Ali, A. M., Al-Amer, R., Atout, M., Ali, T. S., Mansour, A. M. H., Khatatbeh, H., Alkhamees, A. A., & Hendawy, A. O. (2022). The nine-item Internet Gaming Disorder Scale (IGDS9-SF): Its psychometric properties among Sri Lankan students and measurement invariance across Sri Lanka, Turkey, Australia, and the USA. Healthcare, 10(3), 490–503. https://doi.org/10.3390/healthcare10030490
Article PubMed PubMed Central Google Scholar
American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5) (5th ed.). American Psychiatric Association.
Andreetta, J., Teh, M. S. C. J., Burleigh, T. L., Gomez, R., & Stavropoulos, V. (2020). Associations between comorbid stress and Internet Gaming Disorder symptoms: Are there cultural and gender variations? Asia-Pacific Psychiatry, 12(2), e12387. https://doi.org/10.1111/appy.12387
Beranuy, M., Machimbarrena, J. M., Vega-Osés, M. A., Carbonell, X., Griffiths, M. D., Pontes, H. M., & González-Cabrera, J. (2020). Spanish validation of the internet gaming disorder scale–short form (IGDS9-SF): Prevalence and relationship with online gambling and quality of life. International Journal of Environmental Research and Public Health, 17(5), 1562. https://doi.org/10.3390/ijerph17051562
Article PubMed PubMed Central Google Scholar
Blandón, J. A., & Puerta-Cortés, D. X. (2023). Comportamientos tóxicos en videojugadores de LoL latinoamericanos. Aloma, 41(2), 27–35. https://doi.org/10.51698/aloma.2023.41.2.27-35
Bonnaire, C., & Phan, O. (2017). Relationships between parental attitudes, family functioning and Internet gaming disorder in adolescents attending school. Psychiatry Research, 255, 104–110. https://doi.org/10.1016/j.psychres.2017.05.030
Brand, M., Rumpf, H. J., King, D. L., Potenza, M. N., & Wegmann, E. (2020). Clarifying terminologies in research on gaming disorder and other addictive behaviors: Distinctions between core symptoms and underlying psychological processes. Current Opinion in Psychology, 36, 49–54. https://doi.org/10.1016/j.copsyc.2020.04.006
Brown, T. A. (2015). Confirmatory factor analysis for applied research (2nd ed.). The Guilford Press.
Byrne, B. M., & Van de Vijver, F. J. R. (2017). The maximum likelihood alignment approach to testing for approximate measurement invariance: A paradigmatic cross-cultural application. PubMed, 29(4), 539–551. https://doi.org/10.7334/psicothema2017.178
Carey, P. A. K., Delfabbro, P., & King, D. (2022). An evaluation of gaming-related harms in relation to gaming disorder and loot box involvement. International Journal of Mental Health and Addiction, 20(5), 2906–2921. https://doi.org/10.1007/s11469-021-00556-5
Carmona, A., Carbonell, X., & Fuster, H. (2023). Diseño de una taxonomía para el estudio psicológico de las características estructurales de los videojuegos [Design of a taxonomy for the psychological study of the structural characteristics of video games]. Aloma, 41(2), 37–48. https://doi.org/10.51698/aloma.2023.41.2.37-48
Castro-Calvo, J., King, D. L., Stein, D. J., Brand, M., Carmi, L., Chamberlain, S. R., Demetrovics, Z., Fineberg, N. A., Rumpf, H. J., Yücel, M., Achab, S., Ambekar, A., Bahar, N., Blaszczynski, A., Bowden-Jones, H., Carbonell, X., Chan, E. M. L., Ko, C. H., de Timary, P., & Billieux, J. (2021). Expert appraisal of criteria for assessing gaming disorder: An international Delphi study. Addiction, 116(9), 2463–2475. https://doi.org/10.1111/add.15411
Article PubMed PubMed Central Google Scholar
Caycho, T. (2018). Importancia del análisis de invarianza factorial en estudios comparativos en Ciencias de la Salud. Educación Médica Superior., 31(2), 1–3.
