Each experiment surveyed a group of students and then the results were then compared to a scale. The first experiment conducted by Olatz Lopez-Fernandez, M.Luisa Honrubia-Serrano, William Gibson, and Mark D. Griffith. They surveyed a group of 1097 adolescents aged between 11 and 18 years, and then compared their results to the Problematic Internet Entertainment Use Scale for Adolescents (PIEUSA). Using this scale they identified that about 5.2% of online gamers showed signs of negative behavioral patterns, such as loss of control and conflict (Lopez-Fernandez, 2014). The next experiment conducted was done by Marloes L.C. Spekman, Elly A. Konijn, Peter H.M.P. Roelofsma, and Mark D. Griffiths. They surveyed a group 1004 adolescents. Subsequently, they compared there results to subscales of the (Minnesota Multiphase Personality Inventory-2) scale. Each subscale measured different aspects of the adolescent’s behavior, and physical and mental symptoms. As a result of the experiment, they identified that video game addiction is associated with behavioral patterns that are similar to those of a substance addiction (Spekman, 2013). These two experiments can be related to the ongoing research study because they both identify negative effects from video game addictions, and some of these effects can be directly related to the effects of traditional addictions. Lopez-Fernandez identifies negative behavioral patterns …show more content…
We can conclude this because only one experiment definitively states that the two addictions are similar. The second experiment and study only states behaviors and symptoms that is related to other addictions, but do not state that they are the directly related. In fact, the study by Griffith refutes the idea, and states that the excessive enthusiasm can be misunderstood for an addiction. Furthermore, one question that can be raised as a result of this research is “how does one differentiate between healthy excessive enthusiasm and an addiction?” In conclusion, further research must be conducted in order to answer this question and to get a definitive answer to whether or not the behavioral patterns of video game addiction is same as that of traditional addictions, and whether or not this classifies it as an actual