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Scaling up: A brief look at the latest tool to assess addictive gaming
To date, there has been a lack of agreement among researchers as to the precise name and definition of video game addiction (both online and offline). However, there is a general consensus that excessive gaming can lead to a wide range of physical and psychological problems, and therefore necessary to explore the nature and the scale of the phenomenon. In doing so, it is important to use psychometrically validated measurement tools. Unfortunately, there is lack of these in the literature so far. Along with some colleagues (led by Dr. Daniel King), we recently published a paper examining all the instruments that have been used to assess problematic video gaming in the journal Clinical Psychology Review.
Our paper noted that pathological video-gaming, or its proposed DSM-V classification of “Internet Use Disorder”, is of increasing interest to scholars and practitioners in allied health disciplines. Our systematic review was designed to evaluate the standards in pathological video-gaming instrumentation and guidelines for sound psychometric assessment. We assessed a total of 63 quantitative studies, including eighteen instruments (representing 58,415 participants). Our findings indicated that the instruments were generally characterized as inconsistent. The strengths of available measures included: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, the key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggested that pathological video-gaming is commonly defined by (1) withdrawal, (2) loss of control, and (3) conflict.
Most of the tools in current use have been modified from other questionnaires without their reliability and validity being tested. This includes those based on internet addiction (e.g., Kimberley Young’s Internet Addiction Test), pathological gambling (using the DSM–IV criteria), or behavioural addictions. An additional problem is that many of the measures focus exclusively on Massively Multiplayer Online Role Playing Game (MMORPG) users. In order to cover the whole range of online gamers, I recently helped co-develop an empirically based questionnaire consisting of 18 items called the Problematic Online Gaming Questionnaire (POGQ) that we published in the journal PLoS ONE.
In a recent 2011 study, some of my Hungarian colleagues (led by Dr. Koronczai) claimed in the journal Cyberpsychology, Behavior and Social Networking that a suitable measure should fit the following six criteria. It should have: (i) comprehensiveness (i.e., examining more, possibly all, aspects of problematic online gaming); (ii) brevity (in order to assess the more impulsive population as well and to facilitate incorporation into time-limited surveys); (iii) reliability and validity for different methods of data collection (e.g., online, paper-and-pencil self-rating, face-to-face); (iv) reliability and validity for different age groups (e.g., adolescents and adults); (v) cross-cultural reliability and validity; (vi) been validated on clinical samples. The measure should also serve as a basis for defining cutoff scores for dependence.
The POGQ is a short comprehensive measure and therefore fits to the first two requirements. It was also found to be a psychometrically adequate measure in a large convenience sample of adult online gamers. However, there is great need for a measure that is also suitable for survey type research in an offline data collection setting, and is reliable and valid for adolescents. Therefore, we modified the original POGQ to a 12-item version and applied it to an offline adolescent sample using pen-and-pencil data collection method (and published the findings in the journal Cyberpsychology, Behavior and Social Networking). This way both the third and the fourth points of the six criteria above were fulfilled.
The aim of or most recent study was twofold. The first goal was to explore the psychometric properties of the POGQ on a nationally representative adolescent sample as until recently it had only been used on adult gamer samples. The second goal was to assess the prevalence of problematic online gaming in a nationwide adolescent sample, as there have been only two nationally representative studies carried out on adolescents in the US and Germany.
The results of or study showed that the 12-item POGQ-SF had appropriate psychometric properties according to the statistical analysis performed on a nationally representative sample of adolescents. The analysis showed that 8.2% of gamers (4.6% of the whole sample) belonged to the at-risk group. We also found an additional 13.3% of adolescents (23.9% of gamers) showed symptoms of problematic online gaming above the average. Gamers belonging to the at-risk class were more likely to be male, more likely to play for five or more hours a day, have lower grade point average, have lower self-esteem, and higher depression score than gamers belonging to the other two classes. All these results are in line with findings of other studies confirming the validity of the measurement tool.
Despite the robustness of the study, an important limitation was that it was only carried out among Hungarian adolescents. For generalizability it must be applied and psychometrically tested on cross-cultural samples as well (see the aforementioned Criterion 5). It is also a future goal to confirm the POGQ on clinical samples (Criterion 6). This would allow all the six criteria requirements presented in the introduction to be met. The current POGQ is both short (Criterion 2) and comprehensive (Criterion 1), and assesses problematic online gaming in different age groups (Criterion 4) with different data collection methods (Criterion 3). We hope that the POGQ will facilitate future research and will serve as an adequate tool for assessing problematic online gaming.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Griffiths, M.D., Pápay, O. & Oláh, A. (2012). The development of the Problematic Online Gaming Questionnaire (POGQ). PLoS ONE, 7(5): e36417. doi:10.1371/journal.pone.0036417.
Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20, 594-602.
Gentile, D.A., Choo, H., Liau, A., et al. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127, E319-E329.
King, D.L., Haagsma, M.C., Delfabbro, P.H.,Gradisar, M.S., Griffiths, M.D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33, 331-342.
Koronczai, B., Urban, R., Kokonyei, G., et al. (2011). Confirmation of the three-factor model of problematic internet use on off-line adolescent and adult samples. Cyberpsychology, Behavior and Social Networking, 14, 657–664.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in children and adolescents: A review of empirical reearch. Journal of Behavioral Addictions, 1, 3-22.
Pápay, O., Urbán, R., Griffiths, M.D., Nagygyörgy, K., Farkas, J. Kökönyei, G., Felvinczi, K., Oláh, A., Elekes, Z., Demetrovics, Z. (2013). Psychometric properties of the Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and prevalence of problematic online gaming in a national sample of adolescents. Cyberpsychology, Behavior, and Social Networking, doi:10.1089/cyber.2012.0484.
Rehbein, F., Kleimann, M, & Mossle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey. CyberPsychology, Behavior and Social Networking, 13, 269–277.
Assassin’s greed: An unorthodox way to treat gaming addiction
A couple of days ago, I was interviewed by BBC Online News for a story about a Chinese father (Mr. Feng) who hired ‘virtual assassins’ to hunt down his son in online video games and kill off his avatar as a way of trying to get his video game addicted son to stop playing online games. The story emanated from the Kotaku gaming website that reported:
“Feng’s 23 year-old son, ‘Xiao Feng’ started playing video games in high school. Through his years of playing various online games, he supposedly thought himself a master of Chinese online role playing games. According to his father, Xiao Feng had good grades in school, so they allowed him to play games; but when he couldn’t land a job they started looking into things. He, however, says he simply couldn’t find any work that he liked…Unhappy with his son not finding a job, Feng decided to hire players in his son’s favorite online games to hunt down Xiao Feng…Feng’s idea was that his son would get bored of playing games if he was killed every time he logged on, and that he would start putting more effort into getting a job…One thing’s for sure; Feng’s way of deterring his son from playing games might be one of the best ideas to come out of China recently, particularly as reactions to ‘gaming and internet addiction’ have been very extreme”.
My quotes from the story were reproduced in over 100 newspapers and website stories within a 48-hour period including the Daily Mail (UK), New York Daily News (US), Epoch Times (China), Times of India (India), Deccan Herald (India), Pakistan Today (Pakistan), National Post (Canada), Kenya Daily Eye (Africa) and Expressen (Sweden). I was quoted as saying:
“It’s not going to do much for family relations. I‘ve never heard of that kind of intervention before, but I don’t think these top-down approaches work. Most excessive game playing is usually a symptom of an underlying problem. I’ve spent 25 years studying excessive video game playing. I’ve come across very excessive players – playing for 10 to 14 hours a day – but for a lot of these people it causes no detrimental problems if they are not employed, aren’t in relationships and don’t have children. It’s not the time you spend doing something, it’s the impact it has on your life.”
My quotes (somewhat paraphrased from a 15-minute interview) were based on my research examining the role of context in determining whether someone is addicted to online gaming (and which I discussed at length last year in a previous blog). To me, the core of the issue concerning video game addiction is the extent to which excessive gaming impacts detrimentally on someone’s life. If there are no negative consequences as a result of excessive gaming, I wouldn’t class it as an addiction. However, for me, the most interesting part of the story was the intervention by the man’s father in trying to wean his son off playing video games. I’m not convinced that the father’s approach would work in general (and I’m not convinced it worked in this individual case).
The issue of online gaming addiction is a hot issue in South East Asia, and the prevalence of problematic online gaming appears to be higher in countries such as China, South Korea, Taiwan, and Singapore, than in Europe and North America. In South East Asia, there is a growing concern in relation to the need to develop treatment programs for online computer game addiction. According to one report by the Korean government, 2.4% of its population was said to be addicted to video games. The report also indicated that mental health counselling bears a heavy stigma in Korea. In one case discussed in the report, the father of a child addicted to gaming refused to acknowledge his son had a problem for three months, even though he had borrowed substantial amounts of money from family members to support his addiction. Similar accounts have also appeared in China. Reports such as these indicate cultural concerns and differences.
