| Literature DB >> 26694472 |
Christopher L Groves1, Douglas Gentile2, Ryan L Tapscott3, Paul J Lynch4.
Abstract
Three studies assessed the construct of pathological video game use and tested its predictive validity. Replicating previous research, Study 1 produced evidence of convergent validity in 8th and 9th graders (N = 607) classified as pathological gamers. Study 2 replicated and extended the findings of Study 1 with college undergraduates (N = 504). Predictive validity was established in Study 3 by measuring cue reactivity to video games in college undergraduates (N = 254), such that pathological gamers were more emotionally reactive to and provided higher subjective appraisals of video games than non-pathological gamers and non-gamers. The three studies converged to show that pathological video game use seems similar to other addictions in its patterns of correlations with other constructs. Conceptual and definitional aspects of Internet Gaming Disorder are discussed.Entities:
Keywords: addiction; internet gaming disorder; video games
Year: 2015 PMID: 26694472 PMCID: PMC4695782 DOI: 10.3390/bs5040602
Source DB: PubMed Journal: Behav Sci (Basel) ISSN: 2076-328X
Descriptive results for diagnostic items (Study 1).
| Items | % | Options Used | Number of Symptoms | % | n |
|---|---|---|---|---|---|
| - | - | - | 0 symptoms | 23% | 132 |
| 1. Do you ever play so much that it interferes with your homework? | 25% | Y/S | 1 symptom | 33% | 185 |
| 2. Do you feel restless if you cannot play video games? | 13% | Y/S | 2 symptoms | 19% | 106 |
| 3. Have you ever done poorly on a school assignment or test because you spent too much time playing video games? | 11% | Y/S | 3 symptoms | 14% | 77 |
| 4. Have you ever lied to family or friends about how much you play VGs? | 8% | Y/S | 4 symptoms | 6% | 33 |
| 5. Do you sometimes try to limit your own playing/If yes, are you successful in limiting yourself? | 23% | N/S | 5 symptoms | 4% | 22 |
| 6. Have you ever played video games as a way to escape from problems? | 25% | Y/S | 6 symptoms | 2% | 10 |
| 7. After playing video games, do you often play again to try to get a higher score? | 54% | Y | 7 symptoms | 1% | 4 |
Note: Y=Yes; S=Sometimes; N=No. Percentage values were rounded to the nearest whole percentage point.
Differences between pathological gamers vs. non-pathological gamers (Study 1: Young adolescents).
| Comorbidity with pathological status | df | Mean ( | Mean ( | Mean diff. | Missing n | ||
|---|---|---|---|---|---|---|---|
| Path | Non-Path | Path | Non-Path | ||||
| Hostile Attribution Bias | 2.46 * | 558 | 2.75 (1.12) | 2.34 (1.11) | 0.42 | 0 | 3 |
| Trait Hostility (Cook & Medley) | 5.74 *** | 551 | 24.63 (6.55) | 18.64 (7.27) | 5.99 | 3 | 8 |
| Cynicism subscale | 4.83 *** | 550 | 7.74 (2.06) | 6.03 (2.40) | 1.71 | 3 | 9 |
| Hostile attribution subscale | 5.99 *** | 544 | 5.70 (2.14) | 3.81 (2.24) | 1.88 | 3 | 15 |
| Hostile affect subscale | 3.87 *** | 536 | 3.22 (1.12) | 2.50 (1.35) | 0.72 | 5 | 21 |
| Aggressive responding subscale | 2.49 ** | 533 | 4.95 (1.79) | 4.16 (1.93) | 0.80 | 5 | 24 |
| Social avoidance subscale | 3.90 *** | 527 | 2.08 (1.31) | 1.37 (1.15) | 0.71 | 6 | 29 |
| Antisocial and Aggressive Behaviors | |||||||
| In the past year, how often have you gotten into: | |||||||
| arguments with your parents? | 2.41 * | 517 | 2.89 (0.96) | 2.62 (1.06) | 0.28 | 3 | 42 |
| arguments with your friends? | 2.86 ** | 481 | 2.16 (1.11) | 1.76 (0.92) | 0.40 | 8 | 73 |
| arguments with your teachers? | 1.28 | 408 | 1.94 (1.12) | 1.68 (1.06) | 0.27 | 16 | 139 |
| Have you been in a physical fight in past year | 6.66 * | 1 a | 1 | 12 | |||
| Preference for violence | |||||||
| On a scale of 1–10, how much violence do you like to have in video games? | 4.73 *** | 549 | 7.21 (2.54) | 5.14 (2.27) | 2.07 | 1 | 10 |
Note: *p < 0.05, **p < 0.01, ***p < 0.001. Path = pathological gamer group (n = 69), non-path = non-pathological gamer group (n = 500). a Because of the dichotomous nature of this variable, a chi-squared test is reported here.
