Development and Validation of PUBG Addiction Test (PAT) : Lancy D'Souza, Manish S, Deeksha S
Development and Validation of PUBG Addiction Test (PAT) : Lancy D'Souza, Manish S, Deeksha S
ABSTRACT
The present study aims at the construction and validation of a questionnaire to measure the
extent of addiction towards PUBG among the young adolescents and middle age groups. Due
to ease of access and cheap availability of internet along with unrestricted usage of
smartphones, there has been an increase in pathological use of technology and many growing
young minds are found to suffer from psycho-physiological symptoms. The authors framed
55 statements and collected data randomly from 494 individuals from diverse fields and age
groups. Subsequent to initial face validation, the questionnaire, which was subjected to 494
individuals, only responses from 455 respondents were considered for the development of
PAT, after filtering the inventories for completeness and erratic answering. Later, the data
were subjected to Factor Analysis and 7 components were derived, which included
components like disengagement, lack of control, excessive use, obsession, distress, escapism
and over enthusiasm & impulsive use. The total variance explained in this inventory was
54.94%. To find out the reliability, the Cronbach’s reliability test was done and the alpha
value obtained for the total inventory was 0.912 and for various components varied from .501
to .822. Further, when item to total scores correlations were performed; all the correlation
coefficients obtained through Pearson’s product moment correlation techniques were found to
be highly significant, indicating that the PAT has high reliability and validity. Even the
correlation coefficients obtained between components were found to be highly significant.
The psychological community has defined Video game addiction (VGA) as a unique
behavioral addiction which is characterized by an excessive or compulsive use of computer
games or video games that interferes with an individuals’ routine life. Video game addiction
may present itself as compulsive gaming, social isolation, mood swings, diminished
imagination, and hyper-focus on in-game achievements, to the exclusion of other events in
life (Schivinski, et al, 2018).
During the mid-2013, the American Psychiatric Association (APA) did not agree to include
video game addiction in the 5thedition of the Diagnostic and Statistical Manual of Mental
Disorders (DSM-V), by stating that there was inadequate proof to include the VGA as an
1
Associate Professor of Psychology, Maharaja’s College, University of Mysore, Mysore-570 005, India
2
II SS, M.Sc. Student, DOS in Psychology, University of Mysore, Mysore-570 005, India
3
IV SS B.A., Student, JEPSY, Maharaja’s College, University of Mysore, Mysore-570005, India
*Responding Author
Received: January 2, 2019; Revision Received: February 20, 2019; Accepted: February 24, 2019
© 2019,D’Souza.L, Manish.S, &Deeksha.S; licensee IJIP. This is an Open Access Research distributed under the
terms of the Creative Commons Attribution License (www.creativecommons.org/licenses/by/2.0), which
permits unrestricted use, distribution, and reproduction in any Medium, provided the original work is properly
cited.
Development and Validation of PUBG Addiction Test (PAT)
official psychological disorder. However, the anticipated criteria for "Internet Gaming
Disorder” was added to the section called as “Conditions for Further Study”. As of June
2018; The World Health Organization however, included “Gaming disorder” in its 11th
revision of its International Statistical Classification of Diseases and Related Health Problems
(ICD-11).
While Internet gaming addiction is proposed as a disorder, it is not clear as to how much this
disorder is caused by the activity of gaming itself, as opposed to a secondary effects caused
from other disorders already present. Contradictions in research examining video game
addictiveness may reflect more general inconsistencies in video game research (Griffiths,
2010). Few studies have linked aggressive video games with an increase in violent behavior,
whereas other studies have failed to find evidence for such links (Przybylski, Rigby & Ryan,
2010).
Player Unknown's Battle Grounds (PUBG) is an online multiplayer “Battle Royale” game
which is developed and published by PUBG Corporation, a secondary video game company
called Bluehole from South Korea. A battle royale genre of game is the type of video game
that mixes survival, exploration and scavenging items for survival in the game with the “Last
man standing” game play. The PUBG game was inspired by the Japanese film called “Battle
Royale” which was released during 2000. In the game, up to 100 players parachute onto an
island and scavenge for weapons and equipment to kill others while avoiding getting killed.
