{"id":{"repo_id":"emich","oai_identifier":"oai:commons.emich.edu:theses-1951"},"canonical_url":"https://search.dev.ndltd.org/etd/emich/oai:commons.emich.edu:theses-1951","repository":{"repo_id":"emich","name":"Eastern Michigan University","base_url":"https://commons.emich.edu/do/oai/"},"display":{"title":"Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing","abstract":"<p>The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific characteristics of PVGP are essential now more than ever before. However, the current state of the literature primarily relies on comparisons between PVGP and pathological gambling, utilizing modified measures of the latter to assess the former. To date, no studies have attempted to adapt the diagnostic criteria for substance use disorder (SUD) in an effort to understand PVGP within the context of addiction. Further, few studies have explored the specific game characteristics and individual factors that contribute to the presence of PVGP.</p> <p>The current study sought to address these questions by adapting the SUD criteria to address videogame-related behavior via a measure labeled as the Videogame Addiction Scale (VGAS). Comparisons of the psychometrics and criterion validity of the VGAS and leading measures of PVGP suggested the former was superior. Further, results indicated that higher levels of addiction were present in players who prefer the MMORPG and Shooter genres over all other types of games, with the former yielding significantly higher VGAS scores than the latter. Further, many of the structural characteristics of videogames were considered to be more enjoyable, important, and associated with longer playtimes for individuals with higher “addiction” scores than their low scoring counterparts. Lastly, a model of videogame addiction was generated that aligns with the current literature on substance use disorders. Specifically, impulsivity, maladaptive coping, weekly playtime, and particular structural characteristics all seem to relate to videogame addiction.</p>","abstract_html":"&lt;p&gt;The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific characteristics of PVGP are essential now more than ever before. However, the current state of the literature primarily relies on comparisons between PVGP and pathological gambling, utilizing modified measures of the latter to assess the former. To date, no studies have attempted to adapt the diagnostic criteria for substance use disorder (SUD) in an effort to understand PVGP within the context of addiction. Further, few studies have explored the specific game characteristics and individual factors that contribute to the presence of PVGP.&lt;/p&gt; &lt;p&gt;The current study sought to address these questions by adapting the SUD criteria to address videogame-related behavior via a measure labeled as the Videogame Addiction Scale (VGAS). Comparisons of the psychometrics and criterion validity of the VGAS and leading measures of PVGP suggested the former was superior. Further, results indicated that higher levels of addiction were present in players who prefer the MMORPG and Shooter genres over all other types of games, with the former yielding significantly higher VGAS scores than the latter. Further, many of the structural characteristics of videogames were considered to be more enjoyable, important, and associated with longer playtimes for individuals with higher “addiction” scores than their low scoring counterparts. Lastly, a model of videogame addiction was generated that aligns with the current literature on substance use disorders. Specifically, impulsivity, maladaptive coping, weekly playtime, and particular structural characteristics all seem to relate to videogame addiction.&lt;/p&gt;","abstract_has_math":false,"creators":["Pouliot, Gregory"],"institution":null,"degree_name":"Doctor of Philosophy (PhD)","degree_level":"Open Access Dissertation","degree_discipline":"Psychology","degree_department":null,"school":null,"contributors":["Karen Saules, Ph.D., Chair","Stephen Jefferson, Ph.D.","Natalie Dove, Ph.D."],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2014,"date_issued":"2014-05-19T07:00:00Z","date_published":"2014-05-19T07:00:00Z","updated_at":"2026-07-24T02:16:57Z","subjects":["compulsive behavior","compulsive behavior in adolescence","video games","Clinical Psychology"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"https://commons.emich.edu/theses/576","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Karen Saules, Ph.D., Chair","Stephen Jefferson, Ph.D.","Natalie Dove, Ph.D."]},{"key":"dc:creator","label":"Author","values":["Pouliot, Gregory"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.available","label":"Dc Date Available","values":["2014-06-12T07:00:00Z"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Psychology"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Open Access Dissertation"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Doctor of Philosophy (PhD)"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["compulsive behavior","compulsive behavior in adolescence","video games","Clinical Psychology"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://commons.emich.edu/theses/576"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific characteristics of PVGP are essential now more than ever before. However, the current state of the literature primarily relies on comparisons between PVGP and pathological gambling, utilizing modified measures of the latter to assess the former. To date, no studies have attempted to adapt the diagnostic criteria for substance use disorder (SUD) in an effort to understand PVGP within the context of addiction. Further, few studies have explored the specific game characteristics and individual factors that contribute to the presence of PVGP.</p> <p>The current study sought to address these questions by adapting the SUD criteria to address videogame-related behavior via a measure labeled as the Videogame Addiction Scale (VGAS). Comparisons of the psychometrics and criterion validity of the VGAS and leading measures of PVGP suggested the former was superior. Further, results indicated that higher levels of addiction were present in players who prefer the MMORPG and Shooter genres over all other types of games, with the former yielding significantly higher VGAS scores than the latter. Further, many of the structural characteristics of videogames were considered to be more enjoyable, important, and associated with longer playtimes for individuals with higher “addiction” scores than their low scoring counterparts. Lastly, a model of videogame addiction was generated that aligns with the current literature on substance use disorders. Specifically, impulsivity, maladaptive coping, weekly playtime, and particular structural characteristics all seem to relate to videogame addiction.</p>"]},{"key":"dc:title","label":"Title","values":["Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing"]}]}],"canonical_facts":{"dc:contributor":["Karen Saules, Ph.D., Chair","Stephen Jefferson, Ph.D.","Natalie Dove, Ph.D."],"dc:creator":["Pouliot, Gregory"],"dc:date.available":["2014-06-12T07:00:00Z"],"dc:description.abstract":["<p>The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific characteristics of PVGP are essential now more than ever before. However, the current state of the literature primarily relies on comparisons between PVGP and pathological gambling, utilizing modified measures of the latter to assess the former. To date, no studies have attempted to adapt the diagnostic criteria for substance use disorder (SUD) in an effort to understand PVGP within the context of addiction. Further, few studies have explored the specific game characteristics and individual factors that contribute to the presence of PVGP.</p> <p>The current study sought to address these questions by adapting the SUD criteria to address videogame-related behavior via a measure labeled as the Videogame Addiction Scale (VGAS). Comparisons of the psychometrics and criterion validity of the VGAS and leading measures of PVGP suggested the former was superior. Further, results indicated that higher levels of addiction were present in players who prefer the MMORPG and Shooter genres over all other types of games, with the former yielding significantly higher VGAS scores than the latter. Further, many of the structural characteristics of videogames were considered to be more enjoyable, important, and associated with longer playtimes for individuals with higher “addiction” scores than their low scoring counterparts. Lastly, a model of videogame addiction was generated that aligns with the current literature on substance use disorders. Specifically, impulsivity, maladaptive coping, weekly playtime, and particular structural characteristics all seem to relate to videogame addiction.</p>"],"dc:identifier":["https://commons.emich.edu/theses/576"],"dc:subject":["compulsive behavior","compulsive behavior in adolescence","video games","Clinical Psychology"],"dc:title":["Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing"],"thesis:degree_discipline":["Psychology"],"thesis:degree_level":["Open Access Dissertation"],"thesis:degree_name":["Doctor of Philosophy (PhD)"]},"updated_at":"2026-07-24T02:16:57Z"}