Literature DB >> 26632194

Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria.

Orsolya Király1, Pawel Sleczka2, Halley M Pontes3, Róbert Urbán4, Mark D Griffiths3, Zsolt Demetrovics4.   

Abstract

INTRODUCTION: The inclusion of Internet Gaming Disorder (IGD) in the DSM-5 (Section 3) has given rise to much scholarly debate regarding the proposed criteria and their operationalization. The present study's aim was threefold: to (i) develop and validate a brief psychometric instrument (Ten-Item Internet Gaming Disorder Test; IGDT-10) to assess IGD using definitions suggested in DSM-5, (ii) contribute to ongoing debate regards the usefulness and validity of each of the nine IGD criteria (using Item Response Theory [IRT]), and (iii) investigate the cut-off threshold suggested in the DSM-5.
METHODS: An online gamer sample of 4887 gamers (age range 14-64years, mean age 22.2years [SD=6.4], 92.5% male) was collected through Facebook and a gaming-related website with the cooperation of a popular Hungarian gaming magazine. A shopping voucher of approx. 300 Euros was drawn between participants to boost participation (i.e., lottery incentive). Confirmatory factor analysis and a structural regression model were used to test the psychometric properties of the IGDT-10 and IRT analysis was conducted to test the measurement performance of the nine IGD criteria. Finally, Latent Class Analysis along with sensitivity and specificity analysis were used to investigate the cut-off threshold proposed in the DSM-5.
RESULTS: Analysis supported IGDT-10's validity, reliability, and suitability to be used in future research. Findings of the IRT analysis suggest IGD is manifested through a different set of symptoms depending on the level of severity of the disorder. More specifically, "continuation", "preoccupation", "negative consequences" and "escape" were associated with lower severity of IGD, while "tolerance", "loss of control", "giving up other activities" and "deception" criteria were associated with more severe levels. "Preoccupation" and "escape" provided very little information to the estimation IGD severity. Finally, the DSM-5 suggested threshold appeared to be supported by our statistical analyses.
CONCLUSIONS: IGDT-10 is a valid and reliable instrument to assess IGD as proposed in the DSM-5. Apparently the nine criteria do not explain IGD in the same way, suggesting that additional studies are needed to assess the characteristics and intricacies of each criterion and how they account to explain IGD.
Copyright © 2015 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Behavioral addiction; Internet Gaming Disorder; Item Response Theory; Online game; Psychometric validation; Structural equation modeling

Mesh:

Year:  2015        PMID: 26632194     DOI: 10.1016/j.addbeh.2015.11.005

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  62 in total

1.  Relating Compulsivity and Impulsivity With Severity of Behavioral Addictions: A Dynamic Interpretation of Large-Scale Cross-Sectional Findings.

Authors:  Zsolt Demetrovics; Wim van den Brink; Borbála Paksi; Zsolt Horváth; Aniko Maraz
Journal:  Front Psychiatry       Date:  2022-06-17       Impact factor: 5.435

2.  Gamers' insights into the phenomenology of normal gaming and game "addiction": A mixed methods study.

Authors:  Michelle Colder Carras; Anne Marie Porter; Antonius J Van Rooij; Daniel King; Amanda Lange; Matthew Carras; Alain Labrique
Journal:  Comput Human Behav       Date:  2017-10-27

3.  The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales.

Authors:  Nick Ballou; Antonius J Van Rooij
Journal:  R Soc Open Sci       Date:  2021-05-26       Impact factor: 2.963

4.  Measurement of the problematic usage of the Internet unidimensional quasitrait continuum with item response theory.

Authors:  Jeggan Tiego; Christine Lochner; Konstantinos Ioannidis; Matthias Brand; Dan J Stein; Murat Yücel; Jon E Grant; Samuel R Chamberlain
Journal:  Psychol Assess       Date:  2021-04-08

5.  Brain Activity toward Gaming-Related Cues in Internet Gaming Disorder during an Addiction Stroop Task.

Authors:  Yifen Zhang; Xiao Lin; Hongli Zhou; Jiaojing Xu; Xiaoxia Du; Guangheng Dong
Journal:  Front Psychol       Date:  2016-05-19

Review 6.  A Tripartite Neurocognitive Model of Internet Gaming Disorder.

Authors:  Lei Wei; Shuyue Zhang; Ofir Turel; Antoine Bechara; Qinghua He
Journal:  Front Psychiatry       Date:  2017-12-14       Impact factor: 4.157

7.  Lost in the chaos: Flawed literature should not generate new disorders.

Authors:  Antonius J Van Rooij; Daniel Kardefelt-Winther
Journal:  J Behav Addict       Date:  2017-03-17       Impact factor: 6.756

8.  Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field.

Authors:  Daria J Kuss; Mark D Griffiths; Halley M Pontes
Journal:  J Behav Addict       Date:  2016-09-07       Impact factor: 6.756

9.  Internet gaming disorder: Inadequate diagnostic criteria wrapped in a constraining conceptual model.

Authors:  Vladan Starcevic
Journal:  J Behav Addict       Date:  2017-03-17       Impact factor: 6.756

10.  Not good enough? Further comments to the wording, meaning, and the conceptualization of Internet Gaming Disorder.

Authors:  Elfrid Krossbakken; Ståle Pallesen; Helge Molde; Rune Aune Mentzoni; Turi Reiten Finserås
Journal:  J Behav Addict       Date:  2017-03-17       Impact factor: 6.756

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