| Literature DB >> 33101070 |
I-Hua Chen1,2, Daniel Kwasi Ahorsu3, Amir H Pakpour4,5, Mark D Griffiths6, Chung-Ying Lin3,7, Chao-Ying Chen3.
Abstract
BACKGROUND/Entities:
Keywords: child technology use; gaming addiction; psychometrics; smartphone addiction; social media addiction
Year: 2020 PMID: 33101070 PMCID: PMC7495180 DOI: 10.3389/fpsyt.2020.00875
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Participant characteristics (n = 1,108).
| Mean (SD) or n (%) | Missing n | |
|---|---|---|
| Age (Year) | 10.37 (0.95) | 46 |
| Gender (male) | 513 (48.3%) | 9 |
| Grade | 15 | |
| Grade 4 | 328 (30.9%) | |
| Grade 5 | 377 (35.5%) | |
| Grade 6 | 343 (32.3%) | |
| Time on smartphone (hours per day) | 1.11 (1.64) | 27 |
| Time on using social media (hours per day) | 0.40 (0.89) | 43 |
| Time on gaming (hours per day) | 0.76 (1.52) | 38 |
| Depression score | 2.51 (3.61) | 94 |
| Anxiety score | 3.92 (3.86) | 82 |
| Stress score | 4.31 (4.10) | 94 |
Assessed using the Depression, Anxiety, Stress Scale (DASS-21).
Psychometric properties of the three scales in scale level (n = 1,108).
| Psychometric testing | IGDS-SF9 | BSMAS | SABAS | Suggested cutoff |
|---|---|---|---|---|
| Ceiling effects (%) | 0 | 0 | 0 | <20 |
| Floor effects (%) | 24.6 | 28.2 | 25.7 | <20 |
| Internal consistency (Cronbach’s | 0.84 | 0.73 | 0.81 | >0.7 |
| Confirmatory factor analysis (CFA) | ||||
| χ2 ( | 200.71(27) | 25.93 (9) | 19.51 (9) | Nonsignificant |
| Comparative fit index | 0.98 | 0.99 | 1.00 | >0.9 |
| Tucker-Lewis index | 0.98 | 0.99 | 1.00 | >0.9 |
| RMSEA | 0.076 | 0.041 | 0.032 | <0.08 |
| SRMR | 0.067 | 0.033 | 0.023 | <0.08 |
IGDS-SF9, Internet Gaming Disorder Scale–Short-Form; no modification indices were done in the CFA; BSMAS, Bergen Social Media Addiction Scale; no modification indices were done in the CFA; SABAS, Smartphone Application-Based Addiction Scale; no modification indices were done in the CFA; RMSEA, Root-mean square error of approximation; SRMR, Standardized root mean square residual.
Correlation matrix among the studied factors (n = 1,065–1,108).
|
| |||||||||
|---|---|---|---|---|---|---|---|---|---|
| 1.IGDS-SF9 | 2.BSMAS | 3.SABAS | 4.Depression | 5.Anxiety | 6.Stress | 7.Time on smartphone | 8.Time on social media | 9.Time on gaming | |
| 1. | – | ||||||||
| 2. | 0.55 | – | |||||||
| 3. | 0.69 | 0.55 | – | ||||||
| 4. | 0.55 | 0.34 | 0.44 | – | |||||
| 5. | 0.47 | 0.35 | 0.39 | 0.69 | – | ||||
| 6. | 0.52 | 0.37 | 0.42 | 0.69 | 0.75 | – | |||
| 7. | 0.29 | 0.20 | 0.30 | 0.19 | 0.17 | 0.21 | – | ||
| 8. | 0.16 | 0.16 | 0.15 | 0.13 | 0.17 | 0.17 | 0.60 | – | |
| 9. | 0.20 | 0.16 | 0.23 | 0.17 | 0.13 | 0.19 | 0.70 | 0.59 | – |
All p-values < 0.01.
Depression, Anxiety, and Stress were assessed using Depression, Anxiety, Stress Scale (DASS-21); IGDS-SF9, Internet Gaming Disorder Scale–Short-Form; BSMAS, Bergen Social Media Addiction Scale; SABAS, Smartphone Application-Based Addiction Scale.
