Abstract
The 7-item Gaming Addiction Scale (GAS) is a brief instrument based on DSM criteria to assess gaming addiction. Although the psychometric properties of the GAS have been tested using classical test theory, its psychometric properties have never been tested using modern test theory (e.g., Rasch analysis). The present study used a large adolescent sample in Iran to test the psychometric properties of the Persian GAS through both classical test and modern test theories. Adolescents (n = 4442; mean age = 15.3 years; 50.3% males) were recruited from Qazvin, Iran. In addition to the GAS, all of them completed the following instruments: the nine-item Internet Gaming Disorder Scale–Short Form (IGDS-SF9), Depression Anxiety Stress Scale (DASS), Pittsburgh Sleep Quality Index (PSQI), and a generic quality of life instrument. Two weeks later, all participants completed the GAS again. Confirmatory factor analysis (CFA) and Rasch analysis were used to test the unidimensionality of the GAS. Pearson correlation coefficients were used to test the test-retest reliability, and a regression model was used to test the criterion-related validity of the GAS. Both CFA and Rasch analysis supported the unidimensionality of the GAS. Pearson correlations coefficients showed satisfactory test-retest reliability of the GAS (r = 0.78 to 0.86), and the regression model demonstrated the criterion-related validity of the GAS (β = 0.31 with IGDS-SF9; 0.41 with PSQI). Based on the results, the Persian GAS is a reliable and valid instrument for healthcare providers to assess the level of gaming addiction among Persian-speaking adolescents.
Highlights
Given the rapid evolution of digitized technology worldwide, activities related to internet and smartphone use have become increasingly popular (Yang et al, 2017; Griffiths, 2018; Tsai et al, 2018)
When validating the Gaming Addiction Scale (GAS) in the present study, another instrument – Internet Gaming Disorder Scale–Short Form (IGDS9-SF) – was included, as well as time spent gaming. This was because the IGDS9SF assesses a similar concept to the GAS and time spent on game is a commonly used criterion associated with higher GAS scores (e.g., Lemmens et al, 2009)
The measurement invariance across gender and time spent on gaming was supported by the nested models in the multi-group CFA (MGCFA) and the differential item functioning (DIF) in the Rasch analysis
Summary
Given the rapid evolution of digitized technology worldwide, activities related to internet and smartphone use have become increasingly popular (Yang et al, 2017; Griffiths, 2018; Tsai et al, 2018). It has been reported that age, gender, and father’s education were correlated with the GAS in a previous study (Pontes, 2017) These variables were used to examine the criterion-related validity of the GAS because previous studies have demonstrated that gaming addiction is associated with poorer mental health (Zamani et al, 2009), poor sleep quality (Lam, 2014), and decreased quality of life (Dolatabadi et al, 2013). When validating the GAS in the present study, another instrument – Internet Gaming Disorder Scale–Short Form (IGDS9-SF) – was included, as well as time spent gaming This was because the IGDS9SF assesses a similar concept to the GAS (i.e., problematic gaming) and time spent on game is a commonly used criterion associated with higher GAS scores (e.g., Lemmens et al, 2009). The following properties of the GAS were examined using the Rasch model: item statistics, item and person separation reliability, item and person separation index, and differential item functioning (DIF)
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