Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with 'video game addiction'. (January 2017)
- Record Type:
- Journal Article
- Title:
- Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with 'video game addiction'. (January 2017)
- Main Title:
- Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with 'video game addiction'
- Authors:
- van Rooij, Antonius J.
Schoenmakers, Tim M.
van de Mheen, Dike - Abstract:
- Abstract: Aims: Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for 'internet gaming disorder'. Method: Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13–23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients. Results: The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent–Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme gamers, we could not assess the specificity of the tool: future research should make this a priority. Conclusion: Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of gamers in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it isAbstract: Aims: Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for 'internet gaming disorder'. Method: Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13–23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients. Results: The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent–Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme gamers, we could not assess the specificity of the tool: future research should make this a priority. Conclusion: Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of gamers in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case. Highlights: Clinicians struggle with the identification of video gaming problems. The C-VAT 2.0 assessment tool for gaming disorder was developed and clinically tested. C-VAT 2.0 both covers and expands the DSM-5 criteria for Internet Gaming Disorder. The DSM-5 cut-off score of 5 or more out of 9 items had high sensitivity (91%) in this study. Patients with gaming problems showed frequent comorbid problems, e.g. depression and anxiety. … (more)
- Is Part Of:
- Addictive behaviors. Volume 64(2017)
- Journal:
- Addictive behaviors
- Issue:
- Volume 64(2017)
- Issue Display:
- Volume 64, Issue 2017 (2017)
- Year:
- 2017
- Volume:
- 64
- Issue:
- 2017
- Issue Sort Value:
- 2017-0064-2017-0000
- Page Start:
- 269
- Page End:
- 274
- Publication Date:
- 2017-01
- Subjects:
- Internet gaming disorder -- Video game addiction -- Assessment tool -- DSM-5 -- Sensitivity -- Adolescents
Substance abuse -- Periodicals
Alcoholism -- Periodicals
Drug addiction -- Periodicals
Nicotine addiction -- Periodicals
Smoking -- Periodicals
Gambling -- Psychological aspects -- Periodicals
Electronic journals
362.29 - Journal URLs:
- http://www.sciencedirect.com/science/journal/03064603 ↗
http://www.sciencedirect.com/web-editions/journal/03064603 ↗
http://www.clinicalkey.com/dura/browse/journalIssue/03064603 ↗
http://www.clinicalkey.com.au/dura/browse/journalIssue/03064603 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.addbeh.2015.10.018 ↗
- Languages:
- English
- ISSNs:
- 0306-4603
- Deposit Type:
- Legaldeposit
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- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 0678.750000
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