This article appeared in a journal published by Elsevier. The attached
copy is furnished to the author for internal non-commercial research
and education use, including for instruction at the authors institution
and sharing with colleagues.
Other uses, including reproduction and distribution, or selling or
licensing copies, or posting to personal, institutional or third party
websites are prohibited.
In most cases authors are permitted to post their version of the
article (e.g. in Word or Tex form) to their personal website or
institutional repository. Authors requiring further information
regarding Elsevier’s archiving and manuscript policies are
encouraged to visit:
http://www.elsevier.com/authorsrights
Author's personal copy
Computers in Human Behavior 29 (2013) 2150–2155
Contents lists available at SciVerse ScienceDirect
Computers in Human Behavior
journal homepage: www.elsevier.com/locate/comphumbeh
Gaming addiction, definition and measurement: A large-scale empirical
study
Marloes L.C. Spekman a,b,⇑, Elly A. Konijn a,b,1, Peter H.M.P. Roelofsma c,1, Mark D. Griffiths d,2
a
Dept. of Communication Science, VU University Amsterdam, The Netherlands
Centre for Advanced Media Research Amsterdam (CAMeRA), VU University Amsterdam, The Netherlands
c
Dept. of Sociology and dept. of Computer Science, VU University Amsterdam, The Netherlands
d
Psychology Division, Nottingham Trent University, United Kingdom
b
a r t i c l e
i n f o
Article history:
Keywords:
Game exposure
Video gaming addiction
Pathological gaming
Adolescents
MMPI-2
Substance abuse
a b s t r a c t
Although the general public appears to have embraced the term ‘videogame addiction’, the scientific
debate as to whether ‘gaming addiction’ can actually be considered an addiction similar to substance
addictions of DSM-IV is still unsettled. To date, research on gaming addiction has focused on problematic
behavior from the gaming activity itself and there has been little empirical research related to pathological personality patterns that usually are associated with substance addictions. Therefore, the current
study examined how game exposure and ‘problematic gaming behavior’ are related to personality patterns associated with addiction by means of the Minnesota Multiphasic Personality Inventory-2
(MMPI-2). A large-scale survey study was performed among 1004 adolescent boys (age-range 11–18,
M = 14.18, SD = 1.36) measuring problematic gaming behavior, physical game-related symptoms, gaming
behavior and three MMPI-2 subscales measuring personality patterns usually associated with substance
addiction (MAC-R, APS, AAS). Results showed that problematic gaming and physical symptoms were positively related to all MMPI-2 subscales, while game exposure was not related to the indirect measures of
addictive personality patterns (i.e., MAC-R, APS). Thus, problematic gaming should be clearly distinguished from high game exposure. High game exposure merely indicates enthusiasm for some although
it may be psychopathological for others.
Ó 2013 Elsevier Ltd. All rights reserved.
1. Introduction
In his recent book ‘Unplugged: My Journey into the Dark World of
Video Game Addiction’, former videogame addict and university
professor Ryan van Cleave describes how he almost lost everything
as his life became consumed by online gaming. On the verge of
committing suicide he attempted to break his deleterious habits,
only to find himself with heavy withdrawal symptoms as a drug
addict trying to wean off from drugs. The story of Van Cleave,
who was born as Ryan G. Anderson but changed his name in tribute to his World of Warcraft arena team, is one of many that is frequently cited by the media.
While the mass media and the general public seem to have accepted terms like ‘videogame addict’ and ‘gaming addict’ referring
to individuals who play videogames for a long time, the scientific
⇑ Corresponding author. Address: De Boelelaan 1105, 1081 HV, Amsterdam, The
Netherlands. Tel.: +31 20 598 7101; fax: +31 20 598 3733.
E-mail addresses: m.l.c.spekman@vu.nl (M.L.C. Spekman), elly.konijn@vu.nl (E.A.
Konijn), p.h.m.p.roelofsma@vu.nl (P.H.M.P. Roelofsma), mark.griffiths@ntu.ac.uk
(M.D. Griffiths).
1
Address: De Boelelaan 1105, 1081 HV, Amsterdam, The Netherlands.
2
Address: Burton Street, Nottingham, Nottinghamshire NG1 4BU, United Kingdom.
0747-5632/$ - see front matter Ó 2013 Elsevier Ltd. All rights reserved.
http://dx.doi.org/10.1016/j.chb.2013.05.015
world is still debating definitions and parameters of ‘gaming addiction’. One question is the extent to which gaming for hours on end
can be considered a healthy enthusiasm, or whether it is indicative
of an addictive mental disorder. The media may be right, but
empirical evidence is still lacking. The present study aims to provide such empirical evidence. It examines whether so much gaming can be indicative of a psychiatric disorder similar to those
described in the Diagnostic and Statistical Manual of Mental Disorders (DSM-IV-TR, American Psychiatric Association [APA], 2000)
or similar to the mental and behavioral disorders in the International Classification of Diseases (ICD-10, World Health Organization
[WHO], 1994). The study examines how current practices in defining and measuring ‘gaming addiction’ relate to clinical personality
assessment methods associated with substance dependence. Mental disorders and gaming addiction are discussed and tested in the
framework of the Minnesota Multiphasic Personality Inventory-2
(MMPI-2).
