Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations
Abstract
:1. Introduction
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- Determine differences in usage patterns, including play time and money invested;
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- Examine varying motivations for playing video games;
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- Assess levels of problematic video game use;
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- Compare levels of passion for video games;
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- Evaluate emotional and behavioral symptomatology associated with video game use.
2. Materials and Methods
2.1. Participants
2.2. Instruments
- Questionnaire of Experiences Associated with Video Games, CERV [59], an instrument validated in Spain to detect problematic and abusive use of video games. It consists of 17 items with a four-point Likert-type response format (never/almost never, sometimes, often, and almost always). Its correction facilitates obtaining a total score, as well as two scores derived from two scales: avoidance (eight items) and negative consequences (nine items). Likewise, the total scores obtained allow grouping into three groups based on the following cut-off points: without problems with the use of video games (scores between 17 and 25 points), potential problems (between 26 and 38 points), and severe problems (between 39 and 68 points). Cronbach’s alpha coefficients for the subscales are 0.87 for negative consequences and 0.86 for avoidance, with a total Cronbach’s alpha of 0.91 [59]. In our study, the Cronbach’s alpha obtained were 0.73 and 0.82 for each of the scales, respectively, and 0.89 for the global scale.
- Passion for video games was assessed using the Spanish version of the Passion Scale [60]. It consists of two subscales of six items, each of which assesses harmonious passion and obsessive passion, as well as five criteria items to assess the degree of passion for the activity. Each item is scored on a seven-point Likert scale, ranging from “Strongly disagree” to “Strongly agree”. The levels of internal consistency of the scale are adequate, with α = 0.81 for HP and α = 0.87 for the OP scale. Cronbach’s alpha values, in this study, were suitable for both HP (α = 0.72) and OP (α = 0.74).
- The Video Game Motives Questionnaire (VMQ) [61] assesses the underlying motives for playing video games and is grouped into eight categories: recreation, social interaction, coping, violent reward, competition, fantasy, cognitive development, and personalization. Moreover, with four response options from “not at all agree” to “totally agree”. Cronbach’s alpha in the sample was 0.93.
- To assess emotional and behavioral problems related to mental health in adolescents, the Strengths and Difficulties Questionnaire (SDQ) [62] was chosen. Taking the last 6 months as criteria, it consists of a clinical screening self-report that measures five specific indices and a general one through 25 items, five items per index, with three response options (0 = not true; 1 = somewhat true; 2 = totally true). The specific subscales measured were Emotional Symptoms, Behavior Problems, Hyperactivity, Relationship Problems and Prosocial Behavior. The Total Difficulties subscale is the sum of the first four subscales. The levels of reliability and validity for use in adolescents are adequate [63]. In this study, Cronbach’s alpha was 0.70 for the Total Difficulties scale and 0.72 for the Prosocial Behavior scale.
- Sociodemographic data questionnaire: gender, age, academic year, and diagnosis of ADHD by the public health system, including all subtypes;
- Questionnaire on video game use patterns: days and time played; money spent per month on video games.
2.3. Procedure
2.4. Ethical Aspects
2.5. Data Analysis
3. Results
4. Discussion
5. Conclusions
