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Daniel L. King, PhD,1 Paul H. Delfabbro, PhD,1 and Mark D. Griffiths, PhD 2
Abstract
A three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult
regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online
survey over an 18-month period. Participants (N = 117) were recruited by an advertisement posted on the public
forums of multiple Australian video game-related websites. Inclusion criteria were being of adult age and
having a video gaming history of at least 1 hour of gaming every week over the past 3 months. Two groups of
adult video gamers were identified: those players who did (N = 37) and those who did not (N = 80) identify as
having a serious gaming problem at the initial survey intake. The results showed that regular gamers who self-
identified as having a video gaming problem at baseline reported more severe problem gaming symptoms than
normal gamers, at all time points. However, both groups experienced a significant decline in problem gaming
symptoms over an 18-month period, controlling for age, video gaming activity, and psychopathological
symptoms.
1
School of Psychology, The University of Adelaide, Adelaide, Australia.
2
International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, United Kingdom.
72
TRAJECTORIES OF PROBLEM VIDEO GAMING 73
Normal Problem
controlling for effects of age, weekly gaming activity (hours), F1,114 = 33.99, pp001; g2 = 0.23, and a significant main effect of
and DASS symptomology. Before analyses, data for all of the time, F1.8,203.8 = 30.44, pp0.001; g2 = 0.21. The size of the main
variables were screened for missing values, normality, and effects was medium, according to Cohen.22 Figure 1 presents
outliers. There was homogeneity of variance between groups a graphical representation of the mean trajectories of problem
as assessed by the Levene’s test for equality of error variances. gaming symptoms for the two groups of regular video
The Mauchly’s Test of Sphericity was violated; hence, the gamers.
Huynh-Feldt correction was used in subsequent analyses. Ignoring the effect of time, regular gamers who initially
There was a weak, but significant Time · Problem Gaming identified as having a serious gaming problem scored ap-
Status interaction in relation to problem gaming symptoms proximately 10 points higher on the PVGT (adjusted
(PVGT score), F1.8,201.5 = 5.86, p < 0.001; g2 = 0.05. There was M = 49.9, SE = 1.53) than those gamers who did not identify
also a significant main effect of Problem Gaming Status, as problem gamers (adjusted M = 39.2, SE = 1.02). Assessing
the main effect of group, pairwise comparisons of estimated
marginal means using Bonferroni adjustment indicated that
there was a significant reduction in PVGT scores between
baseline and 18-month follow-up (M = 48.7 [95 percent
confidence interval (CI): 46.6 to 50.8] vs. M = 41.0 [95 percent
CI: 38.8 to 43.1], pp0.001), as well as baseline and 6-month
follow-up (M = 48.7 [95 percent CI: 46.6 to 50.8] vs. M = 44.1
[95 percent CI: 41.9 to 46.2], pp0.001), and 6-month follow-
up and 18-month follow-up (M = 44.1 [95 percent CI: 41.9 to
46.2 vs. M = 41.0 [95 percent CI: 38.8 to 43.1], p < 0.05).
Therefore, the hypothesis that problem gamers’ PVGT
scores would be consistent (i.e., maintained) over time was
not supported.
Discussion
The present study examined the longitudinal course of
problem gaming symptoms among two groups of adult
FIG. 1. Mean trajectories of problem gaming symptoms for regular gamers, those who had a self-identified problem
problem (N = 37) and nonproblem adult gamers (N = 80). The gaming habit and those who did not. Both groups experi-
X-axis is not drawn to scale. enced a significant decline in problem gaming symptoms
TRAJECTORIES OF PROBLEM VIDEO GAMING 75
over an 18-month period, controlling for age, gaming activity, longitudinal research involving larger samples of adult video
and psychopathological symptoms. This result differs from gamers is required. There is also a need for research on the
Gentile et al.’s9 study of adolescents, who reported that short- and long-term efficacy of treatment interventions for
problem gaming status at baseline was a strong predictor of problem video gaming.25
future problem gaming. An explanation for this general de-
cline in problem gaming symptoms in both groups is not Author Disclosure Statement
readily apparent based on these data although the concept of
maturing out over time is well established in the addiction No competing financial interests exist.
literature.23 Inspection of problem gaming trajectories may
suggest that a spontaneous recovery effect occurred among References
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