Abstract
The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems). The dimensional structure of the scale was investigated in two independent samples of adolescent gamers (N = 352 and N = 369). In both samples, a second-order factor model described our data best. The 21-item scale, as well as a shortened 7-item version, showed high reliabilities. Furthermore, both versions showed good concurrent validity across samples, as indicated by the consistent correlations with usage, loneliness, life satisfaction, social competence, and aggression.
Notes
*p = < .01;
**p = < .001.
*Included in the 7-item Game Addiction Scale.
1. A scale based on DSM criteria for “pathological gambling” might have been better labelled a “pathological gaming scale.” However, as the DSM has not yet accepted pathological gaming as a disorder, labeling self-reported behavior as an unrecognized pathology seems presumptuous. Therefore, we decided to use the most prevalent term among researchers: game addiction.