Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16–74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33...
Nowadays, there are growing views of potentially addictive behaviors such as digital addiction, espe...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design ...
Assessment of video game addiction often involves measurement of peripheral criteria that indicate h...
Assessment of video game addiction often involves measurement of peripheral criteria that indicate h...
The aim of this study was to develop and validate a scale to measure computer and videogame addictio...
The aim of this study was to develop and validate a scale to measure computer and videogame addictio...
Although the general public appears to have embraced the term 'videogame addiction', the scientific ...
A Rasch analysis was used to determine the reliability and validity of a scale designed to assess fo...
Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder...
The present study sought to investigate video game addiction among Norwegian adults aged 16-40 years...
Video gaming has become a popular leisure activity in many parts of the world, and an increasing num...
The aim of this study was to estimate the prevalence and correlates of video game addiction among hi...
In the last years, the interest in Internet Gaming Disorder has grown considerably, which has necess...
Background:; Excessive gaming has become a psychological health issue for both gamers and their soci...
Nowadays, there are growing views of potentially addictive behaviors such as digital addiction, espe...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design ...
Assessment of video game addiction often involves measurement of peripheral criteria that indicate h...
Assessment of video game addiction often involves measurement of peripheral criteria that indicate h...
The aim of this study was to develop and validate a scale to measure computer and videogame addictio...
The aim of this study was to develop and validate a scale to measure computer and videogame addictio...
Although the general public appears to have embraced the term 'videogame addiction', the scientific ...
A Rasch analysis was used to determine the reliability and validity of a scale designed to assess fo...
Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder...
The present study sought to investigate video game addiction among Norwegian adults aged 16-40 years...
Video gaming has become a popular leisure activity in many parts of the world, and an increasing num...
The aim of this study was to estimate the prevalence and correlates of video game addiction among hi...
In the last years, the interest in Internet Gaming Disorder has grown considerably, which has necess...
Background:; Excessive gaming has become a psychological health issue for both gamers and their soci...
Nowadays, there are growing views of potentially addictive behaviors such as digital addiction, espe...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design ...