Risk Factors Associated with the Abuse of Video Games in Adolescents

Abstract

Several studies have revealed the existence of a maladaptive pattern of video game use whose symptoms are quite similar to those of the disorder referred to as “abuse” in the DSM-IV-TR (APA, 2000). The aim of this paper is to examine the psychosocial characteristics of the adolescent video game abusers and to compare them with the risk factors that the literature associates with substance dependence. For this pur- pose, two groups (“problem” and “social” players) were formed with 236 Spanish adolescents aged be- tween 12 and 17 years, by means of the Problem Video Game Playing questionnaire (PVP; Tejeiro & Bersabe, 2002), and their psychosocial characteristics were then analyzed by means of a wide battery of tests. Only 37.3% of the problem players showed a psychosocial pattern similar to the risk factors for de- pendence; an integral model of maladaptive behavior is discussed as explanation for these persons’ video game abuse. The other 69.6% of “problem players” only differed from the “social players” in their over- use of video games (but not in other psychosocial factors); the social learning approach is suggested for these adolescents’ behavior.

Share and Cite:

Tejeiro, R. , Gómez-Vallecillo, J. , Pelegrina, M. , Wallace, A. and Emberley, E. (2012) Risk Factors Associated with the Abuse of Video Games in Adolescents. Psychology, 3, 310-314. doi: 10.4236/psych.2012.34044.

Conflicts of Interest

The authors declare no conflicts of interest.

