Gaming Disorder Test

  • 文章类型: Journal Article
    2019年,游戏障碍(GD)被世界卫生组织认可为官方诊断。游戏障碍测试(GDT)是最广泛使用的测量GD的工具;然而,由于它的新颖性,各种测量特性仍未探索,并且验证的语言变体的数量仍然有限。本研究是第一个评估捷克版GDT的心理测量特性的研究。Further,它侧重于其时间普遍性和稳定性,游戏类型不变性,和标准有效性。分析了九个月内在两个点收集的成年捷克游戏玩家的大规模样本-T1N=5356;T2N=6077;纵向样本N=1430。验证性因素分析(CFA)结构方程模型(SEM),采用多组CFA评估测量不变性。该研究证实了GDT的单因素结构,并表明它在首选游戏类型和数据收集时间上是不变的。它与生活满意度呈负相关,与焦虑呈正相关,即使在控制他们的相互关系时。纵向样本中的患病率在每个波中等于或低于1.9%,但在纵向样本中只有0.5%(因此n=7名参与者在两个波中都满足GD的标准)。研究表明,捷克版的GDT具有良好的心理测量特性,包括时间稳定性和游戏类型的不变性,因此适用于ICD-11游戏障碍的调查类型和流行病学调查。
    In 2019, Gaming Disorder (GD) was acknowledged as an official diagnosis by the World Health Organization. The Gaming Disorder Test (GDT) is the most widely used tool to measure GD; however, due to its novelty, various measurement properties are still unexplored, and the number of validated language variants is still limited. The present study is the first to assess the psychometric properties of the Czech version of the GDT. Further, it focuses on its temporal prevalence and stability, gaming genre invariance, and criterion validity. A large-scale sample of adult Czech gamers collected at two points within nine months was analysed - T1 N = 5356; T2 N = 6077; longitudinal sample N = 1430. Confirmatory factor analysis (CFA), structural equation modelling (SEM), and multigroup CFA were employed to assess the measurement invariance. The study confirmed the one-factor structure of the GDT and showed that it is invariant across preferred gaming genres and the time of data collection. It showed a negative relationship with life satisfaction and a positive relationship with anxiety, even when controlling for their mutual relationships. The prevalence in the longitudinal sample was equal to or below 1.9% in each wave, but only 0.5% in the longitudinal sample (hence n = 7 participants fulfilled in both waves the criteria for GD). The study suggests that the Czech version of the GDT has good psychometric properties, including temporal stability and invariance across gaming genres, so it is suitable for the survey type and epidemiological investigation of the ICD-11\'s Gaming Disorder.
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  • 文章类型: Journal Article
    目前,使用第11次修订的国际疾病分类(ICD-11)游戏障碍(GD)标准开发了6种仪器.其中两个是游戏障碍测试(GDT)和青少年游戏障碍量表(GADIS-A)。本研究在大量中国新兴成年人样本中验证了GDT和GADIS-A。通过在线调查,3381名参与者(56.6%的女性;平均年龄=19.56岁)完成了GDT的中文版,GADIS-A,互联网游戏障碍简表(IGDS9-SF),卑尔根社交媒体成瘾量表(BSMAS)。验证性因子分析用于检验中国GDT和GADIS-A的因子结构。计算皮尔逊相关性以检查中国GDT和中国GADIS-A的收敛效度(使用IGDS9-SF)和发散效度(使用BSMAS)。GDT具有一维结构,在性别和无序游戏严重性亚组之间是不变的。GADIS-A具有双因素结构,在性别和游戏严重性亚组中也是不变的。GDT和GADIS-A均与IGDS9-SF和BSMAS有显著关联。中国GDT和GADIS-A都是评估中国大陆新兴成年人GD的有效工具,使医疗保健提供者能够采用这些工具来努力预防和检查中国青年的GD严重程度。
    Currently, six instruments have been developed using the 11th revision of the International Classification of Diseases (ICD-11) criteria for Gaming Disorder (GD). Two of these are the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A). The present study validated both the GDT and GADIS-A among a large sample of Chinese emerging adults. Via an online survey, 3381 participants (56.6% females; mean age = 19.56 years) completed the Chinese versions of the GDT, GADIS-A, Internet Gaming Disorder-Short Form (IGDS9-SF), and Bergen Social Media Addiction Scale (BSMAS). Confirmatory factor analysis was used to examine the factor structure of the Chinese GDT and GADIS-A. Pearson correlations were computed to examine the convergent validity (with IGDS9-SF) and divergent validity (with BSMAS) of the Chinese GDT and Chinese GADIS-A. The GDT had a unidimensional structure, which was invariant across sex and disordered gaming severity subgroups. The GADIS-A had a two-factor structure, which was also invariant across gender and gaming severity subgroups. Both the GDT and GADIS-A had significant associations with both IGDS9-SF and with BSMAS. Both the Chinese GDT and GADIS-A are valid instruments to assess GD among emerging adults in mainland China, enabling healthcare providers to adopt these tools in their efforts to prevent and examine GD severity among Chinese youth.
