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Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan.
Cyberpsychol Behav Soc Netw 2019; 22(10):662-669CB

Abstract

Mobile gaming has gained popularity among adolescents, and an increase in problematic use has been reported. The aims of this study are as follows: (a) develop a self-report questionnaire, the Problematic Mobile Gaming Questionnaire (PMGQ); (b) establish a validated cutoff value using structured interviews; and (c) evaluate the prevalence of mobile gaming addiction in adolescents. The PMGQ was built as a 12-item questionnaire rated on a 4-point Likert scale to evaluate the symptoms of problematic mobile gaming (PMG). The construct validity of the PMGQ was examined using exploratory factor analysis. Overall, 10,775 students with smartphones from grade 4 to senior high school were recruited to complete the questionnaire. A total of 113 senior high school students were interviewed using previously developed criteria for PMG to develop an optimal cutoff point measuring sensitivity, specificity, and diagnostic accuracy. The cutoff point was determined using the Youden index and optimal diagnostic accuracy. The PMGQ showed good internal consistency (Cronbach's α = 0.92) and adequate diagnostic efficiency (area under the receiver operating characteristic curve = 0.802). The items revealed three factors of addiction: compulsion, tolerance, and withdrawal. For the PMGQ, a cutoff point of 29/30 demonstrated the most optimal Youden index and diagnostic accuracy. Demographic data showed that the proportion of PMG was 19.1 percent among elementary school students, 20.5 percent among junior high school students, and 19.0 percent among senior high school students. The PMGQ demonstrated appropriate validity and accuracy in the assessment for PMG.

Authors+Show Affiliations

Department of Psychology, National Taiwan University, Taipei, Taiwan.Department of Psychiatry, MacKay Memorial Hospital, Taipei, Taiwan.Institute of Population Health Sciences, National Health Research Institutes, Miaoli, Taiwan. Department of Psychiatry, National Taiwan University Hospital, Taipei, Taiwan. Department of Psychiatry, College of Medicine, National Taiwan University, Taipei, Taiwan. Institute of Health Behaviors and Community Sciences, College of Public Health, National Taiwan University, Taipei, Taiwan.

Pub Type(s)

Journal Article

Language

eng

PubMed ID

31613156

Citation

Pan, Yuan-Chien, et al. "Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan." Cyberpsychology, Behavior and Social Networking, vol. 22, no. 10, 2019, pp. 662-669.
Pan YC, Chiu YC, Lin YH. Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan. Cyberpsychol Behav Soc Netw. 2019;22(10):662-669.
Pan, Y. C., Chiu, Y. C., & Lin, Y. H. (2019). Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan. Cyberpsychology, Behavior and Social Networking, 22(10), pp. 662-669. doi:10.1089/cyber.2019.0085.
Pan YC, Chiu YC, Lin YH. Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan. Cyberpsychol Behav Soc Netw. 2019;22(10):662-669. PubMed PMID: 31613156.
* Article titles in AMA citation format should be in sentence-case
TY - JOUR T1 - Development of the Problematic Mobile Gaming Questionnaire and Prevalence of Mobile Gaming Addiction Among Adolescents in Taiwan. AU - Pan,Yuan-Chien, AU - Chiu,Yu-Chuan, AU - Lin,Yu-Hsuan, PY - 2019/10/16/entrez KW - Internet gaming disorder KW - mobile gaming addiction KW - problematic mobile gaming KW - smartphone addiction SP - 662 EP - 669 JF - Cyberpsychology, behavior and social networking JO - Cyberpsychol Behav Soc Netw VL - 22 IS - 10 N2 - Mobile gaming has gained popularity among adolescents, and an increase in problematic use has been reported. The aims of this study are as follows: (a) develop a self-report questionnaire, the Problematic Mobile Gaming Questionnaire (PMGQ); (b) establish a validated cutoff value using structured interviews; and (c) evaluate the prevalence of mobile gaming addiction in adolescents. The PMGQ was built as a 12-item questionnaire rated on a 4-point Likert scale to evaluate the symptoms of problematic mobile gaming (PMG). The construct validity of the PMGQ was examined using exploratory factor analysis. Overall, 10,775 students with smartphones from grade 4 to senior high school were recruited to complete the questionnaire. A total of 113 senior high school students were interviewed using previously developed criteria for PMG to develop an optimal cutoff point measuring sensitivity, specificity, and diagnostic accuracy. The cutoff point was determined using the Youden index and optimal diagnostic accuracy. The PMGQ showed good internal consistency (Cronbach's α = 0.92) and adequate diagnostic efficiency (area under the receiver operating characteristic curve = 0.802). The items revealed three factors of addiction: compulsion, tolerance, and withdrawal. For the PMGQ, a cutoff point of 29/30 demonstrated the most optimal Youden index and diagnostic accuracy. Demographic data showed that the proportion of PMG was 19.1 percent among elementary school students, 20.5 percent among junior high school students, and 19.0 percent among senior high school students. The PMGQ demonstrated appropriate validity and accuracy in the assessment for PMG. SN - 2152-2723 UR - https://www.unboundmedicine.com/medline/citation/31613156/Development_of_the_Problematic_Mobile_Gaming_Questionnaire_and_Prevalence_of_Mobile_Gaming_Addiction_Among_Adolescents_in_Taiwan L2 - https://www.liebertpub.com/doi/full/10.1089/cyber.2019.0085?url_ver=Z39.88-2003&rfr_id=ori:rid:crossref.org&rfr_dat=cr_pub=pubmed DB - PRIME DP - Unbound Medicine ER -