| Literature DB >> 35326968 |
Amira Mohammed Ali1, Rasmieh Al-Amer2,3, Maha Atout4, Tazeen Saeed Ali5, Ayman M Hamdan Mansour6, Haitham Khatatbeh7, Abdulmajeed A Alkhamees8, Amin Omar Hendawy9,10.
Abstract
The prevalence of internet gaming disorders (IGD) is considerably high among youth, especially with the social isolation imposed by the ongoing COVID-19 pandemic. IGD adversely affects mental health, quality of life, and academic performance. The Internet Gaming Disorder Scale (IGDS9-SF) is designed to detect IGD according to DSM-IV diagnostic criteria. However, inconsistent results are reported on its capacity to diagnose IGD evenly across different cultures. To ensure the suitability of the IGDS9-SF as a global measure of IGD, this study examined the psychometric properties of the IGDS9-SF in a sample of Sri Lankan university students (N = 322, mean age = 17.2 ± 0.6, range = 16-18 years, 56.5% males) and evaluated its measurement invariance across samples from Sri Lanka, Turkey, Australia, and the USA. Among Sri Lankan students, a unidimensional structure expressed good fit, invariance across different groups (e.g., gender, ethnicity, and income), adequate criterion validity (strong correlation with motives of internet gaming, daily gaming duration, and sleep quality), and good reliability (alpha = 0.81). Males and online multiplayers expressed higher IGD levels, greater time spent gaming, and more endorsement of gaming motives (e.g., Social and Coping) than females and offline players. Across countries, the IGDS9-SF was invariant at the configural, metric, and scalar levels, although strict invariance was not maintained. The lowest and highest IGD levels were reported among Turkish and American respondents, respectively. In conclusion, the IGDS9-SF can be reliably used to measure IGD among Sri Lankan youth. Because the scale holds scalar invariance across countries, its scores can be used to compare IGD levels in the studied countries.Entities:
Keywords: Internet Gaming Disorder Scale 9—Short Form (IGDS9-SF); coronavirus disease 2019/COVID-19; cultur*/collectivisti*/individualis*; factorial structure/psychometric properties/structural validity/validation; game type; gender; invariance; university students
Year: 2022 PMID: 35326968 PMCID: PMC8953588 DOI: 10.3390/healthcare10030490
Source DB: PubMed Journal: Healthcare (Basel) ISSN: 2227-9032
Sociodemographic, academic, and gaming characteristics of university students from Sri Lanka.
| Participant Characteristics | (N = 322) |
|---|---|
| Age in years mean (SD) | 17.2 ± 0.6 |
| Gender | |
| Males | 182 (56.5%) |
| Females | 140 (43.5%) |
| Ethnicity | |
| Sinhala | 249 (77.3%) |
| Others | 73 (22.7%) |
| Language used | |
| Sinhala | 152 (47.2%) |
| English | 170 (52.8%) |
| Major | |
| Physical education | 88 (27.3%) |
| Commerce | 106 (32.9%) |
| Biology | 67 (20.8%) |
| Arts | 51 (15.9%) |
| Others | 10 (3.1%) |
| Monthly income per household (SLR) ▲ | |
| <100,000 | 124 (38.5%) |
| <200,000 | 106 (32.9%) |
| >200,000 | 92 (28.6%) |
| Gaming Type | |
| Offline single player | 109 (33.9) |
| Online multiplayer | 164 (50.9) |
| Online single player | 49 (15.2) |
| Gaming hours/day | |
| One hour or less | 172 (53.4) |
| Two to three hours | 91 (28.3) |
| More than three hours | 59 (18.3) |
| Device | |
| Mobile | 206 (64.0%) |
| Others | 116 (36.0%) |
| Sleep hours/day | |
| Five hours or less | 102 (31.7%) |
| Six hours or more | 220 (68.3.2%) |
SLR: Sri Lankan rupee; ▲: one SLR is equal to $0.0049 or €0.0044.
