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125 Education and Health Vol.32 No.

4, 2014

Dr Mark D. Griffiths is Professor of Gambling Studies and Director of the International Gaming Research Unit, Nottingham Trent
University.

For communication, please email: mark.griffiths@ntu.ac.uk

Mark D. Griffiths
Gaming addiction in adolescence revisited

G aming addiction has become a topic of


increasing research interest. Over the last 25
reported much higher prevalence rates
particularly among those that actually play
years, I have written many articles on adolescent video games as opposed to general adolescent
video gaming for Education and Health as it is populations (Kuss & Griffiths, 2012).
one of the research fields that is constantly There has also been a noticeable shift in how
evolving. In fact, over the last decade, there has gaming addiction data are collected and this has
been a significant increase in the number of had an impact on the number of research
scientific studies examining various aspects of studies carried out on adolescent gaming. Up
online addiction particularly among adolescents until the early 2000s, data about problematic
and young adults (Kuss & Griffiths, 2012; Kuss, gaming were typically collected face-to-face in
Griffiths, Karila & Billieux, 2014). Although the schools, whereas contemporary studies tend to
amount and the quality of research in the field collect data online, strategically targeting online
has progressed much over this period, it is still gaming forums where gamers are known to
in its infancy compared to other more (virtually) congregate. The decrease of data
established behavioural addictions (such as collection in schools has clearly contributed to
pathological gambling). This article briefly the decrease in adolescent-only gaming studies.
examines (i) how adolescent gaming addiction These online samples are typically self-selecting
research has changed over the last three and (by default) unrepresentative of the
decades, (ii) how online gaming addiction has adolescent and/or general population.
gained genuine psychiatric status, (iii) excessive Therefore, generalization is almost always one
gaming as an addiction, and (iv) where the of the methodological shortcomings of this data
gaming addiction field is going. collection approach. As a direct consequence of
changing the way data are collected, survey
How has adolescent study sample sizes have generally increased. In
gaming addiction research changed? the 1980s and 1990s, sample sizes were typically
In the 1980s, research mainly concerned in the low hundreds and came from one school.
adolescents playing ‘pay-to-play’ arcade video In the 2000s, sample sizes in their thousands –
games. In the 1990s, research mainly concerned even if unrepresentative – are not uncommon.
standalone (offline) video games played by Finally, there has been a diversification in the
adolescents at home on consoles, PCs or way data are collected including experiments,
handheld devices. In the 2000s, research mainly physiological investigations, secondary analysis
concerned the playing of Massively Multiplayer of existing data (such as that collected from
Online Role Playing Games (MMORPGs) by online forums), and behavioural tracking
both adolescents and adults. Over time, there studies. These newer research methods are also
has been less of an emphasis on research less likely to include adolescent samples because
involving pure adolescent samples with ethical approval for participant recruitment in
increasing research on older samples experiments and physiological investigations is
(particularly young adults and university typically easier. Behavioural tracking studies
students). Estimates of the prevalence of tend to involve data from gaming operators
problematic and/or addictive gaming use where the minimum age is typically 18 years.
among those aged 10 to 17 years are typically Finally, there has also been increased research
between 2% and 5% although some studies have on adult (i.e., non-child and non-adolescent)
126 Education and Health Vol.32 No.4, 2014