Item properties and internal consistency (n = 1,108).
| Scale or Item # | Item description | Mean (SD) | Factor loadinga | Item-total correlation |
|---|---|---|---|---|
|
| ||||
| I1 | Preoccupied with gaming behavior | 1.63 (0.88) | 0.60 | 0.63 |
| I2 | Feel more irritability, anxiety when reduce | 1.46 (0.86) | 0.78 | 0.71 |
| I3 | Spend more time to achieve pleasure | 1.61 (0.91) | 0.80 | 0.76 |
| I4 | Systematically fail when trying to control gaming activity | 1.61 (0.95) | 0.64 | 0.63 |
| I5 | Lost interests in previous hobbies | 1.39 (0.85) | 0.75 | 0.69 |
| I6 | Continued your gaming activity despite knowing it was causing problems | 1.35 (0.73) | 0.77 | 0.68 |
| I7 | Deceived about the amount of gaming activity | 1.22 (0.66) | 0.74 | 0.60 |
| I8 | Temporarily escape or relieve a negative mood | 1.79 (1.12) | 0.68 | 0.69 |
| I9 | Jeopardized or lost an important relationship | 1.27 (0.74) | 0.70 | 0.55 |
|
| ||||
| B1 | Salience | 1.62 (0.88) | 0.73 | 0.68 |
| B2 | Craving/tolerance | 1.67 (0.91) | 0.70 | 0.67 |
| B3 | Mood modification | 1.36 (0.75) | 0.67 | 0.61 |
| B4 | Relapse/loss of control | 1.74 (1.06) | 0.65 | 0.68 |
| B5 | Withdrawal | 1.65 (1.02) | 0.68 | 0.68 |
| B6 | Conflict/functional impairment | 1.56 (1.01) | 0.59 | 0.61 |
|
| ||||
| S1 | Most important thing | 2.00 (1.32) | 0.63 | 0.66 |
| S2 | Conflicts have arisen | 1.63 (1.21) | 0.77 | 0.70 |
| S3 | Preoccupying myself | 2.15 (1.42) | 0.69 | 0.71 |
| S4 | Fiddle around more | 1.82 (1.24) | 0.79 | 0.76 |
| S5 | Irritable | 1.78 (1.30) | 0.80 | 0.76 |
| S6 | Fail to use less | 1.90 (1.41) | 0.75 | 0.73 |
IGDS-SF9, Internet Gaming Disorder Scale–Short-Form; BSMAS, Bergen Social Media Addiction Scale; SABAS, Smartphone Application-Based Addiction Scale.
aFactor loadings were derived from confirmatory factor analysis.
Measurement invariance of the IGDS-SF9, BSMAS, and SABAS across gender (n = 1,099).
| Configural modela | Loadings constrained equala | Loadings and thresholds constrained equala | |
|---|---|---|---|
|
| |||
| χ2 ( | 33.16 (18) | 8.30 (5) | 5.16 (5) |
|
| 0.016 | 0.011 | 0.015 |
| CFI or ΔCFI | 0.99 | 0.000 | 0.000 |
| RMSEA or ΔRMSEA | 0.039 | −0.001 | −0.003 |
| SRMR or ΔSRMR | 0.040 | 0.010 | 0.000 |
|
| |||
| χ2 ( | 32.43 (18) | 5.80 (5) | 4.37 (5) |
|
| 0.019 | 0.024 | 0.038 |
| CFI or ΔCFI | 1.00 | 0.000 | 0.000 |
| RMSEA or ΔRMSEA | 0.038 | −0.003 | −0.004 |
| SRMR or ΔSRMR | 0.030 | 0.003 | 0.000 |
|
| |||
| χ2 ( | 199.61 (54) | 21.15 (8) | 19.24 (8) |
|
| <0.001 | <0.001 | <0.001 |
| CFI or ΔCFI | 0.98 | 0.000 | 0.000 |
| RMSEA or ΔRMSEA | 0.070 | −0.002 | −0.001 |
| SRMR or ΔSRMR | 0.053 | 0.003 | 0.000 |
BSMAS, Bergen Social Media Addiction Scale; SABAS, Smartphone Application-Based Addiction Scale; IGDS-SF9, Internet Gaming Disorder Scale-Short Form; CFI, comparative fit index; RMSEA, root mean square error of approximation; SRMR, standardized root mean square residual; aConfigural models are reported using χ2 (df), CFI, RMSEA, and SRMR; other models are reported using Δχ2 (Δdf), ΔCFI, ΔRMSEA, and ΔSRMR.