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Maldonado-Murciano L, Pontes HM, Barrios M, Gómez-Benito J, Guilera G. Mokken scale analysis of the Internet Gaming Disorder Scale-Short-Form and the Gaming Disorder Test. Addict Behav Rep 2024; 20:100567. [PMID: 39611105 PMCID: PMC11602559 DOI: 10.1016/j.abrep.2024.100567] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/05/2024] [Revised: 10/16/2024] [Accepted: 10/16/2024] [Indexed: 11/30/2024] Open
Abstract
In recent years, research on disordered gaming has grown substantially with researchers developing different psychometric tools for assessing it. Two of the most prominent assessment tools are the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) and the Gaming Disorder Test (GDT), which evaluate disordered gaming under the American Psychiatric Association (APA) and the World Health Organization (WHO) frameworks, respectively. The main aim of this study was to assess and compare the scalability, reliability, and validity of both scales to determine if they effectively assess disordered gaming in a normative sample, through the Mokken Scale Analysis (MSA). A sample of 605 participants (42.31 % female, meanage = 23.98 years, SD = 9.21 years) was recruited for the present study. Results showed that both the IGDS9-SF and GDT were unidimensional, with all items presenting latent monotonicity fitting in the Monotone Homogeneity Model (MHM). Item characteristic curves did not intersect and presented with adequate fit in the Double Monotonicity Model (DMM). These findings further support the psychometric adequacy of the IGDS9-SF and GDT, attesting to their suitability to assess disordered gaming.
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Affiliation(s)
- Laura Maldonado-Murciano
- Faculty of Psychology, University of Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Spain
- Department of Psychology, International University of Catalonia, Spain
| | - Halley M. Pontes
- School of Psychological Sciences, Birkbeck, University of London, United Kingdom
| | - Maite Barrios
- Faculty of Psychology, University of Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Spain
| | - Juana Gómez-Benito
- Faculty of Psychology, University of Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Spain
| | - Georgina Guilera
- Faculty of Psychology, University of Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Spain
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Jahrami H, Husain W, Lin CY, Björling G, Potenza MN, Pakpour A. Reliability generalization Meta-Analysis and psychometric review of the Gaming Disorder test (GDT): Evaluating internal consistency. Addict Behav Rep 2024; 20:100563. [PMID: 39282470 PMCID: PMC11399696 DOI: 10.1016/j.abrep.2024.100563] [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: 05/07/2024] [Revised: 06/26/2024] [Accepted: 08/15/2024] [Indexed: 09/19/2024] Open
Abstract
Gaming disorder (GD) is a growing public health issue requiring reliable screening and diagnostic tools. A commonly used tool for assessing GD is the Gaming Disorder Test (GDT). The GDT assesses GD based on International Classification of Diseases 11th Revision (ICD-11) criteria; however, its psychometric testing has been conducted across studies but yet snythesized. This meta-analysis aimed to synthesize psychometric data regarding the GDT globally. Adhering to pre-registration, a comprehensive search across databases identified 17 eligible studies (n=22,000) in 14 languages reporting on the psychometric properties of the GDT, especially its Cronbach's alpha. The pooled Cronbach's alpha was 0.86 (95% CI: 0.83-0.89), indicating excellent internal consistency. Although significant heterogeneity was observed (I2= 98.54%), prediction intervals suggested true outcomes likely shared a positive direction. No moderating effects were found regarding sample characteristics, study quality, or geographical location. The meta-analysis provides robust and quantitative evidence supporting the internal consistency of the GDT across diverse populations. Moreover, qualitative synthesis indicates that the GDT has strong psychometric properties without risk of bias across the analyzed studies, indicating the GDT's ability to assess GD globally. However, the heterogeneity suggests cautious interpretation of the reliability estimates.