samples more generally reflecting the fact that diagnostic criteria were used to assess gaming
the demographics of gaming have changed and addiction across these many studies. A recent
that the typical gamer is no longer a male review of instruments assessing problematic,
teenager but a male in his late twenties or early pathological and/or addictive gaming by King
thirties. and colleagues (2013) reported that 18 different
screening instruments had been developed, and
The medicalisation that these had been used in 63 quantitative
of online gaming addiction studies comprising 58,415 participants (and
Prior to the publication of the fifth edition of even more instruments have been developed
the Diagnostic and Statistical Manual of Mental since). This comprehensive review identified
Disorders (DSM-5; American Psychiatric both strengths and weaknesses of these
Association, 2013), there had been some debate instruments.
as to whether ‘Internet addiction’ should be The main strengths of the instrumentation
introduced into the DSM text as a separate included the: (i) the brevity and ease of scoring,
disorder (Petry & O’Brien, 2013). Alongside this, (ii) excellent psychometric properties such as
there were also debates as to whether those convergent validity and internal consistency,
researching in the online addiction field should and (iii) robust data that will aid the
be researching generalised Internet use and/or development of standardised norms for
the potentially addictive activities that can be adolescent populations. However, the main
engaged on the Internet (e.g., gambling, video weaknesses identified in the instrumentation
gaming, sex, shopping, etc.) (Griffiths, 2000) and included: (i) core addiction indicators being
whether adolescent gaming addiction is inconsistent across studies, (iii) a general lack of
conceptually or functionally any different from any temporal dimension, (iii) inconsistent cut-
adult gaming addiction. off scores relating to clinical status, (iv) poor
Following these debates, the Substance Use and/or inadequate inter-rater reliability and
Disorder Work Group (SUDWG) recommended predictive validity, and (v) inconsistent and/or
that the DSM-5 include a sub-type of dimensionality.
problematic Internet use (i.e., ‘Internet Gaming
Disorder’ [IGD]) in Section 3 (‘Emerging Excessive gaming as an addiction
Measures and Models’) as an area that needed Video gaming that is problematic,
future research before being included in future pathological and/or addictive lacks a widely
editions of the DSM (Petry & O’Brien, 2013). accepted definition. A recent review by Pápay
There were no exclusion criteria relating to age and colleagues (2014) argued that some
(i.e., adolescents fulfilling the criteria are no researchers consider video games as the starting
different from adults clinically). According to point for examining the characteristics of this
Petry and O’Brien (2013), IGD will not be specific disorder, while others consider the
included as a separate mental disorder until the Internet as the main platform that unites
(i) defining features of IGD have been identified, different addictive Internet activities, including
(ii) reliability and validity of specific IGD online games. Again, no differentiation is made
criteria have been obtained cross-culturally, (iii) between adolescents and adults that play video
prevalence rates have been determined in games problematically. Recent studies
representative epidemiological samples across (Demetrovics et al., 2012; Kim & Kim, 2010)
the world, and (iv) aetiology and associated have made an effort to integrate both
biological features have been evaluated. I would approaches Consequently, IGD can either be
also add that adolescents are a particular group viewed as a specific type of video game
at risk for developing such problems and that addiction, or as a variant of Internet addiction,
research should routinely include adolescent or as an independent diagnosis.
subsamples. I have argued that although all addictions
One of the key reasons that IGD was not have particular and idiosyncratic characteristics,
included in the main text of the DSM-5 was that they share more commonalities than differences
the SUDWG concluded that no standard (i.e., salience, mood modification, tolerance,
127 Education and Health Vol.32 No.4, 2014

withdrawal symptoms, conflict, and relapse), 8. Use of the Internet gaming to escape or
and likely reflects a common aetiology of relieve a negative mood [mood
addictive behaviour that often begins in modification]
adolescence (Griffiths, 2005). Consequently, 9. Loss of a significant relationship, job, or
online game addiction is viewed as a specific educational or career opportunity because of
type of video game addiction. Similarly, Porter participation in Internet games [conflict]
and colleagues (2010) do not differentiate
The fact that IGD was included in Section 3 of
between problematic video game use and
the DSM-5 appears to have been well received
problematic online game use. They
by researchers and clinicians in the gaming
conceptualised problematic video game use as
addiction field (and by those adolescents and
excessive use of one or more video games
adults that have sought treatment for such
resulting in a preoccupation with and a loss of
disorders and had their experiences
control over playing video games, and various
psychiatrically validated and feel less
negative psychosocial and/or physical
stigmatized). However, for IGD to be included
consequences. Researchers such as Young (1998)
in the section on ‘Substance-Related and
view online gaming addiction as a sub-type of
Addictive Disorders’ along with ‘Gambling
Internet addiction and that the Internet itself
Disorder’, the gaming addiction field must unite
provides situation-specific characteristics that
and start using the same assessment measures
facilitate gaming becoming problematic and/or
so that comparisons can be made across
addictive. This is potentially important in
different demographic groups (including
relation to online gaming addiction in that
adolescents) and different cultures.
research tends to show that minors are more at
For epidemiological purposes, Koronczai and
risk from developing problems online than
colleagues (2011), asserted that the most
adults (Kuss et al., 2014).
appropriate measures in assessing problematic
Irrespective of approach or model, the
online use (including Internet gaming) should
components and dimensions that comprise
meet six requirements. Such an instrument
online gaming addiction are very similar to the
should have:
IGD criteria in Section 3 of the DSM-5. For
1. Brevity (to make surveys as short as possible
instance, my six addiction components
and help overcome question fatigue)
(Griffiths, 2005) directly map onto the nine
proposed criteria for IGD (of which five or more 2. Comprehensiveness (to examine all core
need to be endorsed and resulting in clinically aspects of PAP gaming as possible)
significant impairment). More specifically: 3. Reliability and validity across age groups
1. Preoccupation with Internet games (e.g., adolescents vs. adults)
[salience] 4. Reliability and validity across data collection
2. Withdrawal symptoms when Internet methods (e.g., online, face-to-face interview,
gaming is taken away [withdrawal] paper-and-pencil)
3. The need to spend increasing amounts of 5. Cross-cultural reliability and validity
time engaged in Internet gaming [tolerance] 6. Clinical validation
4. Unsuccessful attempts to control It was also noted that an ideal assessment
participation in Internet gaming instrument should serve as the basis for defining
[relapse/loss of control] adequate cut-off scores in terms of both
5. Loss of interest in hobbies and specificity and sensitivity.
entertainment as a result of, and with the The good news is that research in the gaming
exception of, Internet gaming [conflict] addiction field does appear to be reaching an
6. Continued excessive use of Internet games emerging consensus. King and colleagues
despite knowledge of psychosocial problems (2013), noted that across many different studies,
[conflict] IGD is commonly defined by (a) withdrawal, (b)
7. Deception of family members, therapists, or loss of control, and (c) conflict irrespective of the
others regarding the amount of Internet age of gamers. However, it is critical that a
gaming [conflict] unified approach to assessment of IGD is
128 Education and Health Vol.32 No.4, 2014

