Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with ‘video game addiction’
Abstract
Aims Clinicians struggle with the identification of video gaming problems. To address this issue, a clinical assessment tool (C-VAT 2.0) was developed and tested in a clinical setting. The instrument allows exploration of the validity of the DSM-5 proposal for 'internet gaming disorder'.Method Using C-VAT 2.0, the current study provides a sensitivity analysis of the proposed DSM-5 criteria in a clinical youth sample (13-23years old) in treatment for video gaming disorder (N=32). The study also explores the clinical characteristics of these patients.Results The patients were all male and reported spending extensive amounts of time on video games. At least half of the patients reported playing online games (n=15). Comorbid problems were common (n=22) and included (social) anxiety disorders, PDD NOS, ADHD/ADD, Parent-Child relationship problem, and various types of depressive mood problems. The sensitivity of the test was good: results further show that the C-VAT correctly identified 91% of the sample at the proposed cut-off score of at least 5 out of 9 of the criteria. As our study did not include healthy, extreme gamers, we could not assess the specificity of the tool: future research should make this a priority.Conclusion Using the proposed DSM-5 cut-off score, the C-VAT 2.0 shows preliminary validity in a sample of gamers in treatment for gaming disorder, but the discriminating value of the instrument should be studied further. In the meantime, it is crucial that therapists try to avoid false positives by using expert judgment of functional impairment in each case.
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Clinical studies describing treatment-seeking cases, including studies of large samples of patients (N>200), have highlighted increasing referrals and associated service demands related to problem gaming.
“Clinical studies describing treatment-seeking cases 148-152 , including studies of large samples of patients (N>200) 148,150 , have highlighted increasing referrals and associated service demands related to problem gaming.”
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References 18 · Cited by 129
- Authors
- van Rooij, A. J., Schoenmakers, T. M., & van de Mheen, D.
- Affiliations
- Ghent University (BE)
- Venue
- Addictive Behaviors
- Publisher
- Elsevier BV
- Published
- 2017-01
- Volume
- 64
- Pages
- 269-274
- ISSN
- 0306-4603 (ISSN-L)
- OpenAlex
- W1917906618
- Cited by
- 129
- References
- 18
- Citations by year
- 2026: 3 · 2025: 4 · 2024: 4 · 2023: 10 · 2022: 8 · 2021: 13 · 2020: 57 · 2019: 6 · 2018: 10 · 2017: 5 · 2016: 7 · 2015: 2
- FWCI
- 26.53
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Addictive Behaviors (publishedVersion)
- Research portal (Tilburg University) (publishedVersion)
- PubMed (publishedVersion)
- Data Archiving and Networked Services (DANS) (submittedVersion)
- EUR Research Repository (Erasmus University Rotterdam) (submittedVersion)
- Research Publications (Maastricht University) (submittedVersion)
- Funders
- Volksbond Foundation Rotterdam
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Social Sciences › Psychology › Clinical Psychology › Sexuality, Behavior, and Technology
- Keywords
- gaming addiction, internet gaming disorder, DSM-5 diagnostic criteria, clinical assessment tools, diagnostic validity, sensitivity analysis, young adults, comorbidities, online games, functional disability
- MeSH terms
- Adolescent, Adult, Humans, Male, Psychiatric Status Rating Scales, Sensitivity and Specificity, Reproducibility of Results, Behavior, Addictive, Video Games, Internet, Diagnostic and Statistical Manual of Mental Disorders, Young Adult
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