2019
DOI: 10.1037/adb0000433
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Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement invariance and cross-cultural validation across seven language-based samples.

Abstract: 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 c… Show more

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Cited by 83 publications
(73 citation statements)
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References 61 publications
(79 reference statements)
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“…High levels of measurement invariance were demonstrated across language-based and gender-based groups. In the case of language-based groups, the highest level of invariance was achieved, suggesting that the CSBD-19 may be used reliably in future cross-cultural studies assessing CSBD and the differences in CSBD scores may be attributed to actual differences between the language-based samples, and not to methodological shortcomings (Kir aly et al, 2019).…”
Section: Discussionmentioning
confidence: 98%
“…High levels of measurement invariance were demonstrated across language-based and gender-based groups. In the case of language-based groups, the highest level of invariance was achieved, suggesting that the CSBD-19 may be used reliably in future cross-cultural studies assessing CSBD and the differences in CSBD scores may be attributed to actual differences between the language-based samples, and not to methodological shortcomings (Kir aly et al, 2019).…”
Section: Discussionmentioning
confidence: 98%
“…The IGDT‐10 is also well positioned as a contemporary psychometric instrument to assess PGB because of its alignment with the IGD criteria, ease of use and validity in assessing (Király et al ., ; Király Bőthe, Ramos‐Diaz et al ., ). Moreover, the IGDT‐10 is the first instrument based on the IGD criteria that its gender and language invariance has tested in a large international sample (across seven languages from diverse regions, including Hungarian, Iranian, English, French, Norwegian, Czech, and Peruvian) of more than 7,000 online gamers (Király et al ., ).…”
Section: Introductionmentioning
confidence: 97%
“…According to recent studies, the prevalence of PGB among European gamers is between 1.2% and 5.5% based on the DSM‐5 criteria (e.g., Király et al ., , ; Lemmens et al ., ; Pontes, Macur & Griffiths, ; Rehbein, Kliem, Baier, Mößle & Petry, ). A Finnish study found that the risk of PGB among adolescents is 0.9% (Männikkö, Demetrovics, Ruotsalainen, Myllymäki, Miettunen & Kääriäinen, ).…”
Section: Introductionmentioning
confidence: 99%
“…However, very little attention has been paid to the societal and cultural parameters associated with gaming, even in cross-cultural studies. These tend to have a robust psychometric approach that usually guarantees measurement invariance across languages (8, 9) and focus on individual factors (10, 11). However, these recent studies suggest an integrative biocultural approach (i.e., to distinguish universal as opposed to culturally contingent dimensions of human suffering) as well as addressing socio-cultural factors and how these impact on mental health (in general) and problem gaming as a potential form of behavioral addiction (more specifically).…”
Section: Introductionmentioning
confidence: 99%