Your browser doesn't support javascript.
loading
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'.
van Rooij, Antonius J; Schoenmakers, Tim M; van de Mheen, Dike.
Afiliación
  • van Rooij AJ; iMinds-MICT-Ghent University, Department of Communication Sciences, Korte meer 7-9-11, 9000 Ghent, Belgium; IVO Addiction Research Institute Rotterdam, Heemraadssingel 194, 3021 DM Rotterdam, The Netherlands; Erasmus MC, University Medical Center Rotterdam, P.O. Box 2040, 3000 CA Rotterdam, The Netherlands. Electronic address: Tony.vanRooij@UGent.be.
  • Schoenmakers TM; iMinds-MICT-Ghent University, Department of Communication Sciences, Korte meer 7-9-11, 9000 Ghent, Belgium; IVO Addiction Research Institute Rotterdam, Heemraadssingel 194, 3021 DM Rotterdam, The Netherlands; NIVEL, Netherlands Institute for Health Services Research, P.O. box 1568, 3500 BN Utrecht, The Netherlands.
  • van de Mheen D; iMinds-MICT-Ghent University, Department of Communication Sciences, Korte meer 7-9-11, 9000 Ghent, Belgium; IVO Addiction Research Institute Rotterdam, Heemraadssingel 194, 3021 DM Rotterdam, The Netherlands; Maastricht University, Department of Health Promotion, P.O. Box 616, 6200 MD Maastricht, The Netherlands.
Addict Behav ; 64: 269-274, 2017 01.
Article en En | MEDLINE | ID: mdl-26526624
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 (13-23years 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.
Asunto(s)
Palabras clave

Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Asunto principal: Escalas de Valoración Psiquiátrica / Conducta Adictiva / Juegos de Video / Internet Tipo de estudio: Diagnostic_studies / Prognostic_studies Límite: Adolescent / Adult / Humans / Male Idioma: En Revista: Addict Behav Año: 2017 Tipo del documento: Article Pais de publicación: Reino Unido

Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Asunto principal: Escalas de Valoración Psiquiátrica / Conducta Adictiva / Juegos de Video / Internet Tipo de estudio: Diagnostic_studies / Prognostic_studies Límite: Adolescent / Adult / Humans / Male Idioma: En Revista: Addict Behav Año: 2017 Tipo del documento: Article Pais de publicación: Reino Unido