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)