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Internet Gaming Disorder (IGD) was recently included as a condition for further study in the fifth and latest version of the Diagnostic and Statistical Manual of Mental Disorders. The present study investigated whether the IGD criteria comprise a unidimensional construct. Data stemmed from a sample of Norwegians aged 17.5 years in 2012 and 19.5 years in 2014 (N = 1258). The study used the Mokken scale analysis to investigate whether the score of the different items on the IGD scale measured a single latent variable and if the scale functions differently for males and females. Correlation analysis was conducted between the scores on the IGD scale (count) and the Gaming Addiction Scale for Adolescents (GASA, categorical), both assessed in 2014. Negative binomial regression analyses were applied in order to investigate how different predictors of mental health assessed in 2012 were associated with IGD assessed in 2014. The Mokken scale analysis showed that all item-coefficients of homogeneity exceeded 0.3 when the whole sample completed the scale and when females completed the scale, indicating that the items reflect a single latent variable. In both cases moderate (H > 0.40) unidimensionality was shown. The item measuring “tolerance” did not exceed 0.3 in the scale when completed by males, indicating that only eight out of nine items reflect a single latent variable when applied to males only. The eight-item scale containing males showed weak (H > 0.30) unidimensionality. The correlation analysis showed a positive correlation between the scores on the IGD scale and the GASA (r = 0.71, p < 0.01) when assessed simultaneously and a positive but lower correlation (r = 0.48, p < 0.01) when assessed longitudinally. Results from the negative binomial regression analysis showed that previous video-game addiction, being male, depression, aggression and loneliness were significant predictors of IGD. The associations were small for all independent variables except previous video game addiction and gender where the associations were large. Although the results from the correlation analysis and regression analysis showed predictive validity of the scale, the results from the Mokken analysis suggest that the IGD scale may not be applied as a unidimensional scale when the tolerance item is included.
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fpsyg-10-00911 April 24, 2019 Time: 17:29 # 1
ORIGINAL RESEARCH
published: 26 April 2019
doi: 10.3389/fpsyg.2019.00911
Edited by:
Vasileios Stavropoulos,
Cairnmillar Institute, Australia
Reviewed by:
Michelle Colder Carras,
Radboud University, Netherlands
Cesar Merino-Soto,
Universidad de San Martín de Porres,
Peru
*Correspondence:
Turi Reiten Finserås
tfi043@uib.no
Specialty section:
This article was submitted to
Quantitative Psychology
and Measurement,
a section of the journal
Frontiers in Psychology
Received: 29 October 2018
Accepted: 04 April 2019
Published: 26 April 2019
Citation:
Finserås TR, Pallesen S,
Mentzoni RA, Krossbakken E, King DL
and Molde H (2019) Evaluating an
Internet Gaming Disorder Scale Using
Mokken Scaling Analysis.
Front. Psychol. 10:911.
doi: 10.3389/fpsyg.2019.00911
Evaluating an Internet Gaming
Disorder Scale Using Mokken
Scaling Analysis
Turi Reiten Finserås1*, Ståle Pallesen2, Rune Aune Mentzoni2, Elfrid Krossbakken2,
Daniel L. King3and Helge Molde1
1Department of Clinical Psychology, University of Bergen, Bergen, Norway, 2Department of Psychosocial Science,
University of Bergen, Bergen, Norway, 3School of Psychology, The University of Adelaide, Adelaide, SA, Australia
Internet Gaming Disorder (IGD) was recently included as a condition for further study in
the fifth and latest version of the Diagnostic and Statistical Manual of Mental Disorders.
The present study investigated whether the IGD criteria comprise a unidimensional
construct. Data stemmed from a sample of Norwegians aged 17.5 years in 2012
and 19.5 years in 2014 (N= 1258). The study used the Mokken scale analysis
to investigate whether the score of the different items on the IGD scale measured
a single latent variable and if the scale functions differently for males and females.
Correlation analysis was conducted between the scores on the IGD scale (count)
and the Gaming Addiction Scale for Adolescents (GASA, categorical), both assessed
in 2014. Negative binomial regression analyses were applied in order to investigate
how different predictors of mental health assessed in 2012 were associated with IGD
assessed in 2014. The Mokken scale analysis showed that all item-coefficients of
homogeneity exceeded 0.3 when the whole sample completed the scale and when
females completed the scale, indicating that the items reflect a single latent variable.
In both cases moderate (H>0.40) unidimensionality was shown. The item measuring
“tolerance” did not exceed 0.3 in the scale when completed by males, indicating that
only eight out of nine items reflect a single latent variable when applied to males only.
The eight-item scale containing males showed weak (H>0.30) unidimensionality. The
correlation analysis showed a positive correlation between the scores on the IGD scale
and the GASA (r= 0.71, p<0.01) when assessed simultaneously and a positive
but lower correlation (r= 0.48, p<0.01) when assessed longitudinally. Results from
the negative binomial regression analysis showed that previous video-game addiction,
being male, depression, aggression and loneliness were significant predictors of IGD.
The associations were small for all independent variables except previous video game
addiction and gender where the associations were large. Although the results from the
correlation analysis and regression analysis showed predictive validity of the scale, the
results from the Mokken analysis suggest that the IGD scale may not be applied as a
unidimensional scale when the tolerance item is included.
Keywords: Internet Gaming Disorder, pathological video gaming, psychometric properties, Mokken scale
analysis, mental health
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Finserås et al. Evaluating an Internet Gaming Disorder Scale
INTRODUCTION
In 2013 the American Psychiatric Association (APA) included
Internet Gaming Disorder (IGD) as a tentative disorder in
Section III of the fifth edition of the Diagnostic and Statistical
Manual of Mental Disorders (DSM-5; American Psychiatric
Association [APA], 2013). Despite its specific name, the category
refers to non-Internet video games as well, although these
have been less researched (American Psychiatric Association
[APA], 2013). Because IGD is a significantly important public
health issue, more research on this topic is warranted, and
more research is also required to determine whether IGD
should be a formally included diagnosis in the DSM system
(American Psychiatric Association [APA], 2013). Still, and
notably, Gaming Disorder has been included in the 11th
revision of the International Classification of Diseases (ICD-11;
World Health Organization [WHO], 2018).
The DSM-5 lists nine IGD criteria reflecting the following
symptoms: Preoccupation, tolerance, withdrawal, deception,
escape, continuing despite problems, loss of control, giving
up other activities, and negative consequences (American
Psychiatric Association [APA], 2013). The cut-off for the
proposed diagnosis is endorsement of five or more criteria, that is,
a strict cut-off set so as to prevent over-diagnosis. We stress that
research is needed to conclude whether IGD can be included in
the DSM and whether these nine criteria individually constitute
elements of a diagnosis. One step toward accomplishing this
would be to examine if the IGD diagnostic criteria comprise a
unidimensional construct.
Previous research has used different terminology to describe
the phenomenon. This article uses “pathological video-gaming”
in reference to studies conducted prior to IGD. Several different
instruments assessing pathological video-gaming have been
developed over the years but these can broadly be characterized
as inconsistent (King et al., 2013). In a review of different
instruments assessing pathological video-gaming, the Problem
Videogame Playing Scale was concluded to provide the best
overall measure of the suggested IGD diagnosis, while it was
concluded that the adapted DSM-IV-TR pathological gambling
criteria, the Game Addiction Scale for Adolescents (GASA) and
the Young Internet Addiction Test provide the most relevant
clinical information (King et al., 2013).
