Literature DB >> 30907002

Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students.

Niko Männikkö1,2, Heidi Ruotsalainen1, Asko Tolvanen3, Maria Kääriäinen2,4.   

Abstract

This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB based on the DSM-5 cut-off threshold was 1.3%. Regression analysis showed that male gender, preference for gaming on a personal computer, gaming time, poor self-perceived health status, and a preference for the solo and multiplayer online battle arenas (MOBA) game genres related positively to PGB scores. These findings demonstrate the appropriateness of the IGDT-10 test for the assessment of problematic gaming among adults, and support further research on PGB in Finland.
© 2019 Scandinavian Psychological Associations and John Wiley & Sons Ltd.

Entities:  

Keywords:  Gaming disorder; digital games; problematic gaming; psychometric testing

Mesh:

Year:  2019        PMID: 30907002     DOI: 10.1111/sjop.12533

Source DB:  PubMed          Journal:  Scand J Psychol        ISSN: 0036-5564


  5 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.  Risk Factors for Excessive Social Media Use Differ from Those of Gambling and Gaming in Finnish Youth.

Authors:  Sari Castrén; Terhi Mustonen; Krista Hylkilä; Niko Männikkö; Maria Kääriäinen; Kirsimarja Raitasalo
Journal:  Int J Environ Res Public Health       Date:  2022-02-19       Impact factor: 3.390

3.  Basic psychological needs in gambling and gaming problems.

Authors:  Ilkka Vuorinen; Iina Savolainen; Heli Hagfors; Atte Oksanen
Journal:  Addict Behav Rep       Date:  2022-07-03

4.  Think-aloud analysis of commonly used screening instruments for Internet use disorders: The CIUS, the IGDT-10, and the BSMAS.

Authors:  Hannah Schmidt; Dominique Brandt; Anja Bischof; Silja Heidbrink; Gallus Bischof; Stefan Borgwardt; Hans-Jürgen Rumpf
Journal:  J Behav Addict       Date:  2022-05-30       Impact factor: 7.772

5.  Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic.

Authors:  Hannu Jouhki; Iina Savolainen; Anu Sirola; Atte Oksanen
Journal:  Int J Environ Res Public Health       Date:  2022-09-30       Impact factor: 4.614

  5 in total

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