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Psychometric properties of the 7-item game addiction scale among Ghanaian university students

In plain language

Video game addiction is increasingly observed among university students, yet validated measurement instruments have been absent within Ghana. An assessment of 814 students from three Ghanaian public universities evaluated the psychometric characteristics of the 7-item Gaming Addiction Scale. Confirmatory factor analysis confirmed that the scale retains a unidimensional structure, alongside good internal consistency reliability reflected by a Cronbach's alpha of 0.85. Criterion validity was established through varying correlations with resilience, emotional intelligence, stress, anxiety, depression, smartphone addiction, and Facebook addiction. In addition, tests demonstrated measurement invariance across participant age, programme of study, and university type. The results confirm that the seven-item tool is a valid and dependable instrument for detecting video game addiction symptoms among university students in Ghana.

Key takeaways

  • The 7-item Gaming Addiction Scale demonstrated a unidimensional structure in a sample of 814 Ghanaian university students.
  • The instrument showed strong internal consistency reliability with a Cronbach's alpha coefficient of 0.85.
  • The scale demonstrated concurrent and discriminant validity through correlations with emotional intelligence, resilience, stress, depression, anxiety, and other digital addictions.
  • Measurement invariance was established across student age, university type, and programme of study.

Why it matters

Identifying digital behavioural addictions requires measurement tools that are proven to work accurately within specific cultural and educational contexts. Having a validated, concise seven-item instrument gives university administrators, counsellors, and researchers a reliable method to identify problematic gaming habits, understand associated psychological stressors, and design targeted student wellbeing initiatives.

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Abstract

Recent studies have reported that video game addiction is prevalent among university students. Despite this, video game addiction studies in Ghana are scarce. In addition, there is no validated scale for assessing video game addiction in Ghana. The purpose of this study was to examine the psychometric properties of the 7-item Gaming Addiction Scale (GAS) among Ghanaian university students. Participants were 814 university students from three public universities in Ghana. The average age of the participants was 20.62 years ( SD = 2.49). The data were collected using the Gaming Addiction Scale, Bergen Facebook Addiction Scale, Smartphone Addiction Scale–Short Version, Brief Resilience Scale, Schutte Emotional Intelligence Scale and the Depression, Anxiety and Stress Scale. The data were analysed with the Statistical Package for Social Sciences (SPSS) and AMOS Statistical Package. Confirmatory factor analysis supported the unidimensional structure of the 7-item GAS. A Cronbach’s alpha coefficient of 0.85 demonstrated that the scale had a good internal consistency reliability. Analysis using the Pearson product-moment correlation coefficient revealed that the 7-item GAS correlated differently with some criterion variables (emotional intelligence, stress, depression, anxiety, resilience, smartphone addiction and facebook addiction) as evidence of concurrent and discriminant validity. Measurement invariance tests indicated that the instrument demonstrated measurement invariance across age, university type and programme of study. These findings suggest that the 7-item GAS is a reliable and valid instrument for measuring video game addiction symptoms among Ghanaian university students.

Research topics

  • Impact of Technology on Adolescents
  • Perfectionism, Procrastination, Anxiety Studies
  • Gambling Behavior and Treatments

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DOI: 10.1007/s44202-026-00872-8

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