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1.
Addict Behav Rep ; 20: 100563, 2024 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-39282470

RESUMO

Gaming disorder (GD) is a growing public health issue requiring reliable screening and diagnostic tools. A commonly used tool for assessing GD is the Gaming Disorder Test (GDT). The GDT assesses GD based on International Classification of Diseases 11th Revision (ICD-11) criteria; however, its psychometric testing has been conducted across studies but yet snythesized. This meta-analysis aimed to synthesize psychometric data regarding the GDT globally. Adhering to pre-registration, a comprehensive search across databases identified 17 eligible studies (n=22,000) in 14 languages reporting on the psychometric properties of the GDT, especially its Cronbach's alpha. The pooled Cronbach's alpha was 0.86 (95% CI: 0.83-0.89), indicating excellent internal consistency. Although significant heterogeneity was observed (I2= 98.54%), prediction intervals suggested true outcomes likely shared a positive direction. No moderating effects were found regarding sample characteristics, study quality, or geographical location. The meta-analysis provides robust and quantitative evidence supporting the internal consistency of the GDT across diverse populations. Moreover, qualitative synthesis indicates that the GDT has strong psychometric properties without risk of bias across the analyzed studies, indicating the GDT's ability to assess GD globally. However, the heterogeneity suggests cautious interpretation of the reliability estimates.

2.
J Psychiatr Res ; 175: 192-199, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38739952

RESUMO

In 2019, Gaming Disorder (GD) was acknowledged as an official diagnosis by the World Health Organization. The Gaming Disorder Test (GDT) is the most widely used tool to measure GD; however, due to its novelty, various measurement properties are still unexplored, and the number of validated language variants is still limited. The present study is the first to assess the psychometric properties of the Czech version of the GDT. Further, it focuses on its temporal prevalence and stability, gaming genre invariance, and criterion validity. A large-scale sample of adult Czech gamers collected at two points within nine months was analysed - T1 N = 5356; T2 N = 6077; longitudinal sample N = 1430. Confirmatory factor analysis (CFA), structural equation modelling (SEM), and multigroup CFA were employed to assess the measurement invariance. The study confirmed the one-factor structure of the GDT and showed that it is invariant across preferred gaming genres and the time of data collection. It showed a negative relationship with life satisfaction and a positive relationship with anxiety, even when controlling for their mutual relationships. The prevalence in the longitudinal sample was equal to or below 1.9% in each wave, but only 0.5% in the longitudinal sample (hence n = 7 participants fulfilled in both waves the criteria for GD). The study suggests that the Czech version of the GDT has good psychometric properties, including temporal stability and invariance across gaming genres, so it is suitable for the survey type and epidemiological investigation of the ICD-11's Gaming Disorder.


Assuntos
Psicometria , Humanos , República Tcheca/epidemiologia , Masculino , Psicometria/normas , Psicometria/instrumentação , Estudos Longitudinais , Feminino , Adulto , Adulto Jovem , Prevalência , Adolescente , Transtorno de Adição à Internet/diagnóstico , Transtorno de Adição à Internet/epidemiologia , Escalas de Graduação Psiquiátrica/normas , Reprodutibilidade dos Testes , Pessoa de Meia-Idade
3.
Asian J Psychiatr ; 86: 103638, 2023 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-37285663

RESUMO

Currently, six instruments have been developed using the 11th revision of the International Classification of Diseases (ICD-11) criteria for Gaming Disorder (GD). Two of these are the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A). The present study validated both the GDT and GADIS-A among a large sample of Chinese emerging adults. Via an online survey, 3381 participants (56.6% females; mean age = 19.56 years) completed the Chinese versions of the GDT, GADIS-A, Internet Gaming Disorder-Short Form (IGDS9-SF), and Bergen Social Media Addiction Scale (BSMAS). Confirmatory factor analysis was used to examine the factor structure of the Chinese GDT and GADIS-A. Pearson correlations were computed to examine the convergent validity (with IGDS9-SF) and divergent validity (with BSMAS) of the Chinese GDT and Chinese GADIS-A. The GDT had a unidimensional structure, which was invariant across sex and disordered gaming severity subgroups. The GADIS-A had a two-factor structure, which was also invariant across gender and gaming severity subgroups. Both the GDT and GADIS-A had significant associations with both IGDS9-SF and with BSMAS. Both the Chinese GDT and GADIS-A are valid instruments to assess GD among emerging adults in mainland China, enabling healthcare providers to adopt these tools in their efforts to prevent and examine GD severity among Chinese youth.


Assuntos
Comportamento Aditivo , Jogos Recreativos , Escalas de Graduação Psiquiátrica , Humanos , Adolescente , Psicometria , Masculino , Feminino , Adulto Jovem , Adulto , Transtorno de Adição à Internet , Comportamento Aditivo/diagnóstico , China , Idioma , Jogos de Vídeo
4.
Addict Behav Rep ; 17: 100485, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-36941849

RESUMO

Introduction: Young adulthood is considered a critical period in terms of non-medical use of sedatives/hypnotics (NMUSH) as well as different types of behavioral addictions (BAs). However, the relationship between these behaviors has received scarce attention among young adult samples. Therefore, the aim of the present study was to investigate the association between NMUSH and symptoms of distinct BAs among young adults. Materials and methods: Analyses were conducted based on the data of two large sample studies (including a representative sample) carried out with young adult samples. The following BAs were assessed: problematic internet use, problematic video gaming, problematic social media use, problem gambling, exercise addiction, eating disorders, compulsive buying behavior, problematic mobile phone use, work addiction, and hair pulling. Symptoms of distinct BAs were analyzed in three groups formed based on the NMUSH: non-users, lifetime users, and current users. Results: The symptoms of problematic internet use, problematic social media use, problem gambling, exercise addiction, eating disorders, compulsive buying behavior and work addiction were significantly more severe among lifetime and/or current non-medical sedative and hypnotic users, compared to the non-user participants. The symptoms of problematic mobile phone use were the most severe in the non-user group. Conclusions: The results suggest co-occurrence between NMUSH and distinct BAs among young adults. These findings draw attention to the need for preventive interventions for this high-risk population.

