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CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING

Volume 15, Number 9, 2012


ª Mary Ann Liebert, Inc.
DOI: 10.1089/cyber.2012.0007

Video Game Addiction Test:


Validity and Psychometric Characteristics

Antonius J. van Rooij, Ph.D.,1 Tim M. Schoenmakers, Ph.D.,1 Regina J.J.M. van den Eijnden, Ph.D.,2
Ad A. Vermulst, Ph.D.,3 and Dike van de Mheen, Ph.D.1,4

Abstract

The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test
(VAT). Game-addiction problems are often linked to Internet enabled online games; the VAT has the unique
benefit that it is theoretically and empirically linked to Internet addiction. The study used data (n = 2,894) from a
large-sample paper-and-pencil questionnaire study, conducted in 2009 on secondary schools in Netherlands.
Thus, the main source of data was a large sample of schoolchildren (aged 13–16 years). Measurements included
the proposed VAT, the Compulsive Internet Use Scale, weekly hours spent on various game types, and several
psychosocial variables. The VAT demonstrated excellent reliability, excellent construct validity, a one-factor
model fit, and a high degree of measurement invariance across gender, ethnicity, and learning year, indicating
that the scale outcomes can be compared across different subgroups with little bias. In summary, the VAT can be
helpful in the further study of video game addiction, and it contributes to the debate on possible inclusion of
behavioral addictions in the upcoming DSM-V.

Introduction While several studies demonstrate the existence of a small


subgroup of problematic gamers15–17 and there is a clear link
I n light of the upcoming DSM-V, Internet addiction (IA)
is receiving renewed attention. It is often modeled along the
components for addiction proposed by Griffiths.1 These were
with IA, no consensus has been achieved regarding the
measurement of video game addiction. We therefore propose
to modify the CIUS to refer specifically to gaming, for use in
also used as input for the 14-item Compulsive Internet Use
contexts, where problems with games are of particular in-
Scale (CIUS).2 However, to fit the specific nature of Internet
terest. Through the CIUS, which incorporates established
behavior, the CIUS rephrased the component ‘‘relapse’’ as
models for defining behavioral addiction,1,2 video game ad-
‘‘loss of control,’’ while ‘‘tolerance’’ was excluded due to lack
diction is more specifically defined as: (a) a loss of control
of relevance2,3 (similar to the Internet addiction test4,5). The
over gaming, (b) conflicts about the gaming behavior and
CIUS defines IA as an addiction-like behavioral problem
problems associated with gaming, (c) preoccupation with
comprising: loss of control, conflict, preoccupation/salience,
gaming, (d) using gaming as a way to cope with problems or
coping/mood modification, and withdrawal symptoms. The
to modify your mood, and (e) withdrawal symptoms if the
CIUS is one of the few validated IA scales, which has been
gamer is forced to quit. In doing so, we broadly define video
subjected to a confirmatory factor analysis (CFA),2,6 that is, it
game addiction as a loss of control (a, c, d, e) over the gaming
supports a one-dimensional measurement structure.
behavior, which results in significant personal, professional,
Besides scale construction at the epidemiological level,
or social harm (b).1,18 The present study aims to validate this
proposals for a clinical diagnosis of IA are being made.7 How-
new Video game Addiction Test (VAT).
ever, it remains questionable whether people are addicted to the
Internet as such. In fact, problematic behavior tends to involve
specific applications: online video games,8,9 online erotica,10 or Method
instant messaging services.11 Distinguishing between these ap-
Sample
plications is relevant as the clinical nature of problems seems to
vary per application.12,13 In adolescents, playing online video This study uses the 2009 sample of the Monitor Study
games was shown to have the strongest relationship with IA.14 ‘‘Internet and Youth.’’ The sample includes ten Dutch

1
IVO Addiction Research Institute, Rotterdam, The Netherlands.
2
Faculty of Social and Behavioral Sciences, Utrecht University, Utrecht. The Netherlands.
3
Behavioral Science Institute, University of Nijmegen, Nijmegen, The Netherlands.
4
Department of Public Health, Erasmus Medical Centre, Rotterdam, The Netherlands.

