Preliminary Validation of a New Clinical Tool for Identifying Problem Video Game Playing.

Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify 'problem' video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video ga...

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Detalles Bibliográficos
Publicado en:International Journal of Mental Health & Addiction Vol. 9; no. 1; pp. 72 - 88
Autores principales: King, Daniel Luke, Delfabbro, Paul H., Zajac, Ian T.
Formato: Artículo
Publicado: Springer Nature Feb2011
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Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify 'problem' video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game Playing Test (PVGT). Two studies were conducted: an online survey of 373 university student video game players, and a paper-and-pencil survey of 416 video game players from video game outlets and LAN businesses. This paper presents the internal consistency, score distribution, convergent validity and dimensionality of the PVGT. The PVGT demonstrates potential as a continuous measure of problem video game playing. Future research should investigate the use of the PVGT as a clinical instrument for screening individuals whose video game playing may be considered excessive or personally detrimental.