?

Revision and Evaluation of Diagnostic Efficiency for the Simplified Chinese Version of the Ten-Item Internet Gaming Disorder Test

  • Haibo YANG ,
  • Xinyu ZHANG
Expand
  • 1. Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, Tianjin 300387
    2. Faculty of Psychology, Tianjin Normal University, Tianjin 300387
    3. Tianjin Social Science Laboratory of Students’ Mental Development and Learning, Tianjin 300387

Received date: 2023-05-23

  Online published: 2023-11-10

Copyright

, 2023, Copyright reserved © 2023.

Abstract

The criteria for identifying internet gaming disorder have been widely acknowledged and discussed. The Ten-Item Internet Gaming Disorder Test (IGDT-10) is frequently utilized in many countries, underscoring its high cross-cultural applicability. However, the Chinese version of IGDT-10 has lacked usage in China, sparking arguments about its applicability. In the current study, the reliability, validity, and diagnostic efficiency were assessed for the simplified Chinese IGDT-10. The cut-off point and diagnostic efficiency were determined through latent class analysis and receiver operating characteristic. The results demonstrated that the simplified Chinese IGDT-10 exhibited strong reliability, validity, and diagnostic efficiency, aligning with the DSM-5 recommendation of recognizing five or more criteria for internet gaming disorder. Moreover, this study revealed a 13.4% prevalence rate of internet gaming disorder in the samples, with a gender difference (higher prevalence among males than females) but no significant age difference. The results suggest that the simplified Chinese IGDT-10 is an effective tool for assessing internet gaming disorder.

Cite this article

Haibo YANG , Xinyu ZHANG . Revision and Evaluation of Diagnostic Efficiency for the Simplified Chinese Version of the Ten-Item Internet Gaming Disorder Test[J]. Studies of Psychology and Behavior, 2023 , 21(5) : 658 -666 . DOI: 10.12139/j.1672-0628.2023.05.012

