Assessment of Deviant Behavior in ICT Use Among School Students Test

Understand a student's digital habits and risk for unhealthy online patterns in just 6 minutes. Get clear, actionable insights to target support and reduce social and behavior risks.
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08:30
October 2, 2025
October 2, 2025
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How the Scales are Structured

example score
3/4
Tendency to Transfer Virtual-World Norms to Real Life (TtTVWNtRL)
Measures the extent to which a student переносит нормы и правила виртуального пространства в поведение и решения в реальной жизни.
Low
Moderate
High
01Low23Moderate4High
A score of 3 falls in the Moderate range, suggesting a noticeable tendency to переносить виртуальные нормы в реальную жизнь while generally retaining awareness of offline expectations.
example score
2/2
Computer Anthropomorphism (CA)
Measures the tendency to attribute human-like qualities or sentience to a computer.
Low
Moderate
High
0Low1Moderate2High
A score of 2 indicates a pronounced tendency to perceive the computer as a sentient or human-like agent.
example score
3/6
Communication (C)
Assesses the extent to which a student prefers virtual communication over offline communication and how significant online interaction is for them.
Low virtual preference
Moderate virtual preference
High virtual preference
02Low virtual preference34Moderate virtual preference56High virtual preference
A score of 3 suggests a moderate preference for virtual communication, where online interaction is noticeable but not dominant.
example score
2/6
Perceiving the Computer as Preferable to Real Life (Withdrawal) (PtCaPtRL)
Measures how strongly a student prefers computer-based virtual reality over real-life activities as a form of escape.
Low escape preference
Moderate escape preference
High escape preference
02Low escape preference34Moderate escape preference56High escape preference
A score of 2 indicates a low tendency to see the computer as preferable to real life, with virtual activities generally not replacing offline engagement.
example score
5/7
Altered State of Consciousness From Computer Use (ASoCFCU)
Measures the degree to which computer use is associated with altered states of consciousness (absorption, detachment from offline reality).
Low
Moderate
High
02Low34Moderate57High
A score of 5 falls in the High range, suggesting a pronounced tendency to experience altered consciousness during computer use and a higher risk of problematic involvement.
example score
1/3
Internet Use Motivation (IUM)
Measures whether internet use is driven mainly by information needs or by stronger motivational/attraction factors linked to higher addiction risk.
Primarily informational
Mixed motivation
Elevated addictive motivation
01Primarily informational2Mixed motivation3Elevated addictive motivation
A score of 1 falls in the “Primarily informational” range, suggesting internet use is mostly for practical or informational purposes with relatively low addictive motivational pull.
example score
5/6
Behavioral Goal-Directedness (BGD)
Measures how well a student stays focused on a specific task while using the internet versus getting pulled into distractions and link-following.
Goal-directed
Mixed focus
Easily distracted
13Goal-directed4Mixed focus56Easily distracted
A score of 5 suggests the student is often easily distracted online and tends to drift away from the original goal by following links or switching activities.
example score
2/4
Degree of Affiliation With Online Subculture (DoAWOS)
Measures how strongly a student is involved in the online network subculture and related norms of internet-centered communication.
Minimal involvement
Partial involvement
Full membership
01Minimal involvement23Partial involvement4Full membership
A score of 2 suggests partial involvement in the network subculture, with noticeable but not fully dominant identification with online norms and communities.
example score
27/38
Total Score (TS)
This scale summarizes the overall tendency toward deviant patterns of internet and gadget use and their behavioral consequences.
Low (within norm)
Moderate risk
High risk
019Low (within norm)2025Moderate risk2638High risk
A score of 27 falls in the High risk range, indicating a pronounced tendency toward problematic ICT-related behavior and suggesting a need for closer attention in further assessment.
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DATA-BASED USER COHORTS

Who Usually Takes This Test?

