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      Psychometric validation of the Internet Gaming Disorder-20 Test among Chinese middle school and university students

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          Abstract

          Background and aims

          Internet gaming disorder (IGD) was proposed in Diagnostic and Statistical Manual of Mental Disorders of American Psychiatric Association as an area warranting more research attention. High prevalence of excessive Internet game use and related addictions has been reported in China, especially among youth; however, there is a lack of psychometrically and theoretically sound instruments for assessing IGD in the Chinese language.

          Methods

          This study aimed to examine the psychometric properties of a Chinese version of the Internet Gaming Disorder Test (IGD-20 Test) among Chinese middle school ( n = 569; M age = 13.34; 46.2% females) and university students ( n = 523; M age = 20.12; 48.4% females) samples in Beijing, China. All participants voluntarily completed an anonymous questionnaire.

          Results

          Confirmatory factor analysis results showed that the Chinese version of the IGD-20 Test had five factors (i.e., salience-tolerance, mood modification, withdrawal, conflict, and relapse). Measurement invariance was confirmed across the two samples. The test score was positively associated with the modified Young’s Internet Addiction Test for gaming addiction. Concurrent validation was further demonstrated by the IGD-20 Test’s positive correlation with weekly gameplay and depression symptoms. The latent profile analysis showed four different gamer classes (i.e., regular gamers, low-risk engaged gamers, high-risk engaged gamers, and probable disordered gamers), with the estimated prevalence of 2.1% of the last group.

          Discussion and conclusion

          The IGD-20 Test was applicable to Chinese youth and its Chinese version generally demonstrated good psychometric properties.

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          Most cited references34

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          A ‘components’ model of addiction within a biopsychosocial framework

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            Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools.

            Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to Cicchetti (1994) and Groth-Marnat's (2009) criteria and guidelines for sound psychometric assessment. A total of 63 quantitative studies, including eighteen instruments and representing 58,415 participants, were evaluated. Results indicated that reviewed instrumentation may be broadly characterized as inconsistent. Strengths of available measures include: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggests that pathological video-gaming is commonly defined by (1) withdrawal, (2) loss of control, and (3) conflict. It is concluded that a unified approach to assessment of pathological video-gaming is needed. A synthesis of extant research efforts by meta-analysis may be difficult in the context of several divergent approaches to assessment. Copyright © 2013 Elsevier Ltd. All rights reserved.
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              The Conceptualisation and Measurement of DSM-5 Internet Gaming Disorder: The Development of the IGD-20 Test

              Background Over the last decade, there has been growing concern about ‘gaming addiction’ and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included nine criteria for the potential diagnosis of Internet Gaming Disorder (IGD) and noted that it was a condition that warranted further empirical study. Aim: The main aim of this study was to develop a valid and reliable standardised psychometrically robust tool in addition to providing empirically supported cut-off points. Methods A sample of 1003 gamers (85.2% males; mean age 26 years) from 57 different countries were recruited via online gaming forums. Validity was assessed by confirmatory factor analysis (CFA), criterion-related validity, and concurrent validity. Latent profile analysis was also carried to distinguish disordered gamers from non-disordered gamers. Sensitivity and specificity analyses were performed to determine an empirical cut-off for the test. Results The CFA confirmed the viability of IGD-20 Test with a six-factor structure (salience, mood modification, tolerance, withdrawal, conflict and relapse) for the assessment of IGD according to the nine criteria from DSM-5. The IGD-20 Test proved to be valid and reliable. According to the latent profile analysis, 5.3% of the total participants were classed as disordered gamers. Additionally, an optimal empirical cut-off of 71 points (out of 100) seemed to be adequate according to the sensitivity and specificity analyses carried. Conclusions The present findings support the viability of the IGD-20 Test as an adequate standardised psychometrically robust tool for assessing internet gaming disorder. Consequently, the new instrument represents the first step towards unification and consensus in the field of gaming studies.
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                Author and article information

                Journal
                J Behav Addict
                J Behav Addict
                jba
                JBA
                Journal of Behavioral Addictions
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                23 May 2019
                June 2019
                : 8
                : 2
                : 295-305
                Affiliations
                [1 ]Department of Psychology, Faculty of Social Sciences (FSS), University of Macau, Avenida da Universidade, Macao, China
                Author notes
                [* ]Corresponding author: Prof. Dr. Anise M. S. Wu; Department of Psychology, Faculty of Social Sciences (FSS), University of Macau, Avenida da Universidade, Taipa, Macao, China; Phone: +853 8822 8377; Fax: +853 8822 2337; E-mail: anisewu@ 123456um.edu.mo
                Article
                10.1556/2006.8.2019.18
                7044552
                31120320
                5260760c-3de6-4ec2-a8cf-71003e8f6629
                © 2019 The Author(s)

                This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.

                History
                : 24 May 2018
                : 24 October 2018
                : 15 February 2019
                : 19 March 2019
                : 06 April 2019
                Page count
                Figures: 2, Tables: 6, Equations: 0, References: 43, Pages: 11
                Funding
                Funding sources: The research was supported by the research grant of the University of Macau (ref. no.: MYRG2016-00162-FSS). The funding source had no role in the study design, collection, analysis or interpretation of the data, writing the manuscript, or the decision to submit the paper for publication.
                Categories
                Full-Length Report

                igd-20 test,online game,addiction,assessment,youth
                igd-20 test, online game, addiction, assessment, youth

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