| Literature DB >> 31906174 |
Yanqiu Yu1, Phoenix Kit-Han Mo1, Jianxin Zhang2, Jibin Li3, Joseph Tak-Fai Lau1.
Abstract
Maladaptive gaming cognitions are important determinants of Internet gaming disorder (IGD). Based on a systematic review, a 4-factor Internet gaming cognition scale (IGCS) was previously developed and cross-cultural validation of IGCS is warranted. The present study assesses the validation of the IGCS and its revised version, the Chinese version of Revised IGCS (C-RIGCS), among adolescents in China. Altogether, 755 students were recruited from junior middle schools in Guangzhou and Chengdu, China. The psychometric properties of the C-RIGCS were assessed by using appropriate statistical methods. The 4-factor model of the original IGCS was not supported by confirmatory factor analysis (CFA). In the split-half sub-samples, exploratory factor analysis suggested a 3-factor model for C-RIGCS, which was confirmed by CFA. The C-RIGCS and its three subscales showed satisfactory internal reliability, test-retest reliability, content validity, and absence of ceiling and floor effects (except on one case). Besides, the C-RIGCS and its three subscales were significantly correlated with external variables including IGD, gaming time, impulsivity, and self-control, and perceptions that Internet gaming is the primary source of self-esteem and social acceptance. The C-RIGCS proposed a new 3-factor model that showed satisfactory psychometric properties. It can be applied to understand maladaptive gaming cognitions of adolescent IGD.Entities:
Keywords: China; adolescent; gaming disorder; maladaptive cognitions; psychometric properties
Mesh:
Year: 2019 PMID: 31906174 PMCID: PMC6982274 DOI: 10.3390/ijerph17010290
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Characteristics of participants in the present study.
| Variables | n | % |
|---|---|---|
| Total | 755 | 100 |
| Background variables | ||
| Gender | ||
| Female | 354 | 46.9 |
| Male | 401 | 53.1 |
| Household income level as compared to their classmates’ | ||
| Much higher/higher | 171 | 22.8 |
| Moderate | 493 | 65.6 |
| Lower/Much lower | 87 | 11.6 |
| Self-reported academic performance | ||
| Above average | 243 | 33.6 |
| Average | 325 | 44.9 |
| Below average | 156 | 21.5 |
| Internet gaming-related variables/scales | ||
| Ever played Internet games in the past 12 months | ||
| No | 244 | 33.1 |
| Yes | 493 | 66.9 |
| Internet gaming disorder | ||
| No | 667 | 88.3 |
| Yes | 88 | 11.7 |
| Average gaming time per week in the past month | ||
| Nil (Non-gamers) | 244 | 33.7 |
| <2 h | 219 | 30.3 |
| 2~<6 h | 154 | 21.3 |
| 6~<10 h | 51 | 7.1 |
| ≥10 h | 55 | 7.6 |
| Internet gaming is the primary source of my self-esteem | ||
| Extremely disagree/agree | 554 | 73.7 |
| Neutral | 140 | 18.6 |
| Agree/extremely agree | 58 | 7.7 |
| Internet gaming is the primary source of my social acceptance | ||
| Extremely disagree/agree | 551 | 73.6 |
| Neutral | 148 | 19.8 |
| Agree/extremely agree | 50 | 6.7 |
|
|
| |
| Impulsivity | 22.8 | 7.9 |
| Self-control | 44.2 | 7.7 |
Confirmatory factor analysis of the original Internet Gaming Cognition Scale.
