The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the , fifth edition (), adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. The present study tested the psychometric properties, including language and gender invariance, in a large international sample of online gamers. In this study, data were collected from 7,193 participants comprising Hungarian ( = 3,924), Iranian ( = 791), English-speaking ( = 754), French-speaking ( = 421), Norwegian ( = 195), Czech ( = 496), and Peruvian ( = 612) online gamers via gaming-related websites and gaming-related social-networking-site groups. A unidimensional factor structure provided a good fit to the data in all language-based samples. In addition, results indicated both language and gender invariance on the level of scalar invariance. Criterion and construct validity of the IGDT-10 was supported by its strong association with the Problematic Online Gaming Questionnaire and moderate association with weekly gaming time, psychopathological symptoms, and impulsivity. The proportions of each sample that met the cut-off score on the IGDT-10 varied between 1.61% and 4.48% in the individual samples, except for the Peruvian sample (13.44%). The IGDT-10 shows robust psychometric properties and appears suitable for conducting cross-cultural and gender comparisons across seven languages. (PsycINFO Database Record (c) 2019 APA, all rights reserved).
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Sci Rep
January 2025
Department of Health, Medicine and Caring Sciences, Linköping University, Linköping, Sweden.
Although previous studies have suggested an association between digital media use and health, detailed knowledge about how different types of digital media impact adolescent health is limited. This cross-sectional population-based study explored the relationship between time spent on various digital media and adolescents' self-rated general and mental health. The study included 3566 Swedish high school students aged 16-17 years.
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January 2025
Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China.
This study explored the differences in brain activation between individuals with and without Internet gaming disorder (IGD) through activation likelihood estimation analysis. In total, 39 studies were included based on the inclusion and exclusion criteria by searching the literature in the PubMed and Web of Science databases, as well as reading other reviews. The analysis revealed that the activated brain regions in IGD were the right inferior frontal gyrus, left cingulate gyrus, and left lentiform nucleus.
View Article and Find Full Text PDFAddict Behav
January 2025
Department of Psychology, Faculty of Social Sciences, University of Macau, Macau; Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macau. Electronic address:
Previous research investigating Internet gaming disorder (IGD) in China involved mainly youth samples despite the large population of adult gamers. Drawing on the self-regulatory executive function model, this study aimed to demonstrate the psychometric robustness of negative and positive gaming-specific metacognitions assessed by the short-form Metacognitions about Online Gaming Scale (MOGS; Study 1). Then, Study 2 aimed to explore bidirectional associations between these two factors of the MOGS and IGD among a broad age spectrum of Chinese adult gamers.
View Article and Find Full Text PDFJ Med Internet Res
December 2024
Department of Infectious Diseases and Public Health, Jockey Club College of Veterinary Medicine and Life Sciences, City University of Hong Kong, Hong Kong, China (Hong Kong).
Background: Obesity could compromise people's health and elevate the risk of numerous severe chronic conditions and premature mortality. Young adults are at high risk of adopting unhealthy lifestyles related to overweight and obesity, as they are at a phase marked by several significant life milestones that have been linked to weight gain. They gain weight rapidly and excess adiposity mostly accrues, compared with middle-aged and older adults when weight stabilizes or even decreases.
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January 2025
Düzce University, Düzce, Turkey.
The present study examined the relationships between the levels of online game addiction among university students who play online games and their life satisfaction, emotional schemas, and demographic characteristics (gender and age). Additionally, structural equation modelling was conducted to examine the mediating effect of emotional schemas in the relationship between online gaming addiction and life satisfaction. The participants of the study consist of 549 university students who are enrolled in university and play online games.
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