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Computers in Human Behavior 49 (2015) 517–525

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Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Relationships and associations between video game and Internet


addictions: Is tolerance a symptom seen in all conditions
Selim Gunuc ⇑
Yuzuncu Yil University, Faculty of Education, Department of Computer Education and Instructional Technologies, 65000 Van, Turkey

a r t i c l e i n f o a b s t r a c t

Article history: There are several similarities and relationships between behavioral addictions. These relationships
between behavioral addictions could be said to result especially from Internet use. It is seen that problem-
atic or excessive use of the Internet not only results in Internet addiction but also leads to and contributes
Keywords: to such other behavioral addictions as video game addiction. The present study examined the associations
Video game addiction in related literature with the relationships between video game and Internet addictions and aimed at
Internet addiction determining the correlations between video game and Internet addictions. Also, the study further focused
Behavioral addictions
on whether the symptom of tolerance occurred in all conditions or not. In the study, correlational research
Tolerance
Symptom
was used. The study was carried out with 200 students from a high school located in the Eastern part of
Turkey. Video Game Addiction Questionnaire and Internet Addiction Scale were used to collect the
research data. For the analysis of the data, descriptive statistics, TwoStep Cluster Analysis, correlation
analysis and Independent Samples t-Test were applied. Consequently, it was found that there was a strong
correlation between video game addiction and Internet addiction. Also, not in all conditions can tolerance
be said to be among the symptoms of video game addiction or Internet addiction.
Ó 2015 Elsevier Ltd. All rights reserved.

1. Introduction excessive and harmful for individuals/society in psychological,


physiological and sociological aspects. For example, in today’s digi-
Video game and Internet addictions are considered to be a type tal age, online shopping is a necessity in some cases, while exces-
of behavioral addictions (non-chemical or non-substance) different sive shopping or lack of self-control is likely to result in addiction.
from substance addiction. In substance addiction, addiction Another example could be the fact that the purpose of playing
develops depending on the substance used, while in behavioral online games is socialization, spending nice time and learning via
addictions, addiction develops based on the activity carried out entertainment (Cole & Griffiths, 2007; De Freitas & Griffiths,
or on the behavior. However, regarding video game and Internet 2007, 2008; Griffiths, 2002). However, excessive or uncontrolled
addictions, it is an issue of discussion whether individuals are online gaming could lead to addiction accompanied by loss of con-
addicted to the platform or to the content provided by the siderable time, depression, failure in school and sleeping problems
Internet or whether one is more influential on individuals than (Eidenbenz, 2011; Stojakovic, 2011). It is not easy to diagnose
the other (Griffiths, 1999a). Some researchers claim that addiction behavioral addiction or to observe its symptoms easily as it is in
develops in relation to such contents of the Internet as games, substance addiction. Therefore, not only because it is difficult to
chatting, shopping and gambling rather than the Internet platform diagnose behavioral addiction but also because it is impossible to
itself (Davis, 2001), while others assert that software and software remove such behaviors completely from our lives, it is not easy
design are influential on addiction (Alrobai, Phalp, & Ali, 2014). In to reach a consensus on the definition, diagnosis, prevention and
any case, the Internet provides different types of content: useful– treatment of behavioral addiction. It is seen that with the develop-
harmful, good-bad or safe-dangerous. One important difference ing technology, video game and Internet addictions are among the
between behavioral addictions and substance addiction is that it most striking behavioral addictions especially for children and
is not possible or reasonable to avoid behaviors completely. The adolescents.
reason is that most behaviors provide benefits for individuals. On
the other hand, the main problem is that such behaviors are
2. Behavioral addictions: video game and internet addictions

⇑ Cell: +90 505 750 6254. Among behavioral addictions are such addictions or disorders
E-mail address: selimgunuc@hotmail.com as video game addiction (online or offline) (Porter, Starcevic,

http://dx.doi.org/10.1016/j.chb.2015.03.063
0747-5632/Ó 2015 Elsevier Ltd. All rights reserved.
518 S. Gunuc / Computers in Human Behavior 49 (2015) 517–525