| Items | β |
|---|---|
| Factor 1: Overvaluation | |
| IGC 3. Rewards in Internet games are as important to me as anything else in my life. | 0.61 |
| IGC 4. When my game character achieves something, I feel like I have achieved that too. | 0.70 |
| IGC 6. Playing Internet games has many other benefits in my life. | 0.69 |
| IGC 13. I find myself thinking about video games when I am not playing. | 0.67 |
| IGC 14. I spend time planning or thinking about the next thing I need to do in a game. | 0.72 |
| Factor 2: Maladaptive rules | |
| IGC 1. When I make mistakes, lose progress, or fail in a game, I must reload and try again. | 0.56 |
| IGC 2. It would be a waste to stop playing a game I have already invested so much time and energy in. | 0.46 |
| IGC 8. When I have a goal or objective in a video game, I must complete it as soon as possible. | 0.65 |
| IGC 9. I prioritize video games before doing something else, e.g., homework or chores. | 0.65 |
| IGC 10. I tell myself ‘just a few more minutes’ when I play a game, but then play much longer. | 0.64 |
| IGC 11. I feel uncomfortable thinking about my unfinished goals or objectives in video games. | 0.71 |
| IGC 15. I feel unsatisfied until I have done everything I want to do in a video game. | 0.75 |
| IGC 16. No amount of gaming time ever feels like “long enough”. | 0.73 |
| Factor 3: Gaming for self-esteem | |
| IGC 5. I tend to feel better after playing Internet games. | 0.70 |
| IGC 7. I would feel bad if I was not able to play Internet games. | 0.65 |
| IGC 12. I am proud of my gaming achievements. | 0.75 |
| IGC 20. I feel more in control when I play video games. | 0.69 |
| IGC 21. I would not be able to cope with stress in my life without video games. | 0.64 |
| IGC 23. If I complete or master an achievement, skill or goal in a video game, I feel good about myself. | 0.77 |
| Factor 4: Gaming for social acceptance | |
| IGC 17. People who do not play video games do not really understand an important part of who I am. | 0.70 |
| IGC 18. It is important to me that I am better at certain video games than other players. | 0.72 |
| IGC 19. Other players admire and respect my gaming achievements. | 0.70 |
| IGC 22. I feel safer and more comfortable playing a video game than in most other social situations. | 0.71 |
| IGC 24. When I succeed in a video game, players notice and respect me. | 0.74 |
Exploratory and confirmatory factor analyses of the Chinese version of revised Internet Gaming Cognition Scale.
| Items | Factor Loading (EFA) | Path Estimate (CFA) | Factor in the Original Scale | ||
|---|---|---|---|---|---|
| Factor 1 | Factor 2 | Factor 3 | β | ||
| Subscale 1: Perceived rewards of Internet gaming | |||||
| IGC 3. Rewards in Internet games are as important to me as anything else in my life. |
| 0.25 | 0.36 | 0.61 | OV |
| IGC 5. I tend to feel better after playing Internet games. |
| 0.28 | 0.31 | 0.69 | GE |
| IGC 6. Playing Internet games has many other benefits in my life. |
| 0.21 | 0.25 | 0.71 | OV |
| IGC 17. People who do not play video games do not really understand an important part of who I am. |
| 0.38 | 0.12 | 0.68 | GA |
| IGC 20. I feel more in control when I play video games. |
| 0.10 | 0.29 | 0.70 | GE |
| IGC 22. I feel safer and more comfortable playing a video game than in most other social situations. |
| 0.27 | 0.23 | 0.70 | GA |
| IGC 24. When I succeed in a video game, players notice and respect me. |
| 0.19 | 0.33 | 0.74 | GA |
| Subscale 2: Perceived urges for playing Internet games | |||||
| IGC 7. I would feel bad if I was not able to play Internet games. | 0.36 |
| 0.28 | 0.77 | GE |
| IGC 9. I prioritize video games before doing something else, e.g., homework or chores. | 0.20 |
| 0.19 | 0.74 | MR |
| IGC 10. I tell myself ‘just a few more minutes’ when I play a game, but then play much longer. | 0.06 |
| 0.38 | 0.73 | MR |
| IGC 13. I find myself thinking about video games when I am not playing. | 0.29 |
| 0.21 | 0.72 | OV |
| Subscale 3: Perceived unwillingness to stop playing without completion of gaming tasks | |||||
| IGC 1. When I make mistakes, lose progress, or fail in a game, I must reload and try again. | 0.15 | 0.21 |
| 0.58 | MR |
| IGC 2. It would be a waste to stop playing a game I have already invested so much time and energy in. | 0.11 | 0.29 |
| 0.46 | MR |
| IGC 8. When I have a goal or objective in a video game, I must complete it as soon as possible. | 0.21 | 0.29 |
| 0.69 | MR |
| IGC 11. I feel uncomfortable thinking about my unfinished goals or objectives in video games. | 0.32 | 0.26 |
| 0.79 | MR |
| Eigen value | 11.2 | 1.3 | 1.1 | ||
| Cumulative % of Variance explained | 46.5 | 51.9 | 56.6 | ||
Abbreviations: EFA, exploratory factor analysis; CFA, confirmatory factor analysis; OV, overvaluing subscale; GE, gaming for self-esteem subscale; GA, gaming for social acceptance subscale; MR, maladaptive rules subscale. Bold: factor loadings > 0.50.
