Revista Eletrônica Estácio Saúde, Vol. 7, No 1 (2018)

Tamanho da fonte:  Menor  Médio  Maior

VALIDITY OF THE PROBLEM VIDEO GAME PLAYING SCALE IN STUDENTS FROM RIO DE JANEIRO, BRAZIL.

Husten Silva Carvalho, Fernanda da Silva Gonçalves, Vanda Silva de Brito, Erik de Souza

Resumo


The Problem Video Game Playing (PVP) scale was developed from a revision of the DSM-IV criteria for addiction to chemical substances and pathological gambling, in order to evaluate the problematic use of video games. The scale is a self-reporting instrument containing nine dichotomous questions (“yes" or "no") on the use of electronic games. Each item addresses one of the nine factors: anxiety, loss of control, dependence, aggression, escape, persistence, concealment, loss of responsibility and compulsiveness. According to the scale, a score of at least five positive answers indicates problematic use of video games. The original instrument, developed and validated in Granada and Algeciras, Spain. The studies showed a unidimensional scale with internal consistency of 0.69 (Cronbach's alpha), and a screening tool to identify the aforementioned dysfunctional behavior. Our study shows evidence of construct validity in the PVP scale in terms of measuring the problematic use of videogames. Although the results obtained regarding the use and applicability of the PVP scale are inconclusive, they indicate the need to create news instruments that provide a reliable diagnosis of excessive video game playing.


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