Internet Gaming Disorder Scale--Short Form; Polish Version

2018 ◽  
Author(s):  
Bruno Schivinski ◽  
Magdalena Brzozowska-Woś ◽  
Erin M. Buchanan ◽  
Mark D. Griffiths ◽  
Halley M. Pontes
2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
Š Selak ◽  
M Vinko ◽  
M Rehberger ◽  
D Lavtar ◽  
A Korošec

Abstract Background Problematic use of digital technologies has been attracting extensive amount of attention worldwide, especially (internet) gaming disorder (IGD). Prevalence of IGD varies across studies, depending mostly on the methodology, assessment tool and participant group. Despite numerous research on the topic a strong need to better understand technology's impact on population remains in order to better tackle this public health challenge. Methods National Survey on the Use of Tobacco, Alcohol and Other Drugs was conducted in 2018 on a national representative sample (n = 16,000; age: 15-64 years; 62.4% response rate), using mixed-mode (CAWI and CAPI). The final sample consisted of 9,161 respondents, of those 24.2 % (n = 2,212) reported having played a videogame in the last 12 months (gamers-only sample). Prevalence of IGD symptoms was assessed with 9-item Internet Gaming Disorder Scale-Short-Form using 5-point scale (total score: 9-45 points). Disordered and non-disordered gamers were dichotomized with a cut-off point at 36 points with higher scores indicating higher degree of IGD. Results Data shows 0.4% [95% CI:0.2-0.8] of the Slovenian gamers reported to have symptoms of IGD, whereas higher rates were observed within younger population. Namely, 1.0% [95% CI: 0.2-3.9] within 20-24 year olds and 0.7% [95% CI:0.2-2.2] within 15-19 year old. Men (0.5% [95% CI:0.2-1.2]) reported more IGD symptoms than women (0.1% [95% CI:0.0-0.8]). The share of IGD symptoms was also higher among unemployed and those who live without partner. Conclusions Results obtained in present study are consistent with results of comparable studies conducted in other countries. A relatively low share of IGD symptoms in the sample might be due to a high cut-off point. However, obtained data allows for tailored public health interventions in Slovenia, such as awareness raising and prevention and treatment programmes, as well calls for further analyses on IGD epidemiology and research methodology. Key messages 0.4% of the Slovenian residents, who played videogames in the last 12 months reported to have symptoms of internet gaming disorder, with higher rates observed within younger population. The share of population experiencing symptoms of internet gaming disorder in Slovenia is similar to that of other countries where comparable studies were done.


2021 ◽  
Vol 36 (3) ◽  
pp. 451-471
Author(s):  
Amna Rasheed ◽  
Sadaf Ahsan ◽  
Sadaf Zaheer

The objective of the current study was to assess the impact of internet gaming disorder on self-appraisal. Moreover, role of gender as a moderator on the relationship between internet gaming disorder and self-appraisal among university students was also explored. A sample of 300 students was collected through purposive sampling technique, from different universities of Islamabad and Rawalpindi. The participant’s age range was 18-28 years. Self-report measures i.e., Internet Gaming Disorder Scale-short form (Pontes & Griffiths, 2015) and Core Self Evaluation Scale (Judge, Erez, Bono, & Thoresen, 2003) were administered. Results yielded that internet gaming disorder negatively predicted self-appraisal among university students. Moreover, gender worked as a significant moderator on the relationship between internet gaming disorder and self-appraisal. The independent sample t-test showed that males reported a higher level of internet gaming disorder as compared to females. Males showed less self-appraisal as compared to females. This study will help to identify the effects of internet gaming disorder on self-appraisal among university students. Furthermore, intervention plans can also be developed for students by decreasing their gaming activity and increasing their self-appraisal and bringing them back to their normal life.


2021 ◽  
Author(s):  
Vasileios Stavropoulos ◽  
Tyler Michael John Frost ◽  
Taylor Brown ◽  
Peter Gill ◽  
Lee Dymand Kannis