The available safe area of the game's playable area decreases in size over time, displacing the
surviving players into tighter areas to force encounters against each other. The last player or
team which eliminates the others get a chance to win the round, for which they are rewarded
with experience and bonus points which includes points for the number of people killed in
each round. PUBG received many positive reviews from critics as it presented new types of
game play that could be easily approached by players of any skill level and most importantly
it could be played with a different approach every single time. The game received several
‘Game of the Year’ nominations, among other prizes. Following the success many other
video games, copied the battle royale-style genre. PUBG Corporation has run several small
tournaments and introduced in-game tools to help with broadcasting the gameplay to
spectators. Following the Chinese publication deal for the Windows version, Tencent Games
and PUBG Corporation additionally announced that they were planning on releasing two
mobile versions based on the game in the country. The first, PUBG: Exhilarating Battlefield,
is an abridged version of the original game, and was developed by Light speed and Quantum
Studio, an internal division of Tencent Games. The second, PUBG: Army Attack, has more
arcade-style elements, including action taking place on warships, and was developed by
Tencent's Timi Studio. Both versions are free-to-play, and were released for Android and iOS
devices on February 9, 2018. The games had a combined total of 7.5 crore pre-registrations,
and ranked first and second respectively on the Chinese iOS download charts at launch. An
English version of Exhilarating Battlefield, localized simply as PUBG Mobile, was released
worldwide on March 19, 2018.
Unfortunately in just over a year of release there have been multiple reports flowing in on the
negative consequences the game has had on the individuals, especially the adolescents as the
effects can easily be seen through their academic, sleep, social and various other patterns. In
India, the cases seem to keep increasing. As on 6thAugust, 2018 it was reported on Hindustan
Times that a 15-year old boy was currently undergoing treatment for PUBG addiction. The
boy used play till late at night and started missing school. He would have over 1,000 friends
online and only a handful of them in the real world. The problem worsened when the boy was
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Development and Validation of PUBG Addiction Test (PAT)
In another instance, a 19-year-old boy, who was arrested for allegedly killing his parents and
sister, was addicted to online battle game PUBG, as quoted by a senior Delhi police officer.
Suraj alias Sarnam Verma killed his father Mithilesh, mother Siya and sister in the early
hours of Wednesday and later ransacked the house to make it look like a case of robbery. He
was arrested the same evening. (https://indianexpress.com/article/india/pubg-game-addiction-
man-kills-parents-delhi-police-5398568/)
In Jammu and Kashmir a fitness trainer began playing this game and within a span of ten
days was very addicted. According to various news reports, this man started hitting and
injuring himself by blows after completing each round and was hospitalised when people
noticed this unusual behaviour. According to one of the doctors, “The patient is unstable at
the moment and has partially lost his mental balance.” He furthermore added that he is still
not conscious and his mind is completely under the influence of the ‘PUBG’ game.
