Face validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues
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Aim: Critics of gaming disorder (GD; i.e., Internet gaming disorder in the DSM-5; Gaming disorder in the ICD-11) have expressed concerns about the potential risks of misclassification (e.g., false positives). An important consideration of relevance to this discussion is the extent to which commonly used screening instruments contain appropriate, sensible, and relevant items. The aim of this review was to evaluate the face validity of items within current tools for GD. Methods: A systematic review of databases identified 29 instruments. An item bank ( n = 417 items) was independently evaluated by three professional raters (i.e., a senior academic in clinical psychology, a senior psychometrician, and an academic/clinical psychologist) according to guidelines for defining and measuring addiction and gaming disorder. Findings: Evaluation of the item bank identified issues related to: scope (i.e., “scope creep” or items of questionable relevance); language (i.e., confusing language, unusual wording or syntax); and overpathologizing (i.e., pathologizing typical and/or beneficial aspects or consequences of gaming). A total of 71 items across 23 tools had at least one face validity issue. Conclusions: Most items (83%) demonstrated satisfactory face validity and were consistent with either the DSM-5 or ICD-11 GD classification. However, many tests contain at least one item that may pathologize normal gaming behaviors. Such items refer to basic changes in mood when gaming, a desire to play or continue playing games, and experiencing immersion when gaming. This analysis highlights the challenges of screening for problematic behaviors that are thought to arise within the context of normal recreational activities.
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Weaker studies have relied extensively on self-selected samples that do not necessarily include regular and/or problematic gamers, have used unvalidated or psychometrically poor self-report assessment instruments, or have made causal inferences based on insufficient evidence.
“Weaker studies have relied extensively on self-selected samples that do not necessarily include regular and/or problematic gamers, have used unvalidated or psychometrically poor self-report assessment instruments, or have made causal inferences based on insufficient evidence 167,169,170 .”
From Emerging experience with selected new categories in the <scp>ICD</scp>‐11: complex <scp>PTSD</scp>, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder (2022) · cites this paper as [170]
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References 74 · Cited by 69
- Authors
- King, D. L., Billieux, J., Carragher, N., & Delfabbro, P. H.
- Affiliations
- Flinders University (AU)
- 2 Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- UNSW Sydney (AU)
- The University of Adelaide (AU)
- Corresponding author
- King, Daniel L.
- Venue
- Journal of Behavioral Addictions
- Publisher
- Akademiai Kiado Zrt.
- Published
- 2020-04-07
- Volume
- 9
- Issue
- 1
- Pages
- 1-13
- ISSN
- 2062-5871 (ISSN-L)
- 2063-5303
- PMC
- PMC8935192
- OpenAlex
- W3016322735
- Cited by
- 69
- References
- 74
- Citations by year
- 2026: 5 · 2025: 11 · 2024: 9 · 2023: 9 · 2022: 13 · 2021: 14 · 2020: 8
- FWCI
- 1.93
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Journal of Behavioral Addictions (publishedVersion, cc-by-nc)
- PubMed Central (publishedVersion, cc-by-nc)
- PubMed (publishedVersion)
- SERVAL (Université de Lausanne) (publishedVersion, cc-by-nc)
- Repository of the Academy's Library (Library of the Hungarian Academy of Sciences) (acceptedVersion)
- IRIS (submittedVersion, cc-by-nc)
- Open Repository and Bibliography (University of Luxembourg) (submittedVersion, cc-by-nc)
- Adelaide Research & Scholarship (AR&S) (University of Adelaide) (submittedVersion, cc-by-nc)
- Funders
- Australian Research Council (DE170101198)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- gaming disorder, face validity, screening tool, scope creep, DSM-5, ICD-11, gaming addiction, item wording, misclassification, immersion, recreational gaming
- MeSH terms
- Internet Addiction Disorder, Humans, Neuropsychological Tests, Psychometrics, Video Games
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