4.2 Article

Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement Invariance and Cross-Cultural Validation Across Seven Language-Based Samples

期刊

PSYCHOLOGY OF ADDICTIVE BEHAVIORS
卷 33, 期 1, 页码 91-103

出版社

EDUCATIONAL PUBLISHING FOUNDATION-AMERICAN PSYCHOLOGICAL ASSOC
DOI: 10.1037/adb0000433

关键词

cross-cultural comparison; gaming addiction; internet gaming disorder; measurement invariance; problematic gaming

资金

  1. Hungarian National Research, Development, and Innovation Office [K111938, KKP126835]
  2. COST Action - Horizon 2020 Framework Programme of the European Union [CA16207]
  3. Hungarian Ministry of Human Capacities [783-3/2018/FEKUTSRAT]
  4. New National Excellence Program of the Ministry of Human Capacities [UNKP-17-4]
  5. Center of Excellence Grant from the National Center for Responsible Gaming
  6. Charles University [PROGRES-Q06]

向作者/读者索取更多资源

The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5), adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. The present study tested the psychometric properties, including language and gender invariance, in a large international sample of online gamers. In this study, data were collected from 7,193 participants comprising Hungarian (n = 3,924), Iranian (n = 791), English-speaking (n = 754), French-speaking (n = 421), Norwegian (n = 195), Czech (n = 496), and Peruvian (n = 612) online gamers via gaming-related websites and gaming-related social-networking-site groups. A unidimensional factor structure provided a good fit to the data in all language-based samples. In addition, results indicated both language and gender invariance on the level of scalar invariance. Criterion and construct validity of the IGDT-10 was supported by its strong association with the Problematic Online Gaming Questionnaire and moderate association with weekly gaming time, psychopathological symptoms, and impulsivity. The proportions of each sample that met the cut-off score on the IGDT-10 varied between 1.61% and 4.48% in the individual samples, except for the Peruvian sample (13.44%). The IGDT-10 shows robust psychometric properties and appears suitable for conducting cross-cultural and gender comparisons across seven languages.

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