Internet Gaming Disorder as a formative construct: Implications for conceptualization and measurement

Psychiatry Clin Neurosci. 2017 Jul;71(7):445-458. doi: 10.1111/pcn.12404. Epub 2016 Jul 6.

Abstract

Some people have serious problems controlling their Internet and video game use. The DSM-5 now includes a proposal for 'Internet Gaming Disorder' (IGD) as a condition in need of further study. Various studies aim to validate the proposed diagnostic criteria for IGD and multiple new scales have been introduced that cover the suggested criteria. Using a structured approach, we demonstrate that IGD might be better interpreted as a formative construct, as opposed to the current practice of conceptualizing it as a reflective construct. Incorrectly approaching a formative construct as a reflective one causes serious problems in scale development, including: (i) incorrect reliance on item-to-total scale correlation to exclude items and incorrectly relying on indices of inter-item reliability that do not fit the measurement model (e.g., Cronbach's α); (ii) incorrect interpretation of composite or mean scores that assume all items are equal in contributing value to a sum score; and (iii) biased estimation of model parameters in statistical models. We show that these issues are impacting current validation efforts through two recent examples. A reinterpretation of IGD as a formative construct has broad consequences for current validation efforts and provides opportunities to reanalyze existing data. We discuss three broad implications for current research: (i) composite latent constructs should be defined and used in models; (ii) item exclusion and selection should not rely on item-to-total scale correlations; and (iii) existing definitions of IGD should be enriched further.

Keywords: Internet Gaming Disorder; formative measurement model; psychometrics; reflective measurement model; validation.

Publication types

  • Review

MeSH terms

  • Behavior, Addictive / diagnosis*
  • Humans
  • Internet*
  • Psychometrics
  • Video Games / adverse effects*
  • Video Games / psychology*