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Video Game and Internet Addiction: Is there a Need for Differentiation?

Article  in  Sucht · January 2013


DOI: 10.1024/0939-5911.a000245

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Florian Rehbein Thomas Mößle


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SUCHT, 59 (3), 2013, 129 – 142

Special Issue

Video Game and Internet Addiction:


Is there a Need for Differentiation?
Florian Rehbein and Thomas Mößle
Criminological Research Institute of Lower Saxony (KFN), Hannover, Germany

Abstract: Introduction: The term Internet addiction encompasses a broad range of activities which in isolation have rarely been studied for
their clinical relevance. This study looks at whether video game addiction and Internet addiction can be regarded as distinct nosological
entities and whether there is a differential impact on those affected. It also aims to describe the type of activities that contribute most to the
addiction. Methods: Data was collected in a school survey of Grade 7 to 10 students (M = 14.5 years; n = 4 436). Besides video game
addiction (CSAS-II) and Internet addiction (CIUS), indicators of media consumption, functional level, well-being, burden for significant
others and psychological strain were collected. Results: Internet and video game addiction can be regarded as two distinct nosological
entities. This differentiation is supported by differences in sociodemographic variables and measures of validation. The subjective suffering
seems to be higher among adolescent video game addicts than Internet addicts. Girls with an Internet addiction cite social networks almost
exclusively as the cause of their problem while boys also name pornography. Discussion: In research on Internet addiction, a greater
differentiation is needed regarding the underlying activities.

Keywords: video game addiction, pathological video game use, online gaming addiction, Internet addiction, social networking addiction

Computerspielsucht und Internetsucht: Ist eine Unterscheidung notwendig?

Zusammenfassung: Einfhrung: Unter dem Begriff Internetsucht wird eine Vielzahl von Aktivitten subsummiert, die bislang kaum in
differenzierter Weise auf ihren Krankheitswert untersucht wurden. In diesem Artikel erfolgt eine differenzielle und empirisch gesttzte
Einordnung der beiden Konstrukte Computerspielsucht und Internetsucht. Computerspielsucht wird dabei als Abhngigkeit von Online-
oder Offlinespielen definiert. Internetsucht wird als Abhngigkeit von anderen Internetaktivitten (nicht Onlinespielen) verstanden. Es
wird berprft, ob sich Computerspielsucht und Internetsucht als distinkte nosologische Entitten voneinander abgrenzen lassen. Ferner
wird untersucht, welche Aktivitten aus Sicht der internetabhngigen Jungen und Mdchen am strksten zu ihrer Sucht beigetragen haben.
Abschließend wird beschrieben, wie stark computerspiel- und internetabhngige Jugendliche durch ihr pathologisches Verhalten beein-
trchtigt sind. Methodik: Datenbasis ist eine Befragung an Schlern 7. bis 10. Klassen (M[Alter] = 14,5; n = 4 436; Rcklaufquote: 84.9 %).
Insgesamt beteiligten sich zehn Schulen an der Befragung (vier Realschulen: 1 286 Schler; vier Gymnasien: 1 815 Schler; zwei Ge-
samtschulen: 1 335 Schler). Erfasst wurden neben Computerspielsucht (CSAS-II) und Internetsucht (CIUS) Primrvalidierungsvariablen
aus den Bereichen subjektive Selbsteinschtzung und Mediennutzung, Maße gesundheitsbezogener Lebensqualitt und Maße des psy-
chosozialen Funktionsniveaus. Zustzlich wurden die krankheitsbedingte Belastung dritter Personen und die subjektive Beeintrchtigung
erhoben. Ergebnisse: Computerspielsucht und Internetsucht lassen sich diagnostisch voneinander abgrenzen und beide Stçrungen bestehen
in den meisten Fllen unabhngig voneinander. Die Abgrenzung beider Stçrungsentitten wird ferner durch soziodemographische Un-
terschiede in den Betroffenengruppen sowie Validierungsmaße gesttzt. Internetschtige Jugendliche sind hufiger weiblich, nutzen ins-
besondere soziale Netzwerke, benennen diese als primr urschlich fr ihre Problematik und ihre Betroffenenzahl nimmt von der 7. bis 10
Jahrgangsstufe tendenziell zu. Computerspielabhngige Jugendliche sind hufiger mnnlich, nutzen insbesondere Onlinespiele, und ihre
Betroffenenzahl nimmt von der 7. bis 10. Jahrgangsstufe tendenziell ab. Insgesamt wird die Nutzung von sozialen Netzwerken vom
berwiegenden Teil der internetschtigen Jugendlichen als urschlich fr ihre Problematik benannt. Internetschtige Mdchen benennen
jedoch hufiger als Jungen soziale Netzwerke als urschlich fr ihre Problematik whrend internetschtige Jungen hufiger als Mdchen die
Nutzung von Internetpornographie dafr verantwortlich machen. Sowohl computerspielschtige als auch internetschtige Jugendliche
erscheinen in Hinblick auf ihre gesundheitsbezogene Lebensqualitt und ihr psychosoziales Funktionsniveau vielfltig belastet. Compu-
terspielschtige Jungen erleben hufiger als internetschtige Jungen Schlafprobleme und mediennutzungsbedingte physische Aggressivitt.
Computerspielabhngige Jungen ußern jedoch in geringerem Maße als internetschtige Jungen Suizidgedanken. Suizidgedanken werden
dahingegen hufiger von computerspielschtigen Mdchen als von internetschtigen Mdchen berichtet. Zudem neigen computerspiel-
schtige Mdchen strker als internetschtige Mdchen dazu, aufgrund der Mediennutzung die Schule zu schwnzen. Insgesamt fllt auch
der subjektive Leidensdruck bei computerspielschtigen hçher als bei internetschtigen Jugendlichen aus. Diskussion: Es zeigt sich, dass
sich Computerspielsucht und Internetsucht sowohl inhaltlich als auch empirisch voneinander abgrenzen lassen. Gleichzeitig weisen Be-
troffene beider Stçrungsentitten in einer Weise Beeintrchtigungen auf, dass von einer klinisch relevanten Problematik ausgegangen
werden kann. Wenngleich die Nutzung sozialer Netzwerke aus Sicht der internetschtigen Jugendlichen am meisten zu ihrer Problematik

DOI: 10.1024/0939-5911.a000245 SUCHT 59 (3)  2013 Verlag Hans Huber, Hogrefe AG, Bern
130 F. Rehbein & T. Mçßle: Video Game and Internet Addiction

beitrgt, sollten weitere Differenzierungen zwischen Subtypen der Internetsucht erfolgen und empirisch untersucht werden. Im Hinblick auf
Internetglcksspielsucht und Internetkaufsucht, die zumindest im Jugendalter kaum zum Phnomen Internetsucht beitragen, sollte alter-
nativ eine Zuordnung zu den bereits etablierten Stçrungskategorien und eine Herauslçsung aus dem Konstrukt Internetsucht geprft
werden.

