Measuring Problem Online Video Gaming and Its Association With Problem Gambling and Suspected Motivational, Mental Health, and Behavioral Risk Factors in a Sample of University Students

Author:

Biegun Jeff1,Edgerton Jason D.1ORCID,Roberts Lance W.1

Affiliation:

1. Department of Sociology and Criminology, University of Manitoba, Winnipeg, Manitoba, Canada

Abstract

Recently, the issue of problem online video game playing and its potential connection with problem gambling has drawn increased attention. Although conceptually similar to many behavioral addictions, there is still no clear consensus on how to best measure and assess problem video game playing. This study validates one proposed measure of problem video gaming—the Problem Video Game Playing Test (PVGT)—in a Canadian undergraduate university student sample. Multivariate results indicate that problem video gaming is positively associated with the average length of time spent gaming, social alienation, and online gaming motives such as competition, escape, coping, recreation, and socializing; but, contrary to the gateway hypothesis, problem gambling and several of its mental health correlates—depression, anxiety, and stress—are not associated with problem video gaming as measured by the PVGT. Limitations and implications of this analysis are discussed.

Funder

Manitoba Gambling Research Program of Manitoba Liquor and Lotteries

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

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