Literature DB >> 26720761

Reliability and Validity of the Behavioral Addiction Measure for Video Gaming.

James L Sanders1, Robert J Williams1.   

Abstract

Most tests of video game addiction have weak construct validity and limited ability to correctly identify people in denial. The purpose of the present research was to investigate the reliability and validity of a new test of video game addiction (Behavioral Addiction Measure-Video Gaming [BAM-VG]) that was developed in part to address these deficiencies. Regular adult video gamers (n = 506) were recruited from a Canadian online panel and completed a survey containing three measures of excessive video gaming (BAM-VG; DSM-5 criteria for Internet Gaming Disorder [IGD]; and the IGD-20), as well as questions concerning extensiveness of video game involvement and self-report of problems associated with video gaming. One month later, they were reassessed for the purposes of establishing test-retest reliability. The BAM-VG demonstrated good internal consistency as well as 1 month test-retest reliability. Criterion-related validity was demonstrated by significant correlations with the following: time spent playing, self-identification of video game problems, and scores on other instruments designed to assess video game addiction (DSM-5 IGD, IGD-20). Consistent with the theory, principal component analysis identified two components underlying the BAM-VG that roughly correspond with impaired control and significant negative consequences deriving from this impaired control. Together with its excellent construct validity and other technical features, the BAM-VG represents a reliable and valid test of video game addiction.

Entities:  

Mesh:

Year:  2015        PMID: 26720761     DOI: 10.1089/cyber.2015.0390

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  6 in total

Review 1.  Internet gaming disorder: Trends in prevalence 1998-2016.

Authors:  Wendy Feng; Danielle E Ramo; Steven R Chan; James A Bourgeois
Journal:  Addict Behav       Date:  2017-06-16       Impact factor: 3.913

2.  Prevalence of gaming addiction and its impact on sleep quality: A cross-sectional study from Pakistan.

Authors:  Musharaf Zaman; Muhammad Saad Babar; Maryam Babar; Faheem Sabir; Farzana Ashraf; Muhammad Junaid Tahir; Irfan Ullah; Mark D Griffiths; Chung-Ying Lin; Amir H Pakpour
Journal:  Ann Med Surg (Lond)       Date:  2022-04-20

3.  The Hierarchical Implications of Internet Gaming Disorder Criteria: Which Indicate more Severe Pathology?

Authors:  Seung-Yup Lee; Hae Kook Lee; Hyunsuk Jeong; Hyeon Woo Yim; Soo-Young Bhang; Sun-Jin Jo; Kyung-Young Baek; Eunjin Kim; Min Seob Kim; Jung-Seok Choi; Yong-Sil Kweon
Journal:  Psychiatry Investig       Date:  2017-05-16       Impact factor: 2.505

Review 4.  Problematic internet use: A scoping review - longitudinal research on a contemporary social problem, 2006-2017.

Authors:  Daniel Dahl; Karin Helmersson Bergmark
Journal:  Nordisk Alkohol Nark       Date:  2020-09-22

5.  Internet gaming disorder in Lebanon: Relationships with age, sleep habits, and academic achievement.

Authors:  Nazir S Hawi; Maya Samaha; Mark D Griffiths
Journal:  J Behav Addict       Date:  2018-02-28       Impact factor: 6.756

6.  Face validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues.

Authors:  Daniel L King; Joel Billieux; Natacha Carragher; Paul H Delfabbro
Journal:  J Behav Addict       Date:  2020-04-01       Impact factor: 6.756

  6 in total

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