Video Game Use in Boys With Autism SpectrumDisorder,
ADHD, or Typical Development
WHAT’S KNOWN ON THIS SUBJECT: Children with autism
spectrum disorder (ASD) and those with ADHD are at risk for
problematic video game use. However, group differences in media
use or in the factors associated with problematic video game use
have not been studied.
WHAT THIS STUDY ADDS: Boys with ASD and ADHD demonstrated
greater problematic video game use than did boys with typical
development. Inattention was uniquely associated with
problematic use for both groups, and role-playing game genre
was associated with problematic use among the ASD group only.
abstract
OBJECTIVES: The study objectives were to examine video game use in
boys with autism spectrum disorder (ASD) compared with those with
ADHD or typical development (TD) and to examine how specific symp-
toms and game features relate to problematic video game use across
groups.
METHODS: Participants included parents of boys (aged 8–18) with ASD
(n = 56), ADHD (n = 44), or TD (n = 41). Questionnaires assessed daily
hours of video game use, in-room video game access, video game
genres, problematic video game use, ASD symptoms, and ADHD
symptoms.
RESULTS: Boys with ASD spent more time than did boys with TD playing
video games (2.1 vs 1.2 h/d). Both the ASD and ADHD groups had
greater in-room video game access and greater problematic video
game use than the TD group. Multivariate models showed that
inattentive symptoms predicted problematic game use for both the
ASD and ADHD groups; and preferences for role-playing games
predicted problematic game use in the ASD group only.
CONCLUSIONS: Boys with ASD spend much more time playing video
games than do boys with TD, and boys with ASD and ADHD are at
greater risk for problematic video game use than are boys with TD.
Inattentive symptoms, in particular, were strongly associated with
problematic video game use for both groups, and role-playing game
preferences may be an additional risk factor for problematic video
game use among children with ASD. These findings suggest a need
for longitudinal research to better understand predictors and
outcomes of video game use in children with ASD and ADHD.
Pediatrics 2013;132:260–266
AUTHORS: Micah O. Mazurek, PhD,a,b and Christopher R.
Engelhardt, PhDc
Departments of aHealth Psychology, and cPsychological Sciences,
University of Missouri, Columbia, Missouri; and bThompson
Center for Autism and Neurodevelopmental Disorders, Columbia,
Missouri
KEY WORDS
video game, video game addiction, autism, autism spectrum
disorder, attention-deficit/hyperactivity disorder, ADHD
ABBREVIATIONS
ANOVA—analysis of variance
ADHD—attention-deficit/hyperactivity disorder
ASD—autism spectrum disorder
PVGT—Problem Video Game Playing Test
SCQ—Social Communication Questionnaire
TD—typical development
VADPRS—Vanderbilt Attention Deficit/Hyperactivity Disorder Parent
Rating Scale
Dr Mazurek conceptualized and designed the study, coordinated
and supervised data collection, carried out the initial analyses,
and drafted the initial manuscript; Dr Engelhardt contributed to
the analysis plan and reviewed and revised the manuscript; and
both authors approved the final manuscript as submitted.
www.pediatrics.org/cgi/doi/10.1542/peds.2012-3956
doi:10.1542/peds.2012-3956
Accepted for publication May 2, 2013
Address correspondence to: Micah Mazurek, PhD, Department of
Health Psychology, University of Missouri, Thompson Center for
Autism and Neurodevelopmental Disorders, 205 Portland St,
Columbia, MO 65211. E-mail: mazurekm@missouri.edu
PEDIATRICS (ISSN Numbers: Print, 0031-4005; Online, 1098-4275).
Copyright © 2013 by the American Academy of Pediatrics
FINANCIAL DISCLOSURE: The authors have indicated they have
no financial relationships relevant to this article to disclose.
FUNDING: All phases of this study were supported by a grant
from the University of Missouri Research Board.
