한국판 인터넷 게임장애 척도의 타당화: 성인을 대상으로

조성훈, 권정혜
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引用次数: 6

Abstract

This study aimed to validate the Korean version of the Internet Gaming Disorder Scale (K-IGDS) which consisted of factors examining nine criteria from the DSM-5. A total of 719 adults participated in the online (n=414) and offline (n=305) questionnaire including the Korean Game Addiction Scale for Adults, the Short-form of Problematic Online Gaming Questionnaire, the Brief Symptoms Inventory-18, the Perceived Daily Stress Scale, the Korean Version of the Self-control Scale, and the Korean Version of the Difficulties in Emotion Regulation Scale. Moreover, the Structured Clinical Interview for Internet Gaming Disorder was individually conducted to a subsample of 99 people among the total 719 participants. The results were as follows: 1) Confirmatory factor analyses demonstrated that K-IGDS had a satisfactory construct validity, 2) Correlation analyses showed that K-IGDS had a good convergent validity and concurrent validity, 3) Receiver Operating Characteristic (ROC) analysis showed that the Area Under Curve (AUC) covered 83.0%, suggesting that the K-IGDS was a good tool to diagnose the Internet Gaming Disorder. The cut-off score was proposed and implications and limitations of the study were discussed.
韩国版网络游戏障碍尺度的合理化:以成人为对象
本研究旨在验证韩国版的网络游戏障碍量表(K-IGDS),该量表由检查DSM-5中的9个标准的因素组成。共有719名成人参与了在线(n=414)和离线(n=305)问卷,包括韩国成人游戏成瘾量表、问题网络游戏简易问卷、症状简易量表-18、感知日常压力量表、韩文版自我控制量表和韩文版情绪调节困难量表。此外,网络游戏障碍的结构化临床访谈是对719名参与者中的99人单独进行的子样本。结果表明:验证性因子分析显示,K-IGDS具有较好的结构效度;相关分析显示,K-IGDS具有较好的收敛效度和并发效度;受试者工作特征(ROC)分析显示,曲线下面积(AUC)覆盖率达83.0%,表明K-IGDS是诊断网络游戏障碍的良好工具。提出了分界点,并讨论了研究的意义和局限性。
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