VOLUME 10 ISSUE 1 SPRING 2024

90 Spirituality Studies 10-1 Spring 2024 2.2 Measures Internet Gaming Disorder – short form [IGDS9-SF, Pontes et al. 2015]. Internet Gaming Disorder was measured using the Internet Gaming Disorder Scale, which contains 9 items. The items include symptoms of the disorder as listed in the DSM-5 manual. The respondent answers using a 5-point Likert scale ranging from 1 (strongly disagree) to 5 (strongly agree). A cut-off score of 25 out of 45 is set to diagnose Internet Gaming Disorder (Pontes and Griffiths 2015, 139; Suchá et al. 2018, 141; Poon et al. 2021, 4). The reliability of the questionnaire was demonstrated by McDonald’s omega (ω = 0.92). Life satisfaction [SWLS, Diener et al. 1985] was measured by a unidimensional questionnaire comprising 5 items. Scoring is done through a Likert 7-point scale, ranging from 1 (do not agree at all) to 7 (strongly agree). The questionnaire has good psychometric properties according to McDonald’s omega, which was 0. 88. Spirituality was measured by three simple items: 1. “Are you religious?”, respondents answered dichotomously “yes” or “no”; 2. “Spirituality is important in my life”; 3. “Practicing of spirituality is important in my life”, with 7-point Likert scale from 1 (strongly disagree) to 7 (strongly agree). By asking these two questions we want to inspect perceived importance of spirituality and perceived importance of practicing spirituality. The value of McDonald’s omega in our research was 0. 87. We applied logistic regression analysis to examine the predictive role of perceived levels of spirituality and life satisfaction in the context of Internet Gaming Disorder. We found that with a unit increase in life satisfaction, the odds of developing Internet Gaming Disorder (OR = 1.06, p < 0.05) decreased 1.06-fold, while holding other variables constant. Individuals who perceive an adequate level of spirituality are one time less likely to develop Internet Gaming Disorder compared to those without an adequate level of spirituality (OR = 1.00; p > 0.05), holding other variables constant. However, perceived level of spirituality is not significant in the model because its confounding interval crosses 1 (Table 3a). The logistic regression model has low validity (R2 = 0.02) and poor predictive ability (AUC = 0.61) based on statistical attributes (Table 3b). 2.3 Results According to the Internet Gaming Disorder Scale by Pontes and Griffiths (2015, 138), we identified 5.8% (n = 41) of individuals with Internet Gaming Disorder and 94.2% (n = 664) of individuals who did not exhibit symptoms of Internet Gaming Disorder. We used comparative tests to demonstrate a statistically significant difference in the occurrence of Internet Gaming Disorder by gender. We applied Welsch’s t-test because homogeneity of variances was not maintained according to Levene’s test (p < 0.001). The level of intensity of Internet Gaming Disorder symptoms is higher in boys (M = 17.4; SD = 7.57) than in girls (M = 11.4; SD = 4.62), this difference is statistically significant (t(122) = 8.01; p < 0.001; d = 0.96). It can be concluded that boys have a higher rate of Internet Gaming Disorder symptoms compared to girls. We demonstrated through bivariate correlation analysis that life satisfaction was significantly, negatively, and weakly correlated with Internet Gaming Disorder (r = −0.121; p = 0.001) and a non-significant relationship between perceived level of spirituality and Internet Gaming Disorder (r = −0.061; p = 0.108). The results are presented in Table 2.

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