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Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement invariance and cross-cultural validation across seven language-based samples.

https://arctichealth.org/en/permalink/ahliterature299108
Source
Psychol Addict Behav. 2019 Feb; 33(1):91-103
Publication Type
Journal Article
Validation Studies
Date
Feb-2019
Author
Orsolya Király
Beáta Bothe
Jano Ramos-Diaz
Afarin Rahimi-Movaghar
Katerina Lukavska
Ondrej Hrabec
Michal Miovsky
Joël Billieux
Jory Deleuze
Filip Nuyens
Laurent Karila
Mark D Griffiths
Katalin Nagygyörgy
Róbert Urbán
Marc N Potenza
Daniel L King
Hans-Jürgen Rumpf
Natacha Carragher
Zsolt Demetrovics
Author Affiliation
Institute of Psychology.
Source
Psychol Addict Behav. 2019 Feb; 33(1):91-103
Date
Feb-2019
Language
English
Publication Type
Journal Article
Validation Studies
Keywords
Adult
Australia
Behavior, Addictive - diagnosis
Canada
Cross-Cultural Comparison
Czech Republic
Diagnostic and Statistical Manual of Mental Disorders
Factor Analysis, Statistical
Female
Humans
Hungary
Impulsive Behavior
Internet
Iran
Italy
Language
Male
Middle Aged
Norway
Peru
Psychometrics
Reproducibility of Results
Republic of Korea
Research Design
Slovakia
Slovenia
Surveys and Questionnaires
United Kingdom
United States
Video Games
Young Adult
Abstract
The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the Diagnostic and Statistical Manual of MentalDisorders, fifth edition (DSM-5), adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. The present study tested the psychometric properties, including language and gender invariance, in a large international sample of online gamers. In this study, data were collected from 7,193 participants comprising Hungarian (n = 3,924), Iranian (n = 791), English-speaking (n = 754), French-speaking (n = 421), Norwegian (n = 195), Czech (n = 496), and Peruvian (n = 612) online gamers via gaming-related websites and gaming-related social-networking-site groups. A unidimensional factor structure provided a good fit to the data in all language-based samples. In addition, results indicated both language and gender invariance on the level of scalar invariance. Criterion and construct validity of the IGDT-10 was supported by its strong association with the Problematic Online Gaming Questionnaire and moderate association with weekly gaming time, psychopathological symptoms, and impulsivity. The proportions of each sample that met the cut-off score on the IGDT-10 varied between 1.61% and 4.48% in the individual samples, except for the Peruvian sample (13.44%). The IGDT-10 shows robust psychometric properties and appears suitable for conducting cross-cultural and gender comparisons across seven languages. (PsycINFO Database Record (c) 2019 APA, all rights reserved).
PubMed ID
30589307 View in PubMed
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