RESUMEN
Background: The extent of illicit drug use among university students necessitates effective preventive programs. To identify and assess the effectiveness of university-based interventions in preventing or reducing illicit drug use. Methods: The MEDLINE (PubMed), SCOPUS, ISI (Web of Science), and other sources were searched according to the Cochrane Collaboration method. RCTs, CRTs and non- RCTs evaluating university-based interventions designed to prevent illicit drug use were reviewed. Data were extracted independently by two reviewers. The quality of the publications was assessed. Interventions were classified by type, provider, duration, and theoretical background. Results: Of 6652 papers, 11 studies met the eligibility criteria that were conducted between 1987 and 2020. The effectiveness of interventions was different. Substantial heterogeneity among the studies prevented the integration of results for estimating summaries. Conclusion: Despite the importance of the subject, there is a paucity of studies about specific educational programs for illicit drug use, indicating the necessity of further research in other countries.
RESUMEN
OBJECTIVE: Gaming motivations are a central aspect of playing video games, and their importance to understanding both healthy and problematic gaming behavior has been increasingly elucidated. In this study, we aimed to translate the 18-item Gaming Motivation Scale (GAMS-18) to Persian and validate it in a population of Persian speaking gamers, specifically for the assessment of online gaming. METHODS: After translation from English to Persian, content validity of the questionnaire was assessed by a panel of experts and test-retest reliability was calculated in a sample of 70 students. Data from an online survey of 791 Iranian online gamers were used for the assessment of construct validity using confirmatory factor analysis. RESULTS: The item content validity index and the scale content validity index for clarity and relevance ranged from 0.80 to 1.00. Internal consistency reliability of the GAMS-18 was 0.90 and the test-retest reliability was 0.89. The test-retest reliability of the GAMS-18 was 0.89, and the internal consistency was 0.90. The GAMS factors had acceptable correlation with other motivational scale such as Player Experience of Need Satisfaction. Incorporating the proposed additional error paths improved the model fit to an acceptable level. CONCLUSION: The Persian version of the GAMS can assess digital gaming behavior based on the six self-determination theory motivation types, and measures different aspects of motivation that other instruments. It is also demonstrated to have good reliability and validity and could be used in research on the motivations of online gamers in Persian-speaking populations.
RESUMEN
While the problematic use of Social Networking Sites (SNS) has been observed in some individuals, few validated and widely accepted measures are available to assess and screen for problematic use. This is an attempt at adapting the Diagnostic and Statistical Manual of Mental Disorders-based Internet Gaming Disorder Test-10 (IGDT-10) measure to assess SNS use disorder and problematic SNS use in the form of the SNS use disorder Test-10 (SNS-DT-10) questionnaire, and assessing its validity and reliability. The study was conducted in three phases: First, the IGDT-10 questionnaire was translated and adapted to assess SNS use disorder, and content validity was assessed. Then, a sample of 126 students from the Tehran University of Medical Sciences was used to determine internal consistency and construct validity using confirmatory factor analysis. Finally, retest data from 87 participants were used to estimate test-retest reliability. Item content validity indices were above .80 and scale content validity indices surpassed .83. The root mean square error of approximation for the 1-factor model was .04 and the comparative fit and Tucker-Lewis fit indices were .97 and .96, respectively, indicating appropriate construct validity. The intra-class correlation coefficient of the number of positive criteria for SNS use disorder was .81 and the Kappa coefficients for SNS use disorder and problematic SNS use were .85 and .57. Cronbach's alpha was .79 for the entire questionnaire. Overall, the SNS-DT-10 questionnaire has appropriate content and construct validity, internal consistency, and test-retest reliability. Further validation of this questionnaire in larger and more diverse samples and comparison with professional clinical diagnostic interviews are warranted.
Asunto(s)
Manual Diagnóstico y Estadístico de los Trastornos Mentales , Trastorno de Adicción a Internet , Psicometría , Psicometría/métodos , Red Social , Trastorno de Adicción a Internet/diagnóstico , Encuestas y Cuestionarios , Irán , Humanos , Masculino , Femenino , Adulto Joven , AdultoRESUMEN
OBJECTIVE: Gaming motivations are crucial aspects of healthy and problematic video gaming behavior. The aim of this study was to assess the psychometric properties of the widely used Motives for Online Gaming Questionnaire (MOGQ). METHODS: Test-retest reliability was evaluated in a sample of 66 university students. Data from 791 participants in an online survey of Iranian online gamers were examined to assess convergent validity and construct validity using confirmatory factor analysis. Internal consistency of MOGQ factors was assessed in both samples. RESULTS: The item content validity index (I-CVI) and the scale content validity index (S-CVI) were between 0.8 and 1.0 for clarity and relevancy. The test-retest reliability of the 27-item questionnaire was 0.85 and internal consistency was 0.94. After incorporating additional error paths, model fit improved to an acceptable level. The MOGQ factors had acceptable correlations with relevant motivational scales such as Gaming Motivation Scale and Player Experience of Need Satisfaction. Recreation motives had the highest average score in the sample and social ones had the lowest, and males scored higher than females across all motivation domains except escape. CONCLUSION: The MOGQ is a suitable instrument for the assessment of online gaming motivations in the Iranian population.
RESUMEN
Considering the scarcity of available science and controversies around effective policies addressing gaming disorder and its health-related consequences, Király et al. have conducted a systematic review on current evidence regarding this issue. We, a group of researchers in this field, would like to express our perspective from Iran. With rapid growth of gaming, Iran seems to be facing some specific policy issues and challenges, which are going to be reviewed in this short commentary.
Asunto(s)
Conducta Adictiva , Trastornos Disruptivos, del Control de Impulso y de la Conducta , Juegos de Video , Juegos Recreacionales , Humanos , IránRESUMEN
There are ongoing controversies regarding the upcoming ICD-11 concept of gaming disorder. Recently, Aarseth et al. have put this diagnostic entity into scrutiny. Although we, a group of Iranian researchers and clinicians, acknowledge some of Aarseth et al.'s concerns, believe that the inclusion of gaming disorder in the upcoming ICD-11 would facilitate necessary steps to raise public awareness, enhance development of proper diagnostic approaches and treatment interventions, and improve health and non-health policies.