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dc.contributor.authorBrunborg, Geir Scott
dc.contributor.authorHanss, Daniel
dc.contributor.authorMentzoni, Rune Aune
dc.contributor.authorPallesen, Ståle
dc.date.accessioned2016-03-18T08:57:34Z
dc.date.available2016-03-18T08:57:34Z
dc.date.issued2015-05
dc.PublishedCyberPsychology, Behavior and Social Networking 2015, 18(5):280-285eng
dc.identifier.issn2152-2723
dc.identifier.urihttps://hdl.handle.net/1956/11700
dc.description.abstractAssessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16–74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.en_US
dc.language.isoengeng
dc.publisherMary Ann Lieberteng
dc.relation.urihttp://www.ncbi.nlm.nih.gov/pmc/articles/PMC4432774/pdf/cyber.2014.0509.pdf
dc.rightsAttribution CC BYeng
dc.rights.urihttp://creativecommons.org/licenses/by/4.0eng
dc.titleCore and peripheral criteria of video game addiction in the game addiction scale for adolescentseng
dc.typePeer reviewed
dc.typeJournal article
dc.date.updated2015-12-21T20:06:27Z
dc.description.versionpublishedVersion
dc.rights.holderCopyright 2015 The Authorseng
dc.identifier.doihttps://doi.org/10.1089/cyber.2014.0509
dc.identifier.cristin1225364
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Psykologi: 260::Sosial- og arbeidspsykologi: 263
dc.subject.nsiVDP::Social sciences: 200::Psychology: 260::Social and occupational psychology: 263


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