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Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results


of a German Nationwide Survey

Article  in  Cyberpsychology, Behavior, and Social Networking · June 2010


DOI: 10.1089/cyber.2009.0227 · Source: PubMed

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CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING
Volume 13, Number 0, 2010
ª Mary Ann Liebert, Inc.
DOI: 10.1089=cpb.2009.0227

Prevalence and Risk Factors of Video Game


Dependency in Adolescence: Results
of a German Nationwide Survey

Florian Rehbein, Grad. Psych., Matthias Kleimann, Grad. Mediasci., and Thomas Mößle, Ph.D.

Abstract

In this article, results of a German nationwide survey (KFN schools survey 2007=2008) are presented. The
controlled sample of 44,610 male and female ninth-graders was carried out in 2007 and 2008 by the Crimin-
ological Research Institute of Lower Saxony (KFN). According to a newly developed screening instrument (KFN-
CSAS-II), which was presented to every third juvenile participant (N ¼ 15,168), 3% of the male and 0.3% of the
female students are diagnosed as dependent on video games. The data indicate a clear dividing line between
extensive gaming and video game dependency (VGD) as a clinically relevant phenomenon. VGD is accompa-
nied by increased levels of psychological and social stress in the form of lower school achievement, increased
truancy, reduced sleep time, limited leisure activities, and increased thoughts of committing suicide. In addition,
it becomes evident that personal risk factors are crucial for VGD. The findings indicate the necessity of additional
research as well as the respective measures in the field of health care policies.

Introduction use behaviors and a subsumption under one medical cate-


gory could prove premature.

W hile TV usage time could be observed to be fairly


consistent in almost all age groups in the past decade,1
the relevance of interactive entertainment media as leisure-
With video game dependency (VGD), we focused our re-
search efforts on a clinical phenomenon currently reported to
be notably widespread among computer-related problematic
time activity has grown considerably both for youths and behaviors.8 Video games can satisfying a wide number of in-
adults. In Germany, for example, computer ownership among dividual psychological needs and, because of their interactive
adolescents ages 12 to 19 increased from 35% to 71% from structures, give rise to an intense experience of gratification in
1998 to 2008, and ownership of gaming consoles increased the user.13,14 In sophisticated games such as massively mul-
from 23% to 45%. The availability of Internet access in ado- tiplayer online role-playing games (MMORPGs), players can
lescents’ bedrooms rose from roughly 10% in 1998 to 51% in regularly acquire or obtain points, placements on ranking
2008.2,3 lists, pieces of virtual equipment, new abilities, and oppor-
Recently, the issue of extensive video game (the term video tunities to configure their own avatar. The allocation of these
games is used for both video and computer games in this rewards frequently follows a pattern of intermittent rein-
article) behavior has gained further attention in research and forcement to the effect that the placing and magnitude of
clinical practice.4–8 Young9 specified a wide range of poten- rewards are rarely predictable.5 According to learning psy-
tially addictive phenomena, such as cybersexual addiction, chology, reinforcement schedules of this kind generate the
cyberrelational addiction, Net compulsions, information highest response rates as well as the highest resistance to
overload, and computer addiction. Subsequently, frequent extinction15 and therefore particularly promote an excessively
attempts to explore these phenomena on an aggregated level rewarding behavior. Hence, video games in their very con-
called computer-related addictive behavior,10 Internet addic- ception show a structural similarity to gambling and, as a
tion, or compulsive Internet use11,12 are observed. However, consequence, are suspected of bearing a similar psychotropic
due to the richness of different computer- and Internet- dependency risk for some people.16
related activities, these terms could be criticized as not being The distinctive mechanisms, however, involved in binding
precisely operationalized.7 To date there has been little em- certain players to certain virtual worlds are roughly system-
pirical insight into these diverse kinds of problematic media atized and barely understood in detail to date. Different risk

Criminological Research Institute of Lower Saxony (KFN), Hanover, Germany.

1
2 REHBEIN ET AL.