Schlsselwçrter: Computerspielabhngigkeit, Computerspielsucht, pathologische Computerspielnutzung, Onlinespielsucht, Internetsucht

Introduction logical gambling) or whose recognition as an addictive


behavior is also discussed independently of the Internet
As early as in 1999, Young and colleagues stated that the (compulsive shopping disorder, sex addiction). In those
Internet enables a range of different activities which can cases, the Internet can also be seen as a new venue for
result in behavioral addiction (Young, Pistner, OMara, & traditional behavioral addictions.
Buchanan, 1999; see also Brand and Laier in this journal, pp. – The term Internet addiction covers video game addiction
143 – 152). Since then, most studies have conceived the only partially: Internet addiction usually includes video
proposed Cyber Disorders as a nosological entity, based on game addiction, but understands the latter exclusively as
the assumption that all pathological Internet activities could an addiction to online gaming. Although the risk
be measured as a coherent psychopathological phenomenon involving online games is particularly high, there is
(Rehbein & Mçßle, 2012). evidence that games can be used in a psychologically
However, recent studies showed that Internet addiction dependent way without an active Internet connection
could be best predicted cross-sectionally by gaming (Meer- (e. g. purely offline games and offline gaming modes).
kerk, van den Eijnden, & Garretsen, 2006; Siomos, Dafouli,
Braimiotis, Mouzas, & Angelopoulos, 2008; van Rooij, To further develop a conceptual foundation it appears
Schoenmakers, van de Eijnden, & van de Mheen, 2010) and useful to identify subforms of Internet addiction and to
longitudinally by the use of pornography (Meerkerk et al., study them separately for their clinical relevance. To date,
2006). Moreover, in a more descriptive manner, the very two main research areas exist in relative isolation from one
recent German PINTA-study (Prvalenz der Internetab- another (Rehbein & Mçßle, 2012):
hngigkeit – Prevalence of Internet Addiction) showed that 1. Studies on Internet addiction which among other
social networking is the main activity and online gaming the Internet activities include video game addiction as
second most frequent activity pursued by individuals with online gaming addiction. These studies are subject to
an Internet addiction (Rumpf, Meyer, Kreuzer, & John, the restrictions outlined above.
2011). These results, which indicate gaming and social 2. Studies on video game addiction (online and offline
networking being of particular importance for Internet games) which allow no conclusions to be drawn regard-
addiction, raise the question, whether all activities postu- ing the clinical relevance of other psychopathological
lated by Young and colleagues contribute to the concept of behaviors arising from Internet and computer use.
Internet addiction in a significant manner.
Apart from empirical results, the term Internet addic- Previous research indicated that both, video game and
tion can be criticized as well (Rehbein & Mçßle, 2012). Internet addiction, reflect a clinical significant phenomenon
Although the term is certainly helpful in order to describe (Kuss & Griffiths, 2011, 2012a, 2012b; Widyanto & Griffiths,
the breadth of this comparatively new research field, a 2006). Both concepts start at the premise, that media usage
number of reasons point to a need for more distinct can indeed be pathologic in that way that affected people
definitions: experience symptoms of a behavioral addiction, show a
– The term Internet addiction is vague: A stream of digital clinical relevant psychological strain and continue their
data is just as unlikely to cause a psychological depend- behavior despite negative psychosocial consequences (Reh-
ency as the consumption about glass fiber cables. bein, Mçßle, Arnaud, & Rumpf, 2013). However, both
Consequently, no one talks of casino addiction, but concepts clearly differ in that Internet addiction comprises a
rather assumes that the pathological behavior demon- wide range of Internet activities whereas video game
strated is linked to the gambling opportunities offered in addiction exclusively covers gaming behavior. Additionally,
such establishments. the two constructs are not distinct, as online gaming acts as a
– The term Internet addiction can be criticized as infla- behavioral overlap between both concepts (see Figure 1).
tionary: It places many types of online behavior under a As a consequence findings of both research fields are
general psychopathological suspicion. It can be assumed, usually not comparable, what complicates data interpreta-
however, that many online activities have no significant tion (see for example the review of Kuss & Griffiths, 2012b).
impact on human health and do not meet the criteria for Thus, from the current state of research, it is impossible to
a psychological disorder. arrive at a differentiated understanding of both concepts
– The term Internet addiction overlaps with certain psycho- and at a comparative evaluation of the clinical relevance of
logical disorders which are already recognized (patho- video game and Internet addiction.

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F. Rehbein & T. Mçßle: Video Game and Internet Addiction 131

Figure 1. Current conceptualization of


Internet addiction and video game ad-
diction. The dotted line refers to the
common inclusion of online game ad-
diction among the concept of Internet
addiction and thus to the behavioral
overlap of Internet and video game ad-
diction. In the study at hand, Internet
addiction is defined as an addiction from
Internet activities except online gaming.

An initial step could thus involve disbanding the The second aim is to achieve a deeper understanding of
existing overlap of the two terms Internet addiction and the heterogeneous construct of Internet addiction. The
video game addiction, and recognizing them as two following research questions are to be answered:
separate nosological entities. Thus, the aim of this paper 4. Which Internet activities mostly contribute to Internet
is to arrive at discrete, empirically supported constructs of addiction among adolescents?
video game addiction and Internet addiction. For this 5. Do Internet addicted boys and girls differ in those
purpose, video game addiction is defined as addiction to activities contributing to their addiction?
both online and offline games. Internet addiction is defined
as addiction to other Internet activities (except online The third aim is to evaluate to which extent video game
gaming) which are to be described in detail. and Internet addicted youths are impaired by their
pathological behavior:
6. To which extent do video game and Internet addicted
Research questions youths show impairment regarding measures of well-
being?
Due to the lack of research distinguishing video game 7. To which extent do video game and Internet addicted
addiction from the broader concept of Internet addiction, youths show impairment regarding functional level?
the study at hand is explorative in nature. 8. To which extent do video game and Internet addicted
A first aim is to analyze, whether there are indications of youths exhibit a burden for significant others and
two distinct nosological entities of Internet and video game psychological strain?
addiction. The following research questions are to be
answered:
1. Do video game addiction and Internet addiction occur Methods
independently from one another or are they mainly to
be seen as comorbid? Sample
2. Do Internet and video game addicted youths differ in
sociodemographic characteristics such as gender, age The sample comprises the first wave of a three-wave
and educational level? longitudinal study in the region of Hanover, Germany (n =
3. Can the differentiation between video game addiction 4 436). The study was conducted as a full survey of all 7th to
and Internet addiction be substantiated by primary 10th grade students in ten schools, which were selected by
validation measures of self-evaluation and media use? regional aspects to be spread as evenly as possible in the
urban and rural districts of Hanover (two middle secondary
schools, two high secondary schools and one comprehen-
sive school respectively; 14 schools had initially been

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132 F. Rehbein & T. Mçßle: Video Game and Internet Addiction