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Affiliation(s)
- Haitham Jahrami
- Government Hospitals, Manama, Bahrain
- Department of Psychiatry, College of Medicine and Medical Sciences, Arabian Gulf University, Manama, Bahrain
| | - Waqar Husain
- Department of Humanities, COMSATS University Islamabad, Islamabad Campus, Park Road, Islamabad, Pakistan
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, 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 70101, Taiwan
| | - Gunilla Björling
- Department of Nursing, School of Health and Welfare, Jönköping University, SE-55111 Jönköping, Sweden
- Department of Neurobiology, Care Sciences, and Society, Karolinska Institute, Stockholm, Sweden
- Faculty of Nursing, Kilimanjaro Christian Medical University College, Moshi, Tanzania
| | - Marc N Potenza
- Departments of Psychiatry and Neuroscience and the Child Study Center and Wu Tsai Institute, Yale School of Medicine / Yale University, New Haven, CT, USA
| | - Amir Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, SE-55111 Jönköping, Sweden
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Cheng C, Li S, Chen S. Evaluation of a multicomponent positive psychology program to prevent gaming disorder and enhance mental wellness in primary pupils: A randomized controlled trial. J Behav Addict 2024; 13:871-883. [PMID: 39348198 PMCID: PMC11457028 DOI: 10.1556/2006.2024.00052] [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: 10/26/2023] [Revised: 03/08/2024] [Accepted: 08/31/2024] [Indexed: 10/02/2024] Open
Abstract
Background and Aims Gaming disorder (GD) is a prevalent and complex issue that has recently been recognized as a condition that impairs mental health, underscoring the urgent need for early prevention measures. This evaluation study examined the effectiveness of the Digital Netizen Alliance (D.N.A.) program, a new multicomponent positive psychology program for preventing GD and bolstering mental wellness among Chinese children. Methods Drawing on gamification and positive psychology principles, the program builds four key positive skills collectively referred to as the P-A-G-E framework: psychological resilience, active coping, growth mindset, and emotion regulation. A randomized controlled trial was conducted with 264 primary school pupils attending fourth, fifth, or sixth grade in Hong Kong (63% female; mean age = 10.83, SD = 1.18). Results The findings revealed that participation in the program effectively promoted active coping, a growth mindset, and emotion regulation. Moreover, program participation alleviated GD symptoms and reduced negative affect. These desirable changes were fully explained by the P-A-G-E framework. Discussion and Conclusions The new D.N.A. program, which cultivates the positive psychology skills specified in the P-A-G-E framework, facilitates favorable psychological changes among children. These results emphasize the importance of using multicomponent frameworks for interventions targeting GD prevention.
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Affiliation(s)
- Cecilia Cheng
- Social and Health Psychology Laboratory, Department of Psychology, The University of Hong Kong, Pokfulam Road, Hong Kong, Hong KongChina
| | - Shuo Li
- Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Si Chen
- Social and Health Psychology Laboratory, Department of Psychology, The University of Hong Kong, Pokfulam Road, Hong Kong, Hong KongChina
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Zhou R, Morita N, Ogai Y, Saito T, Zhang X, Yang W, Yang F. Meta-Analysis of Internet Gaming Disorder Prevalence: Assessing the Impacts of DSM-5 and ICD-11 Diagnostic Criteria. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2024; 21:700. [PMID: 38928946 PMCID: PMC11203952 DOI: 10.3390/ijerph21060700] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/26/2024] [Revised: 05/24/2024] [Accepted: 05/27/2024] [Indexed: 06/28/2024]
Abstract
With the inclusion of Internet gaming disorder (IGD) in both the DSM-5 and ICD-11, understanding the prevalence and diagnostic discrepancies is crucial for developing appropriate interventions. This study presents a meta-analysis of the prevalence of IGD based on two diagnostic criteria. We systematically searched the PubMed and Web of Science databases. A total of 22 studies were included in the final analysis. The analysis incorporated studies employing the DSM-5 and ICD-11 criteria and focused on the impact of various factors, including study location, sample characteristics, sample size, and quality score, on the reported prevalence rates using a random-effects model. The pooled prevalence of IGD is 6.7% (95% CI: 5.7-7.7%). The subgroup analysis indicated significant differences in the prevalence rates of IGD (DSM-5 criteria) and GD (ICD-11 criteria) (Q b = 38.46, p < 0.01). There were also significant differences in IGD prevalence rates between different scales (Q b = 54.23, p < 0.001). Our findings indicate that different diagnostic criteria and different assessment scales have a significant impact on the prevalence of IGD. This underscores the importance of adopting standardized methodologies to guide public health interventions. However, given the limited research based on ICD-11 diagnostic criteria, further investigation is necessary to determine the variations in prevalence rates of IGD under different diagnostic standards.
