Abstract

Background: Excessive gaming has become a psychological health issue for both gamers and their social environments. This observation holds true for western but also non-western countries such as Iran. The aim of the present study was to translate and validate a Persian version of the Game Addiction Scale 21 (GAS 21) using a sample of adolescents and adults.Methods: A total of 412 participants (mean age: 22.16 years; 55.3% females) took part in the study. They completed questionnaires covering sociodemographic information and gaming-related information, as well as the Persian version of the GAS 21, the GAS 7, the Internet Addiction Test, and the Generalized Self-Efficacy Scale.Results: Of the initial 21 items of the Persian version of the GAS 21, five proved redundant and were eliminated. Factors analyses yielded four factors explaining 66.35% of the variance: 1. Withdrawal; 2. Feelings of guilt and addiction; 3. Mood modification; 4. Issues of time budget. Cronbach's alphas were satisfactory (alphas > 0.87). To validate the results, scores on the translated version were compared with the well-established Young Internet Addiction test. Factors correlated positively (rs between 0.21 and 0.31) with overall score on this latter test but, against expectations, positively with the generalized self-efficacy scale.Conclusions: A Persian version of the Game Addiction Scale-21 proved to be a useful tool for assessing the risk of game addiction behavior. Further, the solution with 16 items loading on four factors appears respond to the ecological need of parsimony.

Highlights

  • There is striking evidence that prolonged screen time is associated with negative psychological health outcomes for adolescents [1,2,3,4]

  • While Gambling disorder is listed as a recognized behavioral disorder in the DSM-5 (F63.0) [10]; this is not the case for Internet Gaming Disorder, which has been just tentatively identified as disorder in the DSM-5

  • 412 individuals participated at the study; mean age was 21.66 years; on average, they were gaming for about 4.31 h per day; and the highest educational level was either the compulsory school or a high school diploma

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Summary

Introduction

There is striking evidence that prolonged screen time is associated with negative psychological health outcomes for adolescents [1,2,3,4]. These unfavorable associations are true for excessive and problematic smartphone use [2,3,4], and for screen time in general. Understood as a proxy for excessive and pathological screen time, has for example been linked to suicidal behavior [5], generalized adverse psychological health outcomes [6], eating disorders [7], social anxiety disorders [8], and increased substance use [9]. The aim of the present study was to translate and validate a Persian version of the Game Addiction Scale 21 (GAS 21) using a sample of adolescents and adults

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