Research shows that adolescent boys spend increasing amounts
of time playing videogames (over 1 h a day on average and up to
13 h per week, Gentile, Lynch, Ruh Linder, & Walsh, 2004; Swing,
Gentile, Anderson, & Walsh, 2010). Videogames appear to be especially attractive to boys (Durkin & Barber, 2002; Sublette & Mullan,
Author's personal copy
M.L.C. Spekman et al. / Computers in Human Behavior 29 (2013) 2150–2155
2012) although this may be because most videogames are designed
by males for other males (Griffiths, 2008a). Studies have shown
that gaming may positively affect physical wellbeing as well as social aspects of life (Cole & Griffiths, 2007; Durkin & Barber, 2002).
Reviews of videogame playing have also reported detrimental effects for players who appear to play excessively (Konijn, Nije
Bijvank, & Bushman, 2007; Kuss & Griffiths, 2012; Sublette &
Mullan, 2012). The topic that arguably generates the most
comments, critique and debate is that of gaming addiction.
Consequently, scholars in the field started using different terms,
such as pathological gaming, videogame addiction, videogame
dependence, and problematic game playing (Griffiths & Meredith,
2009; Lemmens, Valkenburg, & Peter, 2009), and often failed to
explicitly define the term of choice (Seok & DaCosta, 2012), which
further complicates the debate.
The debate highlights the importance of clearly distinguishing
between the motivations of overly enthusiastic gaming and overly
addictive gaming (Gentile, 2009; Griffiths & Meredith, 2009; Kuss
& Griffiths, 2012; Lemmens, Valkenburg, & Peter, 2011a). Playing
games a lot may not be problematic for all gamers, whereas addiction is always detrimental for the player involved (Gentile, 2009;
Kuss & Griffiths, 2012): ‘‘Healthy excessive enthusiasms add to life,
whereas addictions take away from it’’ (Griffiths & Meredith, 2009,
p. 247). Thus, problems and negative consequences experienced
due to playing a lot of games appear to distinguish healthy from
unhealthy motivations. Others argue that experiencing problems
from playing a lot is not enough to diagnose the gaming behavior
as an addiction (Blaszczynski, 2008; Wood, 2008a). A longitudinal
study showed that problematic behavior accompanying the high
game exposure may be short-term for some gamers (Gentile
et al., 2011). However, they also found that most gamers defined
as pathological gamers remained at pathological levels for years.
Griffiths (2005, 2008b) argues that there are six psychological
components to any addiction, which when applied to gaming are:
(1) salience (i.e., gaming dominates thoughts, feelings and behavior); (2) mood modification (i.e., gaming is used as a coping strategy,
to change mood); (3) tolerance (i.e., needing to play games longer to
achieve similar levels of mood modification); (4) withdrawal symptoms (i.e., feeling psychologically or physically unpleasant when
unable to play); (5) conflict (i.e., inter- and/or intrapersonal conflict
caused by the gaming behavior); and (6) relapse (i.e., falling back to
old game play patterns after a period of abstinence). These six components largely coincide with the criteria for substance dependence
in both the DSM-IV-TR (APA, 2000) and the ICD-10 (WHO, 1994).
These six components have formed the basis for Griffiths’ (2008b)
problematic gaming behavior scale, which has been used in the
current study to relate psychological problems originating from
gaming behavior to game exposure, and also to measures of personality as often associated with substance dependence.
According to Charlton and Danforth (2007), some of the criteria
proposed by Griffiths (2005, 2008b) are more peripheral, while
others are core criteria in determining gaming addiction. Their core
criteria consist of conflict, relapse, (behavioral) salience, and withdrawal, while the peripheral criteria consist of (cognitive) salience,
mood modification, and tolerance (Seok & DaCosta, 2012). Using
this approach, they found that many gamers did meet the peripheral criteria, but not the core criteria. Among the gamers who met
the core criteria, a large majority (84.6%) also met the peripheral
criteria. Charlton and Danforth (2007) concluded that these core
criteria can be used to distinguish the highly engaged gamers from
the addicted gamers. In addition, they found that the latter group
spent significantly more time on games than the previous group.
A not unrelated issue in the debate concerns the question
whether addiction is a primary or secondary problem. For instance,
Wood (2008b) recognizes that some gamers play a lot and consequently experience problems, but argues that the gaming behavior
2151
itself may not be the cause of the problems, rather a symptom of
other pre-existing problems such as bullying or trouble with emotion regulation. This seems to be supported by the finding that
lower self-esteem, lower social competence, and higher loneliness
are risk factors for pathological gaming (Lemmens, Valkenburg, &
Peter, 2011b). Griffiths (2008c) contests this view. He argues that
for many alcoholics and drug addicts their behavior also is symptomatic of other underlying problems that existed prior to the
addiction, which is known as secondary addiction in the addiction
literature. Furthermore, Gentile et al. (2011) have provided some
evidence that pathological gaming may also be a primary problem,
leading to depression, anxiety and social phobia instead of being a
consequence thereof (similar findings for pathological internet use
have been found; Lam & Peng, 2010). Despite this difference between primary and secondary addictions, the resulting behavior
is nonetheless addiction (Griffiths, 2008c).
