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Pathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatology

dc.contributor.authorHonrubia Serrano, María Luisa
dc.contributor.authorBaguley, Thom
dc.contributor.authorGriffiths, Mark
dc.contributor.authorLópez-Fernández, Olatz
dc.contributor.orcidhttps://orcid.org/0000-0002-4294-9156
dc.contributor.orcidhttps://orcid.org/0000-0002-0477-2492
dc.contributor.orcidhttps://orcid.org/0000-0001-8880-6524
dc.date.accessioned2025-01-20T10:28:09Z
dc.date.available2025-01-20T10:28:09Z
dc.date.issued2014
dc.descriptionThis is the Accepted Manuscript of an article published by Elsevier in "Computers in Human Behavior" on dic 2014, available online: https://doi.org/10.1016/j.chb.2014.10.011 Este es el manuscrito aceptado de un artículo publicado por Elsevier en "Computers in Human Behavior" on dic 2014, disponible en línea: https://doi.org/10.1016/j.chb.2014.10.011
dc.description.abstractResearch into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing [PVP] Scale. The objectives of the study were to (i) examine its psychometric properties in two European countries, (ii) estimate the prevalence of potential pathological gaming among adolescents in both countries, and (iii) assess the classification accuracy of the PVP Scale based on its symptomatology as a way of exploring its relationship with both the behavioural component model of addiction and the proposed Internet Gaming Disorder. The data were collected via a survey administered to 2356 adolescents aged between 11 and 18 years from Spain (n = 1132) and Great Britain (n = 1224). Results indicated that the reliability of both versions was adequate, and the factorial and construct validity were good. Findings also showed that the prevalence of pathological gamers estimated with a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The scale showed adequate sensitivity, specificity and classification accuracy in both countries, and was able to differentiate between social and potential pathological gamers, and from their addictive symptomatology. The implications of these findings are discussed.en
dc.description.versionversión final
dc.identifier.citationLopez-Fernandez, O., Honrubia-Serrano, M., Baguley, T. & Griffiths, M.D. (2014). Pathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatology. Computers in Human Behaviour, 41, 304-312. https://doi.org/10.1016/j.chb.2014.10.011
dc.identifier.doihttps://doi.org/10.1016/j.chb.2014.10.011
dc.identifier.issn0747-5632 | eISSN 1873-7692
dc.identifier.urihttps://hdl.handle.net/20.500.14468/25376
dc.journal.titleComputers in Human Behavior
dc.journal.volume41
dc.language.isoen
dc.page.final312
dc.page.initial304
dc.publisherELSEVIER
dc.relation.centerFacultades y escuelas::Facultad de Derecho
dc.relation.departmentDerecho Mercantil
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
dc.subject61 Psicología
dc.subject.keywordsvideo game playen
dc.subject.keywordsinternet Gaming Disorderen
dc.subject.keywordsadolescenceen
dc.subject.keywordsprevalenceen
dc.subject.keywordssymptomsen
dc.subject.keywordsclassification accuracyen
dc.titlePathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatologyen
dc.typeartículoes
dc.typejournal articleen
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscovery6f35cca4-8d41-4ad6-8169-7dcbeb5432d7
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