0000000000293720

AUTHOR

Niko Männikkö

0000-0003-1292-4852

showing 5 related works from this author

Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students.

2019

This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB …

MaleAdolescentPsychometricsPopulationdigital games050109 social psychology050105 experimental psychologygaming disorderYoung AdultArts and Humanities (miscellaneous)riippuvuusDevelopmental and Educational PsychologyHumans0501 psychology and cognitive sciencespsychometric testingeducationStudentsGeneral Psychologyta515Finlandeducation.field_of_studyInternetSchoolsbusiness.industry05 social sciencesVocational schoolRegression analysisGeneral Medicineproblematic gamingPreferenceConfirmatory factor analysisTest (assessment)psykometriikkaBehavior AddictiveCross-Sectional StudiesVideo GamesAdolescent BehaviorPersonal computerammattikoululaisetThe InternetFemalePsychologybusinesshuman activitiesverkkopelitdigitaaliset pelitClinical psychologyScandinavian journal of psychology
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Cross-cultural validation of the Compulsive Internet Use Scale in four forms and eight languages

2019

International audience; The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 items instead of the original 14). However, to date, the CIUS has never been simultaneously compared and validated in several languages and different versions. Consequently, the present study tested the psychometric properties of four CIUS versions (i.e., CIUS-14, CIUS-9, CIUS-7, and CIUS-5) across eight languages (i.e., Germ…

MalePsychometrics[SHS.PSY]Humanities and Social Sciences/Psychology050109 social psychologymanopcomputer.software_genreGermanddc:616.890508 media and communicationsddc:150Applied PsychologyMeasurement invarianceLanguage4. EducationCommunication05 social sciencesGeneral MedicineCompulsive Internet Use ScaleComputer Science ApplicationsTest (assessment)Psychometric testingCompulsive BehaviorlanguageFemaleThe InternetPsychologyNatural language processingAdultCross-Cultural ComparisonAdolescentPsychometricsSocial Psychology050801 communication & media studiesCompulsive Internet Use Scale psychometric testing measurement invariance cross-cultural researchYoung AdultHumansCross-culturalTranslations0501 psychology and cognitive sciencesPsychological testingMeasurement invarianceInternetPsychological Testsbusiness.industryResearchReproducibility of ResultsCross-culturalCross-cultural studieslanguage.human_languageHuman-Computer InteractionArtificial intelligencebusinesscomputer
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Measurement Invariance of the Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) across Eight Languages

2018

The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with the short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ–SV). However, to date, no study has ever examined the degree to which the PMPU scale assesses the same construct across different languages. The aims of the present study were to (i) determine an optimal factor structure for the PMPUQ–SV among university populations using eig…

MaleProblematic Mobile Phone UsePsychometricsHealth Toxicology and MutagenesisApplied psychologyPsicologia del desenvolupament[SHS.PSY]Humanities and Social Sciences/Psychology030508 substance abuselcsh:Medicinemanop: Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]smartphone useGermanddc:616.890302 clinical medicineddc:150Surveys and QuestionnairesDangerous BehaviorPrevalence030212 general & internal medicineLanguageTelèfon mòbil i adolescentsEuropemeasurement invarianceScale (social sciences)languageProblematic MobileFemaleCrime0305 other medical sciencePsychologyAdultCross-Cultural ComparisonPsychometricsmobile phone useSample (statistics)Phone Use Questionnaire: Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]Article03 medical and health sciencesCronbach's alphaHumansMeasurement invarianceTranslationspsychometric testingStructure InvariancePMPUQDescriptive statisticslcsh:RPublic Health Environmental and Occupational HealthProblematic Mobile Phone Use Questionnairelanguage.human_languageCell Phone UseBehavior AddictiveMobile phonemeasurement invariancFactor Analysis StatisticalInternational Journal of Environmental Research and Public Health
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Self-reported dependence on mobile phones in young adults: A European cross-cultural empirical survey

2017

Background and aims: Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by country, and (b) how socio-demographics, geographic differences, mobile phone usage patterns, and associated activities predicted this perceived dependence.\ud \ud Methods: A sample of 2,775 young adults (aged 18–29 years) were recruited in different…

Full-Length ReportApplied psychologyEmpirical surveycross-cultural researchMedicine (miscellaneous)[SHS.PSY]Humanities and Social Sciences/Psychologymanop: Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]ddc:616.890302 clinical medicine0508 media and communicationsddc:150Risk Factorsproblematic mobile phone usePrevalence030212 general & internal medicineYoung adultmobile phone dependence[SDV.NEU.PC]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behavior05 social sciencesRegression analysisGeneral MedicineEuropePsychiatry and Mental healthClinical Psychology[SCCO.PSYC]Cognitive science/PsychologyRegression AnalysisThe InternetPsychologyAdultCross-Cultural Comparisonyoung adultsAdolescentUniversities050801 communication & media studiesSample (statistics): Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]Young Adult03 medical and health sciencesProblematic mobile phone useHumansCross-culturalInternetbusiness.industrybehavioral addictionsCross-cultural studiesBehavior AddictiveCross-cultural researchMobile phoneSelf ReportbusinessCell PhoneJ BEHAV ADDICT JOURNAL OF BEHAVIORAL ADDICTIONS
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Problematic gaming is associated with some health-related behaviors among Finnish vocational school students

2020

The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population of vocational school students. Data collection was performed (N = 1335) via an online survey in vocational school units in northern Finland. The survey incorporated the Internet Gaming Disorder Test (IGD10) as well as self-reported measures including questions on socio-demographics, information on the living arrangements of participants, gaming habits, and health-related behaviors. Eightyfour percent (n = 773) of the respondents (an average age of 17.5 years [SD = 4.4]) played digital games regularly. Male gender, daily game use, ha…

Video gamesGaming disorderHealthvideopelitterveyskäyttäytymineneducationammattikoululaisetterveyshuman activities
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