Video-Game Addiction

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Mark D. Griffiths - One of the best experts on this subject based on the ideXlab platform.

  • A History and Overview of Video Game Addiction
    2020
    Co-Authors: Mark D. Griffiths, Halley M. Pontes
    Abstract:

    The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game Addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game Addiction has developed during the past four decades in the 1980s (arcade video game Addiction), 1990s (home console video game Addiction), and 2000s and beyond (online video game Addiction). The chapter also overviews the features of gaming Addiction, its prevalence rates, demographics and gaming Addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming Addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional Addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.

  • Comparison of the Video Game Functional Assessment-Revised (VGFA-R) and Internet Gaming Disorder Test (IGD-20)
    2019
    Co-Authors: Matthew Evan Sprong, Mark D. Griffiths, Daniel Perry Lloyd, Erina Paul, Frank D. Buono
    Abstract:

    Initially labeled as internet Addiction in the mid-1990s (e.g., Griffiths, 1996; Young, 1996), researchers have since focused on how specific online activities result in negative consequences for those who overuse and have problems with online applications such as online gambling and online sex (Griffiths, 2000; Potenza, 2017). More recently, this has been applied to online problematic video game play, often used synonymously with terms such as online video game Addiction, online gaming Addiction, and Internet gaming disorder (IGD). With the publication of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; American Psychiatric Association [APA], 2013), IGD was identified by the APA as warranting further study. The current proposed diagnostic criterion in the DSM-5 requires the presence of five of nine symptoms over a 12-month period. These include: (a) preoccupation or obsession with Internet games, (b) withdrawal symptoms when not playing Internet games, (c) an increasing need over time to spend more and more time playing video games, (d) failed attempts to stop or curb Internet gaming, (e) loss of interest in other activities such as hobbies, (f) continued overuse of Internet games even with knowledge of the impact of overuse on their life, (g) lying about extent of Internet game usage, (h) uses Internet games to relieve anxiety or guilt, and (i) has lost or put at risk an opportunity or relationship because of Internet games (American Psychiatric Association [APA], 2013). However, it is unclear if the disorder represents Addiction to the internet or if IGD evaluates specific behaviors occurring within the context of the video gaming (Starcevic and Billieux, 2017; Young and Brand, 2017)

  • attachment and emotion regulation in substance Addictions and behavioral Addictions
    2017
    Co-Authors: Ana Estevez, Paula Jauregui, Inmaculada Sanchezmarcos, Hibai Lopezgonzalez, Mark D. Griffiths
    Abstract:

    BackgroundRisky behaviors have been related to emotional regulation and attachment, which may constitute risk factors for developing an addictive behavior. However, there may also be differences between substance and non-substance-related Addictions.AimsThis study aimed to examine the relationship of emotional regulation and attachment, with substance (alcohol and drug abuse), and non-substance-related Addictions (gambling disorder, video game Addiction, and problematic Internet use) in adolescents and emerging adults. The study also aimed to examine gender differences for such predictors.MethodsThe sample comprised 472 students aged 13–21 years recruited from high schools and vocational education centers.ResultsFindings demonstrated that emotion regulation was predictive of all addictive behaviors assessed in this study (alcohol and drug abuse, gambling disorder, video game Addiction, and problematic Internet use), whereas attachment predicted non-substance-related Addictions (gambling disorder, video ga...

