1Centre for Health Behaviors Research, School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong, China.
2Department of Psychology, Faculty of Social Sciences, University of Macau, Taipa, Macau, China.
J Behav Addict. 2020 Sep 8;9(3):654-663. doi: 10.1556/2006.2020.00043. Print 2020 Oct 12.
Internet gaming disorder (IGD) has been recognized as a mental illness. Cognitive and emotional illness representations affect coping and health outcomes. Very little is known about such perceptions related to IGD, in both general and diseased populations. This study examined the psychometric properties of the Revised Illness Perception Questionnaire (IPQ-R) for IGD in a general population that included mostly non-cases while a small proportion of the sample was IGD cases.
An anonymous cross-sectional telephone survey was conducted in a random sample of 1,501 Chinese community-dwelling adults (41.3% male; mean age = 40.42, SD = 16.85) in Macao, China.
The confirmatory factor analysis identified a modified 6-factor model (i.e., timeline cyclical, consequences, personal control, treatment control, illness coherence, and emotional representations) of 26 items that showed satisfactory model fit and internal consistency. Criterion-related validity was supported by the constructs' significant correlations with stigma (positive correlations: timeline cyclical, consequence, emotional representations; negative correlations: illness coherence). Ever-gamers, compared to never-gamers, reported higher mean scores in the subscales of personal control and illness coherence, and lower mean scores in time cyclical, consequence, and emotional representations. Among the sampled gamers, probable IGD cases were more likely than non-IGD cases to perceive IGD as cyclical and involved more negative emotions.
This study shows that the revised 26-item version of IPQ-R is a valid instrument for assessing illness representation regarding IGD in a general population of Chinese adults. It can be used in future research that examines factors of incidence and prevention related to IGD.
网络成瘾障碍(IGD)已被确认为一种精神疾病。认知和情绪疾病表现会影响应对方式和健康结果。对于一般人群和患病人群的这种与 IGD 相关的认知,我们知之甚少。本研究旨在考察修订后的疾病感知问卷(IPQ-R)在一般人群中的心理测量特性,该人群主要包括非病例,而一小部分样本为 IGD 病例。
在中国澳门的一个随机抽取的 1501 名社区居住成年人(41.3%为男性;平均年龄=40.42,标准差=16.85)中进行了一项匿名横断面电话调查。
验证性因子分析确定了一个由 26 个项目组成的修改后的 6 因素模型(即时间循环、后果、个人控制、治疗控制、疾病一致性和情绪表现),该模型具有较好的模型拟合度和内部一致性。结构的相关性效度通过与污名(正相关:时间循环、后果、情绪表现;负相关:疾病一致性)的显著相关性得到支持。与从不玩游戏者相比,经常玩游戏者在个人控制和疾病一致性的子量表上的平均得分较高,而在时间循环、后果和情绪表现的子量表上的平均得分较低。在所抽取的游戏者中,可能患有 IGD 的人比非 IGD 者更有可能将 IGD 视为周期性的,并涉及更多的负面情绪。
本研究表明,修订后的 26 项 IPQ-R 版本是评估中国成年人一般人群中 IGD 疾病表现的有效工具。它可用于未来研究与 IGD 发病和预防相关的因素。