260 MAZUREK and ENGELHARDT
Childrenwith autismspectrumdisorder
(ASD)and thosewithADHDareat risk for
preoccupation with video games. Stud-
ies have shown that children with ASD
spend substantial amounts of time
playing video games,1–3 have difficulty
disengaging from them,4 and show
higher levels of problematic (addictive)
video game use than do children with
typical development.5 Similarly, children
with ADHD exhibit greater problematic
video game use than do children with
TD,6 and ADHD symptoms are associated
with greater time spent on video
games7,8 and with greater problematic
game use.8 Han et al9 also found a re-
duction in problematic video game use
among children with ADHD after an
8-week trial ofmethylphenidate. This line
of research suggests that the behav-
ioral and neurobiological mechanisms
of ADHD may be closely related to
problematic video game use, as dis-
cussed in 2 recent reviews on the re-
lationship between ADHD symptoms and
video game addiction.10,11 Although video
game addiction is not a formal di-
agnosis, studies have found that it is
characterized by the same features as
other behavioral addictions, including
salience, tolerance, withdrawal, relapse,
mood modification, and conflict.12–14 Ad-
ditionally, the problematic video gameuse
construct can be reliably assessed,15,16
has good construct validity,17 and is
associated with negative functional
outcomes.18
The primary diagnostic features of ASD
include impairment in social and com-
munication skills and engagement in
restricted/repetitive behaviors.19 These
core symptomsmay be directly related to
the development of problematic video
game play patterns. Specifically, a ten-
dency to develop encompassing pre-
occupations or intense interests may
lead to difficulty disengaging from video
games. The audiovisual and structural
features of video games, coupled with
their relative lack of social demands, may
also make them particularly reinforcing
for children with ASD. However, symp-
toms of inattention and hyperactivity are
also common co-occurring problems for
children with ASD,20–22 which may also
relate to problematic game use. Given
that children with ASD and ADHD have
distinct diagnostic features, yet share
common symptoms and are at risk for
problematic video game use, a better
understanding of the relations among
these variables across diagnostic groups
is important. Surprisingly, studies have
not yet examined how these groups
compare in video game play or whether
the correlates of problematic game use
are similar across groups.
The current study investigated these
issuesby (1) comparingvideogameuse
in boys with ASD, ADHD, or TD and (2)
examining the relative contribution of
specific symptom types and game fea-
tures in predicting problematic video
game use. Due to the significant gender
differences inASDandADHDprevalence
and phenotypes23–26 and the increased
risk for problematic game use among
boys,12,18 the current study examined
video game use among boys only.
Thiswas thefirst study toexamine these
issues, so competing hypotheses were
tested. Specifically, if inattention and
hyperactivity largely account for vari-
ability in problematic video game use
across groups, no differences in video
game use would be expected when
comparing ASD and ADHD groups,
but significant differences would be
expected (for both groups) compared
with TD children. Alternatively, if prob-
lematic video game use is more closely
related to core ASD symptoms, differ-
ences would be expected when com-
paring ASD and ADHD groups.
METHODS
Participants
The sample included parents of 56 boys
with ASD, 44 boys with ADHD, and 41
boyswith TD, ranging in age from8 to 18
(mean 11.7 years, SD 2.5 years). See
Table 1 for demographic information.
Participants with ASD were recruited
through an academic medical center
specializing in ASD diagnosis and
treatment and had been previously di-
agnosed with an ASD, including autistic
disorder (46.4%), Asperger’s disorder
(25.0%), or pervasive developmental
disorder not otherwise specified (PDD
NOS) (28.6%), according to the center’s
clinical care model. The standard di-
agnostic battery generally includes
evaluations by a physician and/or
psychologist and the use of standard-
ized tools, including the Autism Di-
agnostic Observation Schedule27 and/or
Autism Diagnostic Interview–Revised.28
Only 4 participants had an IQ of #70,
and only 2 were reported by parents to
have no current use of phrase speech.
Participants with ADHD were recruited
through a university-affiliated develop-
mental and behavioral pediatrics clinic,
and they all had been previously di-
agnosed with ADHD. See Table 2 for a list
of current medications.
