Validation of Two Gaming Disorders Assessment Tools for Indian Young Adults: Psychometric Evaluation of the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Young Adults (GADIS-YA).
The rise of gaming as a dominant form of entertainment has raised global concerns over problematic use, prompting the need for culturally adapted assessment tools. This study investigates the psychometric properties of the Gaming Disorder Test (GDT) and the Gaming Disorder Scale for Young Adults (GADIS-YA) among Indian university students. A total of 454 participants completed the GDT, GADIS-YA, Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and Depression Anxiety Stress Scale-21 (DASS-21). We assessed internal consistency using Cronbach's alpha, McDonald's omega, and construct validity through confirmatory factor analysis (CFA). The GDT and GADIS-YA demonstrated good internal consistency with Cronbach's alpha and McDonald's omega coefficients at 0.88 and 0.93, respectively. CFA supported a one-factor structure for GDT and a two-factor structure for GADIS-YA. Measurement invariance was confirmed across gender and gaming time, with significant correlations observed with IGDS9-SF and DASS-21. These findings indicate that GDT and GADIS-YA have satisfactory psychometric properties among young Indian adults. The findings contribute to the growing body of evidence on gaming disorder (GD) prevalence and a reliable instrument for assessing it in India. Healthcare professionals can utilize the GDT and GADIS-YA to assess GD for preventing and reducing of gaming problem among young adults.
17
- 10.3389/fpsyt.2022.1014447
- Nov 25, 2022
- Frontiers in Psychiatry
6
- 10.4103/jcrsm.jcrsm_28_21
- Jul 1, 2021
- Journal of Current Research in Scientific Medicine
32
- 10.4103/shb.shb_209_22
- Jan 1, 2023
- Asian Journal of Social Health and Behavior
273
- 10.1016/j.cpr.2020.101831
- Feb 11, 2020
- Clinical Psychology Review
307
- 10.1080/07481756.2005.11909764
- Jan 1, 2005
- Measurement and Evaluation in Counseling and Development
10
- 10.1186/s43045-023-00280-x
- Jan 1, 2023
- Middle East Current Psychiatry, Ain Shams University
34
- 10.1016/j.jpsychires.2020.06.007
- Jun 7, 2020
- Journal of Psychiatric Research
1
- 10.32604/ijmhp.2024.057049
- Jan 1, 2024
- International Journal of Mental Health Promotion
23
- 10.1016/j.ajp.2023.103638
- Aug 1, 2023
- Asian journal of psychiatry
67
- 10.1186/s40359-023-01242-y
- Jul 14, 2023
- BMC Psychology
- Research Article
30
- 10.1177/01632787231185845
- Jun 26, 2023
- Evaluation & the Health Professions
As research on gaming disorder (GD) is growing globally, the need for a valid and reliable instrument to assess GD has become crucial. Therefore, the present cross-sectional study translated and evaluated the psychometric properties of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Young Adults (GADIS-YA) into Malay language versions. The sample comprised 624 university students (females = 75.6%; mean age = 22.27 years) recruited via an online survey from May to August 2022, using a convenience sampling method. Participants completed both GDT and GADIS-YA scales and other relevant measures including Bergen Social Media Addiction Scale (BSMAS), Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and time spent on social media and gaming. Results showed that both instruments reported satisfactory internal consistency, and confirmatory factor analysis supported the one-factor structure for GDT and two-factor structure for GADIS-YA. Both scales were strongly correlated with each other and with the IGDS9-SF, BSMAS, and time spent on social media and gaming, supporting concurrent validity. Measurement invariance of both scales was confirmed across gender and gaming time. These findings suggest that the Malay versions of GDT and GADIS-YA are reliable and valid measures of problematic gaming among Malaysian university students.
