The current study has several strengths. It provides a
data-driven prevalence estimate for ‘video game addiction’
in the Netherlands, based upon two large-scale
samples. Additionally, it provides some of the first longitudinal
data on the development of this phenomenon
over time. However, the study also has some limitations.
First, the study uses self-report data, which is known to
carry the risk of bias [53]; this should be taken into
account when comparing estimates with external
outcome variables, such as the number of people reporting
for clinical treatment with game addiction as the
main complaint. Secondly, the ‘hours per week’ variable
was the result of a multiplication and might be affected
by ceiling effects; as such, it should be viewed as an estimate
and not as an absolute value. Thirdly, clinical measures
were restricted to psychosocial measures and a
measure of addiction: future research might benefit
from the inclusion of specific clinical measures of, for
example, hyperactivity and mania. Finally, different
types of online video games are available. Whereas
‘online video games’ are an advancement of the unified
‘video games’ approach, future research may benefit
from further differentiation, e.g. by distinguishing online
First Person Shooter games from online Role Playing
Games.
The current study has several strengths. It provides a
data-driven prevalence estimate for ‘video game addiction’
in the Netherlands, based upon two large-scale
samples. Additionally, it provides some of the first longitudinal
data on the development of this phenomenon
over time. However, the study also has some limitations.
First, the study uses self-report data, which is known to
carry the risk of bias [53]; this should be taken into
account when comparing estimates with external
outcome variables, such as the number of people reporting
for clinical treatment with game addiction as the
main complaint. Secondly, the ‘hours per week’ variable
was the result of a multiplication and might be affected
by ceiling effects; as such, it should be viewed as an estimate
and not as an absolute value. Thirdly, clinical measures
were restricted to psychosocial measures and a
measure of addiction: future research might benefit
from the inclusion of specific clinical measures of, for
example, hyperactivity and mania. Finally, different
types of online video games are available. Whereas
‘online video games’ are an advancement of the unified
‘video games’ approach, future research may benefit
from further differentiation, e.g. by distinguishing online
First Person Shooter games from online Role Playing
Games.
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The current study has several strengths. It provides a
data-driven prevalence estimate for ‘video game addiction’
in the Netherlands, based upon two large-scale
samples. Additionally, it provides some of the first longitudinal
data on the development of this phenomenon
over time. However, the study also has some limitations.
First, the study uses self-report data, which is known to
carry the risk of bias [53]; this should be taken into
account when comparing estimates with external
outcome variables, such as the number of people reporting
for clinical treatment with game addiction as the
main complaint. Secondly, the ‘hours per week’ variable
was the result of a multiplication and might be affected
by ceiling effects; as such, it should be viewed as an estimate
and not as an absolute value. Thirdly, clinical measures
were restricted to psychosocial measures and a
measure of addiction: future research might benefit
from the inclusion of specific clinical measures of, for
example, hyperactivity and mania. Finally, different
types of online video games are available. Whereas
‘online video games’ are an advancement of the unified
‘video games’ approach, future research may benefit
from further differentiation, e.g. by distinguishing online
First Person Shooter games from online Role Playing
Games.
การแปล กรุณารอสักครู่..
