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Männikkö N, Ruotsalainen H, Demetrovics Z, Lopez-Fernandez O, Myllymäki L, Miettunen J, Kääriäinen M. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics. Behav Med 2018; 44:324-334. [PMID: 28910584 DOI: 10.1080/08964289.2017.1378608] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/27/2022]
Abstract
Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.
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Affiliation(s)
- Niko Männikkö
- a University of Oulu , Finland.,b Oulu University of Applied Sciences , Finland
| | | | | | - Olatz Lopez-Fernandez
- d Nottingham Trent University , United Kingdom.,e Université catholique de Louvain , Belgium
| | | | - Jouko Miettunen
- a University of Oulu , Finland.,f Oulu University Hospital , Finland
| | - Maria Kääriäinen
- a University of Oulu , Finland.,f Oulu University Hospital , Finland
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202
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Rumpf HJ, Bischof A, Bischof G, Besser B, Brand D, Rehbein F. Early Intervention in Gaming Disorder: What Can We Learn from Findings in the Substance Abuse Field? CURRENT ADDICTION REPORTS 2018. [DOI: 10.1007/s40429-018-0229-4] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
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203
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Petry NM, Zajac K, Ginley M, Lemmens J, Rumpf HJ, Ko CH, Rehbein F. Policy and prevention efforts for gaming should consider a broad perspective. J Behav Addict 2018; 7:543-547. [PMID: 30111170 PMCID: PMC6426389 DOI: 10.1556/2006.7.2018.64] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/06/2018] [Revised: 07/03/2018] [Accepted: 07/12/2018] [Indexed: 01/08/2023] Open
Abstract
Internet gaming disorder is gaining attention around the world. Some efforts have been directed toward preventing gaming problems from developing or persisting, but few approaches have been empirically evaluated. No known effective prevention intervention exists. Reviewing the broader field of prevention research should help research and best practices move forward in abating problems that arise from excessive gaming.
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Affiliation(s)
- Nancy M. Petry
- Calhoun Cardiology Center, University of Connecticut School of Medicine, Farmington, CT, USA
| | - Kristyn Zajac
- Calhoun Cardiology Center, University of Connecticut School of Medicine, Farmington, CT, USA
| | - Meredith Ginley
- Calhoun Cardiology Center, University of Connecticut School of Medicine, Farmington, CT, USA
| | - Jeroen Lemmens
- Faculty of Social and Behavioural Sciences, University of Amsterdam, Amsterdam, The Netherlands
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lubeck, Germany
| | - Chih-Hung Ko
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung, Taiwan
| | - Florian Rehbein
- Criminological Research Institute of Lower Saxony, Hannover, Germany
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204
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Chiu YC, Pan YC, Lin YH. Chinese adaptation of the Ten-Item Internet Gaming Disorder Test and prevalence estimate of Internet gaming disorder among adolescents in Taiwan. J Behav Addict 2018; 7:719-726. [PMID: 30264599 PMCID: PMC6426362 DOI: 10.1556/2006.7.2018.92] [Citation(s) in RCA: 43] [Impact Index Per Article: 6.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD) is an increasingly important topic and has been included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) research criteria. This study aims to validate the Chinese version of the Ten-Item Internet Gaming Disorder Test (IGDT-10), a self-reported questionnaire based on DSM-5 IGD criteria, and to estimate the prevalence of IGD in adolescents. METHODS The IGDT-10 was translated to Chinese as a 10-item questionnaire rated on a 3-point Likert scale to evaluate the symptoms of IGD. Overall, 8,110 students from grade four to senior high who played Internet games were administered the questionnaire. In addition, 76 senior high-school students were interviewed using DSM-5 criteria to determine the optimal cut-off point that ensures adequate sensitivity, specificity, and diagnostic accuracy. The cut-off point was determined using the Youden's index and optimal diagnostic accuracy. RESULTS The Chinese version of the IGDT-10 showed good internal consistency (Cronbach's α = .85) and adequate diagnostic efficiency (area under the curve = 0.810). Through interviews, the optimal cut-off point was determined to be five out of the nine criteria (Youden's index: 42.1%, diagnostic accuracy: 86.8%, sensitivity: 43.8%, and specificity: 98.3%). In this study, the prevalence of IGD among adolescent gamers was 3.1%. CONCLUSION Findings evidence the validity and diagnostic accuracy of the IGDT-10 in the assessment of IGD.
