Validation française d’une échelle de mesure de l’utilisation problématique des jeux vidéo en ligne : l’Internet Gaming Disorder-20: French validation of a scale evaluating Internet Gaming Disorder: the Internet Gaming Disorder-20

2021 ◽  
pp. 070674372199079
Author(s):  
Cédric Plessis ◽  
Emin Altintas ◽  
Lucia Romo ◽  
Alain Guerrien

Introduction: L’objectif de cette étude est de valider en langue française une échelle de mesure de l’usage problématique des jeux vidéo en ligne ( Internet Gaming Disorder ou IGD): l’Internet Gaming Disorder-20. L’échelle IGD-20 s’inscrit dans le débat sur les déterminants et les facteurs de maintien de l’IGD, trouble introduit dans la section III du DSM-5 et récemment référencé à la classification statistique internationale des maladies et des problèmes connexes sous l’intitulé de « trouble du jeu vidéo ». L’échelle se compose de 20 items séparés en six composantes reposant sur le modèle de l’addiction de Griffiths. Méthode: L’étude a porté sur 166 joueurs de jeux vidéo francophones, recrutés sur des forums spécialisés, jouant en moyenne 21,9 heures par semaine. La version française de l’IGD-20 a été soumise à une analyse factorielle confirmatoire par le biais d’une modélisation en équations structurelles (SEM) afin de retrouver les six facteurs de l’échelle originale (saillance, modification de l’humeur, tolérance, manque, conflits et rechute). Résultat:s L’analyse factorielle confirmatoire par modélisation en équations structurelles montre un ajustement satisfaisant du modèle (RMSEA = 0,063 [0,049; 0,077], CFI = 0,912, TLI = 0,909). Discussion: Une validation en langue française d’un outil tel que l’IGD-20 a un intérêt pour les populations francophones, notamment pour les thérapeutes qui pourront investiguer de façon plus précise le trouble et pour les personnes atteintes qui bénéficieront d’un accompagnement affiné.

2019 ◽  
Vol 54 (7) ◽  
pp. 707-718 ◽  
Author(s):  
Chih-Hung Ko ◽  
Huang-Chi Lin ◽  
Pai-Cheng Lin ◽  
Ju-Yu Yen

Background: Many concerns have been raised regarding the Diagnostic and Statistical Manual of Mental Disorders (5th ed.; DSM-5) criteria for Internet gaming disorder and International Classification of Diseases, 11th Revision (ICD-11) criteria for gaming disorder. Aims: In this study, we demonstrated the diagnostic validity of each criterion for Internet gaming disorder in the DSM-5 in terms of their intensity and frequency thresholds and evaluated functional impairments, unhealthy behaviors and complications among adults with Internet gaming disorder and gaming disorder. Methods: We recruited 69 subjects with Internet gaming disorder, 69 regular gamers and 69 controls without regular gaming based on diagnostic interviewing conducted by a psychiatrist according to the DSM-5 Internet gaming disorder criteria. Results: Except for the ‘deceiving’ and ‘escapism’ criteria, all criteria for Internet gaming disorder had a diagnostic accuracy ranging from 84.7% to 93.5% in differentiating between adults with Internet gaming disorder and regular gamers. A total of 44 participants with Internet gaming disorder (63.8%) fulfilled the gaming disorder criteria. In addition, 89% and 100% of the Internet gaming disorder and gaming disorder groups, respectively, had academic, occupational or social functional impairment. Both the Internet gaming disorder and gaming disorder groups had higher rates of delayed sleep phase syndrome and insomnia. The gaming disorder group also had a higher obesity proportion. Conclusion: The ‘deceiving’ and ‘escapism’ criteria had relatively lower diagnostic accuracy. Both the Internet gaming disorder and gaming disorder groups demonstrated functional impairments and unhealthy behaviors. They also exhibited complications, such as obesity and sleep disorders. These results support the utility of the DSM-5 Internet gaming disorder and ICD-11 gaming disorder criteria in identifying individuals who need treatment for both gaming addiction symptoms and complications resulting from the addiction.


Author(s):  
Marta Beranuy ◽  
Juan M. Machimbarrena ◽  
M. Asunción Vega-Osés ◽  
Xavier Carbonell ◽  
Mark D. Griffiths ◽  
...  

Online gaming is a very common form of leisure among adolescents and young people, although its excessive and/or compulsive use is associated with psychological impairments in a minority of gamers. The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5, Section III) tentatively introduced Internet Gaming Disorder (IGD). Since then, a number of evaluation tools using the DSM-5 criteria have been developed, including the Internet Gaming Disorder Scale–Short Form (IGDS9-SF). The main objective of this study was to translate and adapt the IGDS9-SF into Spanish, as well as to obtain indicators relating to its validity and reliability. The Spanish version of four scales were administered: IGDS9-SF, Mobile Phone-Related Experiences Questionnaire (CERM), Online Gambling Disorder Questionnaire (OGD-Q), and KIDSCREEN-27. The sample comprised 535 Vocational Training students (mean age 18.35 years; SD±2.13; 78.5% males) who reported playing video games in the past 12 months. Confirmatory factor analysis yielded a one-dimensional model with a good fit while the reliability indicators were satisfactory. Findings indicated that 1.9% of gamers were classified with IGD (meeting five or more criteria for more than 12 months). Additionally, another 1.9% were considered gamers ‘at-risk’ because they endorsed four criteria. Positive and significant relationships were found between the IGDS9-SF, the CERM, and the OGD-Q. Participants classified with IGD had poorer health-related quality of life. In conclusion, the Spanish IGDS9-SF is a valid and reliable instrument to assess IGD according to the DSM-5.


2014 ◽  
Vol 39 (9) ◽  
pp. 1361-1366 ◽  
Author(s):  
Hyun Cho ◽  
Min Kwon ◽  
Ji-Hye Choi ◽  
Sang-Kyu Lee ◽  
Jung Seok Choi ◽  
...  

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 3 (2) ◽  
pp. 71-82
Author(s):  
Asti Adwitiya ◽  
Supra Wimbarti

Adiksi video game menjadi perhatian para peneliti di dunia, ditandai munculnya adiksi video game dalam DSM 5 sebagai internet gaming disorder. Namun kebanyakan penelitian tersebut masih berfokus pada remaja meski saat ini, mayoritas anak-anak juga sudah bermain video game dengan berbagai tingkatan motivasi yang melatarbelakanginya. Orangtua sebagai pihak yang memfasilitasi anak dengan perangkat untuk bermain game perlu memediasi interaksi anak dengan game yang dimainkannya. Penelitian ini bertujuan untuk mengetahui hubungan antara motivasi bermain video game dan mediasi orangtua terhadap kecenderungan adiksi video game. Penelitian ini melibatkan 233 anak berusia 9-12 tahun (110 laki-laki ; 123 perempuan).. Analisis jalur yang dilakukan menunjukkan bahwa mediasi gatekeeping menjadi moderator hubungan antara motivasi bermain dengan kecenderungan adiksi video game.


2017 ◽  
Vol 174 (5) ◽  
pp. 486-487 ◽  
Author(s):  
Yuan-Wei Yao ◽  
Marc N. Potenza ◽  
Jin-Tao Zhang

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