Pathological video-game use among youth ages 8 to 18: a national study

Psychol Sci. 2009 May;20(5):594-602. doi: 10.1111/j.1467-9280.2009.02340.x.

Abstract

Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.

MeSH terms

  • Achievement
  • Adolescent
  • Age Factors
  • Behavior, Addictive / diagnosis*
  • Behavior, Addictive / epidemiology
  • Behavior, Addictive / psychology*
  • Child
  • Cross-Sectional Studies
  • Data Collection
  • Female
  • Humans
  • Male
  • Parenting / psychology
  • Psychometrics
  • Surveys and Questionnaires
  • United States
  • Video Games / psychology*
  • Video Games / statistics & numerical data