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《网络游戏障碍测试(IGDT-10)的心理测量特性及芬兰职业学校学生的游戏问题行为》

Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students.

机构信息

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.

出版信息

Scand J Psychol. 2019 Jun;60(3):252-260. doi: 10.1111/sjop.12533. Epub 2019 Mar 24.

Abstract

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.

摘要

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。

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