Several scales measuring IGD have recently been developed,
among them a ten-item IGD test (IGD-10, Király et al., 2017),
IGD short form (IGDS9, Pontes and Griffiths, 2016), and a
long (27 items) and short form (nine items) of the IGD scale
(Lemmens et al., 2015). One scale (IGD-20) has already been
translated from English (Pontes et al., 2014) to Spanish (Fuster
et al., 2016) and validated. In contrast to previous studies, the
current study aimed to remain close to the wording from the
IGD diagnostic criteria. Thus, the current study can enhance
knowledge by examining the psychometric properties of the
IGD diagnostic criteria. GASA was previously one of the most
frequently used instruments to assess pathological video-gaming,
as well as one of the measures that provide the most relevant
clinical information (King et al., 2013), hence a substantial
correlation between the GASA and a scale based on the new
suggested diagnosis would support the convergent validity of
IGD. Furthermore, previous studies have identified specific
factors associated with IGD; hence, the same association to a
tentative IGD scale would support the scales’ construct validity.
In this regard it should be noted that studies have reported
positive associations between IGD and being male (Ferguson
et al., 2011;Brunborg et al., 2013;Wittek et al., 2015), depression
(Mentzoni et al., 2011;Sarda et al., 2016), anxiety (Mentzoni
et al., 2011), aggression (Lemmens et al., 2009), and loneliness
(Lemmens et al., 2011). For depression, one study found a strong
effect size when comparing non-gamers and problematic gamers
(Mentzoni et al., 2011), while another study found depression to
be the strongest predictor of IGD when controlling for academic
performance and loneliness (Sarda et al., 2016).
The present study will contribute to the APA call for
research by exploring the psychometric properties, concurrent
and construct validity of the proposed IGD diagnostic criteria.
This will be investigated by (1) examining if each of the IGD-
criteria reflects a single latent trait, (2) exploring the correlation
between the scores on the new IGD-criteria and the GASA,
and (3) investigating whether previously identified correlates of
pathological video gaming can predict scores on a new scale based
on the IGD-criteria. We expected a high correlation between
the IGD-scale and GASA in wave 3, and a lower correlation
between the IGD-scale and GASA in wave 1. Furthermore, we
expected previously identified correlates of pathological video
gaming measured in wave 1 to predict IGD in wave 3. Because
of the longitudinal nature of this study, the previously identified
correlates of IGD can be identified as predictors instead of
associations, an aspect that can strengthen the predictive validity
of the new scale. A recent review found only 13 longitudinal
studies on the topic of pathological video gaming (Mihara and
Higuchi, 2017), which makes the present study one of the few
longitudinal studies available on this topic.
MATERIALS AND METHODS
Participants
Participants were assessed by means of a questionnaire in a
three-wave (2012, 2013, and 2014) longitudinal study. Wave 1
comprised Norwegians aged 17.5 years who were in their second
year in upper secondary school. Evry AS selected a random
non-stratified sample from the National Population Registry of
Norway. Initially, 3,000 adolescents were invited to participate,
1500 females and 1500 males. The response rates for waves 1,
2, and 3 were 70.5, 52.0, and 52.0% (of those initially invited to
participate), respectively, and are in line with a suggested norm
for response rates (Baruch, 1999). Participants were included in
the final analysis only if they had answered all the criteria in
the IGD scale in wave 3 (N= 1258); consequently, six people
were excluded from the sample. In addition, one participant was
excluded because of low age and 14 were excluded because of
lacking information on gender.
Procedure
Participants were able to answer the questionnaire on paper or
online. Only the participants who answered the first wave were
invited to participate in wave 2. In the third wave, participants
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who responded to wave 1 were again invited to participate.
For all three waves, the questionnaire assessed pathological
video-gaming, anxiety, depression, aggression, and loneliness. In
addition, a scale explicitly based on the nine criteria for IGD listed
in DSM-5 (American Psychiatric Association [APA], 2013) was
included in wave 3. All participants provided written informed
consent. The participants were informed that their answers would
be treated confidentially, and that everyone who answered the
questionnaire would receive a gift voucher worth 200 Norwegian
Kroner (25 US$). Participants received a new gift voucher for
answering wave 2 and again for wave 3.
Measures
The Hospital Anxiety and Depression Scale was used to measure
symptoms of depression and anxiety (Zigmond and Snaith,
1983). The scale has seven items reflecting depression and anxiety
symptoms, respectively. Items are rated on a four-point scale
ranging from 0 to 3. A composite score was computed for
both subscales. Internal consistency (Cronbach’s alpha) in the
current study was 0.69 (n= 1239) for depression and 0.77
(n= 1240) for anxiety.
The Buss-Perry Aggression Questionnaire (physical and
verbal aggression subscales) was used to assess aggression
(Diamond and Magaletta, 2006). The physical aggression
subscale contains four items, while the verbal aggression subscale
contains three items. All items are rated on a five-point scale
(1 = very unlike me and 5 = very like me). Internal consistency
(Cronbachs alpha) for the two subscales combined in the current
study was 0.81 (n= 1238).
The Roberts UCLA Loneliness Scale was used to measure
loneliness (Roberts et al., 1993). The scale consists of eight items.
Respondents registered their responses on a four-point scale
(1 = never and 4 = often). Four of the items were reverse-coded.
A composite score was computed by adding the participant’s
responses on all items. Internal consistency (Cronbachs alpha)
for the scale in the current study was 0.77 (n= 1224).
The seven-item version of GASA (Lemmens et al., 2009)
was used to assess pathological video-gaming in all three waves.
Respondents were asked about their experiences with games over
the last 6 months, and ranked their responses on a five-point scale
(1 = never and 5 = very often). Internal consistency (Cronbach’s
alpha) for the scale in the current study was 88 (n= 1248) for
wave 1 and 0.88 (n= 1251) for wave 3. The respondents were
first divided into four categories of gamers, namely addicted
gamers, problem gamers, engaged gamers and normal gamers
based on a procedure previously described (Brunborg et al.,
2013;Brunborg et al., 2015). Respondents who indicated that
symptoms assessed by the four items reflecting core components
of addiction (relapse, withdrawal, conflict, and problems) had
occurred at least “sometimes” (King et al., 2013) were classified
as addicted. Respondents scoring at least “sometimes” (King
et al., 2013) on two or three of the same items were classified
as problem gamers. Respondents scoring at least 3 on the first
three items reflecting peripheral symptoms (salience, tolerance,
mood modification) and who did not score 3 or above on more
than one of the core criteria items were classified as engaged. The
remaining respondents were categorized as non-problem gamers.
The respondents were thereby divided into two categories of
gamers, namely addicted gamers in one group, and non-addicted
gamers truncated into one group. Respondents who did not play
games were included in the category of non-addicted gamers.
In Wave 3, IGD was assessed using a scale explicitly based
on the nine new criteria for IGD listed in DSM-5 (henceforth
called IGD scale, American Psychiatric Association [APA], 2013).
Respondents indicated their answers as “yes” or “no” on all nine
items, and were given the following instructions: “The questions
below relate to your relationship with computer games played on
the Internet during the last 12 months. Tick the option that best
suits you.” Internal consistency (Cronbachs alpha) for the scale
in the current study was 0.78 (n= 1258). The clarity of the items
was not verified; however, the wording of the self-report measure
was adapted as closely as possibly from the formulations found
in the DSM-5 (American Psychiatric Association [APA], 2013),
while at the same time, striving for simple language. To translate
the questionnaire into English a forward-backward translation
was done by a professional English copy-editor and a professional
Norwegian copy-editor. Table 1 shows the English translation of
the self-report measure.
Statistical Analysis
Descriptive statistics of all variables were calculated. The Mokken
scale analysis was used to investigate whether the score of
the different items on the IGD scale reflected the same latent
variable, in the whole sample and separately for males and
females. Mokken scaling is a non-parametric item response
model that is typically used for evaluating measurement scales
in psychology (Molenaar and Sjitsma, 1984;Stochl et al., 2012).
