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Psychometric properties of the Internet Gaming Disorder Test ( IGDT ‐10) and problematic gaming behavior among Finnish vocational school students
Author(s) -
Männikkö Niko,
Ruotsalainen Heidi,
Tolvanen Asko,
Kääriäinen Maria
Publication year - 2019
Publication title -
scandinavian journal of psychology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.743
H-Index - 72
eISSN - 1467-9450
pISSN - 0036-5564
DOI - 10.1111/sjop.12533
Subject(s) - psychology , test (biology) , confirmatory factor analysis , vocational education , the internet , population , preference , applied psychology , clinical psychology , social psychology , structural equation modeling , demography , statistics , pedagogy , world wide web , paleontology , mathematics , sociology , computer science , biology
This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test ( IGDT ‐10), identify the proportion displaying problematic gaming behavior ( PGB ) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross‐sectional study involving 773 students (mean age 17.5 years). Socio‐demographic and gaming behavior characteristics were established using a web‐based survey. A confirmatory factor analysis ( CFA ) showed that the IGDT ‐10 test has appropriate psychometric properties. The proportion of students exhibiting PGB based on the DSM ‐5 cut‐off threshold was 1.3%. Regression analysis showed that male gender, preference for gaming on a personal computer, gaming time, poor self‐perceived health status, and a preference for the solo and multiplayer online battle arenas (MOBA) game genres related positively to PGB scores. These findings demonstrate the appropriateness of the IGDT ‐10 test for the assessment of problematic gaming among adults, and support further research on PGB in Finland.

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