Pathologic Use of Video Games and Motivation
Can the Gaming Motivation Scale (Gams) Predict Depression and Trait Anxiety
Bibliographic Data
| ID | 15464681 |
|---|---|
| Authors | Sara Peracchia (0000-0002-5905-1991, University of L'Aquila), Fabio Presaghi (0000-0001-7880-6715, Sapienza University of Rome), Giuseppe Curcio (0000-0003-2248-781X, University of L'Aquila, corresponding author) |
| Year | 2019 |
| Volume | 16 |
| Issue | 6 |
| Pages | 1008-1008 |
| Publication date | 2019-03-20 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Environmental Research and Public Health (JOURNAL) |
| Journal identifiers | ISSN: 1661-7827 • E-ISSN: 1660-4601 |
| Publisher | Multidisciplinary Digital Publishing Institute (PUBLISHER • CH) |
| DOI | 10.3390/ijerph16061008 |
| PMID | 30897719 |
| OpenAlex | W2924541416 |
| Language | EN |
| Citations received | 14 |
| References cited | 36 |
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aimed at adapting the Gaming Motivation Scale (GAMS) to the Italian context, assessing its psychometric properties and verifying its sensitivity to predict depression and anxiety levels. From a sample of 1899 participants, a group of 388 adolescents who participated in the survey was divided into two subgroups of Heavy (HG, N = 188) and Light Gamers (LG, N = 200). A sub-sample of N = 172 adolescents also filled-in CESD and STAI to assess, respectively, depression and trait anxiety. Internal consistency and factorial structure of the Italian version of GAMS (GAMS-it) have been evaluated. Moreover, a latent regression structural equation model by predicting the CES-D and STAI scores with the GAMS-it factors has been carried out. GAMS-it has adequate validity and reliability levels, showing a very similar factorial structure to the original version. Therefore, this scale can be used to evaluate gaming motivation, which is useful for gaming motivation screening. Finally, it has been found that lower gaming motivation can be related to high level of depression and anxiety. The present findings provide a coherent picture, supporting the reliability and validity of the GAMS-it, that appears potentially useful in predicting anxiety and depression levels in a population of adolescents
Anxiety · Concurrent validity · Context (archaeology · Correlation · Depression (economics · Developmental psychology · Environmental health · Internal consistency · Population · Psychiatry · Psychometrics · Reliability (semiconductor · Scale (ratio · Trait · Child Development and Digital Technology · Clinical Psychology · Computer Science · Impact of Technology on Adolescents · Mathematics · Medicine · Psychological and Temporal Perspectives Research · Psychology
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| Unique citing works | 14 |
|---|---|
| Citations per year | 2,33 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 14 |