One assumption in Structural Equation Modeling and Rasch
modeling is multivariate normality. In comparison, the Mokken
analysis is much less stringent because it makes no assumption
about the functional form of the relationship between a particular
item and the latent trait. It only requires that the ICCs meet
the assumptions of double monotonicity. Therefore, the Mokken
model will prove superior as a test for unidimensionality in
the case of items with widely different difficulty levels. Another
feature of the double monotonicity is called invariant item
ordering, which implies that the ordering of the items is the
TABLE 1 | The Internet Gaming Disorder scale (IGD scale).
1 Have you spent a lot of time thinking about games or planned gaming?
(Preoccupation)
2 Did you get annoyed, uneasy or upset when you couldn’t play? (Withdrawal)
3 Have you felt the need to play more and more? (Tolerance)
4 Have you tried to cut down on gaming without succeeding? (Loss of
control)
5 Have you lost interest in previous hobbies and leisure activities because of
gaming? (Giving up other activities)
6 Did you continue to play even though it created problems for you?
(Continuing despite problems)
7 Have you lied to family members, therapists or others about how much you
have played? (Deception)
8 Did you play to reduce negative feelings (like helplessness, guilt, anxiety)?
(Escape)
9 Have you risked or ruined an important relationship, job, education or
career opportunity because of gaming? (Negative consequences)
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same at all locations on the latent measurement continuum. This
enables researchers to order the items according to difficulty,
and means that the endorsement of a difficult item implies the
endorsement of less difficult items. The scalability of the scale
is measured by Loevinger’s coefficient of homogeneity (H). The
present study used the same cutoff values used in previous studies
(Molenaar and Sjitsma, 1984;Stochl et al., 2012). All values of
Hshould exceed 0.3 in a unidimensional scale. Values between
0.3 and 0.4 indicate low accuracy, 0.4 and 0.5 indicate medium
accuracy, while values over 0.5 indicate strong accuracy (Stochl
et al., 2012). Alpha was set to default, 0.05. There were no missing
data in the Mokken scaling analysis.
Pearson correlation coefficients were calculated to investigate
if the number of criteria endorsed on the IGD scale in wave 3
correlated with being male (male = 1) in wave 1, high scores
on depression, anxiety, aggression and loneliness in wave 1,
and the number of criteria endorsed on the GASA in waves 1
and 3, respectively.
Descriptive statistics for the IGD showed a non-normal
distribution with a high zero-count. Because of this, a negative
binomial regression analysis was conducted where the additive
sum score of the IGD items comprised the dependent variable
(assessed at wave 3), and where gender, depression, anxiety,
aggression and loneliness (all assessed at wave 1) were included
as predictors and entered simultaneously. The dichotomous
GASA scale (1 = addicted gamers, 0 = non-addicted gamers)
assessed at wave 1 was included to control for pathological video-
gaming in wave 1. The quality of the answers was obtained by
checking for randomness and extreme response. Missing data for
the correlation analysis and regression analysis were treated by
excluding cases listwise.
The statistical analysis was conducted using IBM SPSS
Statistics, version 24 (IBM Corp, 2016); R, version 3.3.0 (R
Development Core Team, 2016), was used for conducting
the Mokken scale analysis with the R-package Mokken
(Andries van der Ark, 2007) including new developments
(Andries van der Ark, 2012).
RESULTS
The sample consisted of 481 males (38.2%) and 777 females
(61.8%). Participants had on average 2.06 siblings (SD = 1.36) and
had a grade average of 4.24 (SD = 0.72) on a scale from 1 to 6.
Most of the sample (65%, n= 818) lived with both parents. In all,
45.2% (n= 568) of their mothers and 39.6% (n= 498) of their
fathers had higher education. Participants played video games on
average 1.28 h per day on weekdays (SD = 1.96) and 2.03 h per
day on weekends (SD = 2.87). Females played video games on
average 0.75 h per day on weekdays (SD = 1.69) and 1.14 h per
day on weekends (SD = 2.26), while males played video games on
average 2.13 h per day on weekdays (SD = 2.06) and 3.46 h per day
on weekends (SD = 3.16). In all, 418 females (54.6%) and 44 males
(9.3%) reported not playing video games. In all, 462 participants
(37.3%) reported not playing video games.
Table 2 presents descriptive statistics for the instruments used
in the present study. The depression and anxiety means were
TABLE 2 | Descriptive statistics for the instruments.
Mean (SD) Skew Kurtosis N
HADS-A 5.60 (3.6) 0.81 0.69 1240
Males 4.66 (3.05) 1.03 1.64 474
Females 6.19 (3.71) 0.65 0.35 766
HADS-D 3.56 (2.95) 1.22 1.74 1239
Males 3.60 (2.91) 1.33 2.46 473
Females 3.53 (2.98) 1.16 1.35 766
Buss-Perry aggression questionnaire 12.65 (4.88) 1.27 1.48 1238
Males 13.43 (4.85) 0.92 0.56 473
Females 12.17 (4.84) 1.54 2.39 765
UCLA loneliness scale 4.83 (3.98) 1.21 1.52 1224
Males 4.70 (3.82) 1.15 1.39 469
Females 4.92 (4.08) 1.24 1.55 755
GASA Wave 1 10.30 (4.61) 1.69 2.83 1248
Males 12.88 (5.21) 0.94 0.52 477
Females 8.70 (3.32) 2.81 10.31 771
GASA Wave 3 9.60 (4.21) 2.10 4.76 1251
Males 11.62 (4.90) 1.33 1.91 476
Females 8.36 (3.14) 3.23 12.13 775
IGD-scale 0.43 (1.15) 3.50 14.15 1258
Males 0.82 (1.50) 2.26 5.31 481
Females 0.20 (0.78) 5.84 42.75 777
Details concerning the distributions of scores in GASA and the IGD scale can be
found in Supplementary Tables S1, S2.
below clinical range, as expected in a representative sample of
youths. In wave 3, using the IGD criteria resulted in a higher
proportion of respondents being classified as addicted, compared
to GASA (2.3 and 1%, respectively).
Table 3 presents the results of the Mokken scaling analysis
for items on the IGD scale. The scalability as measured by
Loevinger’s coefficient of homogeneity (H) was 0.41 for the
whole sample scale, which indicates medium accuracy, and 0.48
when completed by females. All item-coefficients of homogeneity
exceeded 0.3 (item H) when completed by the whole sample
and by females, indicating that the items reflect a single latent
variable. When completed by males, item 3 did not exceed 0.3
and was thus removed from the analysis. The new analysis
showed a scalability of 0.4, which indicates medium accuracy.
Item 1 showed best fit (0.52) in the entire sample scale, when
completed by females (0.55) and when completed by males (0.53),
indicating strong accuracy, while items 3 (0.33) and 7 (0.32) fitted
least well in the entire sample scale, indicating low accuracy.
No items fell below 0.4 when completed by females, indicating
that all items had medium or strong accuracy. There were no
violations of monotonicity or invariant item ordering (IIO). The
reliability of the Mokken scaling analysis is equivalent to that
of classical test theory. The reliability was 0.78 for the whole
sample, 0.76 when being completed by males and 0.80 when being
completed by females.
The results of the correlation analysis showed a moderate
positive correlation between the scores on the IGD scale and the
GASA assessed at wave 1 (r= 0.48, p<0.01) and a large positive
correlation between the scores on the IGD scale and the GASA
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TABLE 3 | Mokken scaling analysis of Internet Gaming Disorder.