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Affiliation(s)
- Ruoyu Zhou
- Doctoral Program in Human Care Science, Graduate School of Comprehensive Human Sciences, University of Tsukuba, Tsukuba 305-8577, Japan;
| | - Nobuaki Morita
- Department of Social Psychiatry and Mental Health, School of Medicine and Medical Sciences, University of Tsukuba, Tsukuba 305-8577, Japan; (N.M.); (Y.O.); (T.S.)
| | - Yasukazu Ogai
- Department of Social Psychiatry and Mental Health, School of Medicine and Medical Sciences, University of Tsukuba, Tsukuba 305-8577, Japan; (N.M.); (Y.O.); (T.S.)
| | - Tamaki Saito
- Department of Social Psychiatry and Mental Health, School of Medicine and Medical Sciences, University of Tsukuba, Tsukuba 305-8577, Japan; (N.M.); (Y.O.); (T.S.)
| | - Xinyue Zhang
- Public Health Degree Program, Faculty of Comprehensive Human Sciences, University of Tsukuba, Tsukuba 305-8577, Japan;
| | - Wenjie Yang
- The Mental Health Center, Yunnan University, Kunming 650091, China
| | - Fan Yang
- Graduate School of Letters, Arts and Sciences, Waseda University, Tokyo 162-8644, Japan;
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Ghazi FR, Gan WY, Tung SEH, Chen IH, Poon WC, Siaw YL, Ruckwongpatr K, Chen JS, Huang SW, Griffiths MD, Lin CY. Problematic Gaming in Malaysian University Students: Translation and Psychometric Evaluation of the Malay Language Versions of Gaming Disorder Test and Gaming Disorder Scale for Young Adults. Eval Health Prof 2024; 47:93-104. [PMID: 37365830 DOI: 10.1177/01632787231185845] [Citation(s) in RCA: 9] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/28/2023]
Abstract
As research on gaming disorder (GD) is growing globally, the need for a valid and reliable instrument to assess GD has become crucial. Therefore, the present cross-sectional study translated and evaluated the psychometric properties of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Young Adults (GADIS-YA) into Malay language versions. The sample comprised 624 university students (females = 75.6%; mean age = 22.27 years) recruited via an online survey from May to August 2022, using a convenience sampling method. Participants completed both GDT and GADIS-YA scales and other relevant measures including Bergen Social Media Addiction Scale (BSMAS), Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and time spent on social media and gaming. Results showed that both instruments reported satisfactory internal consistency, and confirmatory factor analysis supported the one-factor structure for GDT and two-factor structure for GADIS-YA. Both scales were strongly correlated with each other and with the IGDS9-SF, BSMAS, and time spent on social media and gaming, supporting concurrent validity. Measurement invariance of both scales was confirmed across gender and gaming time. These findings suggest that the Malay versions of GDT and GADIS-YA are reliable and valid measures of problematic gaming among Malaysian university students.
