Pathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatology

Problematic Videogame Playing PVP Scale matches Internet gaming Disorder IGD.PVP versions support to increase cut-off point and present classification accuracy.The Spanish and British PVP estimate 7.7% and 14.6% potential pathological users.PVP classification accuracy differentiates between social and pathological gamers.PVP main symptom is loss of control; and conflict the main addictive component. Research into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing PVP Scale. The objectives of the study were to (i) examine its psychometric properties in two European countries, (ii) estimate the prevalence of potential pathological gaming among adolescents in both countries, and (iii) assess the classification accuracy of the PVP Scale based on its symptomatology as a way of exploring its relationship with both the behavioural component model of addiction and the proposed Internet Gaming Disorder. The data were collected via a survey administered to 2356 adolescents aged between 11 and 18years from Spain (n=1132) and Great Britain (n=1224). Results indicated that the reliability of both versions was adequate, and the factorial and construct validity were good. Findings also showed that the prevalence of pathological gamers estimated with a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The scale showed adequate sensitivity, specificity and classification accuracy in both countries, and was able to differentiate between social and potential pathological gamers, and from their addictive symptomatology. The implications of these findings are discussed.

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