Department of Social Services and Rehabilitation, Oulu University of Applied Sciences, Oulu, Finland.
Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland.
Scand J Psychol. 2019 Jun;60(3):252-260. doi: 10.1111/sjop.12533. Epub 2019 Mar 24.
This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB based on the DSM-5 cut-off threshold was 1.3%. Regression analysis showed that male gender, preference for gaming on a personal computer, gaming time, poor self-perceived health status, and a preference for the solo and multiplayer online battle arenas (MOBA) game genres related positively to PGB scores. These findings demonstrate the appropriateness of the IGDT-10 test for the assessment of problematic gaming among adults, and support further research on PGB in Finland.
本研究旨在调查芬兰版互联网游戏障碍测试(IGDT-10)的心理测量特性,确定芬兰职业学校学生中表现出游戏障碍行为(PGB)的比例,并描述人口统计学因素与预测该人群中 PGB 的游戏特征之间的关系。这项横断面研究涉及 773 名学生(平均年龄 17.5 岁)。使用基于网络的调查确定了社会人口统计学和游戏行为特征。验证性因子分析(CFA)表明,IGDT-10 测试具有适当的心理测量特性。根据 DSM-5 截断值,表现出 PGB 的学生比例为 1.3%。回归分析表明,男性性别、偏好个人计算机游戏、游戏时间、自我感知健康状况不佳、以及偏好单人游戏和多人在线战斗竞技场(MOBA)游戏类型与 PGB 评分呈正相关。这些发现表明 IGDT-10 测试适用于评估成年人的游戏障碍行为,并支持在芬兰进一步研究 PGB。