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Video game addiction

About: Video game addiction is a research topic. Over the lifetime, 267 publications have been published within this topic receiving 20380 citations.


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Journal ArticleDOI
TL;DR: This study investigated the existence of Internet addiction and the extent of problems caused by such potential misuse by developing a brief eight-item questionnaire referred to as a Diagnostic Questionnaire (DQ), which can be defined as an impulse-control disorder that does not involve an intoxicant.
Abstract: Anecdotal reports indicated that some on-line users were becoming addicted to the Internet in much the same way that others became addicted to drugs or alcohol, which resulted in academic, social, and occupational impairment. However, research among sociologists, psychologists, or psychiatrists has not formally identified addictive use of the Internet as a problematic behavior. This study investigated the existence of Internet addiction and the extent of problems caused by such potential misuse. Of all the diagnoses referenced in the Diagnostic and Statistical Manual of Mental Disorders—Fourth Edition (DSM-IV; American Psychiatric Association, 1995), Pathological Gambling was viewed as most akin to the pathological nature of Internet use. By using Pathological Gambling as a model, addictive Internet use can be defined as an impulse-control disorder that does not involve an intoxicant. Therefore, this study developed a brief eight-item questionnaire referred to as a Diagnostic Questionnaire (DQ), which mod...

4,213 citations

Journal ArticleDOI
TL;DR: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.
Abstract: OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS: A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 ( N = 743), 4 ( N = 711), 7 ( N = 916), and 8 ( N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. RESULTS: The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. CONCLUSION: This study adds important information to the discussion about whether video game “addiction” is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.

1,001 citations

Journal ArticleDOI
TL;DR: Results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
Abstract: Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.

932 citations

Journal ArticleDOI
TL;DR: In this article, a scale to measure computer and videogame addiction was developed and validated in two independent samples of adolescent gamers (N = 352 and N = 369) using a second-order factor model.
Abstract: The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems). The dimensional structure of the scale was investigated in two independent samples of adolescent gamers (N = 352 and N = 369). In both samples, a second-order factor model described our data best. The 21-item scale, as well as a shortened 7-item version, showed high reliabilities. Furthermore, both versions showed good concurrent validity across samples, as indicated by the consistent correlations with usage, loneliness, life satisfaction, social competence, and aggression.

897 citations

Journal ArticleDOI
TL;DR: It is concluded that the study supports the idea that it is inappropriate to use some of the previously used criteria for addiction when researching or diagnosing computer-related addictions.

834 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20221
202114
202021
201915
201829
201733