Berle, & Fenech, 2010), Internet addiction (Ko, Yen, Chen, Yeh, & do not have the opportunity to increase the amount of their gam-
Yen, 2009; Ko, Yen, Chen, Yang, et al., 2009), sexual addiction ing/Internet-use time?’’, ‘‘If Game/Internet-addicted adolescents’
(Goodman, 1992), pathological gambling (Blanco, Moreyra, gaming/Internet-use time were restricted, would this be enough
Nunes, Sáiz-Ruiz, & Ibáñez, 2001; Griffiths, 2008a) and shopping for treatment alone? and ‘‘Is analysis of only the symptoms enough
addiction or compulsive buying (Black, 1996) (Diagnostic and for the diagnosis of addiction?’’
Statistical Manual of Mental Disorders [DSM-V], 2013). Internet Though not valid for every behavioral addiction, beneficial use
and computer addictions are considered within the scope of of the Internet and video game differs from substance addiction
technological addictions based on human–machine interaction and certain behavioral addictions such as gambling. Therefore, it
(Griffiths, 1999a). Technological addictions can be regarded as a is not possible and reasonable to fully avoid not only the
subset of behavioral addictions. Internet, which is an indispensable tool today, and but also the
It is seen that behavioral addictions such as the Internet, video video games, which constitute an indispensable source of enter-
game and gambling addictions have some common points regard- tainment especially for children and young people. It is seen that
ing symptoms as well as prevention and treatment (Griffiths, individuals start playing video games to have fun and generally
2008a, 2008b, 2010; Keepers, 1990; Kuczmierczyk, Walley, & to experiment the exciting and satisfying process (Blinka &
Calhoun, 1987). Before DSM-V, the fact that video game and Smahel, 2011; Paik et al., 2014). As individuals enjoy this process,
Internet addictions have been defined using the diagnosis criteria they want to continue the process and to increase their delight in
for pathological gambling shows the relationships between these time. In addition, video games are not played just for entertain-
addictions (Fisher, 1994; Griffiths, 2005b; Johansson & Götestam, ment purposes; there are also other types of video games, though
2004; Thurlow, Lengel, & Tomic, 2004). Internet addiction, though few in number, used for such educational purposes as personal
not currently found fully in the scope of DSM-V, is considered to be development, memory development and learning (De Freitas &
similar to ‘‘Online Gaming Disorder’’ found in DSM-V. These Griffiths, 2007, 2008; Griffiths, 2002; Procci, Bowers, Wong, &
symptoms include mood modification, salience, conflict, relapse, Andrews, 2013), therapy (Blinka & Smahel, 2011; Griffiths,
preoccupation with gaming/Internet, lying or hiding gaming/ 2005a) and social interaction (Cole & Griffiths, 2007). However, it
Internet use, loss of Interest in other activities, defensiveness and could be stated that addiction develops mostly due to entertaining
anger, social and psychological withdrawal, tolerance, using video games (Beranuy, Carbonell, & Griffiths, 2013; Wan & Chiou,
gaming/Internet as an escape, excessive use and negative conse- 2006b) not due to educational video games. Use of video games
quences (DSM-V, 2013). Withdrawal symptoms are defined by and of the Internet is likely to bring about positive and negative
DSM-V (2013) as symptoms that occur when Internet gaming is results. Therefore, purpose and duration of use of video games
taken away. These symptoms are typically described as irritability, are important for balanced use of these games (Gunuc, 2013).
anxiety, or sadness, but there are no physical signs of pharmaco- Establishment of balance regarding the purpose and duration of
logical withdrawal. Tolerance is defined by DSM-V (2013) as the use of video games could prevent problematic and excessive use
need to spend increasing amounts of time engaged in Internet or of video games (Griffiths & Meredith, 2009). Failure to establish
Internet games. The negative consequences of Internet addiction such a balance either in time or with the involvement of other
and video game addiction are likely to cause problems in a wide internal and external factors in the process is likely to ruin the
range of areas in physiological, psychological and sociological balance. In order to maintain this balance, a number of internal
aspects and to have negative influence on the welfare of individu- and external factors such as individual, family-related, social and
als and on the order in the society (Chou, Condron, & Belland, 2005; financial factors should be kept under control. Especially for
Flisher, 2010; Gunuc & Dogan, 2013; Ko, Yen, Chen, Yeh, et al., children and adolescents, this balance could be said to be fairly
2009; Kraut et al., 1998; Lam, Peng, Mai, & Jing, 2009; Murali & fragile due to factors specific to several developmental periods.
George, 2007; Ni, Yan, Chen, & Liu, 2009; Park, Kim, & Cho, 2008; Besides these factors, some other factors resulting from the use
Scherer, 1997; Young, 1998; Young & Rogers, 1998). Aspects of of the Internet or video game mechanisms also play a role in
tolerance and withdrawal are seen with concomitant physical addiction. Among these factors, probably the most important one
discomfort (Greenfield, 2011), and these symptoms are used as is easy access to the Internet and video games (DSM-V, 2013). In
the primary and common symptoms for the diagnosis of other words, accessing video games via the Internet and mobile
behavioral addictions in a number of studies (Beard & Wolf, devices is likely to lead to negative results regarding addiction. In
2001; Blaszczynski, Walker, Sharpe, & Nower, 2008; Block, 2008; this respect, video games can be divided into online and offline
Caplan, 2002; DSM-V, 2013; Griffiths, 1993; Ko, Chen, Chen, & video games. Therefore, video game addiction could be regarded
Yen, 2005; Kuss & Griffiths, 2012b; Kwon, 2011; Paik, Oh, & Kim, as online video game addiction and offline video game addiction.
2014). In addition, tolerance and withdrawal symptoms are also Online and offline video game addictions differ from one another
found among the diagnosis criteria put forward by Goldberg with respect to the digital platform they are played in. The
(1996), Goodman (1990), Griffiths (1996) and Young (1998). differences between these concepts can be seen not only in the
Although all these symptoms have been used by researchers, there symptoms of video game addiction but also in psychological
is still no consensus on the number of symptoms necessary for the outcomes. It is seen that from time to time, gamers play games
diagnosis of addiction or on whether all symptoms have equal using the two platforms. In this respect, the question of whether
importance (Blinka & Smahel, 2011). online video game addiction also has a relationship with Internet
Gunuc and Kayri (2010), in their Internet Addiction Scale, use or Internet addiction comes into the mind. Although online
determined the sub-dimensions of Internet addiction as and offline video game addictions are similar in many respects,
Withdrawal, Controlling Difficulty, Disorder in Functionality and online video game addiction is different since there is a need for
Social Isolation. Within the scope of these sub-dimensions, though Internet connection to play the game.
the tolerance-related indicator was found as an item in the scale,
tolerance did not occur as a separate dimension. However, in 3. Internet addiction and its relationships with video game
DSM-V, tolerance is regarded as one of the important symptoms addiction and other behavioral addictions
of video game and Internet addictions. In this respect, it is impor-
tant to find answers to the questions of ‘‘Is tolerance a symptom of Interaction of Internet or video game addiction with other
video game/Internet addiction that occurs in all conditions?’’, ‘‘Do behavioral addictions is important not only for the identification
Internet-addicted adolescents get rid of their addiction when they of causes of Internet or video game addictions but also for its
S. Gunuc / Computers in Human Behavior 49 (2015) 517–525 519