507
508 VAN ROOIJ

secondary schools and 171 classes (n = 4,074), average per player online games, which are video games played with
class response rate 92 percent. For details on the procedure, see other people over the Internet; casual browser games, which
earlier publications.14,19 The proposed VAT items were skip- are simple games that are played online via the web browser;
ped by adolescents who did not play games at all (n = 1,024). and finally, offline games, which do not utilize the Internet.
For the purpose of scale validation, adolescents with less than Hours per week spent on these game types were obtained by
four of the items on the VAT completed were removed multiplication of two questions measuring days per week of
(n = 156). As the analyses deal with scale means, missing values gaming and average hours of gaming per day, similar to a
do not distort scores. The final dataset has 2,894 cases (62 previous study.19
percent boys), of which 99 percent completed 9 or more VAT
items. Overall average age was 14.3 (SD = 1.0) years. Psychosocial measures. The following psychosocial
measures were included: Rosenberg’s Negative Self-Esteem
Measures Scale19,22 (Chronbach’s a = 0.87), the UCLA Loneliness
Scale23,24 (Chronbach’s a = 0.87), the Depressive Mood List25–27
Compulsive Internet Use Scale. The 14-item version of
(Chronbach’s a = 0.81), and the Revised Social Anxiety Scale
the CIUS2 was used to measure CIU, and includes questions,
for Children28–30 (Chronbach’s a = 0.89). These scales have
such as ‘‘Have you unsuccessfully tried to spend less time on
been used in Dutch studies and have demonstrated good
the Internet?’’ The CIUS contains the following components:
reliability.3,11,19 For all four scales, a higher score indicates
loss of control (four items), conflict (four items), preoccupa-
more reported problems.
tion/salience (three items), coping/mood modification (two
items), and withdrawal symptoms (one item). The CIUS has
Strategy of analyses
good validity2 and internal reliability2,10,14 (current sample,
Chronbach’s a = 0.89). To confirm if the one-factor structure of the CIUS also
holds for the VAT, a 1-factor CFA was applied using Mplus
Video game Addiction Test. The items that compose version 5.1.31 On grounds of overlapping content, some error
the CIUS were rephrased into the 14 proposed VAT items, terms of items must be correlated to get an acceptable model
measured with a with a 5-point scale: 0, never; 1, seldom; 2, fit. We correlated the same error terms as reported for the
sometimes; 3, often; and 4, very often (Table 1). Conse- CIUS (item 1 with item 2, 6 with 7, 8 with 9, 11 with 12, and 13
quently, the VAT incorporates the same components as the with 14).2 Additionally, as the scale is formulated for ado-
CIUS. While we strongly suspect that online games play a lescents, the error term for item 3 was correlated with item 8
particularly important role,20 playing multiple game types is on grounds of content overlap. To deal with missing data, the
not unusual14 and problematic use of other game types can- Full Information Maximum Likelihood estimation technique
not be ruled out. Thus, the phrasing was kept universal (i.e., was used. Respondents are nested within schools and classes.
‘‘game’’ instead of ‘‘online game’’). Due to software limitations, the COMPLEXTWOLEVEL
procedure, which corrects for this nonindependency, did not
Game Addiction Scale. The seven-item version of the work. As the differences between separate COMPLEX pro-
Game Addiction Scale (GAS) was included.21 Six of the seven cedures for schools and classes were negligible, we decided to
items each measure one of Griffiths’ components of behavioral report the results for classes (most likely point of mutual in-
addiction, while one question measures ‘‘problems.’’8 The GAS fluence). The COMPLEX procedure uses a robust maximum
shows good reliability in this sample (Chronbach’s a = 0.84). likelihood estimator resulting in robust v2 values. Model fit
is reported in robust v2 values, and estimated degrees of
Weekly hours online, casual browser, and offline freedom, the Comparative Fit Index (CFI)32 and the root-
gaming. Three types of games are distinguished: multi- mean-squared error of approximation (RMSEA).33

Table 1. Factor Loadings and Item Phrasing for the 14 Video Game Addiction Test Items

