Literature DB >> 26526624

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'.

Antonius J van Rooij1, Tim M Schoenmakers2, Dike van de Mheen3.   

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 (13-23years 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.
Copyright © 2015 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Adolescents; Assessment tool; DSM-5; Internet gaming disorder; Sensitivity; Video game addiction

Mesh:

Year:  2015        PMID: 26526624     DOI: 10.1016/j.addbeh.2015.10.018

Source DB:  PubMed          Journal:  Addict Behav        ISSN: 0306-4603            Impact factor:   3.913


  21 in total

1.  Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

Authors:  Michelle Colder Carras; Antonius J Van Rooij; Dike Van de Mheen; Rashelle Musci; Qian-Li Xue; Tamar Mendelson
Journal:  Comput Human Behav       Date:  2016-12-01

2.  Gamers' insights into the phenomenology of normal gaming and game "addiction": A mixed methods study.

Authors:  Michelle Colder Carras; Anne Marie Porter; Antonius J Van Rooij; Daniel King; Amanda Lange; Matthew Carras; Alain Labrique
Journal:  Comput Human Behav       Date:  2017-10-27

3.  The relationship between mental well-being and dysregulated gaming: a specification curve analysis of core and peripheral criteria in five gaming disorder scales.

Authors:  Nick Ballou; Antonius J Van Rooij
Journal:  R Soc Open Sci       Date:  2021-05-26       Impact factor: 2.963

4.  Functional impairment matters in the screening and diagnosis of gaming disorder.

Authors:  Joël Billieux; Daniel L King; Susumu Higuchi; Sophia Achab; Henrietta Bowden-Jones; Wei Hao; Jiang Long; Hae Kook Lee; Marc N Potenza; John B Saunders; Vladimir Poznyak
Journal:  J Behav Addict       Date:  2017-08-17       Impact factor: 6.756

5.  Lost in the chaos: Flawed literature should not generate new disorders.

Authors:  Antonius J Van Rooij; Daniel Kardefelt-Winther
Journal:  J Behav Addict       Date:  2017-03-17       Impact factor: 6.756

6.  Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal.

Authors:  Espen Aarseth; Anthony M Bean; Huub Boonen; Michelle Colder Carras; Mark Coulson; Dimitri Das; Jory Deleuze; Elza Dunkels; Johan Edman; Christopher J Ferguson; Maria C Haagsma; Karin Helmersson Bergmark; Zaheer Hussain; Jeroen Jansz; Daniel Kardefelt-Winther; Lawrence Kutner; Patrick Markey; Rune Kristian Lundedal Nielsen; Nicole Prause; Andrew Przybylski; Thorsten Quandt; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Jan Van Looy; Antonius J Van Rooij
Journal:  J Behav Addict       Date:  2016-12-30       Impact factor: 6.756

7.  Both sides of the story: Addiction is not a pastime activity.

Authors:  Kai W Müller; Klaus Wölfling
Journal:  J Behav Addict       Date:  2017-06-01       Impact factor: 6.756

8.  Validation of the Internet Gaming Disorder Scale - Short-Form (IGDS9-SF) in an Italian-speaking sample.

Authors:  Lucia Monacis; Valeria de Palo; Mark D Griffiths; Maria Sinatra
Journal:  J Behav Addict       Date:  2016-11-23       Impact factor: 6.756

9.  Exploring the Neural Basis of Avatar Identification in Pathological Internet Gamers and of Self-Reflection in Pathological Social Network Users.

Authors:  Tagrid Leménager; Julia Dieter; Holger Hill; Sabine Hoffmann; Iris Reinhard; Martin Beutel; Sabine Vollstädt-Klein; Falk Kiefer; Karl Mann
Journal:  J Behav Addict       Date:  2016-07-14       Impact factor: 6.756

10.  Game Addiction Scale Assessment Through a Nationally Representative Sample of Young Adult Men: Item Response Theory Graded-Response Modeling.

Authors:  Yasser Khazaal; Kyrre Breivik; Joel Billieux; Daniele Zullino; Gabriel Thorens; Sophia Achab; Gerhard Gmel; Anne Chatton
Journal:  J Med Internet Res       Date:  2018-08-27       Impact factor: 5.428

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