Testing the Predictive Validity and Construct of Pathological Video Game Use
Abstract
:1. Introduction
2. Study 1
2.1. Methods
2.1.1. Participants
2.1.2. Procedure
2.1.3. Measures
Pathological Video Gaming
Trait Hostility
Items | % | Options Used | Number of Symptoms | % | n |
---|---|---|---|---|---|
- | - | - | 0 symptoms | 23% | 132 |
1. Do you ever play so much that it interferes with your homework? | 25% | Y/S | 1 symptom | 33% | 185 |
2. Do you feel restless if you cannot play video games? | 13% | Y/S | 2 symptoms | 19% | 106 |
3. Have you ever done poorly on a school assignment or test because you spent too much time playing video games? | 11% | Y/S | 3 symptoms | 14% | 77 |
4. Have you ever lied to family or friends about how much you play VGs? | 8% | Y/S | 4 symptoms | 6% | 33 |
5. Do you sometimes try to limit your own playing/If yes, are you successful in limiting yourself? | 23% | N/S | 5 symptoms | 4% | 22 |
6. Have you ever played video games as a way to escape from problems? | 25% | Y/S | 6 symptoms | 2% | 10 |
7. After playing video games, do you often play again to try to get a higher score? | 54% | Y | 7 symptoms | 1% | 4 |
Hostile Attribution Bias
Physical Fights
Preference for Violence
2.2. Results
2.2.1. Descriptive Results
2.2.2. Convergent Validity
Comorbidity with pathological status | t | df | Mean (SD) | Mean (SD) | Mean diff. | Missing n | |
---|---|---|---|---|---|---|---|
Path | Non-Path | Path | Non-Path | ||||
Hostile Attribution Bias | 2.46 * | 558 | 2.75 (1.12) | 2.34 (1.11) | 0.42 | 0 | 3 |
Trait Hostility (Cook & Medley) | 5.74 *** | 551 | 24.63 (6.55) | 18.64 (7.27) | 5.99 | 3 | 8 |
Cynicism subscale | 4.83 *** | 550 | 7.74 (2.06) | 6.03 (2.40) | 1.71 | 3 | 9 |
Hostile attribution subscale | 5.99 *** | 544 | 5.70 (2.14) | 3.81 (2.24) | 1.88 | 3 | 15 |
Hostile affect subscale | 3.87 *** | 536 | 3.22 (1.12) | 2.50 (1.35) | 0.72 | 5 | 21 |
Aggressive responding subscale | 2.49 ** | 533 | 4.95 (1.79) | 4.16 (1.93) | 0.80 | 5 | 24 |
Social avoidance subscale | 3.90 *** | 527 | 2.08 (1.31) | 1.37 (1.15) | 0.71 | 6 | 29 |
Antisocial and Aggressive Behaviors | |||||||
In the past year, how often have you gotten into: | |||||||
arguments with your parents? | 2.41 * | 517 | 2.89 (0.96) | 2.62 (1.06) | 0.28 | 3 | 42 |
arguments with your friends? | 2.86 ** | 481 | 2.16 (1.11) | 1.76 (0.92) | 0.40 | 8 | 73 |
arguments with your teachers? | 1.28 | 408 | 1.94 (1.12) | 1.68 (1.06) | 0.27 | 16 | 139 |
Have you been in a physical fight in past year | 6.66 * | 1 a | 1 | 12 | |||
Preference for violence | |||||||
On a scale of 1–10, how much violence do you like to have in video games? | 4.73 *** | 549 | 7.21 (2.54) | 5.14 (2.27) | 2.07 | 1 | 10 |
3. Study 2
3.1. Methods
3.1.1. Participants
3.1.2. Procedure
3.1.3. Measures
Pathological Video-gaming
Trait Hostility
Preference for Violence
3.2. Results
3.2.1. Descriptive Results
Items | % | Options Used | Number of symptoms | % | n |
---|---|---|---|---|---|
- | - | - | 0 symptoms | 49% | 252 |
