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病理性电子游戏行为的共识定义:心理计量评估工具的系统综述

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

机构信息

School of Psychology, The University of Adelaide, Australia.

出版信息

Clin Psychol Rev. 2013 Apr;33(3):331-42. doi: 10.1016/j.cpr.2013.01.002. Epub 2013 Jan 12.

DOI:10.1016/j.cpr.2013.01.002
PMID:23396015
Abstract

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.

摘要

病理性电子游戏,或其在 DSM-V 中的分类“互联网使用障碍”,越来越引起相关健康学科的学者和从业者的关注。本系统综述旨在根据 Cicchetti(1994 年)和 Groth-Marnat(2009 年)的标准和准则,评估病理性电子游戏仪器的标准,以进行良好的心理计量评估。共评估了 63 项定量研究,包括 18 种仪器,代表 58415 名参与者。结果表明,所审查的仪器可能具有不一致的特点。现有测量方法的优点包括:(i)简短易评分,(ii)优秀的内部一致性和收敛效度,以及(iii)可能为青少年人群制定标准化规范提供足够的数据。然而,关键的局限性包括:(a)核心成瘾指标的覆盖不一致,(b)不同的临界值来表示临床状态,(c)缺乏时间维度,(d)维度未经过测试或不一致,以及(e)预测有效性和评分者间可靠性的数据不足。一个新兴的共识表明,病理性电子游戏通常由(1)退出,(2)失去控制,和(3)冲突来定义。结论是需要对病理性电子游戏进行统一的评估。在几种不同的评估方法的背景下,对现有研究成果进行荟萃分析的综合可能是困难的。

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