References

[1] Adlaf, E. M., Paglia-Boak, A, Beitchman, J. H., & Wolfe, D. (2008). The mental health and well-being of Ontario students, 1991-2007: Detailed OSDUHS findings. CAMH Research Document Series, No. 22. Toronto: Centre for Addiction and Mental Health.
[2] American Psychiatric Association (1994). Diagnostic and statistical manual of mental disorders, (4th ed.) Washington, DC: Author.
[3] American Psychiatric Association (2000). Diagnostic and statistical manual of mental disorders (4th ed.). Washington, DC: Author.
[4] American Psychological Association (1992). Ethical principles of psychologists and code of conduct. American Psychologist, 47, 1597- 1611. doi:10.1037/0003-066X.47.12.1597
[5] Arab, E., Sommer, K., Herskovic, V., Sommer, S., Sandoval, C., & Poblete, C. (2007). Evaluación del uso de video juego en escolares de la región metropolitana. Revista Chilena de Psiquiatría y Neurología en la Infancia y la Adolescencia, 18, 7-11.
[6] Arab, E., Sommer, K., Herskovic, V., Sommer, S., Sandoval, C., & Poblete, C. (2006). Evaluación del uso de video juego en escolares de la región metropolitana. Comunicación presentada en las XXIII Jornadas de Investigación del Hospital Luis Calvo Mackenna. Santiago de Chile.
[7] Beranuy, M., Chamarro, A., Graner, C., & Carbonell, X. (2009). Vali- dación de dos escalas breves para evaluar la adicción a Internet y el abuso de móvil. Psicothema, 21, 480-488.
[8] Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention defi- cit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry, 23, 134-141. doi:10.1016/j.eurpsy.2007.11.002
[9] Bioulac, S., Arfi, L., Michel, G., & Bouvard, M. P. (2010). Intérêt de l’utilisation du questionnaire des problèmes associés aux jeux vidéo de Tejeiro (Problem Videogame Playing : PVP). étude exploratoire chez des enfants présentant un TDA/H. Annales Médico-Psycho- logiques, 168, 632-635. doi:10.1016/j.amp.2010.07.001
[10] Brook, J. S., Brook, D. W., Gordon, A. S., Whiteman, M., & Cohen, P. (1990). The psychosocial etiology of adolescent drug use: A family interactional approach. Genetic, Social and General Psychology Mo- nographs, 116, 111-267.
[11] Calafat, A., Armengual, M., Farrés, C., Mejías, G., & Borrás, M. (1992). Tú decides, programa de educación sobre drogas (3rd ed.). Mallorca: Secció de Promoció de la Salut. Servei d’Acció Social i Sanitat.
[12] Collins, E., Freeman, J., & Chamarro-Premuzic, T. (2012). Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences, 52, 133-138. doi:10.1016/j.paid.2011.09.015
[13] Colwell, J., & Pain, J. (2000) Negative correlates of computer game play in adolescents. British Journal of Psychology, 91, 295-310. doi:10.1348/000712600161844
[14] Dekovic, J., Janssens, J. M., & Van As, N. M. (2003). Family pre- dictors of anti-social behavior in adolescence. Family Process, 42, 223-235. doi:10.1111/j.1545-5300.2003.42203.x
[15] De-Lin, S., Ning, M., Min, B., Chen, X.-C., & Zhang, D.-R. (2008). Computer games: A double-edged sword? Cyberpsychology & Be- havior, 11.
[16] De Waal, B. (1995). Motivation for video game play: A study of social, cultural and physiological factors. M.A. Thesis, Burnaby: Simon Fraser University.
[17] Einarsdóttir, H. (2008). Prevalencia del uso de videojuegos y de los problemas con los videojuegos entre los jóvenes islandeses: Examen de los factores de riesgo potenciales para el uso problemático de videojuegos. Tesis de Licenciatura, Reykjavík: Universidad de Is- landia.
[18] Elliott, L., Golub, A., Ream, G., & Dunlap, E. (2011). Video game genre as a predictor of problem use. Cyberpsychology, Behavior, and Social Networking, 15, 127-128.
[19] Eysenck, H. J., & Eysenck, S. B. G. (1975). Manual of the eysenck personality questionnaire. London: Hodder and Stoughton.
[20] Eysenck, S. B. G., Easting, G., & Pearson, P. R. (1984). Age norms for impulsiveness, venturesomeness and empathy in children. Persona- lity and Individual Differences, 5, 315-321. doi:10.1016/0191-8869(84)90070-9
[21] Ferraro, G., Caci, B., D’Amico, A., & Di Blasi, M. (2007). Internet addiction disorder: An Italian study. Cyberpsychology & Behavior, 10, 170-175. doi:10.1089/cpb.2006.9972
[22] Fisher, S. E. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19, 545-553. doi:10.1016/0306-4603(94)90010-8
[23] Fisher, S. E. (1995). The amusement arcade as a social space for ado- lescents: An empirical study. Journal of Adolescence, 18, 71-86. doi:10.1006/jado.1995.1006
[24] Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18. Psychological Science, 20, 594-602. doi:10.1111/j.1467-9280.2009.02340.x
[25] Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127, 319-329. doi:10.1542/peds.2010-1353
[26] Goodman A. (1989). Addiction defined: Diagnostic criteria for addic- tive disorder. American Journal of Preventive Psychiatry and Neurology, 2, 12-15.
[27] Griffiths, M. D., & Dancaster, I. (1995). The effect of Type A personal- ity on physiological arousal while playing computer games. Addic- tive Behaviors, 20, 543-548. doi:10.1016/0306-4603(95)00001-S
[28] Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit ma- chines. Journal of Adolescence, 14, 53-73. doi:10.1016/0140-1971(91)90045-S
[29] Grusser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game playing: Evidence for addiction and agresión? Cyberpsychology & Behavior, 10, 290-292.
[30] Hauge, M. R., & Gentile, D. A. (2003, April). Video game addiction among adolescents: Associations with academic performance and aggression. 2003 Society for Research in Child Development Bien- nial Conference, Tampa, 24-27 April 2003.
[31] Hróarsson, H. (2004). Examen del potencial uso problemático de videojuegos entre los participantes en el terremoto 2004. Tesis de Licenciatura, Reykjavík: Universidad de Islandia.
