Development of a Short Symbol-Based Screening Instrument for Internet Gaming Disorder: The Inclusion of Videogame in the Self (IVS) Scale for Children and Adolescents

Accurate screening for Internet Gaming Disorder (IGD) in children and adolescents remains a challenge in routine clinical settings. This study evaluated the psychometric properties and diagnostic utility of the Inclusion of Videogame in the Self (IVS) scale, a brief pictorial tool assessing the perceived fusion between self and video game. A clinical sample of 189 children and adolescents (<i>M</i> = 13.0 years, <i>SD</i> = 3.2) completed the IVS, IGD, and Social Media Disorder (SMD) measures. While the five-item scale showed a solid factor structure and reliability, diagnostic accuracy was limited. A single item assessing the "relationship" with the favorite game emerged as a strong screening proxy, correlating with IGD and minimally with SMD. A cutoff score of 3 or higher yielded 100% sensitivity and a 45% false-positive rate. The Single-Item IVS shows promise as a quick, developmentally appropriate screening tool to identify youth at risk for IGD, warranting further validation in broader samples. More generally, the IVS represents the first attempt to conceptualize inclusion of self with an object or activity (i.e., favorite game) rather than with a group or another person.

Publication Details

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Published
2026-03-16
DOI
https://doi.org/10.1177/10731911261427104
Primary Topic
Impact of Technology on Adolescents
Type
article
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article

Development of a Short Symbol-Based Screening Instrument for Internet Gaming Disorder: The Inclusion of Videogame in the Self (IVS) Scale for Children and Adolescents

Assessment
Impact of Technology on Adolescents
article

Development of a Short Symbol-Based Screening Instrument for Internet Gaming Disorder: The Inclusion of Videogame in the Self (IVS) Scale for Children and Adolescents

article en

Abstract

Accurate screening for Internet Gaming Disorder (IGD) in children and adolescents remains a challenge in routine clinical settings. This study evaluated the psychometric properties and diagnostic utility of the Inclusion of Videogame in the Self (IVS) scale, a brief pictorial tool assessing the perceived fusion between self and video game. A clinical sample of 189 children and adolescents (<i>M</i> = 13.0 years, <i>SD</i> = 3.2) completed the IVS, IGD, and Social Media Disorder (SMD) measures. While the five-item scale showed a solid factor structure and reliability, diagnostic accuracy was limited. A single item assessing the "relationship" with the favorite game emerged as a strong screening proxy, correlating with IGD and minimally with SMD. A cutoff score of 3 or higher yielded 100% sensitivity and a 45% false-positive rate. The Single-Item IVS shows promise as a quick, developmentally appropriate screening tool to identify youth at risk for IGD, warranting further validation in broader samples. More generally, the IVS represents the first attempt to conceptualize inclusion of self with an object or activity (i.e., favorite game) rather than with a group or another person.

Assessment
Reduced inequalities
Openalex Percentile: Top 23%
Impact of Technology on Adolescents
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