- Research Article
25
- 10.1016/j.comppsych.2023.152396
- May 30, 2023
- Comprehensive Psychiatry
Translation and Validation of the Gaming Disorder Test and Gaming Disorder Scale for Adolescents into Chinese for Taiwanese Young Adults
- Research Article
21
- 10.3389/fpsyt.2020.577366
- Dec 17, 2020
- Frontiers in Psychiatry
Gaming disorder was listed as a condition for further study in the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in 2013, and measures of the disorder have mushroomed in the years since. The Gaming Disorder Test (GDT) was developed after gaming disorder was officially included in the 11th Revision of the International Classification of Diseases (ICD-11) in 2018. However, it remains unknown whether the GDT, which is based on the ICD-11 framework, is psychometrically similar to or different from the popular nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF) based on the DSM-5 framework. To address this important but unexplored issue, the present study evaluated and compared the psychometric properties of the GDT and IGDS9-SF in a sample of 544 adult gamers (56.2% men; mean age = 28.8, SD = 8.55). The results revealed both measures to have good reliability, structural validity, and criterion validity, with the exception of one IGDS9-SF item with a low factor loading. Moreover, the IGDS9-SF exhibited scalar measurement invariance for gender and age but only partial metric invariance for employment status, whereas the GDT exhibited scalar measurement invariance for all three demographic characteristics. Finally, the GDT displayed incremental validity over the IGDS9-SF in explaining gaming time, but not social anxiety and depressive symptoms. This study thus contributes to the literature by comparing measures derived from distinct gaming disorder diagnostic frameworks empirically. Recommendations for the selection of gaming disorder measures by researchers and practitioners are discussed.
- Research Article
- 10.1186/s41155-024-00328-9
- Oct 18, 2024
- Psicologia: Reflexão e Crítica
BackgroundPrevious studies have shown that the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A) have promising validity and reliability when assessing symptoms of gaming disorder among young adults. However, validity and reliability properties of the two scales have not been established among a Vietnamese population.ObjectiveThe present study translated the GDT and GADIS-A into Vietnamese and examined their factor structures, measurement invariance, convergent validity, concurrent validity, and divergent validity among university students.MethodsA total of 610 young adults (mean age = 21.09 years; 63.4% females) were recruited using convenience sampling and who completed a paper-and-pencil survey between April and June 2023. All participants completed a demographic questionnaire, GDT, GADIS-A, and six standardized scales related to gaming disorder, social media addiction, smartphone addiction, and psychological distress. Confirmatory factor analysis (CFA), internal consistency testing, and Pearson’s correlations were performed.ResultsCFA showed that the GDT had a one-factor structure and the GADIS-A had a two-factor structure. The internal consistency was excellent for both scales among this population. Moreover, both GDT and GADIS-A showed convergent, concurrent, and divergent validity with other standardized scales.ConclusionThe Vietnamese versions of the GDT and GADIS-A have good psychometrics, which may be utilized in future research regarding gaming disorder among Vietnamese populations.
- Research Article
17
- 10.5455/pcp.20200429072430
- Jan 1, 2020
- Psychiatry and Clinical Psychopharmacology
PURPOSE: Previous research on gaming disorder (GD) used psychometric tools, which evaluates according to the American Psychiatric Association (APA) diagnostic framework. The Gaming Disorder Test (GDT), a standardized measure to assess symptoms and prevalence of GD according to the World Health Organization (WHO) diagnostic framework. The main aim of the current study was to adapt GDT to Turkish. METHOD: In the present study participants were assessed with the GDT, the Internet Gaming Disorder ScaleShort-Form (IGDS9-SF), and the CAGE-Problematic Internet Use Questionnaire (CAGE-PIUQ). The factor structure of the scale was tested with Confirmatory Factor Analysis (CFA), and reliability and validity analyses were conducted. The method used in the study, and the scale adaptation, RESULTS: A sample of 932 Turkish gamers (58.3% male, mean age 23.64 years, SD=5.42) was recruited online. Confirmatory factor analyses demonstrated that the unidimensional factor structure of the GDT was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.879) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations between average time daily spent playing games (ATDSPG) during last year, IGDS9-SF and CAGE-PIUQ scores. By applying the International Classification of Diseases 11th edition (ICD-11) threshold for diagnosing GD (e.g., meeting all four criteria by answering them either with often [4] or very often [5]), it was found that the prevalence of GD is 1.9% (n = 18). CONCLUSION: Online gaming preference, ATDSPG and probable ADHD predicted the severity of disordered gaming. These findings support the Turkish version of the GDT as a valid and reliable tool for determining the extent of GD related problems among young adults and for the purposes of early GD diagnosis in clinical settings and similar research.
- Research Article
- 10.1016/j.comppsych.2025.152635
- Sep 19, 2025
- Comprehensive psychiatry
Gaming disorder among Swedish adolescents: Measurement, risk factors, and classification.
- Research Article
4
- 10.1111/sjop.13010
- Mar 12, 2024
- Scandinavian journal of psychology
The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits. A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91). The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups. These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.
- Research Article
23
- 10.1016/j.ajp.2023.103638
- Aug 1, 2023
- Asian journal of psychiatry
Psychometric properties and development of the Chinese versions of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A).
