| Literature DB >> 32422914 |
Juliet Honglei Chen1, Meng Xuan Zhang1,2, Chih-Hung Ko3, Kwok Kit Tong1, Shu M Yu1, Elvo Kuai Long Sou4, Anise M S Wu1,2.
Abstract
Despite the increasing research attention being paid to gaming disorder globally, a screening tool developed specifically for the Chinese population is still lacking. This study aims to address this gap by constructing a screening tool to assess Internet gaming disorder (IGD) symptomology, defined by the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), among Chinese gamers. Based on expert interviews and consultations, a focus group of gamers, a background literature review, and the IGD criteria proposed by the DSM-5, we developed the Chinese Internet Gaming Disorder Checklist (C-IGDC). This study evaluated its dimensional structure, reliability, validity, and screening efficacy with 464 Chinese past-year gamers (53% female; mean age = 19.84). The two-level structure of the 27-item C-IGDC showed a satisfactory model fit, acceptable reliability, as well as good validity via expected associations with Internet addiction, gameplay frequency, and depressive symptoms. The optimal screening cutoff score (≥20) was proposed to detect probable IGD cases. The C-IGDC is the first DSM-5-based, multidimensional IGD screening tool designed specifically for Chinese gamers. Further evaluation of the C-IGDC in epidemiological studies and clinical settings is recommended.Entities:
Keywords: Chinese; addiction; internet gaming disorder; psychometric properties; screening
Year: 2020 PMID: 32422914 PMCID: PMC7277076 DOI: 10.3390/ijerph17103412
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Confirmatory factor analysis results of two versions of the Chinese Internet Gaming Disorder Checklist (C-IGDC) (N = 464).
| Sub-Construct/Item | Standardized Factor Loadings | |
|---|---|---|
| 34-Item | 27-Item | |
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| F1-1. Preoccupation with Internet games | 0.88 | 0.87 |
| F1-2. Always anticipate playing Internet games again while not playing | 0.83 | 0.81 |
| F1-3. Involuntarily imagine things happened in the Internet games while not playing | 0.82 | 0.79 |
| F1-4. Involuntarily think about things related to Internet games | 0.81 | -- |
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| F2-1: Feel anxious and/or irritated while not being able to play Internet games | 0.75 | 0.76 |
| F2-2: Feel upset and/or distracted while not being able to play Internet games for any reason | 0.80 | 0.81 |
| F2-3: Feel angry when others interrupt your Internet gaming | 0.62 | -- |
| F2-4: Feel like losing everything while not being able to play Internet games | 0.90 | 0.92 |
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| F3-1: Feel like Internet gaming is becoming more and more important to you | 0.83 | 0.84 |
| F3-2: Need to spend more and more time on Internet gaming to feel content | 0.86 | 0.86 |
| F3-3: Need continued collecting prizes, breaking records, and/or passing more levels to gain desired thrill and/or content | 0.65 | 0.64 |
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| F4-1: Have attempted at cutting down Internet gaming, but found it difficult | 0.78 | 0.76 |
| F4-2: Feel like you cannot stop Internet gaming | 0.73 | 0.73 |
| F4-3: Have planned Internet gaming for only a little while, but ended up with gaming for an extended longer period | 0.68 | -- |
| F4-4: Have attempted to cut down or stop Internet gaming, but failed and started playing again | 0.73 | 0.71 |
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| F5-1: Cannot enjoy other activities as much as before because of Internet gaming | 0.83 | 0.87 |
| F5-2: Decrease the amount of other recreational activities because of Internet gaming | 0.83 | 0.86 |
| F5-3: Put Internet gaming before other things | 0.73 | -- |
| F5-4: Decrease the offline contacts with others because of Internet gaming | 0.76 | 0.79 |
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| F6-1: Continued gaming after you understand that Internet gaming has already negatively affected you | 0.76 | 0.76 |
| F6-2: Continued gaming under sleep deficiency | 0.62 | -- |
| F6-3: Continued gaming despite receiving objections from your family | 0.79 | 0.78 |
| F6-4: Continued gaming for pursuing levels, breaking records, and etc. when you should take a break | 0.74 | 0.70 |
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| F7-1: Have deceived others about your enthusiasm for Internet gaming | 0.80 | 0.81 |
| F7-2: Have deceived others about your excessive amount of Internet gaming | 0.95 | 0.95 |
| F7-3: Have deliberately hidden things related to your Internet gaming from others | 0.79 | 0.79 |
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| F8-1: Use of Internet gaming as an escape from the reality | 0.81 | 0.81 |
| F8-2: Use of Internet gaming to relieve a bad mood | 0.93 | 0.95 |
| F8-3: Use of Internet gaming to forget your worries | 0.89 | 0.90 |
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| F9-1: Impaired significant relationship because of Internet gaming | 0.73 | -- |
| F9-2: Disputes or conflicts with your family members or friends because of Internet gaming | 0.76 | 0.76 |
| F9-3: Impaired performance or efficiency at work/study, or even problems, because of Internet gaming | 0.77 | 0.78 |
| F9-4: Impaired significant aspects in your life because of Internet gaming | 0.90 | 0.93 |
| F9-5: Skip school or work because of Internet gaming | 0.71 | -- |
Note: The second-order standardized factor loadings are bolded. The R-squared value of each latent variable are in parentheses.