Descriptive statistics for the subscales of the Chinese version of revised Internet Gaming Cognition Scale.
| Items | Score | Mean ± SD | Floor Effect (%) | Ceiling Effect (%) |
|---|---|---|---|---|
| Overall scale | 0–60 | 16.8 ± 11.7 | 6.5 | 0.7 |
| Perceived rewards of Internet gaming | 0–28 | 7.2 ± 6.0 | 11.7 | 0.7 |
| Perceived urges for playing Internet games | 0–16 | 3.7 ± 3.5 | 21.6 | 1.0 |
| Perceived unwillingness to stop playing without completion of gaming tasks | 0–16 | 5.9 ± 3.8 | 6.8 | 1.7 |
Internal consistency, test–retest reliability, and item analysis of the Chinese version of revised Internet Gaming Cognition Scale.
| Cronbach’s Alpha | Item—Scale Scale Correlation | Item—Subscale Correlation | Item—Other Subscale Correlation | ||
|---|---|---|---|---|---|
| Items | Subscale | Total | |||
| Overall scale | 0.91 | - | - | - | - |
| Factor 1: Perceived rewards of Internet gaming | 0.87 | - | - | - | - |
| IGC 3 | 0.86 | 0.94 | 0.63 *** | 0.66 *** | 0.45 a***/0.50 b*** |
| IGC 5 | 0.85 | 0.94 | 0.72 *** | 0.75 *** | 0.55 a***/0.54 b*** |
| IGC 6 | 0.84 | 0.93 | 0.72 *** | 0.78 *** | 0.51 a***/0.51 b*** |
| IGC 17 | 0.85 | 0.93 | 0.69 *** | 0.74 *** | 0.52 a***/0.46 b*** |
| IGC 20 | 0.85 | 0.93 | 0.67 *** | 0.77 *** | 0.42 a***/0.48 b*** |
| IGC 22 | 0.85 | 0.93 | 0.70 *** | 0.76 *** | 0.52 a***/0.48 b*** |
| IGC 24 | 0.85 | 0.93 | 0.69 *** | 0.75 *** | 0.46 a***/0.51 b*** |
| Factor 2: Perceived urges for playing Internet games | 0.81 | - | - | - | - |
| IGC 7 | 0.76 | 0.93 | 0.71 *** | 0.79 *** | 0.59 a***/0.54 c*** |
| IGC 9 | 0.76 | 0.93 | 0.65 *** | 0.79 *** | 0.51 a***/0.47 c*** |
| IGC 10 | 0.76 | 0.93 | 0.65 *** | 0.81 *** | 0.48 a***/0.51 c*** |
| IGC 13 | 0.75 | 0.93 | 0.67 *** | 0.80 *** | 0.54 a***/0.49 c*** |
| Factor 3: Perceived unwillingness to stop playing without completion of gaming tasks | 0.72 | - | - | - | - |
| IGC 1 | 0.66 | 0.93 | 0.60 *** | 0.73 *** | 0.47 b***/0.42 c*** |
| IGC 2 | 0.72 | 0.93 | 0.52 *** | 0.68 *** | 0.36 b***/0.37 c*** |
| IGC 8 | 0.61 | 0.93 | 0.69 *** | 0.79 *** | 0.55 b***/0.51 c*** |
| IGC 11 | 0.64 | 0.93 | 0.72 *** | 0.75 *** | 0.60 b***/0.57 c*** |
Note: ***, p < 0.001; a, Pearson coefficient for the correlation analyses between factor 1 and factor 2; b, Pearson coefficient for the correlation analyses between factor 1 and factor 3; c, Pearson coefficient for the correlation analyses between factor 2 and factor 3.
Correlations between Internet gaming cognitions and external variables.
| IGD | Gaming Time | Internet Gaming Is the Primary Source of Self-Esteem | Internet Gaming Is the Primary Source of Social Acceptance | Impulsivity | Self-Control | |
|---|---|---|---|---|---|---|
| rp | rs | rs | rs | rp | rp | |
| Overall scale | 0.38 *** | 0.47 *** | 0.50 *** | 0.51 *** | 0.35 *** | −0.36 *** |
| Perceived rewards of Internet gaming | 0.32 *** | 0.42 *** | 0.51 *** | 0.53 *** | 0.31 *** | −0.29 *** |
| Perceived urges for playing Internet games | 0.40 *** | 0.44 *** | 0.40 *** | 0.40 *** | 0.35 *** | −0.43 *** |
| Perceived unwillingness to stop playing without completion of gaming tasks | 0.30 *** | 0.38 *** | 0.40 *** | 0.39 *** | 0.27 *** | −0.27 *** |
Note: rp, Pearson correlation coefficient; rs, Spearman correlation coefficient; ***, p < 0.001.