contacted). The first wave of data collection was conducted & Garretsen, 2009; German translation: Rumpf et al.,
in September 2011. Out of the gross sample of 10 schools 2011) were used. The two constructs were measured in
with 196 classes and 5227 students, 186 classes and 4462 sequence in separate questionnaire modules. Before com-
students participated. Regarding those 765 students who pleting the CIUS, students were told that in this context
did not participate, 172 students could not be surveyed due Internet meant all online activities except online gaming.
to a total loss of 7 classes. Additionally, 316 students were The CSAS-II consists of 14 Items (4-point scale: 1,
absent at the day of data collection, 201 students did not incorrect, to 4, absolutely true) and covers the dimensions
have parental consent to participate and 76 students were preoccupation/salience, conflict, loss of control, withdrawal
not willing to participate. A further number of 26 ques- symptoms and tolerance (Range: 14 – 56, a = .93). In the
tionnaires had to be excluded afterwards because of CSAS-II video game addiction can be assumed for students
evidently implausible data, thus leading to a sample of with an overall total of 42 or more points, by which on
4436 valid datasets (1286 secondary school students; 1815 average all items meet with approval (Rehbein et al., 2010).
high secondary school students; 1335 comprehensive The CIUS consists of 14 Items (5-point scale: 0, never, to 4,
school students). Taking the total loss of 7 missing classes very often) and covers the dimensions preoccupation, loss
into account this leads to a response rate of 84.9 percent of control, withdrawal symptoms, conflict and coping
(without this total loss the response rate is 87.8 percent).1 (Range: 0 – 56, a = .92). In the CIUS Internet addiction
The average age of participants is 14.5 years (SD = 1.31). can be assumed from an overall total score of 30 points. This
48.4 percent of the sample are male, 32.4 percent of the classification is in line with the latent class analysis based
students have a migration background (a migration back- PINTA-study classification (Rumpf et al., 2012). Addi-
ground was assumed, if the student or at least one of the tionally, to further differentiate students who might show
students parents was not born in Germany). both, signs of Internet and video game addiction, we asked
A 31-page standardized questionnaire was adminis- all students if they spend most of their time on video games
tered in class context. The questionnaire was completed by or on Internet activities such as downloading of data files,
the students on their own, following the instructions of a shopping, gambling, social networking or pornography. To
trained interviewer. Teachers where present in the class- give a broader picture of the perception of their own
room during completion of the survey. Total time for each addiction, additional data was evaluated only for video
data collection was two school lessons (90 minutes). The game or Internet addicted students. To avoid inappropriate
study and the associated data protection concept were labeling, these questions were only presented to students
approved by the state school authorities. Additionally, who regarded themselves as being at least slightly addicted
active consent was obtained from respondents parents, to the Internet or video games. The relevance of different
who were explicitly informed about the study a few weeks Internet activities for Internet addicted students was
prior to data collection. Students, who were not allowed to measured by asking “Which Internet activity mostly
participate by their parents, did not take part in the survey. contributed to your addiction?”: Downloading of data
The students themselves were informed about the study as files, shopping, gambling, social networking or pornogra-
well and could deny participation at any point of data phy.
collection, regardless of given parental consent. They were
also informed about their right to refuse answering
individual items and that there are no disadvantages Primary validation
when refusing participation. Respondents were assured
that their answers would be analyzed only by the principal For a self-evaluation of video game addiction and Internet
investigators, and not shown to their teachers or parents. addiction, participants were questioned on two 4-point
items (no to severely), “Do you believe you are dependent
on video games, similar to an addiction?” and “Do you
Measures believe you are dependent on the Internet, similar to an
addiction?”. These items were dichotomized, as self-
Video game addiction and Internet addiction evaluation of addiction was assumed if students quoted at
least slightly. Participants were also asked to estimate the
Both the video game addiction scale (CSAS-II; Rehbein , time they spent on four different media activities on school
Kleimann, & Mçßle, 2010) and the Compulsive Internet days and on weekend days (15-point scale: 0 minutes to 7
Use Scale (CIUS; Meerkerk, Van Den Eijnden, Vermulst, hours and more): Online gaming, offline gaming, social
Internet activities (networking/chatting) and other Internet
1
The response rate for school grades and school types in detail: activities (e. g. videos, shopping, downloading). For all four
7th grade: 85.0 %, 8th grade: 88.0 %, 9th grade: 89.3 %, 10th activities, a daily usage time was calculated ([school day x 5
grade: 77.0 %, secondary school students: 85.6 %, higher se- + weekend day x 2]/7).
condary schools: 89.3 %, comprehensive schools: 78.9 %).
The lower response rates in 10th grade and in comprehensive
schools are due to the fact, that these were mainly affected by a
total loss of classes (without total loss, retention rate in 10th
grade is 89.1 % and 86.5 % in comprehensive schools).

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F. Rehbein & T. Mçßle: Video Game and Internet Addiction 133

Wellbeing suffer from your addiction?” and “Do you find your
addiction to give others a hard time (parents, friends,
Time of sleep was calculated as the interval between the teachers)?”.
time of going to bed the day before and the time of getting
up on the day of the interview (33-point time scale: 15-
minute breakdown). Additionally, participants were asked Statistical Analyses
whether they had difficulties in falling asleep in the past
week (5-point scale: never to always). Sleep disturbance Analyses were carried out with Stata 12 and IBM SPSS 19.
was dichotomized and coded if participants quoted always. In a first step, t-tests, chi-square-tests and ANOVAs were
To measure the students health-related quality of life in the performed to test for differences regarding gender, school
past week, three scales of the Kiddo-KINDLR (Ravens- year and type of school. To determine whether video game
Sieberer & Bullinger, 2000) were used: Physical wellbeing and Internet addicted youths differ in regard to the
(4 items), mental wellbeing (4 items) and self-esteem (4 outcome measures of primary validation, media use, well-
items). Finally, to measure suicidal thoughts, the item “I being and functional level, ANCOVAs were performed.
repeatedly think of death or about killing myself” (4-point For these analyses, a main group of students was used as a
scale: not at all to extraordinary) of the depression scale of reference group for video game and Internet addicted
the DISYPS-II was used (Dçpfner, Gçrtz-Dorten, & students. Only students who in accordance with CSAS-II
Lehmkuhl, 2008). Frequent thoughts of suicide was dicho- (sum score < 35) and CIUS (sum score < 20) were not
tomized and coded, if participants quoted substantial or classified as conspicuous were assigned to the main group.
extraordinary. To prevent a possible confounding effect of gender, these
analyses were carried out separately for boys and girls. As a
confounding effect of age could also be assumed, age was
Functional level controlled as a covariate. Gender differences regarding the
most relevant activities of Internet addicted students were
To measure the students perception of their own ability to tested using Fishers exact test. Finally, differences between
meet daily challenges, the scale functional level in everyday video game and Internet addicted youths regarding burden
life (4 items) of the Kiddo-KINDLR (Ravens-Sieberer & of addiction for significant others and psychological strain
Bullinger, 2000) was used. To measure academic perform- were tested using chi-square-tests and Fishers-exact test.
ance, participants stated their grades of the last school
report in four subjects: German, Mathematics, English and
Biology (1, very good to 6, inadequate). Based on these Results
statements, a grade point average was calculated. Students
were also asked whether they had skipped single lessons or The daily average amount of time students spent playing
whole school days in the past six months. Based on this video games is 1 hour and 38 minutes. Students average
information, the number of skipped lessons was calculated daily Internet use was 2 hours and 53 minutes. Based on the
(school days x 5 + single lessons). Additionally, participants CSAS-II, 1.3 percent of adolescents (n = 52) are classified
stated whether media use in form of Internet activities or as video game addicted. Based on the CIUS, 4.7 percent
gaming (2-point scale: yes or no) was a reason for their (n = 200) are classified as Internet addicted.
truancy in the past six months. Finally, to also measure
functional impairment of social behavior, we measured
media related aggressive behavior, using the two single Are video game and Internet addiction
items (2-point scale: yes or no) “Did you ever attack or hurt distinct nosological entities?
another person in order to play video games (e. g. because
that person didnt want you to play that much)?” and “Did
you ever attack or hurt another person in order to use the The first research question is, whether video game and
Internet (e. g. because that person didnt want you to use Internet addiction occur independently from one another
the Internet that much)?”. If a student stated yes in one or or if they are mainly comorbid. Overall, 13 students are
two of this questions, physical assault in order to use media classified as both, video game addicted and Internet
was coded. addicted, while all other students (n = 226) are classified
either exclusively as Internet addicted or exclusively as
video game addicted. Thus, video game and Internet
Burden for significant others and psychological strain addiction can – and in most cases do – occur independently
from one another. On the other hand, a relevant comor-
To avoid inappropriate labeling, these questions were only bidity has to be taken into account, as 6.5 percent of the
presented to students who regarded themselves being at Internet addicted students (13 out of 200) also fulfill the
least slightly addicted to the Internet respectively video criteria for video game addiction and 26 percent of the
games. These students were questioned on two 4-point video game addicted youths (13 out of 52) also fulfill the
items (not at all, slightly, considerably, severely) “Do you criteria for Internet addiction. In order to precisely allocate

