attention deficit hyperactivity disorder and video games
TRANSCRIPT
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Original article
Attention deficit/hyperactivity disorder and video games: A comparativestudy of hyperactive and control children
Stephanie Bioulac*, Lisa Arfi, Manuel P. Bouvard
Centre Hospitalier Charles Perrens, Service universitaire de psychiatrie de lenfant et de ladolescent, 121, ru e de la Bechade,
33076 Bordeaux cedex, France
Received 30 January 2007; received in revised form 4 October 2007; accepted 4 November 2007
Abstract
Introduction. e This study describes and compares the behavior of hyperactive and control children playing video games.
Subjects and methods. e The sample consisted of 29 ADHD children and 21 controls aged between 6 and 16 years playing video games. We
used the Child Behavior Checklist and the Problem Videogame Playing scale (PVP scale). This instrument gives objective measures of problem
use, which can be considered as an indication of addictive videogame playing. We designed a questionnaire for the parents, eliciting qualitative
information about their childs videogame playing. There were no significant differences concerning frequency or duration of play between
ADHD children and controls but differences were observed on the PVP scale. None of the controls scored above four whereas 10 hyperactive
children answered affirmatively to five or more questions. These children presented a greater intensity of the disorder than the other ADHD
children.
Conclusion. e While no differences concerning video game use were found, ADHD children exhibited more problems associated with vid-
eogame playing. It seems that a subgroup of ADHD children could be vulnerable to developing dependence upon video games.
2007 Elsevier Masson SAS. All rights reserved.
Keywords: Attention deficit hyperactivity disorder; Video game; Children; Addiction
1. Introduction
During recent decades, videogame playing has become one
of the main leisure activities in children and adolescents. Grif-
fiths [31] found that 10% of children between 10 and 18 years
played 1 h or more per day. In 1996, Buchman reported that
90% of children played 1 h or more per day at 9 years and
the figure was 75% at 13 years (900 children aged 9e
13)[11]. While other studies have confirmed the period of 1 h
per day [17,23,24,54], the effect of video games on children
and adolescents is not well understood. The initial studies fo-
cused on the negative effects of this activity [4,5,19]. Excessive
videogame playing may be associated with various problems
similar to those described in addiction such as preoccupation,
tolerance, loss of control, withdrawal, family or school disrup-
tion, lies, disregard for physical or psychological conse-
quences, and illegal acts [26]. It has been compared with
pathological gambling and considered as a non-financial form
of gambling [31]. Griffiths [34] used the term technological
addictions, such addictions including addictions to the Inter-
net and slot machines. They have been operationally defined
as non-chemical (behavioral) addictions that involve excessivehumanemachine interaction. Technological addictions can be
viewed as a subset of behavioral addictions [37,41]. Griffiths
has operationally defined addictive behavior as any behavior
that features all the core components of addiction. For this au-
thor any behavior (e.g. videogame playing) that fulfils these six
criteria (salience, tolerance, mood modification, withdrawal
symptoms, conflicts and relapse) is therefore operationally de-
fined as an addiction.
Some authors suggest the existence of videogame addic-
tion, but to date this area has received little attention. Griffiths* Corresponding author. Tel.: 33 0556 561728; fax: 33 0556 561732.
E-mail address: [email protected] (S. Bioulac).
0924-9338/$ - see front matter 2007 Elsevier Masson SAS. All rights reserved.
doi:10.1016/j.eurpsy.2007.11.002
Available online at www.sciencedirect.com
European Psychiatry 23 (2008) 134e141http://france.elsevier.com/direct/EURPSY/
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[31] adapted a set of criteria from the DSM-III-R [2] to
discriminate pathological gambling. Using this instrument,
Griffiths and Hunt [34] reported that 8% of their test subjects
were addicted to computer games. In another study, Griffiths
[35] reported that one in five adolescents was currently depen-
dent at the time of the study (387 adolescents aged between 12
and 16 years). Fisher [20,21] adapted the criteria for patholog-ical gambling in the DSM-IV [3] to create the DSM-IV-JV (J:
Juvenile, V: arcade video game). In that study, 6% of the 460
subjects (aged 11e16 years) were found to be addicted. Other
studies have reported similarities between computer video-
game addiction and pathological gambling or substance de-
pendence [12,27,35,48].
