scholarly journals Measurement invariance across young adults from Hong Kong and Taiwan among three internet-related addiction scales: Bergen Social Media Addiction Scale (BSMAS), Smartphone Application-Based Addiction Scale (SABAS), and Internet Gaming Disorder Scale-Short Form (IGDS-SF9) (Study Part A)

2020 ◽  
Vol 101 ◽  
pp. 105969 ◽  
Author(s):  
Hildie Leung ◽  
Amir H. Pakpour ◽  
Carol Strong ◽  
Yi-Ching Lin ◽  
Meng-Che Tsai ◽  
...  
2019 ◽  
Vol 9 (8) ◽  
pp. 82 ◽  
Author(s):  
Luca Cerniglia ◽  
Marco Guicciardi ◽  
Maria Sinatra ◽  
Lucia Monacis ◽  
Alessandra Simonelli ◽  
...  

Background and aims: Past research on the associations between psychopathological symptoms and technological-based addictions, i.e., Internet Gaming Disorder (IGD) and Social Media Addiction (SMA), showed contradictory results in adolescents and adult populations. The present study investigated correlations between adolescents’ psychopathological risks and impulsivity, IGD and SMA. Methods: A sample of 656 participants (338 males; Mage = 16.32 years) was divided into three age groups (early, mid-, and late adolescence) and completed a battery of scales comprising the (i) Internet Gaming Disorder Scale–Short Form, (ii) Bergen Social Media Addiction Scale, (iii) Barratt Impulsiveness Scale for Adolescents, and (iv) Symptom Checklist-90-R. Results: The significance of the correlations was not corroborated in the basic tables. Significant associations appeared only in the adolescent subgroups, sometimes for bivariate and sometimes for partial correlations and with different patterns of associations between males and females. Moreover, both technological addictions were correlated with impulsiveness in bivariate and partial correlations. Discussion and conclusions: Following a developmentally-oriented approach to determine the patterns of associations between technological behavioral addictions and psychopathology in the specific sub-phases of early-, mid- and late-adolescence, this exploratory research showed how these associations might change depending on the developmental phase and gender of the individual. Future research is needed to provide empirical evidence of specific emotional–psychopathological correlations.


2021 ◽  
pp. 1-6
Author(s):  
Perihan Turhan Gürbüz ◽  
Özge Gizli Çoban ◽  
Ali Erdoğan ◽  
Hilal Yazici Kopuz ◽  
Aslı Sürer Adanir ◽  
...  

2017 ◽  
Vol 16 (2) ◽  
pp. 377-392 ◽  
Author(s):  
Vasileios Stavropoulos ◽  
Charlotte Beard ◽  
Mark D. Griffiths ◽  
Tyrone Buleigh ◽  
Rapson Gomez ◽  
...  

2020 ◽  
Author(s):  
concetta de pasquale ◽  
Federica Sciacca ◽  
Carmela Dinaro ◽  
Zira Hichy

Abstract Background: When the Internet becomes the only interest in an individual's life and everything else is emptied of importance, the isolation in which the subject closes again produces consequences not only from a psychological but also physical and social point of view. The purpose of this study was: a) to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults, b) to explore the associations between the former and psychopathological symptoms, and c) to explore its consequences in social functioning. Methods: The sample included 566 young adults, 324 males and 242 females, aged between 18 and 35 years (M = 22.74; SD = 4.83). They were asked to state their favourite games choice and were administered a demographic questionnaire, the APA symptom checklist based on the diagnostic criteria of IGD in the DSM-5, the Internet Gaming Disorder Scale Short Form (IGD9-SF), the Symptom Checklist-90 Revised (SCL-90 R) and the Social Adaptation Self Evaluation Scale (SASS). Results: The different game types used are distributed as follows: MMORPG (35.7%), flash games (20.3%), multiplayer games (27%), online gambling (9.9%), other games (6.5% ). The results of the study showed high use of videogames (95% of the sample), but low incidence of Internet Gaming Disorder in young adults. Thirty subjects (20 male and 10 female) on 566 (5.3% of the sample) matched five or more criteria for clinical diagnosis of IGD. The data showed a positive correlation between use of online games (total score IGD9-SF), the higher the levels of depression (r = .501), anxiety (r = .361) and psychoticism (r = .431) and the lower the family and extra-family relationships (r = -.383). The linear regression analysis showed that somatization (p = .002), depression (p = .000) and sleep disturbances (p = .003) are predictive variables of internet gaming disorder. Conclusions: This study highlights the need to make a diagnosis of "online gaming addiction" as "independent disorder" to be included in future categorizations according to DSM-5, compared to other addictive behaviors.


2020 ◽  
Vol 11 ◽  
Author(s):  
Hsin-Yi Wang ◽  
Cecilia Cheng

Gaming disorder was listed as a condition for further study in the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in 2013, and measures of the disorder have mushroomed in the years since. The Gaming Disorder Test (GDT) was developed after gaming disorder was officially included in the 11th Revision of the International Classification of Diseases (ICD-11) in 2018. However, it remains unknown whether the GDT, which is based on the ICD-11 framework, is psychometrically similar to or different from the popular nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF) based on the DSM-5 framework. To address this important but unexplored issue, the present study evaluated and compared the psychometric properties of the GDT and IGDS9-SF in a sample of 544 adult gamers (56.2% men; mean age = 28.8, SD = 8.55). The results revealed both measures to have good reliability, structural validity, and criterion validity, with the exception of one IGDS9-SF item with a low factor loading. Moreover, the IGDS9-SF exhibited scalar measurement invariance for gender and age but only partial metric invariance for employment status, whereas the GDT exhibited scalar measurement invariance for all three demographic characteristics. Finally, the GDT displayed incremental validity over the IGDS9-SF in explaining gaming time, but not social anxiety and depressive symptoms. This study thus contributes to the literature by comparing measures derived from distinct gaming disorder diagnostic frameworks empirically. Recommendations for the selection of gaming disorder measures by researchers and practitioners are discussed.


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