Antonius J. van Rooij

Antonius J. van Rooij
Trimbos-instituut · Youth & Risky behavior

PhD, MSc Clinical and Health Psychology, MSc BA

About

106
Publications
166,120
Reads
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4,958
Citations
Introduction
Antonius J. van Rooij, PhD, or ‘Tony’ for friends, family, and random strangers on the internet, is currently employed as the project lead for Gaming, Gambling, & Media Literacy at Trimbos Institute in the Netherlands. Here, he focuses on projects and research that promotes the responsible and healthy use of media, video games, and gambling games. He successfully defended his PhD thesis on video game 'addiction' in 2011.
Additional affiliations
September 2005 - March 2015
IVO Addiction Research Institute
Position
  • Senior Researcher
Description
  • Executing and managing contract research, with a focus on behavioral addictions and social care.

Publications

Publications (106)
Article
Full-text available
Purpose of Review The current study reviews popular theoretical perspectives that cover motives for video gaming and confronts them with findings from interviews with children. Recent Findings Psychological and behavioral engagements with games have been explained using a number of theoretical approaches, which can be crudely categorized into thre...
Article
Full-text available
Following the recent changes to the diagnostic category for addictive disorders in DSM-5, it is urgent to clarify what constitutes behavioural addiction to have a clear direction for future research and classification. However, in the years following the release of DSM-5, an expanding body of research has increasingly classified engagement in a wide...
Article
Background: Some people have serious problems controlling their internet and video game use. The DSM-5 now includes a proposal for 'Internet Gaming Disorder' as a condition in need of further study. Various studies aim to validate the proposed diagnostic criteria for Internet Gaming Disorder and multiple new scales have been introduced that cover...
Article
Full-text available
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research b...
Article
To provide empirical data-driven identification of a group of addicted online gamers. Repeated cross-sectional survey study, comprising a longitudinal cohort, conducted in 2008 and 2009. Secondary schools in the Netherlands.   Two large samples of Dutch schoolchildren (aged 13-16 years). Compulsive internet use scale, weekly hours of online gaming...
Article
Full-text available
Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that certain patterns of play are associated with decreased mental well-being and/or functional impairment. In this study, we use specification curve analysis to examine analytical flexibility and the strength of the relation...
Preprint
Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that certain patterns of play are associated with decreased mental well-being and/or functional impairment. In this study, we use specification curve analysis to examine analytical flexibility and the strength of the relation...
Article
Full-text available
Spelen hoort bij een gezond leven: digitaal spelen net zo zeer. De analyses in dit artikel laten zien dat gamen – ook frequent gamen – niet gepaard hoeft te gaan met geestelijke of lichamelijke gezondheidsproblemen. In tegendeel: hobbygamers roken, blowen en drinken minder vaak dan niet-gamende jongeren – ze spelen zo’n 14 uur per week en ervaren w...
Article
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Objectives As young children increasingly grow up in a digital environment, parents are confronted with the question whether and how to regulate young children’s digital gaming effectively. The goal of this study was to examine correlates of parents’ degree of restrictive mediation and their (autonomy-supportive or controlling) style of doing so. S...
Article
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Fear-of-missing-out (FOMO) refers to feelings of anxiety that arise from the realization that you may be missing out on rewarding experiences that others are having. FOMO can be identified as an intra-personal trait that drives people to stay up to date of what other people are doing, among others on social media platforms. Drawing from the finding...
Article
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A more integrative approach to the prevention of problematic gaming behavior is recommended in Király et al.'s review. We discuss the Dutch policy responses to problematic gaming behavior and suggest two alternatives to the dominant survey research approach to achieve this. Employing time-use/diary studies allows us to map out the full scope of lei...
Article
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Samenvatting Door de toevloed aan gratis games met in-game aankopen en maandelijkse abonnees wordt het steeds belangrijker om spelers bij een bepaalde game te houden. Deze interviewstudie dient als een eerste verkenning van stop- of cessatiegedrag bij jonge spelers van online digitale games. Hieruit blijkt dat niet-ingeloste startmotivaties, negati...
Preprint
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We greatly appreciate the care and thought that is evident in the ten commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and se...
Article
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We greatly appreciate the care and thought that is evident in the ten commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games isrelated to life problems. We believe that understanding this population and the nature and sev...
Article
Full-text available
Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games fa...
Article
Digital game consumption has recently shifted towards more digital distribution, instigating new business models like monthly subscriptions and free-to-play models. These rather depend on the player's continuation desire than on a single purchase. A clear understanding of why players continue or cease to play has therefore become of vital importanc...