  • video game Addiction providing evidence for internet gaming disorder through a systematic review of clinical studies
    2016
    Co-Authors: Olatz Lopezfernandez, Daria J Kuss, H Pontes, Mark D. Griffiths
    Abstract:

    Introduction The American Psychiatric Association introduced in Internet Gaming Disorder (IGD) in the appendix as a tentative disorder in the last edition of the Diagnostic and Statistical Manual of Mental Disorders. However, currently no systematic review exists about excessive gaming viewed from a clinical perspective. Objectives and aims To review clinical studies on gaming Addiction in order to ascertain characteristics of both clinical and research studies to provide retrospective evidence in relation with the proposed IGD classification (including criteria, measures and therapies). Methods A systematic literature review of studies published from 1980 to 2015 has been conducted using three major psychology databases: Academic Search Complete, PsycInfo, and PsycArticles. A total of 5033 results from peer-reviewed journals were obtained, where 32 were identified as empirical clinical papers focused on gaming Addiction. Results The clinical research studies on gaming identified were published between 1998 and 2015, most of which included patient samples. Categorizations identified in the research papers included: (i) patients’ characteristics (e.g., socio-demographics), (ii) criteria and measures used (e.g., scales to diagnose), (iii) types of gaming problems (e.g., game genre), (iv) and treatments (e.g., type of therapy). Conclusions Findings will be discussed against the background of the controversial IGD diagnostic criteria proposed in the DSM-5 in order to assess the extent to which previously published clinical knowledge matched the current proposal for including gaming Addiction as behavioral Addiction in the next diagnostic manual.

  • prevalence and predictors of video game Addiction a study based on a national representative sample of gamers
    2016
    Co-Authors: Charlotte Thoresen Wittek, Mark D. Griffiths, Daniel Hanss, Rune Aune Mentzoni, Ståle Pallesen, Turi Reiten Finseras, Helge Molde
    Abstract:

    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game Addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game Addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game Addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

Dike Van De Mheen - One of the best experts on this subject based on the ideXlab platform.

  • clinical validation of the c vat 2 0 assessment tool for gaming disorder a sensitivity analysis of the proposed dsm 5 criteria and the clinical characteristics of young patients with video game Addiction
    2017
    Co-Authors: Tim M. Schoenmakers, Antonius J. Van Rooij, Dike Van De Mheen
    Abstract:

    Abstract Aims Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for ‘internet gaming disorder’. Method Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13–23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients. Results The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent–Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme gamers, we could not assess the specificity of the tool: future research should make this a priority. Conclusion Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of gamers in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case.

  • Video game Addiction test: validity and psychometric characteristics.
    2012
    Co-Authors: Antonius J. Van Rooij, Tim M. Schoenmakers, Regina J. J. M. Van Den Eijnden, Ad A. Vermulst, Dike Van De Mheen
    Abstract:

    The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-Addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet Addiction. The study used data (n=2,894) from a large-sample paper-and-pencil questionnaire study, conducted in 2009 on secondary schools in Netherlands. Thus, the main source of data was a large sample of schoolchildren (aged 13-16 years). Measurements included the proposed VAT, the Compulsive Internet Use Scale, weekly hours spent on various game types, and several psychosocial variables. The VAT demonstrated excellent reliability, excellent construct validity, a one-factor model fit, and a high degree of measurement invariance across gender, ethnicity, and learning year, indicating that the scale outcomes can be compared across different subgroups with little bias. In summary, the VAT can be helpful in the further study of video game Addiction, and it contributes to the debate on possible inclusion of behavioral Addictions in the upcoming DSM-V.

  • online video game Addiction identification of addicted adolescent gamers
    2011
    Co-Authors: Antonius J. Van Rooij, Tim M. Schoenmakers, Regina J. J. M. Van Den Eijnden, Ad A. Vermulst, Dike Van De Mheen
    Abstract:

    Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Repeated cross-sectional survey study, comprising a longitudinal cohort, conducted in 2008 and 2009. Setting Secondary schools in the Netherlands. Participants Two large samples of Dutch schoolchildren (aged 13-16 years). Measurements Compulsive internet use scale, weekly hours of online gaming and psychosocial variables. Findings Thisstudyconfirmstheexistenceof asmallgroupof addictedonlinegamers(3%),representingabout1.5% of all children aged 13-16 years in the Netherlands. Although these gamers report Addiction-like problems, relation- ships with decreased psychosocial health were less evident. Conclusions The identification of a small group of addicted online gamers supports efforts to develop and validate questionnaire scales aimed at measuring the phenom- enon of online video game Addiction. The findings contribute to the discussion on the inclusion of non-substance Addictions in the proposed unified concept of 'Addiction and Related Disorders' for the DSM-V by providing indirect identification and validation of a group of suspected online video game addicts.

