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Published as: Lopez-Fernandez, O., Honrubia-Serrano, M.L., Baguley, T. &
Griffiths, M.D. (2014). Pathological video game playing in Spanish and British
adolescents: Towards the Internet Gaming Disorder symptomatology.
Computers in Human Behavior, 41, 304–312.
Pathological video game playing in Spanish and British adolescents:
Towards the exploration of Internet Gaming Disorder symptomatology
Abstract
Research into problematic video gaming has increased greatly over the last decade and
many screening instruments have been developed to identify such behaviour. This
study re-examined the Problematic Videogame Playing [PVP] Scale. The objectives of
the study were to (i) examine its psychometric properties in two European countries,
(ii) estimate the prevalence of potential pathological gaming among adolescents in
both countries, and (iii) assess the classification accuracy of the PVP Scale based on its
symptomatology as a way of exploring its relationship with both the behavioural
component model of addiction and the proposed Internet Gaming Disorder. The data
were collected via a survey administered to 2,356 adolescents aged between 11 and 18
years from Spain (n=1,132) and Great Britain (n=1,224). Results indicated that the
reliability of both versions was adequate, and the factorial and construct validity were
good. Findings also showed that the prevalence of pathological gamers estimated with
a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The
scale showed adequate sensitivity, specificity and classification accuracy in both
countries, and was able to differentiate between social and potential pathological
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gamers, and from their addictive symptomatology. The implications of these findings
are discussed.
Keywords
Video game playing; Internet gaming disorder; Adolescence; Prevalence; Symptoms;
Classification accuracy
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1. Introduction
Across the spectrum of cyber-addictions, video game playing (VGP) –
sometimes referred to as video gaming (VG) – was one of the first potential
behavioural activities identified as a ‘technological addiction’ (Griffiths, 1995; 1996;
1998) including video games played offline via arcade machines, consoles, and
handheld devices, and played online via personal computers, laptops, tablets, and
mobile phones. As the technologies for playing video games have evolved, so too have
the genres and formats. Video gaming is also a very popular leisure activity among
adolescents (Kuss & Griffiths, 2012), considered a habit that has raised concerns
because of its potentially addictive nature (e.g., Kuss & Griffiths, 2012; Prot, McDonald,
Anderson, & Gentile, 2009), and has been referred to as ‘video game addiction’ (VGA;
King, Delfabbro, & Griffiths, 2013a). This persistent and maladaptive pattern of VGP
behaviours has been studied since the early 1980s’ first generation of offline video
games (Griffiths, 1991; Phillips, Rolls, Rouse, & Griffiths, 1995) through to online video
gaming (OVG; Hussain, Griffiths & Baguley, 2012). In order to understand this
potentially addictive and pathological behaviour, a number of studies have examined
the behaviour as clinical entity in populations from both Western and Eastern countries
across the world (Anderson et al., 2010; Colwell & Kato, 2005).
This line of research has been far from systematic (Salguero & Morán, 2002),
and despite the increase of epidemiological studies over the last decade there is still
insufficient empirical research to support the notion that VGA could be classed as a
psychiatric disorder (King et al., 2013a), although the empirical research is rapidly
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growing (Griffiths, Kuss, & King, 2012). From the mid-1990s to the present day, the
prevalence of VGA among various populations has differed widely. For instance, some
papers have estimated that between 6% and 19% of individuals are addicted to video
games (Tejeiro, Gómez-Vallecillo, Pelegrina, Wallace, & Emberley, 2012) with others
showing even greater variability of between 0.5% and 46% (King, Haagsma, Delfabbro,
Gradisar, & Griffiths, 2013b). Some of the main reasons for these wide discrepancies
are the different conceptualizations of VGA, the non-standardized scales used to assess
VGA, and the use of different methods to estimate the prevalence of VGA. King and
colleagues (2013a) noted that the overestimation of VGA prevalence may be due to
several factors including: (i) the widespread use of online surveys; (ii) adolescents and
young gamers playing more online games (e.g., Massively Multiplayer Online Role
Playing Games [MMORPGs]) than middle-aged adults; (iii) cultural differences (e.g.,
gamers from South East Asia appear to engage in more gaming compared with Western
ones and their VGP preferences are different with the first playing more real-time
strategy games compared with the second who prefer shooting games); and (iv) high
engagement not being sufficiently differentiated from VGA.