Technical Report
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As electronic or e-gambling services widen both the reach and scope of gambling practice, a new generation of gamblers is playing in previously non-existent ways. From related fields we know that behaviors that shift to the Internet change both in form and intensity (i.e. excessive online video gaming), and induce new norms (i.e. the acceptance of...
Article
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• Cultural knowledge is important for defining mental disorders in context. • We asked groups of engaged gamers to submit and rank criteria of game “addiction”. • We compared these criteria to proposed domains for Internet gaming disorder (IGD). • Gamers agreed with some criteria and proposed novel ideas from other domains. • Participatory approach...
Poster
Full-text available
Pilot studies of commercial games and gaming communities provide early evidence of health benefits in a variety of areas. Systematic efforts to characterize and better understand this potential have not been undertaken. We provide background information on the use of commercial video games for the prevention, treatment and rehabilitation of mental...
Chapter
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De laatste jaren is er zeer veel onderzoek gedaan naar een classificatie van gameverslaving als psychiatrische stoornis. Dit zal waarschijnlijk alleen maar meer worden nu ook de Wereldgezondheidsorganisatie (WHO) een voorstel heeft gelanceerd voor gaming disorder (WHO, 2016). Helaas is het bestaande onderzoek nog niet voldoende substantieel om een...
Conference Paper
Existing theories that cover engagement with games largely ignore important elements, such as the role of context and the dynamic nature of gaming over time, while the few theories that do apply to disengagement are too general and thus provide few tools for understanding actual behavior. The current study aims to advance our understanding of game...
Article
With proposals to include ‘gaming disorder’ in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been achieved regarding diagnostic criteria and appropriat...
Article
Full-text available
The paper by Kuss, Griffiths, and Pontes (2016) titled "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" examines issues relating to the concept of Internet Gaming Disorder. We agree that there are serious issues and extend their arguments by suggesting that the fiel...
Article
Full-text available
Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the health-related...
Conference Paper
Aims: Video game playing motivation has been explored using various theoretical frameworks. Studies have included player motivations, psychological needs, gratifications, and expected outcomes. Less work has been done on the subject of gaming persistence and disengagement, while sustainable player engagement is relevant for both industry and public...
Article
Full-text available
Objective: There have long been indications that those with problems controlling their Internet use manifest those problems in relation to specific applications. The current study empirically explores the option of abandoning a unified approach to problematic ‘Internet use’, by splitting the concept into more specific application level measurement....
Conference Paper
While concerns about online gambling behavior exist, the involved psychological mechanisms and playing patterns across digital media and locations remain unclear. This study provides information from a nationally representative sample of 1841 adult Belgian respondents. Theoretically, the study contributes by introducing the concept of habit strengt...
Article
Full-text available
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 sen...
Article
Full-text available
Aims: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant m...
Preprint
Full-text available
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research b...
Conference Paper
The current study looks into video game parenting among young children. Existing studies have looked into the parental mediation of video gaming: the rules and discussions. Drawing on Self-Determination Theory, the current study extended this approach to include the parenting style. Leveraging longitudinal parental self-report data (N=1546) about t...
Conference Paper
Full-text available
We found that when combinations of online and gaming behaviors are considered as part of a PG syndrome, gamers could be clearly separated into social and non-social subgroups, with social classes reporting fewer feelings of problematic use at similar levels of play. These findings suggest that patterns of symptoms and gaming behavior thought to del...
Conference Paper
Full-text available
Background and aims: The majority of current empirical internet and game ‘addiction' research papers tend to conceptualize these problematic forms of behavior using criteria derived from the existing DSM-IV criteria for pathological gambling. Methods: The current talk will summarize some issues with this approach, and extend the critique to include...
Conference Paper
Full-text available
Background and aims. Clinicians struggle with the identification of video gaming problems. Addressing 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 pr...
Article
Full-text available
This commentary paper critically discusses the recent debate paper by Petry et al. (2014) that argued there was now an international consensus for assessing Internet Gaming Disorder (IGD). Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not...
Article
Full-text available
The Clinical Video game Addiction Test (C-VAT 2.0) is a clinical tool for assessing game addiction. In the current study, the C-VAT 2.0 was validated in a sample of 32 game-addicted patients aged 12 to 23 years. The game addicted patients reported spending extensive amounts of time playing video games. The new Clinical Video game Addiction Test 2.0...
Conference Paper
Background and aims: Over the last two decades, research has abounded suggesting excessive Internet use can lead to symptoms associated with substance-related addictions. Up to the present day, a commonly agreed upon definition of Internet addiction has not emerged as different assessment tools have been utilised to estimate the problem in various...
Conference Paper
Full-text available
Background and aims: Among adolescents problematic (addictive) Internet use has been most convincingly linked to video games and social media. While problematic use of video games has been studied before, little is known about the validity of a problematic use of social media construct. Methods: This study explores the differences between problemat...
