Reliability and Validity of the Behavioral Addiction Measure for Video Gaming

被引:19
作者
Sanders, James L. [1 ]
Williams, Robert J. [1 ]
机构
[1] Univ Lethbridge, Fac Hlth Sci, Lethbridge, AB T1K 3M4, Canada
关键词
GAME; DISORDER; CRITERIA; ADULTS; SCALE;
D O I
10.1089/cyber.2015.0390
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Most tests of video game addiction have weak construct validity and limited ability to correctly identify people in denial. The purpose of the present research was to investigate the reliability and validity of a new test of video game addiction (Behavioral Addiction Measure-Video Gaming [BAM-VG]) that was developed in part to address these deficiencies. Regular adult video gamers (n=506) were recruited from a Canadian online panel and completed a survey containing three measures of excessive video gaming (BAM-VG; DSM-5 criteria for Internet Gaming Disorder [IGD]; and the IGD-20), as well as questions concerning extensiveness of video game involvement and self-report of problems associated with video gaming. One month later, they were reassessed for the purposes of establishing test-retest reliability. The BAM-VG demonstrated good internal consistency as well as 1 month test-retest reliability. Criterion-related validity was demonstrated by significant correlations with the following: time spent playing, self-identification of video game problems, and scores on other instruments designed to assess video game addiction (DSM-5 IGD, IGD-20). Consistent with the theory, principal component analysis identified two components underlying the BAM-VG that roughly correspond with impaired control and significant negative consequences deriving from this impaired control. Together with its excellent construct validity and other technical features, the BAM-VG represents a reliable and valid test of video game addiction.
引用
收藏
页码:43 / 48
页数:6
相关论文
共 28 条
[1]  
[Anonymous], 2012, CAN INT US SURV
[2]  
[Anonymous], 2013, Diagnostic and statistical manual of mental disorders
[3]  
[Anonymous], 1994, AM PSYCHIATR ASSOC
[4]   Development of the Internet addiction scale based on the Internet Gaming Disorder criteria suggested in DSM-5 [J].
Cho, Hyun ;
Kwon, Min ;
Choi, Ji-Hye ;
Lee, Sang-Kyu ;
Choi, Jung Seok ;
Choi, Sam-Wook ;
Kim, Dai-Jin .
ADDICTIVE BEHAVIORS, 2014, 39 (09) :1361-1366
[5]   The Development of the Problematic Online Gaming Questionnaire (POGQ) [J].
Demetrovics, Zsolt ;
Urban, Robert ;
Nagygyoergy, Katalin ;
Farkas, Judit ;
Griffiths, Mark D. ;
Papay, Orsolya ;
Koekoenyei, Gyoengyi ;
Felvinczi, Katalin ;
Olah, Attila .
PLOS ONE, 2012, 7 (05)
[6]  
Goritz A.S., 2002, Online social sciences, P29
[7]  
Goritz A.S., 2007, The oxford handbook of internet psychology, P473
[8]   Denial in addiction: Toward an integrated stage and process model - Qualitative findings [J].
Howard, M ;
McMillen, C ;
Nower, L ;
Elze, D ;
Edmond, T ;
Bricout, J .
JOURNAL OF PSYCHOACTIVE DRUGS, 2002, 34 (04) :371-382
[9]   Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale [J].
Kim, Min Gyu ;
Kim, Joohan .
COMPUTERS IN HUMAN BEHAVIOR, 2010, 26 (03) :389-398
[10]  
King D., 2009, J CYBERTHERAPY REHAB, V2, P139