Report on Video Game Addiction among Adolescents

This paper covers variety of issues; the first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal is to explore which age group of adolescent is vulnerable to this addiction, and its risky factors. This study also gathered information about the percentage that meets DSM-style (Diagnostic and Statistical Manual of Mental Disorders) diagnostic criteria for pathological gaming. The respondents were selected by using purposive sampling technique. A sample of 60 teenage video game players was drawn from the study sites. 30 were boys and 30 were girls. Relevant data for this research were collected directly from field by using interview schedule which combined both close ended and open ended questions.
About eight percent of video game players exhibited pathological patterns of play. Several indicators documented convergent and divergent validity, including pathological gamers (compared to non-pathological gamers) spending twice as much time playing, showing co-morbidity with attention problems, and receiving poorer grades in school. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.