Booth Wellness Center, Utah Tech University, St. George, Utah, USA.
Loma Linda University, Loma Linda, California, USA.
Cyberpsychol Behav Soc Netw. 2022 Oct;25(10):649-656. doi: 10.1089/cyber.2022.0050. Epub 2022 Sep 13.
Video game use is associated with addiction-like behaviors in 6 to 15.6 percent of video game players. There were no formal diagnostic criteria for video game addiction until gaming disorder (GD) was added to the (ICD-11), and there are no published instruments designed to diagnose GD. The aims of the current study were to develop a self-report measure of GD (using the Lee Morrell Gaming Disorder Questionnaire [LMGDQ]) and test its factor structure, reliability, validity, and relationships with participant demographic characteristics. Participants included 3,481 adult video game players ( = 25.08, = 7.02; 79.8 percent cisgender male; 77.4 percent Caucasian) who completed an online survey. Factor analyses suggested retaining 14 items and indicated the presence of two factors. The scale had excellent reliability (α = 0.919), and LMGDQ scores were positively correlated with existing scales measuring problematic video game use as well as video game use and age, values <0.01. Participants who were Asian and Asian American, cisgender men, single and dating, unemployed, had completed some high school or their GED, and who played massively multiplayer online role-playing games the most reported significantly greater LMGDQ scores, values <0.05. Results suggest that the LMGDQ is a psychometrically sound and valid measure of GD.
视频游戏使用与 6 至 15.6%的视频游戏玩家的成瘾行为有关。直到游戏障碍 (GD) 被添加到 (ICD-11) 中,才有了视频游戏成瘾的正式诊断标准,而且没有用于诊断 GD 的已发表的工具。本研究的目的是开发一种用于诊断 GD 的自我报告量表(使用 Lee Morrell 游戏障碍问卷 [LMGDQ]),并测试其结构、信度、效度以及与参与者人口统计学特征的关系。参与者包括 3481 名成年视频游戏玩家( = 25.08, = 7.02;79.8%的顺性别男性;77.4%的白种人),他们完成了一项在线调查。因素分析表明保留 14 个项目,并表明存在两个因素。该量表具有极好的信度(α = 0.919),LMGDQ 得分与现有的衡量问题性视频游戏使用以及视频游戏使用和年龄的量表呈正相关, 值<0.01。亚洲人和亚裔美国人、顺性别男性、单身和约会、失业、完成了一些高中或同等学历、玩大型多人在线角色扮演游戏最多的参与者报告的 LMGDQ 得分显著更高, 值<0.05。结果表明,LMGDQ 是一种具有良好心理测量学性质和有效性的 GD 测量工具。