China introduced an anti-online gaming system and a few clinics as a response to the growing problem of excessive playing of online games there. The system allows for three hours a day of gaming without penalties, but after three hours the values of items won in the game starts to decrease. After five hours of gaming per day no experience or benefits can be accrued. This system was clearly designed by those who know ‘how to hit players where it hurts’ so to speak. However, without further details of how the program operates, it is hard to evaluate whether this would work effectively given that people might be able to create multiple accounts (with characters in each account) to get round the blocking. Such a system will also require monitoring and evaluation, and would be much less effective in countries where the government allows a greater level of personal freedom.
Press reports indicate that China’s system to curtail excessive game playing only applies to adult gamers. However the Chinese solution was predictably unpopular with gamers and led to a mass exodus from one server to another server when first implemented. The Chinese system also includes: (i) the banning teenagers from cyber-cafes, (ii) limiting online gaming sessions, (iii) boot camps, (iv) psychological counselling, and (v) electrocution. There is little detailed information about the treatment technique utilized in these therapy centres. The ‘electrocution’ technique is apparently more akin to acupuncture, but it is still hard to see how that might help. It could be that it is a type of aversive therapy where they shock players whilst they are playing computer games – but this is entirely speculative on my part.
Finally, I am a great believer that the gaming addiction treatment should be fitted to the individual although some of my recent papers with my Australian colleagues Dr. Daniel King and Dr. Paul Delfabbro (at the University of Adelaide) have recommended cognitive-behavioural therapy (which I will look at in a future blog). The cognitive-behavioural model is both better researched (though with reference to different disorders), has tried and tested therapeutic techniques, and is underpinned by a verified psychological theory. However, further research is required to establish the therapeutic efficacy of all treatment programs directed at excessive gaming.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Beranuy, M., Carbonell, X., & Griffiths, M.D. (2013). A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health and Addiction, DOI 10.1007/s11469-012-9405-2
Griffiths, M.D. (1997). Video games and clinical practice: Issues, uses and treatments. British Journal of Clinical Psychology, 36, 639-641.
Griffiths, M.D. (2008). Diagnosis and management of video game addiction. New Directions in Addiction Treatment and Prevention, 12, 27-41.
Griffiths, M.D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35-40.
Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.
Griffiths, M.D. & Meredith, A. (2009). Videogame addiction and treatment. Journal of Contemporary Psychotherapy, 39(4), 47-53.
King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2011). Assessing clinical trials of Internet addiction treatment: A systematic review and CONSORT evaluation. Clinical Psychology Review, 31, 1110-1116.
King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2012). Cognitive-behavioural approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology: In Session, 68, 1185-1195.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction: A systematic review. International Journal of Mental Health and Addiction, 10, 278-296.
Kuss, D.J. & Griffiths, M.D. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sciences, 2, 347-374.
For bidding, plan it: Can online auctions [like e-Bay] be addictive?
Back in 2007, a number of psychologists including Dr. Kimberly Young (Center for Internet Addiction Recovery, Pennsylvania, US), and myself were interviewed for a BBC news article about whether it was possible to become addicted to the online auction site eBay. In the article, Dr Young said she was seeing increasing numbers of people who were developing a problem concerning their eBay use. Dr Young claimed it was not the item bidded for on eBay itself that provided the “addictive buzz” but the excitement of bidding against others for it, and winning. She was quoted as saying that:
“eBay addicts will be there for the last few minutes of an online auction ready to outbid and bag the prize – ‘snipers’ as they are called in eBay circles. It gets more serious when eBay addicts feel a sense of accomplishment when they are the highest bidder and begin to bid on items they don’t need. Most people with eBay addiction] have financial and relationship problems. Some people come [for treatment] because they have been fired from work – doing eBay at work is not permitted, so they seek therapy after something like this happens. One woman was in debt by $400,000 and took a second mortgage out on her home and all the money from her retirement account. Her husband was furious when he found out. It does get pretty bad, with the lies to sustain the behaviour”
In an earlier 2004 paper on internet addiction published in American Behavioral Scientist, Dr. Young mentioned online auction [eBay] addiction in passing but presented no empirical evidence of its existence. The same observation was also made in a later 2009 paper by Dr. Tonino Cantelmi, and Dr. Massimo Talls in the Journal of CyberTherapy and Rehabilitation (but again in the absence empirical evidence).