References

龚栩, 谢熹瑶, 徐蕊, 罗跃嘉. (2010). 抑郁-焦虑-压力量表简体中文版(DASS-21)在中国大学生中的测试报告. 中国临床心理学杂志, 18(4), 443–446.
  靳宇倡, 余梦, 胡云龙. 网络游戏成瘾研究的争议及趋势. 心理科学进展, 2019, 27 (1): 83- 95.
  American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders: DSM-5™. (5th ed.). Washington, DC: American Psychiatric Association.
  Bantis, L. E., Nakas, C. T., & Reiser, B.. Construction of confidence regions in the ROC space after the estimation of the optimal Youden index-based cut-off point. Biometrics, 2014, 70 (1): 212- 223.
  Brand, M., Wegmann, E., Stark, R., Müller, A., W?lfling, K., Robbins, T. W., & Potenza, M. N.. The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond internet-use disorders, and specification of the process character of addictive behaviors. Neuroscience & Biobehavioral Reviews, 2019, 104, 1- 10.
  Broughton, M. (2020). Europe mobile game revenue hits record high; Riot acquires Hypixel. Retrieved May 23, 2023, from https://www.thegamingeconomy.exchangewire.com/news/page/26/
  Chang, C. I., Sit, H. F., Chao, T., Chen, C., Shen, J., Cao, B. L., ... Hall, B. J.. Exploring subtypes and correlates of internet gaming disorder severity among adolescents during COVID-19 in China: A latent class analysis. Current Psychology, 2023, 42 (23): 19915- 19926.
  Chia, D. X. Y., Ng, C. W. L., Kandasami, G., Seow, M. Y. Y., Choo, C. C., Chew, P. K., ... Zhang, M. W. B.. Prevalence of internet addiction and gaming disorders in Southeast Asia: A meta-analysis. International Journal of Environmental Research and Public Health, 2020, 17 (7): 2582.
  Chiu, Y. C., Pan, Y. C., & Lin, Y. H.. Chinese adaptation of the Ten-Item Internet Gaming Disorder Test and prevalence estimate of internet gaming disorder among adolescents in Taiwan. Journal of Behavioral Addictions, 2018, 7 (3): 719- 726.
  Clark, S. L., & Muthén, B. (2009). Relating latent class analysis results to variables not included in the analysis. Retrieved May 3, 2023, from https://www.researchgate.net/publication/237346694_Relating_Latent_Class_Analysis_Results_to_Variables_not_Included_in_the_Analysis
  Clifford, T. (2020). Web traffic spiked 20% in one week amid coronavirus shutdown, Verizon CEO says. Retrieved May 23, 2023, from https://www.cnbc.com/2020/03/19/verizon-ceo-web-traffic-up-20percent-in-one-week-amid-coronavirus-shutdown.html
  Evren, C., Evren, B., Dalbudak, E., Topcu, M., & Kutlu, N.. Psychometric validation of the Turkish Ten-Item Internet Gaming Disorder Test (IGDT-10). Dusunen Adam The Journal of Psychiatry and Neurological Sciences, 2020, 33 (1): 19- 28.
  Fazeli, S., Zeidi, I. M., Lin, C. Y., Namdar, P., Griffiths, M. D., Ahorsu, D. K., & Pakpour, A. H.. Depression, anxiety, and stress mediate the associations between internet gaming disorder, insomnia, and quality of life during the COVID-19 outbreak. Addictive Behaviors Reports, 2020, 12, 100307.
  Gao, Y. X., Wang, J. Y., & Dong, G. H.. The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses. Journal of Psychiatric Research, 2022, 154, 35- 43.
  Giardina, A., Di Blasi, M., Schimmenti, A., King, D. L., Starcevic, V., & Billieux, J.. Online gaming and prolonged self-isolation: Evidence from Italian gamers during the Covid-19 outbreak. Clinical Neuropsychiatry, 2021, 18 (1): 65- 74.
  Gómez, P., Harris, S. K., Barreiro, C., Isorna, M., & Rial, A.. Profiles of internet use and parental involvement, and rates of online risks and problematic internet use among Spanish adolescents. Computers in Human Behavior, 2017, 75, 826- 833.
  Huang, Y., Xu, L., Kuang, L., Wang, W., Cao, J., & Xiao, M. N.. Abnormal brain activity in adolescents with internet addiction who attempt suicide: An assessment using functional magnetic resonance imaging. Neural Regeneration Research, 2020, 15 (8): 1554- 1559.
  King, D. L., Chamberlain, S. R., Carragher, N., Billieux, J., Stein, D., Mueller, K., ... Delfabbro, P. H.. Screening and assessment tools for gaming disorder: A comprehensive systematic review. Clinical Psychology Review, 2020, 77, 101831.
  Király, O., B?the, B., Ramos-Diaz, J., Rahimi-Movaghar, A., Lukavska, K., Hrabec, O., ... Demetrovics, Z.. Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement invariance and cross-cultural validation across seven language-based samples. Psychology of Addictive Behaviors, 2019, 33 (1): 91- 103.
  Király, O., Potenza, M. N., & Demetrovics, Z.. Gaming disorder: current research directions. Current Opinion in Behavioral Sciences, 2022, 47, 10120.
  Király, O., Sleczka, P., Pontes, H. M., Urbán, R., Griffiths, M. D., & Demetrovics, Z.. Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 internet gaming disorder criteria. Addictive Behaviors, 2017, 64, 253- 260.
  Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A.. The Internet Gaming Disorder Scale. Psychological Assessment, 2015, 27 (2): 567- 582.
  Liao, Z. J., Chen, X. X., Huang, Q. P., & Shen, H. X.. Prevalence of gaming disorder in East Asia: A comprehensive meta-analysis. Journal of Behavioral Addictions, 2022, 11 (3): 727- 738.
  Lovibond S. H., & Lovibond P. F. (1995). Manual for the depression anxiety stress scales (2nd ed.). Sydney: Psychology Foundation of Australia.
  M?nnikk?, N., Ruotsalainen, H., Tolvanen, A., & K??ri?inen, M.. Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students. Scandinavian Journal of Psychology, 2019, 60 (3): 252- 260.
  Marraudino, M., Bonaldo, B., Vitiello, B., Bergui, G. C., & Panzica, G.. Sexual differences in internet gaming disorder (IGD): From psychological features to neuroanatomical networks. Journal of Clinical Medicine, 2022, 11 (4): 1018.
  Martins, M. V., Formiga, A., Santos, C., Sousa, D., Resende, C., Campos, R., ... Ferreira, S.. Adolescent internet addiction-role of parental control and adolescent behaviours. International Journal of Pediatrics and Adolescent Medicine, 2020, 7 (3): 116- 120.
  Mazaherizadeh, A., Taherifar, Z., & Farahani, H.. Psychometric properties of the Farsi version of the Gaming Disorder Scale for Adolescents (GADIS-A). BMC Psychology, 2022, 10 (1): 195.
  Mihara, S., Osaki, Y., Kinjo, A., Matsuzaki, T., Nakayama, H., Kitayuguchi, T., ... Higuchi, S.. Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) based on the clinical diagnosis of IGD in Japan. Journal of Behavioral Addictions, 2022, 11 (4): 1024- 1034.
  Muthén, L. K., & Muthén, B. O. (2012). Mplus user’s guide (7th ed.). Los Angeles: Muthén & Muthén.
  Oka, T., Hamamura, T., Miyake, Y., Kobayashi, N., Honjo, M., Kawato, M., ... Chiba, T. (2021). Prevalence and risk factors of internet gaming disorder and problematic internet use before and during the COVID-19 pandemic: A large online survey of Japanese adults. Journal of Psychiatric Research, 142, 218–225.
  Ostinelli, E. G., Zangani, C., Giordano, B., Maestri, D., Gambini, O., D’Agostino, A., ... Purgato, M.. Depressive symptoms and depression in individuals with internet gaming disorder: A systematic review and meta-analysis. Journal of Affective Disorders, 2021, 284, 136- 142.
  Pontes, H. M., & Griffiths, M. D.. Measuring DSM-5 Internet Gaming Disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 2015, 45, 137- 143.
  Schettler, L. M., Thomasius, R., & Paschke, K. (2023). Emotional dysregulation predicts problematic gaming in children and youths: A cross-sectional and longitudinal approach. European Child & Adolescent Psychiatry, 1–12.
  Shand, T. A. (2022). Investigating risk factors for internet gaming disorder: Impulsivity, ADHD, behavioural inhibition/activation, weekly gameplay and inhibitory control (Unpublished doctorial dissertation). University of Tasmania, Australia.
  Siste, K., Hanafi, E., Sen, L. T., Damayanti, R., Beatrice, E., & Ismail, R. I.. Psychometric properties of the Indonesian Ten-Item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths. PLoS One, 2022, 17 (6): e0269528.
  Sit, H. F., Chang, C. I., Yuan, G. F., Chen, C., Cui, L. X., Elhai, J. D., & Hall, B. J.. Symptoms of internet gaming disorder and depression in Chinese adolescents: A network analysis. Psychiatry Research, 2023, 322, 115097.
  Sun, S. Y., Pan, W., & Wang, L. L.. A comprehensive review of effect size reporting and interpreting practices in academic journals in education and psychology. Journal of Educational Psychology, 2010, 102 (4): 989- 1004.
  Teng, Z. J., Pontes, H. M., Nie, Q., Griffiths, M. D., & Guo, C.. Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study. Journal of Behavioral Addictions, 2021, 10 (1): 169- 180.
  Vimalanathan, V., Kunasegaran, V., Alagenthran, K., Balamurugan, R. N. D., & Sandrasaigaran, P.. Integration of casual video games during online learning to relief stress in students. Malaysian Journal of Science and Advanced Technology, 2022, 2 (1): 36- 41.
  World Health Organization. (2019). ICD-11 for mortality and morbidity statistics. Retrieved May 10, 2023, from https://icd.who.int/ browse11/l-m/en
  Young, K. S. (1998). Caught in the net: How to recognize the signs of internet addiction—and a winning strategy for recovery. New York: John Wiley & Sons.
Outlines

/

Copyright © Editorial office of Studies of Psychology and Behavior
Tel: 022-23540231, 23541213 E-mail: psybeh@126.com