Psikoloji Bölümü Yayın Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/417
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Article Citation - WoS: 12Citation - Scopus: 12Psychometric Validation of the Turkish Ten-Item Internet Gaming Disorder Test (igdt-10)(Kare Publ, 2020) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayObjective: The main aims of the current study were to test the factor structure, reliability and validity of the Ten-Item Internet Gaming Disorder Test (IGDT-10), a standardized measure to assess symptoms and prevalence of internet gaming disorder (IGD). Method: In the present study, participants were assessed with the IGDT-10, the nine-item IGD Scale - Short Form (IGDS9-SF), and the Motives for Online Gaming Questionnaire (MOGQ). Results: Confirmatory factor analysis showed that the IGDT-10's one-factor structure (i.e., dimensional structure) was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.79) and showed adequate convergent and criterion-related validity as shown by positive correlations between average daily time spent playing games over the past year and IGDS9-SF and MOGQ scores. By applying the DSM-5 threshold to diagnose IGD (meeting at least five criteria), the incidence of individuals with IGD was found to be 7.4% (n=56) in the entire sample. Conclusion: These results demonstrate the Turkish version of the IGDT-10 to be a valid and reliable instrument for determining the magnitude of problems associated with IGD among young adults and for early diagnosis of IGD in clinical environments and comparable studies.Article Citation - WoS: 15Citation - Scopus: 16Psychometric Validation of the Turkish Motives for Online Gaming Questionnaire (Mogq) Across University Students and Video Game Players(Turkish Green Crescent Soc, 2020) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Topcu-bulut, MerveThe main aim of the current study was to test the factor structure, reliability, and validity of the 27-Item Motives for Online Gaming Questionnaire (MOGQ), a standardized measure to assess seven types of motivation for online gaming. In the present study, participants were assessed with the MOGQ, the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and the Electronic Gaming Motives Questionnaire (EGMQ). The mean age and age at first gaming were lower and the socio-demographic factors such as male gender, living alone, having a game console, gaming more than usual in weekends, time spent on the gaming, having problems related with gaming, severity of IGD symptoms, and severity of online gaming motives were higher among the group of gamers than those in the group of students. Confirmatory factor analyses demonstrated that the six-factor structure (i.e., the dimensional structure) of the MOGQ was satisfactory for the Turkish version. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.91 for coping/escape, 0.92 for recreation, 0.88 for fantasy, 0.91 for skill development, 0.87 for social, and 0.89 for competition) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations with average time daily spent playing games during last year, IGDS9-SF, and EGMQ scores. These findings support the Turkish version of the MOGQ as a valid and reliable tool for determining the motives for online gaming among young adults.Article Citation - WoS: 15Citation - Scopus: 15Psychometric Validation of the Turkish Gaming Disorder Test: a Measure That Evaluates Disordered Gaming According To the World Health Organization Framework(Aves, 2020) Evren, Cuneyt; Pontes, Halley M.; Dalbudak, Ercan; Evren, Bilge; Topcu, Merve; Kutlu, NilayBackground: Previous research on gaming disorder (GD) used psychometric tools, which evaluates according to the American Psychiatric Association (APA) diagnostic framework. The Gaming Disorder Test (GDT), a standardized measure to assess symptoms and prevalence of GD according to the World Health Organization (WHO) diagnostic framework. The main aim of the current study was to adapt the GDT to Turkish. Methods: In the present study participants were assessed with the GDT, the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), and the CAGE-Problematic Internet Use Questionnaire (CAGE-PIUQ). The factor structure of the scale was tested with Con.rmatory Factor Analysis (CFA), and reliability and validity analyses were conducted. Results: A sample of 932 Turkish gamers (58.3% male, mean age 23.64 years, SD=5.42) was recruited online. Confirmatory factor analyses demonstrated that the unidimensional factor structure of the GDT was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.879) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations between average time daily spent playing games (ATDSPG) during last year, IGDS9-SF and CAGE-PIUQ scores. By applying the International Classification of Diseases 11th edition (ICD-11) threshold for diagnosing GD (e.g., meeting all four criteria by answering them either with 'often' [4] or 'very often' [5]), it was found that the prevalence of GD is 1.9% (n = 18). Conclusions: Online gaming preference, ATDSPG and probable ADHD predicted the severity of disordered gaming. These findings support the Turkish version of the GDT as a valid and reliable tool for determining the extent of GD related problems among young adults and for the purposes of early GD diagnosis in clinical settings and similar research.Article Citation - WoS: 20Citation - Scopus: 20Neuroticism and Introversion Mediates the Relationship Between Probable Adhd and Symptoms of Internet Gaming Disorder: Results of an Online Survey(Aves, 