urgently needed as this is the only way that Increased monetisation of games
there will be a strong empirical basis for IGD to Given the pressure on media enterprises to
be included in the next DSM. ‘monetize’ their business and look for different
revenue streams, there is likely to be even
Where is the greater media convergence between gaming and
gaming addiction field going? other more profit-making activities such as
Finally, this section provides a considered gambling (Griffiths, King & Delfabbro, 2014).
(and somewhat speculative) examination of Given the well established addictive potential of
what might happen in the gaming addiction gambling, this may also have implications for
field from a number of different standpoints the incidence of gaming addiction among both
(e.g., methodological, conceptual, technological). adolescents and adults (Griffiths et al., 2012).
Better instrumentation Increased feminisation of gaming
Given the many different screening Given the fact that the Internet is gender-
instruments that have been developed over the neutral, there is likely to be increasing
last decade, there is likely to be a refinement of feminization of gaming where increasing
video game addiction measures and greater numbers of females not only engage in the
consensus on its conceptualisation, either as a playing of online games, but also develop
single disorder and/or incorporated into other problems as a result. Casual gaming online is
known disorders (e.g., impulse control already popular among females (Lewis &
disorder). This is also likely to lead to improved Griffiths, 2011; McLean & Griffiths, 2013).
assessment tools based on such However, the biggest difference between male
conceptualisation(s). For instance, my and female gaming is likely to be content-based
colleagues and I have just developed a new (e.g., research has shown that teenage males
instrument specifically based on the new IGD prefer competitive type gaming experiences
criteria in the DSM-5 (see: Pontes, Király, whereas teenage females appear to prefer co-
Demetrovics & Griffiths, 2014). In the last few operative type gaming experiences) (Griffiths,
years, instruments have been developed that Davies & Chappell, 2004).
have more robust psychometric properties in Increased collaboration between researchers
terms of reliability and validity. However, there and the gaming industry
are still some concerns as many of the most Given the increasing number of research
widely used screening instruments were teams in the gambling field being given direct
adapted from adult screens and much of the access to gambling companies’ behavioural
video game literature has examined children tracking data, there is likely to be an increasing
and adolescents. number of such collaborations in the gaming
Increased gaming diversification studies field in which actual online micro-data
Measures of gaming use and subsequent can be analysed. This may mean adolescent
behaviour are likely to diversify in terms of media samples are neglected in such research, as many
use, including social networking sites (SNS) and such sites require credit card subscriptions
associated Internet resources (Griffiths, Kuss & and/or require clients to be adult.
King, 2012). Already, games such as Call of Duty Improved and more innovative treatment
and Battlefield 3 are being released with their own As the diagnosis of video game addiction
SNS (e.g., COD Elite) that track player behaviour becomes more legitimate in psychiatric and
and provide feedback to players as to how to medical circles, it will lead to improved
improve their game (thus functionally reinforcing randomized control trials on interventions for
video game play and thus have implications for problematic video game play than the ones
excessive and/or potentially addictive play). already carried out. There is also likely to be an
Many of these newer online media – particularly increase in the online medium itself being used
social networking sites – are heavily used by as a treatment channel. The reasons that people
adolescents (Griffiths, Kuss & Demetrovics, 2014) like to engage in some online leisure activities
and is why adolescent samples need to be (i.e., the fact that the online environment is non-
continually monitored in this area. face-to-face, convenient, accessible, affordable,
129 Education and Health Vol.32 No.4, 2014

anonymous, non-threatening, non-alienating, Griffiths, M.D. (2000). Internet addiction - Time to be taken
seriously? Addiction Research, 8, 413-418.
non-stigmatising, etc.) may also be the very Griffiths, M. D. (2005). A ‘components’ model of addiction within
same reasons why people would want to seek a biopsychosocial framework. Journal of Substance Use, 10(4),
advice, help and treatment online rather than in 191-197.

