| Literature DB >> 25826043 |
Geir Scott Brunborg1, Daniel Hanss, Rune Aune Mentzoni, Ståle Pallesen.
Abstract
Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16-74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.Entities:
Mesh:
Year: 2015 PMID: 25826043 PMCID: PMC4432774 DOI: 10.1089/cyber.2014.0509
Source DB: PubMed Journal: Cyberpsychol Behav Soc Netw ISSN: 2152-2715
One- and Two-Factor Solutions for the Game Addiction Scale
| 1. Did you think about playing a game all day long? (Tenkte du på spill hele dagen?) | × | × | |
| 2. Did you spend increasing amounts of time on games? (Brukte du mer og mer tid på spill?) | × | × | |
| 3. Did you play games to forget about real life? (Begynte du å spille for å slippe å tenke på andre ting?) | × | × | |
| 4. Have others unsuccessfully tried to reduce your game use? (Spilte du videre, selv om andre ba deg stoppe?) | × | × | |
| 5. Have you felt bad when you were unable to play? (Følte du deg dårlig når du ikke kunne spille eller ikke fikk lov til å spille?) | × | × | |
| 6. Did you have fights with others over your time spent on games? (Havnet du i krangel med andre (f.eks. foreldre, venner, eller viktige andre) fordi du spilte for mye?) | × | × | |
| 7. Have you neglected other important activities to play games? (Lot du være å gjøre andre aktiviteter (f.eks. skole, jobb, lekser, idrett, hobbyer) for å spille?) | × | × | |
Norwegian translations of the items are given in parentheses.
Comparing Goodness of Fit Indexes for the One- and Two-Factor Solutions to the Gaming Addiction Scale
| χ2 | Δχ2 (df) | CFI | ΔCFI | RMSEA | ΔRMSEA | |
|---|---|---|---|---|---|---|
| One-factor solution | 347.276 (14)[ | 0.905 | 0.089 | |||
| Two-factor solution | 144.821 (13)[ | 195.511 (1)[ | 0.963 | 0.058[ | 0.058 | −0.031[ |
| One-factor solution | 153.485 (14)[ | 0.886 | 0.110 | |||
| Two-factor solution | 53.088 (13)[ | 135.08 (1)[ | 0.967 | 0.081[ | 0.061 | −0.039[ |
| One-factor solution | 110.225 (14)[ | 0.900 | 0.103 | |||
| Two-factor solution | 50.667 (13)[ | 49.05 (1)[ | 0.961 | 0.061[ | 0.067 | −0.036[ |
| One-factor solution | 57.201 (14)[ | 0.939 | 0.057 | |||
| Two-factor solution | 43.525 (13)[ | 10.84 (1)[ | 0.957 | 0.018[ | 0.050 | −0.007 |
| One-factor solution | 71.161 (14)[ | 0.864 | 0.080 | |||
| Two-factor solution | 46.049 (13)[ | 18.35 (1)[ | 0.921 | 0.057[ | 0.063 | −0.017[ |
p<0.01.
CFI, confirmatory factor analysis; RMSEA, root mean square error of approximation.
Factor Loadings and Intercepts for the One-Factor Solution to the Gaming Addiction Scale
| Item 1 | 0.634 | 0.565 | 0.505 | 0.352 |
| Item 2 | 0.683 | 0.667 | 0.599 | 0.634 |
| Item 3 | 0.633 | 0.669 | 0.565 | 0.592 |
| Item 4 | 0.735 | 0.551 | 0.385 | 0.345 |
| Item 5 | 0.462 | 0.474 | 0.230 | 0.170 |
| Item 6 | 0.538 | 0.370 | 0.224 | 0.134 |
| Item 7 | 0.611 | 0.488 | 0.484 | 0.334 |
| Item 1 | 1.895 | 1.495 | 1.338 | 1.272 |
| Item 2 | 2.151 | 1.775 | 1.529 | 1.625 |
| Item 3 | 1.916 | 1.818 | 1.558 | 1.625 |
| Item 4 | 1.710 | 1.415 | 1.263 | 1.223 |
| Item 5 | 1.301 | 1.222 | 1.090 | 1.076 |
| Item 6 | 1.360 | 1.154 | 1.106 | 1.060 |
| Item 7 | 1.741 | 1.486 | 1.351 | 1.296 |
Factor Loadings and Intercepts for the Two-Factor Solution to the Gaming Addiction Scale
| Item 1 | 0.761 | 0.643 | 0.534 | 0.402 | ||||
| Item 2 | 0.838 | 0.782 | 0.641 | 0.721 | ||||
| Item 3 | 0.633 | 0.669 | 0.552 | 0.552 | ||||
| Item 4 | 0.771 | 0.556 | 0.404 | 0.391 | ||||
| Item 5 | 0.465 | 0.502 | 0.237 | 0.188 | ||||
| Item 6 | 0.578 | 0.393 | 0.239 | 0.161 | ||||
| Item 7 | 0.610 | 0.487 | 0.494 | 0.316 | ||||
| Item 1 | 1.895 | 1.495 | 1.338 | 1.272 | ||||
| Item 2 | 2.151 | 1.775 | 1.529 | 1.625 | ||||
| Item 3 | 1.916 | 1.818 | 1.558 | 1.625 | ||||
| Item 4 | 1.710 | 1.415 | 1.263 | 1.223 | ||||
| Item 5 | 1.301 | 1.222 | 1.090 | 1.076 | ||||
| Item 6 | 1.360 | 1.154 | 1.106 | 1.060 | ||||
| Item 7 | 1.741 | 1.486 | 1.350 | 1.296 | ||||
The Distribution of Problem Gaming Categories Using the GAS 7 Approach Cross-Tabulated Against the Distribution Using the CORE 4 Approach
| No-problem | 2,747 (90.5) | 55 (1.8) | 0 (0.0) | 2,802 (92.3) |
| Problem | 51 (1.7) | 148 (4.9) | 0 (0.0) | 199 (6.6) |
| Addicted | 0 (0.0) | 14 (0.5) | 22 (0.7) | 36 (1.2) |
| Sum | 2,798 (92.1) | 217 (7.1) | 22 (0.7) | 3,037 (100.0) |
The GAS 7 approach uses all seven items, whereas the CORE 4 approach uses only items 4–7 (core criteria). Numbers in parentheses are percentages of the total sum of gamers included in the sample (n=3,037).
GAS, Game Addiction Scale.