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The Internet Gaming Disorder Scale
Jeroen S. Lemmens and Patti M. Valkenburg
University of Amsterdam Douglas A. Gentile
Iowa State University
Recently, the American Psychiatric Association included Internet gaming disorder (IGD) in the appendix
of the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM–5). The main aim
of the current study was to test the reliability and validity of 4 survey instruments to measure IGD on the
basis of the 9 criteria from the DSM–5: a long (27-item) and short (9-item) polytomous scale and a long
(27-item) and short (9-item) dichotomous scale. The psychometric properties of these scales were tested
among a representative sample of 2,444 Dutch adolescents and adults, ages 13–40 years. Confirmatory
factor analyses demonstrated that the structural validity (i.e., the dimensional structure) of all scales was
satisfactory. Both types of assessment (polytomous and dichotomous) were also reliable (i.e., internally
consistent) and showed good criterion-related validity, as indicated by positive correlations with time
spent playing games, loneliness, and aggression and negative correlations with self-esteem, prosocial
behavior, and life satisfaction. The dichotomous 9-item IGD scale showed solid psychometric properties
and was the most practical scale for diagnostic purposes. Latent class analysis of this dichotomous scale
indicated that 3 groups could be discerned: normal gamers, risky gamers, and disordered gamers. On the
basis of the number of people in this last group, the prevalence of IGD among 13- through 40-year-olds
in the Netherlands is approximately 4%. If the DSM–5 threshold for diagnosis (experiencing 5 or more
criteria) is applied, the prevalence of disordered gamers is more than 5%.
Keywords: gaming disorder, game addiction, pathological gaming, Internet addiction, video games
The Diagnostic and Statistical Manual of Mental Disorders
(DSM) is used by psychiatrists and psychologists in many coun-
tries as the main diagnostic tool for classifying psychiatric disor-
ders. In the latest version of the DSM (5th ed. [DSM–5]), the
American Psychiatric Association (APA) applied some changes to
the descriptions and criteria for pathological behaviors and in-
cluded Internet gaming disorder as a tentative disorder in the
appendix of this manual (APA, 2013). The introduction of Internet
gaming disorder in the DSM–5 represents a major advance for the
study, treatment, and prevention of problematic and pathological
use of computer and video games. The crucial next step is to
develop a survey instrument to measure Internet gaming disorder
with solid psychometric properties that can be used for research
and diagnostic purposes. Therefore, the main aim of the current
study was to develop a valid and reliable survey instrument for
Internet gaming disorder on the basis of the nine underlying
criteria from the DSM–5. Because this instrument should be ap-
plicable to game-playing individuals of all ages, its properties were
extensively tested among a representative sample of adolescents
and adults (ages 13–40 years).
Over the last decade, many efforts have been made to define and
measure the concept of pathological involvement with computer or
video games. Although playing video games is not considered
intrinsically pathologic or problematic, gaming can become path-
ological for some players when the activity becomes dysfunc-
tional, harming an individual’s social, occupational, family,
school, and psychological functioning (Gentile et al., 2011). In
general, pathological gaming can be described as persistent, re-
current, and excessive involvement with computer or video games
that cannot be controlled, despite associated problems (Griffiths,
2005;Lemmens, Valkenburg, & Peter, 2009). Although game
addiction is the most popular term to describe this disorder, this
term is also considered ambiguous, because many players, devel-
opers, and reviewers use the term addictive as a positive adjective,
indicating the enduring playability of a game and not destructive or
pathological behavior (Adams, 2002). Most studies on game ad-
diction or similar constructs have adapted the definition and cri-
teria for pathological gambling from the DSM–IV (APA, 2000),
and many have therefore applied the term pathological gaming to
this type of behavior (e.g., Chiou & Wan, 2007;Gentile, 2009;
Johansson & Götestam, 2004;Keepers, 1990;Lemmens, Valken-
burg, & Peter, 2011a,2011b). After careful consideration by a
multidisciplinary expert workgroup, the APA decided on the ten-
tative term Internet gaming disorder in the DSM–5 (Petry &
O’Brien, 2013). Therefore, this term (or its abbreviation, IGD) and
its underlying nine criteria will be used when addressing the
measures under investigation in the current study.
The DSM–5 states that only the use of Internet games must
cause clinically significant impairment to constitute a diagnosis for
IGD, not the use of sexual Internet sites, online gambling, or any
other kind of Internet use (APA, 2013). Although the disorder is
This article was published Online First January 5, 2015.
Jeroen S. Lemmens and Patti M. Valkenburg, Amsterdam School of
Communication Research, University of Amsterdam; Douglas A. Gentile,
Department of Psychology, Iowa State University.
Correspondence concerning this article should be addressed to Jeroen S.
Lemmens, Amsterdam School of Communication Research, University of
Amsterdam, Nieuwe Achtergracht 166, 1001 NG, Amsterdam, the Neth-
erlands. E-mail: j.s.lemmens@uva.nl
This document is copyrighted by the American Psychological Association or one of its allied publishers.
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Psychological Assessment © 2015 American Psychological Association
2015, Vol. 27, No. 2, 567–582 1040-3590/15/$12.00 http://dx.doi.org/10.1037/pas0000062
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