Standardized
Itema How often . factor loadings

1 . do you find it difficult to stop gaming 0.72


2 . do you continue to use the games, despite your intention to stop? 0.71
3 . do others (e.g., parents or friends) say you should spend less time on games? 0.69
4 . do you prefer to game instead of spending time with others (e.g., friends or parents)? 0.72
5 . do you not get enough sleep because of gaming? 0.69
6 . do you think about gaming, even when you’re not online? 0.76
7 . do you look forward to the next time you can game? 0.75
8 . do you think you should be gaming less often? 0.65
9 . have you unsuccessfully tried to spend less time on gaming? 0.64
10 . do you feel restless, frustrated, or irritated when you cannot game? 0.78
11 . do you rush through your homework to play games? 0.70
12 . do you neglect to do your homework because you prefer to game? 0.68
13 . do you game because you are feeling down? 0.64
14 . do you game to forget about problems? 0.62
a
Items are translated from Dutch.
VIDEO GAME ADDICTION TEST 509

Table 2. Tests of Invariance Constraints (Metric and Scalar) for Gender, Ethnicity, and Learning Year

v2 test of Model Fit v2 difference


Hierarchical invariance
testing steps CFI RMSEA Value Df p Dv2 Ddf p

Tests of invariance constraints for male and female respondents


1 Noninvariant 0.961 0.046 578.37 142 0.000
2 k1 invariant 0.960 0.045 601.80 155 0.000 24.17 13 0.030
3 ks invariant 0.956 0.045 661.86 168 0.000 66.91 13 0.000
Tests of invariance constraints for ethnicity (Dutch or Western European vs. Non-Western European)
1 Noninvariant 0.959 0.049 605.12 142 0.000
2 k constrained 0.958 0.047 629.58 155 0.000 23.58 13 0.035
3 ks invariant 0.954 0.048 689.69 168 0.000 66.18 13 0.000
Tests of invariance constraints learning year (first year/second year/third and fourth year)
1 Noninvariant 0.961 0.050 726.98 213 0.000
2 k constrained 0.961 0.047 754.81 239 0.000 29.34 26 0.296
3 ks invariant 0.956 0.048 843.33 265 0.000 92.07 26 0.000

CFI, Comparative Fit Index; RMSEA, root-mean-squared error of approximation; k, factor loadings; s, item intercepts.

The second step was to test measurement invariance. robust v2 values were rescaled to standard v2 values to
Various forms of measurement invariance can be distin- compute a correct v2 difference.
guished,34 but we restrict ourselves to the three forms pro- As the v2 test is sensitive to sample size,36 we also exam-
posed by Steenkamp and Baumgartner.35 If the fit of the CFA ined the increment of fit indices (DCFI37 and DRMSEA) be-
model is acceptable across different groups, configural in- tween models. We follow Cheung and Rensvold’s rule of
variance is supported. Metric invariance requires that the factor thumb that a decrease in CFI of .01 or less indicates that
loadings (k) of corresponding factors are invariant (and thus invariance should not be rejected.37 Construct validity is
have the same meaning) across groups. Scalar (or strong) in- tested by cross comparisons with the GAS,21 the CIUS,2
variance requires that the item intercepts (s) of corresponding measures of psychosocial well-being19,38,39 and time spent on
factors are invariant across groups: this makes comparisons various game types.
of group means meaningful.
The three forms of measurement invariance were tested for
Results
three background variables: gender, ethnicity (Dutch or
Western European versus non-Western European ethnicity), Step 1: confirmatory factor analysis
and learning year. Learning year was operationalized as
The fit of the factor model was good: v2 (71) = 549.564,
learning one (average age 13), two, and a mixed group con-
RMSEA = 0.048, and CFI = 0.961 (Table 1), with high reliability
taining years three and four (the fourth learning year has a
(Chronbach’s a = 0.93). All loadings are > 0.62 indicating a
small sample size; n = 120). After fitting a baseline (non-
good construct validity.
invariant) model (representing configural invariance) with no
constraints, metric and scalar invariance are tested by con-
Step 2: measurement invariance
straining factor loadings (metric invariance) and intercepts
(scalar invariance) subsequently across groups. If the increase Table 2 summarizes the results for the unconstrained
in v2 (from the baseline model to k-constrained model or from model, the model with constrained factor loadings (metric
the k-constrained model to the s-constrained model) is non- invariance), and the model with constrained intercepts and
significant, metric and/or scalar invariance is supported. The constrained factor loadings (scalar invariance) for each of the