Item Item description Item H[95% CI] Standard error of
item H
Monotonicity
means
Significant monotonicity
violations
Significant IIO
violations
1 Preoccupation 0.52 [0.44–0.6]∗∗ 0.04 1.09 0 0
Males 0.53 [0.41–0.65]∗∗ 0.06 1.20 0 0
Females 0.55 [0.41–0.69]∗∗ 0.07 1.03 0 0
2 Withdrawal 0.37 [0.29–0.45]0.04 1.03 0 0
Males 0.36 [0.22–0.5]0.07 1.05 0 0
Females 0.52 [0.36–0.68]∗∗ 0.08 1.03 0 0
3 Tolerance 0.33 [0.25–0.41]0.04 1.05 0 0
Malesa
Females 0.45 [0.29–0.61]∗∗ 0.08 1.03 0 0
4 Loss of control 0.37 [0.27–0.47]0.05 1.03 0 0
Males 0.36 [0.26–0.46]0.05 1.06 0 0
Females 0.41 [0.17–0.65]∗∗ 0.12 1.01 0 0
5 Giving up other activities 0.34 [0.26–0.42]0.04 1.03 0 0
Males 0.33 [0.23–0.43]0.05 1.07 0 0
Females 0.42 [0.17–0.67]∗∗ 0.13 1.01 0 0
6 Continuing despite problems 0.47 [0.39–0.55] 0.04 1.04 0 0
Males 0.49 [0.39–0.59]∗∗ 0.05 1.09 0 0
Females 0.53 [0.33–0.73]∗∗ 0.10 1.01 0 0
7 Deception 0.32 [0.24–0.4]0.04 1.03 0 0
Males 0.33 [0.23–0.43]0.05 1.07 0 0
Females 0.41 [0.1–0.72]∗∗ 0.16 1.01 0 0
8 Escape 0.43 [0.35–0.51]∗∗ 0.04 1.09 0 0
Males 0.40 [0.3–0.5] 0.05 1.15 0 0
Females 0.51 [0.33–0.69]∗∗ 0.09 1.06 0 0
9 Negative consequences 0.40 [0.3–0.5]∗∗ 0.05 1.03 0 0
Males 0.38 [0.28–0.48]0.05 1.06 0 0
Females 0.49 [0.25–0.73]∗∗ 0.12 1.01 0 0
Item H = Loevinger’s coefficient; CI = confidence interval; IIO = invariant item ordering. indicates low accuracy, ∗∗ indicates medium accuracy, ∗∗ indicates strong
accuracy. aThe tolerance item did not exceed 0.3 on item H in the scale when completed by males and was therefore removed from the analysis.
assessed at wave 3 (r= 0.71, p<0.01). Likewise, the IGD scale
correlated positively with gender (male = 1, r= 0.26, p<0.01),
anxiety (r= 0.09, p<0.01), depression (r= 0.23, p<0.01),
aggression (r= 0.14, p<0.01), and loneliness (r= 0.2, p<0.01),
respectively. The correlation between the IGD scale and anxiety
was trivial (r= 0.09, p<0.01).
Table 4 presents the results of the negative binomial regression
analysis and show that addicted gamers assessed with GASA
at wave 1, gender, depression, aggression and loneliness were
TABLE 4 | Negative binomial regression analysis where the sum score (range 0–9)
of Internet Gaming Disorder comprised the dependent variable.
B SE OR [95% CI]
Gender (a) 1.39 0.13 4.01 [3.12–5.15]∗∗
Anxiety 0.02 0.02 1.02 [0.98–1.06]
Depression 0.09 0.02 1.09 [1.05–1.14]
Aggression 0.03 0.01 1.03 [1.00–1.05]
Loneliness 0.06 0.02 1.07 [1.03–1.10]
GASA Wave 1 1.09 0.24 2.97 [1.85–4.77]∗∗
SE = standard erros; OR = odds ratio; CI = confidence interval. p<0.05;
∗∗ p<0.01. (a) 1 = male, 0 = female. 1 Dispersion parameter = 1.17.
significant predictors of IGD. The full model was statistically
significant (χ2= 306.68, df =6,p<0.01).
DISCUSSION
The aim of the present study was to investigate the psychometric
properties of a new scale assessing IGD. The scores on the IGD
scale showed a high correlation with another instrument of IGD,
and associations with gender and small associations of categories
of psychiatric distress were found to be in line with previous
literature and thus demonstrate the predictive validity of the new
scale. The results from the Mokken analysis indicate that one
may not apply the IGD scale as a unidimensional scale when the
tolerance item is included.
The results from the Mokken scaling analysis completed by
males showed that one item did not exceed the limit of 0.3
on item H, and was thus excluded from the analysis. This was
the item measuring “Tolerance” in the scale. One study on the
tolerance item used open-ended questions and found that gamers
increasingly desired game items, status or story progress, but
none reported a need for increasing time spent gaming (King
et al., 2017). Petry et al. (2014) suggested that the phrase “playing
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more exiting games or use more powerful equipment” should be
added to the item. However, this has also been debated (Griffiths
et al., 2016). Nonetheless, the results from the present study
suggest that merely asking about the need to play is not valid
to discriminate between gaming addiction and non-addiction.
In the present study, the greater response rates by females may
have influenced the results on the scale when analyzing responses
from both genders together, where the tolerance item did exceed
0.3 on item H. Future research should apply the eight item scale
of the IGD scale and the tolerance item should be reworded
and tested further.
The monotonicity means stemming from the Mokken scale
analysis reveal that the preoccupation criterion and the escape
criterion are the easiest to endorse This is in line with Rehbein,
Kliem, Baier, Mößle, and Petry (Rehbein et al., 2015), who found
these two criteria were most often endorsed, although Rehbein
et al. (2015) concluded that these items actually are not valid to
discriminate between gaming addiction and non-addiction. Also,
Király et al. (2017) reported these items as being less important
than the others because the former items added little information
to the estimation of IGD severity. The preoccupation criterion
has been critically discussed previously (Griffiths et al., 2016).
Griffiths et al. (2016) state that since gaming is a common pastime
among children, adolescents and adults, being preoccupied with
games is not necessarily indicative of problematic gaming. In
contrast, the criterion of escape has been linked to problems with
gaming in a number of studies (Billieux et al., 2011;Kuss et al.,
2012). However, recent studies suggest that it is present at an
equal rate in non-problem gamers and problem gamers alike,
suggesting that it may not be indicative of problematic gaming
in itself (Ko et al., 2014;Lemmens et al., 2015). In conclusion,
there seems to be agreement consensus that the preoccupation
criterion is one of the easiest items to endorse and that this
item may not be indicative of problematic gaming. There is
still disagreement regarding the escape criterion, although the
present study supports the notion that it is easy to endorse. Future
research should investigate this criterion further.
The prevalence of IGD was 2.3% in this study when assessed
with the IGD scale. This is similar to previous research reporting
a prevalence of 2.4% (Przybylski et al., 2017) and 2.9% (Király
et al., 2017). In contrast, Rehbein et al. (2015) found a prevalence
of 1.2%, which is considerably lower than the percentage reported
in the present study. However, in the present study, we employed
dichotomous response options (no/yes), whereas Rehbein et al.
(2015) used a four-point scale and included two questions for
each of the nine criteria. Endorsing a criterion in line with that
approach implied responding “strongly agree” to one of the two
questions reflecting a specific criterion. A previous Norwegian
population study found a prevalence of 1.4% (Wittek et al.,
2015). However, participants in that study were between 16 and
74 years old, while the present study’s prevalence rate was based
on 19.5 year olds. As young age is associated with IGD (Wittek
et al., 2015), a higher prevalence would be expected in the present
study’s population. Another Norwegian study of adolescents with
a mean age of 13.6 reported a prevalence of 4.2% (Brunborg et al.,
2013). Petry et al. (2014) also found a lower prevalence (0.3–1.0%)
when adding a significant distress criterion. In line with this,
Carras and Kardefelt-Winther identified a group who scored high
on symptoms for IGD, but did not score high on other problems
(Colder Carras and Kardefelt-Winther, 2018). This indicates
that prevalence rates might be elevated when distress is not
taken into account. The World Health Organization has notably
added a functional impairment requirement to the criteria of
Gaming Disorder because of the importance of this (World
Health Organization [WHO], 2018).