- Research Article
2
- 10.1016/j.comppsych.2024.152517
- Jul 8, 2024
- Comprehensive Psychiatry
A comprehensive measure assessing different types of problematic use of the internet among Chinese adolescents: The Assessment of Criteria for Specific Internet-use Disorders (ACSID-11)
- Research Article
2
- 10.1007/s00431-024-05589-1
- May 3, 2024
- European journal of pediatrics
This study aimed to translate, cross-culturally adapt, and validate the CDPQOL questionnaire, a coeliac disease (CD)-specific paediatric health-related quality of life (HRQoL) instrument (CDPQOL), in Spanish children with CD. The CDPQOL questionnaire has two versions for children aged 8-12 and 13-18. Translation and linguistic validation were performed following an international consensus process. Internal consistency was calculated using Cronbach's alpha and McDonald's omega coefficients, and convergent validity was assessed with average variance extracted (AVE). Confirmatory factor analysis (CFA) and exploratory factor analysis (EFA), when necessary, were carried out to assess the construct validity. A total of 235 children were included. In the 8-12 age group, a change in the distribution of items to a new structure of three dimensions (negative emotions, food feelings and social interaction) was required. In this new model, CFA supported the fit of the model (χ2/gl = 1.79, RMSEA = 0.077 (IC 95% 0.05-0.100), CFI = 0.969, TLI 0.960, SRMR = 0.081) and Cronbach's alpha and McDonald's omega coefficients were > 0.7 in all three dimensions. In the 13-18 age group, CFA showed that all fit indexes were acceptable (χ2/gl = 1.702, RMSEA = 0.102 (IC 95% 0.077-0.127), p < 0.001, CFI = 0.956, TLI = 0.947, SRMR = 0.103) and Cronbach's alpha and McDonald's omega coefficients were > 0.7 in all three dimensions, except for uncertainty dimension. Conclusions: The Spanish version of the CDPQOL questionnaire is a useful instrument to assess quality of life in coeliac children whose native language was Spanish spoken in Spain, with changes in item distribution in the younger age group questionnaire. What is Known: • The first specific questionnaire for coeliac children, Dutch Coeliac Disease Questionnaire (CDDUX), which focuses on diet, was translated into Spanish and validated allowing to evaluate the HRQoL of Spanish coeliac children. • Spanish Children and parents feel the disease had no substantial negative impacts on patient HRQoL using this questionnaire, similar to that observed with other countries. What is New: • The age specific for CD children (CDPQOL) was elaborated in the USA and focuses on other aspects not evaluated by CDDUX such as emotional and social issues related to living with CD. • The CDPQOL was translated into Spanish and validated allowing it to be used to assess Spanish coeliac children's QoL.
- Research Article
4
- 10.3389/fpsyt.2023.1071764
- Apr 11, 2023
- Frontiers in Psychiatry
Gaming addiction is a compulsive mental health condition that can have severe negative consequences on a person's life. As online gaming has increased during the COVID-19 pandemic, studies have shown a heightened risk of mental health issues. This study aims to assess the prevalence of severe phobia and addiction to online gaming among Arab adolescents and identify risk factors associated with these disorders. This cross-sectional study was conducted across 11 Arab nations. Participants were recruited using convenience sampling through an online survey distributed on social media platforms in 11 Arab countries. The survey included demographic questions, the Nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9) to measure participants' online gaming addiction, the Social Phobia Scale (SPS), and questions assessing the impact of the COVID-19 pandemic on the prevalence of internet gaming addiction. The data were analyzed using SPSS win statistical package version 26. Out of 2,458 participants, 2,237 were included in the sample due to non-response and missing data. The average age of the participants was 19.9 ± 4.8 years, and the majority were Egyptian and unmarried. 69% of the participants reported playing more than usual since the COVID-19 pandemic, as they were confined to their homes. Higher social phobia scores were associated with being single, male, and Egyptian. Participants from Egypt and those who felt that the pandemic significantly increased their gaming time had higher scores for online gaming addiction. Several major criteria, such as playing hours per day and beginning gaming at an early age, were associated with a higher level of online gaming addiction with social phobia. The study's findings suggest that there is a high prevalence of internet gaming addiction among Arab adolescents and young adults who play online games. The results also indicate a significant association between social phobia and several sociodemographic factors, which may inform future interventions and treatments for individuals with gaming addiction and social phobia.