Descriptive results for diagnostic items (Study 2).
| Items | % | Options Used | Number of symptoms | % | n |
|---|---|---|---|---|---|
| - | - | - | 0 symptoms | 49% | 252 |
| 1. Do you ever play so much that it interferes with your homework? | 31% | Y | 1 symptom | 20% | 101 |
| 2. Do you become restless or irritable when attempting to cut down or stop playing video games? | 5% | Y | 2 symptoms | 13% | 68 |
| 3. Have you ever done poorly on a school assignment or test because you spent too much time playing video games? | 22% | Y | 3 symptoms | 7% | 38 |
| 4. Have you ever lied to family or friends about how much you play VGs? | 7% | Y | 4 symptoms | 5% | 23 |
| 5. Do you sometimes try to limit your own playing/If yes, are you successful in limiting yourself? | 8% | N/Y | 5 symptoms | 2.5% | 13 |
| 6. Have you played video games as a way of escaping from problems or bad feelings? | 31% | Y | 6 symptoms | 2.5% | 13 |
| 7. Do you need to spend more and more time and/or money on video games in order to achieve the desired excitement? | 6% | Y | 7 symptoms | 0.4% | 2 |
| 8. Over time, have you become more preoccupied with playing video games, studying video game playing, or planning the next opportunity to play? | 8% | Y | 8 symptoms | 0.4% | 2 |
| 9. Have you ever committed illegal/unsocial acts such as theft from family, friends, or elsewhere in order to get video games? | 2% | Y | 9 symptoms | 0% | 0 |
Note: Y=Yes; N=No. Percentage values were rounded to the nearest whole percentage point.
Differences between pathological gamers and. non-pathological gamers (Study 2: Older adolescents).
| Comorbidity with pathological status | Mean ( | Mean ( | Mean Diff | Missing | n | ||
|---|---|---|---|---|---|---|---|
| Path | Non-Path | Path | Non-path | ||||
| 1.83 + | 279 | 2.65 (0.80) | 2.26 (0.59) | 0.39 | 14 | 211 | |
| Physical aggression subscale | 0.72 | 279 | 2.48 (0.76) | 2.01 (0.77) | 0.47 | 14 | 211 |
| Verbal aggression subscale | 1.98 * | 279 | 3.19 (1.25) | 2.68 (0.78) | 0.51 | 14 | 211 |
| Trait anger subscale | 1.38 | 279 | 2.43 (0.97) | 2.07 (0.72) | 0.36 | 14 | 211 |
| Hostility subscale | 1.74 + | 279 | 2.71 (0.97) | 2.31 (0.76) | 0.40 | 14 | 211 |
| Proactive physical aggression | 2.27 * | 278 | 5.31 (3.66) | 3.95 (1.70) | 1.36 | 14 | 212 |
| Reactive physical aggression | 0.78 | 275 | 5.88 (3.20) | 4.77 (2.63) | 1.11 | 14 | 215 |
| Proactive relational aggression | 2.53 * | 275 | 9.25 (3.61) | 7.29 (2.74) | 1.96 | 14 | 215 |
| Cross-gender relational aggression | 2.12 * | 241 | 10.79 (8.09) | 8.88 (4.42) | 1.91 | 16 | 247 |
| Prosocial behaviors | −1.05 | 273 | 5.31 (1.45) | 5.81 (1.37) | −0.50 | 14 | 217 |
| On a scale of 1–10, how much violence do you like to have in video games? | 1.77 + | 276 | 7.06 (2.21) | 5.31 (2.42) | 4.25 | 14 | 432 |
Note: +p < 0.10, *p < 0.05, **p < 0.01, ***p < 0.001. Path = pathological gamer group (n = 30), non-path = non-pathological gamer group (n = 474).
