| Literature DB >> 34108895 |
Nasrin Abdoli1, Vahid Farnia1, Mostafa Alikhani1, Dena Sadeghi-Bahmani1,2,3,4, Kenneth M Dürsteler5, Maryam Esmaeili6, Annette Brühl3, Serge Brand1,2,3,7,8.
Abstract
Background: Excessive gaming has become a psychological health issue for both gamers and their social environments. This observation holds true for western but also non-western countries such as Iran. The aim of the present study was to translate and validate a Persian version of the Game Addiction Scale 21 (GAS 21) using a sample of adolescents and adults.Entities:
Keywords: Farsi; Persian; adolesents; adults; game addiction; gaming; validation
Year: 2021 PMID: 34108895 PMCID: PMC8180588 DOI: 10.3389/fpsyt.2021.649276
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Overview of sociodemographic descriptive and statistical indices, separately for male and female participants.
| 221 (53.6) | 191 (46.4) | ||
| M (SD) | M (SD) | ||
| Age (years) | 22.51 (10.43) | 20.68 (9.21) | t(410) = 1.87, |
| Gaming time/day (h) | 4.02 (2.78) | 4.63 (2.91) | t(410) = 2.18, |
| BMI | 22.88 (4.49) | 24.19 (6.03) | t(410) = 2.43, |
| n (%) | n (%) | ||
| Highest educational level (illiterate/compulsory school/high school diploma/higher education) | 2/73/144/2 | 4/66/11/10 | X2(N = 412, df = 3) = 8.48, |
| Current job position (unemployed/employed/student/worker/free-lancer) | 19/19/106/44/33 | 23/15/94/26/33 | X2(N = 412, df = 4) = 4.04, |
| Father had addiction behavior (yes/no) | 18/203 | 12/179 | X2(N = 412, df = 6) = 0.53, |
| Prevalent device of gaming (mobile/tablet/laptop/computer/public device/Xbox®/no preference) | 120/30/12/8/14/3/34 | 88/14/6/10/12/16/45 | X2(N = 412, df = 6) = 21.47, |
| Prevalent place of gaming (home/school/internet café/friends/no preference) | 195/4/9/4/9 | 134/4/23/4/26 | X2(N = 412, df = 4) = 23.63, |
T, trivial effect size; S, small effect size.
Figure 1Structural equation model of the 21 items loading on the initial seven factors.
Items of the Gaming Addiction Scale 21 and their factor loadings.
| GAS15 WITHDRAWAL feeling stressed when unable to play | 0.762 | |||
| GAS13 WITHDRAWAL feeling bad when unable to play | 0.656 | |||
| GAS14 WITHDRAWAL feeling bad when unable to play | 0.647 | |||
| GAS12 RELAPSE failed to reduce time | 0.558 | |||
| GAS5 TOLERANCE increasing amount of time | 0.659 | |||
| GAS3 SALIENCE feeling addicted | 0.633 | |||
| GAS6 TOLERANCE unable to stop once started | 0.590 | |||
| GAS1 SALIENCE playing all day long | 0.561 | |||
| GAS21 PROBLEMS feeling bad after playing a long time | 0.532 | |||
| GAS2 SALIENCE much free time on gaming | 0.669 | |||
| GAS9 MOOD MODIFICATION unable to stop | 0.661 | |||
| GAS8 MOOD MODIFICATION gaming to release stress | 0.625 | |||
| GAS19 PROBLEMS sleep deprivation | 0.508 | |||
| GAS18 CONFLICT lied about duration | 0.775 | |||
| GAS11 RELAPSE angry when unable to play | 0.581 | |||
| GAS17 CONFLICT neglected others | 0.550 |
Comparisons between the factors of the original Game Addiction Scale 21 and the present factors.
| Salience | |
| Tolerance | Feeling addicted |
| Mood modification | |
| Relapse | Relapse |
| Withdrawal | Withdrawal |
| Conflicts | |
| Problems | General problems |
GAS, Game Addiction Scale 21. Factors in italics: factors of the present study with low or double overlap with the original factors.
Correlations between scores of the Gaming Addiction Scale (GAS-21), the Gaming Addiction Scale—Short Form (GAS-7), the Internet Addiction Test (IAT), the General Self-efficacy (GSE), and age, and gaming duration per day.
| 1 | Game Addiction Scale 21 | – | 0.57 | 0.10 | 0.39 | −0.21 | 0.29 |
| 2 | Game Addiction Scale 7 | – | 0.00 | 0.26 | −0.21 | 0.30 | |
| 3 | Generalized Self-efficacy Scale | – | 0.13 | 0.21 | 0.07 | ||
| 4 | Young Internet Addiction Test | – | −0.04 | 0.26 | |||
| 5 | Age (years) | – | −0.17 | ||||
| 6 | Gaming duration (h/day) | – |
p < 0.05;
p < 0.001.