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Affiliation(s)
- Yu-Chuan Chiu
- Department of Psychiatry, MacKay Memorial Hospital, Taipei, Taiwan
| | - Yuan-Chien Pan
- Department of Psychology, National Taiwan University, Taipei, Taiwan
| | - Yu-Hsuan Lin
- Institute of Population Health Sciences, National Health Research Institutes, Miaoli, Taiwan,Department of Psychiatry, National Taiwan University Hospital, Taipei, Taiwan,Department of Psychiatry, College of Medicine, National Taiwan University, Taipei, Taiwan,Institute of Health Behaviors and Community Sciences, College of Public Health, National Taiwan University, Taipei, Taiwan,Corresponding author: Yu-Hsuan Lin, MD, PhD; Institute of Population Health Sciences, National Health Research Institutes, 35 Keyan Road, Zhunan, Miaoli County 35053, Taiwan; Phone: +886 37 246166 ext. 36383; Fax: +886 37 586261; E-mail:
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205
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Khazaal Y, Breivik K, Billieux J, Zullino D, Thorens G, Achab S, Gmel G, Chatton A. Game Addiction Scale Assessment Through a Nationally Representative Sample of Young Adult Men: Item Response Theory Graded-Response Modeling. J Med Internet Res 2018; 20:e10058. [PMID: 30150204 PMCID: PMC6131318 DOI: 10.2196/10058] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/06/2018] [Revised: 04/24/2018] [Accepted: 05/12/2018] [Indexed: 12/30/2022] Open
Abstract
BACKGROUND The 7-item Game Addiction Scale (GAS) has been validated under standard confirmatory factor analysis and exhibits good psychometric properties. Whether this scale satisfies the necessary conditions for consideration by item response theory (IRT) modeling remains unknown. However, the Diagnostic and Statistical Manual of Mental Disorders, 5th Edition (DSM-5) recently proposed criteria, in its section 3, to define internet gaming disorder (IGD) to promote research on this possible condition. OBJECTIVE The objective of our study was to (1) analyze GAS in the context of IRT (graded-response) modeling; (2) investigate differential item functioning (DIF), a feature of IRT modeling, in 2 subsamples; and (3) contribute to the ongoing (IGD) debate related to the validity of the DSM-5 criteria using GAS items as a proxy. METHODS We assessed 2 large representative samples of Swiss men (3320 French-speaking and 2670 German-speaking) with GAS. RESULTS All items comprised high discrimination parameters. GAS items such as relapse, conflict, withdrawal, and problems (loss of interests) were endorsed more frequently in more severe IGD stages, whereas items related to tolerance, salience (preoccupation), and mood modification (escape) were endorsed more widely among participants (including in less severe IGD stages). Several DIF effects were found but were classified as negligible. CONCLUSIONS The results of the analyses partly support the relevance of using IRT to further establish the psychometric properties of the GAS items. This study contributes to testing the validity of the IGD criteria, although cautious generalization of our findings is required with GAS being only a proxy of the IGD criteria.
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Affiliation(s)
| | - Kyrre Breivik
- Regional Centre for Child and Youth Mental Health and Child Welfare, Uni Research Health, Bergen, Norway
| | - Joel Billieux
- Addictive and Compulsive Behaviours Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg
- Department of Mental Health and Psychiatry, Geneva University Hospitals, Geneva, Switzerland
| | | | | | | | - Gerhard Gmel
- Alcohol Treatment Center, Lausanne University Hospital, Lausanne, Switzerland
| | - Anne Chatton
- Department of Mental Health and Psychiatry, Geneva University Hospitals, Geneva, Switzerland
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207
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Fam JY. Prevalence of internet gaming disorder in adolescents: A meta-analysis across three decades. Scand J Psychol 2018; 59:524-531. [PMID: 30004118 DOI: 10.1111/sjop.12459] [Citation(s) in RCA: 181] [Impact Index Per Article: 25.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/02/2017] [Accepted: 05/12/2018] [Indexed: 12/21/2022]
Abstract
The inclusion of "Internet gaming disorder (IGD)" in the fifth edition of Diagnostic and statistical manual of mental disorders (DSM-5) creates a possible line of research. Despite the fact that adolescents are vulnerable to IGD, studies had reported wide array of prevalence estimates in this population. The aim of this paper is to review the published studies on prevalence of IGD among adolescents. Relevant studies prior to March 2017 were identified through databases. A total of 16 studies met the inclusion criteria. The pooled prevalence of IGD among adolescents was 4.6% (95% CI = 3.4%-6.0%). Male adolescents generally reported higher prevalence rate (6.8%, 95% CI = 4.3%-9.7%) than female adolescents (1.3%, 95% CI = 0.6%-2.2%). Subgroup analyses revealed that prevalence estimates were highest when studies were conducted in: (i) 1990s; (ii) use DSM criteria for pathological gambling; (iii) examine gaming disorder; (iv) Asia; and (v) small samples (<1,000). This study confirms the alarming prevalence of IGD among adolescents, especially among males. Given the methodological deficits in past decades (such as reliance on DSM criteria for "pathological gambling," inclusion of the word "Internet," and small sample sizes), it is critical for researchers to apply a common methodology for assess this disorder.
