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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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
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Feb2011
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          King, Daniel Luke
          Delfabbro, Paul H.
          Zajac, Ian T.
        affil: School of Psychology, University of Adelaide, Hughes Building Adelaide 5005 Australia
      su:
        Gaming disorder
        Video games & psychology
        Video gamers
        Internet surveys
        Local area networks industry
        Computers & college students
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          Gaming disorder
          Video games & psychology
          Computer Systems Design Services
          Telephone Apparatus Manufacturing
          Computer systems design and related services (except video game design and development)
          Doll, Toy, and Game Manufacturing
          Home entertainment equipment merchant wholesalers
          Video game publishers
          Video game design and development services
          Video gamers
          Internet surveys
          Local area networks industry
          Computers & college students
      keyword:
        Measurement tool
        Problem video game play
        Scale validation
        Measurement tool
        Problem video game play
        Scale validation
      ab: 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.
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    language: English
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