Background and aims: 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 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. Methods: 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 gamingrelated websites and gaming-related social-networking-site groups. Results: 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 cutoff score on the IGDT-10 varied between 1.61% and 4.48% in the individual samples, except for the Peruvian sample (13.44%). Conclusions: The IGDT-10 shows robust psychometric properties and appears suitable for conducting cross-cultural and gender comparisons across seven languages.
Aim: The ''time perspective'' becomes increasingly relevant in psychological assessment, but time constraints sometimes prevent the use of the popular Zimbardo Time Perspective Inventory (ZTPI) in its full extent. This study focuses on short versions (ZTPI-short), comprising 3 items for each scale, 15 items in total (18 when Future-Negative is added). Objectives included testing the psychometric properties of the abbreviated ZTPI and optional balancing of the Future scale with its negative counterpart. Method: Two modifications were used, the five-scale form, structurally corresponding to the original ZTPI (Past-Negative, Past-Positive, Present-! The Author(s) 2015 Reprints and permissions: sagepub.co.uk/journalsPermissions.nav Downloaded from Hedonistic, Present-Fatalistic, and Future scales), and a six-scale adaptation with a Future-Negative scale added. Both versions were verified on nationally representative samples in the Czech Republic and Slovakia (N ¼ 2068). Results: Psychometric properties proved to be good with or without the Future-Negative scale as corroborated by adequate scale distribution, by consistency (Cronbach's alpha), reliability between short and long versions, validity of short and long versions with respect to the sociodemographic profile, by results of structural equation modeling confirming international invariance in a comparative multigroup perspective as well as good fit (confirmatory factor analysis) of five-and six-factor model for the Czech and Slovak ZTPI-short (separately or with a pooled sample). The five-scale ZTPI-short had a slightly better model fit than the six-scale version, the Future-Negative scale correlated strongly with the Past-Negative scale. Conclusion: The ZTPI-short is a quality instrument for assessing time perspective and can be recommended for further use.
Background and aimsProblematic internet use (PIU) is a highly prevalent condition with severe adverse effects. The literature suggests that parent-child bonding and parental behavioral control exert protective effects against PIU. However, the most relevant studies rely on simplistic measurement of parenting, cross-sectional designs and mixed-aged samples. Our study analyzed the effect of maternal and paternal parenting on PIU by using a prospective design and a cohort sample of same-aged children.MethodsData from 1,019 Czech 12-year-old sixth-graders who were followed until ninth grade were used. Maternal and paternal responsiveness and strictness were reported by children using the Parental Acceptance-Rejection Questionnaire (PARQ) and the Parental Control Scale (PCS). PIU was measured by the Excessive Internet Use Scale (EIUS).ResultsThe self-reported PIU prevalence in nine-graders (15-year-old) was 8.1%. Parenting, reported by adolescents 18 months before PIU screening, showed significant relationships with PIU: parental responsiveness was negatively and moderately associated, while maternal strictness showed a weak positive association; the authoritative parenting style in both parents decreased PIU, with a PIU probability of 3.21%, while a combination of maternal authoritarian and paternal neglectful parenting was associated with PIU probability as high as 20.9%.Discussion and conclusionsThe self-reported prevalence of PIU in Czech adolescents was found to be high. The effects of parenting on PIU were similar to the effects of parenting on other problematic behavior among adolescents. Our findings showed the need for interventions to prevent PIU by helping parents to apply optimal parenting styles.
Backgrounds and aimsThis study focuses on the role of time perspective (TP) in Internet gaming disorder (IGD). An inventory-based study on 377 massive multiplayer online role playing game players was conducted, followed by a 3-year-follow-up in which 48 active players from the original sample participated. We proposed that TP factors (negative TP and future positive TP) will influence either the current presence of IGD symptoms or the further development of IGD over time. In other words, the effect of TP is stable. Finally, game usage patterns were analyzed in the sense of changes in playing time and IGD symptoms in gamers after 3 years.MethodsTo access the variables, two scales were administered through online inventory, the Zimbardo Time Perspective Inventory-short, and Charlton and Danforths’ Core Addiction Scale, both in 2012 (N = 377) and 2015 (N = 48). The amount of time that gamers usually spent playing were obtained through self-reports.ResultsThe study’s primary presumptions were confirmed. Both negative TP and future positive TP were confirmed as significant predictors of the presence of IGD symptoms, either immediately or in the following 3 years. Data on game usage showed a significant decrease in playing time and IGD symptoms between year 0 and year 3 of the study.
This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.
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