Suppr超能文献

《精神疾病诊断与统计手册》第五版中网络游戏障碍的概念化与测量:IGD - 20测试的开发

The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test.

作者信息

Pontes Halley M, Király Orsolya, Demetrovics Zsolt, Griffiths Mark D

机构信息

Nottingham Trent University, Psychology Division, Nottingham, United Kingdom; International Gaming Research Unit, Nottingham Trent University, Nottingham, United Kingdom.

Departament of Clinical Psychology and Addiction, Institute of Psychology, Eötvös Loránd University, Budapest, Hungary.

出版信息

PLoS One. 2014 Oct 14;9(10):e110137. doi: 10.1371/journal.pone.0110137. eCollection 2014.

Abstract

BACKGROUND

Over the last decade, there has been growing concern about 'gaming addiction' and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included nine criteria for the potential diagnosis of Internet Gaming Disorder (IGD) and noted that it was a condition that warranted further empirical study.

AIM

The main aim of this study was to develop a valid and reliable standardised psychometrically robust tool in addition to providing empirically supported cut-off points.

METHODS

A sample of 1003 gamers (85.2% males; mean age 26 years) from 57 different countries were recruited via online gaming forums. Validity was assessed by confirmatory factor analysis (CFA), criterion-related validity, and concurrent validity. Latent profile analysis was also carried to distinguish disordered gamers from non-disordered gamers. Sensitivity and specificity analyses were performed to determine an empirical cut-off for the test.

RESULTS

The CFA confirmed the viability of IGD-20 Test with a six-factor structure (salience, mood modification, tolerance, withdrawal, conflict and relapse) for the assessment of IGD according to the nine criteria from DSM-5. The IGD-20 Test proved to be valid and reliable. According to the latent profile analysis, 5.3% of the total participants were classed as disordered gamers. Additionally, an optimal empirical cut-off of 71 points (out of 100) seemed to be adequate according to the sensitivity and specificity analyses carried.

CONCLUSIONS

The present findings support the viability of the IGD-20 Test as an adequate standardised psychometrically robust tool for assessing internet gaming disorder. Consequently, the new instrument represents the first step towards unification and consensus in the field of gaming studies.

摘要

背景

在过去十年中,人们越来越关注“游戏成瘾”及其对少数过度玩游戏的个体产生的广泛记录的有害影响。美国精神病学协会《精神疾病诊断与统计手册》(DSM - 5)的最新(第五)版纳入了互联网游戏障碍(IGD)潜在诊断的九条标准,并指出这是一种需要进一步实证研究的病症。

目的

本研究的主要目的是开发一种有效且可靠、心理测量稳健的标准化工具,并提供实证支持的临界值。

方法

通过在线游戏论坛招募了来自57个不同国家的1003名游戏玩家样本(85.2%为男性;平均年龄26岁)。通过验证性因素分析(CFA)、标准关联效度和同时效度评估效度。还进行了潜在类别分析,以区分有游戏障碍的玩家和无游戏障碍的玩家。进行敏感性和特异性分析以确定该测试的实证临界值。

结果

CFA证实了IGD - 20测试的可行性,其具有六因素结构(显著性、情绪调节、耐受性、戒断反应、冲突和复发),可根据DSM - 5的九条标准评估IGD。IGD - 20测试被证明是有效且可靠的。根据潜在类别分析,总参与者中有5.3%被归类为有游戏障碍的玩家。此外,根据所进行的敏感性和特异性分析,100分中71分的最佳实证临界值似乎是合适的。

结论

本研究结果支持IGD - 20测试作为评估互联网游戏障碍的一种充分的、标准化的、心理测量稳健的工具的可行性。因此,这一新工具代表了游戏研究领域走向统一和共识的第一步。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1531/4196957/170112927589/pone.0110137.g001.jpg

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验