-7] [Citation(s) in RCA: 113] [Impact Index Per Article: 18.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
Abstract
Given that there is a lack of instruments assessing internet-related addictions among Chinese population, this study aimed to validate the Chinese version of the nine-item Internet Gaming Disorder Scales- Short Form (IGDS-SF9), Bergen Social Media Addiction Scale (BSMAS), and Smartphone Application-Based Addiction Scale (SABAS) among Hong Kong university students. Participants aged between 17 and 30 years participated in the present study (n = 307; 32.4% males; mean [SD] age = 21.64 [8.11]). All the participants completed the IGDS-SF9, BSMAS, SABAS, and the Hospital Anxiety and Depression Scale (HADS). Confirmatory factor analyses (CFAs) were used to examine the factorial structures and the unidimensionality for IGDS-SF9, BSMAS, and SABAS. CFAs demonstrated that the three scales were all unidimensional with satisfactory fit indices: comparative fit index = 0.969 to 0.992. In addition, the IGDS-SF9 and BSMAS were slightly modified based on the modification index in CFA. The Chinese IGDS-SF9, BSMAS, and SABAS are valid instruments to assess the addiction levels of internet-related activities for Hong Kong university students.
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Affiliation(s)
- Chun-Wai Yam
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, 11 Yuk Choi Rd, Hung Hom, Hong Kong
| | - Amir H Pakpour
- Social Determinants of Health Research Center, Qazvin University of Medical Sciences, Shahid Bahounar BLV, Qazvin, 3419759811, Iran
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Wai-Yan Yau
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, 11 Yuk Choi Rd, Hung Hom, Hong Kong
| | - Cheuk-Long Matthew Lo
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, 11 Yuk Choi Rd, Hung Hom, Hong Kong
| | - Jennifer M T Ng
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, 11 Yuk Choi Rd, Hung Hom, Hong Kong
| | - Chung-Ying Lin
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, 11 Yuk Choi Rd, Hung Hom, Hong Kong.
| | - Hildie Leung
- Department of Applied Social Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
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Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:ijerph15122913. [PMID: 30572652 PMCID: PMC6313434 DOI: 10.3390/ijerph15122913] [Citation(s) in RCA: 42] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/23/2018] [Revised: 11/23/2018] [Accepted: 11/24/2018] [Indexed: 12/24/2022]
Abstract
The field of technological behavioural addictions is moving towards specific problems (i.e., gaming disorder). However, more evidence of generalised versus specific Internet use-related addiction problems (generalised pathological Internet use (GPIU) vs. specific pathological Internet use (SPIU)) is still needed. This mixed methods study aimed to disentangle GPIU from SPIU. A partially mixed sequential equal status study design (QUAN→QUAL) was undertaken. First, through an online survey, which adapted the compulsive Internet use scale (CIUS) for three types of problems (i.e., generalised Internet use, and specific online gaming and social networking). Second, potential problem users’ perceptions of the evolution of these problems (aetiology, development, consequences, and factors) were ascertained, through semi-structured interviews, together with their opinion on present Internet gaming disorder (IGD) criteria adapted to each problem studied. Findings showed the CIUS remains valid and reliable for GPIU and SPIUs examined; a prevalence between 10.8% and 37.4% was estimated for potential at-risk problem gamers and Internet users, respectively, who reported their preference for maintaining their virtual lives. Half of the sample had a risk of a unique or mixed profile of these problems. Moreover, device patterns, gender, and age issues emerged, such as problem gamers being proportionally equal male and female young or middle-aged adults. GPIU was highly associated with problem social networking use, and weakly with problematic gaming, but both SPIUs were independent. Concerning addictive symptoms, salience, deception, and tolerance required redefinition, especially for SPIUs, while better-valued IGD criteria applied to GPIU and SPIUs were: Risk relationships or opportunities, give up other activities, withdrawal, and continue despite problems. Thus, although problems studied are present as risk behaviours, SPIUs seem to cover the addictive symptomatology in those categorised as potential problem users, online gaming being the most severe behavioural addiction problem.
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Stavropoulos V, Anderson EE, Beard C, Latifi MQ, Kuss D, Griffiths M. A preliminary cross-cultural study of Hikikomori and Internet Gaming Disorder: The moderating effects of game-playing time and living with parents. Addict Behav Rep 2018; 9:001-1. [PMID: 31193743 PMCID: PMC6541872 DOI: 10.1016/j.abrep.2018.10.001] [Citation(s) in RCA: 30] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2018] [Revised: 09/26/2018] [Accepted: 10/02/2018] [Indexed: 02/06/2023] Open
Abstract
Background Internet Gaming Disorder (IGD) and Hikikomori (an extreme form of social real-life withdrawal, where individuals isolate themselves from society) have both been suggested as mental disorders that require further clinical research, particularly among young adult populations. Objective To add to the extant literature, the present study used a cross-cultural, cross-sectional design to investigate the association between Hikikomori and IGD, and the potential moderating effects of reported game-playing time and living with parents. Method Two online samples of 153 Australian and 457 U.S.-North American young adult players of Massively Multiplayer Online (MMO) games were collected. The nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9), and the Hikikomori Social Withdrawal Scale were administered to dimensionally assess IGD and Hikikomori, respectively. Results Linear regression analyses confirmed that Hikikomori symptoms are associated with IGD. Additionally, moderation analyses indicated that the association was exacerbated by longer game playing time across both populations. Gamers living with their parents was a significant moderator of the relationship for the Australian sample. Conclusions Extreme real-life social withdrawal and IGD are related, and this association is exacerbated for those who spend more time playing MMOs per day, and, for Australian participants, living with their parents. Internet Gaming Disorder (IGD) and Hikikomori are two relatively new disorders. Hikikomori symptoms are associated with higher IGD scores. Longer periods of gaming exacerbated the Hikikomori-IGD association. Living with parents exacerbated IGD among Australian gamers.
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