Content area
Abstract
Two studies were conducted to develop and validate an instrument to assess for problematic in-game spending. A total of 60 preliminary items were developed under the guidance of similar instruments, supervision, and expert feedback. Data from an online U.S. sample (n = 606) was used to conduct an exploratory factor analysis in the first study and a confirmatory factor analysis in the second study following a randomized split-half procedure. The exploratory factor analysis resulted in the 44-item two-factor In-Game Spending Scale (IGSS). The first factor was identified as negative consequences / loss of control and the second factor was identified as distress / ambivalence. The confirmatory factor analysis confirmed the two-factor model and indicated good model fit. Internal consistency reliability and convergent validity were supported, however discriminant validity was not. Exploratory post-hoc analyses revealed several differences between problematic in-game spending and problematic gaming, and suggested that elements of both pathological buying and pathological gambling may be present in problematic in-game spending.