prevention and treatment. In this respect, for the purpose of is quite wide-spread (Rahman et al., 2012; Wilber & Potenza,
examining the factors triggering Internet/video game addiction or 2006). Adolescents regard gambling as an activity for adults
its development, it is necessary to determine the relationships (Calado et al., 2014) and as an activity to win money (Wood &
between Internet or video game addictions and other behavioral Grifftiths, 2004). Adolescents have a more positive perception
addictions. and attitudes toward gambling when compared to adults (Calado
There are several similarities and relationships between behav- et al., 2014). Not just for this reason but also because adolescents
ioral addictions. These relationships between behavioral addic- are less competent in making judgment and evaluation than
tions could be said to result especially from Internet use. Among adults, adolescents tend to be at more risk of pathological gam-
the most common Internet use purposes for children and adoles- bling (Calado et al., 2014). Legislation related to gambling could
cents is playing video games. Playing individual or group (network) prevent from gambling, yet increased accessibility and availability
video games via the Internet has increased the tendency toward of the Internet are likely to facilitate pathological gambling (Calado
Internet-based games especially in recent years. One important et al., 2014; Froberg, 2006; Griffiths, 1999b; Messerlian, Byrnes, &
reason for this is that it is quite easy and rapid to access the Derevensky, 2004). On the other hand, because especially adults
Internet and thus games via smart phones and tablet computers are legally allowed to gamble online (Calado et al., 2014), they tend
(DSM-V, 2013). Especially with the increase in the capacity, speed to have a higher rate of gambling and pathological gambling when
and quality of mobile devices as well as with their larger screens, it compared to adolescents (Welte, Barnes, Tidwell, & Hoffman,
is now so easy to access and play video games in any place at 2008). In addition, gambling is also regarded by adults as gaming
any time that individuals can play video games with these (Calado et al., 2014). For whatever reason, both for adolescents
devices on the bus, during the lesson breaks and at any moment. and for adults, there are some similarities, associations and
Individuals’ access to online video games in any place at any time relationships between online gaming (a non-financial form of
makes it easy for them to play video games even when they have gambling (Griffiths, 1991a)) and online gambling (Delfabbro,
the opportunity for social interaction. This makes it difficult King, Lambos, & Puglies, 2009; Griffiths, 2005b; Gupta &
especially for children and adolescents to end their relationships Derevensky, 1996; Johansson & Götestam, 2004; King, Ejova, &
with video games. Delfabbro, 2012). In addition, as one important difference, the
Internet addiction could be said to be the one that has the negative outcomes and effects of gambling can be easily reflected
closest relationship with video game addiction. This concept in family life as well as in social life since gambling generally
mentioned for the first time as ‘‘Internet addiction’’ in related requires money. The relationships between the Internet and other
literature was later named by different researchers and clinicians behavioral addictions can be obviously seen in related studies
using different concepts. These concepts were Internet dependency conducted. Many studies examined the relationships between
(Tvedt, 2007), pathological Internet use (Davis, 2001; Young, Internet addiction and Internet use purposes. In these studies, it
2004), problematic Internet use (Caplan, 2002), excessive was revealed that use of the Internet for such purposes as playing
Internet use (Yang, Choe, Baity, Lee, & Cho, 2005), Internet abuse video game, chatting, gambling, social networks and pornography
(Young & Case, 2004), Internet addiction disorder (Gonzalez, leads to Internet addiction and that Internet-addicted individuals
2002; Kiralla, 2005) and so on. Basically, all these concepts were mostly used the Internet for these purposes (Chang & Man Law,
similar to one another, yet all covered problematic or excessive 2008; Chen, Chen, & Paul, 2001; Everhard, 2000; Gunuc, 2013;
use of the Internet (Beard & Wolf, 2001; Weinstein & Lejoyeux, Jang, Hwang, & Choi, 2008; Meerkerk, van den Eijnden, &
2010). It is seen that problematic or excessive use of the Internet Garretsen, 2006; Müller, Glaesmer, Brähler, Woelfling, & Beutel,
not only results in Internet addiction but also leads and contributes 2014; Young, 1998). In other words, it is seen that these Internet
to such other behavioral addictions as sex addiction, offline video use purposes are now in relationship with other behavioral
game addiction, pathological gambling and shopping addiction addictions due to the Internet. Besides, this could be said to
which exist in real life (not Internet-based addictions). In other include the most prominent relationships and associations
words, the Internet facilitates the transformation of offline between behavioral addictions.
behavioral addictions into Internet-based addictions (e.g. online Internet addiction can be regarded as a more general type of
gambling addiction) (Griffiths, 1999a, 1999b, 2011; Rehbein & addiction. Addictions caused by such Internet use purposes as
Mößle, 2013). In real life (offline), such addictions as video game online video games and Facebook can not only be referred to as
addiction, sexual addiction, pathological gambling and shopping online video game addiction or Facebook addiction but also be
addiction that individuals already have before they start using evaluated under the concept of Internet addiction. Therefore, some
the Internet are likely to develop more easily and rapidly due to researchers have examined video game addiction (especially
easy access to contents (e.g. gambling) via the Internet (Griffiths, online) within the scope of Internet addiction (as a sub-addiction)
2011; Griffiths & Barnes, 2008). In this respect, the Internet (Block, 2008; Peltoniemi, 2002; Rehbein & Mößle, 2013; Young,
facilitates and accelerates the development of these addictions Pistner, O’mara & Buchanan, 2000). In addition, a strong correlation
because it is possible to hide user identity; there is no age-related was found between video game addiction and use of social net-
restrictions; it is more difficult to identify cybercrimes; there are works such as Facebook (van Rooij, Schoenmakers, van de
difficulties in the implementation of laws; and because it is Eijnden, & van de Mheen, 2010). One possible reason for this find-
possible to access the Internet in any place at any time. In addition, ing is that video game-addicted individuals use Facebook to play
such addictions as online pathological gambling, online shopping game. This situation also draws attention to the relationship
addiction, online sexual addiction and online video game addiction between (online) video game addiction and Internet addiction.
which the individual has developed after using the Internet are The symptoms of online video game addiction and Internet addic-
likely to occur in time with problematic Internet use. This situation tion are quite similar to each other, and this similarity points to the
may not be valid for all individuals yet is likely to constitute a relationship between the two addictions from a different perspec-
serious risk factor. tive. In both addictions, there are such observed symptoms as pre-
One of the most popular purposes of use of the Internet for chil- occupation with gaming, lying or hiding gaming, disobedience at
dren and adolescents is playing online games. Although gambling time limits, loss of Interest in other activities, social withdrawal
is illegal especially for children and adolescents in many countries from family and friends, psychological withdrawal from the game,
(Calado, Alexandre, & Griffiths, 2014), it is seen that gambling is use of gaming as an escape and continuing to play game despite
also popular among adolescents and that pathological gambling its possible negative consequences (Young, 2009). van Rooij,
520 S. Gunuc / Computers in Human Behavior 49 (2015) 517–525