The discussion about gaming addiction is part of a wider debate
on the comparison between traditional chemical addictions (such
as those involving alcohol, nicotine, and other drugs) and behavioral addictions that do not involve the ingestion of a psychoactive
substance (such as gambling, gaming, sex, and exercise). Currently,
both the DSM-IV-TR (APA, 2000) and the ICD-10 (WHO, 1994) have
enlisted substance dependence and substance abuse (or harmful
use) under the category of substance use disorders. However, these
terms are limited to addictions involving substances. Many academics argue that other (non-chemical) behaviors may also be
addictive (Griffiths, 2005; Griffiths & Meredith, 2009; Shaffer
et al., 2004), and these kinds of behavioral addictions have therefore often been referred to as non-chemical (behavioral)
addictions.
This ongoing debate on defining addiction highlights the need
for empirical evidence demonstrating whether playing video
games a lot can be addictive in a similar way as substance addiction. Recent (fMRI) studies have shown that similar neural processes take place in both substance addicts and online gaming
addicts, and the experiences of both groups appear very similar
(Ko et al., 2009; Thalemann, Wölfling, & Grüsser, 2007). Moreover,
increased activity was recorded in the brain of gaming addicts in
areas that are usually associated with substance addictions. However, to provide a definitive answer to the question, scholars suggest that the behavioral ‘addicts’ need to be compared to known
and established clinical criteria for substance addictions (Griffiths,
2005; Griffiths, 2010; Griffiths & Meredith, 2009). The current
study adds to this by examining whether ‘gaming addicts’ display
similar pathological personality structures to substance addicts.
The Minnesota Multiphasic Personality Inventory-2 (MMPI-2) is
the most widely used clinical screening instrument for assessing
psychopathology and maladaptive personalities (Rouse, Butcher, &
Miller, 1999; Van der Heijden, Egger, & Derksen, 2008). The full
MMPI-2 consists of 567 items, based on a so-called criterion keying
method. This personality inventory is widely acknowledged and has
the advantage over earlier personality inventories because it is less
sensitive to socially desirable answering patterns and less dependent on face validity (Friedman, Lewak, Nichols, & Webb, 2001).
From the MMPI-2 item pool, a number of subscales have been derived with limited numbers of items among which subscales that
discriminate between substance abusers and non-abusers as well
as between substance abusers and those suffering from other mental disorders. Three subscales specifically tap into personality patterns associated with substance abuse (Rouse et al., 1999).
The oldest subscale is the MacAndrew Alcoholism Scale-Revised
(MAC-R, MacAndrew, 1965). Even though MacAndrew originally
created the scale to detect alcoholism, there is substantial evidence
that drug abusers and pathological gamblers are in the same range
as alcoholics on the MAC-R. MAC-R is also referred to as a measure
of addiction proneness or increased risk of substance abuse rather
Author's personal copy
2152
M.L.C. Spekman et al. / Computers in Human Behavior 29 (2013) 2150–2155
than a substance abuse detection scale (e.g., Friedman et al., 2001;
Rouse et al., 1999). One of the strengths of the MAC-R is that items
that clearly related to substance abuse were excluded. Due to this
low face validity, the scale is virtually insensitive to the denial of
substance abuse problems (Miller, Shields, Campfield, Wallace, &
Weiss, 2007). Therefore, the MAC-R is appropriate for the present
study as the scale offers a subtle and indirect measure of a personality pattern often associated with addiction, while being virtually
resistant to denial.
A second MMPI-2 subscale used in the present study is the Addiction Potential Scale (APS, Weed, Butcher, McKenna, & Ben-Porath,
1992), which was designed to identify ‘‘personality characteristics
and lifestyle patterns that are associated with alcohol and drug
abuse’’ (Weed et al., 1992, pp. 390–391). In line with the development of the MAC-R, items that obviously referred to substance abuse
were excluded from the APS (Friedman et al., 2001; Miller et al.,
2007; Weed et al., 1992). The APS differs from the MAC-R in that
the first assesses risk of substance abuse on the basis of general psychological distress, while the latter assesses that risk on the basis of
antisocial and impulsive personality patterns (Rouse et al., 1999).
To complement the MAC-R and APS, the Addiction Acknowledgment Scale (AAS, Weed et al., 1992) was included. In contrast to the
two scales described above, the AAS was specifically intended to
tap into the willingness to admit substance abuse. Comparisons
of the different substance abuse scales have quite consistently
shown that the AAS outperforms both the MAC-R and the APS in
discerning between substance abusers and non-abusers (Clements
& Heintz, 2002; Rouse et al., 1999; Weed et al., 1992).
Thus, well-established measures to assess maladaptive personality patterns associated with substance abuse were related to
measures of video game exposure and problematic gaming behavior to address the extent to which playing a lot of video games can
be conceptualized as an addiction. We expected that problematic
gaming was at least moderately related to these personality patterns. Furthermore, we expected that game exposure as such did
not relate to these personality patterns. Finally, on the basis of
the work by Charlton and Danforth (2007), we expected that game
exposure and problematic gaming behavior would be related. Given the prevalence and popularity of playing videogames among
adolescent boys, the current study was limited to adolescent boys
as the most appropriate target sample for further investigation.
