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Table 3 Goodness-of-fit indices for the different models

From: Operationalization and measurement of compulsivity across video gaming and gambling behavioral domains

 

χ2

df

CFI

TLI

RMSEA

SRMR

ΔCFI

ΔRMSEA

Full version (GRACC90)

        

Full sample

        

M1. 1 factor

11,112.9

3915

0.971

0.970

0.054

0.039

  

M2. 2 factors

8,752.9

3826

0.980

0.979

0.045

0.029

  

M3. 3 factors

7,019.7

3738

0.987

0.986

0.037

0.023

  

Subsamples

        

M4. Gambling sample

6,309.6

3915

0.984

0.984

0.044

0.033

  

M5. video games sample

7,504.3

3915

0.968

0.967

0.054

0.052

  

Invariance by type of activity

        

M6. Equal form

13,904.2

7830

0.977

0.976

0.050

0.044

  

M7. Equal loadings and thresholds

14,325.2

8188

0.977

0.977

0.049

0.044

0.000

–0.001

Short version (GRACC18)

        

Full sample

        

M8. 1 factor

501.0

135

0.996

0.996

0.066

0.013

  

Subsamples

        

M9. Gambling sample

298.0

135

0.997

0.996

0.062

0.014

  

M10. video games sample

407.6

135

0.994

0.993

0.080

0.019

  

Invariance by type of activity

        

M11. Equal form

713.6

270

0.995

0.995

0.072

0.017

  

M12. Equal loadings and thresholds

723.7

340

0.996

0.996

0.060

0.018

0.001

–0.012

  1. Notes. df = degrees of freedom; CFI = comparative fit index; TLI = Tucker-Lewis index; RMSEA = root mean square error of approximation; SRMR = standardized root mean square residual; Δ = increment in fit index with respect to previous model. All p-values for the chi-square test were < 0.001