As Tejeiro and colleagues (2012) stated, the VGA profile seems to be more
heterogeneous and complex. Griffiths (1996) has long written about the
biopsychosocial nature of addiction; in relation to VGA, researchers must pay attention
to the individual’s psychological characteristics (e.g., Haagsma, Caplan, Peters, &
Pieterse, 2013), the sociological context of VGP (e.g., Lemmens, Valkenburg, & Peter,
2011), and its cultural dimension (e.g., King et al., 2013a). Outside of the individual, to
examine the structural characteristics of the video game and other technological
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features (e.g., King, Delfabbro, & Griffiths, 2011), because the interplay between the
individuals, the games they play, and the context in which they play them may help to
identify the underlying factors that play a role in the acquisition, development, and
maintenance of VGA.
Research into behavioural addictions (e.g., gambling to gaming addiction),
suggests that a minority of users experience symptoms traditionally associated with
substance-related addictions (Griffiths, 1991). However, the current focus is on
understanding the underlying factors of VGP and the possibility that this excessive
behaviour leads to a behavioural addiction among adolescents (Topor, Swenson,
Liguori, Spirito, Lowenhaupt, & Hunt, 2011). Traditionally, the most common practice
has been to adapt criteria from similar conditions (e.g., pathological gambling) in the
Diagnostic and Statistical Manual of Mental Disorders [DSM] (American Psychiatric
Association [APA]) to construct diagnostic criteria for technological addictions. Criteria
for VGA have mainly been adapted from the DSM criteria for pathological gambling
(Griffiths, 1991; Fisher, 1994; Lemmens, Valkenburg, & Peter, 2009, 2011), but
sometimes from the DSM substance dependence criteria (Salguero & Morán, 2002). In
addition to adaptation of DSM criteria, excessive behaviours associated with addictive
symptomatology have been also studied using scales developed using the behavioural
components model of addiction (Griffiths, 2005) covering its six symptoms (salience,
mood modification, tolerance, withdrawal, conflict and relapse). For example, it has
been studied in relation to internet addiction (Kuss, Shorter, Rooij, & Griffiths, 2013),
exercise addiction (Terry, Szabo & Griffiths, 2004), work addiction (Andreassen,
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Griffiths, Hetland & Pallesen, 2012) and social networking addiction (Andraessen,
Tosheim, BrunBerg & Pallesen, 2012).
At present, the Internet Gaming Disorder [IGD] symptomatology proposed in
Section 3 of the latest DSM-5 (APA, 2013) includes nine criteria (i.e., preoccupation,
withdrawal, tolerance, unsuccessful attempts to control the OVG behaviour, loss of
other activities except OVG, continued OVG despite knowledge of problems, to lie or
deceive other people, escape or relieve a dysphoric mood, and to compromise
significant relationships). However, it is interesting to note that the DSM-5 uses the
terms “internet” and “gaming”, and appears to only focus on OVG as a subtype of
problematic internet use (Griffiths, King, & Demetrovics, 2014), although IGD it is still
considered as a broader term, namely “Internet Use Disorder” [IUD] (King et al., 2013b;
Petry & O’Brien, 2013); King and colleagues (2013b) state there is still work needed to
achieve a terminological consensus between clinicians and researchers, because only
three symptoms are consistently measured in the present problematic, pathological or
addictive gaming scales (i.e., withdrawal, loss of control and conflict), and only one
instrument has shown the capacity to assess the majority of DSM-5 IGD criteria – the
Problem Videogame Playing (PVP; Salguero & Morán, 2002) Scale.
The PVP Scale was the first validated scale to measure “problem video game
play”, developed to detect video game abusers (Tejeiro et al., 2012). The researchers’
first intention was to look for adolescent problems associated with the addictive use of
all types of video games (offline and online) and video game systems (consoles and
computers). Since its development in 2000, it has been used in a few studies (e.g.,
Collins, Freeman, & Chamarro-Premuzic, 2012; Hart, Johnson, Stamm, Angers,
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Robinson, Lally, & Fagley, 2009; Kuss, Louws, & Wiers, 2012; Parker, Taylor, Eastabrook,
Schell, & Wood, 2008), very few have paid attention to the symptomatology measured.