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Affiliation(s)
- Jia Yuin Fam
- Sunway University Business School, Sunway University, Selangor, Malaysia
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208
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Laier C, Wegmann E, Brand M. Personality and Cognition in Gamers: Avoidance Expectancies Mediate the Relationship Between Maladaptive Personality Traits and Symptoms of Internet-Gaming Disorder. Front Psychiatry 2018; 9:304. [PMID: 30042702 PMCID: PMC6048288 DOI: 10.3389/fpsyt.2018.00304] [Citation(s) in RCA: 46] [Impact Index Per Article: 6.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/07/2018] [Accepted: 06/19/2018] [Indexed: 12/03/2022] Open
Abstract
Internet-gaming disorder (IGD) has become a clinically relevant phenomenon worth investigating with respect to its mechanisms of development and maintenance. Considering theoretical models of specific Internet-use disorders, we assumed an interaction of maladaptive personality traits as unspecific predisposing factors and experience-based, gaming-related Internet-use expectancies in predicting symptoms of IGD. Therefore, 103 male and female regular Internet gamers were investigated with questionnaires assessing maladaptive personality traits in accordance to DSM-5, gaming-related positive and avoidance Internet-use expectancies, and symptoms of IGD. The results demonstrated that negative affectivity, detachment, antagonism, disinhibition, psychoticism as well as gaming-related positive and avoidance expectancies were related to symptoms of IGD. Moreover, the relationship between maladaptive personality traits as represented by negative affectivity, detachment, and psychoticism with symptoms of IGD was mediated by avoidance expectancies. Positive gaming-related use expectancies were related to detachment, and were not a significant mediator in the hypothesized model. The findings give reason to assume that maladaptive personality traits in combination with gaming-related positive expectancies and avoidance expectancies are important factors for the development of IGD, but that positive expectancies and avoidance expectancies play a differential role regarding there mediating role between personality characteristics and symptoms of IGD.
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Affiliation(s)
- Christian Laier
- General Psychology, Cognition and Center for Behavioral Addiction Research, Universität Duisburg-Essen, Duisburg, Germany
| | - Elisa Wegmann
- General Psychology, Cognition and Center for Behavioral Addiction Research, Universität Duisburg-Essen, Duisburg, Germany
| | - Matthias Brand
- General Psychology, Cognition and Center for Behavioral Addiction Research, Universität Duisburg-Essen, Duisburg, Germany
- Erwin L. Hahn Institut für Magnetresonanztomographie, Essen, Germany
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209
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Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents. Sci Rep 2018; 8:10084. [PMID: 29973627 PMCID: PMC6031690 DOI: 10.1038/s41598-018-28478-8] [Citation(s) in RCA: 65] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/29/2017] [Accepted: 06/22/2018] [Indexed: 11/08/2022] Open
Abstract
This study aimed to estimate overreporting (the false positive) and underreporting (false negative) rates in self-reported IGD assessment compared with clinical diagnosed IGD. The study population consisted of 45 with IGD and 228 without IGD based on clinical diagnosis from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study. All participants completed self-reported IGD assessments. Clinical interviews were conducted blindly by trained mental health professionals based on DSM-5 IGD criteria. Self-assessed average daily amount of gaming time and game genre were measured. Psychological characteristics, including anxiety, suicidality, aggression, self-control, self-esteem, and family support, were obtained from the baseline survey. The false-negative rate for self-reported IGD assessment was 44%. The false-negative group reported less time playing online games than the IGD group, though their psychological characteristics were similar to those of the IGD group. The false-positive rate was 9.6%. They reported more time playing online games than non-IGD group, though their psychological characteristics were similar to those of non-IGD group except self-control. The discrepancy of IGD diagnoses between self-reports and clinical diagnosis revealed limitations of self-measurements. Various strategies are required to overcome the methodological shortfalls of self-reports for the assessment of IGD.
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210
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Paulus FW, Ohmann S, von Gontard A, Popow C. Internet gaming disorder in children and adolescents: a systematic review. Dev Med Child Neurol 2018; 60:645-659. [PMID: 29633243 DOI: 10.1111/dmcn.13754] [Citation(s) in RCA: 274] [Impact Index Per Article: 39.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 02/02/2018] [Indexed: 02/02/2023]
Abstract
AIM Internet gaming disorder (IGD) is a serious disorder leading to and maintaining pertinent personal and social impairment. IGD has to be considered in view of heterogeneous and incomplete concepts. We therefore reviewed the scientific literature on IGD to provide an overview focusing on definitions, symptoms, prevalence, and aetiology. METHOD We systematically reviewed the databases ERIC, PsyARTICLES, PsycINFO, PSYNDEX, and PubMed for the period January 1991 to August 2016, and additionally identified secondary references. RESULTS The proposed definition in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition provides a good starting point for diagnosing IGD but entails some disadvantages. Developing IGD requires several interacting internal factors such as deficient self, mood and reward regulation, problems of decision-making, and external factors such as deficient family background and social skills. In addition, specific game-related factors may promote IGD. Summarizing aetiological knowledge, we suggest an integrated model of IGD elucidating the interplay of internal and external factors. INTERPRETATION So far, the concept of IGD and the pathways leading to it are not entirely clear. In particular, long-term follow-up studies are missing. IGD should be understood as an endangering disorder with a complex psychosocial background. WHAT THIS PAPER ADDS In representative samples of children and adolescents, on average, 2% are affected by Internet gaming disorder (IGD). The mean prevalences (overall, clinical samples included) reach 5.5%. Definitions are heterogeneous and the relationship with substance-related addictions is inconsistent. Many aetiological factors are related to the development and maintenance of IGD. This review presents an integrated model of IGD, delineating the interplay of these factors.
