Gaming: Screening and Assessment Tools
For more information, contact Provincial Information and Child, Youth, and
Family Initiatives Standards at [email protected].
March 2021
Much of the research surrounding problematic digital technology focuses on gaming. Numerous
screening and assessment tools have been shown to be valid and reliable for use with children,
youth, and their families. In this document, service providers will find some examples of
screening and assessment tools for gaming; some of them require distribution and usage
permissions or have to be purchased.
Screening tools identify potential concerns, and determine if further assessment is needed to
gain a deeper understanding of a client’s issues. Questions about problematic gaming may be
administered independently or as part of a larger psychosocial assessment. Both screenings
and assessments are helpful to support the development of a treatment plan and clarify areas of
potential intervention.
Screening and assessment tools may not provide conclusive evidence that an individual meets
the criteria for a gaming disorder diagnosis. Service providers concerned about their client’s
digital technology use may consider referring them to a mental health or addiction professional
with expertise in process addictions.
Gaming Screening Tools
Screening tools determine if there are potential issues of problematic gaming, and if further
assessment is needed. The following resources can be used to screen youth for possible
problematic gaming.
S
creening Tool: Video Game Addiction, eMentalHealth.ca
This tool screens for video game addiction and provides a quick assessment for persons who
have problems with video game addiction [1].
http://www.ementalhealth.ca/index.php?m=survey&ID=49
B
rief Internet and Gaming Screen (BIGS), reSTART Life
This tool helps individuals better understand their internet gaming use [2].
https://www.restartlife.com/test/brief-internet-gaming-screen-bigs/
B
rief Internet Game Screen – for Parents (BIGS-P), reSTART Life
This tool helps parents better understand their child’s internet gaming use [2].
https://www.restartlife.com/test/brief-internet-game-screen-for-parents-bigs-p/
Gaming: Screening and Assessment Tools| 2
Gaming Assessment Tools
The Diagnostic and Statistical Manual of Mental Disorders (DSM-5)
The
Diagnostic and Statistical Manual of Mental Disorders (DSM-5) includes internet gaming
disorder in the section of conditions requiring more research. The DSM-5 proposes nine
symptoms. A person must demonstrate at least five of these within one year for a positive
diagnosis [3].
Indicators of internet gaming disorder include:
Preoccupation with games (i.e., always thinking about internet games).
Withdrawal symptoms when gaming is taken away (i.e., feelings of discomfort such as
irritability, anxiety, depression).
Tolerance (i.e., needing to play for increasing amounts of time).
Difficulty/inability to reduce playing.
Loss of interest in previous hobbies and giving up other activities.
Continuing to play despite problems.
Problems with relationships (conflict and dishonesty about gaming behavior).
Playing to feel better.
Negative impact on community, social, school, and work environments [3].
https://www.psychiatry.org/psychiatrists/practice/dsm
The World Health Organization’s International Classification of Diseases 11th Revision (ICD-11)
The World Health Organization’s International Classification of Diseases 11th Revision (ICD-11)
defines gaming disorder as: characterized by a pattern of persistent or recurrent gaming
behaviour (‘digital gaming’ or ‘video-gaming’), which may be online (e.g., over the Internet) or
offline, manifested by: 1)impaired control over gaming (e.g., onset, frequency, intensity,
duration, termination, context); 2) increasing priority given to gaming to the extent that gaming
takes precedence over other life interests and daily activities; and 3) continuation or escalation
of gaming despite the occurrence of negative consequences. The behaviour pattern is of
sufficient severity to result in significant impairment in personal, family, social, educational,
occupational or other important areas of functioning. The pattern of gaming behaviour may be
continuous or episodic and recurrent. The gaming behaviour and other features are normally
evident over a period of at least 12 months in order for a diagnosis to be assigned, although the
required duration may be shortened if all diagnostic requirements are met and symptoms are
severe (para. 1) [4].
Please refer to the ICD-11 in your assessment when working with children and youth who might
be impacted by problematic gaming.
https://icd.who.int/en
Gaming: Screening and Assessment Tools| 3
T
he Video Game Addiction Test for Parents, Tech Addiction
This 30-item multiple choice survey of a child’s gaming habits is for parents worried about their
child’s excessive gaming [5].
http://techaddiction.ca/video-game-addiction-test.html
T
he Internet Gaming Disorder Scale, APA PsycNet
This scale measures the six criteria of computer addiction in adolescents: salience, tolerance,
mood modification, withdrawal, relapse tendency, and conflict [6]. Psychological Assessment
owns the copyrights to the Internet Gaming Disorder Scale; obtain permission for use.