2. Method
2.1. Participants and design
A survey study among 1004 adolescent boys (age-range 11–
18 years; M = 14.18, SD = 1.36; response rate 96.17%) was conducted, sampling 14 different secondary schools located in both
rural and urban areas throughout the Netherlands. Educational
ability levels (cf. IQ; Nije Bijvank, Konijn, & Bushman, 2012) varied
and the large majority of participants had a Caucasian background.
Most boys reported playing games (97.41%), while a minority
(2.59%) indicated they never played videogames.
2.2. Procedure
The study has been approved by the Institutional Review Board
and was conducted at secondary schools. Consent for study participation was retrieved from school authorities, teachers, and parents. Only one parent refused their child’s participation. Upon
entering a classroom, participants were asked to answer the questions privately. Anonymity and confidentiality of answers were ensured. Participants could withdraw from the study at any time.
Completing the questionnaire took 20–30 min. Finally, participants
were debriefed and thanked.
2.3. Measures
All measures, except game exposure, comprised multiple statements with dichotomous answering options to indicate to which
extent each item fitted the participant (‘yes’/‘no’). In line with
common practices in applying the MMPI-2, and for purposes of
analysis, all ‘no’ answers were scored ‘0’ and all ‘yes’ answers were
scored ‘1’. The MMPI-2 is a highly standardized personality inventory that is generally used by therapists for assessing psychopathology in clinical practice using such a scoring and scaling
profile method (Rouse et al., 1999; Weed et al., 1992).
Problematic gaming behavior was measured by six of the items
from Griffiths’ (2008b) checklist, that largely overlaps the six psychological components of addictions presented by Griffiths (2005).
Items were simplified for the adolescent boys (e.g., ‘‘I often play 3–
4 h on end when I play a game’’). Summing item scores created a
scale-score (range 0–6), with higher scores indicating higher levels
of game-related behavioral problems.
Physical symptoms were measured by simplifying the seven
physical symptoms presented by Griffiths (Griffiths, 2008b;
Griffiths & Meredith, 2009). The word ‘game’ itself was not
mentioned in any of these items (e.g., ‘‘I often have back aches’’;
‘‘I regularly skip meals’’). Summing scores formed a scale-variable
(range 0–7). Almost half of the participants indicated not experiencing any of the physical complaints, resulting in a relatively
low mean (M = 1.12, SD = 1.28).
The MacAndrew Alcoholism Scale-Revised (MAC-R, MacAndrew,
1965) was included as an indirect measure of addiction proneness,
consisting of 49 items. Given our target group, two items were simplified (e.g., ‘‘I have had problems with the police or a judge’’; ‘‘I
sometimes get the feeling that I leave my body and can see myself’’). After reverse-coding 11 items, scores were summed. Participants’ actual scores ranged from 8 to 34 (M = 19.88; SD = 4.11).
The Addiction Potential Scale (APS, Weed et al., 1992) was included in the study as a complementary scale to the MAC-R, as it
assesses general risk for addiction via a different personality pathway (Rouse et al., 1999). The APS comprises 39 items (e.g., ‘‘Sometimes, my mind seems to work slower than usual’’; ‘‘Most people
are honest, mainly because they are scared to get caught’’). After
reverse-coding 16 items, scores were summed (range 10–30;
M = 20.45; SD = 3.54).
The Addiction Acknowledgment Scale (AAS, Weed et al., 1992)
was included as an obvious and face valid measure of the respondent’s willingness to admit addiction. Of the 13 items of the original scale, nine pertained specifically to drugs or alcohol, and thus
the words alcohol and drugs were replaced by ‘gaming’ (e.g., ‘‘Only
when I play a game, I can really be myself’’; ‘‘After a bad day, I usually need to play a game to relax’’). After reverse-coding three
items, scores were summed (range 0–11; M = 4.39; SD = 2.18).
Game exposure was measured by asking participants how many
hours per week they played videogames. Game exposure ranged
from 0.5 h to 76 h a week (M = 10.56, SD = 10.31), which is in the
same range as findings reported in other studies (Griffiths,
2008a; Willoughby, 2008).
Preferred gaming mode was measured by asking respondents
whether they preferred to play games offline or online.
Finally, several demographics questions were included (e.g., age,
education).
3. Results
Problematic gaming status was established on the basis of Griffiths’ (2008b) guidelines that answering ‘yes’ to more than four
items of the problematic gaming behavior scale indicated problematic gaming behavior (such cut-off scores are only available for
Author's personal copy
2153
M.L.C. Spekman et al. / Computers in Human Behavior 29 (2013) 2150–2155
Table 1
Correlations between problematic gaming behavior (PGB), physical symptoms (PS),
the MacAndrew Alcoholism Scale-Revised (MAC-R), the Addiction Potential Scale
(APS), the Addiction Acknowledgment Scale (AAS), game exposure (GE), and preferred
gaming mode (PGM).
PGB
PS
MAC-R
APS
AAS
GE
PGM
PGB
PS
MAC-R
–
.14**
.12**
.17**
.65**
.51**
.23**
–
.27**
.29**
.27**
.05
.06
–
.52**
.30**
.02
.08*
APS
–
.25**
<.01
.05
AAS
GE
Table 2
Means and standard deviations for the univariate main effects of problematic gamer
status on the MacAndrew Alcoholism Scale-Revised (MAC-R), the Addiction Potential
Scale (APS), and the Addiction Acknowledgment Scale (AAS).
