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Published on: November 9, 2019
Gaming disorder among Swedish adolescents: Measurement, risk factors, and classification
Amir Pakpour1, Marit Eriksson2, Daniel Kwasi Ahorsu3
1Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden; CHILD research group, Department of Nursing Science, School of Health and Welfare, Jönköping University, Jönköping, Sweden.
Objectives:
This study examined the 1) psychometric properties of an independently translated Swedish version of the gaming disorder test (GDT) among Swedish adolescents based on two psychometric theories, 2) measurement invariance across age (i.e., 15 vs 16-17), gender (i.e., males vs females), and gaming time (i.e., < 2 h vs ≥ 2 h), and 3) factors that predict gaming disorder. The findings will help researchers understand and ascertain the use of the GDT among Swedish adolescents.
Methods:
A total of 5320 Swedish adolescents were recruited and responded to measures including gaming disorder, gaming duration, sleep duration, physical activity, mental well-being, and self-esteem. Statistical analyses were conducted using confirmatory factor analysis, regression analysis, latent class analysis, classical test theory, and Rasch analysis.
Results:
Satisfactory and unidimensional psychometric properties for the independently translated Swedish version of the GDT were found. Specifically, the factor structure, internal consistencies, separation reliability and separation index were supported, but not the person separation reliability and index. Also, the GDT was invariant across ages but only partially so across gender and gaming time. The GDT can classify adolescents as having a high or low risk of gaming disorder. Lastly, factors that predicted gaming disorder were poorer mental well-being and longer gaming time among males and low physical activity and longer gaming time among females.
Conclusion:
Due to its conciseness, researchers may use the independently translated Swedish version of the GDT for screening people for gaming issues even in busy settings like schools. Moreover, attention must be paid to males, those with poorer mental well-being, those who are physically inactive, and those with a longer gaming time to help curb gaming disorder. Future research may focus on examining the test-retest reliability and clinical validity of the GDT among adolescents.
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