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The psychometric properties of the Revised Illness Perception Questionnaire (IPQ-R) regarding Internet gaming disorder in a general population of Chinese adults
How well the Revised Illness Perception Questionnaire measures views on Internet gaming disorder in Chinese adults
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Abstract
A modified 6-factor model of the Revised Illness Perception Questionnaire (IPQ-R) demonstrated satisfactory fit in a sample of 1,501 Chinese adults.
- The model includes factors such as timeline cyclical, consequences, personal control, treatment control, illness coherence, and emotional representations.
- Significant correlations were found between various constructs and stigma, with positive correlations for timeline cyclical, consequences, and emotional representations, and a negative correlation for illness coherence.
- Ever-gamers reported higher scores in personal control and illness coherence but lower scores in timeline cyclical, consequences, and emotional representations compared to never-gamers.
- Probable cases perceived their condition as more cyclical and reported more negative emotions than non-IGD cases.
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Key numbers
1,501
Sample Size
Participants from a general population in Macao, China.
2.6%
Prevalence
Out of 1,501 participants, 39 were identified as probable cases.
615 of 1,501
Ever-gamers
Approximately 41.0% of the sample reported gaming experience.