PGMa
MAC-R
APS
AAS
–
.40**
.22**
*
–
.25**
Problematic gamers
Non-problematic gamers
M
SD
M
SD
F*
p
g2p
21.47
21.52
6.98
4.47
3.20
2.08
19.74
20.35
4.15
4.04
3.55
2.03
14.13
8.68
152.20
<.001
<.01
<.001
.01
.01
.13
Degrees of freedom for all factors are (1, 1002).
–
*
p < .05.
**
p < .01.
a
Preference for playing offline or online, coded as offline = 0, online = 1.
Griffiths’ scale and the MAC-R). In the current study, this resulted
in 86 boys (8.57%) being classified as problematic gamers, with
the remaining 918 boys (91.43%) being classified as non-problematic gamers. Regarding the MAC-R, MacAndrew suggested a cut-off
score of 24 items answered with ‘yes’. That is, participants with a
MAC-R score higher than 24 are more likely to have an addictive
personality than others (Friedman et al., 2001). Based on this
cut-off score, in the current study, 14.14% of the adolescent boys
showed a MAC-R score indicating an addictive personality, while
the remaining 85.86% of the total sample was not. Thus, the
MAC-R score revealed a larger group of ‘gaming addicts’ than Griffiths’ problematic behavior scale.
Next, the relationships between the different scales were analyzed, following the guidelines provided by Cohen (1992): r’s between .10 and .30 were considered small effects, r’s between .30
and .50 were considered medium effects, and r’s larger than .50
were considered large effects. The correlation matrix (Table 1)
showed that most correlations were positive and significant at
the .01-level, the exceptions being related to game exposure and
preferred gaming mode. Problematic gaming behavior was found
to correlate strongly with the Addiction Acknowledgment Scale
(AAS) and game exposure. Small correlations were found between
problematic gaming behavior and preferred gaming mode, and the
more indirect measures of addictive personality (MAC-R and APS).
Small correlations were also found for physical symptoms and all
three MMPI-2 subscales, while these symptoms were unrelated
to game exposure and preferred gaming mode. Between the
MMPI-2 subscales (MAC-R, APS and AAS), small to strong correlations were found. Finally, a moderate correlation was found between game exposure and the AAS, and small correlations were
found between preferred gaming mode, the AAS, and game
exposure.
Next, a multivariate analysis of variance (MANOVA) was performed to check whether problematic gamers (based on the cutoff score in Griffiths, 2008b) differed from non-problematic gamers
in their scores on the MAC-R, APS, and AAS. Multivariate tests revealed a significant main effect, Wilk’s k = .87, F(3,1000) = 50.67,
p < .001, g2p =.13. Univariate F-tests (Table 2) showed that the boys
who were classified as problematic gamers scored significantly
higher on all three scales than non-problematic gamers.
Finally, a check was made as to whether these differences
would remain when other variables were controlled for, including
game exposure, preferred gaming mode, and age. Therefore, a multivariate analysis of covariance (MANCOVA) was performed to see
3
Because the questions about preferred gaming mode and game exposure were not
mandatory for participants who indicated that they were not gamers, the N in the
MANCOVA is lower than the N reported in earlier analyses, resulting in slightly
different degrees of freedom and means.
Table 3
Multivariate effects for problematic gaming behavior and the covariates game
exposure, preferred gaming mode, and age on the 3 MMPI-2 subscales.
Problematic gaming behavior
Game exposure
Preferred gaming mode
Age
*
Wilk’s k
F*
p
g2p
.93
.89
.98
.98
22.30
37.80
6.61
7.55
<.001
<.001
<.001
<.001
.07
.11
.02
.03
Degrees of freedom for all factors are (3, 883).
whether problematic and non-problematic gamers differed while
controlling for the above mentioned variables, which were entered
as covariates3. Multivariate tests showed significant effects for all
three covariates on the dependents, while the multivariate effect
for problematic gaming behavior remained intact as well (see
Table 3).
Univariate F-tests further supported that the main effects of
problematic gaming behavior on the MAC-R, APS, and AAS remained intact when game exposure, preferred gaming mode, and
age were controlled for (see Table 4). Boys classified as problematic
gamers were found to have significantly higher scores than the
other boys on the MAC-R, APS, and AAS, even when controlling
for their game exposure, preferred gaming mode, and age. With regard to the covariates, the univariate F-tests (Table 5) showed that
game exposure and preferred gaming mode significantly affected
MAC-R and AAS scores, but not APS scores. In contrast to this,
age did not significantly affect AAS scores, but did significantly
and positively affect APS and MAC-R scores.
4. Discussion
The primary aim of the current study was to examine whether
playing video games a lot can be considered an addiction in terms
of pathological behavior, or whether these are unrelated and playing a lot should just be considered high enthusiasm for playing
games. Therefore, a large scale survey among adolescent boys
was performed in which problematic gaming behavior and game
exposure were related to three well-established MMPI-2 substance
abuse subscales, namely the MacAndrew Alcoholism Scale-Revised, the Addiction Potential Scale, and the Addiction Acknowledgment Scale.
