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Evidence Base

Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with ‘video game addiction’

Study details

Year: 2013
Scope: National
Countries: Netherlands
Methodology: Empirical research – Quantitative
Methods of data collection: Survey
Researched Groups: Children
Children Ages: Pre-adolescents (11-13 Years old); Adolescents (14-18 Years old); Young adults (19-24 Years old)
Funder: Volksbond Foundation Rotterdam
Funder Types: Foundation
Consents: Consent obtained from parents; Consent obtained from children
Informed Consent: Consent obtained
Ethics: Ethical considerations and/or protocol mentioned in the research design
Data Set Availability: Not mentioned

Goals

"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’." (van Rooij et al., 2017, p. 269)

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