한국판 인터넷 게임장애 척도의 타당화: 성인을 대상으로
A Validation of the Korean Version of the Internet Gaming Disorder Scale (K-IGDS): Findings from a Community Sample of Adults
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참고문헌
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초록
국내에서 DSM-5 진단준거에 기반한 인터넷 게임장애 평가도구가 거의 없고, 성인 역시 아동/청소년처럼 게임중독에 이를 위험성이 큼에도 불구하고 이들에 대한 연구는 미흡하였다. 따라서 본 연구에서는 Lemmens, Valkenburg와 Gentile (2015)이 개발 및 타당화한 인터넷게임장애 척도(Internet Gaming Disorder Scale, IGDS)를 한국어로 번역한 뒤 성인을 대상으로 타당화하고자 하였다. 이를 위해 온라인및 오프라인을 통해 만 19세 이상 38세 이하의 성인 719명을 대상으로 IGDS, 한국형 성인용 게임중독 척도, 단축형 인터넷 게임중독 질문지, 간이정신상태검사, 일상적 스트레스 척도, 한국판 자기통제력 척도, 정서조절곤란 척도를 실시하였고, 이 중 99명에게는 개별적으로 인터넷 게임장애 구조적 면담검사를 추가로 실시하였다. 전체 자료를 무선 분할한 두 개 표본에 대한 확인적 요인분석 결과, 적절한 수준의 구성타당도를 갖춘 것으로 확인되었고, 상관분석을 통해서는 수렴타당도와 공인타당도가 있는 것으로 나타났다. 인터넷 게임장애 구조적 면담검사를 실시한 99명 자료를 통해 DSM-5에 제시된 진단방식에 따라 진단군을 구분하였고, 이를 바탕으로 게임장애 진단을 위한 절단점수를 제안하였다. 마지막으로 절단점수 산출에 활용된 참여자를 제외한 나머지 자료로 절단점수에 따라 정상군과 진단군을 구별한 뒤 평균을 비교한 결과, 진단군은 정상군에 비해 실제로 게임을 많이 사용하였고 심리적 취약성도 높은 것으로 나타났다. 마지막으로 연구 결과의 함의와 제한점을 논의하였다.
Abstract
This study aimed to validate the Korean version of the Internet Gaming Disorder Scale (K-IGDS) which consisted of factors examining nine criteria from the DSM-5. A total of 719 adults participated in the online (n=414) and offline (n=305) questionnaire including the Korean Game Addiction Scale for Adults, the Short-form of Problematic Online Gaming Questionnaire, the Brief Symptoms Inventory-18, the Perceived Daily Stress Scale, the Korean Version of the Self-control Scale, and the Korean Version of the Difficulties in Emotion Regulation Scale. Moreover, the Structured Clinical Interview for Internet Gaming Disorder was individually conducted to a subsample of 99 people among the total 719 participants. The results were as follows: 1) Confirmatory factor analyses demonstrated that K-IGDS had a satisfactory construct validity, 2) Correlation analyses showed that K-IGDS had a good convergent validity and concurrent validity, 3) Receiver Operating Characteristic (ROC) analysis showed that the Area Under Curve (AUC) covered 83.0%, suggesting that the K-IGDS was a good tool to diagnose the Internet Gaming Disorder. The cut-off score was proposed and implications and limitations of the study were discussed.
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