Validation of the Internet Gaming Disorder Scale–Short-Form and the Gaming Disorder Test in Singapore

Introduction: Given that 90% of younger Singaporeans play video games, there is an urgent need for psychometrically valid instruments as a screening tool for problematic gaming. The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) and the Gaming Disorder Test (GDT) have not been validated for use among Singaporeans. The current study aimed to examine the psychometric properties of both instruments among Singaporeans. Methods: Participants were a representative sample of 1001 adults (aged 18–40 years) in Singapore recruited using stratified sampling. The study used a correlational design. Participants completed instruments that assess Internet gaming disorder (IGD), gaming disorder (GD), and negative emotional states. Data collection was conducted and completed in August 2023. The data were analyzed using (multigroup) confirmatory factor analyses, reliability analyses, Pearson’s correlation coefficient, and t -tests. Results: The results provided support for the one-factor model of the IGDS9-SF (Comparative Fit Index [CFI] = 0.972) and GDT (CFI = 0.996). Both instruments also had configural, metric, scalar, and strict invariances across gender (∆CFI was <0.010). The instruments were also reliable, with a Cronbach’s alpha of 0.93 and 0.90, respectively. Finally, the instruments were significantly correlated with each other ( r = 0.83) and with depression, anxiety, and stress ( r ranged from 0.65 to 0.71). Conclusion: Overall, both instruments are reliable and valid among Singaporeans. Future research could recruit samples with a wider age range to include children and adolescents and those over the age of 40 years and to compare scores of the instruments against clinician-administered assessments.

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Publication Details

Journal
Asian Journal of Social Health and Behavior
Published
2025-05-30
DOI
https://doi.org/10.4103/shb.shb_327_24
Citations
7
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
29.41
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article

Validation of the Internet Gaming Disorder Scale–Short-Form and the Gaming Disorder Test in Singapore

Peter K. H. Chew, Melvyn W. B. Zhang, Kuhanesan N. C. Naidu, Jing Shi
7 citations
Asian Journal of Social Health and Behavior
Impact of Technology on Adolescents
29.41
article

Validation of the Internet Gaming Disorder Scale–Short-Form and the Gaming Disorder Test in Singapore

Peter K. H. Chew, Melvyn W. B. Zhang, Kuhanesan N. C. Naidu, Jing Shi
article en
7 citations

Abstract

Introduction: Given that 90% of younger Singaporeans play video games, there is an urgent need for psychometrically valid instruments as a screening tool for problematic gaming. The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) and the Gaming Disorder Test (GDT) have not been validated for use among Singaporeans. The current study aimed to examine the psychometric properties of both instruments among Singaporeans. Methods: Participants were a representative sample of 1001 adults (aged 18–40 years) in Singapore recruited using stratified sampling. The study used a correlational design. Participants completed instruments that assess Internet gaming disorder (IGD), gaming disorder (GD), and negative emotional states. Data collection was conducted and completed in August 2023. The data were analyzed using (multigroup) confirmatory factor analyses, reliability analyses, Pearson’s correlation coefficient, and t -tests. Results: The results provided support for the one-factor model of the IGDS9-SF (Comparative Fit Index [CFI] = 0.972) and GDT (CFI = 0.996). Both instruments also had configural, metric, scalar, and strict invariances across gender (∆CFI was <0.010). The instruments were also reliable, with a Cronbach’s alpha of 0.93 and 0.90, respectively. Finally, the instruments were significantly correlated with each other ( r = 0.83) and with depression, anxiety, and stress ( r ranged from 0.65 to 0.71). Conclusion: Overall, both instruments are reliable and valid among Singaporeans. Future research could recruit samples with a wider age range to include children and adolescents and those over the age of 40 years and to compare scores of the instruments against clinician-administered assessments.

Asian Journal of Social Health and BehaviorVol. 8(3)
National University of Singapore (SG), Singapore Institute of Technology (SG), Nanyang Technological University (SG), James Cook University Singapore (SG), National University Health System (SG)
Openalex Percentile: Top 0%
Impact of Technology on Adolescents
29.41
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