Participants in the TD group were
recruited through the community with
the use of fliers and word-of-mouth
recruitment and had no previous di-
agnosis of ASD, ADHD, or other de-
velopmental disorder as reported by
parents. TDgroupparticipants fellbelow
clinical cutoffs on diagnostic screening
measures (described later) and were
not taking medications for behavioral
or developmental concerns.
Measures
Video game use was assessed by using
a questionnaire designed for the cur-
rent study. Parents reported the num-
ber of hours per day their child spent
“playing video or computer games”
during out-of-school hours (data were
collected during months in which
school was in session). Parents pro-
vided separate estimates for “typical”
weekday and weekend days. An average
ARTICLE
PEDIATRICS Volume 132, Number 2, August 2013 261
daily use variable was created by mul-
tiplying the weekday value by 5 and the
weekend value by 2, and dividing the
sum of these values by 7, consistent
with previous research.1,5 Parents were
also asked: “Does your child have
a video game system in his room?”
Parents also listed their child’s 3 most
commonly played video games during
the past month. Game titles were coded
into mutually exclusive genre catego-
ries based on descriptions from the
Entertainment Software Rating Board
website and were cross-referenced
with descriptions from 2 popular gam-
ing websites (Gamespot and IGN). Genre
categories included (1) action/action-
adventure, (2) adventure, (3) role-playing,
(4) strategy, (5) puzzle/mini-game, (6)
educational, (7) fighting, (8) first-person
shooter, (9) music, (10) platform, (11)
racing, (12) simulation, (13) sports
simulation, and (14) fitness.
Problematic video game use was
assessed by using amodified version of
the Problem Video Game Playing Test
(PVGT).15 The original PVGT was de-
veloped as a self-report measure of
problematic video game use based on
the behavioral addiction model13 but
was modified in a previous study for
use with children.5 This parent-report
version includes 19 items rated on a
4-point scale ranging from 1 (Never) to
4 (Always); total PVGT scores represent
a sum of all items. Cronbach’sa ranged
from 0.90 to 0.94 across groups.
Inattention and hyperactivity/impulsivity
symptoms were assessed by using the
Vanderbilt Attention Deficit/Hyperactivity
DisorderParentRatingScale (VADPRS).29
Items are rated on a 4-point scale
ranging from 0 (Never) to 3 (Very Often),
and the Inattention (9 items), Hyperac-
tivity (9 items), and ADHD Total scale
scores were examined. The VADPRS has
good internal consistency, validity, and
reliability30 and has been used in ASD
studies.31 Cronbach’s a ranged from
0.87 to 0.94 across groups.
Current ASD symptoms were assessed
by using the Social Communication
Questionnaire–Current (SCQ).32 The
SCQ is a parent-report questionnaire
with strong reliability and validity.32–34
The Current form was used, focusing
on behavior over the most recent
3-month period. Items are rated as “Yes”
or “No” (total possible scores range from
0 to 39). Cronbach’s a ranged from 0.62
to 0.83 across groups.
RESULTS
Sample Characteristics
Groups did not differ by age, race, or
number of siblings. Group differences
in parent marital status and household
income were observed (see Table 1). A
1-way analysis of variance (ANOVA)
revealed that SCQ scores differed sig-
nificantly across groups, F(2, 138) =
45.5, P , .001. Tukey post-hoc com-
parisons showed that the ASD group
had higher SCQ scores (mean 13.7, SD
5.6) than both ADHD (mean 8.1, SD 5.4,
P, .001) and TD groups (mean 4.4, SD
2.4, P , .001). The ADHD group also
had higher scores than the TD group
(P = .001). A 1-way ANOVA also showed
group differences on the ADHD Total
score: F(2, 138) = 60.2, P, .001. Tukey
post-hoc comparisons showed that the
ADHD group exhibited higher ADHD To-
tal scores (mean 30.3, SD 12.1) than the
TD group (mean 7.5, SD 5.9, P , .001).
