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Journal of Behavioral Addictions
Authors:
Gary C. K. Chan
,
John B. Saunders
,
Daniel Stjepanović
,
Caitlin McClure-Thomas
,
Jason Connor
,
Leanne Hides
,
Andrew Wood
,
Daniel King
,
Kristiana Siste
,
Jiang Long
, and
Janni K. Leung

Abstract

Background

Gaming Disorder was included as an addictive disorder in the latest version of the International Classification of Diseases (ICD-11), published in 2022. The present study aimed to develop a screening tool for Gaming Disorder, the Gaming Disorder Identification Test (GADIT), based on the four ICD-11 diagnostic criteria: impaired control, increasing priority, continued gaming despite harm, and functional impairment.

Method

We reviewed 297 questionnaire items from 48 existing gaming addiction scales and selected 68 items based on content validity. Two datasets were collected: 1) an online panel (N = 803) from Australia, United States, United Kingdom and Canada, split into a development set (N = 589) and a validation dataset (N = 214); and 2) a university sample (N = 408) from Australia. Item response theory and confirmatory factor analyses were conducted to select eight items to form the GADIT. Validity was established by regressing the GADIT against known correlates of Gaming Disorder.

Results

Confirmatory factor analyses of the GADIT showed good model fit (RMSEA=<0.001–0.108; CFI = 0.98–1.00), and internal consistency was excellent (Cronbach's alphas = 0.77–0.92). GADIT scores were strongly associated with the Internet Gaming Disorder Test (IGDT-10), and significantly associated with gaming intensity, eye fatigue, hand pain, wrist pain, back or neck pain, and excessive in-game purchases, in both the validation and the university sample datasets.

Conclusion

The GADIT has strong psychometric properties in two independent samples from four English-speaking countries collected through different channels, and shown validity against existing scales and variables that are associated with Gaming Disorder. A cut-off of 5 is tentatively recommended for screening for Gaming Disorder.

Open access

Abstract

Individuals with a history of psychotic experiences and disorders such as schizophrenia, and mood disorders with psychotic features tend to be excluded from psychedelic-assisted therapy research and treatment programs, despite minimal research demonstrating heightened risk of adverse effects for this group. Participants (n = 100) were asked to complete an online, retrospective survey that asked about psychotic experiences and/or diagnoses and one memorable psychedelic experience, along with mental health histories, dose used, set and setting, and other relevant variables including whether they mixed their psychedelic with other substances. Respondents also completed pertinent psychometric questionnaires and answered questions regarding the impact of their psychedelic experience on their well-being, mental health, relationships, spiritual beliefs, and aspects of their life. Thematic inductive analysis was used to identify recurring themes. Most respondents (n = 88) stated that their psychedelic experience resulted in some degree of personal growth. Many also described mystical-type experiences, increased levels of contemplation and spirituality, improved insight, symptomatic improvements, and feelings of love and appreciation following the experience. Most described overall positive experiences, however, 11% (n = 11) described overall negative experiences, which included symptom exacerbation, dysphoria, and terror, and a slightly larger portion described mixed-type experiences.

Open access