Reconsidering item response categories in gaming disorder symptoms measurement.

IF 6.6 1区 医学 Q1 PSYCHIATRY Journal of Behavioral Addictions Pub Date : 2023-12-04 Print Date: 2023-12-22 DOI:10.1556/2006.2023.00070
Daniel L King, Abel Nogueira-López, Christina R Galanis, Toshitaka Hamamura, Christian Bäcklund, Alessandro Giardina, Joël Billieux, Paul H Delfabbro
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Abstract

Gaming disorder (GD) screening often involves self-report survey measures to detect the presence of symptoms. Studies have shown that gamers' responses vary greatly across survey items. Some symptoms, such as preoccupation and tolerance, are frequently reported by highly engaged but non-problematic gamers, and therefore these symptoms are thought to lack specificity and are suggested to be less important in classification decisions. We argue that the influence of response categories (e.g., dichotomous responses, such as 'yes' or 'no'; or frequency categories, such as 'rarely' and 'often') on item responses has been relatively underexplored despite potentially contributing significantly to the psychometric performance of items and scales. In short, the type of item response may be just as important to symptom reporting as the content of survey questions. We propose some practical alternatives to currently used item categories across GD tools. Research should examine the performance of different response categories, including whether certain response categories aid respondents' comprehension and insight, and better capture pathological behaviours and harms.

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重新考虑游戏障碍症状测量中的项目反应类别。
游戏障碍(GD)筛查通常包括自我报告调查措施,以检测症状的存在。研究表明,玩家的反应在不同的调查项目中差异很大。一些症状,如专注和耐受性,经常出现在高度投入但没有问题的玩家身上,因此这些症状被认为缺乏特异性,在分类决策中不太重要。我们认为,反应类别(例如,二分反应,如“是”或“否”)的影响;或频率类别,如“很少”和“经常”)对项目反应的探索相对不足,尽管可能对项目和量表的心理测量性能有重大贡献。简而言之,项目反应的类型可能与调查问题的内容对症状报告同样重要。我们提出了一些实用的替代方案,以替代当前在GD工具中使用的项目类别。研究应检查不同反应类别的表现,包括某些反应类别是否有助于被调查者的理解和洞察力,以及更好地捕捉病理行为和危害。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
期刊最新文献
Corrigendum to: Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning. Machine Learning(s) in gaming disorder through the user-avatar bond: A step towards conceptual and methodological clarity. User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution. Long-term changes on behavioral addictions symptoms among adults with attention deficit hyperactivity disorder treated with methylphenidate. Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied: Omitting the historical regulatory context is misleading.
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