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Affiliation(s)
- Farah Raihana Ghazi
- Department of Nutrition, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Selangor, Malaysia
| | - Wan Ying Gan
- Department of Nutrition, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Selangor, Malaysia
| | - Serene En Hui Tung
- Division of Nutrition and Dietetics, School of Health Sciences, International Medical University, Kuala Lumpur, Malaysia
| | - I-Hua Chen
- Chinese Academy of Education Big Data, Qufu Normal University, Qufu, China
| | - Wai Chuen Poon
- Sunway Business School, Sunway University, Selangor, Malaysia
| | - Yan-Li Siaw
- Faculty of Education, Universiti Malaya, Malaysia
| | - Kamolthip Ruckwongpatr
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Jung-Sheng Chen
- Department of Medical Research, E-Da Hospital, I-Shou University, Kaohsiung, Taiwan
| | - Shih-Wei Huang
- Institute of Environmental Toxin and Emerging Contaminant, Cheng Shiu University, Kaohsiung, Taiwan
- Center for Environmental Toxin and Emerging-contaminant Research, Cheng Shiu University, Kaohsiung, Taiwan
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, 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
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Wartberg L, Spindler C, Berber S, Potzel K, Kammerl R. A Four-Item Questionnaire to Measure Problematic Social Media Use: The Social Media Disorder Test. Behav Sci (Basel) 2023; 13:980. [PMID: 38131836 PMCID: PMC10741071 DOI: 10.3390/bs13120980] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/13/2023] [Revised: 11/13/2023] [Accepted: 11/16/2023] [Indexed: 12/23/2023] Open
Abstract
While the use of video games and social media is an enjoyable recreational activity for most users, a minority develop problematic patterns of use. In the ICD-11, for the first time, there is a category of "disorders due to addictive behaviors" (including gaming disorder). The scientific literature also suggests a potential for the problematic use of social media. Economic screening tools for this are still needed. A very economical questionnaire to record gaming disorder is the ICD-11-based Gaming Disorder Test (GDT). The purpose of the present survey was to investigate the psychometric properties of an adapted questionnaire (Social Media Disorder Test, SMDT) to assess problematic social media use (PSMU). Therefore, 443 youths (mean age: 20.11 years) were examined with the SMDT and other measures regarding PSMU, self-control, and psychopathology. A confirmatory factor analysis (CFA) and reliability and correlation analyses were conducted. For the SMDT, we observed very good fit indices in the CFA, suggesting a one-factor structure; the reliability coefficient was 0.90, and we found the first indications for criterion validity. If the results can be confirmed, the SMDT, with its four questions, would be a very economical instrument to measure PSMU based on the ICD-11 criteria for behavioral addictions.
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Affiliation(s)
- Lutz Wartberg
- Department of Psychology, Faculty of Human Sciences, MSH Medical School Hamburg, 20457 Hamburg, Germany
| | - Carolin Spindler
- Department of Psychology, Faculty of Human Sciences, MSH Medical School Hamburg, 20457 Hamburg, Germany
| | - Sophia Berber
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, 90478 Nuremberg, Germany
| | - Katrin Potzel
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, 90478 Nuremberg, Germany
| | - Rudolf Kammerl
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, 90478 Nuremberg, Germany
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Cheng C, Ebrahimi OV. Gamification: a Novel Approach to Mental Health Promotion. Curr Psychiatry Rep 2023; 25:577-586. [PMID: 37801212 PMCID: PMC10654169 DOI: 10.1007/s11920-023-01453-5] [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] [Accepted: 09/01/2023] [Indexed: 10/07/2023]
Abstract
PURPOSE OF REVIEW Gamification has emerged as a novel technique for improving mental health and enhancing treatment effectiveness. This paper provides an overview of gamification approaches to mental health intervention, identifies factors that may be related to variations in treatment effectiveness, and discusses possible strategies for tailoring gamified interventions to clients' needs. RECENT FINDINGS Recent research has documented the potential of gamified mental health interventions for bolstering mental wellness and mitigating psychological symptoms. However, their effectiveness may vary depending on study design-related factors and gender-specific considerations. Literature reviews have also identified yet-to-be resolved issues surrounding the possible strengths and weaknesses of the personalization versus standardization of gamification, as well as the potential benefits of gamification for increasing engagement versus the potential risks of over-engagement and behavioral addiction to gamified components. This review highlights the need for careful planning and execution of gamified mental health interventions to optimize their effectiveness and suitability for meeting clients' individual needs and preferences.
