Abstract

Summary During the last decade, the literature concerning Video Game Addiction (VGA) has grown strongly. Several studies deal with motivational aspects of VGA. However, there is a lack of qualitative studies allowing us to describe various emotions, cognitions and behaviors related to video game playing in this type of research. The purpose of the present research is to operationalize emotions, cognitions and behaviors proposed in a previous study with a protocol that permits to address VGA in a panel of various video game players. For this purpose, the Assessment of Cognitions, Emotions, and Behaviors Involved in Gaming (ACEBIG) was created. The findings were discussed in the context of a CBT intervention for VGA. Excessive Gamers (EG) presented more negative emotions and negative physical manifestations. The excitement and expectations about excitement were higher in EG group. EG presented more expectations about self-worth. When losing, self-devaluation and coping strategies dealing with negative emotions was highlighted. This research emphasizes the importance of cognitive avoidance of reality and immersion into the game. EG reported more expectations about social relationships through the game and more challenge related to other players. Interesting findings concerned behaviors (e.g., preparatory behaviors for improving gaming experience). The results of this research provide evidences that VGA is close to addictive behaviors and lead to some clinical implications.

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