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印度尼西亚十项网络成瘾测试的心理测量特性及青少年游戏人群的潜在类别分析。

Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths.

机构信息

Department of Psychiatry, Faculty of Medicine, Universitas Indonesia-dr, Cipto Mangunkusumo General Hospital, Jakarta, Indonesia.

出版信息

PLoS One. 2022 Jun 14;17(6):e0269528. doi: 10.1371/journal.pone.0269528. eCollection 2022.

DOI:10.1371/journal.pone.0269528
PMID:35700179
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9197045/
Abstract

Internet gaming disorder (IGD) is a rising health concern. Indonesia has yet to have any validated instrument specifically designed to screen for this disorder. This study aims to validate the Indonesian version of the Ten-item Internet Gaming Disorder Test (IGDT-10) and conduct a latent class analysis of gamers among the youth. An online survey was conducted between October and December 2020 at two universities in Depok and Jakarta, Indonesia. In total, 1233 respondents (62.6% female and 20.3±1.90 years old) gave valid responses and played video games. Confirmatory factor analysis (CFA) confirmed the unidimensional structure of the scale. Cronbach's alpha was 0.72 and composite reliability was 0.92. The latent class analysis yielded three distinct classes of gamers. The continuation and negative consequences were highly distinctive for the group at high risk of IGD (class 3). Deception had the lowest endorsement rate (41.7%); while, the continuation domain had the highest endorsement, 91.2%. The IGD prevalence estimate was 1.90% among the respondents. Approximately 70.2% of the gamers did not show IGD symptoms. The adapted Indonesian IGDT-10 was demonstrated as valid and reliable among Indonesian youths. Consistent with previous studies, the deception domain had a low endorsement rate. The detected IGD rates were comparable to the global range. The majority of the current sample disclosed no symptoms; however, a considerable proportion would benefit from early preventive measures.

摘要

网络成瘾障碍(IGD)是一个日益严重的健康问题。印度尼西亚还没有专门用于筛查这种障碍的经过验证的工具。本研究旨在验证印尼版的十项网络成瘾障碍测试(IGDT-10),并对青少年中的游戏者进行潜在类别分析。2020 年 10 月至 12 月期间,在印度尼西亚德波克和雅加达的两所大学进行了在线调查。共有 1233 名受访者(62.6%为女性,年龄 20.3±1.90 岁)给出了有效答复并玩过视频游戏。验证性因子分析(CFA)证实了该量表的单维结构。克朗巴赫的阿尔法系数为 0.72,综合可靠性为 0.92。潜在类别分析得出了三个不同的游戏者类别。在高 IGD 风险组(第 3 类)中,继续和负面后果具有高度的独特性。欺骗性的认可率最低(41.7%);而,继续域的认可率最高,为 91.2%。受访者中 IGD 的患病率估计为 1.90%。大约 70.2%的游戏者没有表现出 IGD 症状。改编后的印尼 IGDT-10 在印度尼西亚青少年中表现出有效性和可靠性。与先前的研究一致,欺骗性领域的认可率较低。检测到的 IGD 率与全球范围相当。目前的大多数样本没有表现出症状;然而,相当一部分人将受益于早期预防措施。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/01b6/9197045/9d52fab1ff44/pone.0269528.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/01b6/9197045/2ab96721b6a1/pone.0269528.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/01b6/9197045/95fc4c45ed8e/pone.0269528.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/01b6/9197045/9d52fab1ff44/pone.0269528.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/01b6/9197045/2ab96721b6a1/pone.0269528.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/01b6/9197045/95fc4c45ed8e/pone.0269528.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/01b6/9197045/9d52fab1ff44/pone.0269528.g003.jpg

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