Schoenmakers, van den Eijnden, Vermulst, and van de Mheen addictions even if these are widely-accepted symptoms and that
(2012), found a high level of correlation between Internet addic- considering only the symptoms could be misleading in some cases.
tion and video game addiction. Moreover, playing online video
games leads to a higher risk of video game and Internet addictions
5. Method
when compared to playing offline or video games (Griffiths, 2009;
Ko, Yen, Yen, Lin, & Yang, 2007; Rehbein & Mößle, 2013; van Rooij
5.1. Sample
et al., 2012). Probably for this reason, in DSM-V, video game addic-
tion was regarded as ‘‘Internet Gaming Disorder’’, and the attention
In the study, the correlational research method was used. The
was drawn onto online video game addiction as well as onto the
correlation statistical test is used to describe and measure the
association between video game and Internet addictions.
degree of association (or relationship) between two or more vari-
Online video games can be played either by a single player or by
ables or sets of scores (Creswell, 2012). The study started with
multiplayers. Internet and network systems that allow playing
200 students from a high school located in the Eastern part of
multiplayer games aim at helping users get more pleased with
Turkey in 2014. While determining the research sample, the pur-
the game due to competition with other users as well as due to
posive sampling method was used. The reason for using this
the desire to win the game (DSM-V, 2013). Entertainment, experi-
method was that a high school from a region with family-related,
menting, leisure, the need for power, emotional coping, the need
social and financial problems was selected to examine the vari-
for excitement, escaping from reality, reward, achievement and
ables – related to Internet use and video game playing – in line
social and immersion components increase players’ motivation to
with the research purpose. The interview held with the school
play online video games (Blinka & Smahel, 2011; Kuss & Griffiths,
administration revealed that the adolescents at school had a high
2012a, 2012b; Wan & Chiou, 2006b; Yee, 2006). Online video
number of sisters/brothers (5–6 on average); that their families
games such as World of Warcraft and Massively Multiplayer
had low levels of financial status; that most of them had problems
Online Role-Playing Games (MMORPGs) could be said to result in
with their families and with their environments (especially includ-
more addiction, or they are as a facilitator of Internet addiction
ing violence); that they had a lower rate of access to technology
(Kuss, Louws, & Wiers, 2012; Ng & Wiemer-Hastings, 2005;
when compared to other regions; and that they had low levels of
Parsons, 2005). The reason is that online video games deliver more
academic achievements. In this respect, it was predicted that the
rewards, points, credits, prizes, money, pleasure and satisfaction
problems experienced by the adolescents would also influence
and help establish interaction with other users (Ang & Zaphiris,
their technology use. In other words, the adolescents who had
2010; Beranuy et al., 2013; Kuss & Griffiths, 2012a; Ng &
sociological and financial problems were thought to provide
Wiemer-Hastings, 2005; Parks & Floyd, 1996; Peters & Malesky,
opportunities for examining the symptom of ‘‘tolerance’’ and video
2008). When individuals win something via online games (like
game/Internet addiction and to help obtain related findings. In
credits, prizes and money), they may develop online gambling or
order to examine the relationships and associations between these
pathological gambling in future (Griffiths, 1991b; Gupta &
variables, a research sample was taken from this school.
Derevensky, 1996). In addition, it is seen that the concepts of
The ages of the adolescents participating in the study ranged
‘‘Presence’’ and ‘‘Flow’’ have a relationship with online video game
between 15 and 18. The measurement tools were given to the ado-
addiction (Chou & Ting, 2003; Liu, Chou, & Lin, 2001; Wan & Chiou,
lescents who were determined randomly, yet 10 adolescents (5%)
2006a). Online game players want to have not only the feeling of
reported that they never used the Internet. In addition, of all the
presence, defined as sense of being there, but also the experiences
participating adolescents, 59 of them (29.5%) said they used the
of flow and continuous scoring, promotion, immediate feedback
Internet but never played video games. In the present study, there
and achievement of self-satisfaction (Park & Hwang, 2009).
was a need for adolescents who both used the Internet and played
video games based on the research purpose. Therefore, these 69
4. The problem adolescents, who did not serve the purpose of the present study,
were not included in the data analysis process. As a result, the
Although the relationships between video game and Internet
analyses were conducted with the remaining 131 adolescents.
addictions were identified in some studies (Ng & Wiemer-
Hastings, 2005; van Rooij et al., 2010), there is a need for more
studies to be conducted to confirm this relationship empirically. 5.2. Data collection tools
In addition, when the related literature is reviewed, it is seen that
there is a need for research to be conducted not only to examine In the study, ‘‘Demographic Variables Form’’, ‘‘Video Game
the relationships between technology-based addictions such as Addiction Questionnaire (VGAQ)’’ and ‘‘Internet Addiction Scale
video game and Internet addictions but also to discuss the related (IAS)’’ were used. The data were collected with the paper-and-pen-
reasons. In order to fill this gap, the present study examined the cil method in their classes. The interview held with the school
associations in related literature (non-empirical) with the relation- administrators described demographic data regarding such vari-
ships between video game and Internet addictions and aimed at ables as number of the students’ sisters/brothers, their families’
determining the (empirical) correlations between video game financial status, relationships between family members, rate of
and Internet addictions. In this respect, studies examining and access to technology and level of academic achievements. In addi-
discussing the relationships and comparisons are important to tion, research data were also collected from the students regarding
understand the causes of video game and Internet addictions and to their age, Internet use and video game use (e.g. duration, platform,
take the necessary prevention and treatment regarding the process. who they play with).
Also, the study further focused on whether the symptom of tol- Video Game Addiction Questionnaire (VGAQ). The Video Game
erance occurred in all conditions or not (e.g. social, financial). In the Addiction Questionnaire was developed by the researcher. In the
present study, the symptom of tolerance was discussed. For this process of developing the items, nine indicators in relation to
reason, depending on the findings obtained and considering the Internet Gaming Disorder found in DSM-V (2013) were taken as
social structure, several conclusions were drawn. In the study, reference. In this study, no discrimination was made between com-
within the scope of the interaction of different cultural structures puter games, online games and video games, and the items regard-
with technology, it was claimed that symptoms of behavioral ing the games played in the digital platform were developed for the
addictions are not efficient for the process of diagnosis of questionnaire. One item was prepared for each indicator. Five field
S. Gunuc / Computers in Human Behavior 49 (2015) 517–525 521

