Table 3.
IGDT-10 instruction: “Please read the statements below regarding video gaming. The questionnaire refers to video games (both online and offline, played on any platform). Please indicate on a scale from 0 to 2 (0 = never, 1 = sometimes, 2 = often) to what extent and how often these statements applied to you over the past 12 months.” | ||||
Item | Criterion (Király et al., 2019) | Difficulties | Suggestions for improvement | Statements of the participants |
(1) When you were not playing, how often have you fantasized about gaming, thought of previous gaming sessions, and/or anticipated the next game? | Preoccupation | Participants do not refer to the criterion “preoccupation” but rather to gaming as a leisure activity with friends or to boredom without a negative impact on daily life. | Consider to define the situation more clearly (e.g., “[…] although you have other important things to do?”). | “Of course, because […] you can relax, meet your friends without leaving your house […].” “I often think back to LAN parties with friends […].” “Actually, I always look forward to such things when I have nothing else to do […].” |
The term “imagine playing games“ seems too abstract. | Consider to delete this term. | “Why should I imagine […] oh yeah […] a controller would be really nice in my hand […] (laughs)?” | ||
(2) How often have you felt restless, irritable, anxious, and/or sad when you were unable to play or played less than usual? | Withdrawal | No relevant comments. | ||
(3) Have you ever in the past 12 months felt the need to play more often or played for longer periods to feel that you have played enough? | Tolerance | Participants often refer to a temporary desire to finish a story (particularly when they had to pay for the game). | Rephrase the item and define the situation more clearly (“[…] although you have other important things to do?”) | “I want to finish the game and then put it aside because otherwise I feel like I've wasted the money.” “Sometimes when a game is very captivating […] you want to reach a certain level or the end of a campaign […] just to see an end or the progress of a story […].” |
(4) Have you ever in the past 12 months unsuccessfully tried to reduce the time spent on gaming? | Loss of control | Participants' reported Internet use behavior does not lead to negative consequences in daily life. | Rephrase the item to assess more clearly if the gaming behavior leads to negative consequences (e.g., “[…] because you have noticed negative consequences?”) | “When my friends are online […] I want to play with them and ask myself: ‘What else should I do?’ And I have nothing to do anyway. It doesn't have a negative effect on me anyway, I can do it, as long as everything else is going on, I can go online. […] So yes, sometimes.” |
(5) Have you ever in the past 12 months played games rather than meet your friends or participate in hobbies and pastimes that you used to enjoy before? | Giving up other activities | Participants refer to positive social gaming experiences. The desire to play online games might be normative and socially determined. | Define the situation more clearly (e.g., “[…] with friends outside of online activities”). | “My friends […] are online as well […] this connects us.” |
(6) Have you played a lot despite negative consequences (for instance losing sleep, not being able to do well in school or work, having arguments with your family or friends, and/or neglecting important duties)? | Continuation | The item was perceived to be long and complicated. | Consider to shorten the examples. | “The question is too long. I'm trying to read the question again.” “Boah, this is lengthy.” |
There are various aspects in one question. Participants tend to build mean values across all options instead of considering whether at least one of the mentioned options applies to them. | In the instruction of the IGDT-10, point out that referring to at least one option is sufficient. | “Lack of sleep actually quite often because […] I prefer to game instead of sleeping. I'm not sure about the loss of performance […]. I'm still good in sports. […] I don't really have any duties […]. So I can't say that I've lost much. I would say […] sometimes.” | ||
(7) Have you tried to keep your family, friends, or other important people from knowing how much you were gaming or have you lied to them regarding your gaming? | Deception | Participants refer to financial aspects of gaming. | Consider to extend the item (e.g., “[…] to hide how much time or money you spent with gaming […]?”). | “ […] invested with money but that question is related to time […].” |
(8) Have you played to relieve from a negative mood (for instance helplessness, guilt, or anxiety)? | Escape | Participants played games to temporarily distract from negative emotions. However, despite high scorings they usually don't play games to avoid problem solving or functional emotional regulation in a long term. | Rephrase the item and define situation more clearly, e.g., “[…] to escape from negative mood […] in a long term?”. | “[…] to forget about my negative thoughts for a while […] and deal with the problem afterwards.” |
(9) Have you ever in the past 12 months risked or lost a significant relationship because of gaming? | Negative consequences | Participants mainly refer to romantic relationships. They did not consider a potential negative impact of problematic gaming on family members or friends. | Consider to define the term “relationship” more clearly. | “I don't know how to interpret the term relationship […] whether it's really a romantic relationship or […] a friendly relationship.” “Not in the last twelve months. I was single.” “No […]. At the moment, I'm single.” |
(10) Have you ever in the past 12 months jeopardized your school or work performance because of gaming? | Negative consequences | No difficulties. The item was easy to understand. | ||
Overall findings of the IGDT-10 | Offering only three answer options (never, sometimes, always) was perceived to be undifferentiated. | Consider to add more answer options. | “I take sometimes because never is a lie. But sometimes sounds like a lot […] I'll take sometimes anyway because there is nothing in-between […].” |