If it is accepted that videogame playing can be addictive,
then it is appropriate to look for the neural foundation of
this behavior. Dopaminergic neurotransmission (ventral stria-
tum or nucleus accumbens) may be involved in the neural sub-
strate of reinforcement [38]. Koepp et al. [40] have
demonstrated an increase in the release of dopamine within
the nucleus accumbens as a function of videogame playing.The same area is involved in drug addiction like cocaine
[50]. Their results are in favor of a link between playing video
game and dopamine release.
It is now well known that attention deficit/hyperactivity
disorder (ADHD) is a risk factor for later substance use disor-
der (SUD) [16,52]. Additional psychiatric comorbidity, such
as conduct disorder, increases this risk [6,8]. Higher rates of
ADHD have been reported in adolescents with SUD relative
to controls [13]. In a prospective study, Biederman et al.
[7,8] found a similar rate of substance abuse in adolescents
both with and without ADHD. However, between adolescence
and adulthood, the rate of substance abuse increases substan-tially for individuals with ADHD. Adults with ADHD begin
to abuse substances at an earlier age and abuse substances
more often than their peers without ADHD [53].
Since ADHD is a risk factor for later SUD, could hyperac-
tive children be more vulnerable to videogame addiction, if
such a pathology exists? To our knowledge, this issue has re-
ceived little attention. A recent study [14] reported that adoles-
cents who play for more than 1 h on a console or Internet
video game may have more intense symptoms of ADHD or in-
attention than those who do not. A significant relationship be-
tween Internet use and ADHD has also been shown in
elementary school children [56].
Most reported effects of video games centered on the al-
leged negative consequences. However, there are more and
more references to the positive benefits of video games in
the literature [32,33]. Few studies have examined whether
video games might be able to help in the treatment of children
with impulsive and attentional difficulties. For example,
Kappes and Thompson [39] tried to reduce impulsivity in
incarcerated adolescents by providing either biofeedback or
experience with a video game. With the aid of a computer dis-
play, attention deficit patients can learn to modulate brain
waves associated with focusing [55]. Another study found
that an action video game modified visual selective attention
[30], which is impaired in ADHD.
In our work, we studied only videogame addiction and not
Internet addiction. (Internet addiction is a broad term that covers
a wide variety of behaviors and impulse control problems such
as cybersex addiction, cyber-relationship addiction, net compul-
sions, information overload and computer game addiction [57].)
The current study started from our clinical observation about
ADHD children and adolescent behaviors. In fact, in our dailypractice, many parents of hyperactive children have reported
that their children spend considerable time playing video
games while they are reluctant to engage in tasks that require
sustained mental efforts. These children present attention diffi-
culties and often change their activities. They seem to be able to
sustain their attention longer in front of video games than
classical games. Such behaviors might be explained by
examining cognitive regulation in ADHD children. Cognitive
and motivational dysfunction in ADHD children causes
changes in quality/quantity task engagement, and preference
for immediate rewards and events over delayed ones [46].
Moreover, a tendency of stimulation-seeking in ADHD chil-
dren has been reported. Videogame playing provides ever-changing, multimodal stimuli and an immediate reward with
a minimal delay. Videogame use may fit the cognitive style
of ADHD very well. These notions could explain why
ADHD children spend considerable time playing video games.