experts were asked for their views about a total of nine items, and alone, and the other half said they played video games with
the content validity and face validity were achieved. For the friends.
scoring of VGAQ, a five-point Likert-type scale was used with
scores and answers ranging from ‘(1) Strongly Disagree’ to 5.5. Preparing the data for analyses and examining the assumptions
‘(5) Strongly Agree’. Certain evidence was necessary to use VGAQ
as a continuous variable and as a reliable tool. For this purpose, Before the analyses, the missing data, outliers and normality
item analysis was conducted. The correlation values between each were examined (Hutcheson & Sofroniou, 1999; Kline, 2009;
item and VGAQ total score and between each item pair were found Tabachnick & Fidell, 2007). The values of skewness (.440; ±1) and
significant at p < .05. The reliability of VGAQ was calculated as .71. kurtosis ( .210; ±1) for VGAQ and those of skewness (.592; ±1)
The data set regarding VGAQ demonstrated a normal distribution. and kurtosis (.176; ±1) for IAS were found to be in acceptable
The findings obtained regarding the item analysis revealed that range. The fact that these values were in the ±1 range referred to
VGAQ could be used for the intended measurement. a normal distribution (Huck, 2012). The normality of the data set
Internet Addiction Scale (IAS). IAS was developed in Turkish was examined with Smirnov’s test. The Kolmogorov Smirnov
by Gunuc and Kayri (2010) via a study carried out with 754 p-value was calculated as .200 (p > .05) for VGAQ and IAS.
adolescents. The average participant age was 15.8. The scale was Insignificant P-value refers to a normal distribution (Huck, 2012).
made up of 35 items. In their study, the Cronbach’s Alpha internal In addition, when the histogram, P-P and Q-Q graphics for VGAQ
consistency coefficient of the five-point Likert-type scale rated as data and the histogram, P-P and Q-Q graphics for IAS data were
(1) strongly disagree and (5) strongly agree was calculated by the examined (Huck, 2012; Kline, 2009; Pallant, 2007), it was seen that
researchers as .94. As for the Cronbach’s Alpha (a) reliability the distributions were normal.
coefficients regarding the four sub-factors of IAS, they were The findings obtained via the reliability analyses conducted for
calculated as a = .877 for the sub-factor of Withdrawal, as the measurement tools revealed that the reliability coefficient was
a = .855 for the sub-factor of Controlling Difficulty, as a = .827 for calculated as .71 for VGAQ. Undoubtedly, it could be stated that
the sub-factor of Disorder in Functionality and as a = .791 for the reliability increases in line with the increasing number of items
sub-factor of Social Isolation. Higher scores received from the scale and with that of participants. However, the value of .71 is enough
indicate Internet addiction. to use the measurement tool (Fraenkel, Wallen, & Hyun, 2012). The
reliability values were calculated as .914 for the total IAS, as
5.3. Data analysis a = .793 (mean = 26.96) for the sub-factor of Withdrawal, as
a = .816 (mean = 19.15) for the sub-factor of Controlling
Before the analyses, the data set was made appropriate to Difficulty, as a = .834 (mean = 13.03) for the sub-factor of
analysis. As a result, the reliability analysis and descriptive Disorder in Functionality and as a = .810 (mean = 13.01) for the
statistics regarding the measurement tools were conducted. After sub-factor of Social Isolation.
evidence indicating that the measurement tools could be used
was obtained, TwoStep Cluster Analysis was conducted to examine 5.6. Findings regarding the relationships between video game
whether the adolescents were video game and Internet addicts. addiction and internet addiction
Cluster analysis is a multivariate statistical technique to categorize
individuals or objects in sub-classes or clusters depending on their Before examining the relationships between video game and
similarities. The purpose is to gather individuals with similar char- Internet addictions, the participants were grouped with TwoStep
acteristics in the same group considering a certain characteristic. Cluster Analysis depending on their addiction (Table 1).
For this purpose, the similarities or distances between units are When Table 1 is examined, it is seen that that the number of
used as a criterion (Everitt, 1980; Kaufman & Rousseeuw, 1990). probable video game addicts was 21 (16%) and that the number
In this study, the total scores obtained via the measurement tools of probable Internet addicts was 14 (10.7%). Though the number
of VGAQ and IAS were used as the criterion for grouping. In this of addicts in each group was close to each other, the percentage
respect, TwoStep Cluster Analysis was conducted; the addicted of video game-addicted adolescents was higher than that of
and non-addicted adolescents were divided in groups; and the Internet-addicted adolescents. In addition, the first group repre-
profile of the research sample was defined. Correlation analyses sented the non-addicted participants with both video game and
were conducted between video game addiction and Internet addic- Internet addictions, and the second group represented the partici-
tion and between game addiction and the sub-factors of Internet pants with the risk of addiction. Regarding this grouping, it could
addiction. As it was seen that the measurement tools were con- be stated that the first group did not have any symptoms of addic-
tinuous variables and that the distributions were normal, Pearson tion at all; that the second group with the risk of addiction showed
product-moment correlation analysis was carried out. Lastly, in some of the symptoms of addiction, and that the third group, the
order to compare playing online and offline video games, addicted group, showed most of the symptoms of addiction.
Independent Samples t-Test was used since the data had a normal
distribution. For the analyses, the significance level was taken as .05. Table 1
Grouping of the VGAQ and IAS total scores with TwoStep Cluster Analysis.
5.4. Findings
Group N % Mean sd

