| Literature DB >> 30264599 |
Yu-Chuan Chiu1, Yuan-Chien Pan2, Yu-Hsuan Lin3,4,5,6.
Abstract
BACKGROUND AND AIMS: Internet gaming disorder (IGD) is an increasingly important topic and has been included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) research criteria. This study aims to validate the Chinese version of the Ten-Item Internet Gaming Disorder Test (IGDT-10), a self-reported questionnaire based on DSM-5 IGD criteria, and to estimate the prevalence of IGD in adolescents.Entities:
Keywords: Internet addiction; Internet gaming disorder; gaming addiction
Mesh:
Year: 2018 PMID: 30264599 PMCID: PMC6426362 DOI: 10.1556/2006.7.2018.92
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
The original and the Chinese version of IGDT-10
| The original IGDT-10 | The Chinese version of IGDT-10 | |
|---|---|---|
| Please read the statements below regarding online gaming. The questionnaire refers to ONLINE GAMES, but the reference to “game” or “gaming” is used for the sake of simplicity. Please, indicate on the scale from 0 to 2 (never, sometimes, and often) to what extent and how often these statements applied to you over the PAST 12 MONTHS! | 請閱讀以下關於線上遊戲的敘述。這份問卷有些簡化成「遊戲」或「玩遊戲」的字句,指的就是線上遊戲。請依照你過去12個月的情形和頻率,在每個敘述選擇0分到2分(從來沒有、有時候、經常)的評分。 | |
| 1. | When you were not playing, how often have you fantasized about gaming, thought of previous gaming sessions, and/or anticipated the next game? | 當你沒有玩線上遊戲時,你多常幻想自己在玩線上遊戲、想著前幾次玩遊戲的事;或期待下一次的遊戲? |
| 2. | How often have you felt restless, irritable, anxious and/or sad when you were unable to play or played less than usual? | 當你不能玩線上遊戲或是玩得比平常少的時候,你多常感到靜不下心、煩躁、焦慮、或悲傷? |
| 3. | Have you ever in the past 12 months felt the need to play more often or played for longer periods to feel that you have played enough? | 在過去的12個月裡,你感覺需要更常玩線上遊戲,或打更久的時間才覺得你玩夠了? |
| 4. | Have you ever in the past 12 months unsuccessfully tried to reduce the time spent on gaming? | 在過去的12個月裡,你曾經試著減少花在線上遊戲的時間,但沒有成功? |
| 5. | Have you ever in the past 12 months played games rather than meet your friends or participate in hobbies and pastimes that you used to enjoy before? | 在過去的12個月裡,你曾經會玩線上遊戲而沒和朋友見面,或不再從事你以前常參加的嗜好活動? |
| 6. | Have you played a lot despite negative consequences (for instance, losing sleep, not being able to do well in school or work, having arguments with your family or friends, and/or neglecting important duties)? | 即使線上遊戲的負面影響(例如減少睡眠、無法把學業或工作做好、與家人或朋友爭吵、或無視於重要的責任),你還是玩很多? |
| 7. | Have you tried to keep your family, friends, or other important people from knowing how much you were gaming or have you lied to them regarding your gaming? | 你曾試著不讓你的家人、朋友或其他重要的人知道你玩線上遊戲的時間,或你曾對他們謊稱你玩線上遊戲的情形? |
| 8. | Have you played to relieve a negative mood (for instance, helplessness, guilt, or anxiety)? | 你曾玩線上遊戲來舒解負面的情緒(例如感到無助、內疚、或焦慮)? |
| 9. | Have you risked or lost a significant relationship because of gaming? | 你曾因為玩線上遊戲而可能危害或失去重要的人際關係? |
| 10. | Have you ever in the past 12 months jeopardized your school or work performance because of gaming? | 在過去的12個月裡,你曾經因為玩線上遊戲而使你在學校或工作的表現陷入重大危機? |
Note. IGDT-10: Ten-Item Internet Gaming Disorder Test.
Sensitivity, specificity, PPR, NPR, DA, and Youden’s index of cut-off points in IGDT-10 between diagnostic positive and negative groups (N = 76)
| Cut-off point | Sensitivity (%) | Specificity (%) | PPR (%) | NPR (%) | DA (%) | Youden’s index (%) |
|---|---|---|---|---|---|---|
| 1 | 81.3 | 63.3 | 37.1 | 92.7 | 67.1 | 44.6 |
| 2 | 68.8 | 81.7 | 50.0 | 90.7 | 78.9 | 50.4 |
| 3 | 56.3 | 88.3 | 56.3 | 88.3 | 81.6 | 44.6 |
| 4 | 56.3 | 91.7 | 64.3 | 88.7 | 84.2 | 47.9 |
| 5 | 43.8 | 98.3 | 87.5 | 86.8 | 86.8 | 42.1 |
| 6 | 18.8 | 100.0 | 100.0 | 82.2 | 82.9 | 18.8 |
| 7 | 18.8 | 100.0 | 100.0 | 82.2 | 82.9 | 18.8 |
| 8 | 12.5 | 100.0 | 100.0 | 81.1 | 81.6 | 12.5 |
Note. IGDT-10: Ten-Item Internet Gaming Disorder Test; Sensitivity: the proportion of true positive rates; Specificity: the proportion of the true negative rates; Youden’s index: defined as sensitivity + specificity – 1; PPR: positive predictive rate, indicated the proportion of diagnostic positives among participants with IGDT-10 scores greater than cut-off points; NPR: negative predictive rate, indicated the proportion of diagnostic negatives among participants with IGDT-10 scores less than cut-off points; DA: diagnostic accuracy, indicated the percentage of all correct decisions, which was the result of dividing the number of true positives and true negatives by the number of all decisions. AUC = 0.810.