Abstract Background Internet Gaming Disorder (IGD) involves excessive use of Internet games to the extent that one’s everyday life is compromised. It has been suggested that IGD symptoms are dependent on a person’s cultural orientation. However, the range of potential cultural orientation effects on IGD presentations remains largely unknown. The current study aims to further understanding of the role of cultural orientation in IGD, allowing us to develop more culturally responsive and gamer centred IGD prevention and intervention strategies. Methods One thousand and thirty-two participants with internet gaming experience were measured for IGD symptom’s severity using the Internet Gaming Disorder Scale – Short Form (IGDS9-SF) and cultural orientation behaviours via the Individualism & Collectivism Scale (ICS). Latent Class Analysis (LCA) and T-Tests were performed in relation to their responses. Results Upon inspection of the LCA output, two cultural profiles of internet gamers were identified. These included the Collectivism Aversive gamers (CA; 11%) and the Collectivism Neutral gamers (CN; 89%). The CA gamers displayed significantly higher IGD behaviours overall, and, were higher in preoccupation, withdrawal symptoms, tolerance, relapse, deception, escapism/mood modification, and functional impairment compared to CN gamers. There were no differences between CA and CN gamers in loss of interest and conflicts with others. Conclusions The findings suggest that cultural orientation can influence the presentation of IGD. Specifically, those who are less collectivist or less influenced by social groups display greater IGD symptoms and present a profile that requires a different intervention from gamers who are more collectivistic. Researchers and clinicians should emphasize the value of belonging in a collective and experiencing equality with others in relation to mental health and gaming patterns.


2020 ◽  
Author(s):  
Lok Y J Poon ◽  
Hector W H Tsang ◽  
Tsan Y J Chan ◽  
Sze W T Man ◽  
Lok Y Ng ◽  
...  

BACKGROUND The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is among the best with regard to its psychometric properties. Therefore, clinical psychologists are likely guided to use the IGDS9-SF if they want to assess or screen the disordered gaming in their practice. However, the information, especially psychometric evidence, concerning the IGDS9-SF has not been fully examined and summarized. OBJECTIVE This systematic review evaluated the psychometric properties of different language versions of the IGDS9-SF and assessed its methodological quality in order to improve the clinicians’ understanding of the IGDS9-SF and facilitate its use. METHODS Systematic literature searches were carried out using <i>Embase</i>, <i>MEDLINE</i>, <i>PsycINFO</i>, <i>PubMed</i>, <i>ScienceDirect</i>, <i>Scopus</i>, and <i>Web of Science</i>. The review included English-language studies of any research design that have reported at least one psychometric property of the IGDS9-SF, as defined by the COnsensus-based Standards for the selection of health status Measurement INstrument (COSMIN), and have aimed at testing the psychometric properties of the IGDS9-SF. RESULTS In total, 21 studies comprising 15 language versions of the IGDS9-SF were included. Overall, the IGDS9-SF showed adequate internal consistency (although some items did not have satisfactory item-total correlation [IT]), excellent criterion validity, and the ability to distinguish different subgroups with measurement invariance being supported across gender and age. In terms of factor structure, the IGDS9-SF was shown to have a unidimensional factor structure across all 21 studies. CONCLUSIONS Although there is insufficient evidence regarding the responsiveness and properties of the IGDS9-SF using item response theory, the existing evidence supports its use in assessing disordered gaming among individuals.


2022 ◽  
Vol 12 ◽  
Author(s):  
Tao Luo ◽  
Dan Wei ◽  
Jiangfan Guo ◽  
Maorong Hu ◽  
Xuelin Chao ◽  
...  

Background: Internet gaming disorder (IGD) can have long-term severe consequences in affected individuals, especially adolescents and young people. Empirical studies of IGD using the DSM-5 criteria are still lacking. This study aimed to evaluate the contribution of specific criteria to the diagnosis of IGD based on the DSM-5 in the context of Chinese culture.Methods: The Chinese version of the Internet Gaming Disorder Scale–Short Form (IGDS9-SF) was applied to investigate the prevalence of IGD in a general sample of 28,689 middle school students aged 12–19 years from two cities in China.Results: The prevalence of IGD was 4.6% among this adolescent sample. The group of IGD students reported longer weekly gaming times and worse academic performance than the group of non-IGD students. Although “preoccupation” and “playing to escape” were the most frequently reported criteria, the conditional inference trees showed that “give up other activities,” ‘negative consequences,” and “continue despite problems” contributed most to the diagnosis of IGD based on the DSM-5.Conclusions: The prevalence of IGD among Chinese adolescents (ages 12–19) was 4.6%. This study provides evidence for retaining or deleting specific diagnostic criteria by the DSM framework in the future.


2020 ◽  
Author(s):  
Rovena Batista Severo ◽  
Ana Paula Pereira Neto Barbosa ◽  
Daiana Rafaela Canabarro Fouchy ◽  
Fábio Monteiro da Cunha Coelho ◽  
Ricardo Tavares Pinheiro ◽  
...  

2020 ◽  
Author(s):  
Iván Sánchez-Iglesias ◽  
Mónica Bernaldo-de-Quirós ◽  
Francisco J. Labrador ◽  
Francisco J. Estupiñá Puig ◽  
Marta Labrador ◽  
...  

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