Goodness-of-fit indices for the one-factor structure of the Internet Gaming Disorder Scale 9—Short form (IGDS9-SF) among university students from Sri Lanka, its invariance across countries, normality tests, and internal consistency.
| Groups | Invariance Levels | χ2 | df |
| Δχ2 | Δdf | CFI | ΔCFI | TLI | ΔTLI | RMSEA | ΔRMSEA | SRMR | W ◭ | Coefficient Alpha | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Countries | Sri Lanka | 41.85 | 27 | 0.034 | 0.978 | 0.970 | 0.041 | 0.0357 | 0.961 | 0.811 | ||||||
| Turkey | 73.68 | 26 | 0.001 | 0.967 | 0.954 | 0.076 | 0.0353 | 0.838 | 0.902 | |||||||
| Australia | 109.95 | 25 | 0.001 | 0.965 | 0.950 | 0.068 | 0.0359 | 0.950 | 0.862 | |||||||
| USA | 113.02 | 25 | 0.001 | 0.967 | 0.953 | 0.069 | 0.0350 | 0.965 | 0.876 | |||||||
| Configural | 351.23 | 108 | 0.001 | 0.956 | 0.941 | 0.038 | 0.0357 | |||||||||
| Metric | 459.81 | 132 | 0.001 | 108.578 | 24 | 0.001 | 0.940 | 0.016 | 0.935 | 0.006 | 0.040 | −0.002 | 0.0577 | |||
| Scalar | 473.97 | 135 | 0.001 | 14.163 | 3 | 0.003 | 0.938 | 0.002 | 0.934 | 0.001 | 0.041 | −0.001 | 0.0735 | |||
| Strict | 1307.43 | 162 | 0.001 | 833.458 | 27 | 0.001 | 0.791 | 0.147 | 0.814 | 0.120 | 0.068 | 0.027 | 0.1086 |
χ2: chi-square; df: degrees of freedom; CFI: comparative fit index; TLI: Tucker–Lewis index; RMSEA: root mean square error of approximation; SRMR: standardized root mean residual; ◭: Shapiro–Wilk W test with all p values < 0.01; values in boldface indicate variance.
Figure 1Factor structure of the Internet Gaming Disorder 9—Short Form (IGDS9-SF) among participants from Sri Lanka (a), Turkey (b), Australia (c), and the USA (d).
Descriptive statistics of and correlation of the Internet Gaming Disorder Scale 9—Short form (IGDS9-SF) with criterion variables among university students from Sri Lanka.
| Variables | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1. IGDS9-SF | - | |||||||||||
| 2. Gender | 0.235 ** | - | ||||||||||
| 3. Ethnicity | 0.131 * | 0.288 ** | - | |||||||||
| 4. Sleep quality | −0.120 * | 0.082 | 0.000 | - | ||||||||
| 5. Gaming hours/day | 0.532 ** | 0.312 ** | 0.170 ** | −0.066 | - | |||||||
| 6. Self-esteem | −0.104 | 0.084 | 0.030 | 0.193 ** | -.008 | - | ||||||
| 7. Social | 0.514 ** | 0.204 ** | −0.014 | −0.038 | 0.463 ** | 0.033 | - | |||||
| 8. Escape | 0.616 ** | 0.123 * | 0.043 | −0.161 ** | 0.383 ** | −0.122 * | 0.537 ** | - | ||||
| 9. Competition | 0.367 ** | 0.085 | 0.028 | −0.059 | 0.340 ** | 0.017 | 0.495 ** | 0.452 ** | - | |||
| 10. Coping | 0.513 ** | 0.119 * | −0.042 | −0.134 * | 0.295 ** | −0.149 ** | 0.503 ** | 0.708 ** | 0.426 ** | - | ||
| 11. Skill development | 0.398 ** | 0.060 | −0.098 | −0.030 | 0.334 ** | −0.057 | 0.552 ** | 0.538 ** | 0.534 ** | 0.590 ** | - | |
| 12. Fantasy | 0.451 ** | 0.145 ** | 0.073 | −0.074 | 0.321 ** | −0.017 | 0.469 ** | 0.604 ** | 0.459 ** | 0.505 ** | 0.497 ** | - |
| 13. Recreation | 0.389 ** | 0.295 ** | 0.098 | 0.020 | 0.448 ** | −0.024 | 0.464 ** | 0.254 ** | 0.356 ** | 0.439 ** | 0.418 ** | 0.322 ** |
| Median | 18.0 | - | - | 7.0 | - | 4.0 | 8.0 | 7.0 | 9.0 | 9.0 | 8.0 | 7.0 |
| IQR (Q1–Q3) | 13.0–22.0 | - | - | 5.0–8.0 | - | 3.0–4.0 | 5.0–8.0 | 5.0–10.0 | 6.0–12.0 | 7.0–12.0 | 5.8–12.0 | 4.0–10.0 |
*: p < 0.05; **: p < 0.01.