1. Do you ever play so much that it interferes with your homework? | 31% | Y | 1 symptom | 20% | 101 |
2. Do you become restless or irritable when attempting to cut down or stop playing video games? | 5% | Y | 2 symptoms | 13% | 68 |
3. Have you ever done poorly on a school assignment or test because you spent too much time playing video games? | 22% | Y | 3 symptoms | 7% | 38 |
4. Have you ever lied to family or friends about how much you play VGs? | 7% | Y | 4 symptoms | 5% | 23 |
5. Do you sometimes try to limit your own playing/If yes, are you successful in limiting yourself? | 8% | N/Y | 5 symptoms | 2.5% | 13 |
6. Have you played video games as a way of escaping from problems or bad feelings? | 31% | Y | 6 symptoms | 2.5% | 13 |
7. Do you need to spend more and more time and/or money on video games in order to achieve the desired excitement? | 6% | Y | 7 symptoms | 0.4% | 2 |
8. Over time, have you become more preoccupied with playing video games, studying video game playing, or planning the next opportunity to play? | 8% | Y | 8 symptoms | 0.4% | 2 |
9. Have you ever committed illegal/unsocial acts such as theft from family, friends, or elsewhere in order to get video games? | 2% | Y | 9 symptoms | 0% | 0 |
3.2.2. Convergent Validity
Comorbidity with pathological status | t | df | Mean (SD) | Mean (SD) | Mean Diff | Missing | n |
---|---|---|---|---|---|---|---|
Path | Non-Path | Path | Non-path | ||||
Trait Hostility (Buss-Perry) | 1.83 + | 279 | 2.65 (0.80) | 2.26 (0.59) | 0.39 | 14 | 211 |
Physical aggression subscale | 0.72 | 279 | 2.48 (0.76) | 2.01 (0.77) | 0.47 | 14 | 211 |
Verbal aggression subscale | 1.98 * | 279 | 3.19 (1.25) | 2.68 (0.78) | 0.51 | 14 | 211 |
Trait anger subscale | 1.38 | 279 | 2.43 (0.97) | 2.07 (0.72) | 0.36 | 14 | 211 |
Hostility subscale | 1.74 + | 279 | 2.71 (0.97) | 2.31 (0.76) | 0.40 | 14 | 211 |
Antisocial and Aggressive Behaviors | |||||||
Proactive physical aggression | 2.27 * | 278 | 5.31 (3.66) | 3.95 (1.70) | 1.36 | 14 | 212 |
Reactive physical aggression | 0.78 | 275 | 5.88 (3.20) | 4.77 (2.63) | 1.11 | 14 | 215 |
Proactive relational aggression | 2.53 * | 275 | 9.25 (3.61) | 7.29 (2.74) | 1.96 | 14 | 215 |
Cross-gender relational aggression | 2.12 * | 241 | 10.79 (8.09) | 8.88 (4.42) | 1.91 | 16 | 247 |
Prosocial behaviors | −1.05 | 273 | 5.31 (1.45) | 5.81 (1.37) | −0.50 | 14 | 217 |
Preference for violence | |||||||
On a scale of 1–10, how much violence do you like to have in video games? | 1.77 + | 276 | 7.06 (2.21) | 5.31 (2.42) | 4.25 | 14 | 432 |
4. Study 3
4.1. Methods
4.1.1. Participants
4.1.2. Procedure
4.1.3. Materials and Measures
Pathological Video-gaming
State Emotion
Video Game Evaluation
Pathological Gamer Emotion Change | ||||||
---|---|---|---|---|---|---|
Emotion Term | χ2 | df | Path Higher or Lower from Pre-Post | −1 | n (expected n) 0 | 1 |
Calm | 12.3 * | 4 | ⬇ | 17 (12.4) | 14 (20.5) | 5 (3.1) |
Peaceful | 13.9 ** | 4 | ⬇ | 23 (13.4) | 13 (20.2) | 0 (2.4) |
Pleasant | 9.5 * | 4 | ⬇ | 18 (12.9) | 14 (20.0) | 4 (3.1) |
Pleasant | 11.5 * | 4 | ⬇ | 5 (1.6) | 19 (23.2) | 12 (11.2) |