However, the ADHD and ASD (mean 28.0,
SD 12.0) groups did not differ.
Video Game Use
We examined diagnostic group differ-
ences in daily video game hours
using the general linear model while
controlling for household income (di-
chotomousvariable, 1= income#$80 000,
and 2 = income .$80 000) and parent
marital status (dichotomous variable,
1 = married, and 2 = not married). The
results revealed significant diagnostic
group differences in daily video game
hours (Table 3). Bonferroni post-hoc
comparisons revealed that boys with
ASD spent more time playing video
games than did boys with TD (P = .01,
TABLE 1 Sample Characteristics
ASD (n = 56) ADHD (n = 44) TD (n = 41) P
Age, y, mean (SD) 11.7 (2.6) 11.1 (2.4) 12.2 (2.4) .14
No. of siblings, mean (SD) 2.2 (1.6) 1.8 (1.2) 1.9 (1.3) .37
Race, % .23
White 80.4 86.4 92.7
Nonwhite 19.6 13.6 7.3
Household income, % ,.001
,$10 000 15.1 7.0 2.4
$10 000–$20 000 7.5 18.6 0
$21 000–$30 000 11.3 25.6 0
$31 000–$40 000 7.5 16.3 0
$41 000–$80 000 32.1 20.9 17.1
.$80 000 26.4 11.6 80.5
Parent marital status, % .001
Married 55.4 61.4 90.2
Separated 1.8 2.3 0
Divorced 30.4 11.4 7.3
Never married 12.5 25.0 2.4
Group comparisons for continuous variables were conducted by using ANOVA; group comparisons for categorical variables
were conducted by using x2 tests.
TABLE 2 Psychotropic Medication Use
Across Groups
ASD
(n = 56)
ADHD
(n = 44)
TD
(n = 41)
Anticonvulsant 10.7% 4.5% 0%
a-Agonist 23.2% 29.5% 0%
Antipsychotic 28.6% 11.4% 0%
Stimulant 33.9% 70.5% 0%
SSRI 16.1% 6.8% 2.4%
SNRI 3.6% 6.8% 0%
SSRI, selective serotonin reuptake inhibitor; SNRI, seroto-
nin-norepinephrine reuptake inhibitor.
262 MAZUREK and ENGELHARDT
d = .80), whereas boys with ADHD did
not differ significantly from either
group.
In-Room Video Game Access
The x2 tests revealed significant group
differences for in-room video game
access (Table 4). Post-hoc bivariate x2
tests showed that a greater percent-
age of both the ASD and ADHD groups
had in-room video game systems
compared with the TD group, (P = .001
and P = .002, respectively), whereas the
ASD and ADHD groups did not differ.
Video Game Genre
Dichotomous variables (coded 0 = no,
1 = yes) were created to indicate
whether each game genre was 1 of the
top 3 most frequently played. To reduce
thepossibility of Type I error, aBonferroni
correction was applied by dividing the
a level (a = .05) by the number of total
comparisons (14), yielding an adjusted
significance level (a = .004). Two-tailed
Fisher exact tests comparing all 3
groups revealed significant differences
in the shooter and sports genres (see
Table 4). Post-hoc bivariate Fisher exact
tests showed that a greater percent-
age of the TD (P = .002) group preferred
shooter games compared with the
ASD group. Also, a greater percentage
of the TD group preferred sports
games compared with the ADHD group
(P = .001).
Problematic Video Game Use
Diagnostic group differences in PVGT
score were examined by using the
general linear model, controlling for
household income (dichotomous), pa-
rental marital status (dichotomous),
anddaily video gamehours (a correlate
of problematic game use in previous
research12 and r = 0.51, P, .001 in the
current study). The results indicated
diagnostic group differences in PVGT
score (P = .001). Bonferroni post-hoc
comparisons indicated that the ASD
and ADHD groups had higher PVGT
scores than the TD group (P = .001, d =
1.12, and P = .03, d = .98, respectively).
However, the ASD and ADHD groups did
not differ (see Table 3).