Table 3. Pearson’s Correlations Between Game and Internet Addiction Scales, Psychosocial
Outcome Measures, and Measures of Time Spent on Various Game Types

1 2 3 4 5 6 7 8 9

1. Video game Addiction Test 1.00


2. Video game Addiction Scale 0.74*** 1.00
3. Compulsive Internet Use Scale 0.61*** 0.63*** 1.00
4. Depressive Mood List 0.29*** 0.27*** 0.40*** 1.00
5. UCLA Loneliness scale 0.29*** 0.23*** 0.23*** 0.38*** 1.00
6. Social Anxiety for Children Revised 0.22*** 0.20*** 0.22*** 0.45*** 0.47*** 1.00
7. Rosenberg Negative Self-Esteem Scale 0.22*** 0.18*** 0.27*** 0.50*** 0.54*** 0.46*** 1.00
8. Online games (hours per week) 0.37*** 0.38*** 0.37*** 0.03 0.09** 0.04 0.07* 1.00
9. Casual browser games (hours per week) 0.19*** 0.17*** 0.19*** 0.09*** 0.12*** 0.07*** 0.07*** 0.08** 1.00
10. Offline games (hours per week) 0.25*** 0.25*** 0.11*** 0.01 0.01 0.00 0.00 0.22*** 0.24***

Calculations were performed with scale means, *p < 0.05; **p < 0.01; ***p < 0.001.
510 VAN ROOIJ

three background variables. Configural invariance is sup- are generally studied independently, while it is evident that
ported by the high values of CFI ( > 0.95) and low values of game-addiction problems are strongly linked to Internet-
RMSEA ( < 0.05). Metric invariance shows significant in- enabled online games.17,20 The high correlation between
creases in v2 for gender and ethnicity (p < 0.05), but not for the online games (in comparison with other game types) and
learning year. The decreases in the CFI-value were 0.001, video game addiction in the current study provides further
0.001, and 0.000, respectively, indicating that metric invari- support for this idea (see Table 3). The VAT has the benefit
ance is supported to a high degree. With respect to scalar that it is theoretically and empirically (r = 0.61) linked to an IA
invariance, the v2 difference values have p-values < 0.001, scale: that is, it’s source, the CIUS. As such, the VAT can be
supporting scalar noninvariance. However, the decreases in employed in further survey research to support theoretical
CFI were 0.004, 0.004, and 0.005, respectively, and are lower progress in the field of online video game addiction. More-
than the Cheung/Rensvold criterion of 0.01. Our conclusion over, findings provide a starting point for clinical validation
is that scalar invariance of the VAT should not be rejected. of the VAT.

Step 3: construct validity Acknowledgments


Table 3 demonstrates the construct validity of the VAT: The authors thank the following organizations for funding
strong relationships are found with related scales, that is, the data collection of the Monitor Study ‘‘Internet and Youth’’:
GAS (r = 0.74) and the CIUS (r = 0.61), while small, but prac- Netherlands Organization for Health Research & Develop-
tically significant relationships40 are found with scales mea- ment (ZonMw, project no. 31160208), Volksbond Foundation
suring psychosocial well-being (depressive mood, negative Rotterdam, Addiction Care North Netherlands, Kennisnet
self-esteem, loneliness, and social anxiety) and the time spent Foundation, Tactus Addiction Care, and De Hoop Foundation.
on various game types (r < 0.40). Of the various game types, Additionally, we thank Lieneke Spel and Leonard Van-
online gaming (hours per week) shows the strongest rela- brabant for their assistance during the data collection phase.
tionship with the VAT (r = 0.37). Finally, we thank Laraine Visser for her assistance with the
English language.
Discussion
Author Disclosure Statement
The present study proposes a new, one-dimensional scale
to measure video game addiction: the VAT. This scale defines No competing financial interests exist.
video game addiction as an addiction-like behavioral prob-
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