Ontological diversity in gaming disorder measurement
A nationally representative registered report
Bibliographic Data
| ID | 15397907 |
|---|---|
| Authors | Veli-Matti Karhulahti (0000-0003-3709-5341, University of Jyväskylä, corresponding author), Jukka Vahlo (0000-0001-5835-5945, University of Jyväskylä), Marcel Martončik (0000-0003-4869-6900, University of Prešov), Matti Munukka (0000-0003-3101-466X, University of Jyväskylä), Raine Koskimaa (0000-0002-1492-4074, University of Jyväskylä), Mikaela B Von Bonsdorff (0000-0001-8530-5230, Folkhälsan Research Center, Helsinki, Finland) |
| Year | 2022 |
| Volume | 31 |
| Issue | 3 |
| Pages | 157-167 |
| Publication date | 2022-09-05 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Addiction Research & Theory (JOURNAL) |
| Journal identifiers | ISSN: 1476-7392 • E-ISSN: 1606-6359 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/16066359.2022.2115033 |
| OpenAlex | W4294636580 |
| Language | EN |
| Citations received | 5 |
| References cited | 31 |
Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologies differ in identifying associated problem groups. By using four central screening instruments, each representing a different ontological basis, we hypothesized differences and similarities in prevalence, overlap, and health. A nationally representative (N = 8217) sample of Finnish participants was collected. The screening instruments produced significantly different prevalence rates (from 0.4% to 6.9%) and the binomial probabilities of group overlap ranged from poor (0.419) to good (0.919). Expectedly, the problem groups had lower mental health than the general population, yet exploratory analyses implied equivalent or significantly higher physical health. We also found strong exploratory evidence for mischievous responding to complicate the measurement of gaming problems. Considering that several major differences were confirmed between the four gaming problem constructs, we recommend researchers to clearly define their construct of interest, i.e. whether they are studying the ICD-11 based official mental disorder, the DSM-5 proposed ‘internet gaming disorder’, or other gaming problems—especially in future meta-analyses
Diversity (politics · Environmental health · Psychiatry · Sociology · Child Development and Digital Technology · Clinical Psychology · Digital Mental Health Interventions · Impact of Technology on Adolescents · Medicine · Psychology · Social Psychology
Diagnostic and Statistical Manual of Mental Disorders
Global prevalence of gaming disorder
Screening and assessment tools for gaming disorder
Evaluating Effect Size in Psychological Research
The wild west of measurement
Fuzzy constructs in technology usage scales
Equivalence Tests
Development and Validation of a Game Addiction Scale for Adolescents
Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria
Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework
Health behaviours associated with video gaming in adolescent men
Instructional manipulation checks
| Unique citing works | 5 |
|---|---|
| Citations per year | 1.25 |
| Citation span | 2022 - 2025 (4) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 5 |