The relationship between ADHD and video games is un-
known. Videogame playing has become one of the main lei-
sure activities in children and adolescents and ADHD places
a significant burden on medical, financial and educational re-
sources. For these reasons, we decided to examine the relation-
ship between ADHD and videogame use. The current
exploratory study sought to describe and compare the behavior
of hyperactive children playing video games vs. controls.Moreover, we hypothesized that hyperactive children would
present a higher score on the Problem Videogame Playing
scale than the controls.
2. Subjects and methods
2.1. Subjects
The sample consisted of 50 children aged between 6 and 16
years playing a video game. The ADHD children were
recruited among outpatients referred for a psychiatric exami-
nation to the Child and Adolescent Psychiatry Department,
Bordeaux University Hospital. The controls were recruited
among outpatients consulting a dental facility in the Bordeaux
area. Controls were excluded if they had a pathological T-
score (>60) for attention problems on the Child Behavior
Checklist [1,22]. Numerous studies of children in the general
population or in clinical samples using behavior ratings such
as the CBCL have confirmed the existence of a dimension
of hyperactive behavior [10].
2.2. Methods: assessment procedure
Clinical diagnosis of ADHD was made by a psychiatrist
using DSM-IV criteria after several interviews with the child
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and with his parents. Psychiatric comorbidity was also
specified and divided in two categories: behavioral disorder
(oppositional and defiant disorder and conduct disorder) and
emotional disorder (mood and anxiety disorders). The parents
of hyperactive children completed the Conners parents rating
scale [18]. The Conners parent rating scale (CPRS) is a popular
clinical tool for obtaining parental reports of childhood behav-ior problems. This questionnaire-based instrument presents
a standardized measurement of childrens behavior with a par-
ticular emphasis on hyperactivity.
For both groups of children, we noted age and gender and
collected behavioral data with the Child Behavior Checklist
(CBCL) completed by the parents. The children filled in the
Problem Videogame Playing (PVP) questionnaire to obtain
the PVP score. The PVP scale is a nine-item self-administered
questionnaire exploring preoccupation, tolerance, loss of con-
trol, withdrawal, escape, lies and deception, disregard for
physical or psychological consequences and family/school
disruption with dichotomous yes/no answers [47,48]. These
dimensions are derived from the DSM-IV criteria for sub-stance dependence and pathological gambling. The PVP gives
objective measures of problem use, which can be considered
as an indication of addictive videogame playing. In their study
on 223 adolescents, Tejeiro et al. found a relationship between
high PVP scores, as calculated by the number of affirmative
answers, and the frequency and duration of play. They also
found a positive correlation with high scores on the Severity
of Dependence Scale, a self-administered scale designed to
measure dependence on different types of drugs. We translated
the PVP scale into French with the authorization of its authors.
This questionnaire was developed for adolescents aged be-
tween 13 and 18 years. For the children we asked the parentsto read the questionnaire with the children. None of the parents
reported difficulties for their children to answer questions. To
further investigate videogame playing, we designed a question-
naire for the parents (Appendix 1), eliciting qualitative infor-
mation about their childs videogame playing: frequency and
duration of play, childs behavior (during play, when stopping
playing, lies in order to play, missing meals because of play-
ing, impact on schooling), and parents attitude (parental
control).
Written informed consent was obtained from the parents
and children, respectively.
2.3. Statistical analysis
We performed statistical analysis between ADHD children
and controls. We used the Chi-square test for qualitative analysis
(sex and parental questionnaire) (or the Fischer probability test
when the size of the group was too small).
The differencesin demographic variables,CBCLdimensions
and PVP scores between the ADHD children and controls were
analyzed by using the Students ttest or ManneWhitney Utest.
Statistical significance was set at p< 0.05. Statistical analysis
was performed with Statview 5.0.
