Dipartimento di Medicina Clinica, Sanità Pubblica, Scienze della Vita e dell'Ambiente, Università degli Studi dell'Aquila, 67100 L'Aquila, Italy.
Dipartimento di Psicologia dei Processi di Sviluppo e Socializzazione, Sapienza Università di Roma, 00185 Roma, Italy.
Int J Environ Res Public Health. 2019 Mar 20;16(6):1008. doi: 10.3390/ijerph16061008.
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aimed at adapting the Gaming Motivation Scale (GAMS) to the Italian context, assessing its psychometric properties and verifying its sensitivity to predict depression and anxiety levels. From a sample of 1899 participants, a group of 388 adolescents who participated in the survey was divided into two subgroups of Heavy (HG, N = 188) and Light Gamers (LG, N = 200). A sub-sample of N = 172 adolescents also filled-in CESD and STAI to assess, respectively, depression and trait anxiety. Internal consistency and factorial structure of the Italian version of GAMS (GAMS-it) have been evaluated. Moreover, a latent regression structural equation model by predicting the CES-D and STAI scores with the GAMS-it factors has been carried out. GAMS-it has adequate validity and reliability levels, showing a very similar factorial structure to the original version. Therefore, this scale can be used to evaluate gaming motivation, which is useful for gaming motivation screening. Finally, it has been found that lower gaming motivation can be related to high level of depression and anxiety. The present findings provide a coherent picture, supporting the reliability and validity of the GAMS-it, that appears potentially useful in predicting anxiety and depression levels in a population of adolescents.
电子游戏在全球青少年中是一种日益流行的活动。本研究旨在将游戏动机量表(GAMS)改编为意大利语版本,评估其心理测量学特性,并验证其预测抑郁和焦虑水平的敏感性。在 1899 名参与者中,有一组 388 名青少年参加了调查,他们被分为两组:重度游戏组(HG,N=188)和轻度游戏组(LG,N=200)。还有一个由 172 名青少年组成的子样本填写了 CESD 和 STAI,分别评估抑郁和特质焦虑。评估了意大利语版 GAMS(GAMS-it)的内部一致性和因子结构。此外,还进行了一个潜在回归结构方程模型,通过 GAMS-it 因子预测 CES-D 和 STAI 分数。GAMS-it 具有足够的信度和效度水平,其因子结构与原始版本非常相似。因此,该量表可用于评估游戏动机,这对于游戏动机筛查很有用。最后,发现较低的游戏动机可能与较高的抑郁和焦虑水平有关。本研究结果提供了一个连贯的画面,支持了 GAMS-it 的可靠性和有效性,该量表在预测青少年人群的焦虑和抑郁水平方面可能具有潜在的作用。