Game Addiction Scale for Adolescents-Psychometric Analyses of Gaming Behavior, Gender Differences and ADHD.

Game Addiction Scale for Adolescents-Psychometric Analyses of Gaming Behavior, Gender Differences and ADHD.
复制标题

DOI:
10.3389/fpsyt.2022.791254
复制
发表时间:
2022
影响因子:
4.7
通讯作者:
Claesdotter-Knutsson E
Claesdotter-Knutsson E
中科院分区:
医学3区
文献类型:
--
作者:
André F;Munck I;Håkansson A;Claesdotter-Knutsson E

文献摘要

参考文献

被引文献

相似文献

网络游戏障碍(IGD)最近被列入《精神障碍诊断与统计手册》,作为“进一步研究的条件”。关于应该使用哪种评级量表尚无共识,但许多学者建议使用GASA(青少年游戏成瘾量表)和标准排名,这是避免过度诊断游戏障碍的“核心方法”。男性性别和多动症通常被列为游戏障碍的危险因素,但人们对游戏中的性别差异和性别特定的健康相关性知之甚少。本研究旨在以ADHD为研究对象,从多因素角度评估GASA游戏行为的核心方法和具体指标,并在临床环境下探讨其性别差异。采用GASA对Skane儿童和青少年精神病学(CAP)的8-18岁儿童和青少年(n = 144)进行评估。心理测量分析包括验证性因子分析(CFA)和结构方程模型(SEM)来确定定义良好的构念和性别差异。单一构念的精细化因子得分是对齐的结果,这是一种评估跨性别测量等效性的程序。新的基于模型的游戏行为变量用于描述性统计和性别差异的方差分析。结果证实,核心方法双因素模型对于CAP样本是有效的,并且基于理论的游戏行为心理-社会模型具有过度消费和负面的社会和情感后果。我们的研究结果表明,过度消费的负面影响对男孩有社会影响,对女孩有情感影响。此外,多动症与过度玩电子游戏及其对女孩的负面影响密切相关。在心理测量学分析的指导下,可以通过改进问卷设计和添加补充项目来加强gaa,以阐明游戏行为的复杂性。我们的研究结果表明,需要对游戏障碍的潜在性别差异进行进一步研究。
Internet gaming disorder (IGD) was recently added in the Diagnostic and Statistical Manual of Mental Disorder as a “condition for further studies.” There is no consensus regarding which rating scales should be used but many scholars suggest the GASA (Game Addiction Scale for Adolescents) and a ranking of the criteria, “the core approach” to avoid over-diagnosing of disordered gaming. Male gender and ADHD are commonly listed as risk factors for disordered gaming but little is known about sex differences in gaming and gender specific health correlates. The present study aims to evaluate the core approach and the specific indicators of gaming behavior in GASA from a multifactorial perspective and explore the gender differences in a clinical setting, focusing on ADHD. Children and adolescents aged 8–18 years (n = 144) from Child and adolescent psychiatry (CAP) in Skane were assessed with the GASA. Psychometric analyses including confirmatory factor analyses (CFA) and structural equation modeling (SEM) were used to identify well-defined constructs and gender differences. Refined factor scores for single constructs were the outcome of alignment, a procedure for assessing measurement equivalence across gender. New model-based gaming behavior variables were used for descriptive statistics and ANOVA testing of gender differences. The results confirm that the core approach two-factor model is valid for the CAP sample, as well as a theory based psycho-social model for gaming behavior with over consumption and negative social and emotional consequences. Our findings suggest that negative consequences of over consumption take a social direction for boys and an emotional direction for girls. Also, ADHD was significantly associated with over consumption of video games and the negative consequences thereof for girls. Guided by psychometric analyses, the GASA could be strengthened by advancing the questionnaire design and by adding complementary items in order to illuminate the complexity of gaming behavior. Our findings suggest that additional research on potential gender related discrepancies of disordered gaming is needed.
DOI: 10.1080/10705519909540118
发表时间: 1999-01-01
影响因子: 6
作者:
Hu, Li-tze;Bentler, Peter M.
通讯作者: Bentler, Peter M.
DOI: 10.1089/cyber.2014.0509
发表时间: 2015-05
期刊: Cyberpsychology, behavior and social networking
影响因子: --
作者:
Brunborg GS;Hanss D;Mentzoni RA;Pallesen S
通讯作者: Pallesen S
DOI: 10.1080/15213269.2012.756374
发表时间: 2013-01-01
期刊: MEDIA PSYCHOLOGY
影响因子: 4.2
作者:
Brunborg, Geir Scott;Mentzoni, Rune Aune;Palleson, Stale
通讯作者: Palleson, Stale
DOI: 10.1542/peds.2009-2706
发表时间: 2010-12
期刊: Pediatrics
影响因子: 8
作者:
Desai RA;Krishnan-Sarin S;Cavallo D;Potenza MN
通讯作者: Potenza MN
DOI: 10.1556/jba.3.2014.002
发表时间: 2014-03
影响因子: 7.8
作者:
Brunborg GS;Mentzoni RA;Frøyland LR
通讯作者: Frøyland LR