factors of VGD have been discussed, such as playing more of Germany. Using a proportional sampling of regions from
complex games such as MMORPGs,4,17 gaming in terms eastern and western Germany as well as independent cities
of dysfunctional coping,6,7,18 low parental support,19 school- and administrational districts (counties) of different sizes, a
related behavioral problems,19 higher aggressiveness, and the representative sample of the population of German ninth-
acceptance of violence as an inherent part of social life and graders at schools offering a general education was
part of one’s own behavioral repertoire,4,20 as well as in terms achieved.22 A 31-page standardized inventory was adminis-
of male gender in general.4,7 Video game–dependent youths tered within the context of the class and completed by the
have also been assumed to exhibit a lower education level,7 students on their own after instruction by a trained inter-
whereas other studies have not proven the educational viewer. The inventory covered a wide range of research in-
background to be of importance for predicting VGD.19 VGD terests, such as juvenile delinquency, drug use, victimization,
is often reported to be accompanied by psychopathological xenophobia, school absenteeism, and parental educational
stress indicators, such as attention deficit hyperactivity dis- styles. A further inventory of six pages containing more fo-
order (ADHD), as well as affective disorders.8,10 Their rele- cused questions on the topic of media use and VGD was
vance for predicting VGD, however, is still a matter under handed out at random to every third participant. Thus, re-
discussion, and large-scale studies considering them alto- garding VGD, 15,168 cases resulted for further analysis. The
gether are missing. return quota was 88%.
Like other forms of potentially addictive computer use,
VGD has not been clinically accepted so far. In 2007, the ap- Measurement of VGD
plication to the Diagnostic and Statistical Manual of Mental
The Video Game Dependency Scale (KFN-CSAS-II) is
Disorders (DSM) of the American Psychiatric Association was
based on the Internet Addiction Scale (ISS-20),11 which was
still assessed negatively with the note that the database for
extended and adapted to the issue of VGD.5 The KFN-CSAS-
such a step was not yet sufficiently secured.21 Against this
II consists of 14 items (4-point scale: 1, incorrect, to 4, absolutely
backdrop, in the past years, increasing efforts have been
true). It follows the classification of dependency of ICD-10
made to develop diagnostic instruments to examine VGD and
and covers the dimensions preoccupation=salience (4 items),
to determine the percentage of persons affected by it.4,6,7 To
conflict (4 items), loss of control (2 items), withdrawal symptoms
allow for clinically significant statements, analysts frequently
(2 items), and tolerance (2 items). Out of the 15,168 adolescents
refer to criteria of substance-related dependency or patho-
who took part, 10,060 responded to all of the 14 items. Three
logical gambling.5 These criteria, however, have been applied
hundred forty-two persons responded to 13 of the 14 items,
and weighted inconsistently so far. Due to this heterogeneous
whereas the missing item was substituted by the scale mean.
definition and varying sampling approaches in different age
Out of the 4,766 participants who could not be diagnosed
groups and populations, prevalence estimates for VGD cur-
because of two or more missing values, 2,635 persons were
rently range from 1.5% to 9.3% between different studies.4,6
nonplayers or occasional players.
The first aim of the present study was to validate the newly
The mean item values reveal high item difficulties for all
developed, short, and easy-to-administer Video Game De-
items (see Table 1). All of the items show good discriminatory
pendency Scale (KFN-CSAS-II) in a German nationwide
power (ri(t-i)  0.6). For the diagnostic status, all four-level
representative sample of ninth-graders. It was intended to
variables are added together so that the scale assumes a value
get a first nationwide prevalence estimate of VGD in a well-
of between 14 and 56 points (a ¼ 0.92). The mean scale value
defined age group. A second aim was to identify risk fac-
for our representative sample of 15-year-old adolescents is
tors predicting VGD in adolescence. We assumed factors of
19.8 points (SD ¼ 7.42, SE ¼ 0.07). The cutoff values for the
gaming behavior such as playing complex and often online
KFN-CSAS-II were defined according to the ISS-20.11 A sum
used games like MMORPGs, shooters, and strategy games, as
score of 35 to 41 indicates that a person is at risk of developing
well as gaming in terms of dysfunctional coping and gaming
VGD, as the items on an average are not rejected any longer
as a source of self-efficacy to contribute to the risk of VGD.
(142.5 ¼ 35). Persons who reach this value are already about
We also expected social factors such as a lack of success in
2 standard deviations above the population mean. With a
leisure-time activities and school related behavioral problems
sum score of 42 and higher, by which on average all items
to increase the risk of a dependency. Regarding socio-
meet with approval, a person is classified as dependent on
demographic parameters, we supposed male participants to
video games. Those who reach this critical value are about 3
be at higher risk, but did not expect parental or juvenile ed-
standard deviations above the mean. With these compara-
ucational background to be of any importance for predicting
tively strict cutoff values, the sensitive subject matter is to be
VGD. With regard to psychological constructs, we hypothe-
taken into account by accepting a lower diagnostic sensi-
sized that personal factors such as lower levels of social
tiveness in favor of a higher diagnostic specificity.
competence, higher levels of impulsiveness, a higher accep-
tance of violence, a history of ADHD, a diagnosis of depres-
Measurement of validation variables
sion or anxiety disorders as well as physical abuse in
childhood could contribute to the risk of VGD. For a general assessment of VGD, participants were asked
on a 6-point scale (not at all to strongly), ‘‘To what extent, do
Methods you believe, you are dependent on video games?’’ (Note that
all quoted items are translated from German.26) Participants
Procedure
were also asked to estimate the time they spent on different
From April 2007 to October 2008, the Criminological Re- media activities on school days and on weekend days, in-
search Institute of Lower Saxony (KFN) conducted a survey cluding online and offline gaming (15-point scale: 0 minutes to
with 44,610 ninth-grade students in 61 randomized regions 5 hours and more). Based on this data, a daily usage time was
PREVALENCE AND RISK FACTORS OF VIDEO GAME DEPENDENCY 3

Table 1. Item Parameters of the Video Game Dependency Scale KFN-CSAS-II (n ¼ 10,402)

M SD ri(t-i)

