Introduction
The Excessive Gaming Screening Tool (EGST) is a psychological assessment designed to evaluate individuals’ gaming habits and identify potential signs of addiction. This tool is structured to provide insights into the extent of gaming behavior and its impact on daily functioning. By focusing on the aspects of gaming that may interfere with personal, social, or occupational responsibilities, the EGST aims to highlight patterns that could suggest problematic usage. The test is rooted in established psychological methodologies to ensure reliability and validity in its assessment outcomes. It serves as a starting point for individuals to understand their gaming activities and, if necessary, seek further evaluation or intervention.
Instructions
Use this survey as a guide to determine if video games and/or Internet use maybe a problem in your life, but do not use the survey to make a “clinical diagnosis”.
Scoring and result metrics
The result page reports a local screening score for this questionnaire. Use the score range, any subscale scores, and the interpretation band together rather than treating one number as a diagnosis.
- Score range
- 0-100
- Items scored
- 20
- Result indicators
- Total score / Interpretation band when available
Score interpretation bands
- 0-29Nominal gameplay
Scores in the 0-29 range indicate nominal levels of gameplay.
- 30-79Intermediate range
Scores in the middle range indicate increasing levels of gameplay involvement.
- 80-100Severely excessive range
Scores in the 80-100 range indicate severely excessive levels of gameplay.
Interpretation bands summarize screening thresholds from the questionnaire source material. Higher scores usually indicate more of the measured concern unless the tool notes a different scoring rule.
Tool information
- Version
- Excessive Gaming Screening Tool (EGST), 20-item site form
- Administration
- Self-report; answer from the respondent's own recent or typical experience as specified in the instructions
- Intended audience
- Older adolescents and adults able to report their own gaming frequency, control, priorities, and daily-life impact
Sources
- RIF Brown (1991). Gaming, gambling and other addictive play. See JH Kerr & MJ Apter. Adult place: A reversal theory approach (pp. 101-118).
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