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134 F. Rehbein & T. Mçßle: Video Game and Internet Addiction

those 13 cases with dual diagnosis, the time spent with video Internet use, no significant differences could be found
games and internet activities was consulted. Ten students between Internet and video game addicted girls.
reported spending most of their time on video games and
thus were classified as primarily video game addicted.
Three students reported spending most of their time on Which Internet activities contribute to
Internet activities and were thus classified as primarily Internet addiction in boys and girls?
Internet addicted.
The second research question is, whether Internet and
video game addicted youths differ in sociodemographic Overall, Internet addicted adolescents tend to report social
characteristics (see Table 1). Our data indicate that far networking as the main cause of their addiction (88.6 %,
more boys (2 %) are video game addicted than girls see Figure 2). For girls, the picture is very clear, with about
(0.5 %). In the case of Internet addiction, the gender 96 percent stating that social networks contributed most to
ratio is reversed, with more girls (6.6 %) than boys (2.8 %) their addiction. This is different for boys, with about 62
being affected. Regarding school year, Internet addiction percent citing social networking and about 38 percent citing
occurs more often in 9th and 10th grade than in earlier school other activities, particularly online pornography use
years, whereas video game addiction occurs more often in (17.2 %) as the main cause of their problem. Thus, social
7th and 8th grade than in later school years. This result is also networking is more often the main problem for Internet
reflected in the sum-scores of the CSAS-II and CIUS, as addicted girls than for boys, the use of pornography is more
CSAS-II scores tend to be lower with higher school year, often the main problem for boys than for girls. Regarding
whereas the CIUS scores tend to be higher with higher the other activities, no differences between boys and girls
school year. However, both disorders appear similar could be substantiated.
regarding their occurrence in different school types. The
highest prevalence rates for both disorders are estimated
for secondary school students. To which extent are video game and Internet
The third question is, whether measures of primary addicted youths impaired?
validation substantiate the differentiation between video
game addiction and Internet addiction (see Tables 2 and 3).
Only about 19 percent of the main group of boys and With regard to objective measures of wellbeing (see Tables 2
2 percent of the main group of girls, but 90 percent of video and 3), compared to the main group, video game addicted
game addicted boys and 56 percent of the video game youths exhibit reduced time of sleep (only boys), are more
addicted girls believe that they are addicted to video games. often strained by sleep disturbance, show signs of reduced
In a similar way, only about 9 percent of the main groups of physical and mental wellbeing (only girls) and do more
boys and girls but 62 percent of the Internet addicted boys often exhibit suicidal ideation. In a similar way, compared to
and 72 percent of the Internet addicted girls evaluate the main group, Internet addicted youths show reduced time
themselves as Internet addicted. Moreover, video game of sleep, are more often strained by sleep disturbance (only
addicted boys and girls evaluate themselves more often as girls), show signs of reduced physical and mental wellbeing
video game addicted than Internet addicted boys and girls. and do more often exhibit suicidal ideation. However, no
Regarding Internet addiction, only Internet addicted girls group differences could be observed regarding self-esteem.
evaluate themselves more often as being Internet addicted Regarding the measures of wellbeing, the highest overall
than video game addicted girls. Internet addicted boys and effect sizes could be observed for suicidal ideation (boys:
video game addicted boys, however, do not differ regarding gp2 = .076, girls: gp2 = .048). Comparing both disorders,
their self-evaluation of Internet addiction. Nonetheless, in sleep disturbance is more often reported by video game
the subjective self-assessments, overlaps occur between the addicted (18 %) than by Internet addicted boys (7 %).
two constructs: A high proportion of those students Regarding frequent suicidal thoughts, video game addicted
classified as video game addicted also see themselves as boys (13 %) are less affected than Internet addicted boys
Internet addicted (boys: 58 %, girls: 43 %), and a substan- (31 %) and video game addicted girls (43 %) are more
tial proportion of those classified as Internet addicted also affected than Internet addicted girls (20 %).
evaluate themselves as video game addicted (boys: 57 %, With regard to objective measures of functional level
girls: 11 %). (see Table 2 and 3), compared to the main group, video
As expected, media use largely corresponds with the game addicted youths exhibit a reduced functional level in
two constructs: Video game addicted youths spend most of daily live and a higher grade point average, indicating
their media time on online games and Internet addicted poorer school performance. Additionally, video game
youths spend most of their time with social networking. addicted youths more often name media activities as a
Moreover, video game addicted students exhibit higher reason for skipping school lessons in the past school year.
online gaming times (not offline gaming time) than Internet However, skipped school lessons are not significantly
addicted students. Internet addicted boys exhibit higher elevated in video game addicted youths. Finally, video
social networking times (not time on other Internet game addicted youths more often state media use related
activities) than video game addicted boys. Regarding aggressive behavior (only boys). In a similar way, compared

SUCHT 59 (3)  2013 Verlag Hans Huber, Hogrefe AG, Bern


Table 1
Age, media use, video game addiction and Internet addiction by sample characteristics

N Age Use time Use time Use time Use time Sum-Score Sum-Score Prevalence Prevalence
Games: Games: Internet: Internet: CSAS-II CIUS Video Internet Addiction
Online Offline Social Other (14 – 56) (0 – 42) Game
Net. Activities Addiction
M (SD) M (SD) M (SD) M (SD) M (SD) M (SD) M (SD) % %

Total Sample N = 4 436 14.5 (1.3) 0:58 (1:31) 0:40 (1:06) 1:53 (1:45) 1:00 (1:11) 5.4 (7.0) 10.2 (9.6) 1.3 4.7
Gender
Male n = 2 129 14.5 (1.3) 1:32 (1:46) 1:02 (1:15) 1:40 (1:41) 1:03 (1:12) 22.0 (7.5) 9.1 (8.8) 2.0 2.8
Female n = 2 271 14.5 (1.3)ns 0:26 (0:59)*** 0:20 (0:48)*** 2:06 (1:47)*** 0:58 (1:09)* 16.3 (4.6)*** 11.2 (10.3)*** 0.5*** 6.6***
School year
7th grade n = 1 072 13.0 (.6) 0:56 (1:25) 0:40 (1:05) 1:23 (1:34) 0:48 (1:04) 19.8 (7.5) 7.9 (9.5) 1.9 3.6
8th grade n = 1 176 14.0 (.6) 0:59 (1:28) 0:46 (1:09) 1:42 (1:35) 0:58 (1:08) 19.5 (7.0) 9.2 (9.1) 2.0 3.5
9th grade n = 1 198 15.0 (.6) 1:02 (1:37) 0:39 (1:06) 2:10 (1:49) 1:08 (1:15) 19.4 (6.8) 11.7 (9.9) 0.5 6.3
10th grade n = 990 16.2 (.7)*** 0:55 (1:33)ns 0:35 (1:06)*** 2:20 (1:51)*** 1:08 (1:13)*** 18.6 (6.3)** 11.9 (9.5)*** 0.6** 5.5**
Type of school
Secondary n = 1 286 14.8 (1.3) 1:19 (1:45) 0:48 (1:15) 2:20 (1:55) 1:17 (1:22) 20.1 (7.6) 11.5 (10.5) 1.9 6.6
Comprehensive n = 1 335 14.4 (1.3) 1:06 (1:39) 0:48 (1:14) 2:10 (1:53) 1:06 (1:17) 19.3 (7.3) 10.0 (9.9) 1.7 4.9
High Secondary n = 1 815 14.3 (1.3)*** 1:38 (1:07)*** 0:29 (0:51)*** 1:23 (1.22)*** 0:45 (0:51)*** 18.9 (6.1)*** 9.3 (8.7)*** 0.5*** 3.4***