However, most studies using PVP have simply compared if differences between groups
(Bioulac, Arfi, & Bouvard, 2008: ADHD children and a controls; Caillon, Bouju, & GrallBronnec, 2014: adolescents versus adults).
Using this validated scale, the present study has three objectives: (i) to examine
its psychometric properties in two European countries, (ii) to estimate the prevalence
of pathological gaming among adolescents in Spain and Great Britain, and (iii) to assess
the classification accuracy of the PVP Scale based on its addictive symptomatology as a
way of exploring its relationship with both the behavioural component model of
addiction and the recently proposed IGD.
2. Method
2.1 Participants and procedure
The study surveyed a convenience sample comprising 2,356 adolescents from
two sub-samples in Spain (Barcelona: n=1,132) and Great Britain (London: n=1,224).
The selection of these countries was twofold: (i) the PVP has only been developed and
published in two languages (i.e., Spanish and English), and (ii) according to
international organizations, both countries are among those with the highest addiction
rates (European Commission, 2006; United Nations Office on Drugs and Crime, 2013).
The sample comprised high school students that were selected from several districts in
each city, as well as from different school types (state, public and private) to aid
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representativeness. Confidentiality and anonymity was assured to all participants.
Additionally, permission to participate in the study was obtained. 92.5% of students
successfully completed all the PVP items in Spain and 77.5% in Great Britain
(Barcelona: n=1,047; London: n=949). The participants were aged between 11 and 18
years (Spain: M=14.55, SD=1.82; Great Britain: M=13.56; SD=1.50), and the distribution
of ages was segmented following Salguero and Morán’s (2002) proposal (the age
groups: 11-12, 13-15, 16-18): in the Spanish were 15.23%, 49.8% and 34.9%; in the
British 26.2%, 64.7%, and 9.1% respectively. More than half of the sub-samples were
male (Spain: 53.4%; Great Britain: 67.3%).
2.2 Measures
The paper-and-pencil questionnaire comprised three sections: (a) sociodemographics; (b) video game patterns usage; and (c) the PVP for Spanish and British
adolescents using both authors’ original versions. The variables examined in the sociodemographic section included: gender, age (in years old), the family unit members
(numbers of members living in the same home), the parents’ educational level and
employment status, participant’s place of residence (in or out of city), usual alcohol or
tobacco consumption, and other leisure forms of entertainment that did not involve
technology. The patterns of gaming use measured were: if they played video games
regularly, what type of use they preferred (to play alone, or in company – virtually or
physically), if they were the owner of at least one console or a computer with internet
to play, at what age they started to regularly play video games (online or offline), their
mean time per playing session (in minutes), and their weekly video game frequency
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play (days per week). The PVP is a validated scale originally constructed in Spanish, but
published in English (Salguero & Morán, 2002). It contains nine items rated on a
dichotomous scale (1 “yes”, 0 “no”). The total score ranges between 0 and 9, with the
highest score being the maximum presence of the construct under study in the past
year. The scale covers the following eight symptoms (based on substance dependence
and pathological gambling disorders proposed in DSM-IV; APA, 1994): preoccupation,
tolerance, loss of control, withdrawal, escape, lies and deception, disregard for the
physical and psychological consequences, and disruption of family or schooling.
2.3 Analysis performed
2.3.1 Psychometric properties of PVP in Spain and Great Britain
As the PVP Scale had nine items, and following Nunnally (1978), more than 900
adolescents (10 participants per variable) of each sub-sample (Spain: n=1047: Great
Britain: n=949) were collected and psychometrically analysed. The factor validity of PVP
was assessed using Principal Component Analysis (PCA) made on tetrachoric itemscorrelation matrix to each sub-sample, as well as an Exploratory Factor Analyses (EFA)
with the Kaiser-Mayer-Olkin index (KMO) and Bartlett’s test of sphericity respectively.
