The Gaming Disorder Identification Test (GADIT) - A screening tool for Gaming Disorder based on ICD-11.

IF 6.6 1区 医学 Q1 PSYCHIATRY
Journal of Behavioral Addictions Pub Date : 2024-08-01 Print Date: 2024-10-04 DOI:10.1556/2006.2024.00038
Gary C K Chan, John B Saunders, Daniel Stjepanović, Caitlin McClure-Thomas, Jason Connor, Leanne Hides, Andrew Wood, Daniel King, Kristiana Siste, Jiang Long, Janni K Leung
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Abstract

Background: Gaming Disorder was included as an addictive disorder in the latest version of the International Classification of Diseases (ICD-11), published in 2022. The present study aimed to develop a screening tool for Gaming Disorder, the Gaming Disorder Identification Test (GADIT), based on the four ICD-11 diagnostic criteria: impaired control, increasing priority, continued gaming despite harm, and functional impairment.

Method: We reviewed 297 questionnaire items from 48 existing gaming addiction scales and selected 68 items based on content validity. Two datasets were collected: 1) an online panel (N = 803) from Australia, United States, United Kingdom and Canada, split into a development set (N = 589) and a validation dataset (N = 214); and 2) a university sample (N = 408) from Australia. Item response theory and confirmatory factor analyses were conducted to select eight items to form the GADIT. Validity was established by regressing the GADIT against known correlates of Gaming Disorder.

Results: Confirmatory factor analyses of the GADIT showed good model fit (RMSEA=<0.001-0.108; CFI = 0.98-1.00), and internal consistency was excellent (Cronbach's alphas = 0.77-0.92). GADIT scores were strongly associated with the Internet Gaming Disorder Test (IGDT-10), and significantly associated with gaming intensity, eye fatigue, hand pain, wrist pain, back or neck pain, and excessive in-game purchases, in both the validation and the university sample datasets.

Conclusion: The GADIT has strong psychometric properties in two independent samples from four English-speaking countries collected through different channels, and shown validity against existing scales and variables that are associated with Gaming Disorder. A cut-off of 5 is tentatively recommended for screening for Gaming Disorder.

游戏障碍鉴定测试(GADIT)--基于 ICD-11 的游戏障碍筛查工具。
背景:在2022年出版的最新版《国际疾病分类》(ICD-11)中,游戏障碍被列为成瘾性疾病。本研究旨在开发一种游戏障碍筛查工具--游戏障碍识别测试(GADIT),该工具基于 ICD-11 的四项诊断标准:控制力受损、优先级增加、尽管受到伤害仍继续游戏以及功能受损:我们审查了现有 48 个游戏成瘾量表中的 297 个问卷项目,并根据内容有效性筛选出 68 个项目。我们收集了两个数据集:1)来自澳大利亚、美国、英国和加拿大的在线小组(N = 803),分为开发数据集(N = 589)和验证数据集(N = 214);2)来自澳大利亚的大学样本(N = 408)。通过项目反应理论和确认性因素分析,选出八个项目组成 GADIT。通过将 GADIT 与已知的游戏障碍相关因素进行回归,确定了 GADIT 的有效性:结果:GADIT 的确认因素分析表明模型拟合良好(RMSEA=结论:GADIT 具有很强的心理测量能力:在通过不同渠道收集到的来自四个英语国家的两个独立样本中,GADIT具有很强的心理测量特性,而且与现有的与游戏障碍相关的量表和变量相比,GADIT也显示出了有效性。初步建议游戏障碍筛查的临界值为 5。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
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