(https://timesofindia.indiatimes.com/life-style/health-fitness/de-stress/warning-pubg-
addiction-lands-fitness-trainer-from-jammu-in-the-hospital/articleshow/67524427.cms)
The Jammu Kashmir Students Association (JKSA) requested Governor Satya Pal Naik to
immediately impose a ban on PUBG. Which according to them was “more concerning than
addiction to drugs,” said deputy chairman Raqif Mahkhdooi. Many schools in Bangalore
have already advised parents about the game’s addictive nature, as cases of addiction to
PUBG have been reported to the National Institute of Mental Health and Neurosciences
(NIMHANS).(https://www.news18.com/news/tech/pubg-addiction-what-makes-video-games-
unputdownable-and-lead-to-gaming-disorder-illness-2006065.html)
In the international scenario a young boy of age 13 years died after he jumped from a high
rise building in east China. The mother has blamed the cause of the death on a popular online
video game. The boy plunged to his death from the 4thfloor in Haimen city after midnight on
August 30. He was reportedly playing PUBG, on his iPad prior to his death. “The video game
caused my son's death. There is no other reason”, the devastated mother told reporters, saying
that her son jumped to see if he could survive like the characters in the video game
(https://www.dailymail.co.uk/news/article-6130317/Chinese-boy-jumps-death-building-
survive-like-characters-PUBG.html)
Few of the reasons as to why PUBG is a highly addictive game;
(https://mmosworld.com/5-reasons-why-playerunknowns-battlegrounds-is-so-addictive/)
• PUBG is easy to learn but hard to master
PUBG sounds plain enough and initially the player needs to just jumpoff the plane and head to
somewhere in the map away from the line-of-fire to find equipment and weapons. That’s the easy
part, which everybody can do; however, from there on, the competition drastically increases. The
players will need to survive the choice of sneaking into the play area, avoiding confrontation, or
go in all guns blazing with an aggressive mind-set. It’s that increasing difficulty curve as the
game progress that makes it addictive. The most important strategies include the decisions made
in the current match and which is different from those in the previous one. The type of weapon
chosen is crucial for the individual. All these questions get answered only with experience.
• Player Population
The game has lakhs of players across the globe. This simply means matchmaking takes little
or no time at all. That is always a plus point for any FPS or multiplayer game, as it lets you
binge-play.
© The International Journal of Indian Psychology, ISSN 2348-5396 (e)| ISSN: 2349-3429 (p) | 564
Development and Validation of PUBG Addiction Test (PAT)
• Clear Progression
The players earn BP for playing matches and the BP rewards increase if the performance is
better. Finishing in the top 10, winning the match, getting more kills etc. are all ways to
increase BP. BP can then be used to purchase character customization, crates and more.
● Gradual Improvement
Because the number of players is huge, revenues are also at an all-time high. PUBG has
ploughed some of that back into the game, by introducing a new map and many other
improvements. The game is in a better state compared to its initial phases. Take cheating for
example. PUBG over the last few months have garnered a reputation for harbouring the
highest amount of cheaters in any FPS game ever. This has created a record. The developer
bans on average 10 lakh players per month for cheating.
● Something for All Levels
The game has taken a massive liking towards all age groups due to its simplicity and easy
gameplay. Battle Royale works because it is somewhat like a sandbox; each round will be
experienced in new and different way, with the same strategy resulting in various outcomes.
That’s what makes it addictive, and making majority of the players come back to it again and
again.
METHOD
Participants:
To develop and validate the PUBG Addiction Test (PAT) a total of 494 participants were
selected through random sampling from Bangalore, Basavapatna, Bellary, Chandigarh,
Chittoor, Coorg, Davangere, Delhi, Ernakulam, Goa, Jaglur, Kochi, Kodaikanal, Kottayam,
Kudremukh, Mangalore, Mumbai, Mylapore, Mysore, Pondicherry, Shivamogga and
Tripunithura; a total of 22 cities in India and finally 455 responses were considered for the
research. This included responses from the individuals were collected through Google forms
which consisted of 168 respondents. Out of the total 455 participants, 392 were males and 63
were females, and their age varied from 13 to 46 years. The participants’ consent was taken
while answering the statements on PUBG Addiction Test.
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Development and Validation of PUBG Addiction Test (PAT)
Tool construction:
Initially 55 statements were developed by the authors confirming face validity (Table 1). The
test was developed on the basis of standard test construction measures. While formulating the
statements, several questionnaires/inventories/checklists related to addiction to various
gaming disorders were referred. 5 point Likert scale was used for scoring ranging from
Strongly disagree (5), Disagree (4), Can’t say (3), Agree (2), Strongly agree (1).To construct
the statements, assistance was taken from stakeholders like gamers, students, psychologists,
game experts, etc. Later the inventory was given to expert validation to three psychologists,
one educationists and one sociologist. After these subject experts established the content
validity of the statements pertaining to PUBG Addiction, the PAT was administered to
respondents from the age group of 13 to 46 years from multiple cities in India including male
and female respondents. To reach far off places even Google forms were used, the authors
got 168 responses through Google forms.