The study’s findings indicate that problematic (psychological)
gaming behavior and physical symptoms were each positively related to the three substance abuse personality scales of the
MMPI-2. This appears to indicate that problematic gaming and
physical symptoms are associated with personality patterns also
found in substance addicts. Furthermore, the relatively weak relationship between game exposure and physical symptoms, and the
somewhat stronger relationship between these symptoms and
problematic behavior from gaming, appear to suggest that physical
complaints are not necessarily related to playing for many hours
on end. Rather, the physical game-related symptoms appear to
Author's personal copy
2154
M.L.C. Spekman et al. / Computers in Human Behavior 29 (2013) 2150–2155
Table 4
Means and standard deviations for the univariate effects of problematic gaming behavior on the MacAndrew Alcoholism Scale-Revised (MAC-R), the Addiction Potential Scale
(APS), and the Addiction Acknowledgment Scale (AAS) when controlling for game exposure, preferred gaming mode, and age.
Problematic gamers
MAC-R
APS
AAS
*
Non-problematic gamers
M
SD
M
SD
21.33
21.54
7.07
4.51
3.24
2.07
19.73
20.30
4.28
3.90
3.47
2.02
p
g2p
17.80
11.86
63.06
<.001
<.01
<.001
.02
.01
.07
Degrees of freedom for all factors are (1, 885).
Table 5
Univariate effects of the covariates game exposure, preferred gaming mode and age
on the MacAndrew Alcoholism Scale-Revised (MAC-R), the Addiction Potential Scale
(APS), and the Addiction Acknowledgment Scale (AAS).
*
F*
F*
p
g2p
Game exposure
MAC-R
APS
AAS
8.86
2.13
76.20
.003
.15
<.001
.01
<.01
.08
Preferred gaming mode
MAC-R
APS
AAS
8.68
2.23
16.66
.003
.14
<.001
.01
<.01
.02
Age
MAC-R
APS
AAS
9.82
19.56
<1
.002
<.001
.93
.01
.02
<.01
Degrees of freedom for all factors are (1, 885).
be related to the psychological issues these boys experience from
their problematic gaming behavior.
Furthermore, results showed that game exposure was related to
problematic gaming behavior as well as to the Addiction Acknowledgment Scale, but it was not related to the two indirect measures
of addictive personality patterns (i.e., MAC-R and APS). Thus, in line
with Charlton and Danforth (2007), the boys who displayed problematic gaming behavior usually spent more time on games than
those who do not display such behavior. However, the lack of a
relationship between game exposure and the MAC-R and the APS
indicates that playing a lot is not necessarily related to personality
patterns usually associated with addiction, which adds to our
existing knowledge about the nature of gaming addiction. The fact
that there is no relationship between game exposure and the indirect measures of addictive personality patterns supports the line of
reasoning brought forth by Griffiths (2010) that playing a lot does
not always equate to pathological and/or addictive gaming. Likewise, this finding supports Gentile’s (2009) argument that pathological gaming is not isomorphic with high video game exposure.
Thus, even though they are related, high game exposure and pathological gaming are clearly distinct concepts, and addictive gaming
behavior can thus not be simply defined by high game exposure.
Are the popular media not right then? Well, there is something
like pathological gaming addiction. But it is not playing video
games a lot that is the only cause for concern. The present study
showed that the relationship with personality patterns as found
in addicts (i.e., a real cause for worry) was merely found for those
with problematic gaming behavior. Thus, the current study supports Wood’s argument that game exposure alone ‘‘does not constitute ground for labeling the behavior an addiction’’ (Wood,
2008b, p. 171).
The current study’s findings suggest that gaming may indeed be
addictive in a similar sense as alcohol and other drugs, thereby
supporting Griffiths’ viewpoint that activities other than taking a
substance may also be addictive (Griffiths, 2005). Furthermore,
the current study adds to the existing commonalities and similarities between substance use disorders and activities such as
pathological gambling (Grüsser, Thalemann, & Griffiths, 2007;
Potenza, 2006) and pathological gaming (Ko et al., 2009; Kuss &
Griffiths, 2012; Thalemann et al., 2007). As the number of
similarities between chemical and non-chemical addictions expands, it becomes more likely that there is indeed one psychological process underlying various, if not all, addictions; chemical as
well as non-chemical (Kuss & Griffiths, 2012; Wood, 2008a,b).
Thus, videogaming is not inherently addictive but may be expressed as pathological gaming in personalities sensitive to
addiction.
Our findings show that the percentage of gamers suffering from
personality patterns related to addiction is 14.14% based on problematic MAC-R-levels and 8.57% based on problematic behavior
from gaming. These percentages are in the same range as prevalence estimates for pathological gaming in related studies (Gentile,
2009; Gentile et al., 2011; Grüsser et al., 2007; Hussain & Griffiths,
2009; Lemmens et al., 2009) and other chemical and non-chemical
addictions (Sussman, Lisha, & Griffiths, 2011).
However, the study’s survey design cannot establish causality.
Most studies in this line of research have not established the direction of the relationships between game exposure and other variables. Recently, longitudinal studies provided initial evidence that
pathological gaming leads to outcomes such as depression, anxiety,
and social phobia (Gentile et al., 2011; like pathological internet
use; Lam & Peng, 2010). However, more longitudinal studies are
needed. Inclusion of the MMPI-2 addiction measures in future research may further provide valuable insights into addiction-related
personality patterns and highly engaged gaming behavior.
