TY - JOUR
T1 - The measurement of maladaptive cognitions underlying problematic video-game playing among adults
AU - Forrest, Cameron J.
AU - King, Daniel L.
AU - Delfabbro, Paul H.
PY - 2016/2/1
Y1 - 2016/2/1
N2 - Research has shown that some individuals can develop excessive patterns of video-gaming, leading to significant psychological and interpersonal problems. Recent reviews of problematic gaming suggest that treatment is best approached from a cognitive-behavioural perspective. However, relatively little research has examined the underlying cognitive factors that might be usefully targeted in an intervention. To address this gap, we present the findings of a study involving N = 485 adult regular video-game players (84% male, Mage = 26 years) who completed a questionnaire about gaming activity, problematic gaming, and problematic cognitions. Gaming cognitions fell on four dimensions: (1) perfectionism, (2) cognitive salience, (3) regret, and (4) behavioural salience. All cognition subscales correlated moderately to highly with two different measures of problematic gaming (r =.49-.76), as well as a measure of emotional distress (DASS-21; r =.25-.35). Large effect sizes (d =.87-1.96) were found when comparing problematic and non-problematic gamers on all four cognition types. This study is among the first to provide empirical evidence for cognitive differences between problematic and non-problematic video-game players, and to identify specific cognitions which could be practically addressed in clinical settings. The implications for the further development and refinement of clinical approaches to problematic gaming, including formulation, assessment, and intervention, are discussed.
AB - Research has shown that some individuals can develop excessive patterns of video-gaming, leading to significant psychological and interpersonal problems. Recent reviews of problematic gaming suggest that treatment is best approached from a cognitive-behavioural perspective. However, relatively little research has examined the underlying cognitive factors that might be usefully targeted in an intervention. To address this gap, we present the findings of a study involving N = 485 adult regular video-game players (84% male, Mage = 26 years) who completed a questionnaire about gaming activity, problematic gaming, and problematic cognitions. Gaming cognitions fell on four dimensions: (1) perfectionism, (2) cognitive salience, (3) regret, and (4) behavioural salience. All cognition subscales correlated moderately to highly with two different measures of problematic gaming (r =.49-.76), as well as a measure of emotional distress (DASS-21; r =.25-.35). Large effect sizes (d =.87-1.96) were found when comparing problematic and non-problematic gamers on all four cognition types. This study is among the first to provide empirical evidence for cognitive differences between problematic and non-problematic video-game players, and to identify specific cognitions which could be practically addressed in clinical settings. The implications for the further development and refinement of clinical approaches to problematic gaming, including formulation, assessment, and intervention, are discussed.
KW - Addiction
KW - CBT
KW - Cognition
KW - Cognitive-behaviour therapy
KW - Internet gaming disorder
KW - Problem video-gaming
UR - http://www.scopus.com/inward/record.url?scp=84943652013&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2015.09.017
DO - 10.1016/j.chb.2015.09.017
M3 - Article
AN - SCOPUS:84943652013
SN - 0747-5632
VL - 55
SP - 399
EP - 405
JO - Computers in Human Behaviour
JF - Computers in Human Behaviour
ER -