Depression, aggression and loneliness were all found to be
positively associated with IGD in the current study, although
the effect sizes were small. This is in line with previous research
(Lemmens et al., 2009;Lemmens et al., 2011;Mentzoni et al.,
2011) and supports the predictive validity of the IGD scale.
The present study found similar small correlations between
aggression and IGD as a previous study (Lemmens et al., 2009),
and the same small effect size for loneliness as a previous study
(Lemmens et al., 2011). Gender was included in the regression
model in the present study, and explains most of the variance
in the model. This might explain why we found a smaller effect
size for depression than a previous study which did not include
gender (Mentzoni et al., 2011). The effects sizes for the categories
of psychiatric distress was small in the present study relative
to gender, which questions how meaningful these categories are
in predicting IGD in a youth sample. This is in line with a
recent study which concluded that the association between digital
technology use and adolescent well-being is negative but small,
explaining at most 0.4% of the variation in well-being (Orben
and Przybylski, 2019). In line with findings reported by Sarda
et al. (2016), we found a significant correlation between anxiety
and IGD score, but this relationship was not significant in the
regression analysis. It should be noted that one study actually
reported a negative relationship between IGD and anxiety, which
may reflect that anxiety may be lowered by operating in a
predictable world of games (Andreassen et al., 2016). In terms of
future studies it should be noted that the use of negative binomial
regression implies that no transformation is needed to get from
the regression parameters on the right-hand side of the equation
to the normal distribution.
Strengths and Limitations
The present study demonstrates a number of strengths. By using
a large sample randomly selected from the national population
registry, the results can be generalized across the population.
However, because of the young sample in the current study,
the results may not be generalized to other age groups without
reservations. Further research should examine the validity of the
IGD scale in different subpopulations. Another strength of the
present study is the 2-year gap between data collection of the
predictors and the dependent variable, which shows relationships
over time, as opposed to pure cross-sectional studies, and makes
this one of the few longitudinal studies on IGD.
Because of the exclusive reliance on self-report measures,
however, the present study suffers from well-known biases like
recall bias, social desirability bias and so on. Cronbachs alpha
was low for the HADS-D in the present study (0.69). Although
a score >0.7 is suggested as acceptable for short scales with
less than ten items (Pallant, 2013), HADS has been validated by
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Finserås et al. Evaluating an Internet Gaming Disorder Scale
several studies (Bjelland et al., 2002). In addition, the studies
we have compared our results to have used HADS to assess
predictors (Mentzoni et al., 2011;Sarda et al., 2016). Therefore,
we chose to include depression in the analysis. Furthermore,
the scale in the current study asked participants to consider
only games played over the Internet. However, in the DSM-5,
the supporting text specifies that offline games are included as
well. This might have lowered the diagnosis percentage of IGD
in the current study, as well as influenced the comparison to
GASA, as offline games were not excluded there. In addition, the
supporting text in the DSM-5 specifies that endorsement of five
or more items is indicative of significant impairment or distress.
It can in this respect be argued that this does not correspond
to endorsement of the criteria based on the GASA, especially
the polythetic approach, which implies that at least four of the
seven items need to be answered “sometimes” or more frequent.
However, in the present study categorization of addicted gamers
based on GASA emphasized only core symptoms and excluded
engaged gamers as well as problem gamers from this category.
It is thus conceivable that respondents in the addicted category
experienced concomitant distress. Still, the correspondence
between the GASA-categorization and the IGD-scale and the
experience of significant impairment or distress should be
investigated in future studies. Furthermore, comparing the IGD
scale to a measurement instrument other than GASA might have
yielded different results. Another limitation is the low follow-up
rate in this study. Finally, more females responded than men.
The reason for this might be that females in general respond
to surveys more often than men do, which is also true among
students (Sax et al., 2003;Porter and Whitcomb, 2005).
CONCLUSION
The present study reported results where the IGD scale correlates
with a previous measure of IGD, the GASA. Compared to
females, males had four times the odds of having at least one
more IGD symptom. The odds of having at least one more
IGD symptom increased by 9% for every one unit change in
depression, 3% for every one unit change in aggression, and
7% for every one unit change in loneliness. These associations
were shown to be in line with previous literature and therefore
demonstrate predictive validity of the scale. Although the results
from the correlation analysis and regression analysis showed
predictive validity of the scale, the results from the Mokken
analysis suggest that one may not apply the IGD scale as a
unidimensional scale when the tolerance item is included.
ETHICS STATEMENT
The study procedures were carried out in accordance with the
Declaration of Helsinki and the Norwegian Health Research Act.
The study was approved by the Regional Committee for Medical
and Health Related Research Ethics in South East Norway (No.
2012/914). All participants were informed about the study in
writing and provided informed consent.
AUTHOR CONTRIBUTIONS
All authors listed have made a substantial, direct and intellectual
contribution to the work, and approved it for publication.
FUNDING
The work was supported by grants from the Norwegian Research
Council (Grant Nos. 213757 and 240053) and also financed by the
University of Bergen.
SUPPLEMENTARY MATERIAL
The Supplementary Material for this article can be found
online at: https://www.frontiersin.org/articles/10.3389/fpsyg.
2019.00911/full#supplementary-material
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Conflict of Interest Statement: The authors declare that the research was
conducted in the absence of any commercial or financial relationships that could
be construed as a potential conflict of interest.
Copyright © 2019 Finserås, Pallesen, Mentzoni, Krossbakken, King and Molde. This
is an open-access article distributed under the terms of the Creative Commons
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is permitted, provided the original author(s) and the copyright owner(s) are credited
and that the original publication in this journal is cited, in accordance with accepted
academic practice. No use, distribution or reproduction is permitted which does not
comply with these terms.
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... Following the inclusion of the proposed IGD diagnosis in DSM-5, several different assessment instruments have been developed, mostly based on the nine suggested DSM-5 criteria [8][9][10][11]. These instruments employ a unidimensional scale and often categorize IGD as endorsing at least five out of nine criteria, in line with the DSM-5. ...
... The prevalence has also been shown to be higher when using the DSM-5 IGD-criteria compared to the categorization of gamers, where a distinction is made between addicted and engaged gamers [11]. Using a cut-off of five out of nine criteria according to DSM IGD diagnosis, the prevalence was estimated to be 2.3%. ...
... Using a cut-off of five out of nine criteria according to DSM IGD diagnosis, the prevalence was estimated to be 2.3%. In contrast, the prevalence of addicted gamers was only 1% when the sample was categorized according to Charlton's typologies of gamers [11,12]. Studies also support a distinction between addicted and engaged gamers in relation to potential mental health and well-being consequences. ...
Article
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(1) Background: The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) led to a rapid development of assessment instruments based on the suggested diagnosis. However, previous studies suggest that some of the symptoms in the diagnosis reflect engagement in gaming rather than a disorder or addiction. The aim of the present cross-sectional study was to investigate mental health associations with different typologies of gamers. (2) Methods: Data stemmed from a large national survey of students (SHoT2022) that was conducted between February and April 2022 (N = 59,544). Participants were categorized into non-gamers, recreational gamers, engaged gamers, problematic gamers, and addicted gamers. Logistic regression models adjusted for age were analyzed with and without gender-stratification for mental distress and life satisfaction as dependent variables across gaming categories. (3) Results: The proportion reporting case-level mental distress was lower for recreational gamers compared to non-gamers, indicating fewer mental health problems for recreational gamers. However, after stratifying the analysis by gender, female recreational gamers had higher levels of mental distress compared to female non-gamers, reflecting Simpson’s paradox. (4) Conclusions: Future studies investigating mental health and gaming should include a gender perspective.
... As for the construct of disordered gaming, to the best of our knowledge, only one study has been conducted using MSA (Finserås et al., 2019). Nevertheless, our study extends their findings by addressing two main points. ...
