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Problem Video Game Playing Questionnaire
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Problem Video Game Playing Questionnaire : ウィキペディア英語版
Problem Video Game Playing Questionnaire
The Problem Video Game Playing Questionnaire (or PVP Questionnaire) is a scale measured by using a survey containing nine yes-or-no questions. It is designed to measure the disorder commonly referred to as video game addiction. The creators of the scale and accompanying survey are Dr. Ricardo Tejeiro-Salguero, a researcher at the University of Liverpool, and Dr. Rosa María Bersabé-Moran, a Psychology professor at the University of Málaga.
==Scale==

The scale’s survey questions are based on the Diagnostic and Statistical Manual of Mental Disorders〔DSM-IV, American Psychiatric Association, 1994.〕 (DSM) criteria for substance dependence, and for pathological gambling, as well as the literature on addictions. In presenting their article, published in the British journal ''Addiction'' in 2002,〔 Tejeiro-Salguero and Bersabé-Moran showed, through psychometric analysis, that the PVP Questionnaire is one-dimensional, and has acceptable internal consistency (Cronbach's alpha) of 0.69. The pattern of associations between scale scores and alternative measures of problem play (r=0.64 with frequency of play; r=0.52 with mean duration of play; r=0.56 with longest time per session; r=0.47 with score on the Severity of Dependence Scale; all p < 0.001) supports its construct validity.
However, while it is true that the PVP and other DSM adaptations make it possible to detect and to assess the presence of an apparently addictive disorder, it remains unclear if this disorder can be referred to as an addiction. Therefore, the authors presented their instrument as a quantitative measure, not as a tool for the diagnosis of addiction. A study by Hart et al. concluded that, while the PVP is a robust measure of addiction, there is no support for the use of a cutoff score of any level with this instrument.
Further, Tejeiro-Salguero suggested that the pattern of problems associated with high PVP scores can be best referred to as abuse, since it is quite similar to the DSM-IV-TR criteria for substance abuse: a maladaptive pattern (of use) leading to clinically significant impairment or distress as manifested by a failure to fulfill major role obligations at school or home, or continued use despite having persistent or recurrent social or interpersonal problems caused or exacerbated by behavior (arguments, physical fights).
A 2013 review presented in the ''Clinical Psychology Review'' journal by a team of professors from Australia, the Netherlands and the UK found that, among 18 instruments analyzed, the PVP was the only one that demonstrated capacity to assess the proposed DSM-V classification of "Internet Use Disorder". Four instruments (including the PVP) demonstrated strong convergent validity, and the scores in the scale were positively related to those of the other six instruments reviewed. Also, the PVP and three other instruments demonstrated a single-factor structure with the factor termed "addiction". The authors concluded that "on the basis of available evidence, this review suggests that the Problem Video Game Playing scale may provide the best overall measure of Internet Use Disorder".

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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