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Affiliation(s)
- Frank W Paulus
- Department of Child and Adolescent Psychiatry, Saarland University Hospital, Homburg, Germany
| | - Susanne Ohmann
- Department of Child and Adolescent Psychiatry, Medical University of Vienna, Vienna, Austria
| | - Alexander von Gontard
- Department of Child and Adolescent Psychiatry, Saarland University Hospital, Homburg, Germany
| | - Christian Popow
- Department of Child and Adolescent Psychiatry, Medical University of Vienna, Vienna, Austria
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Deleuze J, Long J, Liu TQ, Maurage P, Billieux J. Passion or addiction? Correlates of healthy versus problematic use of videogames in a sample of French-speaking regular players. Addict Behav 2018. [PMID: 29522932 DOI: 10.1016/j.addbeh.2018.02.031] [Citation(s) in RCA: 53] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
A criticism of current diagnostic approaches to gaming disorder is that they fail to take into account that high and repeated engagement is not problematic per se, nor is it necessarily associated with adverse consequences. To tackle this controversy, we used Confirmatory Factor Analysis (CFA) to test, in regular gamers (N = 268), whether high (but healthy) engagement can be distinguished from problematic engagement by using the Addiction-Engagement Questionnaire (Charlton & Danforth, 2007). We then tested whether differential relationships exist between the engagement and addiction constructs, DSM-5 criteria for Internet gaming disorder (IGD), and psychological factors linked to gaming use and misuse (self-reported impulsivity, motives to play, and depression). Results indicated that a model holding engagement and addiction as two distinct, but related, constructs fits the data well. Second, we showed that although both constructs are linked to the number of IGD criteria endorsed, the relationship is more pronounced for the addiction construct. Third, a differential pattern of correlations was observed with the other study variables, further supporting the need to distinguish the two constructs. Our study emphasizes that research is needed to refine the diagnostic approach to gaming disorder to avoid conflating healthy passion with pathological behavior.
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Affiliation(s)
- Jory Deleuze
- Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium.
| | - Jiang Long
- Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium; Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, People's Republic of China
| | - Tie-Qiao Liu
- Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, People's Republic of China
| | - Pierre Maurage
- Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium
| | - Joël Billieux
- Laboratory for Experimental Psychopathology, Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium; Addictive and Compulsive Behaviours Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg; Addiction Division, Department of Mental Health and Psychiatry, University Hospitals of Geneva, Switzerland.
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212
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Psychometric validation of the Turkish nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Psychiatry Res 2018; 265:349-354. [PMID: 29793049 DOI: 10.1016/j.psychres.2018.05.002] [Citation(s) in RCA: 46] [Impact Index Per Article: 6.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/02/2018] [Revised: 05/03/2018] [Accepted: 05/03/2018] [Indexed: 11/21/2022]
Abstract
The main aims of the current study were to test the factor structure, reliability and validity of the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF), a standardized measure to assess symptoms and prevalence of Internet Gaming Disorder (IGD). In the present study participants were assessed with the IGDS9-SF, nine-item Internet Gaming Disorder Scale (IGDS) and the Young's Internet Addiction Test-Short Form (YIAT-SF). Confirmatory factor analyzes demonstrated that the factor structure (i.e., the dimensional structure) of the IGDS9-SF was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.89) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations between average time daily spent playing games during last year, IGDS and YIAT-SF scores. By applying the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) threshold for diagnosing IGD (e.g., endorsing at least five criteria), it was found that the prevalence of disordered gamers ranged from 0.96% (whole sample) to 2.57% (e-sports players). These findings support the Turkish version of the IGDS9-SF as a valid and reliable tool for determining the extent of IGD-related problems among young adults and for the purposes of early IGD diagnosis in clinical settings and similar research.