So can eBay really be addictive? All addictions rely on being rewarded in some way. Sometimes the rewards are financial (you win money), social (you get praised for your behaviour), physical (you get a buzz when you do the activity) and/or psychological (the activity raises your self-esteem). As I noted in a previous blog on internet addiction, people can develop addictions to the Internet (such as chat room addictions) and have addictions on the Internet (such as online gambling addictions, online gaming addictions, online shopping addictions). In many cases, the Internet provides an easily accessible and convenient medium that people can engage in their favourite behaviour (such as looking for online pornography or playing online computer games). In a small number of cases this may become addictive.
So what about eBay addiction? Most of the cases I have come across are from press and/or non-peer reviewed reports. Dr. Kimberley Young wrote briefly about a female eBay addict (called ‘Chris’) in an unpublished paper entitled ‘Subtypes of internet addiction’ available from her website (although to be honest there was no real detail provided). In another case (reported in the popular press), a 25-year old female estate agent, Charlotte Mahoney was featured as an eBay addict in an article in The Sun. In a seven-month period she spent £5000. In her newspaper interview, Mahoney said:
“Everybody was talking about [eBay], so I logged on for a look and couldn’t believe it when I saw loads of brand new designer items up for sale. When my bid for a gorgeous Dior T-shirt was accepted I was over the moon. The second buzz came when the parcel arrived. I would bid obsessively until I got something. It was so easy but also exciting because you knew you were getting a bargain. My card details were already online so it didn’t even feel like I was really spending. In fact I avoided buying anything that required payment by cheque, because it made me feel guilty. Once I spent more than £800 in a single weekend. The fantastic feeling I got when the postman arrived with all those parcels made it worth it. Subconsciously, I must have known it was getting out of hand because I arranged for all my parcels to be sent to work just so I could smuggle them home past my boyfriend. When I finally worked out that I had spent £5,500 since last December, I felt sick. [eBay] can be dangerously addictive”.
On the face of it, there are certainly some things in this account that are suggestive of addiction but there is just not enough detail to make an informed judgment. Dr Richard Wood, one of my good friends and research colleagues was also interviewed for the BBC on eBay addiction and was reported as saying:
“The label ‘addiction’ is being over used and incorrectly applied. There is no such diagnosis as “eBay” addiction that has been incorporated into any respectable criteria. Instead people like Dr Young are adapting the criteria for substance abuse and/or pathological gambling. Of course, some people will do all kinds of activities too much if they are distracting enough to allow them to escape from their reality. I would argue that these are not bona-fide cases of addiction unless the activity itself has severe negative consequences, that the experience itself is the main driver of their behaviour, and that it affects enough people that it can be considered problematic in and of itself. eBay does not fit into that category. Furthermore, by over applying the addiction label we are in danger of both unduly scaring the public and trivializing the negative impacts of genuine addiction cases”
Empirical research into eBay addiction (and online auction addiction more generally) has begun to occur. For instance, a 2007 paper by Dr. Cara Peters and Dr. Charles Bodkin in the Journal of Retailing and Consumer Services examined problematic behaviour among online auction users. They explored (i) which consumer behaviours could be construed as problematic and potentially addictive, (ii) which of these behaviours generally reflect the core components of addiction, and (iii) and what the implications are for online auction retailers, managers, and society. Using qualitative methods, the authors identified four key themes related to eBay addiction among their small number of participants: (i) psychological distress, (ii) habitual usage, (iii) negative consequences, and (iv) dependence, withdrawal and self-regulation.
A 2008 paper by Chih-Chien Wang in the Proceedings of the Asia-Pacific Services Computing Conference examined the influence of harmonious passion and obsessive passion on online auction behaviour and online auction addiction on 322 individuals. It also investigated whether people exhibiting compulsive buying behaviour had spent more time on online auction web sites. They found that people with obsessive passion were more addicted to online auctions than those with harmonious passion, and that people with higher compulsive buying behaviour spent more time on online auctions.
