Abstract

Video game playing (VGP) has received recent attention as a result of sharing many similarities with other addictive behaviors. Behavioral economic models are commonly used to understand drug use and other addictive behaviors and may similarly inform conceptual models of VGP. The present study employed behavioral economic principles to conceptualize relative reinforcing value for playing video games compared to concurrently available alternative potential monetary reinforcers. Participants (N = 81) played three video games picked to represent games of low, medium, and high quality (i.e., OutDrive, Forza Motorsport 1, and Forza Motorsport 7), with quality designations based on the research teams' assessment of various features of the game (e.g., graphics, sound, immersion) as well as the game's market value at the time the study was conducted. Participants played each game for 10 min and completed Visual Analog Scales and a multiple-choice procedure (MCP) designed to assess relative reinforcing value at various time points during and after each session. As hypothesized, both subjective ratings and relative reinforcing value increased as the designated quality of the game increased. More specifically, the high-quality game was rated as more fun and likable and had a higher MCP crossover point than the medium and low-quality games. Like other behavioral addiction studies, results suggest that methodologies and behavioral measures commonly used in drug administration literature can be effectively applied to VGP. (PsycInfo Database Record (c) 2021 APA, all rights reserved).

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