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213
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Schivinski B, Brzozowska-Woś M, Buchanan EM, Griffiths MD, Pontes HM. Psychometric assessment of the Internet Gaming Disorder diagnostic criteria: An Item Response Theory study. Addict Behav Rep 2018; 8:176-184. [PMID: 30505924 PMCID: PMC6251978 DOI: 10.1016/j.abrep.2018.06.004] [Citation(s) in RCA: 51] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2018] [Revised: 05/04/2018] [Accepted: 06/20/2018] [Indexed: 12/12/2022] Open
Abstract
Internet Gaming Disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). In order to advance research on IGD, the APA has suggested that further research on the nine IGD criteria to investigate its clinical and empirical feasibility is necessary. The aim of the present study was to develop the Polish the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) and scrutinize the nine IGD criteria empirically. To achieve this, the newly developed IGDS9-SF was examined using a wide range of psychometric methods, including a polytomous Item Response Theory (IRT) analysis to evaluate the measurement performance of the nine IGD criteria. A sample of 3377 gamers (82.7% male, mean age 20 years, SD = 4.3 years) was recruited online for the present study. Overall, the findings obtained confirmed that suitability of the Polish IGDS9-SF to assess IGD amongst Polish gamers given the adequate levels of validity and reliability found. The IRT analysis revealed that the IGDS9-SF is a suitable tool to measure IGD levels above the average; however, criteria “continuation” (item 6), “deception” (item 7), and “escape” (item 8) presented with poor fit. Taken together, these results suggest that some of the diagnostic criteria may present with a different clinical weighting towards final diagnosis of IGD. The implications of these findings are further discussed. The APA diagnostic criteria for IGD was investigated in a large sample of gamers. The construct of IGD was examined via validity analysis and Item Response Theory. The results revealed the suitability of the IGDS9-SF to assess IGD-related symptoms. Each IGD criterion present with distinct clinical diagnostic weighting. The nine IGD criteria need to take into account different clinical weighting.
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Affiliation(s)
- Bruno Schivinski
- Birkbeck, University of London, Department of Management, Malet Street, Bloomsbury, WC1E 7HX London, United Kingdom of Great Britain and Northern Ireland
| | - Magdalena Brzozowska-Woś
- Gdansk University of Technology, Department of Marketing, Ul. Narutowicza 11/12, Gdansk 80-233, Poland
| | - Erin M Buchanan
- Missouri State University, Department of Psychology, 901 S. National Ave, Springfield, MO 65897, USA
| | - Mark D Griffiths
- Nottingham Trent University, International Gaming Research Unit, Psychology Department, 50 Shakespeare Street, Nottingham NG1 4QF, United Kingdom of Great Britain and Northern Ireland
| | - Halley M Pontes
- Nottingham Trent University, International Gaming Research Unit, Psychology Department, 50 Shakespeare Street, Nottingham NG1 4QF, United Kingdom of Great Britain and Northern Ireland
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214
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Wang Z, Wu L, Yuan K, Hu Y, Zheng H, Du X, Dong G. Cortical thickness and volume abnormalities in Internet gaming disorder: Evidence from comparison of recreational Internet game users. Eur J Neurosci 2018; 48:1654-1666. [PMID: 29883011 DOI: 10.1111/ejn.13987] [Citation(s) in RCA: 27] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/22/2017] [Revised: 05/14/2018] [Accepted: 05/24/2018] [Indexed: 01/06/2023]
Abstract
Although online gaming may lead to Internet gaming disorder (IGD), most players are recreational game users (RGUs) who do not develop IGD. Thus far, little is known about brain structural abnormalities in IGD subjects relative to RGUs. The inclusion of RGUs as a control group could minimize the potential effects of gaming experience and gaming-related cue familiarity on the neural mechanism of IGD subjects. In this study, structural magnetic resonance imaging data were acquired from 38 IGD subjects and 66 RGUs with comparable age, gender, and educational level. Group differences in cortical thickness and volume were analyzed using the FreeSurfer software. Correlations between cortical changes and addiction severity were calculated for both groups. Compared with the RGU group, the IGD group showed significantly decreased cortical thickness in the left lateral orbitofrontal cortex, inferior parietal lobule, bilateral cuneus, precentral gyrus, and right middle temporal gyrus. Moreover, significantly reduced cortical volume was observed in the left superior temporal gyrus and right supramarginal gyrus in the IGD group. Whole-brain correlational analysis indicated different correlations between the two groups. The brain regions that showed group differences were considered to be involved in cognitive control, decision making, and reward/loss processing. These functions may serve as potential mechanisms that explain why IGD individuals experience negative outcomes in frequent game playing.