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Affiliation(s)
- Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong, China.
| | - Omid V Ebrahimi
- Department of Clinical Psychology, University of Oslo, Oslo, Norway
- Research Institute, Modum Bad Psychiatric Hospital, Vikersund, Norway
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Chen IH, Chang YL, Yang YN, Yeh YC, Ahorsu DK, Adjorlolo S, Strong C, Hsieh YP, Huang PC, Pontes HM, Griffiths MD, Lin CY. Psychometric properties and development of the Chinese versions of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A). Asian J Psychiatr 2023; 86:103638. [PMID: 37285663 DOI: 10.1016/j.ajp.2023.103638] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/30/2022] [Revised: 05/21/2023] [Accepted: 05/21/2023] [Indexed: 06/09/2023]
Abstract
Currently, six instruments have been developed using the 11th revision of the International Classification of Diseases (ICD-11) criteria for Gaming Disorder (GD). Two of these are the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A). The present study validated both the GDT and GADIS-A among a large sample of Chinese emerging adults. Via an online survey, 3381 participants (56.6% females; mean age = 19.56 years) completed the Chinese versions of the GDT, GADIS-A, Internet Gaming Disorder-Short Form (IGDS9-SF), and Bergen Social Media Addiction Scale (BSMAS). Confirmatory factor analysis was used to examine the factor structure of the Chinese GDT and GADIS-A. Pearson correlations were computed to examine the convergent validity (with IGDS9-SF) and divergent validity (with BSMAS) of the Chinese GDT and Chinese GADIS-A. The GDT had a unidimensional structure, which was invariant across sex and disordered gaming severity subgroups. The GADIS-A had a two-factor structure, which was also invariant across gender and gaming severity subgroups. Both the GDT and GADIS-A had significant associations with both IGDS9-SF and with BSMAS. Both the Chinese GDT and GADIS-A are valid instruments to assess GD among emerging adults in mainland China, enabling healthcare providers to adopt these tools in their efforts to prevent and examine GD severity among Chinese youth.
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Affiliation(s)
- I-Hua Chen
- Chinese Academy of Education Big Data, Qufu Normal University, 57 Jingxuan West Rd., Qufu 273165, China
| | - Yen-Ling Chang
- Department of Family Medicine, Cardinal Tien Hospital, No. 362, Zhongzheng Rd., Xindian Dist., New Taipei 231403, Taiwan
| | - Yung-Ning Yang
- Department of Pediatrics, E-DA Hospital, Kaohsiung, Taiwan; School of Medicine, I-Shou University, Kaohsiung, Taiwan
| | - Ya-Chin Yeh
- Department of Occupational Therapy, Shu-Zen Junior College of Medicine and Management, 452, Huanqiu Rd., Luzhu Dist., Kaohsiung 821004, Taiwan
| | - Daniel Kwasi Ahorsu
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, 11 Yuk Choi Rd., Hung Hom, Hong Kong, China
| | - Samuel Adjorlolo
- Department of Mental Health, University of Ghana, P.O. Box LG 25, Legon., Accra, Ghana
| | - Carol Strong
- Department of Public Health, College of Medicine, National Cheng Kung University, No. 1, University Rd., East Dist, Tainan 701401, Taiwan
| | - Yi-Ping Hsieh
- Department of Social Work, College of Nursing and Professional Disciplines, University of North Dakota, 225 Centennial Dr Stop 7135, Grand Forks, ND 58202, USA
| | - Po-Ching Huang
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, No. 1, University Rd., East Dist, Tainan 701401, Taiwan
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham NG1 4FQ, United Kingdom
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, No. 1, University Rd., East Dist, Tainan 701401, Taiwan; Department of Occupational Therapy, College of Medicine, National Cheng Kung University, No. 1, University Rd., East Dist, Tainan 701401, Taiwan; Department of Public Health, College of Medicine, National Cheng Kung University, No. 1, University Rd., East Dist., Tainan 701401, Taiwan; Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, No. 1, University Rd., East Dist, Tainan 701401, Taiwan.