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  • 文章类型: Journal Article
    2019年,游戏障碍(GD)被世界卫生组织(WHO)正式认可为官方精神健康障碍。目前,游戏障碍测验(GDT)是根据WHO框架评估GD症状的最广泛使用的心理测量工具之一.在这种情况下,本研究旨在开发波兰版本的GDT,以便该工具可以在波兰文化背景下使用。此外,这项研究旨在确定波兰GDT的心理测量特性和适当性。为了实现这一目标,对波兰GDT的有效性进行了调查,可靠性,通过两项研究和性别测量不变性。因此,研究1共招募了675名游戏玩家(340名女性;平均年龄=31.74岁;SD=7.75岁;范围:15-45岁),研究2包括575名游戏玩家(275名女性;M年龄=29.45岁;SD=4.25岁;范围:18-35岁)。验证性因子分析(CFA)用于评估波兰GDT的心理测量特性。可靠性是使用Cronbach的alpha进行评估的,麦当劳的欧米茄,和平均方差提取。使用多组CFA研究性别测量不变性,并使用项目剩余绝对载荷的平均值(MIREAL)测试单维性,解释共同方差(ECV),和一维同余(UC)。心理测量分析的结果表明,波兰GDT具有单因素结构。此外,本研究表明,波兰GDT表现出足够的收敛效度,可靠性,和严格的性别测量不变性。这些发现表明,波兰版GDT是评估GD并促进GD研究的合适心理测验。
    UNASSIGNED:在线版本包含补充材料,可在10.1007/s11469-022-00929-4获得。
    In 2019, Gaming Disorder (GD) was officially recognised by the World Health Organization (WHO) as an official mental health disorder. Currently, the Gaming Disorder Test (GDT) is one of the most widely utilised psychometric tools to assess GD symptoms according to the WHO framework. In this context, the present study aimed to develop the Polish version of the GDT so that this tool can be used within the Polish cultural context. Additionally, the research aimed to ascertain the psychometric properties and appropriateness of the Polish GDT. To achieve this goal, the Polish GDT was investigated in terms of its validity, reliability, and gender measurement invariance through two studies. Accordingly, study 1 recruited a total of 675 gamers (340 female; Meanage = 31.74 years; SD = 7.75 years; range: 15-45 years) and study 2 comprised 575 gamers (275 female; M age = 29.45 years; SD = 4.25 years; range: 18-35 years). A Confirmatory Factor Analysis (CFA) was used to assess psychometric properties of the Polish GDT. The reliability was assessed using Cronbach\'s alpha, McDonald\'s omega, and Average Variance Extracted. Gender measurement invariance was investigated using multiple-group CFA, and the unidimensionality was tested using mean of item residual absolute loadings (MIREAL), explained common variance (ECV), and unidimensional congruence (UC). The results of the psychometric analysis showed that the Polish GDT had a one-factor structure. Additionally, the present study demonstrated that the Polish GDT exhibited adequate levels of convergent validity, reliability, and strict gender measurement invariance. These findings suggest that the Polish version of GDT is a suitable psychometric test to assess GD and facilitate research on GD.