Note. Video game addiction was classified if CSAS-II >= 42. Internet addiction was classified if CIUS >= 30. Test of significance of continuous variables for gender by t-test (2-tailed). Test
of significance of continuous variables for school year and type of school by ANOVA. Test of significance for prevalence of video game and Internet addiction by means of Chi Square
Statistic.
*p < .05; **p < .01; ***p < .001; ns, not significant.
F. Rehbein & T. Mçßle: Video Game and Internet Addiction

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135
136 F. Rehbein & T. Mçßle: Video Game and Internet Addiction

Figure 2. Most addiction-relevant Internet


activities as seen from the perspective of
Internet addicted students (n = 32 boys, n
= 103 girls). Test of significance by means
of Fishers exact test. *p < .05; **p < .01;
***p < .001; ns, not significant.

to the main group, Internet addicted youths exhibit a Discussion


reduced functional level in daily live and a higher grade
point average, indicating poorer school performance. The prevalence figures of video game and Internet
Additionally, Internet addicted youths more often name addiction of this study appear to be in line with data of
media activities as a reason for skipping school lessons in other studies with adolescent samples in Germany. In the
the past school year. Corresponding to this result, skipped representative PINTA-study 4 percent of the 14 to 16 year-
school lessons are significantly elevated in Internet addict- olds were classified as addicted (Rumpf et al., 2011). With
ed youths. Finally, Internet addicted youths more often 4.7 percent Internet addicted adolescents, our prevalence
state media use related aggressive behavior. Regarding the estimate is only marginally higher. A German-wide
measures of functional level, the highest overall effect sizes representative survey of ninth graders indicated that 1.7
could be observed in media use related aggressive behavior percent of the students were addicted to video games
for boys (gp2 = .063) and in functional level in everyday live (Rehbein et al., 2010). In a representative telephone
for girls (gp2 = .062). Comparing both disorders, media survey in Germany 0.9 percent of 14 to 19 year-old gamers
related aggressive behavior is more often reported by video were classified as video game addicted (Schmidt, Drossel-
game addicted (30 %) than by Internet addicted boys meier, Rohde, & Fritz, 2011). The prevalence rate (1.3
(19 %). Regarding media use as a motive for truancy, video percent) reported in the present study, thus is in between
game addicted girls (22 %) are more often affected than these two estimates.
Internet addicted girls (9 %). The primary goal was to validate the assumption that
Regarding the subjective measure of burden for sig- video game and Internet addiction could be diagnostically
nificant others, no differences between video game addicted distinguished one from another and could be considered as
and Internet addicted adolescents could be observed (see distinct nosological entities. Our data indicate that most
Figure 3). Some 24 percent of video game addicted and adolescents could be conclusively classified as either non-
around 21 percent of Internet addicted students believe addicted, video game addicted or Internet addicted. Look-
people close to them are either considerably or severely ing at it the other way around, if Internet and video game
affected. The vast majority of those affected see their addiction were roughly the same, most of the addicted
addiction only as slightly impacting others or not at all. youths should have been classified both video game and
When it comes to the subjective measure of psycho- Internet addicted. This is not the case, as 26 percent of the
logical strain, significant differences arise between the video game addicted students also fulfill the criteria for
groups (see Figure 4). While about 16 percent of the Internet addiction and only 6.5 percent of the Internet
Internet addicted report suffering either considerably or addicted students also fulfill the criteria for video game
severely, the figure for the video game addicted is with 45 addiction. The remaining overlap between both disorders
percent distinctly higher. However, a large proportion of could be interpreted as comorbidity that can presumably
video game addicted adolescents, and especially of those arise between various sub-forms of media related addic-
with an Internet addiction, experience psychological strain tions. Overall, it seems plausible that despite having
only slightly or not at all. separated video game and Internet addiction, certain
overlaps between both constructs remain: Individuals
with a video game addiction, for example, can build
stronger ties to online friendships and tend as a result to

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Table 2
Comparison of main group of boys, video game addicted boys and Internet addicted boys

Main group of boys Video game addicted boys Internet addicted boys (IA)
n = 1 773 (VGA) n = 47
n = 40
M (SE) 95 % CI M (SE) 95 % CI M (SE) 95 % CI VGA vs. IA Statistics

Primary validation
Self-evaluation: .19 (.01) [.17, .21] .90 (.06)*** [.77, 1.00] .57 (.06)*** [.45 .68] VGA > IA*** F(2, 1714) = 75.71, p < .001, gp2 = .081
Video game addiction
Self-evaluation: .09 (.01) [.07, .10] .58 (.05)*** [.49, .67] .62 (.04)*** [.53 .70] VGA = IA F(2, 1756) = 124.61, p < .001, gp2 = .124
Internet addiction
Online gaming time 1:19 (0:02) [01:15, 01:24] 4:16 (0:15)*** [03:46, 04:46] 2:34 (0:14)*** [02:06, 03:01] VGA > IA*** F(2, 1775) = 76.91, p < .001, gp2 = .080
(h:min)
Offline gaming time 0:59 (0:02) [00:55, 01:02] 1:28 (0:12)* [01:05, 01:51] 1:43 (0:11)*** [1:22, 2:05] VGA = IA F(2, 1774) = 10.90, p < .001, gp2 = .012
(h:min)
Internet: Social networking 1:31 (0:02) [01:26, 01:35] 2:29 (0:15)*** [02:00, 02:58] 3:18 (0:14)*** [2:51, 3:45] VGA < IA* F(2, 1780) = 37.29, p < .001, gp2 = .040
(h:min)
Internet: Other activities 0:56 (0:02) [00:53, 00:59] 2:04 (0:11)*** [01:43, 02:24] 1:46 (0:10)*** [1:27, 2:05] VGA = IA F(2, 1781) = 32.45, p < .001, gp2 = .035
(h:min)
Wellbeing
Time of Sleep 8:13 (0:02) [08:09, 08:16] 7:03 (0:12)*** [06:40, 07:27] 7:32 (0:11)*** [07:10, 07:53] VGA = IA F(2, 1801) = 22.21, p < .001, gp2 = .024
(h:min)
Sleep disturbance .02 (.00) [.02, .03] .18 (.03)*** [.12, .23] .07 (.02)ns [.02, .11] VGA > IA** F(2, 1798) = 17.74, p < .001, gp2 = .019
Physical wellbeing 16.0 (.06) [15.9, 16.1] 15.6 (.41)ns [14.8, 16.4] 14.5 (.38)*** [13.8, 15.3] VGA = IA F(2, 1774) = 7.06, p < .001, gp2 = .008
Mental wellbeing 16.4 (.06) [16.3, 16.5) 15.7 (.37)ns [15.0, 16.4] 14.8 (.33)*** [14.1, 15.4] VGA = IA F(2, 1781) = 13.92, p < .001, gp2 = .015
Self-esteem 14.2 (.07) [14.1, 14.3] 13.2 (.45)ns [12.3, 14.1] 13.6 (.41)ns [12.8, 14.4] VGA = IA F(2, 1737) = 3.45, p < .05, gp2 = .004
Frequent thoughts .02 (.00) [.01, .03] .13 (.03)*** [.08, .18] .31 (.02)*** [26., .35] VGA < IA*** F(2, 1770) = 73.19, p < .001, gp2 = .076
of suicide
Functional level
Functional level 14.3 (.06) [14.1, 14.4] 12.8 (.42)** [12.0, 13.6] 12.6 (.39)*** [11.9, 13.4] VGA = IA F(2, 1743) = 14.06, p < .001, gp2 = .016
in everyday life
F. Rehbein & T. Mçßle: Video Game and Internet Addiction