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Development and Validation of PUBG Addiction Test (PAT)
Sl.No STATEMENTS 1 2 3 4 5
27 Playing excess PUBG causes headaches/pain in hand/fingers/neck
28 I have met people personally who I have befriended through PUBG
29 I feel energetic after winning the game which prompts me to play it
again
30 I get angry/frustrated when my friends do not cooperate while
playing
31 I have tried to cut down time on PUBG, but failed to do so
32 I want to discover new elements in the game
33 There has been a decrease in my job performance/ educational
performance after I started playing PUBG
34 I have uninstalled and reinstalled the game again and again
35 I get stressed out after playing PUBG
36 I play PUBG whenever I am frustrated or angry
37 My sleep has been disturbed, after I started playing PUBG
38 I feel restless or irritated if I am not able to play at least one game of
PUBG a day
39 PUBG makes me forget about the rest of the world
40 My friends/family have complained about my excessive usage of
PUBG
41 I have lied about the usage time of PUBG to others
42 I forget about my surroundings when I’m playing the game
43 I have befriended more by playing PUBG
44 I seek advice/discuss on playing PUBG better and enhance my
skills by experienced players
45 I become aggressive while playing the PUBG game
46 I feel disappointed when I lose the game
47 I feel compelled to kill more players in the PUBG game to gain
reputation among my friends
48 I have knowledge on the various gun items, protection gear, healing
items, etc. of PUBG
49 I feel inferior when my friends are in higher level than me in PUBG
50 My teammates and I have a dedicated time for playing PUBG
together
51 The in-game chatting/discussion for PUBG is crucial for me to have
control over the game
52 I recommend PUBG to people so that we can play together
53 I've observed that I have changed my routine to give more time to
PUBG
54 I lose track of time when I am playing PUBG
55 I often think of playing PUBG when I am doing other work
Analysis:
Once the data were collected through individual survey and Google forms, they were verified
for completeness, coded and fed to computer. Later the data were analyzed through Factor
Analysis using Principal Component analysis with Varimax rotation.
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Development and Validation of PUBG Addiction Test (PAT)
Table 2 Factor loadings (0.5 and above) and derived components through factor analysis
(Rotated factor matrix)
Statements/Items Components
1 2 3 4 5 6 7
S01 .620
S02 .554
S03 .714
S04 .538
S07 .508
S08 .603
S09 .631
S10 .744
S11 .631
S13 .604
S14 .503
S15 .653
S16 .587
S17 .552
S18 .642
S19 .530
S22 .533
S24 .629
S25 .614
S26 .671
S29 .633
S30 .500
S33 .604
S34 .708
S35 .593
S36 .554
S37 .498
S40 .554
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Development and Validation of PUBG Addiction Test (PAT)
Statements/Items Components
1 2 3 4 5 6 7
S41 .542
S43 .569
S51 .557
S52 .506
S54 .523
S55 .515
Extraction Method: Principal Component Analysis.
Rotation Method: Varimax with Kaiser Normalization.
Rotation converged in 12 iterations
Finally out of 55 statements, 34 statements were retained on the basis of factor loadings and
remaining 21 statements were not included in the final version of PAT. After studying
statements under each component, authors provided component names.
Table 3 presents the selected statements for PUBG addiction under - components
Table 3 Statements selected on the basis of Factor loadings (Final version)
Sl. No. Original Statement/Item
No.