According to Kaiser’s criterion, a factor was obtained (with eigenvalues above 1, factor
loadings above 0.3 that explained part of the variance). Item analysis was carried out to
observe how the different statements performed in each sub-sample, as well as
Cronbach’s alpha and McDonald’s omega coefficients with their respective confidence
intervals (CI) (Dunn, Baguley, & Brundsen, 2013) to estimate PVP internal consistency in
the Spanish and British version. Construct validity was obtained through associations of
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the total PVP score with indicators of two types (VGP time and PVP players’
perceptions; Salguero & Morán, 2002). Moreover, a descriptive analysis of PVP total
scores by gender and age was included to update results from Salguero and Morán’s
(2002) findings. Most of the analyses was carried out using SPSS version 21. The
tetrachoric analyses were carried out using R packages version 3.0.2 and version 3.3.3.
2.3.2 Prevalence estimation of VGP users with addictive symptomology
The prevalence was estimated using two possibilities. First, the cut-off point of
4 (out of 9) to classify “problem players” (following Tejeiro et al., 2012), on the
counterpart, users below 4 were considered as “social players”. This border was
selected following Griffiths’ (1991) and Fisher’s (1994, 1995) suggestions for the
original authors of PVP test, although Tejeiro and colleagues consider that a slight
variation of this cut-off point (to 3 or 5) did not affect the results from their post-hoc
analysis. However, in early studies of VGP, the cut-of point of 4 (out of 9) was for an
amusement machine ‘addict’ (Griffiths, 2001) adapting the DSM-III-R pathological
gambling criteria adapted to gaming. Here, a cut-of point of 4 (out of 8) indicated the
participant was operationally defined as at playing at “addictive” levels (Griffiths &
Dancaster, 1995). Second, in relation to the PVP Scale, recent studies have argued for
an increase in the cut-of point. For example, Lemmens et al. (2009) stated that gamers
must meet half or more of the diagnostic criteria to be classed as an addict, whereas
other researchers have considered it to select a cut-off point of 5 or more to classify
users as addicts (Adiele & Olatokun, 2014; Collins et al., 2012; Turner et al., 2012). Hart
et al. (2009) have shown evidence that a cut-off point of 4 or more on the PVP to
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determine addiction is not supported by their findings. This study therefore used this
latter option (5 or more) to classify potential “pathological players”.
2.3.3 Epidemiological analysis to prove classification accuracy
The sensitivity, specificity, and overall accuracy of the symptoms measured
through the PVP Scale were compared between the pathological players and a random
selection of social players with identical sub-samples sizes for each country were
extracted by the statistical software used. A procedure similar to previous cyberaddiction studies was used (i.e., Lopez-Fernandez, Honrubia-Serrano, & Freixa-Blanxart,
2013; Siomos, Dafouli, Braimiotis, Mouzas, & Angelopoulos, 2008), although these
were slightly different because the PVP is a dichotomous response test. Moreover, all
the items addressed a single addiction symptom, except items 3 and 6 (that both
assessed loss of control). If any player endorsed either one of these it was considered
that this symptom of addiction was present within the individual. Additionally, the
frequency and percentage of incidence of each symptom was calculated for
pathological players.
2.3.4 PVP in relation with the component model of addiction and the IGD
Almost all the PVP symptoms can be related to a specific component from the
model for behavioural addictions proposed by Griffiths (2005). More specifically,
“preoccupation” (Item 1) is a type of cognitive “salience” in Griffiths’ model;
“tolerance” (Item 2) relates to Griffiths’ ‘tolerance’ component; “loss of control” (item
3) relates to Griffiths’ “relapse” component (and the other item that addressed this
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symptom – Item 6 – is a typical gambling symptom known as ‘chasing losses’, and a
reason to remove from the final comparative analysis); “withdrawal” (Item 4) fits
Griffiths’ ‘withdrawal’ component; “escape” (Item 5) is “mood modification” in
Griffiths’ model; and the last three PVP criteria (Items 7, 8 and 9) all relate to Griffiths’
component of “conflict” (if any of these three items was endorsed this symptom was
present). Similarly, the newly proposed IGD criteria were able to be matched with the
PVP items: preoccupation (Item 1), withdrawal (Item 4), tolerance (Item 2),
unsuccessful to control (Item 3), loss of activities (item 9), continue despite problems
(Item 6), to lie or deceive people (Item 7), escape or relieve (item 5), and to lose
personal things (Item 8).
