Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with 'video game addiction'

Antonius J. van Rooij*, Tim M. Schoenmakers, Dike Van de Mheen

*Corresponding author for this work

Research output: Contribution to journalArticleScientificpeer-review

Abstract

Aims: 

Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for 'internet gaming disorder'.

Method: 

Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13-23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients.

Results: 

The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent-Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme garners, we could not assess the specificity of the tool: future research should make this a priority.

Conclusion: 

Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of garners in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case. (C) 2015 Elsevier Ltd. All rights reserved.

Original languageEnglish
Pages (from-to)269-274
JournalAddictive Behaviors
Volume64
DOIs
Publication statusPublished - 2017

Keywords

  • Internet gaming disorder
  • Video game addiction
  • Assessment tool
  • DSM-5
  • Sensitivity
  • Adolescents
  • INTERNET ADDICTION
  • SCALE
  • ADOLESCENTS
  • VALIDITY

Cite this

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title = "Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with 'video game addiction'",
abstract = "Aims: Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for 'internet gaming disorder'.Method: Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13-23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients.Results: The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent-Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91{\%} of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme garners, we could not assess the specificity of the tool: future research should make this a priority.Conclusion: Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of garners in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case. (C) 2015 Elsevier Ltd. All rights reserved.",
keywords = "Internet gaming disorder, Video game addiction, Assessment tool, DSM-5, Sensitivity, Adolescents, INTERNET ADDICTION, SCALE, ADOLESCENTS, VALIDITY",
author = "{van Rooij}, {Antonius J.} and Schoenmakers, {Tim M.} and {Van de Mheen}, Dike",
year = "2017",
doi = "10.1016/j.addbeh.2015.10.018",
language = "English",
volume = "64",
pages = "269--274",
journal = "Addictive Behaviors",
issn = "0306-4603",
publisher = "PERGAMON-ELSEVIER SCIENCE LTD",

}

TY - JOUR

T1 - Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder

T2 - A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with 'video game addiction'

AU - van Rooij, Antonius J.

AU - Schoenmakers, Tim M.

AU - Van de Mheen, Dike

PY - 2017

Y1 - 2017

N2 - Aims: Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for 'internet gaming disorder'.Method: Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13-23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients.Results: The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent-Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme garners, we could not assess the specificity of the tool: future research should make this a priority.Conclusion: Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of garners in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case. (C) 2015 Elsevier Ltd. All rights reserved.

AB - Aims: Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for 'internet gaming disorder'.Method: Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13-23 years old) in treatment for video gaming disorder (N = 32). The study also explores the clinical characteristics of these patients.Results: The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n = 15). Comorbid problems were common (n = 22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent-Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme garners, we could not assess the specificity of the tool: future research should make this a priority.Conclusion: Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of garners in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case. (C) 2015 Elsevier Ltd. All rights reserved.

KW - Internet gaming disorder

KW - Video game addiction

KW - Assessment tool

KW - DSM-5

KW - Sensitivity

KW - Adolescents

KW - INTERNET ADDICTION

KW - SCALE

KW - ADOLESCENTS

KW - VALIDITY

U2 - 10.1016/j.addbeh.2015.10.018

DO - 10.1016/j.addbeh.2015.10.018

M3 - Article

VL - 64

SP - 269

EP - 274

JO - Addictive Behaviors

JF - Addictive Behaviors

SN - 0306-4603

ER -