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  1. Amran MS, Roslan MZ, Sommer W
    Int J Adolesc Med Health, 2024 Aug 01;36(4):419-423.
    PMID: 38997216 DOI: 10.1515/ijamh-2024-0047
    PURPOSE OF REVIEW: The current rise of digital technologies is causing adolescents to spend more time on their digital devices, especially since the lockdown period of the pandemic. Adolescents are among those who are affected by lifestyle changes and are at risk of digital addiction due to the overuse of digital technologies. This opinion paper discusses the possible risk of loneliness among adolescents due to the overuse of digital devices. In this article, we would like to propose the concept of digital abuse and its risk of loneliness, as well as discuss some proposed solutions by referring to recent statistics and research evidence to reduce digital abuse among adolescents.

    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.

  2. Roslan MZ, Amran MS, Sommer W
    PMID: 39582428 DOI: 10.1515/ijamh-2024-0150
    OBJECTIVES: Problematic gaming behavior has been an issue in many countries, raising the need for assessment tools. The Game Addiction Scale for Adolescents (GASA) by Lemmens et al. is widely used for assessing game addiction and has been adopted for use in various countries. The GASA consists of 21 items covering several criteria of game addiction: salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems. The present study aimed to investigate the reliability and validity of the GASA when applied to Malaysian adolescents.

    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.

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