... The non-parametric IRT models which are customarily assessed with MSA are the Monotone Homogeneity Model (MMH), which implies an ordinal measurement scale using the observed test scores, and the Double Monotonicity Model (DMM), a particular case of MMH which implies no intersection of Item Response Functions (IRFs) (Mokken & Lewis, 1982). As Mokken and Lewis (1982) originally proposed, the MMH is sufficient for test construction; however, DMM is necessary to test administration due to the double restriction that this model contains: monotone increasing of the IRF in the trait (as the MMH) and decreasing monotonicity in the difficulty parameter of the item, which implies that the ordering of the items is the same at all locations of the latent measurement continuum (Finserås et al., 2019). For this reason, we assessed whether the IGDS9-SF and GDT fit both models. ...
Thesis
In recent decades, video games have become a popular form of entertainment; so much so, that elite video gamers can be paid in a professional capacity. As such, the scientific community has shown interest in studying the short- and long-term consequences of playing video games, finding both positive (e.g., increasing time reaction) and negative effects. One of the most studied negative effects of video gaming is Gaming Disorder (GD) or disordered gaming. The American Psychiatric Association (APA) defined GD in the 5th version of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; APA, 2013), with the World Health Organization’s 11th revision of the International Classification of Disease (ICD-11;WHO, 2019) following soon after. Each official body classifies GD as “a persistent and current use of the internet to engage in games, often with other players, leading to clinically significant impairment or distress” (APA, 2013; WHO, 2019). Within the mental health field it is necessary to have reliable and valid tools to detect the presence or absence of disordered behaviour and also to observe said behaviours progress. For this reason, the main objective of the present dissertation is to adapt and validate two globally used scales, in order to obtain information about the psychometric characteristics of each scale and increase the knowledge about these tools in different cultural contexts. The tools under examination are the Internet Gaming Disorder Scale Short-Form (IGDS9-SF; Pontes & Griffiths, 2015) and the Gaming Disorder Test (GDT; Pontes et al., 2021). Each scale was originally created and validated in English, and also adapted in several other languages. However, to date there has been limited adaption and validation of the IGDS9-SF in the Spanish language, and no adaptation or validation of the GDT in the Spanish language. Thus, the main aim of the present thesis is to address this crucial gap in the field. Four studies will be presented to achieve this objective. The first two studies will aim to adapt each of the scales into Spanish, and then evaluate the reliability and validity 2 using Classical Test Theory (CTT) and Item Response Theory (IRT). In addition, the measurement invariance in terms of gender will also be explored. The third study will analyse the properties of each scale using the Mokken scale Analysis (MSA) to observe which items are more difficult and which items more discriminative, taking into account the different diagnostic and evaluation processes. Finally, the fourth study will investigate the measurement invariance of both scales, in order to observe if there are any differences in terms of professional and non-professional gamers. The results of the four studies suggests that both the IGDS9-SF and the GDT are valid and reliable measures when assessing GD in the European Spanish population. In addition, it is also possible to know which items are more informative, more difficult and more discriminative. There was also a result regarding the non-differences in the evaluation of the GD across professionals and non-professionals. In conclusion, the present doctoral dissertation highlights the effectiveness of the IGDS9-SF and the GDT measures to assess GD in European Spanish population and provides guidelines to consider during the diagnostic and prognostic process.
... 1,4,[8][9][10][11][12][13][14][15][16][17][18][19][20][21] One of the most frequently used questionnaires for gaming addiction is the GAS (Game Addiction Scale). 18,19,[22][23][24][25] King et al. stated that the GAS was one of two scales that best provided clinical information for the diagnosing, in a review of different instruments assessing IGD, 23 a conclusion verified by Finserås et al. 25 The GAS was theoretically based on the DSM-5 criteria for pathological gambling; salience/preoccupation (exaggerated preoccupation in thoughts and habits), tolerance, mood modification, withdrawal, relapse, conflicts and problems. 22 The criteria tolerance, mood modification and cognitive salience have been reported as associated to engagement rather than addiction while the opposite applies for the criteria withdrawal, relapse, conflicts and problems. ...
... 1,4,[8][9][10][11][12][13][14][15][16][17][18][19][20][21] One of the most frequently used questionnaires for gaming addiction is the GAS (Game Addiction Scale). 18,19,[22][23][24][25] King et al. stated that the GAS was one of two scales that best provided clinical information for the diagnosing, in a review of different instruments assessing IGD, 23 a conclusion verified by Finserås et al. 25 The GAS was theoretically based on the DSM-5 criteria for pathological gambling; salience/preoccupation (exaggerated preoccupation in thoughts and habits), tolerance, mood modification, withdrawal, relapse, conflicts and problems. 22 The criteria tolerance, mood modification and cognitive salience have been reported as associated to engagement rather than addiction while the opposite applies for the criteria withdrawal, relapse, conflicts and problems. ...
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Background The fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder (IGD) as a tentative diagnosis and inquires for additional research. The research on gaming is inconsistent regarding measurement approach and diagnostic cut-offs. Some scholars suggest the core approach, accentuating some of the diagnostic criteria to avoid pathologizing harmless behaviour. Also, the co-occurrence of gaming and other addictions, gambling in specifically, is frequently reported but poorly understood. The present study aimed to explore gaming within a population of online gamblers in order to evaluate the core approach but also to investigate the possible co-occurrence of different addictions. Design and methods The present study is derived from material collected for a study on online gambling. The study addressed 1007 adult individuals from the general population who had gambled for money on an online casino site or an online betting site, on at least 10 occasions during the past 12 months. Results Both the level of distress and problem gambling increased as the severity of gaming increased. The co-occurrence of problems with alcohol, illicit drug use/prescription sedatives/strong painkillers and gambling was roughly 50% among the addictive gamers. Conclusion The present study suggests that the core approach manages to distinguish in severity of gaming in regards to interference and comorbidity. We also brought light to the occurrence of gaming within a population of gamblers and our results indicate that this specific group of addicted gamers are particularly burdened by co-occurrent addictive behaviours and severe distress.
... It was concluded with the inversely correlation between motivation and energy expenditure. [17] As compared to previously mentioned study, this study was aimed to check the health statuses of physical as well as psychological way by a questionnaire but which included with related health status questions in MOGASH Scale. There was another study which investigated relation between Internet gaming disorder scale (IGD Scale) score and Gaming addition scale for adolescents (GASA) score in relation with internet gaming disorder (IGD) with the conclusion of positive correlation when it came with previous significant predictors of IGD and with the predictive validity of the scale by correlation, regression and mokken scale analysis. ...
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Background: The new era in the gaming world where electronic sports which is known as Esports requires physical and mental health statuses, awareness, capability as well as adaptability. When performing on a competitive or practice basis in any esports and/or online games, different esports players should also understand the hazardous effects of an online games and regarding that their health statuses with managing gaming performance affected by it. MOGASH scale is the newest and structured for the esports and electronic gaming world which is questioning the players about their health statuses in regards of physical and mental well-being. This MOGASH scale is online gaming specific scale and/or outcome measure scale which tends to check the health statuses for the same. Methods: Cross sectional survey study was conducted on a total of 221 participants, adult esports players from two different online gaming settings were taken for the study as per inclusion and exclusion criteria. Non-probability convenience sampling was done. They were assigned in to complete questions in given questionnaire with the help of MOGASH scale and its interpretation. Results: A total of 221 participants were screened to check the health statuses regarding physical health and psychological health with by asking questions in questionnaire by using MOGASH scale. The statistical analysis was done. The descriptive result of Pearson's correlation coefficient noted with-0.008 stated no correlation between MOGASH scores and BMI scores. But, MOGASH scale scores noted moderate level of risk on health status with 58% inclusion of esports players. Conclusion: MOGASH score noted on a moderate level of risk on health status of Esports players and no correlation found between Gaming Addiction and BMI scores.
