Cargando…
Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths
Internet gaming disorder (IGD) is a rising health concern. Indonesia has yet to have any validated instrument specifically designed to screen for this disorder. This study aims to validate the Indonesian version of the Ten-item Internet Gaming Disorder Test (IGDT-10) and conduct a latent class analy...
Autores principales: | , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2022
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9197045/ https://www.ncbi.nlm.nih.gov/pubmed/35700179 http://dx.doi.org/10.1371/journal.pone.0269528 |
_version_ | 1784727317173501952 |
---|---|
author | Siste, Kristiana Hanafi, Enjeline Sen, Lee Thung Damayanti, Reza Beatrice, Evania Ismail, Raden Irawati |
author_facet | Siste, Kristiana Hanafi, Enjeline Sen, Lee Thung Damayanti, Reza Beatrice, Evania Ismail, Raden Irawati |
author_sort | Siste, Kristiana |
collection | PubMed |
description | Internet gaming disorder (IGD) is a rising health concern. Indonesia has yet to have any validated instrument specifically designed to screen for this disorder. This study aims to validate the Indonesian version of the Ten-item Internet Gaming Disorder Test (IGDT-10) and conduct a latent class analysis of gamers among the youth. An online survey was conducted between October and December 2020 at two universities in Depok and Jakarta, Indonesia. In total, 1233 respondents (62.6% female and 20.3±1.90 years old) gave valid responses and played video games. Confirmatory factor analysis (CFA) confirmed the unidimensional structure of the scale. Cronbach’s alpha was 0.72 and composite reliability was 0.92. The latent class analysis yielded three distinct classes of gamers. The continuation and negative consequences were highly distinctive for the group at high risk of IGD (class 3). Deception had the lowest endorsement rate (41.7%); while, the continuation domain had the highest endorsement, 91.2%. The IGD prevalence estimate was 1.90% among the respondents. Approximately 70.2% of the gamers did not show IGD symptoms. The adapted Indonesian IGDT-10 was demonstrated as valid and reliable among Indonesian youths. Consistent with previous studies, the deception domain had a low endorsement rate. The detected IGD rates were comparable to the global range. The majority of the current sample disclosed no symptoms; however, a considerable proportion would benefit from early preventive measures. |
format | Online Article Text |
id | pubmed-9197045 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-91970452022-06-15 Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths Siste, Kristiana Hanafi, Enjeline Sen, Lee Thung Damayanti, Reza Beatrice, Evania Ismail, Raden Irawati PLoS One Research Article Internet gaming disorder (IGD) is a rising health concern. Indonesia has yet to have any validated instrument specifically designed to screen for this disorder. This study aims to validate the Indonesian version of the Ten-item Internet Gaming Disorder Test (IGDT-10) and conduct a latent class analysis of gamers among the youth. An online survey was conducted between October and December 2020 at two universities in Depok and Jakarta, Indonesia. In total, 1233 respondents (62.6% female and 20.3±1.90 years old) gave valid responses and played video games. Confirmatory factor analysis (CFA) confirmed the unidimensional structure of the scale. Cronbach’s alpha was 0.72 and composite reliability was 0.92. The latent class analysis yielded three distinct classes of gamers. The continuation and negative consequences were highly distinctive for the group at high risk of IGD (class 3). Deception had the lowest endorsement rate (41.7%); while, the continuation domain had the highest endorsement, 91.2%. The IGD prevalence estimate was 1.90% among the respondents. Approximately 70.2% of the gamers did not show IGD symptoms. The adapted Indonesian IGDT-10 was demonstrated as valid and reliable among Indonesian youths. Consistent with previous studies, the deception domain had a low endorsement rate. The detected IGD rates were comparable to the global range. The majority of the current sample disclosed no symptoms; however, a considerable proportion would benefit from early preventive measures. Public Library of Science 2022-06-14 /pmc/articles/PMC9197045/ /pubmed/35700179 http://dx.doi.org/10.1371/journal.pone.0269528 Text en © 2022 Siste et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Siste, Kristiana Hanafi, Enjeline Sen, Lee Thung Damayanti, Reza Beatrice, Evania Ismail, Raden Irawati Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths |
title | Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths |
title_full | Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths |
title_fullStr | Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths |
title_full_unstemmed | Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths |
title_short | Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths |
title_sort | psychometric properties of the indonesian ten-item internet gaming disorder test and a latent class analysis of gamer population among youths |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9197045/ https://www.ncbi.nlm.nih.gov/pubmed/35700179 http://dx.doi.org/10.1371/journal.pone.0269528 |
work_keys_str_mv | AT sistekristiana psychometricpropertiesoftheindonesianteniteminternetgamingdisordertestandalatentclassanalysisofgamerpopulationamongyouths AT hanafienjeline psychometricpropertiesoftheindonesianteniteminternetgamingdisordertestandalatentclassanalysisofgamerpopulationamongyouths AT senleethung psychometricpropertiesoftheindonesianteniteminternetgamingdisordertestandalatentclassanalysisofgamerpopulationamongyouths AT damayantireza psychometricpropertiesoftheindonesianteniteminternetgamingdisordertestandalatentclassanalysisofgamerpopulationamongyouths AT beatriceevania psychometricpropertiesoftheindonesianteniteminternetgamingdisordertestandalatentclassanalysisofgamerpopulationamongyouths AT ismailradenirawati psychometricpropertiesoftheindonesianteniteminternetgamingdisordertestandalatentclassanalysisofgamerpopulationamongyouths |