3. Results
3.1. Socio-demographic and clinical data
Our total sample comprised 50 children, 29 ADHD subjects
and 21 controls. The mean age and the sex ratio did not differ
between the two groups (ADHD group: 25 boys/3 girls, meanage 10.8 years; control group: 18 boys/3 girls, mean age 12.1
years) (Table 1). There were significant differences between
the two groups regarding CBCL scores. The children with
ADHD had higher T-scores on the following syndromes: anx-
ious/depressed, social problems, thought problems, attention
problems, aggressive behavior, internalizing and externalizing
problems. They also had lower scores on the total competence
(Table 1). Among the hyperactive children, seven (24%) had
a behavioral disorder and six (21%) an associated emotional
disorder, and 23 (79%) were receiving pharmacological treat-
ment for ADHD. The mean hyperactivity index on the Con-
ners parents rating scale was 68.9 (for ADHD children).
3.2. Commitment to video game
The survey did not show any significant differences con-
cerning the frequency or duration of play between the two
samples. Thirty eight percent of the control children played
less than once a week whereas one third of the ADHD children
played between one and three times a week (Fig. 1). Time per
session was between 1 and 2 h for the majority of the sample
(65% for ADHD and 50% for controls). The two groups did
not differ with regard to the type of video game since they
played both with action and reflection games (adventure
games, role playing games, logic games).
Regarding videogame use according to the parents, hyper-
active children were less likely than controls to stop playing of
their own accord (59% ADHD vs. 90% controls; p 0.02). All
Table 1
Socio-demographic and Child Behavior Checklist (CBCL) data of the
population
Controls
(N 21)
ADHD
children
(N 29)
p
(ManneWhitney
U test)
Girls 3 3
Boys 18 26
Mean age (DS) 12.1 (2.6) 10.8(2.5)
CBCL
Withdrawal 53 55.16 > 0.05
Somatic plaints 56.7 56.4 > 0.05
Anxious/depression 54.9 63.48 0.02
Social problems 53.05 64.32 0.002
Thought problems 52.85 57.88 0.03
Attention problems 55.45 68.64 < 0.0001
Delinquent behavior 54.4 59.76 0.05
Aggressive behavior 52.35 65.04 0.0003
Internalizing problems 52.15 60.2 0.01
Externalizing problems 47.9 62.56 0.0002
Total score 50.2 64.92 < 0.0001
Total competence 45.15 34.91 0.004
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control children stopped playing when their parents asked
them to, whereas 66% of the ADHD children stopped playing
(p 0.01). Hyperactive children reacted more often than con-
trols with reactions of refusal, tears, anger or violence when
they had to stop playing (59% ADHD vs. 19% controls;
p 0.008). In neither group did almost any parent report
any negative impact on schooling, lies or missing of meals be-
cause of video games.
3.3. Problem Videogame Playing (PVP) scores
PVP scores (Fig. 2) indicated significant differences be-
tween the ADHD children and controls. None of the controls
scored above four whereas 10 hyperactive children (34% of
the ADHD children) answered affirmatively to five or morequestions (p 0. 002) (Fig. 3).
We focused on this subgroup of ADHD children with high
PVP scores and found significant differences between them
and the other hyperactive children. The subgroup had a higher
hyperactivity index on the Conners parents rating scale (mean
index 79 for ADHD with PVP score 5 vs. mean index 64.26
for ADHD with PVP score< 5; p 0.02). They also had
higher scores on the following CBCL dimensions: delinquent
behavior (p 0.003), aggressive behavior (p 0.02) and
externalizing problems (p 0.01) (Table 2). There were no
significant differences for the other CBCL dimensions.
4. Discussion
The use of video games in children and adolescents with
psychiatric disorders has received little attention. In our work,
we did not find any significant differences concerning the
frequency or the duration of play between ADHD children
and controls, even if ADHD children seemed to play a little
more often than the latter. This result is a little surprising. In
fact, in most cases addiction is accompanied by greater
frequency or duration of the addiction (as with gambling or
alcohol). Some explanations might account for this. First, our
cohort is rather small, so these findings remain to be confirmed.
