Abstract

The inclusion of pathological gaming behavior in the most recent editions of the Diagnostic and Statistical Manual and the International Classification of Diseases highlights the need for increased research on this emerging topic of public health concern. Behavioral economic theories have informed conceptual and treatment models of addictive behaviors and may have a similar impact on our understanding of video gaming. The current study used an online version of the Multiple-Choice Procedure (MCP) to measure the relative reinforcing value of hypothetical video game playing for different temporal magnitudes (i.e., 10, 30, and 90 min during which to play a video game) relative to alternative monetary reinforcers available immediately or after a 1-week delay. Participants completed the MCP and the Video Game Dependency Scale (VGDS) to assess problems associated with internet gaming disorder. Similar to other addictive behaviors measured with the MCP, mean crossover points increased as temporal magnitudes increased and as delay was introduced to the alternative monetary reinforcer. MCP crossover points also added to the variance accounted for in VGDS scores. Being male was a significant predictor of VGDS scores, even after accounting for their higher frequency of video game playing. The current study is the first to investigate a behavioral economics model of video game playing. The findings strengthen the notion that similar behavioral mechanisms account for a wide range of addictive behavior. Future research is needed to assess the treatment utility of the MCP and other behavioral economic measures.

Full Text
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