Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings.
- Citation data:
Behavioral sciences (Basel, Switzerland), ISSN: 2076-328X, Vol: 5, Issue: 3, Page: 372-83
- Publication Year:
- Repository URL:
- http://digitalcommons.uri.edu/psy_facpubs/17; https://digitalcommons.uri.edu/cgi/viewcontent.cgi?article=1017&context=psy_facpubs
Problematic or addictive digital gaming (including all types of electronic devices) can and has had extremely adverse impacts on the lives of many individuals across the world. The understanding of this phenomenon, and the effectiveness of treatment design and monitoring, can be improved considerably by continuing refinement of assessment tools. The present article briefly overviews tools designed to measure problematic or addictive use of digital gaming, the vast majority of which are founded on the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for other addictive disorders, such as pathological gambling. Although adapting DSM content and strategies for measuring problematic digital gaming has proven valuable, there are some potential issues with this approach. We discuss the strengths and limitations of current methods for measuring problematic or addictive gaming and provide various recommendations that might help in enhancing or supplementing existing tools, or in developing new and even more effective tools.