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Islam MS, Jahan I, Dewan MAA, Pontes HM, Koly KN, Sikder MT, Rahman M. Psychometric properties of three online-related addictive behavior instruments among Bangladeshi school-going adolescents. PLoS One 2022; 17:e0279062. [PMID: 36516198 PMCID: PMC9750012 DOI: 10.1371/journal.pone.0279062] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2022] [Accepted: 11/14/2022] [Indexed: 12/15/2022] Open
Abstract
BACKGROUND Due to the ease of access to the internet in modern society users have become more prone to experiencing addictive behaviors online. The present study aimed to develop and investigate the psychometric properties of the Bangla Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), Gaming Disorder Test (GDT), and Bergen Social Media Addiction Scale (BSMAS) due to a lack of existing sound psychometric tools in Bangladesh. METHODS A cross-sectional paper-and-pencil survey was carried out among 428 school-aged adolescents who were active gamers (90.89% males; Meanage: 16.13±1.85 years; age range: 10-19 years). Participants were recruited using convenience sampling across four selected schools in Dhaka City, Bangladesh. Data collected included sociodemographic information, frequency of internet use and gaming behaviors, psychological states (i.e., Patient Health Questionnaire [PHQ-9], Generalized Anxiety Disorder [GAD-7]), disordered gaming and social media use (i.e., IGDS9-SF, GDT, and BSMAS). Psychometric testing was conducted to examine the validity and reliability levels of the Bangla IGDS9-SF, GDT, and BSMAS. RESULTS The newly adapted Bangla IGDS9-SF, GDT, and BSMAS exhibited adequate levels of internal consistency. All total scores were significantly correlated with depression, anxiety, frequencies of internet use/online activities and gaming, supporting criterion and convergent validity. CFA indicated excellent construct validity as all instruments had a good fit to the data. CONCLUSIONS The findings suggest that the Bangla IGDS9-SF, GDT, and BSMAS are sound psychometric instruments due to their satisfactory psychometric properties including internal consistency, criterion validity, convergent validity, and construct validity.
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Affiliation(s)
- Md. Saiful Islam
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
- Centre for Advanced Research Excellence in Public Health, Savar, Dhaka, Bangladesh
| | - Israt Jahan
- Institute of Social Welfare and Research, University of Dhaka, Dhaka, Bangladesh
| | - Muhammad Al Amin Dewan
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
| | - Kamrun Nahar Koly
- Health System and Population Studies Division, icddr,b, Dhaka, Bangladesh
| | - Md. Tajuddin Sikder
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
| | - Mahmudur Rahman
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
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Lam YT, Cheng C. Parental Depression and Leisure Activity Engagement on Children's Gaming Disorder: A Dyadic Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19105880. [PMID: 35627422 PMCID: PMC9140680 DOI: 10.3390/ijerph19105880] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/04/2022] [Revised: 05/09/2022] [Accepted: 05/10/2022] [Indexed: 12/02/2022]
Abstract
Nowadays, playing both online and offline video games is a popular leisure activity among youngsters, but excessive gaming activity engagement may lead to gaming disorder that disrupts daily functioning. Identifying risk and protective factors of this emerging problem is thus essential for devising prevention and intervention strategies. This mixed-method, cross-sectional study aimed to examine the roles of parental depressive symptoms and children’s leisure activity engagement on children’s gaming disorder symptoms. Furthermore, the moderating roles of risky and protective leisure activity engagement were investigated. The sample comprised 104 parent-child dyads recruited from a population-based survey (parents: Mage = 45.59 years, SD = 6.70; children: Mage = 11.26 years; SD = 4.12). As predicted, parental depressive symptoms and children’s gaming activity engagement were positively associated with children’s gaming disorder symptoms, whereas children’s literacy activity engagement was negatively associated with these symptoms. Moreover, engagement in these two types of leisure activity moderated the association between parental depressive symptoms and children’s gaming disorder symptoms in distinct manners, further indicating literacy activities as beneficial and gaming activities as risk-enhancing. These new findings imply that parental depressive symptoms and children’s leisure activity engagement should be considered when designing parent-based programs for gaming disorder prevention and intervention.