Antonius J. Van Rooij - One of the best experts on this subject based on the ideXlab platform.

  • clinical validation of the c vat 2 0 assessment tool for gaming disorder a sensitivity analysis of the proposed dsm 5 criteria and the clinical characteristics of young patients with video game Addiction
    2017
    Co-Authors: Tim M. Schoenmakers, Antonius J. Van Rooij, Dike Van De Mheen
    Abstract:

    Abstract Aims Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for ‘internet gaming disorder’. Method Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13–23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients. Results The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent–Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme gamers, we could not assess the specificity of the tool: future research should make this a priority. Conclusion Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of gamers in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case.

  • Video game Addiction test: validity and psychometric characteristics.
    2012
    Co-Authors: Antonius J. Van Rooij, Tim M. Schoenmakers, Regina J. J. M. Van Den Eijnden, Ad A. Vermulst, Dike Van De Mheen
    Abstract:

    The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-Addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet Addiction. The study used data (n=2,894) from a large-sample paper-and-pencil questionnaire study, conducted in 2009 on secondary schools in Netherlands. Thus, the main source of data was a large sample of schoolchildren (aged 13-16 years). Measurements included the proposed VAT, the Compulsive Internet Use Scale, weekly hours spent on various game types, and several psychosocial variables. The VAT demonstrated excellent reliability, excellent construct validity, a one-factor model fit, and a high degree of measurement invariance across gender, ethnicity, and learning year, indicating that the scale outcomes can be compared across different subgroups with little bias. In summary, the VAT can be helpful in the further study of video game Addiction, and it contributes to the debate on possible inclusion of behavioral Addictions in the upcoming DSM-V.

  • online video game Addiction exploring a new phenomenon
    2011
    Co-Authors: Antonius J. Van Rooij
    Abstract:

    Over a period of thirty years, video games have evolved from Pac Man to photorealistic, massively populated, three-dimensional environments. Adolescents become involved with online virtual communities (tribes, guilds, groups) and play games on a daily basis with people they have never seen in ‘real’ life. Large online games provide a virtual environment in which they have fun and can freely experiment with different identities, speak other languages, and form new social connections at the same time. Nowadays, games have developed beyond simple concepts such as ‘eat-the-yellow-dots’ in Pac Man. Gaming now includes sophisticated persistent virtual worlds (World of Warcraft, Lord of the Rings Online, Guild Wars), competitive team-based online shooting games (Counterstrike, Team Fortress 2), and multiuser real-time strategy games (Starcraft 2, Warcraft 3). These changes are largely driven by the rapid developments in computing power and internet access, as well as by the declining costs of consumer electronics. As a result of increased availability, more people are playing games; however, some individuals seem to be playing more as well. A 2008 press release by the market research group NPD states that: “…of the 174 million gamers who personally play games on PC/Mac or video game systems, three percent are Extreme Gamers” (NPD, 2008). Extreme gamers play an average of 45 hours per week. A press release by the same firm two years later stated that this percentage had increased. In 2010 the NPD group reported that the group of extreme gamers had grown to four percent, emphasizing that “…extreme gamers spend two full days per week playing video games” (NPD, 2010).

