Table 2.
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).