Second, it is also rather young, so the subjects are perhaps at thebeginningof the disorder. Third, videogameaddiction is perhaps
a vulnerability factor for other addictions and does not meet all
the criteria of classical addictions. Moreover, parents could
protect their children by limiting the duration of playing (at
least at the beginning).
On the contrary, there were differences in the behavior of the
two populations when playing video games. According to the
parents, hyperactive children were less likely than controls to
stop playing of their own accord. ADHD children are known
0
5
10
15
20
25
30
35
40
3/week Everyday
Frequency (per week)
Sub
jects(
)
ADHD
Controls
Fig. 1. Frequency of play in ADHD children and controls.
0
10
20
30
40
50
6070
Preoccupation
Tolerance
Lossofcontrol
Relapse
Withdrawal
Escape
Lies
Illegalacts
Family
/schooling
disruption
Dimensions of PVP questionnaire
Subjects(
) ADHD
Controls
PVP: Problem videogame playing
Fig. 2. Affirmative responses on the PVP questionnaire in the two populations.
0
5
10
15
20
25
30
0 1 2 3 4 5 6 7 8 9Number of affirmative responses
Subjects(
)
ADHD
Controls
PVP: Problem videogame playing
Fig. 3. Number of affirmative responses on the PVP scale.
Table 2Clinical data of subgroups of ADHD children
ADHD
children
with PVP5
(n 10)
ADHD
children
with PVP
score< 5
(n 19)
p
(ManneWhitney
U test)
CPRS 79 64.26 0.02
Delinquent
behavior (CBCL)
67.25 56.5 0.003
Aggressive
behavior (CBCL)
72.5 61.38 0.02
Externalizing
problems (CBCL)
70.62 58.83 0.01
CPRS: Conners parents rating scale; CBCL: Child Behavior Checklist.
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to have difficulties in organizing themselves and being compli-
ant, although this is likely rather due to a clinical effect of their
disorder. Moreover, PVP scores underlined significant differ-
ences between the ADHD and control children, hence raising
the question whether ADHD children have a greater tendency
to be addicted to video games. On Griffiths scale [31], a score
of four or more criteria is considered as a sign of videogamedependence. In the DSM-IV-JV [20,21], if a person answered
yes to four (or more) of the nine items,the person wasdeemed
to be a videogame addict. Moreover, in the DSM-IV, the
diagnosis of pathological gambling needs five (or more) criteria
to be met. In our study, none of the controls scored above four on
the PVP scale whereas 10 hyperactive children answered
affirmatively to five or more questions. Yoo [56] suggested
that ADHD symptoms are potentially important risk factors
for Internet addiction and found that ADHD symptoms had
significant positive correlations with the degree of Internet
addiction. In that study, the authors found that the ADHD group
had higher Internet addiction scores compared with the non-
ADHD group, while no cut-off point was proposed for thePVP scale by Tejeiro [47,48]. If dependence is considered as
a score of five, all our dependent players were ADHD children.
Along the same lines, we suggest that the severity of ADHD is
significantly positively correlated with the degree of videogame
addiction. The 10 ADHD children represented 20% of the
gamers. Thesame percentage wasfound in the study by Griffiths
[34] where onein fiveadolescents wascurrentlydependent upon
computer games. In the future, videogame addiction might
come to be regarded as being on a continuum with other kinds
of addictions.
The reward deficiency theory is another theoretical assump-
tion about the association between game addiction and ADHD[9]. It proposes that individuals who are less satisfied with
natural rewards (pleasure drive for eating, love and
reproduction) tend to adopt substances as a way to seek an en-
hanced stimulation of the reward pathway. Natural rewards
involve the release of dopamine in the nucleus accumbens and
frontal lobes. However, the same release of dopamine and pro-
duction of pleasurable sensations can be produced by unnat-
ural rewards such as alcohol, cocaine, amphetamine and
other drugs, and by compulsive activities such as gambling,
eating, sex, and risk-taking behaviors. Videogame addiction
could serve as another relatively new kind of unnatural
reward.