Irritated | 18.7 *** | 4 | ⬇ | 6 (1.4) | 19 (21.4) | 11 (13.2) |
Angry | 14.6 ** | 4 | ⬆ | 0 (0.5) | 26 (31.9) | 10 (3.7) |
Mad | 33.4 *** | 4 | ⬆&⬇ | 5 (0.7) | 27 (33.2) | 4 (2.1) |
Happy | 7.7 + | 4 | ⬆&⬇ | 17 (13.1) | 13 (19.9) | 6 (3.0) |
Energetic | 10.6 * | 4 | ⬆ | 5 (5.8) | 23 (26.0) | 8 (4.2) |
Powerful | 4.3 | 4 | = | 2 (2.8) | 28 (28.2) | 6 (5.0) |
Lonely | 17.2 ** | 4 | ⬇ | 10 (3.3) | 24 (31.5) | 2 (1.2) |
Sad | 8.6 + | 4 | ⬇ | 3 (1.4) | 33 (33.9) | 0 (0.7) |
Unhappy | 10.2 * | 4 | ⬇ | 5 (1.4) | 29 (31.6) | 2 (3.0) |
Means (SD) | ||||||
---|---|---|---|---|---|---|
Rating statement | F | df | Path Higher or Lower than Other Groups | Non-gamer | Gamer | Pathological Gamer |
The game was entertaining | 10.6 *** | 2,751 | ⬆ | 3.40 (1.95) | 3.89 (1.93) | 5.08 (1.52) |
The game was exciting | 13.3 *** | 2,751 | ⬆ | 2.87 (1.76) | 3.55 (1.87) | 4.61 (1.86) |
The game was fun | 14.2 *** | 2,751 | ⬆ | 3.05 (1.90) | 3.84 (1.85) | 4.78 (1.64) |
The game was boring | 3.8 * | 2,751 | ⬇ | 4.12 (2.05) | 3.67 (2.00) | 3.17 (1.72) |
The game was absorbing | 15.0 *** | 2,750 | ⬆ | 3.12 (1.86) | 3.54 (1.70) | 4.92 (1.52) |
The game was arousing | 6.1 ** | 2,744 | ⬆ | 2.45 (1.65) | 2.78 (1.66) | 3.56 (1.93) |
The game was enjoyable | 10.7 *** | 2,749 | ⬆ | 3.07 (1.92) | 3.69 (1.86) | 4.64 (1.57) |
The game was involving | 12.5 *** | 2,750 | ⬆ | 3.44 (1.96) | 4.00 (1.79) | 5.14 (1.38) |
The game was stimulating | 14.9 *** | 2,749 | ⬆ | 2.88 (1.79) | 3.54 (1.79) | 4.64 (1.62) |
The game was addicting | 13.2 *** | 2,751 | ⬆ | 2.42 (1.79) | 2.85 (1.91) | 4.28 (1.80) |
The game was frustrating | 0.5 | 2,751 | = | 4.42 (1.94) | 4.57 (1.83) | 4.36 (2.05) |
The game was difficult to play | 0.1 | 2,751 | = | 4.19 (1.90) | 4.15 (1.90) | 4.06 (1.70) |
The game was action-packed | 1.1 | 2,751 | = | 3.41 (5.67) | 3.44 (2.07) | 4.17 (2.01) |
The game was violent | 0.5 | 2,750 | = | 3.01 (2.46) | 3.27 (2.41) | 3.25 (2.34) |
4.2. Data Analysis
4.3. Results
4.3.1. Emotional Responses to Playing Video Games
4.3.2. Game appraisals
5. General Discussion
6. Limitations and Conclusions
Author Contributions
Conflicts of Interest
References
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Groves, C.L.; Gentile, D.; Tapscott, R.L.; Lynch, P.J. Testing the Predictive Validity and Construct of Pathological Video Game Use. Behav. Sci. 2015, 5, 602-625. https://doi.org/10.3390/bs5040602
Groves CL, Gentile D, Tapscott RL, Lynch PJ. Testing the Predictive Validity and Construct of Pathological Video Game Use. Behavioral Sciences. 2015; 5(4):602-625. https://doi.org/10.3390/bs5040602
Chicago/Turabian StyleGroves, Christopher L., Douglas Gentile, Ryan L. Tapscott, and Paul J. Lynch. 2015. "Testing the Predictive Validity and Construct of Pathological Video Game Use" Behavioral Sciences 5, no. 4: 602-625. https://doi.org/10.3390/bs5040602
APA StyleGroves, C. L., Gentile, D., Tapscott, R. L., & Lynch, P. J. (2015). Testing the Predictive Validity and Construct of Pathological Video Game Use. Behavioral Sciences, 5(4), 602-625. https://doi.org/10.3390/bs5040602