https://psycnet.apa.org/doiLanding?doi=10.1037%2Fpas0000062
or
https://content.apa.org/record/2014-57712-001
T
he Internet Gaming Disorder Scale - Short-Form (IGDS9-SF), Halley Pontes
This unidimensional tool comprises nine items reflecting all nine criteria for internet gaming
disorder as proposed in the DSM-5 [8]. For versions of test in 14 languages, see Dr. Halley
Pontes’ website:
https://www.halleypontes.com/igds9sf/
For the validation of the test in Italian, see:
Monacis, L., de Palo, V., Griffiths, M. D., & Sinatra, M. (2016). Validation of the Interne
t
Gaming Disorder Scale - Short Form (IGDS9-SF) in an Italian-spacing sample. Journal
of Behavioral Addictions, 5(4): 683-690
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5370374/
I
nternet Gaming Disorder Test (IGD-20), Halley Pontes
T
his test examines both online and off-line gaming activities over a 12-month period. This test
most often involves specific internet games, but can also include non-internet computerized
games [7].
https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0110137
For
versions of the test in six languages, see Dr. Halley Pontes’ website:
https://www.halleypontes.com/igd-20/
Gaming: Screening and Assessment Tools| 4
T
he Development of the Problematic Online Gaming Questionnaire (POGQ), ResearchGate
This 18-item questionnaire assesses six dimensionspreoccupation, overuse, immersion, social
isolation, interpersonal conflicts, and withdrawal; it was developed before the proposed internet
gaming disorder appeared in the DSM-5 [9].
https://www.researchgate.net/publication/224967636_The_Development_of_the_Problematic_O
nline_Gaming_Questionnaire_POGQ
Ten-Item Internet Gaming Disorder Test (IGDT-10), ResearchGate
The 10-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument
developed to assess internet gaming disorder (IGD) as proposed in the DSM-5. The DSM-5
considers the case clinically relevant if five or more criteria are met [10].
https://www.sciencedirect.com/science/article/abs/pii/S0306460315300563
For a cross-cultural validation of the test in six additional languages (Hungarian, Persian,
French, Norwegian, Czech, and Spanish), see:
Király, O., Böthe, B., Ramos-Diaz, J., & Rahimi-Movaghar, A., (2019). Ten-Item Internet
G
aming Disorder Test (IGDT-10): Measurement Invariance and Cross-Cultura
l
V
alidation Across Seven Language-Based Samples, Psychology of Addictiv
e
B
ehaviors, 33(1): 91-103. https://www.researchgate.net/publication/328615597_Ten-
Item_Internet_Gaming_Disorder_Test_IGDT-10_Measurement_Invariance_and_Cross-
Cultural_Validation_Across_Seven_Language-Based_Samples
Why do you play? The development of the Motives for Online Gaming Questionnaire (MOGQ),
ResearchGate
This 27-item questionnaire measures seven motives behind gaming: escape, coping, fantasy,
skill development, recreation, competition, and social relationships; it is available in several
languages [11].
https://www.researchgate.net/publication/51046538_Why_do_you_play_The_development_of_t
he_Motives_for_Online_Gaming
Gaming: Screening and Assessment Tools| 5
References
1. eMentalHealth.ca. (2018). Screening Tool: Video Game Addiction. Retrieved
f
rom http://www.ementalhealth.ca/index.php?m=survey&ID=49
2. reSTART. (n.d.). Brief Internet and Gaming Screen (BIGS). Retrieved from
https://www.restartlife.com/test/brief-internet-gaming-screen-bigs/
3. American Psychiatric Association (APA). (2013). Diagnostic and statistical manual
of mental disorders (5th edition). Washington, DC: American Psychiatric
Association.
4. World Health Organization (WHO). (2018). International statistical classification of diseases
and related health problems, 11th Revision (ICD-11). Retrieved from https://icd.who.int/en
5. Conrad, B. (2018, August). The Video Game Addiction Test for Parents.
R
etrieved from http://www.techaddiction.ca/video-game-addiction-test.html
6. Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015, January 5). The
Internet Gaming Disorder Scale. Psychological Assessment, 27(2)
.
R
etrieved from http://dx.doi.org/10.1037/pas0000062
7. Pontes, H. M., Király, O., Demetrovics, Z., & Griffiths, M. D. (2014). The
Conceptualisation and Measurement of DSM-5 Internet Gaming Disorder:
The Development of the IGD-20 Test. PLoS One, 9(10), e110137.
doi:10.1371/journal.pone.0110137
8. Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 Internet Gaming
D
isorder: Development and validation of a short psychometric scale. Computers
in Human Behavior, 45, 137-143. doi: 10.1016/j.chb.2014.12.006
9. Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Griffiths, M. D., pay,
O., Kökönyei, G., Felvinczi, K., & Oláh, A. (2012). The Development of t
he
P
roblematic Online Gaming Questionnaire (POGQ). PLoS One, 7(5): e36417.
doi:
10.1371/journal.pone.0036417
10. Király, O., Sleczka, P., Pontes, H. M., Urbán, R., Griffiths, M. D., & Demetrovics,
Z. (
2017). Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and
evaluation of the nine DSM-5 Internet Gaming Disorder criteria. Addictiv
e
B
ehaviors, 64, 253-260. doi: 10.1016/j.addbeh.2015.11.005
11. Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B.,
Reindl, A., Ágoston, C., Kertész, A., & Harmath, E. (2011). Why do you play
?
T
he development of the motives for online gaming questionnaire (MOGQ).
Behavior Research Methods, 43(3), 814-825.
doi: 10.3758/s13428-011-0091-y