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Pathological video-gaming among Singaporean youth
Construct validity
Prevalence of video-gaming
Singapore children and adolescents
Issue Date: 
Choo, H., Gentile, D., Sim, T., Li, D. D., Khoo, A., & Liau, A. (2010). Pathological video-gaming among Singaporean youth. Annals Academy of Medicine, 39(11), 822-829.
Increase in internet use and video-gaming contributes to public concern on
pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless,
little is known about the prevalence of pathological symptoms in video-gaming among
Singaporean youth and the psychometric properties of instruments measuring pathological
symptoms in video-gaming. Materials and Methods: A total of 2998 children and adolescents
from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey
questionnaire on sociodemographic characteristics, video-gaming habits, school performance,
somatic symptoms, various psychological traits, social functioning and pathological symptoms
of video-gaming. After weighting, the survey data were analysed to determine the prevalence of
pathological video-gaming among Singaporean youth and gender differences in the prevalence.
The construct validity of instrument used to measure pathological symptoms of video-gaming
was tested. Results: Of all the study participants, 8.7% were classified as pathological players
with more boys reporting more pathological symptoms than girls. All variables, including
impulse control problem, social competence, hostility, academic performance, and damages to
social functioning, tested for construct validity, were significantly associated with pathological
status, providing good evidence for the construct validity of the instrument used. Conclusion:
The prevalence rate of pathological video-gaming among Singaporean youth is comparable
with that from other countries studied thus far, and gender differences are also consistent with
the fi ndings of prior research. The positive evidence of construct validity supports the potential
use of the instrument for future research and clinical screening on Singapore children and
adolescents’ pathological video-gaming.
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