评估大学生网络游戏障碍的症状:一项自我报告的国际验证研究

IF 0.9 4区 心理学 Q3 PSYCHOLOGY, MULTIDISCIPLINARY
Psihologija Pub Date : 2020-01-01 DOI:10.2298/psi190421015s
D. Stevanović, Ana Djoric, Y. Balhara, Nikola Ćirović, S. Arya, R. Ransing, T. Thi, T. Hương, I. Tadić, J. Jovic, S. Radovanovic, Yilmaz Kafali, G. Erzin, Vally Zahir, Mita Rani Chowdhury, Pawan Sharma, R. Shakya, Paulo A. S. Moreira, A. Olayinka, Avicenna Mohamad, Monteiro Luis Antonio Campos, Pedro Campos, Silva Moreira, J. Tavares, M. Buoli, J. Burkauskas, I. Ivanović, A. Szczegielniak, R. Knez
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引用次数: 12

摘要

本研究根据DSM-5和ICD-11对3270名大学生(2095名[64.1%]名女性;全球不同国家的平均年龄为21.6[3.1]岁。测试了克罗地亚语、英语、波兰语、葡萄牙语、塞尔维亚语、土耳其语和越南语版本的量表。研究表明,在大学生中,IGD的症状可以作为一个单一的潜在因素来衡量。按照DSM-5编制的九项症状量表和代表ICD-11主要症状的四项简短量表具有良好的内部一致性和结构效度。三个症状项目在语言样本中被发现是非恒定的(即,沉迷于在线游戏,对以前的爱好和娱乐失去兴趣,以及使用游戏来缓解负面情绪)。这项研究为评估大学生的IGD症状提供了初步证据,并有望促进对全球这一人群的游戏成瘾的进一步研究,特别是在考虑语言/文化差异的情况下。[塞尔维亚教育、科学和技术发展部项目,批准号:179002]
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessing the symptoms of Internet Gaming Disorder among college/university students: An international validation study of a self-report
The present study evaluated the psychometric properties of a self-report scale for assessing Internet Gaming Disorder (IGD) symptoms according to the DSM–5 and ICD–11 among 3270 college/university students (2095 [64.1%] females; age mean 21.6 [3.1] years) from different countries worldwide. Croatian, English, Polish, Portuguese, Serbian, Turkish, and Vietnamese versions of the scale were tested. The study showed that symptoms of IGD could be measured as a single underlying factor among college/university students. A nine item symptom scale following DSM–5, and a short four-item scale representing the main ICD–11 symptoms, had sound internal consistency and construct validity. Three symptom-items were found non-invariant across the language samples (i.e., preoccupation with on-line gaming, loss of interests in previous hobbies and entertainment, and the use of gaming to relieve negative moods). This study provides initial evidence for assessing IGD symptoms among college/university students and will hopefully foster further research into gaming addiction in this population worldwide especially with taking into account language/cultural differences. [Project of the Serbian Ministry of Education, Science and Technological Development, Grant no. 179002]
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来源期刊
Psihologija
Psihologija PSYCHOLOGY, MULTIDISCIPLINARY-
CiteScore
2.10
自引率
8.30%
发文量
20
审稿时长
24 weeks
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