Furthermore, impulsivity could be defined as a predisposi-
tion toward rapid, unplanned reactions to internal or external
stimuli. Studies using rewardechoice paradigms have found
that individuals with a history of substance abuse are more
likely to choose an immediate reward. Similarly, studies mea-
suring impulsivity in substance-dependent individuals have
also supported a link between impulsivity and substance
abuse. Impulsivity is one of the core symptoms of ADHD.
This notion could explain why ADHD children are attracted
to video games.
A recent study showed that Internet-addicted subjects
(screened with the Youngs Internet Addiction Scale) had vari-
ous comorbid psychiatric disorders [36]. Twelve children and
12 adolescents were randomly selected for evaluation of the cur-
rent psychiatric diagnoses. Seven children, but none of the ado-
lescents, were diagnosed with ADHD. Consequently, they
concluded that comorbidities differ with age. The authors did
not conclude that Internet addiction is a cause or consequence
of these disorders, but they suggested the possibility of age-spe-
cific comorbid psychiatric disorders in cases of Internet addic-tion. In our work, we did not study the age factor. However,
future investigations could examine to what extent the results
of PVP scores and other scales differ with age. Importantly,
we studied videogame addiction and not Internet addiction.
There may be differences between these two behaviors, and
the age factor would need to be taken into account [44,45].
We then examined the subgroup of ADHD children with
high PVP scores (group A) and found significant differences
between them and the other hyperactive children (group B).
The intensity of disorder in group A was more severe, as
shown by the hyperactivity index of the Conners parents rating
scale. Group A exhibited behavioral characteristics different
from those in group B. These results suggest an associationbetween the level of ADHD symptoms and the severity of vid-
eogame addiction in children. Recent data suggest that the
presence of ADHD symptoms, both in the inattention and hy-
peractivity-impulsivity domains, may be one of the important
risk factors for Internet addiction [14,56]. Group A probably
included ADHD children with a risk of developing videogame
problems. Indeed, this subgroup might be vulnerable to devel-
oping dependence upon video games.
4.1. Limitations
The present study has certain limitations. First our cohortwas rather small; so it is difficult to compare the various sub-
groups. For this reason, the subgroup of ADHD children with
high PVP scores and the other hyperactive children were not
compared. Moreover, all subjects were recruited in an
ADHD outpatient clinic, a setting where patients are likely
to be more severely ill. Moreover, the study was descriptive
and prospective, i.e. we sought to identify which behaviors
or symptoms are a risk factor for videogame addiction or other
addictive behaviors. For an exploratory study, we decided to
keep the girls in the two groups. These results must be inter-
preted with caution because many children (45%) have an-
other psychiatric diagnosis, so the differences found could
be due to ADHD or to comorbid psychiatric problems.
Finally, the focus is on videogame addiction, yet there are
still no well-validated diagnostic criteria for this form of ad-
diction. Further research into the area of videogame addiction
is therefore required.
5. Conclusion
Research into videogame addiction has received little atten-
tion. We did not find any significant differences between the
ADHD children and controls concerning the use of video games
(frequency and duration of play). However, ADHD children ex-
hibited more problems associated with videogame playing. It
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seems that a subgroup of ADHD children (with a high PVP
score) could be vulnerable to developing dependence upon
video games. Since videogame playing will doubtlessly grow
among the general population in the foreseeable future, well-
validated diagnostic criteria are required for videogame addic-
tion. Larger samples need to be investigated. Patient outcome
should be explored as well as investigating whether suchpatients risk developing other addictive behaviors.
Appendix 1. Parents videogame questionnaire
(Who is answering the questionnaire: father/mother/both
parents)
Date: / /200 .
1. Has your child played video games
during the last 12 months?
Yes No
2. How often does your child play video games?
Less than once a week Yes NoOnce to three times a week Yes No
More than three times a week Yes No
Every day Yes No
3. What are the names of the three most used video games?
d
d
d
4. What does your child play video games on? (several answers are possible)
Playstation on the TV Yes No
Portable playstation (e.g. Game
Boy.)
