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Game Addiction Scale for Adolescents (GAS)
Updated over 2 months ago

Brief Description

The Game Addiction Scale for Adolescents (GAS, also referred to as GASA) is a 21-item self-report instrument designed to assess the severity of gaming addiction based on seven key criteria: salience, tolerance, mood modification, withdrawal, relapse, conflict, and problems. Each of these dimensions captures a different aspect of addiction-related gaming behavior, such as the excessive time spent on games, the impact on mood, and interpersonal issues resulting from gaming. An example question is, “How often during the last six months did you play games to forget about real life?” Response options range from “Never” to “Very often” on a five-point scale. The GAS is used to identify individuals whose gaming habits may be problematic or meet the threshold for addiction.


Assessment Administration Type

Self-report


Number of questions

21


Age Range for Administration

12-18


Recommended Frequency of Administration

Every six months


Summary of Scoring and Interpretations

Responses on the GAS range from 1 (“Never”) to 5 (“Very Often”). The responses are summed to find the total score. Higher total scores indicate more problematic or addictive gaming behaviors. There is no universally agreed-upon single cutoff score for the 21-item GAS. The exact cutoff may vary depending on the study, the population being studied, and the specific goals of the assessment

Subscale scores are averaged by summing the responses of the items in each subscale then dividing by 3 (the number of questions asked for each subscale). Items associated with each subscale are as follows:

Subscale

Item Numbers

Salience

5, 6, 11

Tolerance

12, 15, 20

Mood modification

1, 3, 14

Relapse

4, 19, 21

Withdrawal

2, 9, 13

Conflict

7, 16, 18

Problems

8, 10, 17

A score of 3 or more on a subscale is considered significant. The presence of gaming addiction is considered when multiple criteria are met, reflecting patterns such as withdrawal, relapse, or conflict due to gaming.


Blueprint Adjustments

N/A


Clinical Considerations

  • Estimated time for completion: 5-8 minutes

  • The GAS is primarily a screening tool for assessing problematic gaming behaviors or potential gaming addiction. It is not a diagnostic tool on its own but can provide valuable information about gaming habits and their impact on the adolescent's life.

  • Clinicians should use it to identify potential areas of concern related to gaming behavior, which can then be explored further through clinical interviews and additional assessments.

  • The GAS is validated with adolescents. While it can be adapted for slightly younger or older populations, it's important to consider the developmental stage of the respondent, as adolescents may interpret questions differently from adults.

  • Problematic gaming can often co-occur with other psychological issues such as:

    • Depression or anxiety (gaming as a form of escape or self-medication).

    • ADHD (difficulty regulating gaming habits or impulsive behavior).

    • Social isolation (gaming used as a substitute for in-person social interactions).

      Clinicians should explore these potential comorbid conditions through additional assessment tools, interviews, and history-taking. The GAS may help identify if gaming is a symptom of broader psychological distress rather than a standalone issue.

  • Pathological gaming is not a diagnosis recognized in the DSM-5.


Citation


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