    UNASSIGNED: The online version contains supplementary material available at 10.1007/s11469-022-00929-4.
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  • 文章类型: Journal Article
    本研究调查了游戏障碍(GD)与游戏动机的个体差异之间的关系,以及三组游戏玩家之间的差异。第一组声称是职业游戏玩家(n=129;2,49%),第二组由非职业玩家组成,谁打算成为职业游戏玩家(n=646;12,45%),第三组包括其余的非职业玩家(n=4,412;85,06%)。游戏动机通过在线游戏动机问卷(MOGQ)进行评估,并用游戏障碍测试(GDT)评估GD。结果显示,职业玩家和打算成为职业玩家的游戏动机表达非常相似。相比之下,没有电子竞技野心的非专业游戏玩家在所有游戏动机上的得分明显较低,除了娱乐动机在所有群体中都是可比的。在三个游戏玩家群体中出现了几个一致的游戏动机-GD协会,最有力的发现是,更高的逃避现实动机表达与更高的GDT分数有关。本研究揭示了一个新兴的研究领域,试图在电子竞技的背景下更好地理解竞争性游戏。
    The present study investigates the relationship between Gaming Disorder (GD) and individual differences in gaming motives and how they might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group included the remaining non-professional gamers (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD was assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become professional were very similar regarding their gaming motive expressions. In contrast, non-professional gamers without esports ambitions scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared across the three gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand competitive gaming in the context of esports.
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  • 文章类型: Journal Article
    世界卫生组织(WHO)最近将游戏障碍(GD)添加到国际疾病分类(ICD-11)的第十一次修订版中,因此,心理测量健全的心理措施需要评估这种疾病。这项研究的目的是通过评估其维度来调查西班牙游戏障碍测试(GDT)的心理测量特性,可靠性,收敛有效性,并通过跨性别的多重项目反应理论(IRT)和测量不变性(MI)分析与其他重要变量相关联。为了实现这一点,538名游戏玩家(42.94%为女性,meanage=23.29岁,SD=7.24)被招募。获得的结果支持西班牙GDT的单因素结构,具有足够的可靠性和收敛有效性。此外,在部分信用模型(PCM)中发现了令人满意的拟合优度,在高特征水平上具有更精确的分数来评估GD,并支持跨性别的严格不变性。这些发现证明了西班牙GDT适用于社区样本以外的无序游戏的临床评估和研究。
    背景:在线版本包含补充材料,可在10.1007/s11469-021-00704-x获得。
    Gaming Disorder (GD) has been recently added to the eleventh revision of the International Classification of Diseases (ICD-11) by the World Health Organization (WHO), as such, psychometrically sound psychological measures are required to assess this disorder. The objective of this study was to investigate the psychometric properties of the Spanish Gaming Disorder Test (GDT) by assessing its dimensionality, reliability, convergent validity, and associations with other variables of importance through polytomous Item Response Theory (IRT) and Measurement Invariance (MI) analysis across genders. To achieve this, a sample of 538 gamers (42.94% female, meanage = 23.29 years, SD = 7.24) was recruited. The results obtained supported a one-factor structure for the Spanish GDT with adequate reliability and convergent validity. Furthermore, satisfactory goodness of fit in the partial credit model (PCM) with more precise scores at high trait levels to assess GD was found, and strict invariance across genders was supported. These findings attest to the suitability of the Spanish GDT for clinical assessment and research on disordered gaming beyond community samples.
    BACKGROUND: The online version contains supplementary material available at 10.1007/s11469-021-00704-x.
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