The Questionnaire of Experiences Associated with Video games (CERV): An instrument to detect the problematic use of video games in Spanish adolescents

Authors

  • Andres Chamarro Departament Psicologia Basica, Evolutiva i de l’Educacio. Universitat Autonoma de Barcelona, Bellaterra Unitat de Suport a la Recerca Metropolitana Nord, IDIAP Jordi Gol, Sabadell
  • Xavier Carbonell FPCEE Blanquerna, Universitat Ramon Llull, Barcelona
  • Josep Maria Manresa Unitat de Suport a la Recerca Metropolitana Nord, IDIAP Jordi Gol, Sabadell. Departament d’Infermeria, Universitat Autonoma de Barcelona, Bellaterra
  • Raquel Munoz-Miralles Unitat de Suport a la Recerca Metropolitana Nord, IDIAP Jordi Gol, Sabadell CAP Ca n’Oriac, Institut Catala de la Salut, Sabadell
  • Raquel Ortega-Gonzalez CAP Santa Perpetua de Mogoda, Institut Catala de la Salut, Santa Perpetua de Mogoda
  • M. Rosa Lopez-Morron CAP Castellar, Institut Catala de la Salut, Castellar del Valles
  • Carme Batalla-Martinez AP Sant Quirze, Institut Catala de la Salut, Sant Quirze del Valles
  • Pere Toran-Monserrat Unitat de Suport a la Recerca Metropolitana Nord, IDIAP Jordi Gol, Sabadell

DOI:

https://doi.org/10.20882/adicciones.31

Keywords:

Internet gaming disorder, questionnaires, validation studies, video games, computer games, video game addiction.

Abstract

The aim of this study is to validate the Video Game-Related Experiences Questionnaire (CERV in Spanish). The questionnaire consists of 17 items, developed from the CERI (Internet-Related Experiences Questionnaire - Beranuy and cols.), and assesses the problematic use of non-massive video games.  It was validated for adolescents in Compulsory Secondary Education. To validate the questionnaire, a confirmatory factor analysis (CFA) and an internal consistency analysis were carried out. The factor structure shows two factors: (a) Psychological dependence and use for evasion; and (b) Negative consequences of using video games. Two cut-off points were established for people with no problems in their use of video games (NP), with potential problems in their use of video games (PP), and with serious problems in their use of video games (SP). Results show that there is higher prevalence among males and that problematic use decreases with age. The CERV seems to be a good instrument for the screening of adolescents with difficulties deriving from video game use. Further research should relate problematic video game use with difficulties in other life domains, such as the academic field.

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Published

2014-12-01

Issue

Section

Originals