Preoccupation=salience
During the time that I don’t play video games, in my 1.64 0.87 0.61
thoughts I am very much occupied with games.
My thoughts continually circle around playing video 1.26 0.62 0.69
games, even when I’m not playing.
At certain times or in certain situations, I actually 1.55 0.90 0.63
always play: That has almost become a routine for me.
It happens that I’m virtually doing something 1.36 0.73 0.60
completely different and then, without thinking, start a video game.
Conflict
My school achievement suffers under my game habits. 1.31 0.68 0.64
I am so frequently and intensively occupied with video 1.35 0.70 0.70
games that sometimes I have problems in school.
People important to me complain that I spend too much time playing. 1.55 0.83 0.64
Because I play too much, I undertake less with others. 1.38 0.72 0.63
Loss of control
I often spend more time playing video games than I planned. 1.50 0.83 0.65
I have a feeling that I cannot control my gaming time. 1.42 0.79 0.64
Withdrawal symptoms
If I can’t play, I am irritable and dissatisfied. 1.39 0.71 0.70
If I don’t play for quite a while, I become restless and nervous. 1.23 0.59 0.67
Tolerance
I have a feeling that video games are getting more and more important for me. 1.47 0.78 0.73
I feel forced to play longer and longer to be satisfied. 1.30 0.68 0.65
Scale Cronbach’s a ¼ 0.92

Note: Items as translated from German. The statistical values refer to the German version.26 Means are based on a four-stage response
format (1, incorrect, 2, hardly correct, 3, rather correct, 4, absolutely true). ri(t-i) ¼ selectivity according to item-rest correlation. Unidimensionality is
safeguarded by factor analysis.

calculated: (school day5 þ weekend day2)=7. Indicators of person shooters, and strategy games (7-point scale: never to
academic performance were assessed as well: participants daily). Participants were identified as using particular genres
stated their grades in the last school report (1, very good, to 6, if they played the respective genre at least monthly. The
insufficient) and marked whether they skipped single lessons adolescents were also asked to name their three currently
or whole school days in the past half-year. Based on this in- favorite video games. The resulting string variables were
formation, a total number of skipped lessons was calculated recoded to numeric variables by a trained coder, whereas
(school day5 þ single lessons). Multiple truancy was de- different versions of one game (e.g., Counterstrike, Counter-
fined as missing more than 5 school days in the last half-year. strike Source, Counterstrike Condition Zero) were merged
Additionally, participants stated whether video gaming was into one group. The impact of gaming in terms of dysfunc-
the reason for their truancy (2-point scale: yes or no). Sleeping tional coping was assessed by the item ‘‘I usually play video
time was calculated as the time span between the self- games when my life is not going well’’ (4-point scale: incorrect
reported time of going to bed the day before and the time of to absolutely true); the role of gaming as a source of experi-
getting up on the day of the interview (33-point time scale: 15- encing self-efficacy was assessed with the question ‘‘How
minute breakdown). Participants were further asked whether relevant is it for you to feel powerful and in control when
they had difficulties in falling asleep in the past week (5-point playing action games?’’ (4-point scale: irrelevant to very rele-
scale: never to always). Sleeping disturbance was coded when vant). We refrained from including gaming time and variables
participants quoted always for the week before. Using a wide that are clearly confounded with gaming time as predictors
range of items regarding organized youth activities (e.g., for VGD, since they can be expected to be indicators rather
sports club, music school, youth association), participants than risk factors of VGD.
who in the past year had not participated in at least one Regarding social predictors, participants were asked—
activity were identified. Finally, for assessing psychological referring to a wide range of different areas of youth leisure
stress indicators, we asked students about suicidal thoughts: activities and aspects of common life such as sports, music,
‘‘Have you ever thought of committing suicide?’’ (4-point friends, family, school, and video games—whether they
scale: no, never to yes, often). succeeded in these areas within the previous year (2-point
scale: yes or no). Subsequently, participants who could name
only video games as a domain of success were identified.
Measurement of risk factors
School-related anxieties were assessed by a five-item scale (4-
To assess risk factors regarding gaming behavior, students point scale: incorrect to absolutely correct) mainly regarding
were asked for their usage times of nine different video game embarrassing situations and failures in test situations
genres in the preceding year, including MMORPGs, first- (a ¼ 0.78). Previous failures in academic achievement were
4 REHBEIN ET AL.

