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Bu sayfa, 26. Dünya Psikiyatri Kongresi'nde sunulan çalışmanın yapay zekâ desteğiyle hazırlanmış Türkçe özetidir. Çalışmanın sahibi sunan yazarlardır; atıf için orijinal kaynağa başvurun.
Validation of the Gaming Disorder Identification Test (GADIT) in English, Chinese, Dutch, and Indonesian
Validating the gaming disorder identification test (gadit) in english, chinese, dutch and indonesian
Sunan: Gary C. Chan
Ülke: Australia
Oturum: 2455 - FREE COMMUNICATIONS 03: ADDICTIONS: FROM SUBSTANCES TO BEHAVIORAL DISORDERS
Tarih: Thu, 24.09.2026, 08:20 - 08:30
Salon: Hall K16
The eight-item GADIT demonstrated strong psychometric properties, cross-country factorial invariance, and high concurrent validity across five countries and four languages.
The study aimed to evaluate the psychometric properties of the Gaming Disorder Identification Test (GADIT) across different languages and countries, addressing the lack of an internationally validated screening tool for gaming disorder, which is recognized by the World Health Organization in ICD-11. A cross-sectional online survey was conducted among people who regularly played video games in Australia, China, Indonesia, the Netherlands, and the United States; participants were 1,519 adults aged 18 and older who played video games for at least 3 hours per week. An eight-item self-report scale, selected from 25 items measuring the four diagnostic features in ICD-11, was translated into Chinese, Dutch, and Indonesian; analyses included item response theory (IRT), reliability analyses, cross-country multigroup confirmatory factor analysis, and validity analyses examining associations with the IGDT-10, depression (PHQ-2), anxiety (GAD-2), gaming intensity, and gaming-related financial problems. The items measuring the four criteria showed good internal consistency (α≥.85), and confirmatory factor analysis supported factor loading invariance across countries (χ²(28)=19.36, p=.886; RMSEA=.054; CFI=.986; TLI=.984). The eight-item GADIT demonstrated strong concurrent validity with the IGDT-10 (b=0.67, R²=52%) and was significantly associated with depression (b=0.38, R²=21%), anxiety (b=0.35, R²=20%), gaming intensity (OR=3.11, 95% CI [2.72, 3.60]), and gaming-related financial problems (OR=3.11, 95% CI [2.70, 3.59]). Because items assessing somatic complaints showed lower sensitivity in China and Indonesia than in the other three countries, the authors note that minor cultural and linguistic adaptations could further enhance the tool's international applicability.
Bu çalışmaya nasıl atıf yapılır?
APA 7: Chan, G. C., et al. (2026, September 24). Validating the gaming disorder identification test (gadit) in english, chinese, dutch and indonesian [Oral presentation]. 26th WPA World Congress of Psychiatry (WCP 2026), Stockholm, Sweden.
Vancouver: Chan GC, et al. Validating the gaming disorder identification test (gadit) in english, chinese, dutch and indonesian [oral presentation]. 26th WPA World Congress of Psychiatry (WCP 2026); 2026 Sep 23-26; Stockholm, Sweden.
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