Currently, the DSM-IV-TR (APA, 2000) and the ICD-10 (WHO,
1994) do not include criteria for pathological gaming or gaming
addiction, nor does the proposed revised DSM-V (APA, n.d.). In
the DSM-IV-TR, pathological gambling was clearly separated from
chemical addictions, as it was initially categorized under ‘impulse
control disorders’ while chemical addictions were categorized under ‘substance use disorders’. For the envisioned DSM-V, the APA
has proposed to rename the category ‘substance use disorders’ to
‘substance use and addictive disorders’, thereby opening up the
possibility to include both chemical as well as non-chemical addictions and move pathological gambling to this new category (APA,
n.d.). In considering internet addiction (including online gaming)
for inclusion in this new category, APA concluded in 2010 that
present empirical evidence was not sufficient to warrant inclusion
(APA, 2010). The findings presented in this paper as well as recent
empirical studies (Gentile et al., 2011) warrant a reconsideration of
including pathological gaming in the DSM-V.
Even though questions still remain about the nature of nonchemical (behavioral) addictions, the current study suggests that
behavioral addictions may originate from psychological processes
similar to substance addictions (Shaffer et al., 2004). It is valuable
putting more effort into understanding this process instead of
debating its existence. In sum, the present study showed that gaming addiction goes beyond mere high game exposure and some gamers may display personality patterns that are usually associated
with substance addiction. Thus, while some game players can
Author's personal copy
M.L.C. Spekman et al. / Computers in Human Behavior 29 (2013) 2150–2155
indeed be diagnosed as addicted in terms of pathological behavior,
researchers need to be careful in whom are classified as addicted.
Acknowledgments
Part of this project has been carried out in the SELEMCA project
within CRISP (grant number NWO 646.000.003), led by Johan F.
Hoorn at the dept. of Communication Science at the VU University
Amsterdam. We would like to express our gratitude to the adolescents who generously participated in our research as well as their
parents, teachers, and school authorities. Furthermore, we are very
grateful to Jolanda Veldhuis, Tinca van der Bom and their students
who participated in additional data collection.
References
American Psychiatric Association (2000). Diagnostic and statistical manual of mental
disorders (Revised 4th ed. [DSM-IV]). Washington, DC: Author.
American Psychiatric Association (2010). APA announces draft diagnostic criteria
for DSM-5: New proposed changes posted for leading manual of mental
disorders.
<www.dsm5.org/Newsroom/Documents/Diag%20%20Criteria%20
General%20FINAL%202.05.pdf>, (retrieved 20.09.11).
American Psychiatric Association (n.d.). Substance use and addictive disorders.
<http://www.dsm5.org/proposedrevision/Pages/
SubstanceUseandAddictiveDisorders.aspx>, (retrieved 10.06.11).
Blaszczynski, A. (2008). Commentary: A response to ‘‘problems with the concept of
video game ‘addiction’: Some case study examples’’. International Journal of
Mental Health and Addiction, 6(2), 179–181.
Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high
engagement in the context of online game playing. Computers in Human
Behavior, 23(3), 1531–1548.
Clements, R., & Heintz, J. M. (2002). Diagnostic accuracy and factor structure of the
AAS and APS scales of the MMPI-2. Journal of Personality Assessment, 79(3),
564–582.
Cohen, J. (1992). A power primer. Psychological Bulletin, 112(1), 155–159.
Cole, H., & Griffiths, M. D. (2007). Social interactions in Massively Multiplayer
Online Role-Playing gamers. CyberPsychology and Behavior, 10(4), 575–583.
Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive
adolescent development. Applied Developmental Psychology, 23(4), 373–392.
Friedman, A. F., Lewak, R., Nichols, D. S., & Webb, J. T. (2001). Psychological
assessment with the MMPI-2. New Jersey: Lawrence Erlbaum.
Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A
national study. Psychological Science, 20(5), 594–602.
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., et al. (2011). Pathological
video game use among youths: A two-year longitudinal study. Pediatrics, 127(2),
e319–e329.
Gentile, D. A., Lynch, P. J., Ruh Linder, J., & Walsh, D. A. (2004). The effects of violent
video game habits on adolescent hostility, aggressive behaviors, and school
performance. Journal of Adolescence, 27(1), 5–22.
Griffiths, M. D. (2005). A ‘components’ model of addiction within a biopsychosocial
framework. Journal of Substance Use, 10(4), 191–197.
Griffiths, M. D. (2008a). Videogame addiction: Fact or fiction? In T. Willoughby & E.
Wood (Eds.), Children’s learning in a digital world (pp. 85–103). Oxford:
Blackwell Publishing.
Griffiths, M. D. (2008b). Diagnosis and management of video game addiction.
Directions in Addiction Treatment & Prevention, 12, 27–42.
Griffiths, M. D. (2008c). Videogame addiction: Further thoughts and observations.
International Journal of Mental Health and Addiction, 6(2), 182–185.
Griffiths, M. D. (2010). The role of context in online gaming excess and addiction:
Some case study evidence. International Journal of Mental Health and Addiction,
8(1), 119–125.
