Psychometric properties of the self-report questionnaire on occupational balance in university students with game addiction

Background: The prevalence of adolescents and young adults playing games on the internet is increasing worldwide. However, excessive game playing can cause game addiction among adolescents. Studies have demonstrated that game addiction increases the risks of physical and mental health problems, leading to occupational performance issues. Nevertheless, what level of game addiction impacts occupational health issues is controversial. Therefore, this study focused on occupational balance, an individual’s perception of a proper amount and diversity of activities. The study demonstrated that occupational imbalance could lead to a decrease in an individual’s occupational performance. However, an appropriate instrument for screening occupational balance in young adults with game addiction has never been studied yet, especially in a Thai version. Objective: This study aimed to develop a self-report questionnaire on occupational balance for Thai university students with game addiction. Materials and methods: The questionnaire consisted of 21 items divided into four dimensions, including the individual’s perceptions of participating in meaningful activities, having the proper proportion of time to perform occupations, having the appropriate variety of professions, and being satisfied with their health and well-being. In addition, the psychometric properties of a questionnaire were investigated. Results: The questionnaire had sufficient validity and good internal consistency for screening occupational balance in Thai university students with game addiction. The questionnaire was divided into four dimensions, each with good construct validity and internal consistency. Conclusion: The questionnaire was valid and reliable for evaluating occupational balance for Thai university students with game addiction. This information can provide a new occupational therapy instrument for identifying occupational balance in the population with game addiction.

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Publication Details

Journal
Journal of Associated Medical Sciences
Published
2024-09-10
DOI
https://doi.org/10.12982/jams.2025.007
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00

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article

Psychometric properties of the self-report questionnaire on occupational balance in university students with game addiction

Savitree Thummasorn, Pornpen Sirisatayawong, Sarinya Sriphetcharawut, Naphatsorn Phuprasoet
Journal of Associated Medical Sciences
Impact of Technology on Adolescents
article

Psychometric properties of the self-report questionnaire on occupational balance in university students with game addiction

Savitree Thummasorn, Pornpen Sirisatayawong, Sarinya Sriphetcharawut, Naphatsorn Phuprasoet
article en

Abstract

Background: The prevalence of adolescents and young adults playing games on the internet is increasing worldwide. However, excessive game playing can cause game addiction among adolescents. Studies have demonstrated that game addiction increases the risks of physical and mental health problems, leading to occupational performance issues. Nevertheless, what level of game addiction impacts occupational health issues is controversial. Therefore, this study focused on occupational balance, an individual’s perception of a proper amount and diversity of activities. The study demonstrated that occupational imbalance could lead to a decrease in an individual’s occupational performance. However, an appropriate instrument for screening occupational balance in young adults with game addiction has never been studied yet, especially in a Thai version. Objective: This study aimed to develop a self-report questionnaire on occupational balance for Thai university students with game addiction. Materials and methods: The questionnaire consisted of 21 items divided into four dimensions, including the individual’s perceptions of participating in meaningful activities, having the proper proportion of time to perform occupations, having the appropriate variety of professions, and being satisfied with their health and well-being. In addition, the psychometric properties of a questionnaire were investigated. Results: The questionnaire had sufficient validity and good internal consistency for screening occupational balance in Thai university students with game addiction. The questionnaire was divided into four dimensions, each with good construct validity and internal consistency. Conclusion: The questionnaire was valid and reliable for evaluating occupational balance for Thai university students with game addiction. This information can provide a new occupational therapy instrument for identifying occupational balance in the population with game addiction.

Journal of Associated Medical SciencesVol. 58(1)
Chiang Mai University
Quality Education
Openalex Percentile: Top 76%
Impact of Technology on Adolescents
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