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Expert appraisal of criteria for assessing gaming disorder: an international Delphi study.评估游戏障碍标准的专家评估:一项国际 Delphi 研究。
Addiction. 2021 Sep;116(9):2463-2475. doi: 10.1111/add.15411. Epub 2021 Feb 1.
2
Assessing ICD-11 gaming disorder in adolescent gamers by parental ratings: Development and validation of the Gaming Disorder Scale for Parents (GADIS-P).采用父母评定评估青少年游戏玩家的 ICD-11 游戏障碍:父母用游戏障碍量表(GADIS-P)的编制与验证。
J Behav Addict. 2021 Jan 7;10(1):159-168. doi: 10.1556/2006.2020.00105.
3
Chronic Sleep Reduction in Childhood and Adolescence.儿童和青少年慢性睡眠减少。
Dtsch Arztebl Int. 2020 Oct 2;117(40):661-667. doi: 10.3238/arztebl.2020.0661.
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An investigation into Video Game Addiction in Pre-Adolescents and Adolescents: A Cross-Sectional Study.对青少年前期和青少年期视频游戏成瘾的调查:一项横断面研究。
Medicina (Kaunas). 2020 May 6;56(5):221. doi: 10.3390/medicina56050221.
5
Assessing ICD-11 Gaming Disorder in Adolescent Gamers: Development and Validation of the Gaming Disorder Scale for Adolescents (GADIS-A).评估青少年游戏玩家的国际疾病分类第11版(ICD-11)游戏障碍:青少年游戏障碍量表(GADIS-A)的开发与验证
J Clin Med. 2020 Apr 2;9(4):993. doi: 10.3390/jcm9040993.
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Screening and assessment tools for gaming disorder: A comprehensive systematic review.游戏障碍筛查和评估工具:全面系统综述。
Clin Psychol Rev. 2020 Apr;77:101831. doi: 10.1016/j.cpr.2020.101831. Epub 2020 Feb 11.
7
Performance of the DSM-5-based criteria for Internet addiction: A factor analytical examination of three samples.基于 DSM-5 的网络成瘾标准的表现:对三个样本的因子分析检验。
J Behav Addict. 2019 Jun 1;8(2):288-294. doi: 10.1556/2006.8.2019.19. Epub 2019 May 23.
8
Bio-psychosocial factors of children and adolescents with internet gaming disorder: a systematic review.患有网络游戏障碍的儿童和青少年的生物心理社会因素:一项系统综述。
Biopsychosoc Med. 2019 Feb 14;13:3. doi: 10.1186/s13030-019-0144-5. eCollection 2019.
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Psychometric assessment of the Internet Gaming Disorder diagnostic criteria: An Item Response Theory study.互联网游戏障碍诊断标准的心理测量评估:一项项目反应理论研究。
Addict Behav Rep. 2018 Jun 30;8:176-184. doi: 10.1016/j.abrep.2018.06.004. eCollection 2018 Dec.
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Bidirectional effects of Internet-specific parenting practices and compulsive social media and Internet game use.互联网特定养育实践与强迫性社交媒体和网络游戏使用的双向影响。
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《三个大型儿童和青少年独立样本中网络成瘾障碍量表的效度和心理测量特性》

Validity and Psychometric Properties of the Internet Gaming Disorder Scale in Three Large Independent Samples of Children and Adolescents.

机构信息

German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Martinistrasse 52, D-20246 Hamburg, Germany.

出版信息

Int J Environ Res Public Health. 2021 Jan 26;18(3):1095. doi: 10.3390/ijerph18031095.

DOI:10.3390/ijerph18031095
PMID:33530635
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7908108/
Abstract

BACKGROUND

Problematic gaming has become a major health issue in children and adolescents resulting in the need for targeted valid and reliable screening instruments. This study aimed to explore the psychometric properties and criterion validity of the widely used 9-item Internet Gaming Disorder Scale (IGDS) in young gamers.

METHODS

Three independent samples were drawn from socio-demographically representative cross-sectional telephone surveys collected in the years 2016 (N = 762), 2017 (N = 777), and 2018 (N = 784) and analyzed separately.

RESULTS

The IGDS revealed psychometric properties suitable for screening in large samples. Cronbach's alpha was 0.563, 0.724, and 0.778. The unidimensionality assumption was challenged. At-risk and pathological gamers compared to normal gamers reported longer digital media use and more emotional symptoms and hyperactivity/inattention with clinical relevance to medium effect sizes. The comparison of at-risk and pathological gamers indicated a partial distinction between the two problematic gaming groups.

CONCLUSIONS

The IGDS could be shown to be an overall suitable and valid tool to identify pathological gamers in childhood and adolescence according to the DSM-5 criteria on a population level. However, the polythetic structure limits comparability with the recent ICD-11 criteria. At-risk gamers appeared as a heterogeneous group warranting more research.

摘要

背景

问题性游戏已成为儿童和青少年的主要健康问题,因此需要有针对性的有效且可靠的筛选工具。本研究旨在探讨广泛使用的 9 项网络成瘾障碍量表(IGDS)在年轻游戏玩家中的心理测量特性和效标效度。

方法

从 2016 年(N = 762)、2017 年(N = 777)和 2018 年(N = 784)的具有代表性的横断面电话调查中抽取了三个独立的样本,并分别进行分析。

结果

IGDS 显示出适合在大样本中进行筛查的心理测量特性。克朗巴赫的α系数分别为 0.563、0.724 和 0.778。单维性假设受到挑战。与正常玩家相比,有风险和病态的游戏玩家报告说,数字媒体的使用时间更长,情绪症状和多动/注意力不集中的情况更多,这与中等效应大小的临床相关。有风险和病态游戏玩家之间的比较表明,这两个有问题的游戏群体之间存在部分区别。

结论

根据 DSM-5 标准,IGDS 可以在人群水平上被证明是一种总体上合适且有效的工具,可用于识别儿童和青少年中的病态游戏玩家。然而,多因素结构限制了与最近的 ICD-11 标准的可比性。有风险的游戏玩家似乎是一个异质群体,需要进一步研究。