The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is widely used to assess Internet Gaming Disorder behaviors. Investigating cultural limitations and implications in its applicability is imperative. One way to evaluate the cross-cultural feasibility of the measure is through measurement invariance analysis. The present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from Australia, the United States of America (USA), and the United Kingdom (UK). To accomplish this, 171 Australian, 463 USA, and 281 UK gamers completed the IGDS9-SF. Although results supported the one-factor structure of the IGD construct, they indicated cross-country variations in the strength of the relationships between the indicators and their respective factor (i.e., non-invariant loadings of items 1, 2, 5), and that the same scores may not always indicate the same level of IGD severity across the three groups (i.e., non-invariant intercepts for items 1, 5, 7, 9).
In the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders(DSM-5), Internet Gaming Disorder (IGD) was included as a tentative disorder worthy of future research. Since then, several psychometric instruments to assess IGD have emerged in the literature, including the 9-item Internet Gaming Disorder Scale-ShortForm (IGDS9-SF), the most brief tool available to date. Research on the effects of IGD in Portugal has been minimal and may be due the lack of psychometrically validated tool to assess this construct within this particular cultural background. Therefore, the aim of the present study was to develop and examine the psychometric properties the Portuguese IGDS9-SF. A total of 509 adolescents were recruited to the present study. Construct validity of the IGDS9-SF was assessed in two ways. Firstly, confirmatory factor analysis (CFA) was performed to investigate the factorial structure of the IGDS9-SF in the sample and the uni-dimensional structure of the IGDS9-SF fitted the data well. Secondly, nomological validation of the IGDS9-SF was carried out and the nomological network analyzed was replicated as expected, further supporting the construct validity of the IGDS9-SF. Criterion validity of the IGDS9-SF was also established using key criterion variables. Finally, the IGDS9-SF also showed satisfactory levels of reliability using several indicators of internal consistency. Based on the results found, the IGDS9-SF appears to be a valid and reliable instrument to assess IGD amongst Portuguese adolescents and further research on IGD in Portugal is warranted.
The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) has been extensively used worldwide to assess Internet Gaming Disorder (IGD) behaviors. Therefore, investigating cultural limitations and implications in its applicability is necessary. The cross-cultural feasibility of a test can be psychometrically evaluated with measurement invariance analyses. Thus, the present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from the United States of America (USA), India, and the United Kingdom (UK). A total of 1013 gamers from the USA (n = 405), India (n = 336), and the UK (n = 272) were recruited. Although the one-factor structure of the IGD construct was supported, cross-country variations were demonstrated considering the way that this was reflected on items assessing preoccupation/salience, tolerance, deception, gaming escapism/mood modification, as well as daily activities' impairment related to gaming. Furthermore, the same scores on items assessing withdrawal symptoms, tolerance, lack of control over gaming engagement, escapism/mood modification and daily activities impairment associated to gaming, have been found to reflect various levels of IGD severity across the three groups. The implications of these results are further discussed in the context of existing evidence regarding the assessment of IGD.
Internet Gaming Disorder [IGD] has recently received nomenclatural recognition from official medical bodies as a potential mental health disorder, despite evident variability and inconsistencies in its core conceptualization and psychometric assessment. In the present review, the authors argue how the adoption of inconsistent criteria and psychometric tools to assess IGD negatively influenced the field. Additionally, this review provides an overview of how the field evolved in terms of its historical developments, present definitions and frameworks, developments in the neuroscientific research, psychometric assessment, and emerging trends in the assessment of gaming addiction. After a careful review of the literature, it was concluded that (i) research on gaming addiction dates back to the 1970 and since then important changes in the field occurred, especially in terms of (ii) definition and conceptualization of the phenomenon, which resulted in a (iii) multiplicity of strategies in the assessment of IGD via inconsistent criteria or psychometric tools. Lastly, it is presented (iv) alternative emerging methods for assessing IGD via sound psychometric tools based on updated and officially recognized conceptualization of the phenomenon of IGD.
The dearth of evidence related to cultural and gender variations of established associations between Internet Gaming Disorder (IGD) and other psychopathologies has been highlighted. Accordingly, the present study examined the association between depression and disordered gaming behaviors, while considering cultural perspectives of vertical individualism (independence and hierarchy) and gender as potentially variating factors. To achieve this, an ethnically diverse online sample of internet gamers from multicultural societies (N = 1032; Australia = 738; 71.5%; USA = 222; 21.5%; other multicultural countries = 72; 13.3%; M age = 24 years; males = 503 [48.7%], females = 529 [51.3%]) completed the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF); the Depression, Anxiety and Stress Scale (DASS-21) and the Individualism and Collectivism Scale (ICS). Regression, moderation and moderated moderation analyses were conducted. Results demonstrated that gamers presenting concurrently with symptoms of depression and vertically individualistic inclinations reported higher levels of disordered gaming behaviors, with no significant gender differences. The findings obtained imply that practitioners globally, and especially in multicultural societies (e.g., Australia, USA), should consider cultural differences when developing prevention and intervention strategies for disordered gaming.