Reliability and bivariate correlations of the C-IGDC and its nine sub-constructs (N = 464).
| Construct/Sub-Construct | C-IGDC | F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 |
|---|---|---|---|---|---|---|---|---|---|---|
| C-IGDC | (0.92) | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| F1: Preoccupation | 0.70 ** | (0.75) | -- | -- | -- | -- | -- | -- | -- | -- |
| F2: Withdrawal | 0.72 ** | 0.47 ** | (0.68) | -- | -- | -- | -- | -- | -- | -- |
| F3: Tolerance | 0.76 ** | 0.54 ** | 0.62 ** | (0.65) | -- | -- | -- | -- | -- | -- |
| F4: Unsuccessful to control | 0.80 ** | 0.50 ** | 0.55 ** | 0.58 ** | (0.65) | -- | -- | -- | -- | -- |
| F5: Loss of interests | 0.72 ** | 0.37 ** | 0.55 ** | 0.50 ** | 0.53 ** | (0.76) | -- | -- | -- | -- |
| F6: Continued gaming | 0.73 ** | 0.50 ** | 0.41 ** | 0.50 ** | 0.56 ** | 0.44 ** | (0.70) | -- | -- | -- |
| F7: Deception | 0.62 ** | 0.35 ** | 0.38 ** | 0.33 ** | 0.41 ** | 0.43 ** | 0.34 ** | (0.76) | -- | -- |
| F8: Escape/Relief | 0.69 ** | 0.39 ** | 0.37 ** | 0.49 ** | 0.51 ** | 0.36 ** | 0.43 ** | 0.38 ** | (0.79) | -- |
| F9: Problems | 0.74 ** | 0.44 ** | 0.47 ** | 0.42 ** | 0.56 ** | 0.53 ** | 0.50 ** | 0.48 ** | 0.44 ** | (0.72) |
| DSM-5 IGD symptoms | 0.72 ** | 0.51 ** | 0.54 ** | 0.59 ** | 0.59 ** | 0.52 ** | 0.50 ** | 0.48 ** | 0.47 ** | 0.52 ** |
| Internet addiction symptoms | 0.45 ** | 0.22 ** | 0.37 ** | 0.34 ** | 0.37 ** | 0.38 ** | 0.28 ** | 0.28 ** | 0.30 ** | 0.39 ** |
| Weekly gameplay frequency | 0.40 ** | 0.41 ** | 0.20 ** | 0.32 ** | 0.35 ** | 0.17 ** | 0.42 ** | 0.14 ** | 0.25 ** | 0.31 ** |
| Depressive symptoms | 0.28 ** | 0.12 * | 0.21 ** | 0.23 ** | 0.19 ** | 0.24 ** | 0.15 ** | 0.16 ** | 0.29 ** | 0.21 ** |
Note: Cronbach’s α is shown in diagonal parentheses. * p < 0.05, ** p < 0.01.
Cutoff point of the C-IGDC based on the Diagnostic and Statistical Manual of Mental Disorders (DSM-5)-proposed diagnostic criteria of Internet gaming disorders (IGD) (N = 464).
| Cutoff Point (≥) | Sensitivity (%) | Specificity (%) | PPR (%) | NPR (%) | Cohen’s κ | Youden’s Index | DOR |
|---|---|---|---|---|---|---|---|
| 16 | 91.7 | 73.0 | 33.5 | 98.3 | 0.37 | 0.65 | 30.91 |
| 17 | 90.0 | 78.5 | 38.3 | 98.1 | 0.43 | 0.69 | 32.15 |
| 18 | 90.0 | 80.4 | 40.6 | 98.2 | 0.46 | 0.70 | 38.33 |
| 19 | 86.7 | 82.7 | 42.6 | 97.7 | 0.48 | 0.69 | 31.25 |
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| 21 | 76.7 | 87.1 | 46.9 | 96.2 | 0.50 | 0.64 | 22.07 |
| 22 | 68.3 | 90.3 | 51.3 | 95.1 | 0.51 | 0.59 | 20.23 |
Note: Positive Predictive Rate (PPR); Negative Predictive Rate (NPR); Diagnostic Odds Ratio (DOR). The line in bold indicates the optimal cutoff score.