Development And Validation Of A Game Addiction Scale For Adolescents
Indonesia is one of the most digitally-connected countries in the world, with over 100 million internet users, and a rapidly growing gaming industry. As such, concerns have been raised about the potential for video game addiction among Indonesian adolescents.
In response to these concerns, a team of researchers from several Indonesian universities developed and validated a game addiction scale specifically designed for use with Indonesian adolescents.
Why a Game Addiction Scale was Needed
Gaming addiction is a growing concern worldwide, with numerous studies showing that excessive gaming can lead to negative consequences such as poor academic performance, social isolation, and even physical health problems.
Indonesia has the fourth-highest number of gamers in the world, and concerns have been raised about the potential for gaming addiction among Indonesian adolescents in particular.
However, existing game addiction scales were developed in Western countries and may not be applicable to Indonesian culture and context. This led the research team to develop a new scale specifically designed for Indonesian adolescents.
The Development Process
The research team began by conducting a thorough review of the existing literature on game addiction and developing an initial set of items for the scale.
They then conducted a pilot study with a small group of Indonesian adolescents to assess the clarity and relevance of the items. Based on the feedback from the pilot study, the team revised the scale and conducted a larger study with over 1,000 Indonesian adolescents.
The final scale consisted of 18 items, divided into three subscales:
- Withdrawal symptoms
- Salience (the importance of gaming in the individual's life)
- Conflict (conflicts between gaming and other areas of life)
The respondents were asked to rate each item on a Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree).
Validation of the Scale
The validation process involved several steps:
- Construct validity: the scale was compared to other measures of game addiction and related constructs, such as impulsivity and depression, to assess whether it was measuring what it was intended to measure.
- Criterion-related validity: the scale was compared to clinical diagnoses of gaming addiction to assess its ability to accurately identify individuals with the disorder.
- Reliability: the internal consistency of the scale was assessed using Cronbach's alpha coefficient.
- Reproducibility: the test-retest reliability of the scale was assessed by administering it to a subset of respondents twice with a one-month interval between tests.
The results of these analyses supported the validity and reliability of the scale, indicating that it is a useful tool for assessing game addiction among Indonesian adolescents.
Implications for Prevention and Treatment
The development and validation of this scale have important implications for the prevention and treatment of game addiction among Indonesian adolescents.
First, the scale can be used to identify individuals who are at risk of developing game addiction before they experience negative consequences. This can allow for earlier intervention and prevent the escalation of the problem.
Second, the scale can be used by healthcare professionals to diagnose game addiction and develop appropriate treatment plans. This can help individuals overcome their addiction and improve their overall well-being.
Finally, the scale can be used by researchers to better understand the nature and prevalence of game addiction among Indonesian adolescents, and to develop effective prevention and treatment strategies.
Conclusion
The development and validation of a game addiction scale specifically designed for Indonesian adolescents is an important step towards addressing the growing problem of gaming addiction in Indonesia.
The scale provides a useful tool for identifying individuals at risk of developing addiction, diagnosing game addiction, and developing effective prevention and treatment strategies.
It is hoped that the scale will contribute to a better understanding of the nature and prevalence of game addiction among Indonesian adolescents, and ultimately lead to improved outcomes for individuals affected by this problem.