3. Results
3.1 Sample descriptive results
The initial sample came from families between four and five family members
including the adolescent surveyed (Spain: mean [M] was 4.02, standard deviation
[SD]=1.05; Great Britain: M=5.19, SD=1.86). The majority lived in central Barcelona
(95.2%) or London (71.8%), with parents employed (Spain: 93.7% fathers, 83.6%
mothers; Great Britain: 74.2% and 49.4% respectively), and who completed secondary
school too (Spain: 48% and 43.7%; Great Britain: 54.3% and 55.6%). A minority of
adolescents reported habitual alcohol and/or tobacco consumption (Spain: 23.3%;
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Great Britain: 12.4%), and a minority confirmed they used only technology-based
leisure entertainment (Spain: 21%; Great Britain: 30.6%).
3.2 Psychometric study of the PVP for Spanish and British adolescents
3.2.1 Factor validity
The tetrachoric items-correlation matrix to each sub-sample demonstrated
higher correlations between British PVP items (where the lowest rItems 3-4 was .3; and
higher rItems 1-7 and rItems 5-7 was .62) than Spanish PVP items (where the lowest rItems 4-6
and rItems 6-8 was .13; and higher rItems 7-8 was .51). The PCA performed on these two
matrices showed that one component was sufficient, with a proportion of .26 variance
explained for Spain, and .36 for Great Britain. The measures of this factor scored
adequately (Spain: correlation of scores with factor .81, multiple R2 of scores with
factor .66 and minimum correlation of possible factor scores .32; Great Britain: r of
scores with factor=.89, multiple R2=.79 and minimum r of possible factor scores=.58).
These results were almost equal to those obtained through the EFA (Spain: KMO=.803;
Bartlett’s test: χ2(36)=757.79; p<.001; Great Britain: KMO=.876; Bartlett’s test:
χ2(36)=1541.11; p<.001) that yielded one factor (see Figure 1). The factor “PVP in
adolescents” explained 26.7% of total variance in Spain and 36.7% in Great Britain.
FIGURE 1
3.2.2 Item analysis and internal consistency
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Table 1 shows the scores and the analysis of each item per country. When
examining the descriptive of participants answering “yes” to the PVP statements, there
was variability in their response in each sub-sample. In Spain, Item 6 (loss of control)
was the most endorsed (46.9%) whereas in Great Britain, Item 3 (loss of control) and
Item 4 (withdrawal) were the most endorsed (with 39.6 and 40.4% respectively). In
Spain, Items 4 and 8 (disregard for consequences) were the least endorsed (8.9 and
4.3% respectively) whereas in Great Britain, the least endorsed was Item 8 (although
with a higher percentage: 11.4%). In regards to their factor loading, in both countries
the items were above .30, which is important due to the sub-samples sizes (Stevens,
1992). Almost all items (except Item 3 in the Spanish sub-sample) were above 0.45;
also squaring the highest factor loadings (Field, 2009) it is estimated that Item 1
(preoccupation) for both countries explained 35.16% and 48.86% of total variance of
the construct measured. In relation to homogeneity indices, all the items in both subsamples showed expected correlations with the corrected total score (above 0.30). The
PVP achieved adequate reliability for a 9-item test (Kline, 1999), with α=.63 [95% CI:
.60, .66] for Spain and α=.78 [95% CI: .76, .79] for Great Britain, and a McDonald’s
Ω=.63 [95% CI: .59, .67] for Spain and Ω=.78 [95% CI: .75, .80] for Great Britain.
TABLE 1
3.2.3 Construct validity
3.2.3.1 Associations with patterns of usage related with time
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The total M score on the PVP Scale for the Spanish adolescents that completed the
whole scale was 1.74 (SD=1.70), and for the British adolescents was 2.47 (SD=2.33).