... In a recent longitudinal study, loneliness was a significant predictor of future IGD. However, the study suggested anxiety may be a consequence of IGD development (Finseras et al. 2019). It could be argued that individuals with SAD might avoid close social contact by having online friendships and using the internet rather than having real-world experiences in social settings because they are perceived as fearful contact. ...
Article
Aims: To compare adolescents clinically diagnosed with Internet Gaming Disorder (IGD) and problematic internet use (PIU) in terms of cyberbullying, aggression, and loneliness. Methods: Male adolescent patients (N=124, 14.3±1.7 years) with Internet Addiction Scale (IAS) scores ≥50 were clinically interviewed for IGD in utilizing DSM-5 criteria. Patients without full IGD criteria were included as PIU comparisons. Clinical variables were assessed using the second version of the Revised Cyber Bullying Inventory, short-form of the UCLA Loneliness Scale, Buss Perry Aggression Questionnaire, Child Depression Inventory, and Screen for Child Anxiety Related Emotional Disorders. Results: Compared to individuals with PIU, those with IGD were significantly more likely to have attention-deficit hyperactivity disorder, higher social phobia scores, higher cyberbullying scores, higher loneliness scores, been a cyberbully, and been a cyberbully victim. Conclusion: Male adolescents with IGD have higher rates of psychiatric comorbidity, perceived loneliness, cyberbullying, and being a victim of cyberbullying than those with PIU. Future studies could evaluate these predictors of transition from PIU to IGD in large cohort samples.
... A este respecto, Martínez-Lanz et al. (2013) encontraron que los varones adolescentes utilizan los videojuegos para pasar el tiempo, como una actividad divertida y para distraerse de lo cotidiano, mientras que entre las mujeres sobresale el que pueden simular ser otra persona. Por su parte, Finseras et al. (2019) hallaron que los síntomas de ansiedad, depresión, agresión y soledad tienen diferencias significativas según el sexo, y que pueden servir de predictores para, en este caso, desarrollar una adicción al videojuego. ...
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... Therefore, we decided to present all IRT findings only descriptively, and to highlight similarities and differences. Out of six studies relevant for the review (Table 4 in Appendix), one study using Mokken scaling (Finserås et al., 2019), found that the tolerance item does not fit into the model and the item was therefore removed from the scale. In seven other studies the item did fit. ...
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Tolerance is a controversial but still an omnipresent criterion in measuring problematic gaming and Internet Gaming Disorder (IGD). Despite criticisms, a systematic review of its suitability has not been conducted until now. The aim of this study was to assess the evidence of psychometric validity and the appropriateness of tolerance as a criterion for IGD. A total of 61 articles were included in the review, 47 quantitative, 7 qualitative studies,plus 7 studies that introduce potential item wordings for operationalizing tolerance. Results showed that the tolerance item tends to have acceptable to high factor loadings on the single IGD factor. While tolerance sometimes did not adequately differentiate the engaged gamers from those with a probable disorder, it was endorsed at medium to high levels of IGD severity and had a good performance in the interviews. It, however, showed weak relations with distress and well-being. In qualitative studies, tolerance as currently defined by DSM-5 and measured by questionnaires (i.e., increasing amounts of time spent on gaming) was almost unequivocally rejected by gamers. The solid performance of tolerance in psychometric studies was probably due to deficiencies of the IGD construct, which also contains other disputed criteria. Tolerance lacks relevance in measuring IGD and care should be taken when using and interpreting IGD measures with this criterion.
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The Internet Addiction Test has been used extensively by researchers to collect data from university students, However, empirical studies on the psychometric properties of this test have revealed conflicting results on the factor structure. Although the structure of Internet addiction is generally accepted as unidimensional, these contradictory results require further evidence for the unidimensional nature of the construct. Considering the existing problems regarding the factor structure of the Internet Addiction construct, the aim of this study was set as evaluating the unidimensionality of the Short Internet Addiction Test for University Students by using Mokken Scaling Analysis. The Internet Addiction Test short form was administered to 636 university students studying in Turkey in the 2020-21 academic year via an online data collection platform. The ages of the participants ranged from 20 to 65. The results revealed that the items of the Internet Addiction Test Short Form were scalable and homogeneous enough to form a separate scale. On the other hand, the results showed that the Internet Addiction Test Short Form did not have the Invariant Item Ranking feature. In addition, using the backward selection method, a seven-item form of the Internet Addiction Test Short Form, which has Invariant Item Ordering feature, is proposed. These results showed that the structure of internet addiction can be accepted as one-dimensional for Turkish university students. It is recommended to examine whether the results obtained in future studies can be generalized to different universes. Keywords: Mokken scaling analysis, internet addiction, dimensionality, university students.
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Introduction: Online gaming addiction has alarmingly emerged as a behavioral problem that is associated with serious implications ranging from psychosomatic issues to suicidal and homicidal tendencies. Psychological distress is among the list of its adverse effects, which is entirely treatable. Reasons and psychological distress due to online gaming addiction can be tackled if considered from a public health aspect. Materials and Methods: An analytical cross-sectional approach was employed using a proportionate randomized sampling technique to recruit 317 participants from 6 sister institutes affiliated with Khyber Medical University (KMU), Peshawar over a period of 6 months from May 2021 to November 2021. Information pertaining to the objectives was collected using two pre-tested validated questionnaires; the Compulsive Internet Gaming Use Scale (CIUS) and Internet Gaming Disorder Test (IGDT – 10). Analysis of the data was made with SPSS version 26.0 and presented as tables, graphs, and figures. Results: This study found psychological distress from internet gaming disorder (IGD) in 7.6% of the study pool with a mean age of 21.08 ± 1.17 years with 68.1% males and 31.9% females. Among the study participants, 17.0% were married, 79.8% were financially dependent, 9.1% showed a history of substance abuse, and 63.4% kept outdoor hobbies. The mean duration of gaming among those screened positive with IGD was 54.58 ± 14.01 hours per week, the mean CIUS score was 28.42 ± 3.78, mean IGDT score was 2.18 ± 1.09. 18.0% of participants had online gaming addiction while 42.11% showed psychological distress from online gaming addiction. A strongly positive correlation was established between psychological distress and online gaming addiction (r = 0.955, p < 0.001). Conclusions: This study concluded a strong positive association between psychological distress in undergraduate health sciences students and their online gaming addiction. Owing to these findings, relevant changes to the existing policy on the online gaming industry in Pakistan is recommended.
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This review evaluated psychometric properties of measures developed based on the proposed DSM–5 criteria for Internet Gaming Disorder (IGD) and investigated the prevalence of IGD via meta-analyses. Systematic searches in five databases identified 22 measures, examined in 56 pertinent studies. These measures, which seek to operationalize the same DSM–5 criteria, use different wording and highlight different elements of the criteria. Most of the measures demonstrated satisfactory structural and construct validity with high internal consistencies. However, measurement invariance, criterion validity, and test-retest reliability were established for < 50% of the measures. Meta-analysis revealed that 3.1% of the general population and 6.4% of those who play video games have IGD. A unified and comprehensive IGD instrument will benefit research and clinical practice.
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The widespread use of digital technologies by young people has spurred speculation that their regular use negatively impacts psychological well-being. Current empirical evidence supporting this idea is largely based on secondary analyses of large-scale social datasets. Though these datasets provide a valuable resource for highly powered investigations, their many variables and observations are often explored with an analytical flexibility that marks small effects as statistically significant, thereby leading to potential false positives and conflicting results. Here we address these methodological challenges by applying specification curve analysis (SCA) across three large-scale social datasets (total n = 355,358) to rigorously examine correlational evidence for the effects of digital technology on adolescents. The association we find between digital technology use and adolescent well-being is negative but small, explaining at most 0.4% of the variation in well-being. Taking the broader context of the data into account suggests that these effects are too small to warrant policy change. © 2019, The Author(s), under exclusive licence to Springer Nature Limited.
