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1.
Psychiatry Investig ; 20(7): 664-670, 2023 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-37525616

RESUMO

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.

2.
Psychol Rep ; 126(3): 1551-1562, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-35067129

RESUMO

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.


Assuntos
Manual Diagnóstico e Estatístico de Transtornos Mentais , Transtorno de Adição à Internet , Psicometria , Psicometria/métodos , Rede Social , Transtorno de Adição à Internet/diagnóstico , Inquéritos e Questionários , Irã (Geográfico) , Humanos , Masculino , Feminino , Adulto Jovem , Adulto
3.
Psychiatry Investig ; 19(5): 333-340, 2022 May.
Artigo em Inglês | MEDLINE | ID: mdl-35505458

RESUMO

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.

4.
J Behav Addict ; 7(3): 540-542, 2018 09 01.
Artigo em Inglês | MEDLINE | ID: mdl-30022677

RESUMO

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.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogos de Vídeo , Jogos Recreativos , Humanos , Irã (Geográfico)
5.
J Behav Addict ; 6(3): 310-312, 2017 09 01.
Artigo em Inglês | MEDLINE | ID: mdl-28816499

RESUMO

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.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Manual Diagnóstico e Estatístico de Transtornos Mentais , Humanos , Classificação Internacional de Doenças , Irã (Geográfico) , Saúde Pública
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