Regarding video game genre prefer-
ence, 1-way ANOVA revealed that boys
who played role-playing games had
higher PVGT scores (mean 45.0, SD 11.9)
than those who did not (mean 35.6, SD
10.7): F(1, 142) = 11.2, P = 001. A fac-
torial ANOVA showed that the di-
agnostic group 3 role-playing game
interaction was nonsignificant, F(2,
135) = 1.7, P = .18, suggesting a similar
relationship between role-playing
preferences and PVGT scores across
groups.
Associations Between Symptoms
and Problematic Video Game Use
Subsequent analyses were conducted
separately by group to examine the
relative contribution of particular symp-
toms in predicting problematic video
game use.
ASD Group
PVGT score was correlated with daily
video game hours (r = 0.36, P = .008),
inattention (r = 0.48, P , .001), and
hyperactivity (r = 0.38, P = .004) but
not with SCQ (r = 20.01, P = .97). To
determine the relative contribution of
these variables to PVGT score, a simulta-
neous linear regression was conducted
with PVGT score as the dependent variable
and daily video game hours, role-
playing genre, inattention, and hyper-
activity as independent variables. The
results indicated that daily video game
hours (b = .29, t = 2.6, P = .01), role-
playing genre (b = .25, t = 2.2, P = .03),
and inattention (b = .43, t = 2.8, P = .01)
remained significant predictors of PVGT,
whereas hyperactivity was not a signifi-
cant predictor (P = .54) when control-
ling for the other variables in themodel.
ADHD Group
PVGT score was correlated with daily
video game hours (r = 0.47, P = .002)
and inattention (r = 0.37, P = .01) but
not with hyperactivity (r = 0.20, P = .19).
Linear regression results indicated
that daily video game hours (b = .49, t =
3.7, P = .001) and inattention (b = .36,
t = 2.1, P = .04) remained significant
predictors of PVGT, whereas hyperac-
tivity and role-playing genre (P = .97
and P = .70, respectively) were not.
TD Group
PVGT score was correlated with daily
video game hours (r = 0.70, P , .001),
inattention (r = 0.55, P , .001), and
hyperactivity (r = 0.50, P = .001). Linear
regression results showed that daily
video game hours (b = .59, t = 5.9, P,
.001) and hyperactivity (b = .32, t = 2.9,
P = .006) remained significant pre-
dictors of PVGT, whereas inattention
and role-playing genre (P = .07 and
P = .87, respectively) were not.
DISCUSSION
This is the first study to examine video
game use among boys with ASD com-
pared with those with ADHD or TD.
Consistent with previous findings,5
boys with ASD spent significantly more
time than did boys with TD playing
video games, and this alone (2.1 h/d)
TABLE 3 Group Differences in Video Game Use
ASD (n = 56) ADHD (n = 44) TD (n = 41) P h2p
Video game, h/d, mean (SD) 2.1 (1.3)a 1.7 (1.1) 1.2 (0.9)a .01 .070
PVGT, mean (SD) 41.2 (12.7)a 37.7 (9.2)b 29.6 (7.1)ab .001 .107
Group comparisons were conducted by using the general linear model, controlling for household income, parent marital
status, and video game hours per day (for the PVGT model). Groups with matching superscripts within rows differed at the
P , .05 level in Bonferroni post-hoc comparisons. Unadjusted means and standard deviations are reported. Partial h
squared (h2p) is reported for effect sizes.
ARTICLE
PEDIATRICS Volume 132, Number 2, August 2013 263
exceeded the American Academy of
Pediatrics’ recommendation for com-
bined screen-based media exposure.35
The estimates of daily video game time
for both ASD and TD groupswere highly
consistent with those from another
recent study of similarly aged children5
and extend those findings by including
a comparison group of boys with ADHD.
Estimates of video game hours per day
in children with ADHD have not been
previously reported, yet our findings
were also consistent with a small study
showing that children with ADHD and
TD did not differ on broader measures
of game play frequency o
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