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Affiliation(s)
- Ziliang Wang
- Department of Psychology, Zhejiang Normal University, Jinhua, China
| | - Lingdan Wu
- Department of Psychology, University of Konstanz, Konstanz, Germany
| | - Kai Yuan
- Life Sciences Research Center, School of Life Sciences and Technology, Xidian University, Xi'an, Shaanxi, China
| | - Yanbo Hu
- Department of Psychology, London Metropolitan University, London, UK
| | - Hui Zheng
- Department of Psychology, Zhejiang Normal University, Jinhua, China
| | - Xiaoxia Du
- Department of Physics, Shanghai Key Laboratory of Magnetic Resonance, East China Normal University, Shanghai, China
| | - Guangheng Dong
- Department of Psychology, Zhejiang Normal University, Jinhua, China
- Institute of Psychological and Brain Sciences, Zhejiang Normal University, Jinhua, China
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215
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Männikkö N, Demetrovics Z, Ruotsalainen H, Myllymäki L, Miettunen J, Kääriäinen M. Psychometric Properties of the Problematic Gaming Questionnaire Used to Assess Finnish Adolescents. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-9943-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/09/2023] Open
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216
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Internet Addiction, Fatigue, and Sleep Problems Among Adolescent Students: a Large-Scale Study. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-9937-1] [Citation(s) in RCA: 18] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/23/2023] Open
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217
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Abstract
Should excessive and problematic engagement in nonsubstance use behaviors be mental disorders? The fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) repositioned gambling disorder in the substance use disorders section and introduced Internet gaming disorder in the research appendix; the International Classification of Diseases (ICD-11) is also considering it. This article outlines pros and cons of considering behavioral addictions as mental disorders and also reviews the DSM-5 decision-making processes. It focuses on three conditions: gambling disorder, Internet gaming disorder (IGD), and Internet addiction (IA). We detail assessment methods and prevalence rates for these conditions and outline psychiatric comorbidities, demographic and biological risk factors, and promising treatment approaches. We also briefly discuss other putative behavioral addictions: eating/food, sex, exercise, shopping, and tanning "addictions." Overall, data are inconclusive, and consistent terminology and methodology are needed to define and evaluate these conditions more fully prior to considering them mental disorders.
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MESH Headings
- Behavior, Addictive/epidemiology
- Behavior, Addictive/etiology
- Behavior, Addictive/genetics
- Behavior, Addictive/therapy
- Disruptive, Impulse Control, and Conduct Disorders/epidemiology
- Disruptive, Impulse Control, and Conduct Disorders/etiology
- Disruptive, Impulse Control, and Conduct Disorders/genetics
- Disruptive, Impulse Control, and Conduct Disorders/therapy
- Gambling/epidemiology
- Gambling/etiology
- Gambling/genetics
- Gambling/therapy
- Humans
- Internet
- Video Games
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Affiliation(s)
- Nancy M Petry
- Department of Medicine, University of Connecticut School of Medicine, Farmington, Connecticut 16032-3944, USA; , ,
| | - Kristyn Zajac
- Department of Medicine, University of Connecticut School of Medicine, Farmington, Connecticut 16032-3944, USA; , ,
| | - Meredith K Ginley
- Department of Medicine, University of Connecticut School of Medicine, Farmington, Connecticut 16032-3944, USA; , ,
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218
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Fransson A, Chóliz M, Håkansson A. Addiction-Like Mobile Phone Behavior - Validation and Association With Problem Gambling. Front Psychol 2018; 9:655. [PMID: 29780345 PMCID: PMC5945881 DOI: 10.3389/fpsyg.2018.00655] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/28/2018] [Accepted: 04/16/2018] [Indexed: 12/16/2022] Open
Abstract
Mobile phone use and its potential addiction has become a point of interest within the research community. The aim of the study was to translate and validate the Test of Mobile Dependence (TMD), and to investigate if there are any associations between mobile phone use and problem gambling. This was a cross-sectional study on a Swedish general population. A questionnaire consisting of a translated version of the TMD, three problem gambling questions (NODS-CLiP) together with two questions concerning previous addiction treatment was published online. Exploratory factor analysis based on polychoric correlations was performed on the TMD. Independent samples T-tests, Mann-Whitney test, logistic regression analyses and ANOVA were performed to examine mean differences between subjects based on TMD test score, gambling and previous addiction treatment. A total of 1,515 people (38.3% men) answered the questionnaire. The TMD showed acceptable internal consistency (Cronbach's alpha: 0.905), and significant correlation with subjective dependence on one's mobile phone. Women scored higher on the TMD and 15-18 year olds had the highest mean test score. The TMD test score was significantly associated with problem gambling, but only when controlling for age and sex. Various separated items related to mobile phone use were associated with problem gambling. The TMD had acceptable internal consistency and correlates with subjective dependence, while future confirmatory factor analysis is recommended. An association between mobile phone use and problem gambling may be possible, but requires further research.
