2020
DOI: 10.1007/978-3-030-45002-1_18
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An Analysis of Problematic Media Use and Technology Use Addiction Scales – What Are They Actually Assessing?

Abstract: Increasingly, research attention is being afforded to various forms of problematic media use. Despite ongoing conceptual, theoretical, and empirical debates, a large number of retrospective self-report scales have been produced to ostensibly measure various classes of such behaviour. These scales are typically based on a variety of theoretical and diagnostic frameworks. Given current conceptual ambiguities, building on previous studies, we evaluated the dimensional structure of 50 scales targeting the assessme… Show more

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Cited by 11 publications
(11 citation statements)
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References 20 publications
(43 reference statements)
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“…Given this, it is critical to understand that the quality of the evidence underlying possible classifications of video game play as potentially psychopathological has been criticized strongly. Many experts have argued that there is insufficient evidence that gaming disorder definitions and diagnostic tools meet clinical standards [15,[17][18][19][20][21][22]. Excessive use has been flagged as a key criterion for many gaming disorder definitions, yet researchers exclusively operationalize excessive use by way of selfreported estimates.…”
Section: Video Game Behaviourmentioning
confidence: 99%
“…Given this, it is critical to understand that the quality of the evidence underlying possible classifications of video game play as potentially psychopathological has been criticized strongly. Many experts have argued that there is insufficient evidence that gaming disorder definitions and diagnostic tools meet clinical standards [15,[17][18][19][20][21][22]. Excessive use has been flagged as a key criterion for many gaming disorder definitions, yet researchers exclusively operationalize excessive use by way of selfreported estimates.…”
Section: Video Game Behaviourmentioning
confidence: 99%
“…Given this, it is critical to understand that the quality of the evidence underlying possible classifications of video game play as potentially psychopathological has been criticised strongly. Many experts have argued that there is insufficient evidence that gaming disorder definitions and diagnostic tools meet clinical standards (Aarseth et al, 2016;Abendroth et al, 2020;Bean et al, 2017;Carras et al, 2020;Kardefelt-Winther et al, 2017;Zastrow, 2017). Excessive use has been flagged as a key criterion for many gaming disorder definitions, yet researchers exclusively operationalise excessive use by way of self-reported estimates.…”
Section: Video Game Behaviourmentioning
confidence: 99%
“…In addition to using self-report measures of media use quantity or duration, researchers frequently use self-report measures of problematic media use (e.g., technology-related addictions or other conceptions of problematic media use) as proxies for general use (Davidson et al, 2020b;Ellis et al, 2019;Ellis, 2019). These problematic media use scales frequently include items that concern cognitive or affective responses to, or motivations for media use alongside items assessing media use quantity or duration (Abendroth et al, 2020). As such, recent work suggests that these measures may be more representative of general traits than of media use (Ellis, 2019, p. 61).…”
mentioning
confidence: 99%