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Assessing the symptoms of Internet Gaming Disorder among collegeuniversity students An international validation study of a self-report
dc.contributor.author | Јовић, Јелена | |
dc.date.accessioned | 2022-09-22T08:28:04Z | |
dc.date.available | 2022-09-22T08:28:04Z | |
dc.date.issued | 2020 | |
dc.identifier.citation | Индустрија производње олова и цинка, последице по становништво и уређење и заштита екосистема TR37016 | en_US |
dc.identifier.uri | https://platon.pr.ac.rs/handle/123456789/605 | |
dc.description.abstract | The present study evaluated the psychometric properties of a self-report scale for assessing Internet Gaming Disorder (IGD) symptoms according to the DSM–5 and ICD–11 among 3270 college/university students (2095 [64.1%] females; age mean 21.6 [3.1] years) from different countries worldwide. Croatian, English, Polish, Portuguese, Serbian, Turkish, and Vietnamese versions of the scale were tested. The study showed that symptoms of IGD could be measured as a single underlying factor among college/university students. A nine itemsymptom scale following DSM–5, and a short four-item scale representing the main ICD–11 symptoms, had sound internal consistency and construct validity. Three symptom-items were found non-invariant across the language samples (i.e., preoccupation with on-line gaming, loss of interests in previous hobbies and entertainment, and the use of gaming to relieve negative moods). This study provides initial evidence for assessing IGD symptoms among college/university students and will hopefully foster further research into gaming addiction in this population worldwide especially with taking into account language/cultural differences. | en_US |
dc.language.iso | en | en_US |
dc.publisher | PSIHOLOGIJA | en_US |
dc.title | Assessing the symptoms of Internet Gaming Disorder among collegeuniversity students An international validation study of a self-report | en_US |
dc.title.alternative | PSIHOLOGIJA | en_US |
dc.type | clanak-u-casopisu | en_US |
dc.description.version | publishedVersion | en_US |
dc.identifier.doi | 10.2298/PSI190421015S | |
dc.citation.volume | 53(1), 43–63 | |
dc.subject.keywords | Internet gaming, IGD, cross-cultural equivalence | en_US |
dc.type.mCategory | M23 | en_US |
dc.type.mCategory | openAccess | en_US |
dc.type.mCategory | M23 | en_US |
dc.type.mCategory | openAccess | en_US |