The participants’ video game playing and Internet use profiles VGAQ
1 (non-addicted group) 41 31.3 14.390 2.235
were determined. Accordingly, of all the participants, 73% of them 2 (addiction risk group) 69 52.7 22.319 2.604
used the Internet and played video game for one or two hours at 3 (addicted group) 21 16.0 32.286 2.866
most a day, and only 3% of them used the Internet for more than Total 131 100.0 21.435 6.437
five hours. In addition, among the participants, 7% of them
reported that they used the Internet mostly for playing video IAS
games. Also, 40% of them stated that they mostly played online 1 (non-addicted group) 54 41.2 52.593 8.551
2 (addiction risk group) 63 48.1 79.651 8.146
video games, and 60% of them said they mostly played in offline
3 (addicted group) 14 10.7 114.500 10.632
platforms (playstation, smart phone, tablet and so on). Lastly,
Total 131 100.0 72.221 21.262
almost half of the participants reported that they played games
522 S. Gunuc / Computers in Human Behavior 49 (2015) 517–525

Table 2
Pearson correlation coefficients (r) between VGAQ and IAS.

IAS Withdrawal Controlling difficulty Disorder in functionality Social isolation


* * * *
VGAQ .66 .63 .49 .59 .42*
Online video game .68*
Offline video game .64*
*
p < .001.

Table 3
Comparison of online and offline video game playing in terms of IAS scores.

