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Ten-item internet gaming disorder test (IGDT-10): Measurement invariance and cross-cultural validation across seven language-based samples

  • Orsolya Király
  • , Beáta Bothe
  • , Jano Ramos-Diaz
  • , Afarin Rahimi-Movaghar
  • , Katerina Lukavska
  • , Ondřej Hrabec
  • , Michal Miovsky
  • , Joël Billieux
  • , Jory Deleuze
  • , Filip Nuyens
  • , Laurent Karila
  • , Mark D. Griffiths
  • , Katalin Nagygyörgy
  • , Róbert Urbán
  • , Marc N. Potenza
  • , Daniel L. King
  • , Hans Jürgen Rumpf
  • , Natacha Carragher
  • , Zsolt Demetrovics
  • Eötvös Loránd University
  • Tehran University of Medical Sciences
  • Charles University
  • University of Luxembourg
  • Université catholique de Louvain
  • Nottingham Trent University
  • Hôpital Paul Brousse
  • Yale University
  • Adelaide University
  • University of Lübeck
  • World Health Organization

Research output: Contribution to journalArticlepeer-review

122 Scopus citations

Abstract

The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5), adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. The present study tested the psychometric properties, including language and gender invariance, in a large international sample of online gamers. In this study, data were collected from 7,193 participants comprising Hungarian (n = 3,924), Iranian (n = 791), English-speaking (n = 754), French-speaking (n = 421), Norwegian (n = 195), Czech (n = 496), and Peruvian (n = 612) online gamers via gaming-related websites and gaming-related social-networking-site groups. A unidimensional factor structure provided a good fit to the data in all language-based samples. In addition, results indicated both language and gender invariance on the level of scalar invariance. Criterion and construct validity of the IGDT-10 was supported by its strong association with the Problematic Online Gaming Questionnaire and moderate association with weekly gaming time, psychopathological symptoms, and impulsivity. The proportions of each sample that met the cut-off score on the IGDT-10 varied between 1.61% and 4.48% in the individual samples, except for the Peruvian sample (13.44%). The IGDT-10 shows robust psychometric properties and appears suitable for conducting cross-cultural and gender comparisons across seven languages.

Original languageEnglish
Pages (from-to)91-103
Number of pages13
JournalPsychology of Addictive Behaviors
Volume33
Issue number1
DOIs
StatePublished - 1 Jan 2019
Externally publishedYes

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Keywords

  • Cross-cultural comparison
  • Gaming addiction
  • Internet gaming disorder
  • Measurement invariance
  • Problematic gaming

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