Videogame Addiction Scale for Children: Psychometric Properties and Gamer Profiles in the Italian Context

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Videogame Addiction Scale for Children: Psychometric Properties and Gamer Profiles in the Italian Context Lucia Monacis 1 & Mark D. Griffiths 2 Pasquale Musso 3

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& Rosalinda Cassibba & Maria Sinatra &

Accepted: 2 October 2020/ # The Author(s) 2020

Abstract

Given the few studies examining the evaluation of screening tools for videogame addiction among children aged 12 years and under, the present study analyzed (i) the psychometric properties (factorial structure, reliability indices and criterion validity) of the Italian version of the Videogame Addiction Scale for Children (VASC) and (ii) its construct validity using a person-centered approach. Two studies were carried out. In study 1, 728 participants completed a survey including demographic information, questions concerning the amount of time spent in playing videogames, and the Italian version of the VASC. In study 2, 1008 participants completed a survey comprising demographic information, the Italian version of the VASC, the Big Five Questionnaire for Children, and the social dimension subscale of the Multidimensional Self-Concept Scale. Findings supported (i) the four-dimensional first-order factor structure, (ii) full scalar invariance across age groups and partial scalar equivalence across gender, and (iii) reliability and criterion validity of the VASC. The construct validity of the VASC was confirmed by the identification of two distinct profiles (high videogame players vs. low videogame players) and their specific patterns of associations with personality traits and social self-concept. Interaction effects of gender × profiles on personality traits were evidenced. Overall, the findings provided validity for the use of the Italian version of the VASC and extending the body of literature on videogame addiction. Keywords Videogame addiction . Psychometric properties . Validity . Children . Video-gamer profiles A growing body of studies has contributed to the debate on whether playing videogames causes positive or negative effects on individuals (e.g., Calvert et al. 2017; Gentile 2011; Laffan et al. 2016). In relation to negative effects, researchers’ interest has been focused on maladaptive behaviors among teenagers, from aggressive tendencies to behavioral addictions.

* Mark D. Griffiths [email protected] Extended author information available on the last page of the article

International Journal of Mental Health and Addiction

In this context, a significant negative aspect concerns prolonged videogame playing and the tendency by a minority of gamers to consider the social aspects of the in-game world more attractive and satisfying than what happens in the real world and where individuals can (i) cope with feelings of boredom and loneliness (Lee and LaRose 2007), (ii) find social recognition from other players (King and Delfabbro 2009) and satisfaction from being part of a group (Yee 2006), and (iii) escape from daily life problems (Wan and Chiou 2006). For some individuals, the playing of videogames is much more attractive than being in