Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students

Scand J Psychol. 2019 Jun;60(3):252-260. doi: 10.1111/sjop.12533. Epub 2019 Mar 24.

Abstract

This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB based on the DSM-5 cut-off threshold was 1.3%. Regression analysis showed that male gender, preference for gaming on a personal computer, gaming time, poor self-perceived health status, and a preference for the solo and multiplayer online battle arenas (MOBA) game genres related positively to PGB scores. These findings demonstrate the appropriateness of the IGDT-10 test for the assessment of problematic gaming among adults, and support further research on PGB in Finland.

Keywords: Gaming disorder; digital games; problematic gaming; psychometric testing.

MeSH terms

  • Adolescent
  • Adolescent Behavior
  • Behavior, Addictive / diagnosis*
  • Behavior, Addictive / epidemiology
  • Cross-Sectional Studies
  • Female
  • Finland / epidemiology
  • Humans
  • Internet*
  • Male
  • Psychometrics
  • Schools
  • Students
  • Video Games / statistics & numerical data*
  • Young Adult