accounted for by the question whether the participants ever pendent. In comparison to boys, a small number of girls are
had to repeat a school year (2-point scale: yes or no). affected: 0.5% are at risk and 0.3% are dependent. Hence,
For assessing demographic predictors, we used the gender roughly 90% of the youths at risk and 91% of the ones de-
of students as well as juvenile and parental educational pendent are males.
background measured by the question ‘‘What is the highest
qualification of your parents?’’ A low parental educational Validation
background was classified if neither of the parents had at
For a validation of the Video Game Dependency Scale
least completed the middle secondary school Realschule (Re-
(KFN-CSAS-II), only data of male participants were used
alschule is usually completed at the end of tenth grade which
because most of the variables under consideration are con-
qualifies a student to go on to upper secondary school), and a
founded with gender. As expected, boys classified as video
low juvenile educational background was classified if the
game dependent show increased usage times ( p < 0.01).
participants themselves attended the lower secondary school
While this group in particular shows a high daily online
Hauptschule (Hauptschule is usually completed at the end of
gaming time of 188 minutes, offline game usage is compar-
ninth grade which qualifies a student for entering into vo-
atively modest (see Table 2). The self-evaluation of the par-
cational training or apprenticeship or to switch to Realschule).
ticipants corresponds with the classification to a considerable
With regard to psychological predictors, a five-item scale
extent (r ¼ 0.59, p < 0.01).
(2-point scale: no or yes; a ¼ 0.71) mainly indicating social
Similar patterns are found with regard to school achieve-
competence and the ability of putting oneself in the place of
ment and school absenteeism. While boys who game exten-
another interacting person (e.g., ‘‘Before I criticize people I try
sively show slightly worse grades in German, history, and
to imagine how I would feel in their place’’) was used. Im-
sports (larger numbers indicating lower performance), the
pulsiveness was measured by using two items of the impul-
school performance clearly deteriorates in the group of video
siveness inventory IVE23 (‘‘I often get in uncomfortable
game–dependent boys ( p < 0.01). Additionally, extensive
situations because I didn’t think it over’’ and ‘‘I often get in
gamers play truant similarly to inconspicuous male youths;
trouble because I can’t control myself’’ (2-point scale: no or
video game–dependent boys, however, have skipped more
yes). Additionally, four items were used to assess the accep-
lessons and are more often classified as multiple truants with
tance of violence as an inherent part of social life and part of
more than 5 days of absence from school ( p < 0.01). More-
one’s own behavioral repertoire (4-point scale: incorrect to
over, members of this group more often give video gaming as
absolutely true), in which participants had to appraise their
the reason for their truancy ( p < 0.01).
beliefs about the role of violence in everyday life (a ¼ 0.87).
Regarding health-related factors, results show successively
Psychological disorders (depressive, anxiety, and attention)
reduced sleep time through the groups, culminating in video
in the students’ personal history were assessed by the ques-
game–dependent boys with the shortest average time of sleep
tion whether a physician or psychologist had ever diagnosed
( p < 0.01). Consistent with this observation, especially video
these disorders (2-point scale: yes or no). Finally, participants
game–dependent boys, but not at-risk boys, report intensive
were asked if they had been severely physically abused by
problems falling asleep in the past week ( p < 0.01). In addi-
their mothers or fathers before the age of 12 (6-point scale:
tion, an increased part of the video game–dependent male
never to repeatedly per week) regarding the following incidents:
adolescents report not participating in any regular, organized
hit with an object, punched or kicked, beaten or bashed.
leisure-time activities ( p < 0.01). The more frequent thoughts
Students were classified as frequently abused if they had
of committing suicide among boys at risk ( p < 0.01) and es-
experienced such events at least monthly during childhood.
pecially dependent boys ( p < 0.01) indicate an increased
mental stress within these two groups.
Participants
The average age of the participants was 15.3 years Predictors of video game dependency
(SD ¼ 0.69), about half of them being male (51.3%), and 27.4% The top 10 games among boys, in order of their circulation,
with a migration background. On average, the students use are Counterstrike (27%), FIFA Soccer (16.1%), Need for Speed
video games 141 minutes a day. Online games made up al- (11.4%), Grand Theft Auto (10.1%), World of Warcraft (9.8%),
most 60% of the time spent with video games (83 min). Boys Call of Duty (7.8%), Battlefield (5.1%), Warcraft (4.9%), Pro
play 130 minutes on school days (77 min online) and 167 Evolution Soccer (4.8%), and Guild Wars (2.7%). A compar-
minutes on weekend days (97 min online). Girls play about 53 ative analysis of these 10 games among male adolescents
minutes on school days (33 min online) and 64 minutes on found that every fifth player of the online role-playing game
weekend days (38 min online). Altogether, girls with an av- World of Warcraft shows a risk for or an already existing
erage daily gaming time of 56 minutes use video games 90 VGD. Users of Counterstrike, Warcraft, Battlefield, Call of
minutes less than boys; 12.6% of the girls and 39% of the boys Duty, and Guild Wars, games that are often or preferably
could be characterized as extensive gamers spending more played online, show an increased share of dependent persons,
than 2.5 hours a day with video games. too. The data also suggest a higher share of VGD in males
using games played exclusively on personal computers. With
Results the three sports games Pro Evolution Soccer, Need for Speed,
and FIFA Soccer, a reduced share of persons at risk becomes
Prevalence
obvious. The daily video game times follow a similar pattern,
Of the adolescents surveyed, 2.8% are classified as being at with the highest daily gaming times observed for boys using
risk and 1.7% as being dependent on video games. Mainly World of Warcraft (see Table 3). An increased risk of devel-
boys are affected: 4.7% of them are at risk and 3% are de- oping VGD seems to be inherent in certain video games. One
PREVALENCE AND RISK FACTORS OF VIDEO GAME DEPENDENCY 5

Table 2. Psychosocial Stress Indicators by Usage Group (Boys Only, n ¼ 7,761)