Finally, a 2011 study carried out by Dr. Ofir Turel and colleagues published in the MIS Quarerly also explored online auction addiction. They reported their findings from two empirical studies of 132 and 223 eBay users (using three different operationalizations of addiction). I have to admit that I found it hard to understand what their study actually showed. They carried out various factor analyses and showed that some key factors explained significant amounts of the variance but didn’t give any insight into what these main factors were tapping into. In their own words, their results indicated that:
“The level of online auction addiction distorts the way the IT artifact is perceived. Informing a range of cognition-modification processes, addiction to online auctions augments user perceptions of enjoyment, usefulness, and ease of use attributed to the technology, which in turn influence usage intentions. Overall, consistent with behavioral addiction models, the findings indicate that users’ levels of online auction addiction influence their reasoned IT usage decisions by altering users’ belief systems. The formation of maladaptive perceptions is driven by a combination of memory-, learning-, and bias-based cognition modification processes”.
The empirical evidence on eBay addiction to date is somewhat sketchy. In the article in The Sun newspaper (mentioned above), I was asked to provide an outline of possible ‘danger signs’ that point to an unhealthy interest in eBay. If eBay addiction existed, I wrote that I would expect to see the following:
- e-Bay becomes the most important thing in the person’s life and they are totally preoccupied thinking about being on e-Bay.
- The person has built up the amount of time they have spent on e-Bay to the point where it is significantly impacting on other important activities (and preferring to engage in eBay use over other activities).
- The person experiences withdrawal symptoms when they are not on e-Bay (e.g., moodiness and irritability, anxiety, difficulty in concentrating, sweaty palms etc.).
- The person uses e-Bay as a way of modifying their mood. They either use e-Bay to get aroused (to get a buzz or a high) or they use it to tranquilize themselves (to escape or de-stress)
- The person’s e-Bay use compromises everything else in their life and affects their job, outside hobbies/interests, and relationships with partner, children, and/or friends.
I was also asked to speculate on why e-Bay might be addictive. Based on the anecdotal press and unpublished academic reports, I wrote that e-Bay use would appear to take over a very tiny minority of people’s lives. These people appear to spend vast amounts of time online in the hope of getting bargains and/or making money. Because there is a financial consequence, it would appear that many of the addictive effects and/or consequences are similar to addictive gambling. Getting a great bargain is like winning – and people want to do it again as quickly as possible. Putting an item up for sale and hardly breaking even is like losing. To eliminate the negative feelings, a person goes back onto e-Bay in the hope of feeling good again. This for some individuals may become an addictive cycle and may be a hard habit to break.
It may take some time (if ever) before online auction addiction is accepted as a genuine addiction. However, I do believe it is theoretically possible to become addicted even if the evidence at present doesn’t stand up to in-depth scrutiny.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Black, G.S. (2007). A comparison of the characteristics of eBay consumers and eBay nonconsumers. Journal of Direct, Data and Digital Marketing Practice, 9(1), 16-29.
Cantelmi, T & Talls, M. (2009). Trapped in the web: The psychopathology of cyberspace. Journal of CyberTherapy and Rehabilitation, 2, 337-350.
Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.
Griffiths, M.D. (1998). Internet addiction: Does it really exist? In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications. pp. 61-75. New York: Academic Press.
Griffiths, M.D. (2000). Internet addiction – Time to be taken seriously? Addiction Research, 8, 413-418.
Griffiths, M.D. (2010). Internet abuse and internet addiction in the workplace. Journal of Worplace Learning, 7, 463-472.
Peters, C. & Bodkin, C.D. (2007). An exploratory investigation of problematic online auction behaviors: Experiences of eBay users. Journal of Retailing and Consumer Services, 14(1), 1-16.
Soteriou, H. (2007). Can you be addicted to eBay? BBC News, July 2. Located at: http://news.bbc.co.uk/1/hi/health/6519521.stm
Turel, O., Serenko, A. & Giles, P. (2011). Integrating technology addiction and use: An empirical investigation of online auction users. MIS Quarterly, 35, 1043-1061.
Wang, C-C. (2008). The influence of passion and compulsive buying on online auction addiction. Proceedings of the Asia-Pacific Services Computing Conference (pp. 1187 – 1192). IEEE.
Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: A critical review. International Journal of Mental Health and Addiction, 4, 31-51.
Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: Does it really exist? (Revisited). In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications (2nd Edition), pp.141-163. New York: Academic Press.
Young, K. (undated). Subtypes of internet addiction. Unpublished manuscript (available at netaddiction.com)
Yong, K. (2006). What is eBay addiction, compulsive online gambling, and other types of Internet addiction? Located at: http://www.netaddiction.com/net_compulsions.htm
Young, K. S. (2004). Internet addiction: A new clinical phenomenon and its consequences. American Behavioral Scientist, 48, 402–415.