Grade Point Average 3.0 (.02) [3.0, 3.0] 3.4 (.11)** [3.2, 3.6] 3.3 (.10)* [3.1, 3.5] VGA = IA F(2, 1712) = 7.83, p < .001, gp2 = .009
Skipped lessons 3.8 (.35) [3.1, 4.5] 9.2 (2.33)ns [4.6, 13.7] 11.9 (2.17)*** [7.7, 16.2] VGA = IA F(2, 1805) = 9.28, p < .001, gp2 = .010
Media use related .03 (.01) [.02, .04] .23 (.03)*** [.17, .29] .23 (.03)*** [.18, .27] VGA = IA F(2, 1798) = 44.14, p < .001, gp2 = .047
truancy
Media use related .03 (.00) [.02, .04] .30 (.03)*** [.24, .36] .19 (.03)*** [14., .24] VGA > IA* F(2, 1796) = 60.39, p < .001, gp2 = .063
aggressive behavior

Note. CI = confidence interval. Only students were assigned to the main group who in accordance with CSAS-II and CIUS were not classified as conspicuous (CSAS-II < 35 & CIUS < 20).
Video game addiction was classified if CSAS-II >= 42. Internet addiction was classified if CIUS >= 30. Grades at school correspond to the German grading system: 1, very good, to 6,
inadequate. Test of significance by ANCOVA. All means are adjusted for the effect of age. Post hoc comparisons of main effects with Bonferroni corrected values. In the columns of VGA
and IA, the deviation from the main group of boys is given. In the column VGA vs. IA the deviation of both disorders is given.

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137

*p < .05; **p < .01; ***p < .001; ns, not significant.
Table 3
138

Comparison of main group of girls, video game addicted girls and Internet addicted girls

Variables Main group of girls Video game addicted girls Internet addicted girls (IA)
n = 1 796 (VGA) n = 143
n=9
M (SE) 95 % CI M (SE) 95 % CI M (SE) 95 % CI VGA vs. IA Statistics

Primary validation
Self-evaluation: .02 (.00) [.01, .03] .56 (.06)*** [.45, .66] .11 (.02)*** [.08, .15] VGA > IA*** F(2, 1471) = 57.98, p < .001, gp2 = .073
Video game addiction
Self-evaluation: .09 (.01) [.08, .11] .43 (.11)** [.20, .65] .72 (.03)*** [.67, .77] VGA < IA* F(2, 1880) = 290.30, p < .001, gp2 = .236
Internet addiction
Online gaming 0:23 (0:01) [00:20, 00:26] 3:52 (0:18)*** [03:17, 04:28] 0:41 (0:05)*** [00:32, 00:50] VGA > IA*** F(2, 1883) = 72.89, p < .001, gp2 = .072
time (h:min)
Offline gaming time 0:19 (0:01) [00:17, 00:21] 0:55 (0:15)ns [00:25, 01:25] 0:24 (0:04)ns [00:16, 00:31] VGA = IA F(2, 1886) = 3.41, p < .05, gp2 = .004
(h:min)
Internet: Social 1:42 (0:02) [01:38, 01:47] 2:50 (0:30)ns [01:52, 03:49] 3:59 (0:08)*** [03:44, 04:14] VGA = IA F(2, 1886) = 151.62, p < .001, gp2 = .139
networking (h:min)
Internet: Other 0:49 (0:02) [00:46, 00:52] 1:20 (0:21)ns [00:39, 02:01] 1:47 (0:05)*** [01:37, 01:57] VGA = IA F(2, 1889) = 54.84, p < .001, gp2 = .055
activities (h:min)

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Wellbeing
Time of 8:16 (0:02) [08:12, 08:19] 7:44 (0:25)ns [06:56, 08:33] 7:31 (0:06)*** [07:19, 07:44] VGA = IA F(2, 1895) = 23.10, p < .001, gp2 = .024
Sleep (h:min)
Sleep disturbance .04 (.01) [.03, .05] .22 (.07)* [.09, .35] .11 (.02)*** [.08, .15] VGA = IA F(2, 1894) = 13.04, p < .001, gp2 = .014
Physical wellbeing 15.0 (.07) [14.9, 15.1] 12.1 (.96)** [10.2, 14.0] 12.8 (.25)*** [12.3, 13.3] VGA = IA F(2, 1878) = 41.06, p < .001, gp2 = .042
Mental wellbeing 16.1 (.06) [15.9, 16.2) 13.4 (.88)** [11.7, 15.2) 14.4 (.23)*** [13.9, 14.8) VGA = IA F(2, 1872) = 30.96, p < .001, gp2 = .032
Self-esteem 13.4 (.07) [13.2, 13.5] 11.1 (1.00)ns [9.2, 13.1] 12.1 (.24)*** [11.6, 12.5] VGA = IA F(2, 1839) = 15.57, p < .001, gp2 = .017
Frequent thoughts of suicide .04 (.01) [.03, .05] .43 (.08)*** [.27, .59] .20 (.02)*** [.17, .24] VGA > IA* F(2, 1883) = 47.81, p < .001, gp2 = .048
Functional level
Functional level 13.9 (.06) [13.8, 14.1] 11.4 (.87)* [9.8, 13.1] 11.4 (.23)*** [11.0, 11.9] VGA = IA F(2, 1812) = 60.02, p < .001, gp2 = .062
in everyday life
F. Rehbein & T. Mçßle: Video Game and Internet Addiction

Grade Point 2.8 (.02) [2.8, 2.8] 3.7 (.26)** [3.2, 4.2] 3.3 (.06)*** [3.2, 3.4] VGA = IA F(2, 1804) = 31.52, p < .001, gp2 = .034
Average
Skipped 3.2 (.31) [2.6, 3.8] 6.9 (4.36)ns [0.0, 15.5] 9.9 (1.11)*** [7.7, 12.1] VGA = IA F(2, 1900) = 17.21, p < .001, gp2 = .018
lessons
Media use .01 (.00) [.00, .01] .22 (.04)*** [.14, .30] .09 (.01)*** [.07, .11] CSA > IA** F(2, 1891) = 39.49, p < .001, gp2 = .040
related truancy
Media use related .01 (.00) [.00, .02] .00 (.04)ns [.00, .08] .11 (.01)*** [.08, .13] CSA = IA F(2, 1884) = 34.60, p < .001, gp2 = .035
aggressive behavior

Note. CI = confidence interval. Only students were assigned to the main group who in accordance with CSAS-II and CIUS were not classified as conspicuous (CSAS-II < 35 & CIUS < 20).
Video game addiction was classified if CSAS-II >= 42. Internet addiction was classified if CIUS >= 30. Grades at school correspond to the German grading system: 1, very good, to 6,
inadequate. Test of significance by ANCOVA. All means are adjusted for the effect of age. Post hoc comparisons of main effects with Bonferroni corrected values. In the columns of VGA
and IA, the deviation from the main group of girls is given. In the column VGA vs. IA the deviation of both disorders is given.
*p < .05; **p < .01; ***p < .001; ns, not significant.
F. Rehbein & T. Mçßle: Video Game and Internet Addiction 139

Figure 3. Burden of addiction for si-


gnificant others from the viewpoint of
video game and Internet addicted stu-
dents (n = 42 video game addicted
students, n = 141 Internet addicted
students). Test of significance by means
of Chi Square Statistic (category se-
vere: Fishers exact test). ns, not si-
gnificant.