Table 2 shows the Spearman correlations between the PVP total score and the patterns
of usage related with time. Almost all the variables were significantly positively
associated in both countries, with higher PVP scores associated with more days per
week adolescents were playing video games (Spain: r2=.08; Great Britain: r2=.07), a
greater mean time per session (Spain:r2=.09; Great Britain: r2=.06) and with increasing
their maximum time per session (Spain: r2=.08; Great Britain: r2=.05). Significant
inverse associations were obtained: the younger the participants started playing the
more problematic playing they experienced (Spain: r2=.03; Great Britain: r2=.05),
greater frequency of days per week (Spain: r2=.09; Great Britain: r2=.09), more time per
playing session (Spain: r2=.05; Great Britain: r2=.04) and longest sessions (Spain: r2=.05;
Great Britain: r2=.04).
TABLE 2
3.2.3.2 Associations with PVP perception measures
Similarly, the analysis of perception of having problematic video gaming revealed
significant relationships to PVP Scale score in both countries. The median [Mdn] of the
PVP total score was significantly higher for adolescents confirming: ‘I think I play video
games too much’ (Spain: Mdnyes=3, Mdnno= 1, U=33947, Z=12.48, p < .001, r=.39; Great
Britain: Mdnyes=4, Mdnno=1, U=29510.50, Z=14.23, p < .001, r=.46) ‘I think I have some
type of problem associated with my video game playing’ (Spain: Mdnyes=4, Mdnno=1,
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U=9290.50, Z=10.07, p < .001, r=.31; Great Britain: Mdnyes=5, Mdnno=1, U=15207,
Z=13.02, p < .001, r=.42) and ‘My parents are worried because they think I play video
games too much’ (Spain: Mdnyes= 3, Mdnno= 1, U=21017, Z=10.96, p < .001, r=.34;
Great Britain: Mdnyes=5, Mdnno=1, U=23567, Z=13.30, p < .001, r=.43).
3.2.3.3 Descriptive of PVP total scores by gender and age
The descriptive results of the PVP total score of each country in relation to gender and
the age groups (See Table 3) show that the proportion of gamers scoring 6 or more (out
of 9) in the Spanish adolescents, and 7 or more (out of 9) in the British adolescents was
very low (even more so among female players).
TABLE 3
The PVP Mdn score of male players was significantly higher than females (Spain:
U=99586, Z=7.62, p < .001, r=.24; Great Britain: U=71632, Z=7.87, p < .001, r=.26). As
with Salguero and Morán (2002), this could be due because males played significantly
more frequently on a daily (Spain:U=41683.5, Z=7.52, p < .001, r=.28; Great Britain:
U=43445.5, Z=9.32, p < .001, r=.32) and for significantly longer periods within session
(Spain: Mdnmales=90, Mdnfemales=60; U=39899, Z=8.70, p < .001, r=.32; Great Britain:
Mdnmales=90, Mdnfemales=60 U=48910.5, Z=8.33, p < .001, r=.28). No differences were
observed in any country in relation to duration of play (Spain: H(2)=1.87, p=.393; Great
Britain: H(2)=22.37 p=.795).
3.3 Estimation of the prevalence of video game “problem” and “pathological” players
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Following Tejeiro and colleagues’ (2012) suggested cut-off point of 4 to classify
problem players on the PVP scale, the Spanish sub-sample contained 158 participants
(15.1%) and in the British sub-sample contained 286 (30.1%). These percentages are
relatively high, and the present study was more restrictive and rigorous applying a cutoff point of endorsing 5 or more items. Examination of the descriptive results (in Tables
3 and 4) showed that in Spain 7.7% of players (n=81) were classed as potential
pathological players, and 14.6% in Great Britain (n=179). Significant statistical
differences were found among each sub-sample. In Spain, the social players (those with
less than 5 out of 9) had a mean PVP score of 1.40 (SD=1.26; Mdn=1) whereas
pathological players had a M=5.53 (SD=1.08; Mdn=5) (U: Z=15.35, p < .001, r=.47).
