Psychometric validation of the Turkish gaming disorder test: A measure that evaluates disordered gaming according to the World Health Organization framework.

dc.contributor.authorEvren, Cüneyt
dc.contributor.authorPontes, Halley M.
dc.contributor.authorDalbudak, Ercan
dc.contributor.authorEvren, Bilge
dc.contributor.authorTopçu, Merve
dc.contributor.authorKutlu, Nilay
dc.contributor.authorID256656tr_TR
dc.contributor.departmentÇankaya Üniversitesi, Fen Edebiyat Fakültesi, Psikoloji Bölümütr_TR
dc.date.accessioned2021-03-15T07:26:55Z
dc.date.available2021-03-15T07:26:55Z
dc.date.issued2020
dc.description.abstractBackground: 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 the GDT to Turkish. Methods: In the present study participants were assessed with the GDT, the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), and the CAGE-Problematic Internet Use Questionnaire (CAGE-PIUQ). The factor structure of the scale was tested with Con.rmatory Factor Analysis (CFA), and reliability and validity analyses were conducted. 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). Conclusions: 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.tr_TR
dc.identifier.citationEvren, C., Pontes, H. M., Dalbudak, E., Evren, B., Topcu M., & Kutlu N. (2020). "Psychometric validation of the Turkish gaming disorder test: A measure that evaluates disordered gaming according to the World Health Organization framework", Psychiatry and Clinical Psychopharmacology, Vol. 30, No. 2, pp. 144-151.tr_TR
dc.identifier.endpage151tr_TR
dc.identifier.issn2475-0573
dc.identifier.issn2475-0581
dc.identifier.issue2tr_TR
dc.identifier.startpage144tr_TR
dc.identifier.urihttp://hdl.handle.net/20.500.12416/4617
dc.identifier.volume30tr_TR
dc.language.isoengtr_TR
dc.relation.isversionof0.5455/PCP.20200429072430tr_TR
dc.relation.journalPsychiatry and Clinical Psychopharmacologytr_TR
dc.rightsinfo:eu-repo/semantics/openAccesstr_TR
dc.subjectE-Sportstr_TR
dc.subjectGaming Disordertr_TR
dc.subjectGDTtr_TR
dc.subjectInternettr_TR
dc.subjectScaletr_TR
dc.subjectUniversity Studentstr_TR
dc.subjectYoung Adultstr_TR
dc.titlePsychometric validation of the Turkish gaming disorder test: A measure that evaluates disordered gaming according to the World Health Organization framework.tr_TR
dc.typearticletr_TR

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