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Behavioral Sciences, Vol. 5, Pages 602-625: Testing the Predictive Validity and Construct of Pathological Video Game Use

15 Dec 2015

Behavioral Sciences, Vol. 5, Pages 602-625: Testing the Predictive Validity and Construct of Pathological Video Game Use

Behavioral Sciences doi: 10.3390/bs5040602

Authors:
Christopher Groves
Douglas Gentile
Ryan Tapscott
Paul Lynch

Three studies assessed the construct of pathological video game use and tested its predictive validity. Replicating previous research, Study 1 produced evidence of convergent validity in 8th and 9th graders (N = 607) classified as pathological gamers. Study 2 replicated and extended the findings of Study 1 with college undergraduates (N = 504). Predictive validity was established in Study 3 by measuring cue reactivity to video games in college undergraduates (N = 254), such that pathological gamers were more emotionally reactive to and provided higher subjective appraisals of video games than non-pathological gamers and non-gamers. The three studies converged to show that pathological video game use seems similar to other addictions in its patterns of correlations with other constructs. Conceptual and definitional aspects of Internet Gaming Disorder are discussed.

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