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中文互联网游戏障碍量表的心理测量特性。

Psychometric properties of the Chinese Internet Gaming Disorder Scale.

作者信息

Sigerson Leif, Li Angel Y-L, Cheung Mike W-L, Luk Jeremy W, Cheng Cecilia

机构信息

Department of Psychology, The University of Hong Kong, Pokfulam Road, Hong Kong.

Department of Psychology, National University of Singapore, 9 Arts Link, Singapore.

出版信息

Addict Behav. 2017 Nov;74:20-26. doi: 10.1016/j.addbeh.2017.05.031. Epub 2017 May 25.

DOI:10.1016/j.addbeh.2017.05.031
PMID:28558336
Abstract

To develop a consensus on the definition and measurement of Internet gaming disorder (IGD), several recent studies have used the DSM-5's proposed criteria for IGD as the basis in scale construction. This study contributes to this emerging consensus by developing and validating a new Chinese Internet Gaming Disorder Scale (C-IGDS) based on the DSM-5 criteria. A representative sample of Hong Kong community adults (n=502, 50% men, mean age=37.1, age range=18-60) was recruited for a telephone survey with random digit dialing. Various statistical techniques were used to assess the psychometric properties of the C-IGDS. The C-IGDS had good reliability (Cronbach's α=0.91) and structural validity (CFA model fit: RMSEA=0.027, CFI=0.991, TLI=0.988) in our sample. Moderate to moderately strong correlations with depressive symptoms (r=0.617, p<0.001), social anxiety symptoms (r=0.366, p<0.001), and gaming hours (r=0.412, p<0.001) supported the criterion validity of the C-IGDS. In addition, the C-IGDS exhibited strict measurement invariance for sex and at least strong measurement invariance for age. In addition to providing the first Chinese scale for measuring IGD based on the DSM-5's proposed criteria, this study provides empirical support for the validity of these diagnostic criteria as the basis for a universal measure of IGD. Most important, this study is the first to reveal the criteria's measurement invariance, thereby indicating their suitability for use with diverse demographic groups.

摘要

为了就网络游戏障碍(IGD)的定义和测量达成共识,最近的几项研究在量表构建中采用了《精神疾病诊断与统计手册》第五版(DSM - 5)中提出的IGD标准作为基础。本研究基于DSM - 5标准开发并验证了一个新的中文网络游戏障碍量表(C - IGDS),为这一新兴的共识做出了贡献。通过随机数字拨号进行电话调查,招募了香港社区成年人的代表性样本(n = 502,50%为男性,平均年龄 = 37.1,年龄范围 = 18 - 60岁)。使用了各种统计技术来评估C - IGDS的心理测量特性。在我们的样本中,C - IGDS具有良好的信度(克朗巴哈α系数 = 0.91)和结构效度(验证性因子分析模型拟合:近似误差均方根 = 0.027,比较拟合指数 = 0.991,塔克 - 刘易斯指数 = 0.988)。与抑郁症状(r = 0.617,p < 0.001)、社交焦虑症状(r = 0.366,p < 0.001)和游戏时长(r = 0.412,p < 0.001)的中度至中度强相关性支持了C - IGDS的效标效度。此外,C - IGDS在性别上表现出严格测量不变性,在年龄上至少表现出强测量不变性。除了提供首个基于DSM - 5提出的标准来测量IGD的中文量表外,本研究还为这些诊断标准作为IGD通用测量基础的有效性提供了实证支持。最重要的是,本研究首次揭示了这些标准的测量不变性,从而表明它们适用于不同的人口群体。

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