Main group Extensive players Players at risk Dependent


Psychosocial (<2.5 h=day) (>2.5 h=day) (RS 35) players (RS 42)
stress indicators n ¼ 4,621 n ¼ 2,619 n ¼ 324 n ¼ 197

Primary validation
Online gaming time 26 min 159 min** 172 min** 188 min**
Offline gaming time 33 min 100 min** 74 min** 78 min**
Self-assessment VGD (1–6) M ¼ 1.8 M ¼ 2.4** M ¼ 4.1** M ¼ 4.8**
Grades at school
German 3.14 3.28** 3.32** 3.46**
Mathematics 3.05 3.07ns 3.30** 3.29**
History 2.83 2.92** 3.03** 3.17**
Sports 2.05 2.17** 2.19ns 2.42**
School absenteeism
Skipped lessons 10.1 h 10.0 hns 16.4 h** 18.6 h**
Multiple truancy 12.5% 12.2%ns 21.6%** 22.4%**
Motive: video gaming 8.2% 23.2%** 44.9%** 63.8%**
Health-related factors
Time of sleep 7.5 h 7.3 h** 7.1 h** 6.9 h**
Sleep disturbance 4.1% 6.1%** 7.6%ns 15.1%**
No regular leisure-time activities 30.4% 36.9%** 39.0%* 44.6%**
Frequent thoughts of suicide 2.4% 3.0%ns 6.3%** 12.3%**

Note: To the main group and to the group of extensive players, there were assigned only boys who in accordance with KFN-CSAS-II were
not classified as conspicuous either because they did not reach the critical value (RS < 35, n ¼ 6,367) or could not be diagnosed because of two
or more missing values (n ¼ 873). Grades at school do correspond to the German grading system: 1, very good, to 6, insufficient. Test of
significance by means of analysis of variance (ANOVA). Post hoc testing with Scheffé test. RS ¼ raw score in KFN-CSAS-II. The deviation
from the main group is given.
*p < 0.05; **p < 0.01; ns, not significant.

would expect, however, that certain person-immanent factors general. Table 4 shows the descriptive measures of the pre-
as well as factors of the person’s social environment add to the dictors used in this model.
risk of VGD, too. These factors could similarly increase the Sixty-one percent of the regularly playing adolescents are
likelihood of using certain types of video games. male. Most of the other predictors are moderately distributed,
To determine which of the risk factors contributes to the such as the use of the three game genres (24–30%), lower
development of VGD in a significant way, we performed a educational background (19–29%), and previous repetition of
logistic regression analysis, predicting the classification as a school year (22%). As expected, with regard to the predic-
being dependent (KFN-CSAS-II RS 42). Only boys and girls tors no success in leisure-time activities besides gaming (2%),
who were gaming regularly were included in the analysis, frequent abuse in childhood (3%), and psychological disorders in
since we intended to predict VGD and not video gaming in personal history (4–8%), only a small number of adolescents

Table 3. Imperiled and Dependent Persons among Players of the 10 Most Popular Games
of Male Adolescents (Boys Only, n ¼ 6,230, Weighted)

Deviation from Deviation from


Usage scale mean mean gaming
Player of… Genre (hardware) (KFN-CSAS-II) At risk Dependent time (min=day)

World of Warcraft MMORPG Online (a) þ5.1** 11.6% 8.5% þ88**


Guild Wars MMORPG Online (a) þ2.8** 5.8% 3.8% þ56**
Warcraft Strategy Online (a) þ2.5** 8.7% 3.8% þ53**
Counterstrike Shooter Online (a) þ2.3** 8.2% 4.9% þ49**
Call of Duty Shooter Both (a, b, c) þ1.0** 6.2% 4.0% þ33**
Battlefield Shooter Online (a, b) þ0.8ns 6.5% 4.1% þ33**
Grand Theft Auto Genre mix Offline (a, b, c) 0.8* 4.5% 2.7% 28**
Pro Evol. Soccer Sports Offline (a, b, c) 2.0** 3.5% 1.9% 36**
FIFA (Soccer) Sports Offline (a, b, c) 2.4** 2.9% 1.2% 50**
Need for Speed Racing Offline (a, b, c) 2.7** 2.8% 1.8% 35**

Online, primarily used with active Internet connection; offline, primarily used without active Internet connection; both, similarly used
online and offline; a, used on PC systems; b, used on TV video game consoles; c, used on handheld video game consoles.
Test of significance with t test (two-tailed). Difference between mean of participants playing a certain game and participants playing only
other games. Included in analysis are only male participants using video games at least occasionally. General mean values for this group:
(KFN-CSAS-II scale) mean, 21.8; at risk, 4.9%; dependent, 3.1%; gaming time, 145 min=day.
*p < 0.05; **p < 0.01; ns, not significant.
6 REHBEIN ET AL.