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Wang HY, Cheng C. The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis. JMIR Ment Health 2022; 9:e23700. [PMID: 35175204 PMCID: PMC8895288 DOI: 10.2196/23700] [Citation(s) in RCA: 43] [Impact Index Per Article: 14.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/20/2020] [Revised: 03/09/2021] [Accepted: 12/02/2021] [Indexed: 12/17/2022] Open
Abstract
BACKGROUND There has been a surge in interest in examining internet gaming disorder (IGD) and its associations with gaming motivation. Three broad components of gaming motivation have been proposed: achievement, immersion, and social. Achievement-oriented players are motivated by gaining in-game rewards, immersion-oriented players are motivated by the experience of immersion in the virtual world, and social-oriented players are motivated by the need to socialize with other players through gaming. OBJECTIVE This study aimed to (1) quantitatively synthesize the growing body of literature to systematically examine the discrepancies in the magnitude of associations between various components of gaming motivation and IGD and (2) examine the moderating role of cultural dimension on the association between escapism gaming motivation and IGD. METHODS We conducted a systematic search of multiple databases between 2002 and 2020. Studies were included if they (1) included quantitative data, (2) used measures assessing both gaming motivation and IGD, and (3) contained sufficient information for effect size calculation. RESULTS The findings revealed IGD to have a stronger association with achievement motivation (r=0.32) than with immersion (r=0.22) or social motivation (r=0.20), but the strongest such association was found to be with escapism motivation (r=0.40), a subcomponent of immersion motivation. Our cross-cultural comparison further showed a stronger association between escapism motivation and IGD in studies conducted in individualistic (vs collectivistic) regions. CONCLUSIONS This meta-analysis highlights the importance of acknowledging the discrepancies among different components of gaming motivation with respect to their role in the development of IGD, as well as the potential cultural variations in the strength of such associations.
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Affiliation(s)
- Hsin-Yi Wang
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong
| | - Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong
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Cheng C, Ebrahimi OV, Luk JW. Heterogeneity of Prevalence of Social Media Addiction Across Multiple Classification Schemes: Latent Profile Analysis. J Med Internet Res 2022; 24:e27000. [PMID: 35006084 PMCID: PMC8787656 DOI: 10.2196/27000] [Citation(s) in RCA: 19] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/07/2021] [Revised: 04/12/2021] [Accepted: 11/10/2021] [Indexed: 12/13/2022] Open
Abstract
Background As social media is a major channel of interpersonal communication in the digital age, social media addiction has emerged as a novel mental health issue that has raised considerable concerns among researchers, health professionals, policy makers, mass media, and the general public. Objective The aim of this study is to examine the prevalence of social media addiction derived from 4 major classification schemes (strict monothetic, strict polythetic, monothetic, and polythetic), with latent profiles embedded in the empirical data adopted as the benchmark for comparison. The extent of matching between the classification of each scheme and the actual data pattern was evaluated using sensitivity and specificity analyses. The associations between social media addiction and 2 comorbid mental health conditions—depression and anxiety—were investigated. Methods A cross-sectional web-based survey was conducted, and the replicability of findings was assessed in 2 independent samples comprising 573 adults from the United Kingdom (261/573, 45.6% men; mean age 43.62 years, SD 12.24 years) and 474 adults from the United States (224/474, 47.4% men; mean age 44.67 years, SD 12.99 years). The demographic characteristics of both samples were similar to those of their respective populations. Results The prevalence estimates of social media addiction varied across the classification schemes, ranging from 1% to 15% for the UK sample and 0% to 11% for the US sample. The latent profile analysis identified 3 latent groups for both samples: low-risk, at-risk, and high-risk. The sensitivity, specificity, and negative predictive values were high (83%-100%) for all classification schemes, except for the relatively lower sensitivity (73%-74%) for the polythetic scheme. However, the polythetic scheme had high positive predictive values (88%-94%), whereas such values were low (2%-43%) for the other 3 classification schemes. The group membership yielded by the polythetic scheme was largely consistent (95%-96%) with that of the benchmark. Conclusions Among the classification schemes, the polythetic scheme is more well-balanced across all 4 indices.
