Validation of the Chinese Version of the Revised Internet Gaming Cognition Scale among Adolescents in China: Maladaptive Cognitions as Potential Determinants of Internet Gaming Disorder

Jan 8, 2020International journal of environmental research and public health

Validating a Chinese survey on harmful gaming thoughts linked to internet gaming disorder in Chinese teenagers

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Abstract

A total of 755 students were recruited to validate the Chinese version of the Revised Internet Gaming Cognition Scale (C-RIGCS).

  • The original four-factor model of the Internet gaming cognition scale was not supported.
  • Exploratory factor analysis indicated a three-factor model for the C-RIGCS.
  • The C-RIGCS demonstrated satisfactory internal reliability and test-retest reliability.
  • Significant correlations were found between the C-RIGCS and external variables such as , gaming time, impulsivity, and self-control.
  • The C-RIGCS is associated with perceptions of Internet gaming as a primary source of self-esteem and social acceptance.

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Key numbers

11.7%
Prevalence of
Among all participants in the study.
16.2%
Prevalence of among gamers
Among those who played Internet games in the past year.
755
Sample size
Total number of participants in the study.

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What this is

  • This research validates the Chinese version of the Revised Internet Gaming Cognition Scale (C-RIGCS) among adolescents.
  • The study identifies a new three-factor model of maladaptive gaming cognitions related to ().
  • It assesses psychometric properties, including internal reliability and correlations with and related behaviors.

Essence

  • The C-RIGCS demonstrates satisfactory psychometric properties and identifies three key factors of that correlate with among adolescents in China.

Key takeaways

  • The C-RIGCS presents a new three-factor model: perceived rewards of Internet gaming, perceived urges for playing, and perceived unwillingness to stop playing. This model improves upon the original four-factor structure and is supported by confirmatory factor analysis.
  • The overall prevalence of among participants was 11.7%, with 16.2% among those who played Internet games in the past year. This indicates a significant presence of in this adolescent population.
  • The C-RIGCS and its subscales were positively correlated with , gaming time, impulsivity, and perceptions of gaming as a source of self-esteem and social acceptance, suggesting that these cognitions are important in understanding .

Caveats

  • Self-reported data may introduce bias, despite the anonymity of the survey. This could affect the accuracy of the findings.
  • The study's sample was limited to seven schools in two cities, which may not represent the broader adolescent population in China.
  • Approximately one-third of participants had not engaged in Internet gaming in the past year, potentially affecting the relevance of their responses regarding gaming cognitions.

Definitions

  • Internet Gaming Disorder (IGD): A mental health condition characterized by excessive and compulsive use of Internet games, leading to significant impairment or distress.
  • Maladaptive Cognitions: Cognitive distortions or irrational beliefs that contribute to addictive behaviors, such as overvaluing gaming rewards or justifying excessive gaming despite negative consequences.

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