Table 4. Predictors in the Logistic Regression Analysis Predicting Video Game Dependency
in Boys and Girls Gaming Regularly

Predictors Min Max M SD

Gaming behavior
Gaming in terms of dysfunctional coping 1 (incorrect) 4 (correct) 1.56 0.89
Gaming as source of self-efficacy 1 (irrelevant) 4 (relevant) 2.36 1.06
Usage of MMORPG 0 (no) 1 (yes) 0.24 0.43
Usage of strategy games 0 (no) 1 (yes) 0.30 0.46
Usage of shooter games 0 (no) 1 (yes) 0.24 0.43
Social predictors
No success in leisure-time activities besides gaming 0 (no) 1 (yes) 0.02 0.14
School-related anxieties 1 (no) 4 (many) 1.95 0.66
Previous repetition of a school year 0 (no) 1 (yes) 0.22 0.42
Demographic predictors
Male gender 0 (no) 1 (yes) 0.61 0.49
Low parental education 0 (no) 1 (yes) 0.19 0.39
Low juvenile education 0 (no) 1 (yes) 0.29 0.46
Psychological predictors
Lower social competence 0 (higher) 1 (lower) 0.39 0.32
Impulsiveness 0 (lower) 2 (higher) 0.54 0.74
Acceptance of violence 1 (lower) 4 (higher) 1.57 0.73
ADHD in personal history 0 (no) 1 (yes) 0.08 0.27
Depression disorder in personal history 0 (no) 1 (yes) 0.05 0.21
Anxiety disorder in personal history 0 (no) 1 (yes) 0.04 0.20
Frequent physical abuse in childhood 0 (no) 1 (yes) 0.03 0.17

could be observed, whereas the prevalence for the psycho- served regarding frequent physical abuse in childhood,
logical disorders are fairly consistent with other studies.24,25 which remained statistically significant in a recently pub-
Nine of the 18 factors considered contribute significantly to lished model predicting VGD.26 In the present model, how-
the prediction of VGD, accounting for 41% of the variance of ever, considering a larger number of variables, abuse in
VGD in adolescents (see Table 5). childhood loses its relevance as a predictor.
As one would expect, behavioral variables gaming in terms
of dysfunctional coping and gaming as a source of self-efficacy
Discussion
both increase the risk of VGD. Our assumption that the
use of complex and often online-used games contributes to By means of the KFN schools survey 2007=2008, a first
the risk of VGD is only partially supported, though: while nationwide prevalence value of VGD for 15-year-olds was
MMORPGs contribute to the risk of developing VGD, strat- obtained. The resulting prevalence of 1.7% (boys: 3%; girls:
egy or shooter games do not. Our hypothesis that different 0.3%) is to be found at the lower end of other estimations,
social factors are of importance for VGD could fully be sup- generally showing higher prevalence values in younger6 and
ported. Adolescents with no success in their leisure-time similar age groups.7,10 These studies, however, used different
activities besides gaming, those with higher levels of school- diagnostic instruments and operated with a comparatively
related anxieties, and those who have repeated a school year small number of participants. In either case, the relatively
in the past are significantly at higher risk of developing VGD. lower prevalence values of this study should not be under-
The two sociodemographic variables parental and juvenile estimated, since the observed number of affected adolescents
educational background, on the other hand, provide no sub- points out an urgent call for public action: in Germany alone,
stantial contribution to predicting VGD. Hence, our hypoth- in the age group of 15-year-olds (843,000 in 2007), one must
esis of VGD being independent of educational background assume about 13,000 video game–dependent boys and 1,300
and therefore not being restricted to specific social environ- video game–dependent girls.
ments could be confirmed. Regarding male gender, our as- With regard to the KFN-CSAS-II, its applicability for
sumption could not be sustained. Although male participants drawing a clear dividing line between VGD and a passionate,
are to a far greater extent affected by VGD, when simulta- however comparatively less problematic, gaming behavior
neously considering other predictors, male gender loses its could be shown. Video game–dependent adolescents show
importance in predicting VGD. Finally, our hypothesis of characteristics of increased psychological and social stress,
different psychological factors accounting for VGD could confirming the clinical relevance of the phenomenon as re-
partially be supported. In this context, only subclinical pre- ported similarly in other studies.8,10,19 Our study adds to the
dictors, such as low social competence, higher levels of im- existing research in showing that school- and health-related
pulsiveness, and the acceptance of violence as an inherent stress indicators could be observed both in boys exhibiting
part of social life and part of one’s own behavioral repertoire, conspicuous mean values in the KFN-CSAS-II and, to a minor
contribute to VGD. The three considered psychological dis- degree, in boys showing just increased gaming times. This
orders ADHD, depression, and anxiety disorders do not points out the importance of differentiating between exten-
significantly contribute to the risk of VGD. A trend was ob- sive gaming without pathological background and VGD.
PREVALENCE AND RISK FACTORS OF VIDEO GAME DEPENDENCY 7

Table 5. Logistic Regression Analyses Predicting Video Game Dependency in Boys


and Girls Gaming Regularly (n ¼ 4,727)

95% confidence interval for Exp(B)