School psychologists and counselors
41%OF USERS
Use the test to quickly spot signs of internet or gadget addiction in students and plan targeted support.
Class teachers and educators
34%OF USERS
Take it to understand how students’ online habits may affect behavior, learning, and social interactions at school.
Parents of teens
25%OF USERS
Use it when worried that a child is spending too much time online and everyday life, mood, or communication is changing.
BASED ON AGGREGATED, ANONYMIZED DATA FROM TENS OF THOUSANDS OF FREUDLY USERS.
RESULTS YOU CAN ACTUALLY USE

What You’ll See After You Finish the Test

Scale Results
— Explained Clearly
Your scores across each test scale, translated into plain, usable insights. Not just numbers, but what they actually mean for your daily life, emotional state, and overall well-being.
AI-Powered
Interpretation
A structured, clinically grounded explanation. Our AI analyzes patterns and relationships between scales to provide a coherent interpretation — without alarmist language.
Statistical
Comparison
See how you compare to others. Your scores are placed in a statistical context, showing percentiles and trends based on anonymized platform data to help you understand what`s typical.
Practical
Recommendations
Actionable guidance tailored to your profile. Receive clear, realistic suggestions you can apply immediately — focused on coping, self-regulation, and realistic next steps.
AI-Detected
Insights
Key patterns you might not notice on your own. Surfacing subtle connections in your responses that help you better understand what may be driving your current results.
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Clarify, reflect, and explore right away. Talk through your outcomes, ask questions, and explore meanings in a calm, non-diagnostic dialogue environment.
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Used in 52+ countries
Benchmarking

See How You Compare

Once you finish the test, your results will be compared with real-world data from people in your country.
Below is a preview of the benchmarks we use to place your score in context.
Scale 8. The tendency to transfer virtual world norms to the real world (S8Ttttvwnttrw)
Average
1.8
Normal range
1.12.5
min.
0
max.
4
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Scale 7. Animacy of the Computer (S7AotC)
Average
0.7
Normal range
0.31
min.
0
max.
2
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Scale 6. Communication (S6C)
Average
2.8
Normal range
1.93.6
min.
0
max.
6
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Scale 5. Perception of the computer as better, preferable compared to real life ("escape") (S5Potcabpctrl()
Average
3.2
Normal range
2.34.2
min.
0
max.
6
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Scale 4. Altered State of Consciousness Resulting from Computer Use (S4ASoCRfCU)
Average
3.8
Normal range
2.65
min.
0
max.
7
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Scale 3. Motivation for Internet Use (S3MfIU)
Average
1.7
Normal range
1.12.2
min.
0
max.
3
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Scale 2. Goal-Directed Behavior (S2GB)
Average
4.7
Normal range
3.95.5
min.
1
max.
6
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Scale 1. Degree of Belonging to the Network Subculture (S1DoBttNS)
Average
1.6
Normal range
1.12.2
min.
0
max.
4
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Total Score (TS)
Average
24.6
Normal range
19.629.6
min.
0
max.
38
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
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CLEAR ANSWERS TO COMMON QUESTIONS

Frequently Asked Questions

What does this questionnaire assess?
It screens for patterns of excessive internet and device use, including shifts in how online space is perceived. It also flags possible consequences such as behavior changes and social risk.
Who is the questionnaire intended for?
It is designed for school-age students. It may be administered by school psychologists, educators, or other support staff.
How long does it take and how many items are included?
Completion time is about 6 minutes. The questionnaire includes 30 items.
How should responses be given?
Each item should be answered based on typical behavior and attitudes, not unusual days. Responses should reflect current functioning in everyday life.
How should results be used?
Results indicate areas that may require follow-up, monitoring, or supportive intervention. They do not provide a clinical diagnosis and should be interpreted alongside other information.
WHAT THE TEST MEASURES
About This Assessment

Assessment of Deviant Behavior in ICT Use Among School Students Test - Symptoms and Signs

This questionnaire is designed to screen patterns of problematic or maladaptive use of information and communication technologies in school-aged students. Assessment of Deviant Behavior in ICT Use Among School Students provides a brief, structured way to identify areas where digital habits may be associated with functional difficulties or behavioral risk.

The measure includes 30 items and typically requires about 6 minutes to complete. Items ask respondents to rate experiences and behaviors related to internet- and device-based activities, with the goal of characterizing potentially concerning levels of engagement and perceived impact on daily functioning.

Assessment of Deviant Behavior in ICT Use Among School Students is attributed to Kimberly S. Young and Mark D. Griffiths. Results are intended to support clinical or school-based decision-making (e.g., determining whether further assessment, monitoring, or targeted intervention may be indicated) and should be interpreted in the context of developmental level, environmental factors, and other relevant clinical information.

Author: Kimberly S. Young, Mark D. Griffiths
Literature: Hinduja, S., & Patchin, J. W. Bullying beyond the schoolyard: Preventing and responding to cyberbullying. Corwin Press. 2009.; Davis, R. A. A cognitive-behavioral model of pathological Internet use. Computers in Human Behavior. 2001.
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