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Psychometric Properties of the Nine-Item Korean Internet Gaming Disorder Scale: Short Form

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dc.contributor.authorKim, Bin-Na-
dc.contributor.authorKo, Hyunsuk-
dc.date.available2020-12-30T01:40:55Z-
dc.date.created2020-10-15-
dc.date.issued2020-12-
dc.identifier.issn2152-2715-
dc.identifier.urihttps://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/79514-
dc.description.abstractThe main objective of this study was to examine the psychometric properties of the Korean version of the Internet Gaming Disorder Scale-Short Form (K-IGDS9-SF), a brief self-report instrument developed to assess Internet gaming disorder (IGD) in accordance with theDiagnostic and Statistical Manual of Mental Disorders-5th editioncriteria. A total of 594 Korean game users (average age = 23.5 years, 70.37 percent male) participated and completed questionnaires containing the K-IGDS9-SF and other measures for its validation. The K-IGDS9-SF showed good reliability (Cronbach's alpha = 0.86, composite reliability coefficient = 0.87). Consistent with previous studies, the K-IGDS9-SF demonstrated a single-factor structure in a confirmatory factor analysis. Moreover, the K-IGDS9-SF had significant associations with related variables (IGD, game playing variables, self-esteem, impulsivity, and loneliness) in the expected direction, supporting its concurrent, criterion, and convergent validity. Taken together, these results indicated that the K-IGDS9-SF has satisfactory psychometric properties, suggesting its utility as a unified robust instrument for studying IGD worldwide.-
dc.language영어-
dc.language.isoen-
dc.publisherMARY ANN LIEBERT, INC-
dc.relation.isPartOfCYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING-
dc.titlePsychometric Properties of the Nine-Item Korean Internet Gaming Disorder Scale: Short Form-
dc.typeArticle-
dc.type.rimsART-
dc.description.journalClass1-
dc.identifier.wosid000574453300001-
dc.identifier.doi10.1089/cyber.2020.0227-
dc.identifier.bibliographicCitationCYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, v.23, no.12, pp.854 - 859-
dc.description.isOpenAccessN-
dc.identifier.scopusid2-s2.0-85097956332-
dc.citation.endPage859-
dc.citation.startPage854-
dc.citation.titleCYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING-
dc.citation.volume23-
dc.citation.number12-
dc.contributor.affiliatedAuthorKim, Bin-Na-
dc.type.docTypeArticle; Early Access-
dc.subject.keywordAuthorInternet addiction-
dc.subject.keywordAuthoronline gaming-
dc.subject.keywordAuthorInternet gaming disorder-
dc.subject.keywordAuthorfactor analysis-
dc.subject.keywordAuthorIGDS9-SF-
dc.subject.keywordPlusINTERNATIONAL CONSENSUS-
dc.subject.keywordPlusHIGH-ENGAGEMENT-
dc.subject.keywordPlusVALIDATION-
dc.subject.keywordPlusPREVALENCE-
dc.subject.keywordPlusADDICTION-
dc.subject.keywordPlusCRITERIA-
dc.subject.keywordPlusADOLESCENTS-
dc.subject.keywordPlusINTERVIEW-
dc.subject.keywordPlusVALIDITY-
dc.subject.keywordPlusIGDS9-SF-
dc.relation.journalResearchAreaPsychology-
dc.relation.journalWebOfScienceCategoryPsychology, Social-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
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