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Affiliation(s)
- Andreas Fransson
- Department of Clinical Sciences, Faculty of Medicine, Lund University, Malmö, Sweden
| | - Mariano Chóliz
- Psychology of Addictions, Psychology School, University of Valencia, Valencia, Spain
| | - Anders Håkansson
- Department of Clinical Sciences, Faculty of Medicine, Lund University, Malmö, Sweden.,Department of Clinical Sciences, Faculty of Medicine, Lund University, Lund, Sweden
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219
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Yip SW, Gross JJ, Chawla M, Ma SS, Shi XH, Liu L, Yao YW, Zhu L, Worhunsky PD, Zhang J. Is Neural Processing of Negative Stimuli Altered in Addiction Independent of Drug Effects? Findings From Drug-Naïve Youth with Internet Gaming Disorder. Neuropsychopharmacology 2018; 43:1364-1372. [PMID: 29154365 PMCID: PMC5916358 DOI: 10.1038/npp.2017.283] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/29/2017] [Revised: 11/05/2017] [Accepted: 11/08/2017] [Indexed: 12/31/2022]
Abstract
Difficulties in emotion regulation are commonly reported among individuals with alcohol and drug addictions and contribute to the acquisition and maintenance of addictive behaviors. Alterations in neural processing of negative affective stimuli have further been demonstrated among individuals with addictions. However, it is unclear whether these alterations are a general feature of addictions or are a result of prolonged exposure to drugs of abuse. To test the hypothesis of altered negative affect processing independent of drug effects, this study assessed neural function among drug-naïve youth with a behavioral addiction-Internet gaming disorder (IGD). Fifty-six young adults (28 with IGD, 28 matched controls) participated in fMRI scanning during performance of a well-validated emotion regulation task. Between-group differences in neural activity during task performance were assessed using a whole-brain, mixed-effects ANOVA with correction for multiple comparisons at currently recommended thresholds (voxel-level p<0.001, pFWE<0.05). Compared to controls, youth with IGD exhibited significantly blunted neural responses within distributed subcortical and cortical regions including the striatum, insula, lateral prefrontal cortex and anterior cingulate in response to negative affective cues, as well as during emotion regulation. Independent component analysis (ICA) further identified between-group differences in engagement of a fronto-cingulo-parietal network, involving decreased engagement in IGD youth relative to controls. Study findings are largely consistent with those from prior neuroimaging studies in substance-use disorders, thus raising the possibility that neural processing of negative affect may be blunted across drug and behavioral addictions independent of acute or chronic drug effects.
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Affiliation(s)
- Sarah W Yip
- Department of Psychiatry, Yale School of Medicine, New Haven, CT, USA
| | - James J Gross
- Department of Psychology, Stanford University, Stanford, CA, USA
| | - Megha Chawla
- Department of Psychiatry, Yale School of Medicine, New Haven, CT, USA
| | - Shan-Shan Ma
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Xing-Hui Shi
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Lu Liu
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Yuan-Wei Yao
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Lei Zhu
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | | | - Jintao Zhang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China,Institute of Developmental Psychology, Beijing Normal University, Beijing, China,State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, No. 19 XieJieKouWai Street, Haidian Strict, Beijing 100875, China, Tel: +861058800728, Fax: +8615010233046, E-mail:
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220
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Poulain T, Vogel M, Neef M, Abicht F, Hilbert A, Genuneit J, Körner A, Kiess W. Reciprocal Associations between Electronic Media Use and Behavioral Difficulties in Preschoolers. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:ijerph15040814. [PMID: 29690498 PMCID: PMC5923856 DOI: 10.3390/ijerph15040814] [Citation(s) in RCA: 51] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/21/2018] [Revised: 04/13/2018] [Accepted: 04/18/2018] [Indexed: 02/02/2023]
Abstract
The use of electronic media has increased substantially and is already observable in young children. The present study explored associations of preschoolers’ use of electronic media with age, gender, and socio-economic status, investigated time trends, and examined reciprocal longitudinal relations between children’s use of electronic media and their behavioral difficulties. The study participants included 527 German two- to six-year-old children whose parents had provided information on their use of electronic media and their behavioral difficulties at two time points, with approximately 12 months between baseline and follow-up. The analyses revealed that older vs. younger children, as well as children from families with a lower vs. higher socio-economic status, were more often reported to use electronic media. Furthermore, the usage of mobile phones increased significantly between 2011 and 2016. Most interestingly, baseline usage of computer/Internet predicted more emotional and conduct problems at follow-up, and baseline usage of mobile phones was associated with more conduct problems and hyperactivity or inattention at follow-up. Peer relationship problems at baseline, on the other hand, increased the likelihood of using computer/Internet and mobile phones at follow-up. The findings indicate that preschoolers’ use of electronic media, especially newer media such as computer/Internet and mobile phones, and their behavioral difficulties are mutually related over time.
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Affiliation(s)
- Tanja Poulain
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany.
| | - Mandy Vogel
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany.
| | - Madlen Neef
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany.
| | - Franziska Abicht
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany.
| | - Anja Hilbert
- Integrated Research and Treatment Center Adiposity Diseases, Department of Medical Psychology and Medical Sociology, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany.
| | - Jon Genuneit
- Institute of Epidemiology and Medical Biometry, Ulm University, Helmholtzstrasse 22, 89081 Ulm, Germany.
| | - Antje Körner
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany.
- Department of Women and Child Health, Hospital for Children and Adolescents and Center for Pediatric Research (CPL), Leipzig University, Liebigstrasse 20a, 04103 Leipzig, Germany.
| | - Wieland Kiess
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany.
