What is it about?

The Online Video Game Addiction Questionnaire measures addiction to online video games.

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Why is it important?

The questionnaire was designed for a study (Seok & DaCosta, 2012) of addiction and high-engagement prevalence rates among South Korean adolescents and young adults. Items were generated from the findings of a research synthesis examining instruments used in the study of pathological online video game play. The 65-item questionnaire was divided into three parts. In the first, participants were asked 10 questions about their game play preference, frequency, and locale. In the second section, participants were asked to rate their agreement with 45 statements related to online video game use as it applies to a number of subscales to include perception towards online video game addiction, players’ spending habits, their online and real-world relationships, academic achievement, and health. In the last section, participants were asked to provide demographic information about themselves by answering 10 questions. A factor analysis confirmed the following scales: spending habits (4 items; α = .53), perceptions (8 items; α = .70), relationships (10 items; α = .84), academics (4 items; α = .71), and health (10 items; α = .86). The overall reliability coefficient was .92 (36 items) (Seok & DaCosta, 2012). Seok, S., & DaCosta, B. (2012). The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults. Computers in Human Behavior, 28(6), 2143-2151. doi: 10.1016/j.chb.2012.06.019.

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This page is a summary of: Online Video Game Addiction Questionnaire, January 2012, American Psychological Association (APA),
DOI: 10.1037/t32937-000.
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