Background and aimsGiven the growing epidemiological research interest concerning Internet addiction, brief instruments with a robust theoretical basis are warranted. The Internet Disorder Scale (IDS-15) is one such instrument that can be used to quickly assess the Internet addiction in an individual. However, only two language versions of the IDS-15 have been developed. This study translated the IDS-15 into Persian and examined its psychometric properties using comprehensive psychometric testing.MethodsAfter ensuring the linguistic validity of the Persian IDS-15, 1,272 adolescents (mean age = 15.53 years; 728 males) completed the IDS-15, Depression Anxiety Stress Scale (DASS), Internet Gaming Disorder Scale – Short Form (IGDS9-SF), and the Bergen Social Media Addiction Scale (BSMAS). Confirmatory factor analysis (CFA), Rasch models, regression analysis, and latent profile analysis (LPA) were carried out to test the psychometric properties of the Persian IDS-15.ResultsBoth CFA and Rasch supported the construct validity of the Persian IDS-15. Multigroup analysis in CFA and differential item functioning in Rasch indicated that male and female adolescents interpreted the IDS-15 items similarly. Regression analysis showed that the IDS-15 correlated with IGDS9-SF and BSMAS (ΔR2 = .12 and .36, respectively) is stronger than the DASS (ΔR2 = .03–.05). LPA based on IDS-15 suggests three subgroups for the sample. Significant differences in depression, anxiety, IGDS9-SF, and BSMAS were found among the three LPA subgroups.ConclusionThe Persian IDS-15 has robust psychometric properties as evidenced by both classical test theory and Rasch analysis.
The activity of play has endured throughout human history and more recently, the Internet has emerged as a playground increasingly populated by gamblers, gamers, shoppers, and social networkers. Research suggests that a minority of online users experience symptoms traditionally associated with substance-related addictions, including mood modification, tolerance, conflict, and salience. Previous research suggests that a combination of individual, situational, and structural characteristics determine whether, and to what extent, individuals engage in various online activities. For instance, it is believed that access, affordability, and anonymity are critical factors that make the Internet viable for the acquisition, development, and maintenance of online addictions. Since the current scientific knowledge of online addiction is copious in scope and appears relatively complex, this paper examines a selection of the main debates in the field, the conceptualization of excessive online behavior as an addiction, and other key controversies.
Growing evidence suggests that the use of the Internet can become dysfunctional and cause negative impacts on daily living. Since its appearance in the psychiatric and clinical psychology literatures, Internet addiction has been almost systematically conceptualized within the framework of behavioral (nonchemical) addictions. Accordingly, the various criteria proposed to define an addiction to the Internet (and related screening tools) were transposed from those established for the diagnosis of substance abuse and disordered gambling. In 2013, the APA decided that evidence is too scarce to allow its inclusion as a new condition in the DSM-5. Indeed, the Internet addiction construct is challenged by both theoretical and empirical concerns. In this talk, I will review the existing evidence supporting the view that conceptualizing the Internet-related disorders as "behavioral addiction" is too restrictive and might result in the simplification of heterogeneous and multi-determined problematic behaviors. Theoretical and clinical implications of this position will be discussed. Finally, I will consider the risks associated with the "pathologization" of every day behaviors. Indeed, nowadays, many daily behaviors and leisure activities tend to be considered as new tentative behavioral addictions, which could eventually deserve the credibility of this important (but emergent) field of research. Background: Understanding the enormous cost of all behavioral addictions worldwide to be in the billions it behooves the entire scientific community to provide answers to the addiction dilemma. Based on a concept called Reward Deficiency Syndrome (RDS) which links drugs, food, and other behavioral addictions like gambling into a common genetic rubric, laboratories across the globe have been actively providing neurobiological and clinical data to enhance our knowledge. Coupling genetic diagnosis of risk; monitoring treatment medications and abstinence from such behaviors; administering dopaminergic agonist modalities and measuring outcomes via gene expression should lead to Reward Deficiency Syndrome Solution System (RDSS). Objectives: Firstly, while many organizations such as NIDA, NIAAA, NIH, APA and ASAM are interested in both genetic risk for addiction and pharmacogenetics of Medication Assisted Treatment (MAT) to enhance clinical outcomes, until recently, there were no known genetic panels showing significant predictability to clinical risk and treatment response. To this aim we are reporting the first such association between genetic addiction risk score (GARS RX ) and addiction severity index (ASI) among patients in a multi-center treatment study. Secondly, utilizing a sophisticated urine drug screen known as Comprehensive Analysis of Reported Drugs (CARD™) to monitor compliance to treatment medications and abstinence from addictive behaviors (e.g. drugs/alcohol, etc. that are used in conjunction with behaviors like gambling) provides an important treatment tool showing improvement of clinical outcome. Thirdly incorporation ...
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