.Frequency distribution of the number of Internet gaming disorder symptoms in the total sample (N = 8,110)
Sensitivity, specificity, and endorsement of nine criteria IGD in the IGD group and the total sample
| Endorsement among the IGD group ( | Endorsement in the total sample ( | |||||
|---|---|---|---|---|---|---|
| Criteria | Sensitivity (%) | Specificity (%) | % | % | ||
| 1. Preoccupation | 83.9 | 92.2 | 214 | 83.9 | 830 | 10.2 |
| 2. Withdrawal | 80.4 | 96.6 | 205 | 80.4 | 473 | 5.8 |
| 3. Tolerance | 85.1 | 94.7 | 217 | 85.1 | 636 | 7.8 |
| 4. Loss of control | 71.0 | 93.5 | 181 | 71.0 | 693 | 8.5 |
| 5. Give up other activities | 74.1 | 98.0 | 189 | 74.1 | 350 | 4.3 |
| 6. Continuation | 83.9 | 96.0 | 214 | 83.9 | 529 | 6.5 |
| 7. Deception | 70.2 | 98.2 | 179 | 70.2 | 318 | 3.9 |
| 8. Escape | 84.7 | 90.1 | 216 | 84.7 | 995 | 12.3 |
| 9. Negative consequences | 67.8 | 97.8 | 173 | 67.8 | 347 | 4.3 |
Note. SD: standard deviation; IGD: Internet gaming disorder; IGDT-10: Ten-Item Internet Gaming Disorder Test; BMI: body mass index; OR: odds ratio; d: Cohen’s d.
Comparison between the IGD and non-IGD groups according to cut-off point of 5/9 in the IGDT-10
| 4th–6th grade ( | Junior high school ( | Senior high school ( | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| IGD ( | Non-IGD ( | IGD ( | Non-IGD ( | IGD ( | Non-IGD ( | ||||||||||||||||
| % | % | χ2 | OR | % | % | χ2 | OR | % | % | χ2 | OR | ||||||||||
| Gender | 31.151 | <.001 | 11.436 | <.001 | 7.568 | .006 | |||||||||||||||
| Male | 113 | 82.5 | 2,014 | 58.6 | 3.324 | 79 | 83.2 | 2,133 | 66.6 | 2.475 | 21 | 91.3 | 773 | 63.5 | 6.031 | ||||||
| Female | 24 | 17.5 | 1,422 | 41.4 | 16 | 16.8 | 1,069 | 33.4 | 2 | 8.7 | 444 | 36.5 | |||||||||
| Spend money on Internet gaming | 55 | 40.1 | 448 | 13.0 | 80.035 | <.001 | 4.474 | 60 | 63.2 | 865 | 27.0 | 59.713 | <.001 | 4.632 | 18 | 78.3 | 481 | 39.5 | 14.086 | <.001 | 5.509 |
| Myopia | 95 | 69.3 | 2,212 | 64.4 | 1.420 | .233 | 1.252 | 43 | 45.3 | 1,544 | 48.2 | 0.323 | .570 | 0.888 | 9 | 39.1 | 408 | 33.5 | 0.318 | .573 | 1.275 |
| Time spent on Internet gaming (hours per week) | 39.09 | 17.01 | 22.43 | 12.29 | 11.35 | <.001 | 1.33 | 42.76 | 14.87 | 25.50 | 12.33 | 11.20 | <.001 | 1.39 | 40.35 | 15.09 | 25.28 | 11.88 | 4.76 | <.001 | 1.26 |
| BMI | 20.35 | 5.75 | 19.14 | 4.57 | 2.43 | .016 | 0.26 | 20.91 | 5.74 | 20.07 | 4.37 | 1.41 | .163 | 0.19 | 22.52 | 6.03 | 21.28 | 4.47 | 1.32 | .189 | 0.28 |
Note. IGD: Internet gaming disorder; OR: odds ratio; Ten-Item Internet Gaming Disorder Test; SD: standard deviation; d: Cohen’s d; BMI: body mass index; Sensitivity: indicated the proportion of true positive rates; Specificity: indicated the proportion of the true negative rates.