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Video Game and Internet Addiction: Is There A Need For Differentiation?
Video Game and Internet Addiction: Is There A Need For Differentiation?
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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
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.
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
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).
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
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
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
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.
*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)
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
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.
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-