9 research outputs found

    Measurement invariance of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) between Australia, the USA, and the UK

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    The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) is widely used to assess Internet Gaming Disorder behaviors. Investigating cultural limitations and implications in its applicability is imperative. One way to evaluate the cross-cultural feasibility of the measure is through measurement invariance analysis. The present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from Australia, the United States of America (USA), and the United Kingdom (UK). To accomplish this, 171 Australian, 463 USA, and 281 UK gamers completed the IGDS9-SF. Although results supported the one-factor structure of the IGD construct, they indicated cross-country variations in the strength of the relationships between the indicators and their respective factor (i.e., non-invariant loadings of items 1, 2, 5), and that the same scores may not always indicate the same level of IGD severity across the three groups (i.e., non-invariant intercepts for items 1, 5, 7, 9)

    Human Perception of Fear in Dogs Varies According to Experience with Dogs

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    To investigate the role of experience in humans’ perception of emotion using canine visual signals, we asked adults with various levels of dog experience to interpret the emotions of dogs displayed in videos. The video stimuli had been pre-categorized by an expert panel of dog behavior professionals as showing examples of happy or fearful dog behavior. In a sample of 2,163 participants, the level of dog experience strongly predicted identification of fearful, but not of happy, emotional examples. The probability of selecting the “fearful” category to describe fearful examples increased with experience and ranged from.30 among those who had never lived with a dog to greater than.70 among dog professionals. In contrast, the probability of selecting the “happy” category to describe happy emotional examples varied little by experience, ranging from.90 to.93. In addition, the number of physical features of the dog that participants reported using for emotional interpretations increased with experience, and in particular, more-experienced respondents were more likely to attend to the ears. Lastly, more-experienced respondents provided lower difficulty and higher accuracy self-ratings than less-experienced respondents when interpreting both happy and fearful emotional examples. The human perception of emotion in other humans has previously been shown to be sensitive to individual differences in social experience, and the results of the current study extend the notion of experience-dependent processes from the intraspecific to the interspecific domain

    Being there: a preliminary study examining the role of presence in Internet Gaming Disorder

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    Internet Gaming Disorder (IGD) has been introduced as an emerging mental health condition requiring further study. Associations between IGD and gaming presence (i.e., absorption in the virtual environment) have been implied. The aim of the present study was twofold: (a) to evaluate the extent to which presence contributes to IGD severity and, (b) to examine longitudinal differences in IGD according to the initial level of presence experienced. The participants comprising 125 emerging adults aged 18 to 29 years completed either: (i) three face-to-face assessments (one month apart, over three months) or (ii) a cross-sectional, online assessment. IGD was assessed with the nine-item IGD Scale Short Form and presence was assessed using the Presence Questionnaire. Regression and latent growth modelling analyses were conducted. Findings demonstrated that the level of gaming presence related to IGD severity but not to linear change in severity over a three-month period. The study shows that emergent adults who play internet games may be at a high risk of IGD given a more salient sense of being present within the gaming environment. Clinical implications considering prevention and intervention initiatives are discussed
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