Predictors B SE Exp(B) Lower bound Upper bound

Gaming behavior
Gaming in terms of dysfunctional coping 1.22** 0.10 3.39 2.78 4.13
Gaming as source of self-efficacy 0.45** 0.11 1.57 1.28 1.93
Usage of MMORPG 0.58** 0.20 1.78 1.20 2.65
Usage of strategy games 0.17ns 0.21 1.19 0.79 1.80
Usage of shooter games 0.06ns 0.23 1.06 0.67 1.67
Social predictors
No success in leisure-time activities besides gaming 1.60** 0.32 4.94 2.65 9.18
School-related anxieties 0.54** 0.14 1.72 1.31 2.25
Previous repetition of a school year 0.50* 0.21 1.65 1.09 2.51
Demographic predictors
Male gender 0.39ns 0.36 1.48 0.74 2.97
Low parental education 0.28ns 0.27 0.76 0.45 1.28
Low juvenile education 0.22ns 0.22 1.24 0.81 1.92
Psychological predictors
Lower social competence 0.85** 0.31 2.34 1.29 4.25
Impulsiveness 0.31** 0.12 1.36 1.08 1.73
Acceptance of violence 0.27* 0.12 1.31 1.04 1.64
ADHD in personal history 0.02ns 0.28 0.98 0.57 1.70
Depression disorder in personal history 0.04ns 0.41 0.96 0.43 2.13
Anxiety disorder in personal history 0.43ns 0.46 1.54 0.63 3.77
Frequent physical abuse in childhood 0.59ns 0.39 1.81 0.85 3.85

Nagelkerkes R2 ¼ 0.41.
*p < 0.05; **p < 0.01; ns ¼ not significant. All variables entered simultaneously.

However, further studies are required to validate the KFN- VGD. To our knowledge, this is the first study modeling the
CSAS-II in clinical samples in order to estimate its diagnostic risk of VGD simultaneously accounting for factors of gaming
sensitivity and specificity and to give further advice for behavior, social stress, sociodemographic variables, and
possible improvements. psychological predictors. Some of the identified predictors
Another aim of this study was to identify certain risk factors support other studies: importance of dysfunctional cop-
predicting VGD. Although our cross-sectional study design ing,6,7,18 higher levels of acceptance of violence as an inher-
does not allow causal conclusions between many of the risk ent part of social life and part of one’s own behavioral
factors under consideration and VGD, we found the 10 repertoire,4,20 and school-related behavioral problems.19
most common video games among boys in 2007=2008 to differ Furthermore, our results indicating a higher level of sleep
largely in the percentage of players being at risk and depen- disturbance and suicidal thoughts in video game–dependent
dent as well as the time spent with these games. Players of boys are in line with other studies reporting elevated levels of
MMORPGs, strategy games, and shooters show increased psychological stress in persons with conspicuous video game
means regarding these aspects. Our regression model, how- usage.8,10 ADHD, depression, and anxiety disorders in per-
ever, illustrates that when considering other important pre- sonal history, however, do not contribute to the risk of VGD
dictors, only the use of MMORPGs remains to add the risk of in adolescence. Longitudinal studies are necessary to clarify
VGD. The risk of adolescents using these games increases by the relationship between VGD and comorbid disorders,
78%, whereas the explanatory value of shooter and strategy carefully considering cause and effect among developmental
games turns out to be insignificant in general. These findings changes.
are in line with other studies reporting especially MMORPG Finally, some findings of this study are contradictory to
users being at higher risk of developing VGD.4,17 In this other studies. Our results prove VGD to be independent of
regard, above all the MMORPG World of Warcraft must be educational background, which is consistent with previous
assessed as critical, since in most countries it is classified as results of a large-scale assessment of 14,301 ninth-graders
suitable for adolescents (European States covered by PEGI and conducted in Germany in 200519 but inconsistent with
USK rating: 12þ; United States ESRB rating: teen), and 8.5% of another German study reporting lower educational back-
its German 15-year-old male users are being diagnosed as ground of video game–dependent boys.7 One explanation for
dependent. More research to identify prominent features em- this discrepancy could be the smaller sample size of 221
bedded in these games with a higher risk potential is needed in children, 14 of whom were identified as dependent,7 wherein
order to explain the existing differences and to sensitize the the importance of educational factors in the population is
local authorities responsible for the protection of minors. hardly predictable. Another explanation could be that the
Additionally, our regression model points out that a mul- authors included video gaming time as a selection criteria of
tiplicity of risk factors is of importance for the development of VGD.7 Video gaming time is known to be usually higher in
8 REHBEIN ET AL.