face-to-face situations. There is also some Griffiths, M.D. (2010). The role of context in online gaming
excess and addiction: Some case study evidence. International
evidence that teenagers (particularly adolescent Journal of Mental Health and Addiction, 8, 119-125.
boys) would be more likely to access online Griffiths, M.D., Davies, M.N.O. & Chappell, D. (2004). Online
computer gaming: A comparison of adolescent and adult
services when they have problems rather than gamers. Journal of Adolescence, 27, 87-96.
seek out face-to-face help, guidance and/or Griffiths, M.D., King, D.L. & Delfabbro, P.H. (2014). The
counselling (Wood & Griffiths, 2007). technological convergence of gambling and gaming practices. In
Richard, D.C.S., Blaszczynski, A. & Nower, L. (Eds.). The Wiley-
Blackwell Handbook of Disordered Gambling (pp. 327-346).
Conclusions Chichester: Wiley.
Clearly, there are knowledge gaps in current Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game
addiction: Past, present and future. Current Psychiatry Reviews,
understanding of problematic video game play 8, 308-318.
and video game addiction in both adolescent and Griffiths, M.D., Kuss, D.J. & Demetrovics, Z. (2014). Social
adult populations. The number of studies into networking addiction: An overview of preliminary findings. In K.
Rosenberg & L. Feder (Eds.), Behavioral Addictions: Criteria,
adolescent gaming addiction may further Evidence and Treatment (pp.119-141). New York: Elsevier.
decrease over time given the way in which data Kim, M. G., & Kim, J. (2010). Cross-validation of reliability,
is now typically collected and the fact that convergent and discriminant validity for the problematic online
game use scale. Computers in Human Behavior, 26(3), 389-398.
playing video games is no longer the sole
King, D.L., Haagsma, M.C., Delfabbro, P.H., Gradisar, M.S.,
domain of male teenagers. However, there is still Griffiths, M.D. (2013). Toward a consensus definition of
a need for epidemiological research to determine pathological video-gaming: A systematic review of psychometric
assessment tools. Clinical Psychology Review, 33, 331-342.
the incidence and prevalence of clinically
Koronczai, B., Urban, R., Kokonyei, G., Paksi, B., Papp, K., Kun,
significant problems associated with video game B., Arnold, P., Kallal, J., & Demetrovics, Z. (2011). Confirmation
play both adolescents and in the broader of the three-factor model of problematic internet use on off-line
adolescent and adult samples. Cyberpsychology, Behavior and
population. This needs to include both children Social Networking, 14, 657–664.
and adolescents so that video game playing and Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in
potentially problematic play can be studied in a adolescence: A literature review of empirical research. Journal of
Behavioral Addictions, 1, 3-22.
longitudinal and developmental context.
Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2014).
There are too few clinical studies that describe Internet addiction: A systematic review of epidemiological
the unique features and symptoms of research for the last decade. Current Pharmaceutical Design,
20, 4026-4052.
problematic video game play and/or video game
Lewis, A. & Griffiths, M.D. (2011). Confronting gender
addiction. There may well be differences representation: A qualitative study of the experiences and
between adolescents and adults as to whether motivations of female casual-gamers. Aloma: Revista de
Psicologia, Ciències de l'Educació i de l'Esport, 28, 245-272.
gaming is seen as problematic – especially as
McLean, L. & Griffiths, M.D. (2013). Female gamers: A thematic
context is an important determinant of whether analysis of their gaming experience. International Journal of
something is viewed as problematic, and Games-Based Learning, 3(3), 54-71.
adolescents are likely to have much more Pápay, O., Nagygyörgy, K., Griffiths, M.D. & Demetrovics, Z.
(2014). Problematic online gaming. In K. Rosenberg & L. Feder
flexibility and time available to play video games (Eds.), Behavioral Addictions: Criteria, Evidence and Treatment
than adults (Griffiths, 2010). While the current (pp.61-95). New York: Elsevier.
empirical base is relatively small, gaming Pontes, H., Király, O. Demetrovics, Z. & Griffiths, M.D. (2014).
The conceptualisation and measurement of DSM-5 Internet
addiction has become a more mainstream area Gaming Disorder: The development of the IGD-20 Test. PLoS
for psychological and psychiatric research. ONE, 9(8): e102446. doi:10.1371/journal.pone.0102446.
Adolescent gaming addiction is likely to become Petry, N.M., & O’Brien, C.P. (2013). Internet gaming disorder
and the DSM-5. Addiction, 108, 1186–1187.
an area of significant importance given the Porter, G., Starcevic, V., Berle, D., & Fenech, P. (2010).
widespread popularity of gaming among the Recognizing problem video game use. The Australian and New
current adolescent population (Kuss & Griffiths, Zealand Journal of Psychiatry, 44, 120-128.
Wood, R.T.A. & Griffiths, M.D. (2007). Online guidance, advice,
2012). and support for problem gamblers and concerned relatives and
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