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. 2021 Feb;18(1):65–74. doi: 10.36131/cnfioritieditore20210106

Table 2.

Questionnaires used in the online survey and their (sub)scales

Questionnaire Likert scale Variables assessed by questionnaires Description of dimensions and examples of items Reliability coefficient (α)
Depression, Anxiety and Stress Scale-21 0-4 Distress Aggregated score of anxiety and depression symptoms (stress items are not taken into account) .90
Internet Gaming Disorder Test-10 0-3 Problematic Gaming Problematic gaming symptoms according to DSM-5 Internet Gaming Disorder criteria (APA, 2013) .72
Videogames Involvement Scale 1-5 High Involvement in Gaming (high-but- healthy involvement in online games) Achievement and socially oriented adaptive gaming patterns (high involvement in gaming) .82
Gaming Compensation Items 1-5 Gaming Social Compensation “Enjoying the sense of belonging that comes with being a part of a community of gamers (e.g., guilds, teams or general communities) prevents me from feeling lonely” //
Gaming Achievement Compensation “I get involved in gaming activities that give me a sense of personal effectiveness (e.g., follow clear rules; achieve objectives; receive timely feedback) in order to balance the feeling of a stressful lack of control over some events in my life” //
Gaming Relaxation “Engaging in gaming provides me with a feeling of calm, relaxation and of being in control” //
Gaming Emotional Coping “I engage in gaming that helps me cope with my negative emotions (e.g. anger, loneliness) in a more suitable environment” //

Note. Cronbach’s alpha is not reported for Gaming Compensation Items since each of the four constructs is assessed by means of only one item (see Methods).