Development and validation of the resource loss due to reduction in gaming time scale among adolescent internet gamers in China

被引:2
|
作者
Yu, Yanqiu [1 ,2 ]
Li, Ji-bin [3 ]
Lau, Joseph T. F. [4 ,5 ,6 ,7 ,8 ]
机构
[1] Fudan Univ, Sch Publ Hlth, Dept Prevent Med & Hlth Educ, Shanghai, Peoples R China
[2] Fudan Univ, Key Lab Publ Hlth Safety, Shanghai, Peoples R China
[3] Sun Yat Sen Univ, Canc Ctr Collaborat Innovat Ctr Canc Med, Dept Clin Res, Guangzhou, Peoples R China
[4] Wenzhou Med Univ, Affiliated Wenzhou Kangning Hosp, Zhejiang Prov Clin Res Ctr Mental Disorders, Wenzhou, Peoples R China
[5] Wenzhou Med Univ, Sch Mental Hlth, Wenzhou, Peoples R China
[6] Zhejiang Univ, Sch Publ Hlth, Hangzhou, Peoples R China
[7] Chinese Univ Hong Kong, Ctr Hlth Behav Res, Jockey Club Sch Publ Hlth & Primary Care, Hong Kong, Peoples R China
[8] Wenzhou Med Univ, Affiliated Wenzhou Kangning Hosp, Zhejiang Prov Clin Res Ctr Mental Disorders, Wenzhou, Peoples R China
基金
中国国家自然科学基金;
关键词
Gaming time; Resource loss; Conservation of resource; Validation; Adolescents; Gaming disorder; China; DISORDER; IMPACT;
D O I
10.1016/j.addbeh.2023.107664
中图分类号
B849 [应用心理学];
学科分类号
040203 ;
摘要
Background: Adolescent internet gaming disorder (IGD) is prevalent and positively associated with gaming time, a reduction of which is a common means of IGD prevention/treatment. Personal/interpersonal resource losses due to the reduction in gaming time (RL-RGT) are plausible. According to the Conservation of Resource (COR) theory, RL-RGT may cause mental distress and maladaptive behaviors. No study has investigated such re-lationships, partially due to the lack of validated tools assessing RL-RGT. This study aimed to develop and validate such a scale (RL-RGTS).Methods: A cross-sectional survey was conducted in four secondary schools in Guangzhou, China (October to December 2019). Secondary school students who had played internet games in the last 12 months participated in this study (n = 944), irrespective of their IGD status and intention to reduce gaming time. Using a deductive approach, an expert panel generated the 19 scale items. The half-split method was used to conduct exploratory and confirmatory factor analyses.Results: The prevalence of IGD and intention to reduce gaming time were 10.9% and 74.2%, respectively. The exploratory and confirmatory factor analyses identified a 2-factor model (personal loss and interpersonal loss). Psychometric properties (internal consistency, no ceiling effect, and concurrent validity) were satisfactory, but noticeable floor effects were observed. Conclusions: The RL-RGTS could be applied to understand potential side effects and obstacles regarding in-terventions reducing IGD through reducing gaming time. The findings support the COR theory and extend its applications to internet gaming research. Validations in other populations are warranted.
引用
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页数:6
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