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dc.contributor.supervisor Edgerton, Jason (Sociology) en_US
dc.contributor.author Biegun, Jeff
dc.date.accessioned 2017-09-11T16:16:36Z
dc.date.available 2017-09-11T16:16:36Z
dc.date.issued 2017
dc.identifier.uri http://hdl.handle.net/1993/32532
dc.description.abstract There is a growing amount of attention being given to the subject of problem video game playing, however there is currently a lack of consensus regarding the measurement and assessment of problem video game playing. This paper validates the Problem Video Game Playing Test (PVGT) for use in an undergraduate university sample. An exploratory factor analysis on the PVGT index items, in conjunction with bivariate analyses with known correlates to the concept of problem gaming suggests the PVGT is a strong measure of problem online video gaming. Subsequent regression analysis suggests that problem online video gaming is associated with average length of time spent gaming, gaming motivations (including competition, escape, cope, social, recreation) and social alienation. Concepts related to problem gambling (including depression, anxiety and stress) are not indicative of problem gaming, and the implications of this analysis are discussed. en_US
dc.subject Problem video gaming en_US
dc.subject Problem gambling en_US
dc.title A validation study of the ‘Problem Video Game Playing Test’ (PVGT) in an undergraduate university sample en_US
dc.degree.discipline Sociology en_US
dc.contributor.examiningcommittee Roberts, Lance (Sociology), Cranston, Jerome (Educational Administration, Foundations and Psychology) en_US
dc.degree.level Master of Arts (M.A.) en_US
dc.description.note October 2017 en_US


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