Abstract

Video game use is associated with addiction-like behaviors in 6 to 15.6 percent of video game players. There were no formal diagnostic criteria for video game addiction until gaming disorder (GD) was added to the International Classification of Diseases 11th Edition (ICD-11), and there are no published instruments designed to diagnose GD. The aims of the current study were to develop a self-report measure of GD (using the Lee Morrell Gaming Disorder Questionnaire [LMGDQ]) and test its factor structure, reliability, validity, and relationships with participant demographic characteristics. Participants included 3,481 adult video game players (M = 25.08, SD = 7.02; 79.8 percent cisgender male; 77.4 percent Caucasian) who completed an online survey. Factor analyses suggested retaining 14 items and indicated the presence of two factors. The scale had excellent reliability (α = 0.919), and LMGDQ scores were positively correlated with existing scales measuring problematic video game use as well as video game use and age, p values <0.01. Participants who were Asian and Asian American, cisgender men, single and dating, unemployed, had completed some high school or their GED, and who played massively multiplayer online role-playing games the most reported significantly greater LMGDQ scores, p values <0.05. Results suggest that the LMGDQ is a psychometrically sound and valid measure of GD.

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