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Assessing the symptoms of Internet Gaming Disorder among college/university students: An international validation study of a self-report

Artikel i vetenskaplig tidskrift
Författare D. Stevanovic
A. Doric
Y. P. S. Balhara
N. Cirovic
S. Arya
R. Ransing
T. V. V. Thi
T. N. Huong
I. Tadic
J. Jovic
S. Radovanovic
H. Y. Kafali
G. Erzin
Z. Vally
M. R. R. Chowdhury
P. Sharma
R. Shakya
P. Moreira
A. Olayinka
A. Mohamad
L. A. M. Campos
P. D. M. Campos
C. M. Silva
J. C. Tavares
M. Buoli
J. Burkauskas
I. Ivanovic
A. R. Szczegielniak
Rajna Knez
Publicerad i Psihologija
Volym 53
Nummer/häfte 1
Sidor 43-63
ISSN 0048-5705
Publiceringsår 2020
Publicerad vid Institutionen för neurovetenskap och fysiologi
Sidor 43-63
Språk en
Länkar dx.doi.org/10.2298/psi190421015s
Ämnesord Internet gaming, IGD, cross-cultural equivalence, covariance structure-analysis, short-form igds9-sf, measurement, invariance, psychometric validation, scale, addiction, prevalence, criteria, fit, Psychology
Ämneskategorier Psykologi

Sammanfattning

The present study evaluated the psychometric properties of a self-report scale for assessing Internet Gaming Disorder (IGD) symptoms according to the DSM-5 and ICD-11 among 3270 college/university students (2095 [64.1%] females; age mean 21.6 [3.1] years) from different countries worldwide. Croatian, English, Polish, Portuguese, Serbian, Turkish, and Vietnamese versions of the scale were tested. The study showed that symptoms of IGD could be measured as a single underlying factor among college/university students. A nine item-symptom scale following DSM-5, and a short four-item scale representing the main ICD-11 symptoms, had sound internal consistency and construct validity. Three symptom-items were found non-invariant across the language samples (i.e., preoccupation with on-line gaming, loss of interests in previous hobbies and entertainment, and the use of gaming to relieve negative moods). This study provides initial evidence for assessing IGD symptoms among college/university students and will hopefully foster further research into gaming addiction in this population worldwide especially with taking into account language/cultural differences.

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