2019) Evren, Bilge; Evren, Cuneyt; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayOBJECTIVES: The aim of the present study was to evaluate relationship of probable attention deficit hyperactivity disorder (ADHD) with severity of the Internet gaming disorder (IGD), neuroticism and extraversion. METHODS: The study was conducted with online survey among 457 volunteered university students in Ankara and people who play games on the Internet and who are in the e-mail database of a company located in Istanbul that organizes e-sports tournaments. Participants were evaluated by applying the Adult ADHD Self-Report Scale (ASRS-v1.1), the 9-item Internet Gaming Disorder Scale (IGDS) and the Eysenck Personality Questionnaire Revised-Abbreviated Form (EPQR-A). RESULTS: Age was lower among those with the probable ADHD (n = 102, 22.3%) and those without (n = 355, 77.7%). Gender, educational status, and type of the participants did not differ between the groups. Severity of IGD symptoms and neuroticism were higher among those with the probable ADHD, whereas extraversion was lower. In logistic regression analysis, severity of IGD symptoms predicted the probable ADHD in the first Step, whereas when extraversion and neuroticism were included in the analysis as independent variables, low extraversion (introversion) and high neuroticism predicted the probable ADHD and severity of IGD symptoms was no longer a predictor. CONCLUSION: These findings suggest that the severity of IGD symptoms is related with the probable ADHD and low extraversion (introversion) and high neuroticism may have mediator effect on this relationship.Article Citation - WoS: 75Citation - Scopus: 77Psychometric Validation of the Turkish Nine-Item Internet Gaming Disorder Scale-Short Form (igds9-Sf)(Elsevier Ireland Ltd, 2018) Evren, Cuneyt; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Evren, Bilge; Pontes, Halley M.The main aims of the current study were to test the factor structure, reliability and validity of the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF), a standardized measure to assess symptoms and prevalence of Internet Gaming Disorder (IGD). In the present study participants were assessed with the IGDS9-SF, nine-item Internet Gaming Disorder Scale (IGDS) and the Young's Internet Addiction Test-Short Form (YIAT-SF). Confirmatory factor analyzes demonstrated that the factor structure (i.e., the dimensional structure) of the IGDS9-SF was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.89) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations between average time daily spent playing games during last year, IGDS and YIAT-SF scores. By applying the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) threshold for diagnosing IGD (e.g., endorsing at least five criteria), it was found that the prevalence of disordered gamers ranged from 0.96% (whole sample) to 2.57% (e-sports players). These findings support the Turkish version of the IGDS9-SF as a valid and reliable tool for determining the extent of IGD-related problems among young adults and for the purposes of early IGD diagnosis in clinical settings and similar research.Article Citation - WoS: 19Citation - Scopus: 18The Psychometric Properties of the Turkish Version of the Internet Gaming Disorder Scale(Kare Publ, 2017) Evren, Cuneyt; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Evren, BilgeObjective: The main aim of the current study was to test the psychometric properties of the Internet Gaming Disorder Scale (IGDS), both the long (27-item) and short (9-item) polytomous versions, which are survey instruments that measure Internet gaming disorder (IGD) on the basis of the 9 criteria from the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Method: Participants were evaluated by applying the 27-item IGDS and the Young's Internet Addiction TestShort Form (YIAT-SF). The psychometric properties of the IGDS were tested through an online survey completed by volunteers who are university students in Ankara, active Internet game players, as well as individuals who are in the e-mail database of an Istanbul-based company which organizes e-sports tournaments. Results: A single component on the nine-item IGDS reached the criterion of an Eigenvalue greater than one (5.926), and the variance accounted for by this component was 65.85%. Confirmatory factor analyses demonstrated that the structural validity (i.e., the dimensional structure) of the nine-item IGDS was satisfactory. This short version of the scale was also reliable (i.e., internally consistent with Cronbach's a of 0.931) demonstrating good criterion-related validity, as indicated by positive correlations with time spent playing games, and the YIATSF score. Correlation between the 27-item IGDS and the nine-item IGDS was very high (n=457; r=0.988, p<0.001). Test-retest correlation for both the 27-item IGDS (n=261, r=0.759) and nine-item IGDS (n=261, r=0.756) were high. When the DSM-5 threshold for diagnosis (experiencing 5 or more criteria) was applied, the prevalence of disordered gamers ranged between 3.9% and 9.2%, according to the cutoff point chosen for each item. Conclusion: The results of the validity and reliability testing of the Turkish version of the nine-item IGDS were found to be similar to the findings of the original scale. These findings support the Turkish versions of the nine-item IGDS, which measure a unidimensional construct as being valid and reliable IGD screening instrument in determining IGD which can become problematic among young adults and also for the purposes of early diagnosis and use in other relevant research.
