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Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation
Luleå University of Technology, Department of Health, Education and Technology, Health, Medicine and Rehabilitation.ORCID iD: 0000-0003-4813-0309
Luleå University of Technology, Department of Health, Education and Technology, Health, Medicine and Rehabilitation.ORCID iD: 0000-0002-2709-9966
Department of Psychology, Umeå University, Umeå, Sweden.ORCID iD: 0000-0003-3256-9018
Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.ORCID iD: 0000-0001-9981-4212
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2024 (English)In: Scandinavian Journal of Psychology, ISSN 0036-5564, E-ISSN 1467-9450, Vol. 65, no 4, p. 665-682Article in journal (Refereed) Published
Abstract [en]

Introduction: The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits.

Methods: A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91).

Results: The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups.

Conclusion: These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.

Place, publisher, year, edition, pages
John Wiley and Sons Inc , 2024. Vol. 65, no 4, p. 665-682
Keywords [en]
assessment, Gaming disorder, internet gaming disorder, item response theory, measurement invariance
National Category
Psychiatry
Research subject
Psychology
Identifiers
URN: urn:nbn:se:ltu:diva-104884DOI: 10.1111/sjop.13010ISI: 001183589300001PubMedID: 38475668Scopus ID: 2-s2.0-85187468250OAI: oai:DiVA.org:ltu-104884DiVA, id: diva2:1846967
Funder
Vinnova, 2021–02361Forte, Swedish Research Council for Health, Working Life and Welfare, 2020–01111
Note

Validerad;2024;Nivå 2;2024-08-15 (hanlid);

Funder: Hungarian National Research, Development, and Innovation Office (KKP126835);

Full text license: CC BY

Available from: 2024-03-26 Created: 2024-03-26 Last updated: 2024-10-04Bibliographically approved
In thesis
1. The Dark Side of Video Gaming: Gaming Motivations and Emotion Dysregulation in Gaming Disorder
Open this publication in new window or tab >>The Dark Side of Video Gaming: Gaming Motivations and Emotion Dysregulation in Gaming Disorder
2024 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Gaming Disorder (GD) has been officially recognized as a mental health condition due to addictive behavior by the World Health Organization. Internet Gaming Disorder (IGD) is also under preliminary consideration by the American Psychiatric Association as a condition requiring further research. Knowledge concerning psychological factors associated with GD is of great importance for developing effective prevention and treatment programs. Thus, the overarching aim of this thesis was to increase our knowledge concerning GD, specifically how underlying psychological processes such as motivational factors and emotional dysregulation are associated with this condition. The current thesis also aimed to translate and investigate the validity of Swedish gaming motivation and GD symptom measures. This thesis comprises four studies. 

Study I synthesized the existing literature on the relationships between gaming motivations and GD symptoms. The findings demonstrated robust associations between certain gaming motivational factors, such as the desire for emotional escape through video games, and more GD symptoms across studies. Study II examined the psychometric properties of three GD screening tools, including the Gaming Disorder Test (GDT) and the Five-Item Gaming Disorder Test (GDT-5), based on the World Health Organization's framework, and the Ten-Item Internet Gaming Disorder Test (IGDT-10), based on the American Psychiatric Association's framework, in a Swedish-speaking sample. Study III investigated the psychometric properties of the Motives for Online Gaming Questionnaire (MOGQ) and a shortened version, the MOGQ-14, in a Swedish-speaking sample. Studies II and III provided evidence of construct validity for these measures. Study IV investigated the mediating effects of depression symptoms and coping, escapism, and fantasy motivations as a composite factor (CEF motives) on the relationship between emotion dysregulation and GD symptoms. Findings showed that depression symptoms and CEF motives mediate this relationship, suggesting that individuals with higher emotion dysregulation and more depression symptoms may use gaming as an emotion regulation technique, which could contribute to an increased risk of developing GD.

The results of this thesis showed a relationship between GD symptoms, emotional dysregulation, and gaming motivations. Healthcare professionals may consider assessing and addressing emotion dysregulation and gaming motivations during prevention or treatment interventions for GD. Future research may investigate these variables in clinical populations to better understand GD and develop more effective interventions. This thesis also provides validated measures of gaming motivations and symptoms of GD, which may benefit future research, healthcare professionals, and other stakeholders.

Place, publisher, year, edition, pages
Luleå: Luleå University of Technology, 2024
Series
Doctoral thesis / Luleå University of Technology 1 jan 1997 → …, ISSN 1402-1544
Keywords
gaming disorder, emotion dysregulation, motivation, psychometric validation, addiction
National Category
Psychology Other Social Sciences not elsewhere specified
Research subject
Psychology
Identifiers
urn:nbn:se:ltu:diva-110190 (URN)978-91-8048-654-5 (ISBN)978-91-8048-655-2 (ISBN)
Public defence
2024-12-06, Vetenskapens hus, Luleå, 09:00 (Swedish)
Opponent
Supervisors
Available from: 2024-10-04 Created: 2024-10-04 Last updated: 2024-11-15Bibliographically approved

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Bäcklund, ChristianEriksson Sörman, DanielKörning Ljungberg, Jessica

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