Differences in emotional reactivity to playing video games (Study 3).
| Pathological Gamer Emotion Change | ||||||
|---|---|---|---|---|---|---|
| Emotion Term | Path Higher or Lower from Pre-Post | −1 | 1 | |||
| Calm | 12.3 * | 4 | ⬇ | 17 (12.4) | 14 (20.5) | 5 (3.1) |
| Peaceful | 13.9 ** | 4 | ⬇ | 23 (13.4) | 13 (20.2) | 0 (2.4) |
| Pleasant | 9.5 * | 4 | ⬇ | 18 (12.9) | 14 (20.0) | 4 (3.1) |
| Pleasant | 11.5 * | 4 | ⬇ | 5 (1.6) | 19 (23.2) | 12 (11.2) |
| Irritated | 18.7 *** | 4 | ⬇ | 6 (1.4) | 19 (21.4) | 11 (13.2) |
| Angry | 14.6 ** | 4 | ⬆ | 0 (0.5) | 26 (31.9) | 10 (3.7) |
| Mad | 33.4 *** | 4 | ⬆&⬇ | 5 (0.7) | 27 (33.2) | 4 (2.1) |
| Happy | 7.7 + | 4 | ⬆&⬇ | 17 (13.1) | 13 (19.9) | 6 (3.0) |
| Energetic | 10.6 * | 4 | ⬆ | 5 (5.8) | 23 (26.0) | 8 (4.2) |
| Powerful | 4.3 | 4 | = | 2 (2.8) | 28 (28.2) | 6 (5.0) |
| Lonely | 17.2 ** | 4 | ⬇ | 10 (3.3) | 24 (31.5) | 2 (1.2) |
| Sad | 8.6 + | 4 | ⬇ | 3 (1.4) | 33 (33.9) | 0 (0.7) |
| Unhappy | 10.2 * | 4 | ⬇ | 5 (1.4) | 29 (31.6) | 2 (3.0) |
Note: +p < 0.10, *p < 0.05, **p < 0.01, ***p < 0.001. Sample N = 254 in all tests, however, due to the simultaneous analysis of each of the three change scores, analyses were conducted on a sample of N = 762. Pathological gamer n = 12, non-pathological gamer n = 203, non-gamer n = 39.
ANOVAs of video game evaluation ratings split by gamer type (Study 3).
| Means ( | ||||||
|---|---|---|---|---|---|---|
| Rating statement | Path Higher or Lower than Other Groups | Non-gamer | Gamer | Pathological Gamer | ||
| The game was entertaining | 10.6 *** | 2,751 | ⬆ | 3.40 (1.95) | 3.89 (1.93) | 5.08 (1.52) |
| The game was exciting | 13.3 *** | 2,751 | ⬆ | 2.87 (1.76) | 3.55 (1.87) | 4.61 (1.86) |
| The game was fun | 14.2 *** | 2,751 | ⬆ | 3.05 (1.90) | 3.84 (1.85) | 4.78 (1.64) |
| The game was boring | 3.8 * | 2,751 | ⬇ | 4.12 (2.05) | 3.67 (2.00) | 3.17 (1.72) |
| The game was absorbing | 15.0 *** | 2,750 | ⬆ | 3.12 (1.86) | 3.54 (1.70) | 4.92 (1.52) |
| The game was arousing | 6.1 ** | 2,744 | ⬆ | 2.45 (1.65) | 2.78 (1.66) | 3.56 (1.93) |
| The game was enjoyable | 10.7 *** | 2,749 | ⬆ | 3.07 (1.92) | 3.69 (1.86) | 4.64 (1.57) |
| The game was involving | 12.5 *** | 2,750 | ⬆ | 3.44 (1.96) | 4.00 (1.79) | 5.14 (1.38) |
| The game was stimulating | 14.9 *** | 2,749 | ⬆ | 2.88 (1.79) | 3.54 (1.79) | 4.64 (1.62) |
| The game was addicting | 13.2 *** | 2,751 | ⬆ | 2.42 (1.79) | 2.85 (1.91) | 4.28 (1.80) |
| The game was frustrating | 0.5 | 2,751 | = | 4.42 (1.94) | 4.57 (1.83) | 4.36 (2.05) |
| The game was difficult to play | 0.1 | 2,751 | = | 4.19 (1.90) | 4.15 (1.90) | 4.06 (1.70) |
| The game was action-packed | 1.1 | 2,751 | = | 3.41 (5.67) | 3.44 (2.07) | 4.17 (2.01) |
| The game was violent | 0.5 | 2,750 | = | 3.01 (2.46) | 3.27 (2.41) | 3.25 (2.34) |
Note: +p < 0.10, *p < 0.05, **p < 0.01, ***p < 0.001. Sample N = 254 in all tests, however, due to the simultaneous analysis of each of the three change scores, analyses were conducted on a sample of N = 762. Pathological gamer n = 12, non-pathological gamer n = 203, non-gamer n = 39.