Figure 4. Psychological strain of video


game and Internet addicted students (n
= 42 video game addicted students, n =
141 Internet addicted students). Test of
significance by means of Chi Square
Statistic (category severe: Fishers
exact test). *p < .05; **p < .01; ns, not
significant.

be more problematic social media users. Problematic social ent age groups, yet in opposite directions: Internet addic-
network users on the other hand may more likely come in tion occurs more often in older students and video game
contact with free-2-play games implemented in social addiction occurs more often in younger students. This result
networking sites or establish contacts, who are themselves could indicate varying peaks of both disorders in adoles-
engaged in gaming. Consequently, this finding does not cence. Thirdly, both disorders differ on central aspects of
negate the need for a differentiation of subforms of Internet content validity, as video game addicted youths mainly use
addiction. online games and primarily reflect their behavior as
Furthermore, our data indicate that the two proposed addiction to video games, whereas Internet addicted youths
pathological entities differ in some essential aspects. First of mainly engage in social networking and at least Internet
all, the gender ratio of video game and Internet addicted addicted girls primarily reflect their behavior as Internet
students is reversed: Video game addicted students are addiction. However, this result is less conclusive for
mainly male, Internet addicted students are mainly female. Internet and video game addicted boys, who do not differ
Thus, available data on the gender ratio could be con- regarding their self-evaluation of Internet addiction.
firmed: Most video game addicts are male (Rehbein et al., To sum it up, the inverse gender ratios, the different age
2010), while most Internet addicts are female (Rumpf et al., peaks of prevalence estimates and the limited overlaps in
2011). Secondly, even in the comparatively small age classification of the two phenomena substantiate our
spectrum of 7th to 10th graders of our sample, both disorders assumption that video game addiction and Internet addic-
significantly differ regarding prevalence estimates in differ- tion can indeed be regarded as distinct nosological entities.

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140 F. Rehbein & T. Mçßle: Video Game and Internet Addiction

A clear distinction of both concepts might offer some behavior. For other activities such as gambling and shop-
advantages in future studies and also in clinical practice: ping, which were rarely be seen as a main problem for the
First of all, studies measuring video game addiction or Internet addicted students, the issue whether existing
Internet addiction (excluding gaming) could be compared disorders could better explain these behavioral patterns
to one another regarding outcomes of burden and strain, needs to be discussed. For example, it could be imagined
risk factors and comorbidity. Thus, epidemiological data that adolescents with a disposition to problematic gambling
could be more clearly assigned to specific problematic behavior use the Internet to gain first gambling experi-
behavioral patterns, which could enhance our understand- ences, say with poker or casino websites. Young people
ing and classification of these patterns. Additionally, could find it easier to circumvent the age restrictions
prevention and intervention concepts might benefit from applied on those sites than those of gambling establish-
more clear-cut outlined pathological entities, as for instance ments in the real world. Thus, it could be more appropriate
prevention concepts for video game addiction could focus to analyze their behavior in terms of them having devel-
on boys and mainly focus on problematic use of online oped a problematic gambling behavior or gambling addic-
games while prevention concepts for Internet addiction tion rather than an Internet addiction. The same could be
focus on girls and problematic use of social networks. true for shopping addiction. In this matter, regarding video
The second aim of the study was to identify which game and Internet addiction as distinct entities is only a first
activities contribute to Internet addiction among adoles- step on the road ahead to differentiate between subtypes of
cents. In this study we chose a new approach: First, video media associated pathologic behaviors.
game addiction was analyzed as a distinct nosological As a third aim stress indicators of video game and
entity, separately from Internet addiction. Second, we Internet addiction were evaluated. To our knowledge, this
chose not to look at the most frequent Internet activity, but is the first study comparing stress indicators of individuals
at that activity adolescents themselves perceived to be the being classified as video game addicted and individuals
main cause of their problem. Thus, these data reflect the being classified addicted to Internet activities excluding
own subjective perception of students of their own gaming. Our findings indicate that both groups are strained
addiction and is based on the assumption, that Internet in similar ways, at least when it comes to objective
addicted students are able to reflect, which activity has the indicators. In contrast to non-addicted adolescents, those
highest impact on their addictive behavior. The data show with video game addiction and Internet addiction show
that the majority of addicted girls (96.1 %) and boys impairments in a broad range of measures of wellbeing and
(62.1 %) cited social networking as the primary cause of functional level. Many of these indicators evaluated on
their problem. Thus, it might be justified to conclude that – their own might not clearly indicate impairments of clinical
at least in the case of adolescent girls – it would be more relevance. For instance, it cannot precisely be decided, at
accurate to refer to the problem as social networking which point a daily sleep time is low enough to be
addiction rather than Internet addiction. Boys, however, considered detrimental to wellbeing. A higher level of
compared to girls less often name social networking and suicidal ideation on the other hand can on its own be seen as
more often name pornography as their main problem. This a definite indicator for a clinical relevant impairment. In
finding highlights the problems associated with the hetero- this study, suicidal ideation is not only elevated in all
geneous construct of Internet addiction: The pathological pathological groups but also varies with the highest effect
behavior does not necessarily have to reflect the postulated size. As another notable result, the different measures
breadth of the construct. Thus, different populations could cumulate to a consistent pattern of impairment of wellbeing
widely differ in the behavioral pattern associated with and of functional level for both, video game and Internet
Internet addiction. addicted youths. Only a few differences could be identified
Hence, the findings of this article underline the need to for video game and Internet addicted youths: Video game
distinguish between pathological forms of Internet use and addicted boys are more susceptible to sleep disturbance
to perform construct specific analyses. Given its relevance, and media use related aggressive behavior but less often
however, not only video game addiction but also patho- report suicidal thoughts than Internet addicted boys. Video
logical use of social networks should be studied separately game addicted girls more often report suicidal thoughts and
and not intermingled with other forms of Internet use. media use as a motive for truancy than Internet addicted
Research on the problematic use of pornography and girls.
downloading of data files would also appear advisable, as Regarding subjective measures of burden for significant
these activities are cited at least by a relevant number of others and psychological strain, video game addicted and
Internet addicted boys as the cause of their problem. For Internet addicted adolescents present a more diverse
pornography and downloading, the permanent online picture. Some of them experience only slight or even no
accessibility of new content could be seen as crucial to problems while others experience considerable or severe
lead some people into problematic behavioral patterns. suffering or burden for significant others. It could be
Thus, these phenomena could be seen as closely related to assumed that among those who report no detrimental
Internet addiction. However, studies on problematic use of effects, there are at least some individuals for whom a
Internet pornography should also take into account the diagnosis is not applicable because the effects are not
possible proximity to other forms of anomalous sexual strong enough to warrant a clinical psychological disturb-