5.
J Behav Addict ; 11(4): 1024-1034, 2022 Dec 27.
Artigo em Inglês | MEDLINE | ID: mdl-36194503

RESUMO

Background and aims: Although the Ten-Item Internet Gaming Disorder Test (IGDT-10) has been translated into Japanese and widely used, the Japanese version has not previously been validated. We used the clinical diagnosis of IGD as a gold standard for validating the test. Methods: The Japanese version was validated using 244 gamers drawn from the general young population in Japan. Expert interviews using the Japanese version of the Structured Clinical Interview for Internet Gaming Disorder evaluated diagnoses of Internet gaming disorder (IGD). This resulted in a diagnosis of IGD for eight individuals, categorized as the gold standard group. The screening performance of the two Japanese versions with different scoring conditions was examined: the scoring method proposed by the original study (original version) and a less stringent scoring method where responses of either "often" or "sometimes" were regarded as affirmative (modified version). Results: The results of the sensitivity and specificity analyses, the Cronbach's alpha and the receiver operating characteristics analysis revealed a higher screening performance for the modified versus the original version. The optimum cutoff for the modified version was 5 or more - the sensitivity, specificity, and Youden's index were 87.5, 85.2, and 72.7%, respectively. The rate of probable IGD using the original and modified versions were 1.8% and 11.3%, respectively. Discussion and conclusion: A less stringent scoring method for the Japanese version of IGDT-10 showed a higher screening performance than the original scoring method. Future studies comprising different ethnic groups and gaming cultures should further examine the suggested scoring method.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Humanos , Psicometria , Japão , Transtorno de Adição à Internet , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Reprodutibilidade dos Testes , Internet
6.
Int J Ment Health Addict ; : 1-24, 2022 Oct 05.
Artigo em Inglês | MEDLINE | ID: mdl-36217446

RESUMO

In 2019, Gaming Disorder (GD) was officially recognised by the World Health Organization (WHO) as an official mental health disorder. Currently, the Gaming Disorder Test (GDT) is one of the most widely utilised psychometric tools to assess GD symptoms according to the WHO framework. In this context, the present study aimed to develop the Polish version of the GDT so that this tool can be used within the Polish cultural context. Additionally, the research aimed to ascertain the psychometric properties and appropriateness of the Polish GDT. To achieve this goal, the Polish GDT was investigated in terms of its validity, reliability, and gender measurement invariance through two studies. Accordingly, study 1 recruited a total of 675 gamers (340 female; Meanage = 31.74 years; SD = 7.75 years; range: 15-45 years) and study 2 comprised 575 gamers (275 female; M age = 29.45 years; SD = 4.25 years; range: 18-35 years). A Confirmatory Factor Analysis (CFA) was used to assess psychometric properties of the Polish GDT. The reliability was assessed using Cronbach's alpha, McDonald's omega, and Average Variance Extracted. Gender measurement invariance was investigated using multiple-group CFA, and the unidimensionality was tested using mean of item residual absolute loadings (MIREAL), explained common variance (ECV), and unidimensional congruence (UC). The results of the psychometric analysis showed that the Polish GDT had a one-factor structure. Additionally, the present study demonstrated that the Polish GDT exhibited adequate levels of convergent validity, reliability, and strict gender measurement invariance. These findings suggest that the Polish version of GDT is a suitable psychometric test to assess GD and facilitate research on GD. Supplementary Information: The online version contains supplementary material available at 10.1007/s11469-022-00929-4.

7.
Addict Behav ; 134: 107416, 2022 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-35901542

RESUMO

The present study investigates the relationship between Gaming Disorder (GD) and individual differences in gaming motives and how they might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group included the remaining non-professional gamers (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD was assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become professional were very similar regarding their gaming motive expressions. In contrast, non-professional gamers without esports ambitions scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared across the three gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand competitive gaming in the context of esports.

8.
Int J Ment Health Addict ; : 1-19, 2021 Dec 06.
Artigo em Inglês | MEDLINE | ID: mdl-34899099

RESUMO

Gaming Disorder (GD) has been recently added to the eleventh revision of the International Classification of Diseases (ICD-11) by the World Health Organization (WHO), as such, psychometrically sound psychological measures are required to assess this disorder. The objective of this study was to investigate the psychometric properties of the Spanish Gaming Disorder Test (GDT) by assessing its dimensionality, reliability, convergent validity, and associations with other variables of importance through polytomous Item Response Theory (IRT) and Measurement Invariance (MI) analysis across genders. To achieve this, a sample of 538 gamers (42.94% female, meanage = 23.29 years, SD = 7.24) was recruited. The results obtained supported a one-factor structure for the Spanish GDT with adequate reliability and convergent validity. Furthermore, satisfactory goodness of fit in the partial credit model (PCM) with more precise scores at high trait levels to assess GD was found, and strict invariance across genders was supported. These findings attest to the suitability of the Spanish GDT for clinical assessment and research on disordered gaming beyond community samples. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s11469-021-00704-x.

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