F Sig. t df p Mean diff. N Mean sd


Online V.G./IAS .598 .441 2.027 129 .045 7.605 52 76.808 23.266
Offline V.G./IAS 79 69.203 19.397

The relationships between video game and Internet addictions game addiction were reported to be parallel to each other (Kim,
and between video game addiction and the sub-factors of Jeong, & Zhong, 2010). Therefore, Internet-based relationships
Internet addiction were examined with Pearson product-moment between behavioral addictions should be taken into consideration
correlation analysis. Table 2 presents the findings obtained. to take the necessary steps for the prevention and treatment of
As can be seen in Table 2, a significantly positive correlation online video game addiction. Thus, the prevention and treatment
was calculated between video game and Internet addictions as regarding only video game playing are not sufficient. In addition,
well as between video game addiction and such sub-factors of prevention and treatment regarding Internet use should be
Internet addiction as Withdrawal, Controlling Difficulty, Disorder executed by the shareholders accordingly.
in Functionality and Social Isolation (p < .001). For the coefficients In the study, the relationships of online and offline video game
of Pearson’s r, an informal guide is suggested: r = ±.80 ‘‘strong playing with Internet addiction were examined, and it was found
correlation’’, r = ±.50 ‘‘moderate correlation’’ and r = ±.20 ‘‘weak out via the correlation and t-test results that there was no con-
correlation’’ (Huck, 2012). In this respect, when Table 2 is siderable difference in-between. However, though there was as a
examined, it is seen that there was a strong correlation between slight difference, it was revealed that online video game playing
video game and Internet addiction as well as between video game was more likely to cause Internet addiction when compared to
addiction and such sub-factors of Internet addiction as Withdrawal offline video game playing. In related literature, there are studies
and Disorder in Functionality. In addition, there was a moderate supporting this finding (Kuss et al., 2012; Ng & Wiemer-Hastings,
correlation between video game addiction and the sub-factors of 2005; Parsons, 2005). One reason for this could be the fact that
Controlling Difficulty and Social Isolation. Also, as can be seen in video gamers find the opportunity to compete with each other in
Table 2, playing online video game had a slightly higher correlation online platforms; that this competition increases their feelings of
with Internet addiction when compared to offline video game ambition, satisfaction and joy; and that they aim at making money
playing. (Ang & Zaphiris, 2010; Beranuy et al., 2013; Kuss & Griffiths,
When Table 3 is examined, it is seen that although a significant 2012a; Ng & Wiemer-Hastings, 2005; Paik et al., 2014; Peters &
difference was found between the participants playing online and Malesky, 2008). However, these results are fairly surprising
offline video game (p = .045; p < .05), there was a fairly little because a strong correlation between offline video game playing
difference. However, it was seen that the adolescents playing and Internet addiction is not an expected result while a strong
online video game had higher mean scores of Internet addiction. correlation between online video game playing and Internet
addiction is expected. In addition, in this study, the number of
6. Conclusions and discussion those preferring to use the Internet to play video games was fairly
low. For this reason, it was surprisingly found out via the t-test that
Consequently, there are relationships between online behav- there was not much difference between online and offline video
ioral addictions due to the bridge established via the Internet or game playing in terms of Internet addiction and that offline video
due to problematic Internet use. The relationship between video game playing had a strong correlation with Internet addiction.
game and Internet addictions was empirically examined as well. As a result of the rapid development and spread of technology,
According to the results obtained, there was a strong correlation individuals’ contact with the Internet will undoubtedly develop
between video game and Internet addictions. In addition, it could and gain strength. For the prevention and treatment of video game
be stated that video game playing leads to a higher risk of addiction and other behavioral addictions likely to be developed
addiction for adolescents when compared to Internet use. One and facilitated by the Internet, it is certainly wrong to interfere
reason for this could be the fact that video game playing is with individuals’ relationships with the Internet and to help them
regarded especially by children and adolescents as a way of enter- move away from this technology despite all the risks posed by the
tainment. Another reason is that among the Internet use purposes Internet. Especially online video games (e.g. MMORPG) could be
are those with no risk of addiction such as research, information, said to contribute to socialization via the Internet and to the devel-
news, videos and music. Therefore, it could be stated that the risk opment of interaction or communication between individuals (Ang
of becoming video game addicted and Internet addicted is higher & Zaphiris, 2010; Cole & Griffiths, 2007). However, this is not valid
for all adolescents playing video games. for all kinds of games or for offline video games. In addition, it is
Since Internet addiction involves such addictions as online thought that there are various benefits of video games (De
video game addiction and Facebook addiction, it could be stated Freitas & Griffiths, 2007, 2008; Griffiths, 2002; Procci et al.,
that Internet addiction is a higher order concept. In some studies, 2013), while it is hard to cite positive effects of every behavior like
the negative effects and symptoms of Internet addiction and video gambling.
S. Gunuc / Computers in Human Behavior 49 (2015) 517–525 523

