Literature DB >> 30589307

Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement invariance and cross-cultural validation across seven language-based samples.

Orsolya Király1, Beáta Bőthe1, Jano Ramos-Diaz2, Afarin Rahimi-Movaghar3, Katerina Lukavska4, Ondřej Hrabec4, Michal Miovsky5, Joël Billieux6, Jory Deleuze7, Filip Nuyens7, Laurent Karila8, Mark D Griffiths9, Katalin Nagygyörgy1, Róbert Urbán1, Marc N Potenza10, Daniel L King11, Hans-Jürgen Rumpf12, Natacha Carragher13, Zsolt Demetrovics1.   

Abstract

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 Diagnostic and Statistical Manual of MentalDisorders, fifth edition (DSM-5), 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 (n = 3,924), Iranian (n = 791), English-speaking (n = 754), French-speaking (n = 421), Norwegian (n = 195), Czech (n = 496), and Peruvian (n = 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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Year:  2018        PMID: 30589307     DOI: 10.1037/adb0000433

Source DB:  PubMed          Journal:  Psychol Addict Behav        ISSN: 0893-164X


  16 in total

1.  Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths.

Authors:  Kristiana Siste; Enjeline Hanafi; Lee Thung Sen; Reza Damayanti; Evania Beatrice; Raden Irawati Ismail
Journal:  PLoS One       Date:  2022-06-14       Impact factor: 3.752

2.  Validation and Psychometric Properties of the Persian Version of the 21-Item Game Addiction Scale With a Sample of Adolescents and Young Adults.

Authors:  Nasrin Abdoli; Vahid Farnia; Mostafa Alikhani; Dena Sadeghi-Bahmani; Kenneth M Dürsteler; Maryam Esmaeili; Annette Brühl; Serge Brand
Journal:  Front Psychiatry       Date:  2021-05-24       Impact factor: 4.157

3.  The Early Impact of the COVID-19 Lockdown on Stress and Addictive Behaviors in an Alcohol-Consuming Student Population in France.

Authors:  Valentin Flaudias; Oulmann Zerhouni; Bruno Pereira; Cheryl J Cherpitel; Jordane Boudesseul; Ingrid de Chazeron; Lucia Romo; Sébastien Guillaume; Ludovic Samalin; Julien Cabe; Laurent Bègue; Laurent Gerbaud; Benjamin Rolland; Pierre-Michel Llorca; Mickael Naassila; Georges Brousse
Journal:  Front Psychiatry       Date:  2021-02-09       Impact factor: 4.157

4.  Psychometric Assessment of the Motives for Online Gaming Questionnaire Among Iranian Gamers.

Authors:  Marziyeh Hamzehzadeh; Arshiya Sangchooli; Rabert Farnam; Hosein Rafiemanesh; Behrang Shadloo; Kamyar Ghani; Maral Mardaneh Jobehdar; Masoumeh Amin-Esmaeili; Jamileh Rahimi; Zsolt Demetrovics; Orsolya Király; Afarin Rahimi-Movaghar
Journal:  Psychiatry Investig       Date:  2022-05-03       Impact factor: 3.202

5.  The Moderating Role of Coping Mechanisms and Being an e-Sport Player Between Psychiatric Symptoms and Gaming Disorder: Online Survey.

Authors:  Fanni Bányai; Ágnes Zsila; Gyöngyi Kökönyei; Mark D Griffiths; Zsolt Demetrovics; Orsolya Király
Journal:  JMIR Ment Health       Date:  2021-03-23

6.  Desire thinking promotes decisions to game: The mediating role between gaming urges and everyday decision-making in recreational gamers.

Authors:  Annika Brandtner; Elisa Wegmann; Matthias Brand
Journal:  Addict Behav Rep       Date:  2020-08-06

7.  Psychometric Validation of the Spanish Gaming Disorder Test (GDT): Item Response Theory and Measurement Invariance Analysis.

Authors:  Laura Maldonado-Murciano; Halley M Pontes; Maite Barrios; Juana Gómez-Benito; Georgina Guilera
Journal:  Int J Ment Health Addict       Date:  2021-12-06       Impact factor: 3.836

Review 8.  The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis.

Authors:  Hsin-Yi Wang; Cecilia Cheng
Journal:  JMIR Ment Health       Date:  2022-02-17

9.  The development of the Compulsive Sexual Behavior Disorder Scale (CSBD-19): An ICD-11 based screening measure across three languages.

Authors:  Beáta Bőthe; Marc N Potenza; Mark D Griffiths; Shane W Kraus; Verena Klein; Johannes Fuss; Zsolt Demetrovics
Journal:  J Behav Addict       Date:  2020-06-16       Impact factor: 6.756

10.  Development and validation of a nine-item short screening test for ICD-11 gaming disorder (GAMES test) and estimation of the prevalence in the general young population.

Authors:  Susumu Higuchi; Yoneatsu Osaki; Aya Kinjo; Satoko Mihara; Masaki Maezono; Takashi Kitayuguchi; Takanobu Matsuzaki; Hideki Nakayama; Hans-Jürgen Rumpf; John B Saunders
Journal:  J Behav Addict       Date:  2021-07-06       Impact factor: 6.756

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