Similarly in Great Britain, social players had a mean PVP score of 1.57 (SD=1.41;
Mdn=1) while pathological players had a mean PVP score of 6.32 (SD=1.36; Mdn=6) (U:
Z=21.17, p < .001, r=.69). However, in relation to patterns of video game play, slight
significant differences were observed in video game playing between the two types of
players, and important significant relationships were detected. For instance, playing
daily and for more than two hours were common patterns among potential
pathological gamers (see Table 4).
TABLE 4
3.4 Symptoms measured according to the PVP in relation to addiction symptoms
3.4.1 Incidence and classification function of the PVP symptoms in both countries
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The addiction item with highest incidence was “loss of control” (items 3 and 6;
see Table 5), although the second highest addiction symptom was different in each
country (i.e., “preoccupation” in Spain and “withdrawal” in Great Britain). However, it
appeared that the PVP Scale had adequate capacity to classify types of players as a
function of their symptoms, apart from the “disregard consequences” symptom (Item
8) that obtained a low sensitivity in both countries. Statistical differences with effect
sizes between medium and large (Cohen, 1992) were observed between both types of
players in each country in reference to each single addictive symptom (see Table 6).
TABLES 5 and 6
3.4.2 The PVP symptoms related with the component model of behavioural
addictions and the IGD
Among the Spanish potential pathological players (n=81), the components in order of
frequency from the most prevalent to the lowest were: conflict (86.4%), salience (84%),
tolerance (69.1%), mood modification (67.9%), relapse (64.2%), and withdrawal
(51.9%). In the British (n=179) were: conflict (93.3%), withdrawal (82.7%), relapse
(77.7%), tolerance (76%), salience (73.2%) and mood modification (70.9%). In Spain,
only four individuals endorsed all six addiction components, whereas in Great Britain
were 44.
In Spain, the pathological player’ profile was a male, aged from 13 to 16 from a
state school, owner of at least one console (75%) and a computer with internet (75%).
In Great Britain, similarly, almost all were males (90.7%), aged from 12 to 17 years old,
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from state schools (63.3%), owners of at least one console (81.8%) and a computer
with internet (88.6%). Finally, further analysis showed that if ‘salience’ and ‘mood
modification’ were not considered compulsory to classify gamer addicts (because could
be part of a healthy enthusiasm for video gaming), the prevalence of pathological
gaming among Spanish potential pathological gamers would be 12 individuals and 75
among the British counterparts.
TABLE 7
Similarly to Table 3, Table 7 shows the endorsement of each PVP item matched with an
IGD criterion per country, gender and age group for pathological players. In Spain, the
PVP Item 1 (“preoccupation” IGD symptom) and PVP Item 6 (“continue despite
problems” IGD symptom) were endorsed by a majority of the males. In Great Britain,
the clearest endorsement among males was PVP Item 4 (“withdrawal” IGD symptom).
In both countries, females were much less likely to be pathological players (Spain:
31.5%; Great Britain: 28.2%), and an effect of age is observed: the younger the gamers,
the more endorsement to these items or symptoms were found. The least endorsed
symptom in both countries was PVP item 8 (“loss personal things” IGD symptom).
4. Discussion
The purpose of this study was to re-examine the PVP in two countries, due to it
being the scale that most closely fitted the proposed IGD criteria in the DSM-5 (King et
al., 2013b). The psychometric properties of the Spanish and English versions, from the
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validity analyses, showed its unifactoriality (such as Hart et al., 2009; Turner et al.,
2012) through two analysis techniques which achieved very similar results, with an
adequate variance explained for a short explorative test (Reckase, 1979), and construct
validity through associations with VGP patterns of usage related with time, as well as
perception of the own VGP problematic and the significant others perception of the
adolescent VGA (King et al., 2013b; Salguero & Morán, 2002). Reliability measures
achieved were fair and identic measured with two coefficients (αSpain=.63 and αGB=.78;
ΩSpain=.63 and ΩGB=.78) following Cicchetti (2004), and similar to those obtained by
previous studies in Spain (α=.69; Salguero & Morán (2002), Great Britain (α=.75; Collins
et al., 2012), Netherlands (α=.78; Kuss et al., 2012), and Canada (α=.79; Parker et al.,
2008). However, other VGA Scales have reported better psychometric properties. For
instance, the short Game Addiction scale (GA; Lemmens, et al., 2009) reported a higher
internal consistency (α=.81 and .86), such as the Problem Video Game Playing Test
(PVGT; King, Delbraffo, & Zajac, 2011: α=.92) or the Problematic Video Game Use Scale
(PVGU; Topor et al., 2011: α=.83).
