People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present to mental health services. Mental health professionals need to acknowledge the public health significance of the multiple negative consequences of problem video game use.
The objective of this study was to examine associations between problem video game use and psychopathology. The Video Game Use Questionnaire (VGUQ) and the Symptom Checklist 90 (SCL-90) were administered in an international anonymous online survey. The VGUQ was used to identify problem video game users and SCL-90 assessed dimensions of psychopathology. In comparison with other video game players (n=1789), those with problem video game use (n=156) had significantly elevated scores on all SCL-90 subscales. When compared to the U.S. male nonpatients, a significantly greater proportion of male video game players exhibited higher levels of all psychopathology. These findings suggest that there is a non-specific relationship between various domains of psychopathology and video game use in general and problem video game use in particular.
Massively multiplayer online role playing games (MMORPGs) are a type of video game that is considered to have particular potential to be associated with life interference and psychopathology when played frequently and intensively. This study sought to compare players of MMORPGs with players of other types of video game in terms of problematic use, life interference and levels of psychopathology. An international sample of 1945 video game players completed a series of questionnaires online. While MMORPG players reported increased rates of problematic use and life interference compared with non-MMORPG players, there were no differences in levels of psychopathology. Differences between MMORPG players and non-MMORPG players appeared to be associated with the increased amounts of time that MMORPG players played for: The amount of time spent playing appeared to mediate the relationships between type of game played and each of the problematic use and life interference variables. The implications of these findings are discussed.
The aims of this study were to investigate to what extent perceived health in panic disorder (PD) is distinct from related constructs and to examine the relationship between perceived health and various domains of PD severity. Seventy-five PD outpatients were administered instruments measuring perceived health, anxiety sensitivity, hypochondriacal fears and beliefs, catastrophic appraisals of the consequences of physical symptoms of anxiety and panic, various aspects of psychopathology, and PD severity. Results of the correlation, partial correlation, and multiple regression analyses suggest the following: (1) among PD patients there is much overlap between negatively perceived health, catastrophic appraisals of the consequences of physical symptoms of anxiety and panic, and hypochondriacal beliefs; (2) negatively perceived health is not significantly related to PD severity nor to any aspect of PD severity, whereas anxiety sensitivity and hypochondriacal beliefs have a significant relationship with the severity of anticipatory anxiety, and in that regard may be more clinically useful than perceived health before the beginning of treatment.
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