6. Limitations
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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NO ADHD Freq. (%) | ADHD Freq. (%) | X2 | Sig | |
---|---|---|---|---|
Play Video games | 10.32 | 0.000 | ||
Yes | 1831 (77.7) | 140 (88.6) | ||
No | 524 (22.3) | 18 (11.4) | ||
Play any day of the week | 9.19 | 0.001 | ||
Yes | 1319 (56.0) | 108 (68.4) | ||
No | 1036 (44.0) | 50 (31.6) | ||
Often play at the weekend | 8.81 | 0.001 | ||
Yes | 1783 (75.7) | 136 (86.1) | ||
No | 572 (24.3) | 22 (13.9) |
NO ADHD Freq (%) | ADHD Freq (%) | X2 | Sig | ||
---|---|---|---|---|---|
Gender | Men | 1084 (59.8%) | 111 (79.3%) | 20.86 | 0.000 |
Women | 730 (40.2%) | 29 (20.7%) | |||
Spent money on video games | Yes | 468 (24.8%) | 48 (32.4%) | 25.97 | 0.000 |
No | 1346 (75.2%) | 92 (67.6%) | |||
Time spent weekly | 0–2 h | 1179 (64.4%) | 74 (52.9%) | 12.58 | 0.002 |
3–5 h | 399 (21.8%) | 32 (22.9%) | |||
6 o more hours | 253 (13.8%) | 34 (24.3%) |
NO ADHD (n = 1831) M (SD) | ADHD (n = 140) M (SD) | U | Sig. | g+ | |
---|---|---|---|---|---|
CERV–Psychological Dependence and Avoidance | 13.97 (4.09) | 15.36 (4.3) | 96,116.00 | 0.000 | −0.338 |
CERV–Negative Consequences of Use | 13.15 (3.41) | 14.82 (4.06) | 89,269.50 | 0.000 | −0.482 |
CERV–Total Score | 27.12 (7.05) | 30.19 (7.93) | 91,341.00 | 0.000 | −0.431 |
Harmonious Passion | 9.24 (2.78) | 10.23 (3.12) | 95,985.00 | 0.000 | −0.35 |
Obsessive Passion | 9.97 (2.91) | 11.27 (3.38) | 91,981.00 | 0.044 | −0.44 |
Medication ADHD | No-Medication ADHD | X2 | Sig | |
---|---|---|---|---|
No Problems | 19 (43.2%) | 25 (56.8%) | 5.115 | 0.077 |
Potential Problems | 48 (64%) | 27 (36%) | ||
Severe Problems | 13 (61.9%) | 8 (38.1%) |
NO ADHD (n =1831) M (SD) | ADHD (n = 140) M (SD) | U | Sig. | g+ | |
---|---|---|---|---|---|
Recreation | 9.68 (2.71) | 9.80 (2.78) | 102,413.50 | 0.453 | −0.442 |
Competition | 7.50 (3.28) | 7.81 (3.18) | 100,821.00 | 0.323 | −0.100 |
Cognitive Development | 4.79 (3.25) | 5.70 (3.20) | 90,277.00 | 0.002 | −0.28 |
Confrontation | 5.33 (3.67) | 6.45 (3.96) | 99,543.00 | 0.002 | −0.30 |
Interaction | 5.05 (3.33) | 5.45 (3.58) | 100,213,5.00 | 0.212 | −0.11 |
Violent Reward | 3.99 (3.69) | 5.00 (3.94) | 90,079,5.00 | 0.003 | −0.27 |
Customization | 7.10 (3.72) | 7.37 (3.80) | 102,384.50 | 0.317 | −0.07 |
Fantasy | 6.10 (3.75) | 6.71 (3.53) | 97,140.50 | 0.067 | −0.16 |
NO ADHD (n =1831) Media (SD) | ADHD (n = 140) Media (SD) | U | p | g+ | |
---|---|---|---|---|---|
Emotional Symptoms | 13.81 (4.79) | 14.53 (4.68) | 116,683.00 | 0.076 | 0.15 |
Behavior Problems | 12.35 (2.96) | 13.11 (3.57) | 114,192.50 | 0.030 | 0.25 |
Relationship Problems | 15.62 (2.53) | 15.85 (2.94) | 122,780.00 | 0.402 | 0.09 |
Hyperactivity | 16.16 (2.97) | 17.44 (3.37) | 92,108.50 | 0.000 | 0.43 |
Prosocial Conduct | 21.06 (3.29) | 19.95 (3.62) | 102,986.00 | 0.000 | −0.33 |
Total Difficulties | 57.95 (9.26) | 60.93 (9.62) | 104,825.50 | 0.000 | 0.32 |
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Isorna Folgar, M.; Faílde Garrido, J.M.; Dapía Conde, M.D.; Braña Rey, F. Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations. Behav. Sci. 2024, 14, 524. https://doi.org/10.3390/bs14070524
Isorna Folgar M, Faílde Garrido JM, Dapía Conde MD, Braña Rey F. Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations. Behavioral Sciences. 2024; 14(7):524. https://doi.org/10.3390/bs14070524
Chicago/Turabian StyleIsorna Folgar, Manuel, José M. Faílde Garrido, María D. Dapía Conde, and Fátima Braña Rey. 2024. "Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations" Behavioral Sciences 14, no. 7: 524. https://doi.org/10.3390/bs14070524
APA StyleIsorna Folgar, M., Faílde Garrido, J. M., Dapía Conde, M. D., & Braña Rey, F. (2024). Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations. Behavioral Sciences, 14(7), 524. https://doi.org/10.3390/bs14070524