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The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for “borrowing” criteria related to substance addiction, as this might result in misclassifying highly involved gamers as having a disorder. In this paper, we took a person-centered statistical approach to group adolescent gamers by levels of addiction-related symptoms and gaming-related problems, compared these groups to traditional scale scores for IGD, and checked how groups were related to psychosocial well-being using a preregistered analysis plan. We performed latent class analysis and regression with items from IGD and psychosocial well-being scales in a representative sample of 7865 adolescent European gamers. Symptoms and problems matched in only two groups: an IGD class (2.2%) having a high level of symptoms and problems and a Normative class (63.5%) having low levels of symptoms and problems. We also identified two classes comprising 30.9% of our sample that would be misclassified based on their report of gaming-related problems: an Engaged class (7.3%) that seemed to correspond to the engaged gamers described in previous literature, and a Concerned class (23.6%) reporting few symptoms but moderate to high levels of problems. Our findings suggest that a reformulation of IGD is needed. Treating Engaged gamers as having IGD when their poor well-being might not be gaming related may delay appropriate treatment, while Concerned gamers may need help to reduce gaming but would not be identified as such. Additional work to describe the phenomenology of these two groups would help refine diagnosis, prevention and treatment for IGD.
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Background and aims The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent gaming. However, this focus on “need for gaming time” may overlook some of the broader motivations, outcomes, or effects of gaming that underlie excessive play. This study aimed to explore regular and problematic gamers’ experiences and perceptions of tolerance in IGD. Methods An online survey of 630 adult gamers yielded 1,417 text responses to open-ended questions. A thematic analysis of 23,373 words was conducted to extract dominant themes. Results Participants reported that they increasingly desired game items, status, or story progress as they became more involved or invested in games. As players develop higher standards of play in games, an increasing number of potential reward outcomes may have diminishing mood-modifying effects. None of the participants, including those with self-reported IGD, explicitly referred to a need for increasing time spent gaming. Discussion and conclusions These results suggest that players may be motivated by preferences for specific goals or reinforcers in games rather than wanting an amount of time spent gaming. Thus, problematic gaming may involve a need for completion of increasingly intricate, time-consuming, or difficult goals to achieve satisfaction and/or reduce fears of missing out. Further research is needed to determine whether these cognitive and motivational factors related to gaming stimuli should extend or replace the concept of tolerance in IGD or be considered as separate but related processes in disordered gaming.
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This paper validates the DSM-5 criteria of internet gaming disorder, and analyzes its links with five indicators of well being: life satisfaction, loneliness, depression, and academic performance in a French-speaking sample of 693 gamers. Exploratory and confirmatory analyses showed a one-factor structure of Internet gaming disorder criteria. The IGD scale showed satisfactory validity and reliability and was related in a consistent way with well-being measures. The IGD scale appears to be an appropriate measure to assess viode game addiction and will contribute to increase the comparability of international research.
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Over the last decade, research into "addictive technological behaviors" has substantially increased. Research has also demonstrated strong associations between addictive use of technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey examining whether demographic variables, symptoms of attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could explain variance in addictive use (i.e., compulsive and excessive use associated with negative outcomes) of two types of modern online technologies: social media and video games. Correlations between symptoms of addictive technology use and mental disorder symptoms were all positive and significant, including the weak interrelationship between the two addictive technological behaviors. Age appeared to be inversely related to the addictive use of these technologies. Being male was significantly associated with addictive use of video games, whereas being female was significantly associated with addictive use of social media. Being single was positively related to both addictive social networking and video gaming. Hierarchical regression analyses showed that demographic factors explained between 11 and 12% of the variance in addictive technology use. The mental health variables explained between 7 and 15% of the variance. The study significantly adds to our understanding of mental health symptoms and their role in addictive use of modern technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction") as a unified construct is not warranted. (PsycINFO Database Record
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Aim: The diagnostic criteria of Internet Gaming Disorder (IGD) have been included in section III of DSM-5. This study aims to systematically review both cross-sectional and longitudinal epidemiological studies of IGD. Methods: All publications included in PubMed and PsychINFO up to May 2016 were systematically searched to identify cross-sectional studies on prevalence and longitudinal studies of IGD. In the process of identification, articles in non-English languages, and studies focusing solely on the use of gaming were excluded, and those meeting the methodological requirements set by this review were included. As a result, 37 cross-sectional and 13 longitudinal studies were selected for review. Results: The prevalence of IGD in the total samples ranged from 0.7% to 27.5%. The prevalence was higher among males than females in the vast majority of studies and tended to be higher among younger rather than older people in some studies. Geographical region made little difference to prevalence. Factors associated with IGD were reported in 28 of 37 cross-sectional studies. These were diverse and covered gaming, demographic and familial factors, interpersonal relations, social and school functioning, personality, psychiatric comorbidity and physical health conditions. Longitudinal studies identified risk and protective factors, and health and social consequences of IGD. The natural course of IGD was diverse but tended to be more stable among adolescents compared to adults. Conclusion: Although existing epidemiological studies have provided useful data, differences in methodologies make it difficult to compare the findings of these studies when drawing consensus. Future international studies using reliable and uniform methods are warranted.
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Objective: The American Psychiatric Association (APA) identified Internet gaming disorder as a new potential psychiatric disorder and has recognized that little is known about the prevalence, validity, or cross-cultural robustness of proposed Internet gaming disorder criteria. In response to this gap in our understanding, the present study, a first for this research topic, estimated the period prevalence of this new potential psychiatric disorder using APA guidance, examined the validity of its proposed indicators, evaluated reliability cross-culturally and across genders, compared it to gold-standard research on gambling addiction and problem gaming, and estimated its impact on physical, social, and mental health. Method: Four survey studies (N=18,932) with large international cohorts employed an open-science methodology wherein the analysis plans for confirmatory hypotheses were registered prior to data collection. Results: Among those who played games, more than 2 out of 3 did not report any symptoms of Internet gaming disorder, and findings showed that a very small proportion of the general population (between 0.3% and 1.0%) might qualify for a potential acute diagnosis of Internet gaming disorder. Comparison to gambling disorder revealed that Internet-based games may be significantly less addictive than gambling and similarly dysregulating as electronic games more generally. Conclusions: The evidence linking Internet gaming disorder to game engagement was strong, but links to physical, social, and mental health outcomes were decidedly mixed.
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In the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), Internet Gaming Disorder (IGD) was included as a tentative disorder worthy of future research. Since then, several psychometric instruments to assess IGD have emerged in the literature, including the nine-item Internet Gaming Disorder Scale–Short-Form (IGDS9-SF), the most brief tool available to date. Research on the effects of IGD in Portugal has been minimal and may be due to the lack of a psychometrically validated tool to assess this construct within this particular cultural background. Therefore, the aim of the present study was to develop and examine the psychometric properties of the Portuguese IGDS9-SF. A total of 509 adolescents were recruited to the present study. Construct validity of the IGDS9-SF was assessed in two ways. First, confirmatory factor analysis was performed to investigate the factorial structure of the IGDS9-SF in the sample, and the unidimensional structure of the IGDS9-SF fitted the data well. Second, nomological validation of the IGDS9-SF was carried out and the nomological network analyzed was replicated as expected, further supporting the construct validity of the IGDS9-SF. Criterion validity of the IGDS9-SF was also established using key criterion variables. Finally, the IGDS9-SF also showed satisfactory levels of reliability using several indicators of internal consistency. Based on the results found, the IGDS9-SF appears to be a valid and reliable instrument to assess IGD among Portuguese adolescents and further research on IGD in Portugal is warranted.