  • online video game Addiction identification of addicted adolescent gamers
    2011
    Co-Authors: Antonius J. Van Rooij, Tim M. Schoenmakers, Regina J. J. M. Van Den Eijnden, Ad A. Vermulst, Dike Van De Mheen
    Abstract:

    Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Repeated cross-sectional survey study, comprising a longitudinal cohort, conducted in 2008 and 2009. Setting Secondary schools in the Netherlands. Participants Two large samples of Dutch schoolchildren (aged 13-16 years). Measurements Compulsive internet use scale, weekly hours of online gaming and psychosocial variables. Findings Thisstudyconfirmstheexistenceof asmallgroupof addictedonlinegamers(3%),representingabout1.5% of all children aged 13-16 years in the Netherlands. Although these gamers report Addiction-like problems, relation- ships with decreased psychosocial health were less evident. Conclusions The identification of a small group of addicted online gamers supports efforts to develop and validate questionnaire scales aimed at measuring the phenom- enon of online video game Addiction. The findings contribute to the discussion on the inclusion of non-substance Addictions in the proposed unified concept of 'Addiction and Related Disorders' for the DSM-V by providing indirect identification and validation of a group of suspected online video game addicts.

Tim M. Schoenmakers - One of the best experts on this subject based on the ideXlab platform.

  • clinical validation of the c vat 2 0 assessment tool for gaming disorder a sensitivity analysis of the proposed dsm 5 criteria and the clinical characteristics of young patients with video game Addiction
    2017
    Co-Authors: Tim M. Schoenmakers, Antonius J. Van Rooij, Dike Van De Mheen
    Abstract:

    Abstract Aims Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for ‘internet gaming disorder’. Method Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13–23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients. Results The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent–Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme gamers, we could not assess the specificity of the tool: future research should make this a priority. Conclusion Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of gamers in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case.

  • is there such a thing as online video game Addiction a cross disciplinary review
    2013
    Co-Authors: Matilda Hellman, Tim M. Schoenmakers, Benjamin R Nordstrom, Ruth J Van Holst
    Abstract:

    Drawing on explanatory pluralism this cross-disciplinary theoretical study asks whether excessive compulsive online gaming can be called an Addiction on the basis of what is known about the disorder. This article discusses the concept of Addiction; the social seating of the problems and it reviews, recent scientific literature on criteria used for diagnosing Addictions. In addition, contributions by brain science are discussed. The study unfolds different dimensions of the problem and concludes by stating that research indicate that there indeed seems to be a type of problematic online gaming behavior, which bears similarities to such an extent with the essence of the concept and the phenomenon of Addiction that it can beneficially lend itself and be compared to it. The authors suggest that this behavioral Addiction may differ from drug Addictions in magnitude, but not in kind. In addition, the authors find a possible solution for conceptualizing behavioral Addictions by a general de-medicalization of the...

  • Video game Addiction test: validity and psychometric characteristics.
    2012
    Co-Authors: Antonius J. Van Rooij, Tim M. Schoenmakers, Regina J. J. M. Van Den Eijnden, Ad A. Vermulst, Dike Van De Mheen
    Abstract:

    The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-Addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet Addiction. The study used data (n=2,894) from a large-sample paper-and-pencil questionnaire study, conducted in 2009 on secondary schools in Netherlands. Thus, the main source of data was a large sample of schoolchildren (aged 13-16 years). Measurements included the proposed VAT, the Compulsive Internet Use Scale, weekly hours spent on various game types, and several psychosocial variables. The VAT demonstrated excellent reliability, excellent construct validity, a one-factor model fit, and a high degree of measurement invariance across gender, ethnicity, and learning year, indicating that the scale outcomes can be compared across different subgroups with little bias. In summary, the VAT can be helpful in the further study of video game Addiction, and it contributes to the debate on possible inclusion of behavioral Addictions in the upcoming DSM-V.

