20
views
0
recommends
+1 Recommend
2 collections
    0
    shares
      • Record: found
      • Abstract: found
      • Article: found
      Is Open Access

      Measures of behavioral function predict duration of video game play: Utilization of the Video Game Functional Assessment – Revised

      research-article

      Read this article at

      ScienceOpenPublisherPMC
      Bookmark
          There is no author summary for this article yet. Authors can add summaries to their articles on ScienceOpen to make them more accessible to a non-specialist audience.

          Abstract

          Background

          Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g., pathological gambling).

          Aims

          Further work is required to better understand IGD. One potential avenue of investigation is IGD’s relationship to the primary reinforcing behavioral functions. This study explores the relationship between duration of video game play and the reinforcing behavioral functions that may motivate or maintain video gaming.

          Methods

          A total of 499 video game players began the online survey, with complete data from 453 participants (85% white and 28% female), were analyzed. Individuals were placed into five groups based on self-reported hours of video gaming per week, and completed the Video Game Functional Assessment – Revised (VGFA-R).

          Results

          The results demonstrated the escape and social attention function were significant in predicting duration of video game play, whereas sensory and tangible were not significant.

          Conclusion

          Future implications of the VGFA-R and behaviorally based research are discussed.

          Related collections

          Most cited references42

          • Record: found
          • Abstract: not found
          • Article: not found

          The Michigan alcoholism screening test: the quest for a new diagnostic instrument.

          M L Selzer (1971)
            Bookmark
            • Record: found
            • Abstract: found
            • Article: not found

            How can we conceptualize behavioural addiction without pathologizing common behaviours?

            Following the recent changes to the diagnostic category for addictive disorders in DSM-5, it is urgent to clarify what constitutes behavioural addiction to have a clear direction for future research and classification. However, in the years following the release of DSM-5, an expanding body of research has increasingly classified engagement in a wide range of common behaviours and leisure activities as possible behavioural addiction. If this expansion does not end, both the relevance and the credibility of the field of addictive disorders might be questioned, which may prompt a dismissive appraisal of the new DSM-5 subcategory for behavioural addiction. We propose an operational definition of behavioural addiction together with a number of exclusion criteria, to avoid pathologizing common behaviours and provide a common ground for further research. The definition and its exclusion criteria are clarified and justified by illustrating how these address a number of theoretical and methodological shortcomings that result from existing conceptualizations. We invite other researchers to extend our definition under an Open Science Foundation framework.
              Bookmark
              • Record: found
              • Abstract: found
              • Article: not found

              Problematic video game use: estimated prevalence and associations with mental and physical health.

              A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.
                Bookmark

                Author and article information

                Journal
                jba
                JBA
                Journal of Behavioral Addictions
                J Behav Addict
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                26 December 2017
                December 2017
                : 6
                : 4
                : 572-578
                Affiliations
                [ 1 ] Yale School of Medicine , New Haven, CT, USA
                [ 2 ] Nottingham Trent University , Nottingham, UK
                [ 3 ] Northern Illinois University , DeKalb, IL, USA
                [ 4 ] Southern Illinois University , Carbondale, IL, USA
                Author notes
                [* ]Corresponding author: Frank D. Buono, PhD; Department of Psychiatry, Yale School of Medicine, 495 Congress Ave, New Haven 06519, CT, USA; Phone: +1 203 285 2716; Fax: +1 203 781 4681; E-mail: Frank.buono@ 123456yale.edu
                Article
                10.1556/2006.6.2017.084
                6034941
                29280397
                9df680d7-05df-4eb1-83f3-591ce3aea37d
                © 2017 The Author(s)

                This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited.

                History
                : 23 July 2017
                : 20 October 2017
                : 24 November 2017
                : 03 December 2017
                Page count
                Figures: 0, Tables: 1, Equations: 0, References: 41, Pages: 7
                Funding
                Funding sources: None.
                Categories
                FULL-LENGTH REPORT

                Evolutionary Biology,Medicine,Psychology,Educational research & Statistics,Social & Behavioral Sciences
                functional assessment,Internet gaming disorder,VGFA-R,video games

                Comments

                Comment on this article