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F. Rehbein & T. Mçßle: Video Game and Internet Addiction 141

ance. On the other hand, it is also possible that some


adolescents in this age group can be classified as dependent Internet addicted adolescents exhibit a lower health
in terms of a significant number of symptoms, but have not related wellbeing and a lower functional level.
developed seriously harmful effects yet – or at least none of Especially video game addicted students perceive
which they are aware of. On the whole, Internet and video themselves as impaired by their addiction.
game addicted youths are very similar in their subjective – The term Internet addiction prompts questions.
evaluation of burden to significant others, in that they tend Pathological use of social networks, pornography
not to see their addiction as a problem for others. Differ- and downloading should be studied separately for
ences emerge regarding psychological strain, which is their clinical relevance. At least in adolescents,
higher in video game addicted than in Internet addicted online gambling and online shopping do not con-
youths. This result is somewhat surprising, as Internet tribute to Internet addiction in a substantial manner.
addicted youths tend to be older in age and hence could be
expected to be more capable to attribute personal distress
to pathological behavior. We hope to explain these Acknowledgments
diversities and their relevance for the development of
different kinds of addictive behavior in more detail once The video game and Internet addiction project on which
the longitudinal survey is concluded. this article is based is funded by the Lower Saxony State
Some shortcomings of our study should be addressed. Ministry for Science and Culture. No conditions what-
First, our sample is not representative, what has to be soever were imposed with the financing. We thank all
especially taken into account regarding prevalence esti- students who participated in the study and the headmasters,
mates, which cannot be applied to the whole population of teachers, and interviewers for helping us to carry out the
7th to 10th graders in Germany. Second, we only investigated study at the schools.
video game and Internet addiction among adolescents.
Thus, the results of our study need to be verified in older age
groups. Third, in this paper we focused on a selection of Declaration of Conflicts of Interest
validation and detrimental measures regarding video game
and Internet addiction and did not analyze other comorbid The authors declare that there is no conflict of interest
disorders as for example depression, ADHS and social relating to this article.
anxieties. Fourth, despite the overall sufficient sample size,
only a small number of video game addicted girls (n = 9)
could be identified. Thus, our group comparisons suffer
from reduced statistical power to uncover differences References
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studies are necessary to decide, which cut-off-values A systematic review of empirical research. International
achieve the best ratio between specificity and sensibility Journal of Mental Health and Addiction, 10, 278 – 296. DOI:
for both instruments respectively. 10.1007/s11469-011-9318-5
Kuss, D. J., & Griffiths, M. D. (2012b). Online gaming addiction in
adolescence: A literature review of empirical research.
Implications for Practice Journal of Behavioral Addiction, 1, 3 – 22.
Meerkerk, G.-J., van den Eijnden, R. J. J. M., & Garretsen, H. F. L.
(2006). Predicting compulsive internet use: its all about sex!
– Video game addicted adolescents are mainly male
CyberPsychology & Behavior, 9, 95 – 103.
and are particularly prone to pathological use of Meerkerk, G.-J., Van Den Eijnden, R. J. J. M., Vermulst, A. A., &
online games. Internet addicted adolescents are Garretsen, H. F. L. (2009). The Compulsive Internet Use Scale
mainly female and make intensive use of social (CIUS): Some psychometric properties. Cyberpsychology &
networking which most of them cite as the main Behavior, 12, 1 – 6.
cause of their problem. Ravens-Sieberer, U., & Bullinger, M. (2000). KINDLR – Frage-
– Both disorders can be diagnosed independently bogen zur Erfassung der gesundheitsbezogenen Lebensqualitt
from one another. Video game addicted as well as bei Kindern und Jugendlichen – revidierte Form [KINDLR –

SUCHT 59 (3)  2013 Verlag Hans Huber, Hogrefe AG, Bern


142 F. Rehbein & T. Mçßle: Video Game and Internet Addiction

Questionnaire for the Assessment of Health-Related Quality


of Life in Children and Adolescents – Revised Version]. Florian Rehbein
Unpublished manuscript. Unverçffentlichtes Manual. born 1977, is a research associate at the Criminological
Rehbein, F., Kleimann, M., & Mçßle, T. (2010). Prevalence and Research Institute of Lower Saxony (KFN) in Hano-
risk factors of video game dependency in adolescence: Results ver, where he leads the project Video game and
of a german nationwide survey. Cyberpsychology, Behavior, Internet addiction. He studied Social Education at
and Social Networking, 13, 269 – 277. the University of Applied Sciences in Bremen from
Rehbein, F., & Mçßle, T. (2012). Risikofaktoren fr Computer-
1996 to 1998 and Psychology at the University of
spielabhngigkeit: Wer ist gefhrdet? [Risk factors for video
Bremen from 1998 to 2004. In 2010 he received his
game addiction: Who is endangered?]. SUCHT, 58, 391 – 400.
PHD in Psychology from the University of Hildesheim
Rehbein, F., Mçßle, T., Arnaud, N., & Rumpf, H. J. (2013).
Computerspiel- und Internetsucht: Der aktuelle Forschungs-
for his experimental work on the cognitive effects of
stand [Video game and Internet addiction. The current state of violent screen media. He currently conducts research
research]. Nervenarzt, in print. on the diagnostics, prevalence and the causes and
Rumpf, H. J., Meyer, C., Kreuzer, A., & John, U. (2011). Prvalenz consequences of video game and Internet addiction.
der Internetabhngigkeit (PINTA). Bericht an das Bundes- He has additional research interests related to other
ministerium fr Gesundheit [Prevalence of Internet Addiction behavioral addictions, epidemiological research meth-
(PINTA). Report to the German Ministry of Health]. Lbeck: ods and screening tools, criminal psychology and
Universitt, Klinik fr Psychiatrie und Psychotherapie und prevention of mental health problems in adolescents.
Greifswald: Universittsmedizin, Institut fr Epidemiologie
und Sozialmedizin. Retrieved 22.05.2013 from http://drogen- Thomas Mçßle
beauftragte.de/fileadmin/dateien-dba/DrogenundSucht/Com born 1975, is Vice Director of the Criminological
puterspiele_Internetsucht/Downloads/PINTA-Bericht-End Research Institute of Lower Saxony (KFN) in Hanover
fassung_280611.pdf.
where he is responsible for research on media effects.
Rumpf, H. J., Vermulst, A. A., Bischof, A., Kastirke, N., Grtler,
He studied Psychology at the Catholic University of
D., & Bischof, G. (2012). Occurence of Internet addiction in a
Eichsttt-Ingolstadt where he received his doctorate
general population sample: A latent class analysis. Addiction,
Manuscript submitted for publication.
(“Zur Entwicklung des Personenwiedererkennens“) in
Schmidt, J.-H., Drosselmeier, M., Rohde, W., & Fritz, J. (2011). the Department of Developmental and Educational
Problematische Nutzung und Abhngigkeit von Computer- Psychology in 2005. He has been a research associate at
spielen [Problematic use of and addiction to video games]. In J. the KFN since April 2005. In 2012 he received the
Fritz, C. Lampert, J.-H. Schmidt & T. Witting (Eds.), Kompe- authorization to teach psychology at the University of
tenzen und Exzessive Nutzung bei Computerspielern: Gefor- Hildesheim.
dert, Gefçrdert, Gefhrdet (61 ed.). Berlin: Vistas.
Siomos, K. E., Dafouli, E. D., Braimiotis, D. A., Mouzas, O. D., &
Angelopoulos, N. V. (2008). Internet addiction among greek Dr. Florian Rehbein
adolescent students. CyberPsychology & Behavior, 11, 653 –
657. Kriminologisches Forschungsinstitut Niedersachsen (KFN)
van Rooij, A. J., Schoenmakers, T. M., van de Eijnden, R. J. J. M., Criminological Research Institute of Lower Saxony (KFN)
& van de Mheen, D. (2010). Compulsive Internet Use: The Ltzerodestr. 9
role of online gaming and other internet applications. Journal 30161 Hannover
of Adolescent Health, 47, 51 – 57. Germany
Widyanto, L., & Griffiths, M. D. (2006). Internet Addiction: A Tel.: +49 (0)511 34836-72
Critical Review. International Journal of Mental Health and Fax: +49 (0) 511 34836-10
Addiction, 4, 31 – 51. florian.rehbein @kfn.de
Young, K. S., Pistner, M., OMara, J., & Buchanan, J. (1999).
Cyber disorders: The mental health concern for the new
millennium. CyberPsychology & Behavior, 2, 475 – 479. Submitted: 04.12.2012
Accepted after Revision: 17.04.2013

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