C1: Disengagement
1 07 I get frustrated when I cannot finish the PUBG game
2 08 I have less time to sleep because I play PUBG
3 14 I have neglected work/academics because of PUBG
4 15 I am tempted to play more and more PUBG after each game
5 16 I become restless when I am denied/ unable to play PUBG
6 17 I cannot sleep until I have played PUBG to my satisfaction
C2: Lack of control
7 33 There has been a decrease in my job performance/ educational
performance after I started playing PUBG
8 35 I get stressed out after playing PUBG
9 37 My sleep has been disturbed, after I started playing PUBG
10 41 I have lied about the usage time of PUBG to others
11 54 I lose track of time when I am playing PUBG
12 55 I often think of playing PUBG when I am doing other work
C3: Excessive use
13 47 I have befriended more by playing PUBG
14 51 The in-game chatting/discussion for PUBG is crucial for me to have
control over the game
15 52 I recommend PUBG to people so that we can play together
C4: Obsession
16 11 I take part in the PUBG-competitions held by College fests/ online
companies
17 13 I have lost friendships due to PUBG game
18 18 I have spent money to customize my avatar in PUBG
19 19 I tend to spend time customizing my avatar in PUBG
20 22 My teammates and I have a WhatsApp group to discuss
matters/issues of PUBG
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Development and Validation of PUBG Addiction Test (PAT)
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Development and Validation of PUBG Addiction Test (PAT)
Table 4 Reliability coefficients for components extracted and for the total statements.
Component Name Statement/Item Number Total number of Reliability
Statements/Items
1 Disengagement 7, 8, 14, 15, 16 & 17 6 0.810
2 Lack of control 33, 35, 37, 41, 54 & 55 6 0.822
3 Excessive use 47, 51 & 52 3 0.601
4 Obsession 11, 13, 18, 19 & 22 5 0.735
5 Distress 24, 25, 29 & 30 4 0.690
6 Escapism 9, 10 & 36 3 0.645
7 Over-enthusiasm& 1, 2, 3, 4, 26,34 &40 7 0.501
Impulsive use
Total All selected 34 0.912
Statements/Items
The reliability coefficients varied from 0.501 to 0.822, which further confirmed that those
statements employed in the development of the PAT were highly reliable.
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Development and Validation of PUBG Addiction Test (PAT)
C2 C3 C4 C5 C6 C7
C4 Correlation coefficient .311 .361 .453
P value .001 .001 .001
C5 Correlation coefficient .430 .415
P value .001 .001
C6 Correlation coefficient .370
P value .001
The inter relation between 7 components were found to be highly significant. They ranged
from 0.311 to 0.696. All of the obtained correlation coefficients were found to be significant
at .001level.
DISCUSSION
The foremost purpose of the study was to develop a questionnaire which measures the
addiction formed in PUBG. According to the various reliability and validity tests referred to
above, the PUBG Addiction Test (PAT) showed valid and good results. After Factor
Analysis, seven factors were obtained that were given proper headings/nomenclature. The
researchers requested few experts to retouch, correct and obtain the names of the various
factors, such as Disengagement, Lack of control, Excessive use, Obsession, Distress,
Escapism and Over-enthusiasm & Impulsive use. The reliability coefficients of the statements
employed shows that PAT is highly reliable with the coefficients which varied from 0.501 to
0.912.The test, which measures addiction in 7 components is highly significant ranged from
0.134 to 0.655. All of the obtained correlation coefficients were found to be significant at
.001level. High score on the individual components or total addiction reflect higher addiction
on PUBG.
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Acknowledgements
The authors greatly acknowledge the help of Mr. Michael Meshak, Mahajana’s College,
Mysore and Mrs. Sujatha, M., Head of the Dept of Psychology, Mahajana’s College in their
active support and help in data collection. The authors profoundly appreciate all the
respondents successfully contributed in ensuring this paper is in place. Their contributions are
acknowledged however their names cannot be able to be mentioned.
Conflict of Interest
The authors carefully declare this paper to bear not conflict of interests.
© The International Journal of Indian Psychology, ISSN 2348-5396 (e)| ISSN: 2349-3429 (p) | 574