Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents
Author(s) -
Geir Scott Brunborg,
Daniel Hanss,
Rune Aune Mentzoni,
Ståle Pallesen
Publication year - 2015
Publication title -
cyberpsychology behavior and social networking
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.199
H-Index - 143
eISSN - 2152-2723
pISSN - 2152-2715
DOI - 10.1089/cyber.2014.0509
Subject(s) - confirmatory factor analysis , structural equation modeling , addiction , psychology , core (optical fiber) , norwegian , categorization , scale (ratio) , population , measurement invariance , clinical psychology , social psychology , statistics , medicine , psychiatry , computer science , mathematics , artificial intelligence , telecommunications , linguistics , philosophy , physics , environmental health , quantum mechanics
Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16-74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.
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