2011
DOI: 10.1089/cyber.2010.0345
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Confirmation of the Three-Factor Model of Problematic Internet Use on Off-Line Adolescent and Adult Samples

Abstract: As the Internet became widely used, problems associated with its excessive use became increasingly apparent. Although for the assessment of these problems several models and related questionnaires have been elaborated, there has been little effort made to confirm them. The aim of the present study was to test the three-factor model of the previously created Problematic Internet Use Questionnaire (PIUQ) by data collection methods formerly not applied (off-line group and face-to-face settings), on the one hand, … Show more

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Cited by 176 publications
(122 citation statements)
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“…16,17 In order to include all online gamers, an empirically based questionnaire comprising 18 items-the Problematic Online Gaming Questionnaire (POGQ)-was developed by the authors. 8 Koronczai et al 18 claimed that suitable measures should meet six requirements: (a) comprehensiveness (i.e., examining more, possibly all, aspects of problematic online gaming); (b) brevity (to assess the more impulsive population, as well and to facilitate incorporation into time limited surveys); (c) reliability/validity for different methods of data collection (online, paper and pencil self-rating, face to face); (d) reliability/validity for different age groups (adolescents and adults); (e) cross-cultural reliability/validity; and (f) validated on clinical samples. The measures should also serve as a basis for defining dependence cutoff scores.…”
Section: T He Growth Of Online Videogamingmentioning
confidence: 99%
“…16,17 In order to include all online gamers, an empirically based questionnaire comprising 18 items-the Problematic Online Gaming Questionnaire (POGQ)-was developed by the authors. 8 Koronczai et al 18 claimed that suitable measures should meet six requirements: (a) comprehensiveness (i.e., examining more, possibly all, aspects of problematic online gaming); (b) brevity (to assess the more impulsive population, as well and to facilitate incorporation into time limited surveys); (c) reliability/validity for different methods of data collection (online, paper and pencil self-rating, face to face); (d) reliability/validity for different age groups (adolescents and adults); (e) cross-cultural reliability/validity; and (f) validated on clinical samples. The measures should also serve as a basis for defining dependence cutoff scores.…”
Section: T He Growth Of Online Videogamingmentioning
confidence: 99%
“…32 Finally, the categorization could be obtained through multivariate statistical analyses, such as cluster analysis. 28,53,61 In light of the above, the present study has three objectives: 1) to design and validate a new scale for adolescents, the Problematic Internet Entertainment Use Scale for Adolescence (PIEUSA), which centers on major Internet entertainments such as online video games (OVG) and social networking sites (SNS); 2) to examine the associations between patterns of Internet use identified with the PIEUSA and both gender and age groups; and 3) to estimate PIU prevalence using the categories from the classical pathological gambling literature to assess levels of severity.…”
mentioning
confidence: 99%
“…The PIUQ-SF-6 ) is a shorter version of the Problematic Internet Use Questionnaire (PIUQ) (Demetrovics, Szeredi, & Rózsa, 2008), which is a psychometric tool that has been shown to possess adequate psychometric properties across different samples (Koronczai et al, 2011. The PIUQ-SF-6 assesses three dimensions of problematic Internet use (i.e., obsession, neglect, and control disorder) and was developed by selecting two items from each of the three PIUQ factors.…”
Section: Methodsmentioning
confidence: 99%