2016
DOI: 10.1037/pas0000139
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Reliability, factor structure, and measurement invariance of the Dominic Interactive across European countries: Cross-country utility of a child mental health self-report.

Abstract: Large-scale international surveys are important to globally evaluate, monitor, and promote children's mental health. However, use of young children's self-reports in these studies is still controversial. The Dominic Interactive, a computerized DSM-IV–based child mental health self-report questionnaire, has unique characteristics that may make it preeminently appropriate for usage in cross-country comparisons. This study aimed to determine scale score reliabilities (omega) of the Dominic Interactive in a sample… Show more

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Cited by 22 publications
(35 citation statements)
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“…There were no significant associations for the PANSS questions asking about anxiety ( r s = .22, p = .15 for sedentary minutes and r s = .15, p = .32 for percentage of sedentary time)89Kovess-Mastefy et al, 2015 [87]German, Netherlands, Lithuania, Romania, Bulgaria, TurkeyCross-sectionalSchoolchildren (general population)31848.72 yearsParents were asked how long their child spends playing video games on average during the week. Low video game use was defined as 0–60 min per week; moderate use was defined as 61–300 min, and high use was > 300 min.GAD indexes of self-reported mental health computerized cartoon-like assessment tool ‘Dominic Interactive’ for children [88]0 for video game playingPlaying video games (1–5, and 5+ vs. 1 or less h) was not associated with GAD ( OR = 1.08, 95% CI: [0.69, 1.7]; OR = 0.95, 95% CI: [0.53, 1.69], p > .05, respectively)91Kroeders et al, 2013 [89] a AustraliaCross-sectionalStroke patients (chronic illness)19 (53%)66.2 ± 19.3 yearsPAL2 electronic device - dual axis accelerometerAnxiety subscale from Irritability, Depression and Anxiety (IDA) scale [90]- for sitting timePatients with anxiety symptoms compared with those without symptoms tended to spend more time lying (mean 64% vs. 43%), less time sitting (mean 33% vs. 51%), and less time standing or walking (mean 2% vs. 6%). The difference between these groups in time spent lying bordered on significance ( t (17) = − 2.0; p = .06)76Liu et al, 2016 [91] a ChinaCross-sectionalSecondary school pupils/adolescents (general population)13,659 (49%)15.18 ± 1.89 yearsThe Youth Risk Behavior Survey (YRBS) questionnaire [92] ‘How many hours do you watch television or play VG/CU (including activities such as Nintendo, Game box, Xbox, computer games, and the internet) on a typical school day?’ The ST was categorized as: non-ST (0 h/day), occasional ST (> 2 h/day), moderate ST (> 1 to ≤2 h/day), high ST (> 2 h/day)The Multidimensional Anxiety Scale for Children (MASC) [82, 93]+ for TV viewing; + for VG/CU timeMore than 2 h per school day of TV watching was associated with higher risk of anxiety in boys ( OR = 1.43, 95% CI: [1.05, 1.95]) compared with no TV exposure.…”
Section: Methodsmentioning
confidence: 99%
“…There were no significant associations for the PANSS questions asking about anxiety ( r s = .22, p = .15 for sedentary minutes and r s = .15, p = .32 for percentage of sedentary time)89Kovess-Mastefy et al, 2015 [87]German, Netherlands, Lithuania, Romania, Bulgaria, TurkeyCross-sectionalSchoolchildren (general population)31848.72 yearsParents were asked how long their child spends playing video games on average during the week. Low video game use was defined as 0–60 min per week; moderate use was defined as 61–300 min, and high use was > 300 min.GAD indexes of self-reported mental health computerized cartoon-like assessment tool ‘Dominic Interactive’ for children [88]0 for video game playingPlaying video games (1–5, and 5+ vs. 1 or less h) was not associated with GAD ( OR = 1.08, 95% CI: [0.69, 1.7]; OR = 0.95, 95% CI: [0.53, 1.69], p > .05, respectively)91Kroeders et al, 2013 [89] a AustraliaCross-sectionalStroke patients (chronic illness)19 (53%)66.2 ± 19.3 yearsPAL2 electronic device - dual axis accelerometerAnxiety subscale from Irritability, Depression and Anxiety (IDA) scale [90]- for sitting timePatients with anxiety symptoms compared with those without symptoms tended to spend more time lying (mean 64% vs. 43%), less time sitting (mean 33% vs. 51%), and less time standing or walking (mean 2% vs. 6%). The difference between these groups in time spent lying bordered on significance ( t (17) = − 2.0; p = .06)76Liu et al, 2016 [91] a ChinaCross-sectionalSecondary school pupils/adolescents (general population)13,659 (49%)15.18 ± 1.89 yearsThe Youth Risk Behavior Survey (YRBS) questionnaire [92] ‘How many hours do you watch television or play VG/CU (including activities such as Nintendo, Game box, Xbox, computer games, and the internet) on a typical school day?’ The ST was categorized as: non-ST (0 h/day), occasional ST (> 2 h/day), moderate ST (> 1 to ≤2 h/day), high ST (> 2 h/day)The Multidimensional Anxiety Scale for Children (MASC) [82, 93]+ for TV viewing; + for VG/CU timeMore than 2 h per school day of TV watching was associated with higher risk of anxiety in boys ( OR = 1.43, 95% CI: [1.05, 1.95]) compared with no TV exposure.…”
Section: Methodsmentioning
confidence: 99%
“…The DI has been validated in several studies and has been found to be more reliable than structured interviews in the assessment of mental health in young children. A recent study established the construct validity of the DI among the seven participating countries [24]. …”
Section: Methodsmentioning
confidence: 99%
“…Besides prevention and detection of school difficulties, some researchers have proposed screening children at school entry for risk factors for developing mental health problems, but the strategy is a very expensive one [63]. As a low cost alternative, this screening could be done using a computerized instrument such as the Dominique Interactive, which allows screening for mental disorders reliably through game-like testing that appeals to children [64]. The Dominique Interactive, specifically, is available in two versions: one for children 6 to 11 and the other for adolescents 12 to 16 [65].…”
Section: Pan Et Al Demonstrated a Direct Link Between Academicmentioning
confidence: 99%