Abstract

The aim of this study was to verify the dimensions of Internet addiction in Albanian. This study employed “Internet Addiction Scale for Adolescents” to determine internet addiction. The verification of language equivalence, the scale form was administered to 164 university students studying at AAB College Faculty of Psychology and 61 High School students studying at the British School of Kosovo (altogether 245). In addition, the Cronbach Alpha internal srability coefficient was found to be .828. It was observed that the factor load values of the scale items varied between .56 and .72. The Kaiser-Meyer-Olkin coefficient (KMO) was 0.82 and the Bartlett x2 Sphericity value was 605,874 (p.000). In confirmatory factor analysis, it was seen that the one-dimensional structure of the scale provided a good fit. [x2=63.168, df=26, x2/df=2.42 RMSEA=.077, RMR=.069, S-RMR=.049, GFI=.95, AGFI=.91, CFI=.94, NNFI=.90, IFI=.94]. The findings obtained as a result of the validity factor analysis and the reliability of the scale show that the Albanian scale is valid and reliable.

Highlights

  • The tool that facilitates our communication and entertainment used all over the world is the internet.Games accessed over the Internet have become necessary actions for the children and adolescents of this period

  • Many scientists have defined internet addiction and as a result, the concept has gained a wide place in the literature and has been interpreted by many scientists around the world

  • DSM-V led to a repeat patient and clinical trial of games with gamers using the internet as a continuous and repetitive use of the same strategy at 12 months for gaming disorders compensated by five more criteria from the same strategy

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Summary

Introduction

Games accessed over the Internet have become necessary actions for the children and adolescents of this period Most often, this type of excessive internet use is called internet addiction. DSM-V led to a repeat patient and clinical trial of games with gamers using the internet as a continuous and repetitive use of the same strategy at 12 months for gaming disorders compensated by five more criteria from the same strategy. These tools used in DSM-V do include online gambling games. Use of the Internet necessary for a business or user activity, use of the Internet for entertainment or social purposes, and obscene websites does not include playing games on the Internet [1]

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