Gaming Addiction Assessment Test

How the Scales are Structured
Who Usually Takes This Test?
See How You Compare
Below is a preview of how scores are typically distributed across each scale.
Example Questions From the Test
- Completely false
- False
- Not sure
- True
- Completely true
- Completely untrue
- Not true
- Not sure
- True
- Completely true
- Completely untrue
- Untrue
- Not sure
- True
- Completely true
Gaming Addiction Assessment Test - Description and methodology of the test
People who want to understand whether gaming is affecting everyday functioning, mood, or offline contact can use the Gaming Addiction Assessment Test to organize those concerns into a structured profile. It suits players reviewing their own habits and people noticing changes in sleep, self-care, motivation, or relationships. As a gaming addiction questionnaire, this assessment highlights prominent patterns without reducing the result to one label.
What This Assessment Measures
These scales show gaming addiction symptoms:
- Gaming Addiction (24-120) measures severity (Low 24-55; Moderate 56-87; High 88-120); Physical Symptoms (6-30) measures signs (Low 6-13; Moderate 14-22; High 23-30).
- Behavioral (3-15) measures engagement (Low engagement 3-6; Moderate engagement 7-11; High engagement 12-15); Cognitive (3-15) measures interest (Low 3-7; Moderate 8-11; High 12-15).
- Emotional (3-15) measures enjoyment (Low pleasure 3-7; Moderate pleasure 8-11; High pleasure 12-15); Attitudes Toward Gaming (9-45) measures importance (Low importance 9-20; Moderate importance 21-33; High importance 34-45).
- Power (3-15) measures control (Low 3-7; Moderate 8-11; High 12-15); Susceptibility to Others’ Opinions (3-15) measures influence (Low referentiality 3-7; Moderate referentiality 8-11; High referentiality 12-15).
- Attraction (3-15) measures bonding (Low 3-7; Moderate 8-11; High 12-15); Interpersonal Relationships (9-45) measures shift (Low shift to gaming 9-21; Moderate shift to gaming 22-33; High shift to gaming 34-45).
Methodology and Evidence Base
Each statement uses five response options, from completely untrue or false to true or completely true, with an unsure midpoint. Items address gaming involvement, bodily effects, routines, emotions, information-seeking, and social attention; answers work best when they describe usual experience.
Because individual answer contributions and reverse-scoring are not specified, totals are best read as item patterns; current mood, memory, self-awareness, and self-presentation can also influence this online self-report, so the displayed Low, Moderate, and High bands organize result levels while the gaming addiction assessment should be read alongside dimension scores to identify contributing patterns.
Conceptually, it is consistent with Game Addiction Diagnostic Method (Kochetkov, 2016), which examines online-game dependence through psychological, behavioral, physical, and social aspects; this questionnaire is not presented as an adaptation of that instrument.
Interpersonal items also correspond with Petrovsky’s 1991 three-factor model, distinguishing influence, attraction, and power in relationships.
- Kochetkov, N. V. (2016). Socio-Psychological Aspects of Dependence on Online Games and a Method for Its Diagnosis. Social Psychology and Society, 7(3), 148-163. 10.17759/sps.2016070311
- Petrovsky, A. V. (1991). Three-Factor Model of the Significant Other. Questions of Psychology, No. 1, pp. 7-18.
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