Conference Paper
Background and aims: Among adolescents problematic (addictive) Internet use has been most convincingly linked to video games and social media. While problematic use of video games has been studied before, little is known about the validity of a problematic use of social media construct. Methods: This study explores the differences between problemat...
Article
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Het woord verslaving wordt voor steeds meer gedragingen gebruikt, maar lang niet altijd voor een psychiatrische stoornis. Zo wordt in populaire en wetenschappelijke literatuur gesproken over verslaving aan gokken, sporten, winkelen en internetten. 1 In dit artikel bespreken we wat we onder internetverslavingen verstaan en wat mogelijke oorzaken en...
Chapter
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Online gokverslaving is een nieuw fenomeen. In dit hoofdstuk staan we stil bij gokverslaving in brede zin, maar kijken we ook naar de trends in het denken over gokken en het behandelen van gokproblemen. Gokverslaving heeft de nodige overeenkomsten met andere verslavingen, maar kent ook een aantal eigen kenmerken. Ook staan we stil bij online gokken...
Book
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Internet heeft ons veel goeds gebracht, maar het bracht ons op zijn minst één nieuw probleem: de (soms oncontroleerbare) behoefte om online te zijn. Wanneer kun je nu spreken van een internetverslaving? Waar ligt de grens tussen gezond en ongezond gebruik? En wat is de invloed van internet op ons gedrag? In Internetverslaving komen wetenschappers,...
Chapter
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In dit vijfde hoofdstuk maken we kennis met enkele voorbeelden uit de media waarin zich een nieuwe aandoening lijkt aan te dienen: sociale media verslaving. Onderzoeken laten zien dat sommige mensen daadwerkelijk moeite hebben om hun gebruik van sociale media onder controle te houden, maar het lijkt wat vroeg om van een verslaving te spreken.
Chapter
Full-text available
Op het internet liggen lust en frustratie dicht bij elkaar. De lage drempel tot seksueel expliciet materiaal via de massa aan pornosites brengt sommige mensen in de problemen. Ondanks de vele voordelen die het internet biedt, is het overmatige gebruik van online pornografie – ‘internetseksverslaving’ – een van de fenomenen waarvoor mensen soms hulp...
Chapter
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In dit eerste hoofdstuk krijgen we een duidelijk beeld van de begrippen ‘internetverslaving’, ‘gedragsverslaving’ en ‘problematisch internetgebruik’. We spreken liever alleen van ‘verslaving’ als het om zware problematiek gaat. In andere gevallen geven we de voorkeur aan de term ‘problematisch gebruik’. Daarnaast blijkt dat het begrip ‘internetvers...
Article
Full-text available
In de afgelopen tien jaar is er toenemende belangstelling voor gedragsmatige verslavingen. Inmiddels is er op basis van de overlap in klinische kenmerken, neurobiologie, genetische kwetsbaarheid en effectiviteit van behandelingen internationale consensus dat problematisch gokken gezien kan worden als een gedragsverslaving. In dit artikel wordt naas...
Article
Full-text available
Aims. In the last 5 years a deluge of articles on the topic of Internet addiction (IA) has proposed many candidate symptoms as evidence of this proposed disease. We critically reviewed the current approach to the measurement and identification of this new excessive behavior syndrome. Methods. Three popular models of IA were discussed: Griffith’s c...
Article
Full-text available
Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales inc...
Conference Paper
Full-text available
An increasing amount of people seems worried about the potential risk of addiction that adolescents face in relationships to their seemingly excessive use of social media and games. Now, a suggestion for a new diagnosis on ‘internet game use disorder’ has made it into the DSM-5 appendix. This lecture will address the main questions surrounding the...
Technical Report
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In dit rapport bespraken we de gedragsverslavingen die het meeste voorkomen in de Nederlandse verslavingszorg. Dit zijn gokverslaving, internetverslaving, gameverslaving, seksverslaving, online pornoverslaving en eetverslaving (Hoofdstuk 2). Voor elk van deze verslavingen hebben we de meest relevante wetenschappelijke informatie over achtergrond, p...
Chapter
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Samenvatting In 2009 werd in Nederland een pilotprogramma gelanceerd voor de behandeling van internetverslaving. Het ging om een bestaand behandelprogramma (de Leefstijltraining), dat gebaseerd is op een combinatie van motiverende gespreks- voering en cognitieve gedragstherapie. In de huidige studie wordt het programma geëvalueerd met een kwalitati...