Cerezo-Pizarro, M., Revuelta-Domínguez, F.-I., Guerra-Antequera, J., & Melo-Sánchez, J. (2023). The cultural impact of video games: A systematic review of the literature. Education Sciences, 13(11), 1116. https://doi.org/10.3390/educsci13111116
Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974. https://doi.org/10.1016/j.chb.2021.106974
Chen, F. F. (2007). Sensitivity of goodness of fit indexes to lack of measurement invariance. Structural Equation Modeling: A Multidisciplinary Journal, 14(3), 464–504. https://doi.org/10.1080/10705510701301834
Chen, I., Strong, C., Lin, Y., Tsai, M., Leung, H., Lin, C., Pakpour, A. H., & Griffiths, M. D. (2020). Time invariance of three ultra-brief internet-related instruments: Smartphone Application-Based Addiction Scale (SABAS), Bergen Social Media Addiction Scale (BSMAS), and the nine-item Internet Gaming Disorder Scale- Short Form (IGDS-SF9) (Study Part B). Addictive Behaviors, 101, 105960. https://doi.org/10.1016/j.addbeh.2019.04.018
Conde, S., Elor, A., Mateas, M., & Kurniawan, S. (2023). Acculturative game design with Latine communities: A bridging review on acculturative stress, behavior change, and serious games. Frontiers in Education, 8, 157. https://doi.org/10.3389/feduc.2023.1231907
Cronbach, L. J. (1951). Coefficient alpha and the internal structure of tests. Psychometrika, 16(3), 297–334. https://doi.org/10.1007/BF02310555
Cronbach, L. J., & Meehl, P. E. (1955). Construct validity in psychological tests. Psychological Bulletin, 52(4), 281–302. https://doi.org/10.1037/h0040957
Article CAS PubMed Google Scholar
Darvesh, N., Radhakrishnan, A., Lachance, C. C., Nincic, V., Sharpe, J. P., Ghassemi, M., Straus, S. E., & Tricco, A. C. (2020). Exploring the prevalence of gaming disorder and Internet gaming disorder: A rapid scoping review. Systematic Reviews, 9(68), 2–10. https://doi.org/10.1186/s13643-020-01329-2
de Mesquita Neto, J. A., & Becker, K. (2018). Relating conversational topics and toxic behavior effects in a MOBA game. Entertainment Computing, 26, 10–29. https://doi.org/10.1016/j.entcom.2017.12.004
de Palo, V., Monacis, L., Sinatra, M., Griffiths, M. D., Pontes, H., Petro, M., & Miceli, S. (2019). Measurement invariance of the nine-item Internet Gaming Disorder Scale (IGDS9-SF) across Albania, USA, UK, and Italy. International Journal of Mental Health and Addiction, 17, 935–946. https://doi.org/10.1007/s11469-018-9925-5
Dimitrov, D. M. (2010). Testing for factorial invariance in the context of construct validation. Measurement and Evaluation in Counseling and Development, 43(2), 121–149. https://doi.org/10.1177/0748175610373459
Fabio, R. A., Ingrassia, M., & Massa, M. (2022). Transient and long-term improvements in cognitive processes following video games: An Italian cross-sectional study. International Journal of Environmental Research and Public Health, 19(1), 78. https://doi.org/10.3390/ijerph19010078
Finney, S. J., & DiStefano, C. (2013). Nonnormal and categorical data in structural equation modeling. In G. R. Hancock & R. O. Mueller (Eds.), Structural equation modeling: A second course (pp. 439–492). IAP Information Age Publishing.
Gao, C., Shi, D., & Maydeu-Olivares, A. (2019). Estimating the maximum likelihood root mean square error of approximation (RMSEA) with non-normal data: A Monte-Carlo study. Structural Equation Modeling: A Multidisciplinary Journal, 27(2), 192–201. https://doi.org/10.1080/10705511.2019.1637741
Garea, S. S., Drummond, A., Sauer, J. D., Hall, L. C., & Williams, M. N. (2021). Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending. International Gambling Studies, 21(3), 460–479. https://doi.org/10.1080/14459795.2021.1914705
González-Cabrera, J., Basterra-González, A., Ortega-Barón, J., Caba-Machado, V., Díaz-López, A., Pontes, H. M., & Machimbarrena, J. M. (2023). Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study. Computers in Human Behavior, 143, 107685. https://doi.org/10.1016/j.chb.2023.107685
Grantham, J. (2023). League of Legends: Every role explained. GameRant. https://gamerant.com/league-legends-roles-explained/#:~:text=League%20of%20Legends%20has%20five,to%20play%20fighters%20or%20tanks
Halbrook, Y. J., O’Donnell, A. T., & Msetfi, R. M. (2019). When and how video games can be good: A review of the positive effects of video games on well-being. Perspectives on Psychological Science, 14(6), 1096–1104. https://doi.org/10.1177/1745691619863807
Hernández-Vásquez, A., Vargas-Fernández, R., Visconti-Lopez, F. J., Comandé, D., & Bendezu-Quispe, G. (2022). Prevalence and factors associated with gaming disorder in Latin America and the Caribbean: A systematic review. International Journal of Environmental Research and Public Health, 19(16), 10036. https://doi.org/10.3390/ijerph191610036
Article PubMed PubMed Central Google Scholar
Horn, J. L., & McArdle, J. J. (1992). A practical and theoretical guide to measurement invariance in aging research. Experimental Aging Research, 18(3–4), 117–144. https://doi.org/10.1080/03610739208253916
Article CAS PubMed Google Scholar
Howarth, J. (2024). How many gamers are there? (New 2024 Statistics). Exploding Topics. https://explodingtopics.com/blog/number-of-gamers
Jeong, H., Yim, H. W., Lee, S. Y., Lee, H. K., Potenza, M. N., & Lee, H. (2021). Factors associated with severity, incidence or persistence of internet gaming disorder in children and adolescents: A 2-year longitudinal study. Addiction, 116(7), 1828–1838. https://doi.org/10.1111/add.15366
Johnson, D., Nacke, L. E., & Wyeth, P. (2015, April). All about base: Differing player experiences in video game genres and the unique case of MOBA games. 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 2265–2274). https://doi.org/10.1145/2702123.2702447
Jorgensen, T. D., Pornprasertmanit, S., Schoemann, A. M., & Rosseel, Y. (2018). semTools: Useful tools for structural equation modeling. R package version 0.5–1. Retrieved from https://CRAN.R-project.org/package=semTools
Kardefelt-Winther, D. (2014). A critical account of DSM-5 criteria for internet gaming disorder. Addiction Research & Theory, 23(2), 93–98
Comments (0)