Another finding was that a great majority of the participants did away but also when the individual is prevented from increasing
not use the Internet for more than two-three hours a day. the time he or she spends on the Internet/game or when he or
Regarding the socio-economic conditions, family structures and she does not have the opportunity to increase that time, tolerance
demographic backgrounds of the participants, it was seen that may not occur. However, in this case, more severe symptoms of
almost half of them had to restrict their Internet use or increase withdrawal can be observed. In this respect, restricting the amount
the amount of their Internet use due to financial and family-related of time spent on the Internet or preventing from increasing the
factors though they wanted to use the Internet or play video games time spent on the Internet/game is not enough for treatment alone.
longer. Does the symptom of tolerance exist in all addicted individ- For the diagnosis of behavioral addictions, it is believed that it is
uals? If individuals are prevented from increasing the time they necessary to consider the symptoms together with technology use
spend on the Internet/game or if they do not have the opportunity conditions and the cultural structure where the technology is used
to increase the amount of their Internet use, do they develop addic- (family income level, relationships with family members, parents’
tion, though? To what extent is the symptom of tolerance impor- attitudes toward technology and with other related demographic
tant for the diagnosis of addiction, and does it influence other variables). Thus, future studies can focus on the fact that symptoms
symptoms? The findings obtained in the study revealed that the of addiction may differ considerably in certain conditions and that
duration of Internet use of the Internet-addiction risk group and symptoms are not efficient alone for the diagnosis of addiction.
the addicted group was mostly one or two hours and that their Consequently, tolerance was used in a number of studies with
Internet-addiction scores were over the medium level. Although withdrawal as the symptoms of behavioral addictions (Beard &
Griffiths and Meredith (2009) stated that excessive activity and Wolf, 2001; Greenfield, 2011), and it was not used in some other
addictive activity are two very different things, excessive use is studies as the main symptom (Gunuc & Dogan, 2013; van Rooij
an important indicator of addiction. In cases of excessive use of et al., 2010; Wilson, Fornasier, & White, 2010). In this respect,
the Internet or video game, it is likely for addiction to develop while examining tolerance, other variables (e.g. amounts of time,
(Griffiths, 2000, 2008b). The results of previous studies, it was seen purpose of Internet use, other symptoms) should be taken into
that there was a strong correlation between Internet/video game consideration to determine Internet addiction.
addiction and the duration of daily Internet use or; that the
Internet-addicted individuals used the Internet for four or five
hours or longer a day; and that the tolerance symptom occurred 7. Limitations and future research
as well (Cao & Su, 2007; Gunuc, 2013; Gunuc & Kayri, 2010;
Hardie & Tee, 2007; Lin & Tsai, 2002; Nalwa & Anand, 2003; In this study, the number of participants and the problems
Simkova & Cincera, 2004; Young, 2004). An important reason for experienced during the data collection process constituted the lim-
the fact that there is a strong correlation between addiction and itations to the study. Although the participants in the present study
the amount of time spent on Internet/game is tolerance because were selected from a region considering the financial and
individuals tend to increase their amount of use in the addiction family-related factors, this situation caused certain difficulties in
process. In this respect, this result found in the present study is collecting data from the students. It was observed that some of
quite important not only in terms of its contribution to the related the students were bored of filling out questionnaires as they had
literature but also because Internet addiction symptoms could dealt with other questionnaires too many times before and that
occur in different forms. This situation means that ‘‘tolerance’’ will some of them did not believe in the importance of surveys.
not always be a symptom of Internet addiction. Also, lack of the Therefore, the participants responded to the measurement tools
symptom of ‘‘tolerance’’ does not mean that the individual is not on voluntary basis, and they were motivated to fill out the
an addict. Although tolerance is one of the important symptoms measurement tools for a healthy data collection process.
of video game or Internet addiction (DSM-V, 2013; Kuss & As online video game addicts use the Internet, they may also
Griffiths, 2012b), it may not occur due to financial (e.g. Internet develop Internet addiction in time. Although the present study
access at home, limited Internet use in an Internet café) and fam- presented some (empirical and non-empirical) evidence regarding
ily-related causes (e.g. number of children, adolescent-parent the relationships and associations especially between Internet and
relationships). On the other hand, most of these adolescents could other online addictions, future studies could still examine certain
be said to experience such symptoms more severely as withdrawal, problems in detail. In addition, future experimental studies could
disorder in Functionality and social isolation. Thus, the IAS mean also seek answers to such questions: Do the symptoms of
score regarding the sub-factor of withdrawal was found a lot withdrawal and their severity that occur when Internet or internet
higher than the other sub-factors. The symptoms of withdrawal gaming is taken away resemble to the symptoms and their severity
and tolerance are two important phenomena used to determine that occur when the individual is prevented from increasing the
behavioral addictions (Blaszczynski et al., 2008; Block, 2008; time he or she spends on the Internet? What are the strong correla-
Greenfield, 2011). In related literature, it is seen that the symptoms tions between Internet addiction and offline video game playing,
of withdrawal are experienced mostly by Internet-addicted and what are the causes of these strong correlations? Do types of
adolescents (Paik et al., 2014). However, when Internet-addicted addiction trigger one another? (In other words, does one type of
adolescents’ Internet use is restricted, more psychological and addiction leads to the development of other addictions and weaken
physiological problems are likely to be experienced more severely the individual’s resistance to addiction?) What other things,
since tolerance may not develop. In addition, even though the besides using the Internet to play video games, have influence on
individual occurs psychological tolerance, he or she may not the relationships and associations between Internet addiction
develop physical/behavioral tolerance. In other words, the individ- and video game addiction?
ual wants to increase the time he or she spends on the Internet, but
this is prevented for any reason. The school administrators
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