The present item analysis of the PVP Scale contributes to the evidence-base
that suggests increasing the cut-off point should be increased to a minimum of 5 out of
9 (Adiele & Olatkun, 2014; Collins et al., 2012; Hart et al., 2009; Lemmens et al., 2009;
Turner et al., 2012). In fact, based on the evidence presented here, it could perhaps be
argued that the cut-off point be increased at 6 out of 9 criteria to categorize players as
having a potential pathological problem. This proposal could be extended to future
VGA Scales, based on their addictive criteria measured, and on the basis of empirical
and clinical evidence.
20
21
The descriptive findings of the present study showed slight cultural differences,
with British gamers tending to play more excessively compared to Spanish gamers. In
relation to the addictive symptoms endorsed, both sub-samples converged with “loss
of control” being the most endorsed symptom associated with VGA the least endorsed
symptom being “disregard for the physical or psychological consequences”. However,
British adolescents endorsed ‘withdrawal’ as second most endorsed symptom, while
for Spanish adolescents it was the second least endorsed. Comparing the findings of
the present study with the few other VGA studies that have explored the addictive
symptomatology within a healthy population, there is considerable agreement as to
the most endorsed symptoms being ‘loss of control/relapse’, ‘family/school disruption’
and ‘preoccupation’, and the least endorsed symptoms being ‘disregard for the
consequences’ and ‘withdrawal’ (e.g., Bioulac et al., 2008; Caillion et al. 2014; Gentile,
2009; Turner et al., 2009).
There is a need to periodically update and refine prevalence estimates of
adolescent pathological gamers (Gentile et al. (2011) both online and offline (van Rooij,
Schoenmakers, Vermulst, van den Eijden, & van de Mheen (2010)). The present study is
the first to make a comparison more than a decade after the first study using the PVP
as well as carrying out a cross-cultural comparison simultaneously in different countries
with an identical methodology to aid epidemiological research. In this study, the
prevalence rates were quite different among countries (Spain: 7.7%; Great Britain:
14.6%), although they were inside the common range of PVP Scale prevalence from
2002 (Tejeiro et al., 2012). The classification accuracy of the PVP Scale based on its
symptomatology showed notable classification accuracy with high effect sizes in both
22
countries (in particular the ‘preoccupation’ symptom and the ‘Consequences’ symptom
being fair), and was a way of indirectly exploring the PVP Scale with behavioural
addiction symptoms. In relation to the components model, both countries showed the
‘conflict’ component as being highly prevalent (King et al, 2013b) although very few
players endorsed all six components. In relation to endorsement of IGD symptoms, a
cultural difference was observed. The most highly endorsed items for Spanish gamers
were ‘preoccupation’ (cognitive salience) and ‘continue despite problems’ (conflict)
while in British gamers it was ‘withdrawal’. Despite the obvious strengths of the
present study (including a large sample size and cross-cultural comparison) there are
clearly some limitations; the most obvious of these are the opportunistic and
convenience sample used and the self-report method.
5. Conclusions
To the authors’ knowledge, the present study is the first cross-cultural
exploration of IGD symptomatology (i.e., comparing Spanish and British gamers). The
study’s findings suggest that IGD should be included it in DSM-5’s section of
“Substance-Related and Addictive Disorders”, along with “Gambling Disorder”. It is also
recommended that researchers in the gaming studies filed should use similar
assessment measures to facilitate comparability across demographic groups and to
facilitate cross-cultural comparison (Griffiths et al., 2014). Moreover, according to Petry
and O’Brien (2013) it is necessary define and describe the features of IGD to be
included as a potential new disorder in the DSM-5. However, new scales adapting these
22
23
criteria are needed, and this paper provides empirical evidence for the building of a
bridge between the construct of VGA and the newly proposed IGD.
24
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