  • online video game Addiction identification of addicted adolescent gamers
    2011
    Co-Authors: Antonius J. Van Rooij, Tim M. Schoenmakers, Regina J. J. M. Van Den Eijnden, Ad A. Vermulst, Dike Van De Mheen
    Abstract:

    Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Repeated cross-sectional survey study, comprising a longitudinal cohort, conducted in 2008 and 2009. Setting Secondary schools in the Netherlands. Participants Two large samples of Dutch schoolchildren (aged 13-16 years). Measurements Compulsive internet use scale, weekly hours of online gaming and psychosocial variables. Findings Thisstudyconfirmstheexistenceof asmallgroupof addictedonlinegamers(3%),representingabout1.5% of all children aged 13-16 years in the Netherlands. Although these gamers report Addiction-like problems, relation- ships with decreased psychosocial health were less evident. Conclusions The identification of a small group of addicted online gamers supports efforts to develop and validate questionnaire scales aimed at measuring the phenom- enon of online video game Addiction. The findings contribute to the discussion on the inclusion of non-substance Addictions in the proposed unified concept of 'Addiction and Related Disorders' for the DSM-V by providing indirect identification and validation of a group of suspected online video game addicts.

  • Video game Addiction and social responsibility
    2010
    Co-Authors: Antonius Johannes Rooij, Gert-jan Meerkerk, Tim M. Schoenmakers, Mark D. Griffiths, Dike Van De Mheen
    Abstract:

    In recent years, several studies have demonstrated that at least a small group of gamers has trouble controlling their online video game playing. Excessive amounts of time spent on playing online video games can be severely disruptive to school, work, and ‘‘real life’’ social contacts. It seems that online games, especially multiplayer online role playing games, are more often associated with video game Addiction. Drawing parallels to other industries – such as gambling – which are heavily regulated, the issue of social responsibility of the video game industry is explored. Presently, online video game publishers provide neither referral services nor customer care with regards to video game Addiction. In our opinion, a dual approach is necessary. Firstly, consumers should be informed about potential Addiction risks that can be attributed to playing online video games. Secondly, game publishers should implement proper referral services. Providing customer care and referral services might be in the best interest of the video game industry at this point, as it may very well prevent revenue restricting governmental intervention. Therefore, taking action on the issue of social responsibility will benefit both the customer – who will be informed and properly referred – and the game industry alike.

Ståle Pallesen - One of the best experts on this subject based on the ideXlab platform.

  • Table_2_Evaluating an Internet Gaming Disorder Scale Using Mokken Scaling Analysis.docx
    2019
    Co-Authors: Turi Reiten Finseras, Rune Aune Mentzoni, Ståle Pallesen, Elfrid Krossbakken, Daniel L. King, Helge Molde
    Abstract:

    Internet Gaming Disorder (IGD) was recently included as a condition for further study in the fifth and latest version of the Diagnostic and Statistical Manual of Mental Disorders. The present study investigated whether the IGD criteria comprise a unidimensional construct. Data stemmed from a sample of Norwegians aged 17.5 years in 2012 and 19.5 years in 2014 (N = 1258). The study used the Mokken scale analysis to investigate whether the score of the different items on the IGD scale measured a single latent variable and if the scale functions differently for males and females. Correlation analysis was conducted between the scores on the IGD scale (count) and the Gaming Addiction Scale for Adolescents (GASA, categorical), both assessed in 2014. Negative binomial regression analyses were applied in order to investigate how different predictors of mental health assessed in 2012 were associated with IGD assessed in 2014. The Mokken scale analysis showed that all item-coefficients of homogeneity exceeded 0.3 when the whole sample completed the scale and when females completed the scale, indicating that the items reflect a single latent variable. In both cases moderate (H > 0.40) unidimensionality was shown. The item measuring “tolerance” did not exceed 0.3 in the scale when completed by males, indicating that only eight out of nine items reflect a single latent variable when applied to males only. The eight-item scale containing males showed weak (H > 0.30) unidimensionality. The correlation analysis showed a positive correlation between the scores on the IGD scale and the GASA (r = 0.71, p < 0.01) when assessed simultaneously and a positive but lower correlation (r = 0.48, p < 0.01) when assessed longitudinally. Results from the negative binomial regression analysis showed that previous Video-Game Addiction, being male, depression, aggression and loneliness were significant predictors of IGD. The associations were small for all independent variables except previous video game Addiction and gender where the associations were large. Although the results from the correlation analysis and regression analysis showed predictive validity of the scale, the results from the Mokken analysis suggest that the IGD scale may not be applied as a unidimensional scale when the tolerance item is included.

