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Testing the Predictive Validity and Construct of Pathological Video Game Use
Christopher L Groves1, Douglas Gentile2, Ryan L Tapscott3
1Department of Psychology, Iowa State University, W112 Lagomarcino Hall, Ames, IA 50011, USA. cgroves@iastate.edu.
Abstract:
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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