Griffiths, M. D., & Meredith, A. (2009). Videogame addiction and its treatment.
Journal of Contemporary Psychotherapy, 39(4), 247–253.
Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game
playing: Evidence for addiction and aggression? CyberPsychology & Behavior,
10(2), 290–292.
Hussain, Z., & Griffiths, M. D. (2009). Excessive use of massively multi-player online
role-playing games: A pilot study. International Journal of Mental Health and
Addiction, 7(4), 563–571.
2155
Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., et al. (2009). Brain
activities associated with gaming urge of online gaming addiction. Journal of
Psychiatric Research, 43(7), 739–747.
Konijn, E. A., Nije Bijvank, M., & Bushman, B. J. (2007). I wish I were a warrior: The
role of wishful identification in the effects of violent video games on aggression
in adolescent boys. Developmental Psychology, 43(4), 1038–1044.
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review
of empirical research. International Journal of Mental Health and Addiction, 10(2),
278–296.
Lam, L. T., & Peng, Z. (2010). Effect of pathological use of the internet on adolescent
mental health: A prospective study. Archives of Pediatrics & Adolescent Medicine,
164(10), 901–906.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a
game addiction scale for adolescents. Media Psychology, 12(1), 77–95.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011a). The effects of pathological
gaming on aggressive behavior. Journal of Youth and Adolescence, 40(1), 38–
47.
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011b). Psychosocial causes and
consequences of pathological gaming. Computers in Human Behavior, 27(1),
144–152.
MacAndrew, C. (1965). The differentiation of male alcoholic outpatients from nonalcoholic psychiatric outpatients by means of the MMPI. Quarterly Journal of
Studies on Alcohol, 26, 238–246.
Miller, C. S., Shields, A. L., Campfield, D., Wallace, K. A., & Weiss, R. D. (2007).
Substance use scales of the Minnesota Multiphasic Personality Inventory: An
exploration of score reliability via meta-analysis. Educational and Psychological
Measurement, 67(6), 1052–1065.
Nije Bijvank, M., Konijn, E. A., & Bushman, B. J. (2012). ‘‘We don’t need no
education’’: Video game preferences, video game motivations, and
aggressiveness, among adolescent boys of different educational ability levels.
Journal of Adolescence, 35(1), 153–162.
Potenza, M. N. (2006). Should addictive disorders include non-substance-related
conditions? Addiction, 101(suppl. 1), 142–151.
Rouse, S. V., Butcher, J. N., & Miller, K. B. (1999). Assessment of substance abuse in
psychotherapy clients: The effectiveness of the MMPI-2 substance abuse scales.
Psychological Assessment, 11(1), 101–107.
Seok, S., & DaCosta, B. (2012). The world’s most intense online gaming culture:
Addiction and high-engagement prevalence rates among South Korean
adolescents and young adults. Computers in Human Behavior, 28(6), 2143–
2151.
Shaffer, H. J., LaPlante, D. A., LaBrie, R. A., Kidman, R. C., Donato, A. N., & Stanton, M.
V. (2004). Towards a syndrome model of addiction: Multiple expressions,
common etiology. Harvard Review of Psychiatry, 12(6), 367–374.
Sublette, V. A., & Mullan, B. (2012). Consequences of play: A systematic review of
the effects of online gaming. International Journal of Mental Health and Addiction,
10(1), 3–23.
Sussman, S., Lisha, N., & Griffiths, M. (2011). Prevalence of the addictions: A problem
of the majority or the minority? Evaluation & the Health Professions, 34(1), 3–
56.
Swing, E. L., Gentile, D. A., Anderson, C. A., & Walsh, D. A. (2010). Television and
video game exposure and the development of attention problems. Pediatrics,
126(2), 214–221.
Thalemann, R., Wölfling, K., & Grüsser, S. M. (2007). Specific cue reactivity on
computer game-related cues in excessive gamers. Behavioral Neuroscience,
121(3), 614–618.
Van der Heijden, P. T., Egger, J. I. M., & Derksen, J. J. L. (2008). Psychometric
evaluation of the MMPI-2 restructured clinical scales in two Dutch samples.
Journal of Personality Assessment, 90(5), 456–464.
Weed, N. C., Butcher, J. N., McKenna, T., & Ben-Porath, Y. S. (1992). New measures
for assessing alcohol and drug abuse with the MMPI-2: The APS and AAS.
Journal of Personality Assessment, 58(2), 389–404.
Willoughby, T. (2008). A short-term longitudinal study of internet and computer
game use by adolescent boys and girls: Prevalence, frequency of use, and
psychosocial predictors. Developmental Psychology, 44(1), 195–204.
Wood, R. T. A. (2008a). A response to Blaszczynski, Griffiths and Turners’ comments
on the paper ‘‘problems with the concept of video game ‘addiction’: Some case
study examples’’ (this issue). International Journal of Mental Health and
Addiction, 6(2), 191–193.
Wood, R. T. A. (2008b). Problems with the concept of video game ‘‘addiction’’: Some
case study examples. International Journal of Mental Health and Addiction, 6(2),
169–178.
World Health Organization (1994). International classification of diseases (10th ed.
[ICD-10]). Geneva, Switzerland: Author.