“…It was found to have good internal consistency, construct and discriminatory validity (Lin & Tsai, 1999). The samples used in these 18 studies included 72 adolescents in grades eight and nine (mean age = 15 years, SD = 1 year) as well as their parents (Chan & Rabinowitz, 2006), 62 children (mean age = 9 years, SD = 2 years) with Attention Deficit Hyperactivity Disorder (ADHD) (Han et al, 2009), 154 male adolescents (mean age = 16 years, SD = 1 year), half of which were excessive Internet game players (Han et al, 2007), 161 secondary school students in Singapore with MMO experience (mean age = 14 years, SD = 0.7 years) (Dongdong et al, 2011), large samples (the respective sample sizes ranged from more than 800 to less than 5,000 participants) of Dutch adolescents (mean age = 14 years, SD = 1 year) (Lemmens et al, 2011a(Lemmens et al, , 2011bvan Rooij et al, 2010) and adolescent Dutch online game players (Ns = 721 and 3,048; age range = 13-17 years) (Lemmens et al, 2009;van Rooij et al, 2011), American youths (N = 1,178, age range = 8-18 years with equal gender and age distribution) (Gentile, 2009), Korean adolescents (N = 1,136, mean age = 14 years, SD = 0.5 years; 61% male) (Kwon et al, 2011), and Singaporean youth (N = 2,998, mean age = 11 years, SD = 2 years, 73% male), 64 children and adolescents (age range = 9-20 years) (Rau et al, 2006), 3,034 secondary school children (mean age = 11 years, SD = 2 years) (Gentile et al, 2011), 1,326 secondary school and college students (mean age = 22 years, SD = 7 years) (Thomas & Martin, 2010), 177 Taiwanese adolescents and young adults (age range = 16-24 years) (Wan & Chiou, 2006a, 2007, and 182 Taiwanese adolescent and young adult MMORPG players (age range = 16-22 years) (Wan & Chiou, 2006a), and ten Taiwanese adolescents with no explicit age specification with online game addiction (Wan & Chiou, 2006b).…”