Yes No
Video games on computer Yes No
Video games online Yes No
Arcade video games Yes No
5. How long does your child play video games?Less than 1 h Yes No
1e2 h Yes No
2e3 h Yes No
More than 3 h Yes No
6. At home, does your child have free
access to video games?
Yes No
7. Have you decided on the
conditions of use of the video
games? If affirmative, please
specify which conditions? (several
answers are possible)
Yes No
Time in week Yes No
Time in day Yes No
Maximal playing time Yes No
Type of game Yes NoConditions before playing (specify):
............................. ..
............................. ..
............................. ..
8. Does your child respect the conditions of playing video games?
Never Yes No
Rarely Yes No
Often Yes No
Always Yes No
9. Does your child stop playing video games of his/her own accord?
Never Yes No
Rarely Yes No
Often Yes No
Always Yes No
10. Does your child stop playing video games when you ask him/her to?
Never Yes No
Rarely Yes No
Often Yes No
Always Yes No
11. Do you need to get angry to make him/her stop playing video games?
Never Yes No
Rarely Yes NoOften Yes No
Always Yes No
12. How does he/she react when you make him/her stop playing video games?
(several answers are possible)
Indifference Yes No
Agreement Yes No
Refusal Yes No
Anger Yes No
Tears Yes No
Violence Yes No
Others:...........................
..............................
13. What is your childs behavior during videogame playing? (several answers
are possible)
Stays calm Yes NoRestless Yes No
Quiet Yes No
Comments, screams Yes No
Happy Yes No
Worried, sad Yes No
Others:..........................
............................. ..
14. How does he/she react when losing on video games? ( several answers are
possible)
Calm Yes No
Restless Yes No
Angry Yes No
Sad, cries Yes No
Breaks the videogame equipment Yes No
Hurts himself or others around Yes NoOthers:..........................
............................. ..
15. Has your child missed meals because of playing video games?
Never Yes No
Rarely Yes No
Often Yes No
Always Yes No
16. Has your child already lied in order to play video games?
Never Yes No
Rarely Yes No
Often Yes No
Always Yes No
Comments: ........................
............................. .
17. When not playing video games, does your child read/talk about video
games?
Never Yes No
Rarely Yes No
Often Yes No
Always Yes No
18. Is his/her behavior different when
he/she does not play video games
for several days? If affirmative,
please specify (several answers
are possible)
Yes No
Calm Yes No
Restless Yes No
Angry Yes No
Sad Yes No
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Appendix 1 (continued)
Happy Yes No
Other comments: ......................
.............................
19. Do you think your childs
behavior significantly disturbs
family relationships because of
playing video games (e.g. conflictwith parents, with brother/sister,
withdrawal.)?
Yes No
Specify:.........................
.............................
..............................
20. Do you think your childs
behavior significantly disturbs his/
her schooling because of playing
video games?
Yes No
Specify:.........................
.............................
.............................
21. After playing video games, has
your child complained about
somatic problems (e.g. headache,eyestrain, abdominal pain, back
pain)?
Yes No
Specify:.........................
.............................
.............................
22. Do you think your child has
a problem with videogame
playing?
Yes No
23. Do you think your child plays
video games too much?
Yes No
24. If you think your child plays
video games too much, are you
worried about it?
Yes No
25. Do other members of the family
play video games?
Yes No
Please specify (several answers are possible)
Brother/sister Yes No
Mother Yes No
Father Yes No
Comments: ........................
.............................
.............................
26. If your child is taking medication
for ADHD, do you think his/her
behavior regarding video games
has been modified by the
treatment?
Yes No
Specify the name of medication and the changes you have noticed:
.............................
.............................
.............................
140 S. Bioulac et al. / European Psychiatry 23 (2008) 134e141
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