- Research Article
7
- 10.1037/adb0000960
- Jun 1, 2024
- Psychology of addictive behaviors : journal of the Society of Psychologists in Addictive Behaviors
From 2022, the International Classification of Diseases, eleventh edition (ICD-11) includes the first mental disorder based on digital technology, "gaming disorder," which was previously suggested as a condition for further examination in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5). In this cross-sectional study, we provide the first large-scale network analysis of various symptom structures for these constructs to understand the complex interconnections between their proposed symptoms. Culturally diverse samples of 2,846 digital game players (M = 25.3 years) and 746 esports players (M = 23.5 years) were recruited. A network approach was applied to explore a multiverse of gaming disorder symptom structures, effects of item operationalization, and possible external moderators. Gaming disorder was measured using the Internet Gaming Disorder Scale 9-Short Form (IGDS9-SF), Gaming Disorder Test, and several items borrowed from Chinese Internet Gaming Disorder Scale, Personal Internet Gaming Disorder Evaluation-9, and Clinical Video game Addiction Test 2.0 scales. Two symptoms (loss of control and continued use despite problems) present in both, the DSM-5 and ICD-11, were systematically central to most of the analyzed networks. Alternative operationalizations of single items systematically caused significant network differences. Networks were invariant across groups of play style, age, gender, gaming time, and most of the psychosocial characteristics. Our results caution practitioners and researchers when studying and interpreting gaming disorder symptoms. The data indicate that even minor operational changes in symptoms can lead to significant network-level changes, thus highlighting the need for careful wording. (PsycInfo Database Record (c) 2024 APA, all rights reserved).
- Research Article
2
- 10.1016/j.abrep.2024.100563
- Aug 21, 2024
- Addictive Behaviors Reports
Gaming disorder (GD) is a growing public health issue requiring reliable screening and diagnostic tools. A commonly used tool for assessing GD is the Gaming Disorder Test (GDT). The GDT assesses GD based on International Classification of Diseases 11th Revision (ICD-11) criteria; however, its psychometric testing has been conducted across studies but yet snythesized. This meta-analysis aimed to synthesize psychometric data regarding the GDT globally. Adhering to pre-registration, a comprehensive search across databases identified 17 eligible studies (n=22,000) in 14 languages reporting on the psychometric properties of the GDT, especially its Cronbach’s alpha. The pooled Cronbach’s alpha was 0.86 (95% CI: 0.83-0.89), indicating excellent internal consistency. Although significant heterogeneity was observed (I2= 98.54%), prediction intervals suggested true outcomes likely shared a positive direction. No moderating effects were found regarding sample characteristics, study quality, or geographical location. The meta-analysis provides robust and quantitative evidence supporting the internal consistency of the GDT across diverse populations. Moreover, qualitative synthesis indicates that the GDT has strong psychometric properties without risk of bias across the analyzed studies, indicating the GDT’s ability to assess GD globally. However, the heterogeneity suggests cautious interpretation of the reliability estimates
- Research Article
- 10.1016/j.abrep.2024.100567
- Oct 28, 2024
- Addictive Behaviors Reports
Mokken scale analysis of the Internet Gaming Disorder Scale–Short-Form and the Gaming Disorder Test
- Research Article
1
- 10.2478/anre-2021-0010
- Jun 1, 2021
- Anthropological Review
Gaming related experiences and addictive behaviours are emerging causes of adverse psycho-social health such as depression, anxiety, in adolescents and young adults around the world. Nonetheless, there remains a dearth of information relating to adolescents and young adults in India, a country which has millions of gamers.
 Present study examined the effects of massively multiplayer online role-playing games on the psychological health and inter-personal relationships of adolescents and young male adults of sub-urban Kolkata, West Bengal, India.
 Questionnaires were used to collect data on socio-economic and lifestyle traits, psychological health and inter-personal relationships were obtained from both gamers (n = 150) and non-gamers (n = 150). Data on gaming experiences and addiction were obtained only from gamers. MANCOVA and linear regression were performed to understand the effects of socio-economic and lifestyle traits, gaming experience and addiction traits on psychological health and inter-personal relationships of gamers.
 Study findings revealed that both gamers and non-gamers derived from a similar age group (mean age = 19.94 years) and socio-economic cluster. Disparities in psychological health in terms of depression, anxiety and stress and inter-personal relationship in terms of parent and peer attachments were present across social groups and between gamers and non-gamers. Various problematic gaming experiences and gaming related addictive behaviours resulted in poor psychological health and inter-personal relationship with parents and peers.
 Male gamers were at high risk to develop adverse psychological health and poor inter-personal relationships with parents and peers due to problematic gaming experience and gaming addiction. Proper education and counselling regarding the beneficial and detrimental sides of gaming may ensure better psycho-social health of adolescents and young adults in India.
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