Validity of the Gaming Disorder Scale (GAME-S) for Identifying Gaming Disorder in Children and Adolescents
Issued Date
2025-11-01
Resource Type
eISSN
22288082
Scopus ID
2-s2.0-105020642570
Journal Title
Siriraj Medical Journal
Volume
77
Issue
11
Start Page
799
End Page
806
Rights Holder(s)
SCOPUS
Bibliographic Citation
Siriraj Medical Journal Vol.77 No.11 (2025) , 799-806
Suggested Citation
Darunthanom W., Pornnoppadol C., Atsariyasing W. Validity of the Gaming Disorder Scale (GAME-S) for Identifying Gaming Disorder in Children and Adolescents. Siriraj Medical Journal Vol.77 No.11 (2025) , 799-806. 806. doi:10.33192/smj.v77i11.274309 Retrieved from: https://repository.li.mahidol.ac.th/handle/123456789/112973
Title
Validity of the Gaming Disorder Scale (GAME-S) for Identifying Gaming Disorder in Children and Adolescents
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Author's Affiliation
Corresponding Author(s)
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Abstract
Objective: This study aimed to evaluate the validity of the Gaming Disorder Scale (GAME-S) for diagnosing gaming disorder among children and adolescents in Thailand. Materials and Methods: A total of 1,235 individuals, aged 6-25 years, and their parents were recruited from various regions of Thailand through a multi-stage sampling technique. Data were collected using both the child and parent versions of the GAME-S. The results were compared with ICD-11 clinical diagnoses of gaming disorder, conducted by trained clinicians. Concurrent validity was evaluated through the Thai version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Results: A total of 1,235 children and adolescents and their parents participated to assess the correlation between the GAME-S and IGDS9-SF. For GAME-S diagnostic accuracy analysis, 84 child–parent pairs, balanced by gender (mean age = 13.48 years), were included. Sensitivities of the child and parent versions were 77.8% and 81.8%, respectively, while specificity was 50.9% and 50.0%. Combining both versions increased sensitivity to 75.0% and specificity to 70.0%. The GAME-S correlated strongly with IGDS9-SF (child: r=0.823, p=0.01; parent: r=0.82, p=0.01). Latent class analysis identified a four-class model as the best fit. The gaming addiction group was effectively characterized by a cut-off score of 20. Conclusion: The combined use of both the child and parent versions of the GAME-S demonstrates good validity and is a reliable tool for screening children and adolescents for gaming disorder. Additionally, it can categorize children and adolescents into four risk groups, helping identify individuals and provide appropriate interventions for each group.
