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Feasibility and Efficacy of a Virtual Reality Game-Based Upper Extremity Motor Function Rehabilitation Therapy in Patients with Chronic Stroke: A Pilot Study.虚拟现实游戏为基础的上肢运动功能康复治疗慢性中风患者的可行性和疗效:一项初步研究。
Int J Environ Res Public Health. 2022 Mar 13;19(6):3381. doi: 10.3390/ijerph19063381.
3
Active Video Games Improve Muscular Fitness and Motor Skills in Children with Overweight or Obesity.积极的视频游戏可提高超重或肥胖儿童的肌肉健康和运动技能。
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Evaluation of Happy Sport, an Emotional Education Program for Assertive Conflict Resolution in Sports.快乐运动:体育领域自信冲突解决的情绪教育方案评估。
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Association of General Cognitive Functions with Gaming Use in Young Adults: A Comparison among Excessive Gamers, Regular Gamers and Non-Gamers.年轻人一般认知功能与游戏使用的关联:过度游戏者、经常游戏者和非游戏者的比较
J Clin Med. 2021 May 25;10(11):2293. doi: 10.3390/jcm10112293.
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A Typical Case Report: Internet Gaming Disorder Psychotherapy Treatment in Private Practice.典型案例报告:私人执业中的网络成瘾障碍心理治疗。
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Investigation of Correlated Internet and Smartphone Addiction in Adolescents: Copula Regression Analysis.青少年网络和智能手机成瘾的相关性调查:Copula 回归分析。
Int J Environ Res Public Health. 2020 Aug 11;17(16):5806. doi: 10.3390/ijerph17165806.
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[Adaptation of Internet Gaming Disorder Questionnaire to Turkish:Reliability and Validity Study].《互联网游戏障碍问卷的土耳其语改编:信效度研究》
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Psychometric validation of the Internet Gaming Disorder-20 Test among Chinese middle school and university students.中文网络游戏障碍 20 项测试在我国中学生和大学生群体中的心理测量学验证。
J Behav Addict. 2019 Jun 1;8(2):295-305. doi: 10.1556/2006.8.2019.18. Epub 2019 May 23.
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Korean Validation of the Internet Gaming Disorder-20 Test.《网络赌博障碍 20 项测试的韩国验证》。
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《互联网游戏障碍 20 项测试在厄瓜多尔青少年和年轻人中的心理测量学验证》。

Psychometric Validation of the Internet Gaming Disorder-20 Test among Ecuadorian Teenagers and Young People.

机构信息

Department of Psychology, Universidad Técnica Particular de Loja, Loja 110107, Ecuador.

Departamento de Ciencias de la Computación e Inteligencia Artificial, ETSI Informática y de Telecomunicación, CITIC-UGR, University of Granada, 18071 Granada, Spain.

出版信息

Int J Environ Res Public Health. 2022 Apr 22;19(9):5109. doi: 10.3390/ijerph19095109.

DOI:10.3390/ijerph19095109
PMID:35564503
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9100509/
Abstract

Excessive internet gaming in high prevalence is a very common problem that has been increasing in recent years, especially in teenagers and university students. However, there is a lack of psychometric evaluation for Internet Gaming Disorder in the Latin American context, particularly in Ecuador. This paper aims to examine the psychometric properties of the Spanish version of the Internet Gaming Disorder test (IGD-20 test) in university and high school students (n=2931, Mage=15.99, 57.22% male and 42.51% female). The validation process was performed using one, two, five and six factors taking into account the Spanish, Chinese, Korean, Arabic and Turkish contexts. After checking the models proposed to date, the best fit model was the one with a single factor. Using two samples according to gender (male, female), the invariance has been confirmed with an excellent internal consistency. All, α=0.94; Male, α=0.93; Female, α=0.93). Furthermore, we performed correlation analyses between the IGD-20 Test and socio-demographic variables, and finally, the IGD-20 Test applied to Ecuadorian teenagers and young people demonstrated good psychometric properties.

摘要

过度的互联网游戏在高患病率中是一个非常普遍的问题,近年来一直在增加,尤其是在青少年和大学生中。然而,拉丁美洲,特别是厄瓜多尔缺乏对互联网游戏障碍的心理测量评估。本文旨在检验西班牙语版互联网游戏障碍测试(IGD-20 测试)在大学生和高中生中的心理测量特性(n=2931,平均年龄为 15.99 岁,57.22%为男性,42.51%为女性)。验证过程考虑了西班牙语、中文、韩语、阿拉伯语和土耳其语的背景,采用了单因素、双因素、五因素和六因素模型。在对迄今为止提出的模型进行检查后,最佳拟合模型是具有单一因素的模型。根据性别(男性、女性)使用两个样本,验证了优异的内部一致性的不变性。所有样本,α=0.94;男性样本,α=0.93;女性样本,α=0.93)。此外,我们还对 IGD-20 测试与社会人口统计学变量之间的相关性进行了分析,最后,IGD-20 测试在厄瓜多尔青少年和年轻人中的应用显示出良好的心理测量特性。