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Evaluates psychometric quality of Game Addiction Scale in Mexican children, suggesting health interventions for vulnerability.
OBJECTIVE: The objective of this study was to evaluate the psychometric quality of the Game Addiction Scale for Adolescents (GASA shortened version) in its adapted version for Mexican children. METHODS: The instrument was administered to 289 primary school students using a non-probability quota sampling method. The average age of the participants was 10.47 years, with a standard deviation of 1.003 years, with 55% being boys and 45% being girls. Descriptive statistics were obtained from the seven items which make(made) up the scale to proceed with the confirmatory factor analysis (CFA), which was carried out using the robust estimation method Satorra-Bentler and the fit indices RMSEA (Root-mean square error of approximation), CFI (Comparative fit index), and SRMR (Standardized root mean square residual), as well as the X2/df ratio. Likewise Nevertheless, an analysis of the invariance of the factorial structure according to the sex of the participants was performed. Finally, reliability was determined by subscales using the McDonald's omega coefficient. RESULTS: /df = 1.26, p = .223; CFI = 0.992; RMSEA = 0.030, CI 90: 0.000 - 0.068; SRMR = 0.029). The Hoelter's statistic was around 388. CONCLUSIóN: The post-COVID-19 context has created profitable conditions for the use or abuse of video games. The identification of addiction symptoms allows the strategies design of promotion and health intervention in vulnerable populations, such as the development of healthy games.
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Romero-Pedraza et al. (2026) studied this question.
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