SHARP-G-R: A revised tool for assessing the addictive potential of video games

The Saini-Hodgins Addiction Risk Potential of Games (SHARP-G) is a recently developed instrument designed to assess the addictive potential of video games based on their structural characteristics. While the novel instrument is highly valuable, its applicability may pose several challenges. In this work, we introduce the SHARP-G-R, a revised version featuring modifications of selected items and an overall simplification of language to improve clarity and accessibility. This updated iteration enhances the interpretability of the items, removes those with limited empirical support, and introduces new items that capture additional relevant features that may contribute to the addictive potential of games. The commentary outlines all modifications made and provides a detailed rationale for each of them. By refining the instrument, the authors aim to contribute to the discourse on the role of game design in the development and maintenance of gaming-related harms, highlighting the ethical responsibilities of the gaming industry in fostering safer gaming environments.

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Publication Details

Journal
Journal of Behavioral Addictions
Published
2026-07-01
DOI
https://doi.org/10.1556/2006.2025.00339
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00
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article

SHARP-G-R: A revised tool for assessing the addictive potential of video games

Orsolya Király, Dana Katz, Patrik Koncz, Adam Graf et al.
Journal of Behavioral Addictions
Impact of Technology on Adolescents
article

SHARP-G-R: A revised tool for assessing the addictive potential of video games

Orsolya Király, Dana Katz, Patrik Koncz, Adam Graf, Mustafa Yildirim, Kata Zsuzsanna Csapó, Sára Perédi, Silvia Garcia-Cabacés
article en

Abstract

The Saini-Hodgins Addiction Risk Potential of Games (SHARP-G) is a recently developed instrument designed to assess the addictive potential of video games based on their structural characteristics. While the novel instrument is highly valuable, its applicability may pose several challenges. In this work, we introduce the SHARP-G-R, a revised version featuring modifications of selected items and an overall simplification of language to improve clarity and accessibility. This updated iteration enhances the interpretability of the items, removes those with limited empirical support, and introduces new items that capture additional relevant features that may contribute to the addictive potential of games. The commentary outlines all modifications made and provides a detailed rationale for each of them. By refining the instrument, the authors aim to contribute to the discourse on the role of game design in the development and maintenance of gaming-related harms, highlighting the ethical responsibilities of the gaming industry in fostering safer gaming environments.

Journal of Behavioral Addictions
Eötvös Loránd University (HU), University of Gibraltar
Openalex Percentile: Top 4%
Impact of Technology on Adolescents
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