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Affiliation(s)
- Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong
| | - Omid V Ebrahimi
- Department of Psychology, University of Oslo, Oslo, Norway.,Research Institute, Modum Bad Psychiatric Hospital, Vikersund, Norway
| | - Jeremy W Luk
- National Institute on Alcohol Abuse and Alcoholism, Bethesda, MD, United States
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Evidence on Problematic Online Gaming and Social Anxiety over the Past Ten Years: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2022. [DOI: 10.1007/s40429-021-00406-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Abstract
Purpose of Review
The present study aimed to review the literature concerning the relationship between problematic online gaming (POG) and social anxiety, taking into account the variables implicated in this relationship. This review included studies published between 2010 and 2020 that were indexed in major databases with the following keywords: Internet gaming, disorder, addiction, problematic, social phobia, and social anxiety.
Recent Findings
In recent years, scientific interest in POG has grown dramatically. Within this prolific research field, difficulties associated with social anxiety have been increasingly explored in relation to POG. Indeed, evidence showed that individuals who experience social anxiety are more exposed to the risk of developing an excessive or addictive gaming behavior.
Summary
A total of 30 studies satisfied the initial inclusion criteria and were included in the present literature review. Several reviewed studies found a strong association between social anxiety and online gaming disorder. Furthermore, the relationships among social anxiety, POG, age, and psychosocial and comorbid factors were largely explored. Overall, the present review showed that socially anxious individuals might perceive online video games as safer social environments than face-to-face interactions, predisposing individuals to the POG. However, in a mutually reinforcing relationship, individuals with higher POG seem to show higher social anxiety. Therefore, despite online gaming might represent an activity able to alleviate psychopathological symptoms and/or negative emotional states, people might use online gaming to counterbalance distress or negative situations in everyday life, carrying out a maladaptive coping strategy.
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Tsui YYY, Cheng C. Internet Gaming Disorder, Risky Online Behaviour, and Mental Health in Hong Kong Adolescents: The Beneficial Role of Psychological Resilience. Front Psychiatry 2021; 12:722353. [PMID: 34721101 PMCID: PMC8554051 DOI: 10.3389/fpsyt.2021.722353] [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] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/08/2021] [Accepted: 09/10/2021] [Indexed: 11/16/2022] Open
Abstract
In the present cyber age, Internet gaming disorder (IGD) and risky online behaviour are prevalent, and adolescents are especially vulnerable to such emergent problems. Few studies have explored the protective factors that mitigate harm caused by IGD and various common risky online behaviours. This study examined the prevalence of IGD and risky online behaviour, their hypothesised associations with depressive symptoms, and the beneficial role of psychological resilience as an underlying psychological mechanism. The participants included 1,099 Chinese junior secondary school students (33% boys, mean age = 13.5 years, age range = 10-17 years) who completed a battery of validated self-report questionnaires at their schools. The results revealed that 4% of the participants were at high risk of IGD and 6% were at an overall risk level of IGD. Depressive symptoms were positively associated with IGD and risky online behaviour, and psychological resilience mediated both of these associations. These results imply that clinicians and teachers should incorporate psychological resilience training into intervention approaches to mitigate IGD and risky online behaviour.
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Affiliation(s)
- Yvonne Yin-Yau Tsui
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong, SAR China
| | - Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong, SAR China
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