Technical Report
Full-text available
Het overgrote deel van de jongeren heeft zijn internetgedrag prima onder controle. Maar niet iedereen weet maat te houden. Problematisch internetgedrag gaat hand in hand met psychologische en sociale problemen. Kennis vanuit de gokverslaving biedt inzicht in wat een applicatie risicovol maakt. Maar dan nog is de vraag wat oorzaak is en wat gevolg:...
Technical Report
Full-text available
De Clinical Video game Addiction Test (C-VAT 2.0) is een klinische assessment lijst voor het herkennen van gameverslaving. De C-VAT 2.0 werd in dit onderzoek gevalideerd in de verslavingszorg bij 32 gameverslaafde cliënten van 12 tot en met 23 jaar. Deze gameverslaafde cliënten besteden ogenschijnlijk al hun vrije tijd en zelfs een deel van hun sch...
Article
Full-text available
Internet usage has grown exponentially over the last decade. Research indicates that excessive Internet use can lead to symptoms associated with addiction. To date, assessment of potential Internet addiction has varied regarding populations studied and instruments used, making reliable prevalence estimations difficult. To overcome the present probl...
Article
Full-text available
As new media are becoming daily fare, Internet addiction appears as a potential problem in adolescents. From the reported negative consequences, it appears that Internet addiction can have a variety of detrimental outcomes for young people that may require professional intervention. Researchers have now identified a number of activities and persona...
Article
Full-text available
Although peer victimization is of major concern and adolescents spend increasing amounts of time on the Internet, relatively little is known about the psychosocial antecedents and consequences of online victimization. The main aim of this study was to compare the psychosocial antecedents and consequences of online versus real-life victimization. Mo...
Article
Aims. The current study explored the nature of problematic (addictive) video gaming and the association with game type, psychosocial health, and substance use. Methods. Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included me...
Technical Report
Full-text available
Bevindingen: Twitter is de populairste nieuwe internetapplicatie; het percentage jonge gebruikers nam toe van 7% in 2010 naar 57% in 2012. Jongeren besteden de meeste tijd op het internet aan Twitter, Online Gamen, Youtube, Instant Messenger, en Sociale Netwerken. Meisjes besteden meer tijd dan jongens aan Twitter, Instant Messenger, en Sociale Net...
Chapter
Full-text available
This study investigates the moderating role of the quality of online and real-life friendship on the relationship between video game addiction and psychosocial well-being. It uses a large-sample paper-and-pencil questionnaire study conducted in 2009 on secondary schools in the Netherlands. This resulted in a sample of 4054 schoolchildren (aged 13-1...
Article
Full-text available
In 2009 werd in Nederland een pilotprogramma gelanceerd voor de behandeling van internetverslaving. Het ging om een bestaand behandelprogramma (de Leefstijltraining), dat gebaseerd is op een combinatie van motiverende gespreksvoering en cognitieve gedragstherapie. In de huidige studie wordt het programma geëvalueerd met een kwalitatieve analyse van...
Article
Full-text available
Of we het nu ‘internetverslaving’ noemen of zien als een uit de hand gelopen hobby, het is duidelijk dat een aanzienlijke groep adolescenten aangeeft dat ze problemen hebben om hun internet- en gamegedrag onder controle te houden. Daarnaast is er een kleine(re) groep jongeren en jongvolwassenen die daadwerkelijk klinische hulp zoekt voor problemen...
Article
Full-text available
Steeds vaker spelen Nederlandse jongeren samen met anderen videogames over het internet. Dit is niet altijd zonder risico’s: 3% van de online gamers kan namelijk gezien worden als ‘gameverslaafd’. Ze kunnen er moeilijk mee stoppen, spelen meer dan ze van plan waren, slapen te weinig door het gamen, denken dat ze eigenlijk minder zouden moeten gamen...
Article
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Nooit meer verslapen, geen onbenut fitness abonnement en het groeiende buikje in de kiem smoren. Zou het niet fijn zijn om meer wilskracht te hebben? Wilskracht is een boek met een krachtige formule: het biedt een populair thema aan vanuit een wetenschappelijk perspectief. Het boek blaast de term wilskracht, uit de gratie geraakt na het Victoriaans...
Article
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Abstract The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet addiction. The study used data (n=2,894) from a large-sample p...
Article
Excessive computer gaming has recently been proposed as a possible pathological illness. However, research on this topic is still in its infancy and underlying neurobiological mechanisms have not yet been identified. The determination of underlying mechanisms of excessive gaming might be useful for the identification of those at risk, a better unde...
Article
Meeting online contacts in real life (IRL) has been associated with several risks, particularly for adolescents. This study aims to gain more insight into the prevalence of adolescents’ real life meetings with online contacts and the prevalence of telling parents about these real life meetings. In addition, the predictive role of adolescents’ psych...