  • a cross lagged study of developmental trajectories of video game engagement Addiction and mental health
    2018
    Co-Authors: Elfrid Krossbakken, Daniel L. King, Rune Aune Mentzoni, Ståle Pallesen, Turi Reiten Finseras, Helge Molde, Torbjorn Torsheim
    Abstract:

    Objectives: Video game Addiction has been associated with an array of mental health variables. There is a paucity of longitudinal studies investigating such associations, and studies differentiating addicted gaming from problem and engaged (i.e., frequent but non-problem) gaming. The current explorative study investigate the natural course of gaming behavior in three sub-studies. The aim of study 1 was to investigate antecedents and consequences of video game Addiction measured as a unidimensional construct (pathological gaming). Aim of study 2 was to investigate the same associations in terms of typologies of gamers (“engaged”, “problem”, “addicted”). Furthermore, study 3 aimed to investigate the estimated stability and transitions occurring between the aforementioned typologies, and a non-pathological gaming group. Methods: A nationally representative sample of 3000 adolescents aged 17.5 years was drawn from the population registry of Norway in 2012 and invited to participate in annual surveys spanning three years (NT1 = 2059, NT2 = 1334, NT3 = 1277). The respondents completed measures of video game Addiction, depression, anxiety, loneliness, aggression and alcohol use disorder. Statistical analysis comprised cross-lagged path modelling, Satorra-Bentler chi square test (study 1), regression analyses (study 2), hidden Markov model of transition probabilities (study 3). Results: Findings in study 1 showed that depression and loneliness were reciprocally associated with pathological gaming. Physical aggression was identified as an antecedent, and anxiety was a consequence of pathological gaming. Investigation of the three typologies of gamers (study 2) identified loneliness and physical aggression as antecedents, and depression as a consequence of all typologies. Depression was found to be an antecedent of problem and engaged gamers. Loneliness was found as a consequence of problem gamers, and anxiety was a consequence of addicted gamers. High alcohol consumption was found antecedent to addicted gamers, and low alcohol consumption was found antecedent to problem gamers. The estimated stability of video game Addiction was 35%. Conclusion: A reciprocal relationship between pathological gaming and measures of mental health problems seems to exist. The stability of video game Addiction indicates a condition that for a substantial number of people does not resolve spontaneously over the course of two years.

  • prevalence and predictors of video game Addiction a study based on a national representative sample of gamers
    2016
    Co-Authors: Charlotte Thoresen Wittek, Mark D. Griffiths, Daniel Hanss, Rune Aune Mentzoni, Ståle Pallesen, Turi Reiten Finseras, Helge Molde
    Abstract:

    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game Addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game Addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game Addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

  • an exploratory study investigating the effects of a treatment manual for video game Addiction
    2015
    Co-Authors: Ståle Pallesen, Ingjerd Meen Lorvik, Helge Molde
    Abstract:

    This study investigated the effects of a manualized therapy for video game Addiction in 12 males, ages 14-18 yr. The manual was based on cognitive-behavioral therapy, short-term strategic family therapy, solution-focused therapy, and motivational interviewing. Treatment response was reported by the patients, their mothers, and the therapists. The patients reported moderate (but statistically non-significant) improvement from pre- to post-treatment. The mothers, however, reported large effects and statistically significant improvement from pre- to post-treatment. The therapists reported marked or moderate treatment response in six of the 12 patients. The ratings of change by mothers converged well with the views of change of both the patients and therapists, whereas the convergence of views on change between the two latter sources was far lower.

  • core and peripheral criteria of video game Addiction in the game Addiction scale for adolescents
    2015
    Co-Authors: Geir Scott Brunborg, Daniel Hanss, Rune Aune Mentzoni, Ståle Pallesen
    Abstract:

    Assessment of video game Addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16–74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.