adolescents (especially in children) with lower educational 2. Feierabend S, Rathgeb T. (2008) JIM-Studie 2008. Jugend,
background,4 which could be expected to lead to a higher Information, (Multi-)Media. Basisuntersuchung zum Medie-
chance for this group to be classified as dependent if gaming numgang 12–19 Jähriger [Youth, Information, (Multi-)Media.
time is part of the diagnoses. In contrast, in our study, gaming Survey of Media Usage of 12–19 Year Olds]. Stuttgart: Med-
time was not included in the diagnostic assessment of VGD. ienpädagogischer Forschungsverbund Südwest.
Moreover, in our regression analysis, we included only stu- 3. JIM’98: Jugend, Information, (Multi-)Media: Basisuntersuchung
dents playing at least occasionally in order to predict VGD zum Medienumgang 12-bis-19 Jähriger in Deutschland [Youth,
and not video gaming in general. Therefore, we assume our Information, (Multi-)Media: Survey of Media Usage of 12–19
risk assessment of VGD to be less confounded with usage Year Olds]. 1998. Baden-Baden: Medienpädagogischer For-
schungsverbund Südwest.
time and therefore to deliver a better estimate for VGD
4. Mößle T, Kleimann M, Rehbein F. (2007) Bildschirmmedien im
among different social groups. Further research is needed to
Alltag von Kindern und Jugendlichen: Problematische Med-
clarify these assumptions. In this regard, it seems noteworthy
iennutzungsmuster und ihr Zusammenhang mit Schulleistungen
that in our regression model, failures at school, school-related und Aggressivität [Screen Media in Everyday Life of Children
anxieties, and the absence of success in other leisure-time and Adolescents: Problematic Usage Patterns and Their Relation
activities besides gaming seem to play a crucial part in de- to School Success and Aggressive Behavior]. Baden-Baden:
veloping VGD. Thus, there is growing evidence that not Nomos.
differences in social status per se but the perception of one’s 5. Rehbein F, Borchers M. Süchtig nach virtuellen Welten?
own status within the peer group could contribute to an es- Exzessives computerspielen und computerspielabhängigkeit
cape into virtual worlds and thereby to the risk of VGD. in der jugend [Addicted to Virtual Worlds? Excessive Video
We found that male adolescents are affected by VGD to Gaming and Video Game Addiction in Adolescents]. Kin-
a far greater extent, which again corresponds with other derärztliche Praxis 2009; 80:42–9.
studies.4,7 Accounting for other risk factors, however, the 6. Grüsser SM, Thalemann R, Albrecht U, et al. Exzessive
male gender is no longer of relevance in predicting VGD. computernutzung im kindesalter: ergebnisse einer psycho-
Other variables included in the model, such as the more metrischen Erhebung [Excessive Computer Usage in
common use of MMORPGs and the greater extent of gam- Adolescents–a Psychometric Evaluation]. Wiener Klinische
ing in terms of dysfunctional coping and as a source of self- Wochenschrift 2005; 117:188–95.
efficacy among boys explained gender influences on VGD. 7. Wölfling K, Thalemann R, Grüsser SM. Computerspielsucht:
Some other factors, however, could account for a gender- Ein psychopathologischer Symptomkomplex im Jugendalter
specific risk of VGD as well. These have to be dealt with in [Computer Game Addiction: A Psychopathological Com-
future studies, especially with regard to other possible forms plex of Symptoms in Adolescence]. Psychiatrische Praxis
2008; 35:226–32.
of media dependency in which girls seem to be far more
8. te Wildt BT, Putzig I, Zedler M, et al. Internetabhängigkeit
prominent (e.g., excessive chatting behavior).
als ein symptom depressiver störungen [Internet Addiction
Despite a progressive level of knowledge, up until now,
As a Symptom of Depression Disorders]. Psychiatrische
VGD has not been clinically acknowledged, so treatment of Praxis 2007; 34:S318–22.
affected persons is not officially provided by most of the 9. Young KS, Pistner M, O’Mara JO, et al. The mental health
present health care systems. Further research is needed to concern for the new millennium. CyberPsychology &
advance our understanding of VGD and other possible types Behavior 2000; 3:475–9.
of media dependencies, especially regarding genesis, long- 10. Yang CK. Sociopsychiatric characteristics of adolescents
term consequences, risk and resilience factors, and adequate who use computers to excess. Acta Psychiatrica Scandina-
therapeutic strategies. However, a clarification of these ques- vica 2001; 104:217–22.
tions can be achieved not only by intensified research efforts 11. Hahn A, Jerusalem M. (2001) Internetsucht: Validierung
but also by a well-documented clinical practice and a grow- eines Instruments und explorative Hinweise auf personale
ing cross-linking of all protagonists involved. Bedingungen [Internet Addiction: Validation of an Instru-
ment and Explorative Evidence on Personal Causes]. In
Acknowledgments Theobald A, Dreyer M, Starsetzki T, eds. Handbuch zur
Online-Marktforschung. Beiträge aus Wissenschaft und Praxis.
We thank the KFN schools survey team: Susann Rabold, Wiesbaden: Gabler, pp. 213–33.
Julia Simonson, Cathleen Kappes, Dirk Baier, and Christian 12. Meerkerk GJ, Van Den Eijnden RJJM, Vermulst AA, et al.
Pfeiffer. We also thank Bert te Wildt (Medizinische Hoch- The Compulsive Internet Use Scale (CIUS): some psycho-
schule Hannover) for his support in the development of the metric properties. Cyberpsychology & Behavior 2009; 12:
KFN-CSAS-II. 1–6.
13. Kunczik M, Zipfel A. (2004) Medien und Gewalt [Media and
Disclosure Statement Violence]. Osnabrück: Bundesministerium für Familie, Se-
nioren, Frauen, und Jugend.
No competing financial interests exist.
14. Stierle C. Computerspiele und Gewalt: Eine Sekundär-
analyse zum Zusammenhang zwischen violenten Compu-
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