[32] Icassati, S. F. T., Vieira, M. M., Araujo, S. M. T., & Magalh?es Tavares de Oliveira, M. P. (2009). O uso de videogames, jogos de com- putador e internet por uma amostra de universitários da Universidade de S?o Paulo. Jornal Brasileiro de Psiquiatria, 58, 162-168.
[33] Ko, C. H., Yen, J. Y., Yen, C. F., Lin, H. C., & Yang, M. J. (2007). Factors predictive for incidence and remission of Internet addiction in young adolescents: A prospective study. Cyberpsychology & Be- havior, 10, 545-551. doi:10.1089/cpb.2007.9992
[34] Lafrenière, M. A. K., Vallerand, R. J., Donahue, E. G., & Lavigne, G. L. (2009). The role of passion on the costs and benefits of online video gaming. Cyberpsychology & Behavior, 12.
[35] Langley, A. (2010). Correlates of video game addiction. Master of Science (Psychology), Denton: University of North Texas.
[36] Lepper, M. R., & Malone, T. W. (1987). Intrinsic motivation and instructional effective-ness in computer-based education. In R. E. Snow, & M. J. Farr (Eds.), Aptitude, Learning and Instruction (Vol. 3, pp. 255-285). Hillsdale, NJ: Erlbaum.
[37] López, F. (1986). El desarrollo de los vínculos afectivos. Madrid: Ministerio de Educación y Ciencia.
[38] Loton, D. (2007). Problem video game playing, self esteem and social skills: An online study. Melbourne: Tesina de Licenciatura en Psicología, Victoria University.
[39] Lyles, H. (2007). Video game addiction: Truth or fiction. 18th Annual Research Symposium, Stillwater: Oklahoma State University.
[40] Moussa, N. (2008). Addition aux jeux vidéo: étude en ligne d’une population de joeurs passionnés. Doctoral thesis, Paris: Universite de Paris Descartes.
[41] Musitu, G., García, F., & Gutiérrez, M. (1991). Autoconcepto forma A. Madrid: TEA
[42] Parker, J. D. A., Taylor, R. N., Eastabrook, J. M., Schell, S. L., & Wood, L. M. (2008). Problem gambling in adolescence: Relationships with internet misuse, gaming abuse and emotional intelligence. Personality and Individual Differences, 45, 174-180. doi:10.1016/j.paid.2008.03.018
[43] Peng, L. H., & Li, X. (2009). A surrey of Chinese collage students ad- dicted to video games. China Education Innovation Herald, 28, 111- 112.
[44] Phillips, C. A., Rolls, S., Rouse, A., & Griffiths, M. D. (1995) Home video game playing in schoolchildren: A study of incidence and patterns of play. Journal of Adolescence, 18, 687-691. doi:10.1006/jado.1995.1049
[45] Porter, G., Starcevic, V., Berle, D, & Fenech, P. (2010). Recognizing problem video game use. Australia and New Zealand Journal of Psychiatry, 44, 120-128. doi:10.3109/00048670903279812
[46] Rau, P. L., Peng, S. Y., & Tang, C. C. (2006). Time distortion for ex- pert and novice online game players. Cyberpsychology & Behavior, 9, 396-403. doi:10.1089/cpb.2006.9.396
[47] Ream, G. L., Elliott, L. C., & Dunlap, E. (2011a). Patterns of and mo- tivations for concurrent use of video games and substances. Interna- tional Journal of Environmental Research and Public Health, 8, 3999-4012. doi:10.3390/ijerph8103999
[48] Ream, G. L., Elliott, L. C., & Dunlap, E. (2011b). Playing video games while using or feeling the effects of substances: Associations with substance use problems. International Journal of Environmental Research and Public Health, 8, 3979-3998. doi:10.3390/ijerph8103979
[49] Sánchez-Carbonell, X., Beranuy, M., Castellana, M., Chamarro, A., & Oberst, U. (2008). La adicción a Internet y al móvil, moda o trastorno? Adicciones, 20, 149-160.
[50] Seisdedos, N. (1988). Cuestionario A-D, conductas anti-sociales-delic- tivas. Manual. Madrid: TEA.
[51] Seisdedos, N. (1990). Situación-1, test espacio-perceptivo. Manual. Madrid: TEA
[52] Silva, F., & Martorell, M. C. (1984). BAS, batería de socialización. Madrid: TEA
[53] Skarphédinsson, G. A., Pálsdóttir, S. E., & ólason, D. P. (2008). Evaluación de problemas con los videojuegos: Propiedades psi- cométricas y relación con tipo de juego. Sálfraediritid—Tímarit Sálfraedingafélags íslands, 13, 47-64.
[54] Suess, D., Suoninen, A., Garitanonandia, C., Juaristi, P., Koikkalainen, R., & Oleaga, J. A. (1998). Media use and the relationships of chil- dren and teenagers with their peer groups. A study of Finnish, Spanish and Swiss Cases. European Journal of Communication, 13, 521- 538. doi:10.1177/0267323198013004005
[55] Supaket, P., Munsawaengsub, Ch., Nanthamongkolchai, S., & Api- nuntavetch, S. (2008). Factors affecting computer game addiction and mental health of male adolescents in Mueang District, Si Sa Ket Province. Journal of Public Health, 38, 317-330.
[56] Taylor, R. N. (2008). Adolescent problem gambling: Relationship with affect regulation, internet addiction and problematic video game playing. Tesis de Master, Ontario: Trent University.
[57] TEA Ediciones, S. A. (1990). TIG-2. Tests de inteligencia general (Serie dominós) Forma 2. Madrid: TEA.
[58] Tejeiro, R., & Bersabé, R. M. (2002). Measuring problem video game playing in adolescents. Addiction, 97, 1601-1606. doi:10.1046/j.1360-0443.2002.00218.x
[59] Tejeiro, R., Pelegrina, M., & Gómez Vallecillo, J. L. (2009). Efectos psicosociales de los videojuegos. Comunicación, 7, 235-250.
[60] Tolchinsky, A., & Jefferson, S. D. (2011). Problematic video game play in a college sample and its relationship to time management skills and attention-deficit/hyperactivity disorder symptomology. Cyber- psychology, Behavior, and Social Networking, 14, 489-496. doi:10.1089/cyber.2010.0315
[61] Turkle, S. (1984). The second self: Computers and the human spirit. London: Granada.
[62] Vallejos, M., & Capa, W. (2010). Videojuegos: Adicción y factores predictors. Avances en Psicología, 18, 103-110.

Copyright © 2024 by authors and Scientific Research Publishing Inc.

Creative Commons License

This work and the related PDF file are licensed under a Creative Commons Attribution 4.0 International License.