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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
(Cronbach’s 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 (Cronbach’s 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 (Cronbach’s 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. Cronbach’s 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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fpsyg-10-00911 April 24, 2019 Time: 17:29 # 7
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.
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