2018
DOI: 10.1556/2006.7.2018.92
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Chinese adaptation of the Ten-Item Internet Gaming Disorder Test and prevalence estimate of Internet gaming disorder among adolescents in Taiwan

Abstract: Background and aimsInternet gaming disorder (IGD) is an increasingly important topic and has been included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) research criteria. This study aims to validate the Chinese version of the Ten-Item Internet Gaming Disorder Test (IGDT-10), a self-reported questionnaire based on DSM-5 IGD criteria, and to estimate the prevalence of IGD in adolescents.MethodsThe IGDT-10 was translated to Chinese as a 10-item questionnaire rated on a 3-point Likert scale… Show more

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Cited by 53 publications
(37 citation statements)
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References 34 publications
(50 reference statements)
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“…Among the several researchers who had used the IGDT-10 to investigate the prevalence of IGD, Kir aly et al reported that 2.9% of adolescent and adult gamers were suspected to have IGD (IGDT-10 ≥ 5), 22 whereas Chiu et al reported that 3.1% adolescent gamers were suspected to have IGD (IGDT-10 ≥ 5). 26 After conducting an online survey for adult gamers, Kir aly et al reported IGD prevalence rates (IGDT-10 ≥ 5) of 4.24% and 2.62% among males and females, respectively. 27 Our prevalence rates for suspected IGD were lower than those of previous reports.…”
Section: Discussionmentioning
confidence: 99%
“…Among the several researchers who had used the IGDT-10 to investigate the prevalence of IGD, Kir aly et al reported that 2.9% of adolescent and adult gamers were suspected to have IGD (IGDT-10 ≥ 5), 22 whereas Chiu et al reported that 3.1% adolescent gamers were suspected to have IGD (IGDT-10 ≥ 5). 26 After conducting an online survey for adult gamers, Kir aly et al reported IGD prevalence rates (IGDT-10 ≥ 5) of 4.24% and 2.62% among males and females, respectively. 27 Our prevalence rates for suspected IGD were lower than those of previous reports.…”
Section: Discussionmentioning
confidence: 99%
“…Among middle and high school students in Japan, prevalence was 7.9% for problematic internet use and 15.9% for adaptive internet use, a lower cutoff of the diagnostic questionnaire [ 34 ]. In rural Thailand, 5.4% reached the cutoff for IGD [ 35 ], and in Taiwan 3.1% met that threshold [ 17 ]. Among 2666 urban middle school children in China, prevalence of IGD was 13.0% [ 36 ].…”
Section: Prevalencementioning
confidence: 99%
“…Some early testing utilized an interview procedure to confirm a 5-symptom cutoff for IGD, although a cutoff of 4 was adequate for differentiating between those suffering from IGD and healthy controls [13]. Scales such as the Internet Gaming Disorder Scale and its short form as well as the Internet Gaming Disorder Test (IGDT-10) have been designed and tested demonstrating that fairly short (e.g., 9 or 10 items) assessments can demonstrate strong psychometric properties, support the defined cutoff of 5 symptoms, and successfully measure a single construct [14][15][16][17]. Testing has been done on other assessment tools that are aligned with the IGD criteria including the Clinical Video Game Addiction Test which provided further support for the 5-item cutoff diagnosis [18] and the Chen Internet Addiction Scale-Gaming Version which identified its own cutoff [19].…”
Section: Scales and Assessmentmentioning
confidence: 99%
“…Internet gaming disorder (IGD) was included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) because of its public health importance. Its global prevalence ranges between 0.5% and 6% [1,2,3]. Based on clinical evidence and in the interests of public health [4], gaming disorder (GD) was also recently included in the International Classification of Diseases, Eleventh Revision (ICD-11) [5].…”
Section: Introductionmentioning
confidence: 99%
“…Király developed another widely used measure, the Ten-Item Gaming Disorder Test, which proved to be a valid and reliable instrument for assessing IGD based on DSM-5 criteria [12]. Using the Ten-Item Internet Gaming Disorder Test, Chiu et al reported that the prevalence of IGD among adolescents was 3.1% [2]. That ass the only study to determine the cutoff point based on diagnostic interviewing.…”
Section: Introductionmentioning
confidence: 99%