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青少年游戏成瘾筛查工具的开发与内容效度:游戏成瘾识别测试(GAIT)

Development and content validity of a screening instrument for gaming addiction in adolescents: the Gaming Addiction Identification Test (GAIT).

作者信息

Vadlin Sofia, Åslund Cecilia, Nilsson Kent W

机构信息

Centre for Clinical Research, Västmanlands County Hospital, Västerås, Sweden.

出版信息

Scand J Psychol. 2015 Aug;56(4):458-66. doi: 10.1111/sjop.12196. Epub 2015 Jan 23.

Abstract

This study describes the development of a screening tool for gaming addiction in adolescents - the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (n = 7), experiential adolescent raters (n = 10), and parent raters (n = 10) estimated the content validity of each item (I-CVI) as well as of the whole scale (S-CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I-CVI and S-CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I-CVI value of 0.78 and the S-CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion-related validity, as well as its reliability in both clinical settings and in community settings with adolescents.

摘要

本研究描述了一种针对青少年游戏成瘾的筛查工具——游戏成瘾识别测试(GAIT)的开发过程。其开发基于关于游戏和成瘾的研究文献。一个由专业评估者(n = 7)、有经验的青少年评估者(n = 10)和家长评估者(n = 10)组成的专家小组评估了每个项目的内容效度(I-CVI)以及整个量表的内容效度(S-CVI/Ave),并参与了关于GAIT量表的认知访谈。与推荐的最低I-CVI值0.78和S-CVI/Ave值0.90相比,I-CVI和S-CVI/Ave的平均得分在0.97至0.99之间。在内容效度评分方面,不存在性别差异,专家小组之间也没有差异。在认知访谈中,对该量表的总体评价没有差异。我们的结论是,GAIT在捕捉游戏成瘾方面显示出良好的内容效度。GAIT需要进一步研究其结构效度(收敛效度和区分效度)和与标准相关的效度的心理测量特性,以及其在临床环境和青少年社区环境中的可靠性。

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