Core and peripheral criteria of video game addiction in the game addiction scale for adolescents.

Core and peripheral criteria of video game addiction in the game addiction scale for adolescents.
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DOI:
10.1089/cyber.2014.0509
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发表时间:
2015-05
期刊:
Cyberpsychology, behavior and social networking
影响因子:
--
通讯作者:
Pallesen S
Pallesen S
中科院分区:
其他
文献类型:
--
作者:
Brunborg GS;Hanss D;Mentzoni RA;Pallesen S

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视频游戏成瘾的评估通常涉及测量表明游戏参与度高的外围标准和表明游戏使用问题的核心标准。2013年对挪威16-74岁人口(N= 10,081,回复率43.6%)进行了调查,其中包括青少年游戏成瘾量表(GAS)。验证性因素分析表明,一个双因素的结构,从核心标准分离的外围标准,拟合数据更好(CFI=0.963; RMSEA=0.058)相比,原来的单因素解决方案,其中所有项目被确定为加载只有一个因素(CFI=0.905,RMSEA=0.089)。当我们分别分析≤33岁的男性、>33岁的男性、≤33岁的女性和>33岁的女性时,也发现了这一点。这表明GAS衡量了与视频游戏相关的参与度和问题。多组测量不变性检验表明,因素结构在所有四个组的双因素结构,但不为单因素结构有效(结构不变性)。一种新的方法来分类的问题游戏玩家和上瘾的游戏玩家,其中只有核心标准项目的使用(核心4方法)进行了比较的方法,其中包括所有项目(GAS 7方法)。目前的结果表明,CORE 4方法可能比GAS 7方法更适合于问题游戏玩家和成瘾游戏玩家的分类。
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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