Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths

PLoS One. 2022 Jun 14;17(6):e0269528. doi: 10.1371/journal.pone.0269528. eCollection 2022.

Abstract

Internet gaming disorder (IGD) is a rising health concern. Indonesia has yet to have any validated instrument specifically designed to screen for this disorder. This study aims to validate the Indonesian version of the Ten-item Internet Gaming Disorder Test (IGDT-10) and conduct a latent class analysis of gamers among the youth. An online survey was conducted between October and December 2020 at two universities in Depok and Jakarta, Indonesia. In total, 1233 respondents (62.6% female and 20.3±1.90 years old) gave valid responses and played video games. Confirmatory factor analysis (CFA) confirmed the unidimensional structure of the scale. Cronbach's alpha was 0.72 and composite reliability was 0.92. The latent class analysis yielded three distinct classes of gamers. The continuation and negative consequences were highly distinctive for the group at high risk of IGD (class 3). Deception had the lowest endorsement rate (41.7%); while, the continuation domain had the highest endorsement, 91.2%. The IGD prevalence estimate was 1.90% among the respondents. Approximately 70.2% of the gamers did not show IGD symptoms. The adapted Indonesian IGDT-10 was demonstrated as valid and reliable among Indonesian youths. Consistent with previous studies, the deception domain had a low endorsement rate. The detected IGD rates were comparable to the global range. The majority of the current sample disclosed no symptoms; however, a considerable proportion would benefit from early preventive measures.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Behavior, Addictive* / diagnosis
  • Behavior, Addictive* / epidemiology
  • Female
  • Humans
  • Indonesia / epidemiology
  • Internet
  • Internet Addiction Disorder
  • Latent Class Analysis
  • Male
  • Psychometrics
  • Reproducibility of Results
  • Video Games*

Grants and funding

The work was supported by the SIMLITABMAS, Ministry of Research and Higher Education/National Research Agency, Republic of Indonesia under grant 8/AMD/E1/KP.PTNBH/2020. The funders had no role in the design, data collection, analysis and interpretation of data, write-up, and/or publication of this study.