RECENT FINDINGS: Evidence from previous studies highlights the association between digital addiction and loneliness among adolescents. Overusing digital devices among adolescents is also associated with various physical and psychological side effects.
SUMMARY: Recent findings support the rapid rise of digital device usage among adolescents and its contributions to digital use. More research is needed to support existing interventions, provide early screening, and combat digital addiction to protect adolescents from the risks of loneliness due to the overuse of digital devices.
METHODS: The study was conducted in two phases (reliability assessment for phase 1 and validity assessment for phase 2). The Malay version of the Game Addiction Scale was created using a forward-translation procedure with the help of panelists consisting of researchers and educators from the fields of Psychology, Medicine, and Education to translate from English to Malay. The participants of the study were presented with both versions (Malay and English) during the data collection process. The study checked content validity with the help of 33 panelists and reliability based on the scores of 116 participants who spent at least 1 h and up to 6 h per week playing games.
RESULTS: The reliability was measured using Cronbach's alpha and provided high reliability ranging from 0.671 to 0.903 for all criteria. All criteria scored higher than 0.8 except for relapse (α=0.788) and problems (α=0.671) criteria, indicating that the instrument provides high reliability. The findings from the study show acceptable content validity with high I-CVI values ranging from 0.73 to 0.94 and an S-CVI/Ave value of 0.80. Internal consistency was excellent (α=0.949) and the Content Validity Index (I-CVI) was high for most items.
CONCLUSIONS: The results suggest that GASA is suitable for application among adolescents in Malaysia.