- Department of Women and Child Health, Hospital for Children and Adolescents and Center for Pediatric Research (CPL), Leipzig University, Liebigstrasse 20a, 04103 Leipzig, Germany.
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A Phenotype Classification of Internet Use Disorder in a Large-Scale High-School Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:ijerph15040733. [PMID: 29649137 PMCID: PMC5923775 DOI: 10.3390/ijerph15040733] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/28/2018] [Revised: 03/28/2018] [Accepted: 04/10/2018] [Indexed: 11/17/2022]
Abstract
Internet Use Disorder (IUD) affects numerous adolescents worldwide, and (Internet) Gaming Disorder, a specific subtype of IUD, has recently been included in DSM-5 and ICD-11. Epidemiological studies have identified prevalence rates up to 5.7% among adolescents in Germany. However, little is known about the risk development during adolescence and its association to education. The aim of this study was to: (a) identify a clinically relevant latent profile in a large-scale high-school sample; (b) estimate prevalence rates of IUD for distinct age groups and (c) investigate associations to gender and education. N = 5387 adolescents out of 41 schools in Germany aged 11-21 were assessed using the Compulsive Internet Use Scale (CIUS). Latent profile analyses showed five profile groups with differences in CIUS response pattern, age and school type. IUD was found in 6.1% and high-risk Internet use in 13.9% of the total sample. Two peaks were found in prevalence rates indicating the highest risk of IUD in age groups 15-16 and 19-21. Prevalence did not differ significantly between boys and girls. High-level education schools showed the lowest (4.9%) and vocational secondary schools the highest prevalence rate (7.8%). The differences between school types could not be explained by academic level.
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222
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Colder Carras M, Kardefelt-Winther D. When addiction symptoms and life problems diverge: a latent class analysis of problematic gaming in a representative multinational sample of European adolescents. Eur Child Adolesc Psychiatry 2018; 27:513-525. [PMID: 29368254 PMCID: PMC5895528 DOI: 10.1007/s00787-018-1108-1] [Citation(s) in RCA: 49] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/26/2017] [Accepted: 01/08/2018] [Indexed: 01/27/2023]
Abstract
The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for "borrowing" criteria related to substance addiction, as this might result in misclassifying highly involved gamers as having a disorder. In this paper, we took a person-centered statistical approach to group adolescent gamers by levels of addiction-related symptoms and gaming-related problems, compared these groups to traditional scale scores for IGD, and checked how groups were related to psychosocial well-being using a preregistered analysis plan. We performed latent class analysis and regression with items from IGD and psychosocial well-being scales in a representative sample of 7865 adolescent European gamers. Symptoms and problems matched in only two groups: an IGD class (2.2%) having a high level of symptoms and problems and a Normative class (63.5%) having low levels of symptoms and problems. We also identified two classes comprising 30.9% of our sample that would be misclassified based on their report of gaming-related problems: an Engaged class (7.3%) that seemed to correspond to the engaged gamers described in previous literature, and a Concerned class (23.6%) reporting few symptoms but moderate to high levels of problems. Our findings suggest that a reformulation of IGD is needed. Treating Engaged gamers as having IGD when their poor well-being might not be gaming related may delay appropriate treatment, while Concerned gamers may need help to reduce gaming but would not be identified as such. Additional work to describe the phenomenology of these two groups would help refine diagnosis, prevention and treatment for IGD.
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Affiliation(s)
- Michelle Colder Carras
- Department of Mental Health, Johns Hopkins Bloomberg School of Public Health, 624 N. Broadway St, Baltimore, MD, 21205, USA.
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223
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Pathological Internet Use-An Important Comorbidity in Child and Adolescent Psychiatry: Prevalence and Correlation Patterns in a Naturalistic Sample of Adolescent Inpatients. BIOMED RESEARCH INTERNATIONAL 2018; 2018:1629147. [PMID: 29789775 PMCID: PMC5896356 DOI: 10.1155/2018/1629147] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/13/2017] [Accepted: 02/20/2018] [Indexed: 12/24/2022]
Abstract
Background Few studies have examined the prevalence of problematic internet use (PIU) in young people undergoing inpatient treatment in child and adolescent psychiatry centers. The aims of our study were thus (a) to assess the frequency of comorbid PIU in a sample of adolescent psychiatric inpatients and compare it with a control group of nonreferred adolescents and (b) to gain insights into correlations between PIU and psychiatric comorbidities. Methods 111 child and adolescent psychiatry inpatients (CAP-IP, mean age 15.1 ± 1.4 years; female : male 72.4% : 27.6%) undergoing routine psychodiagnostics were screened for the presence of PIU. The widely used Compulsive Internet Use Scale (CIUS) was chosen for this purpose. Prevalence rates of PIU were then compared to matched nonreferred control subjects from a school sample. Additionally, comorbidities of inpatients with PIU were compared to inpatients without PIU. Results Our inpatient sample showed a much higher prevalence of PIU than that found in previous populational samples of young people. Compared with a matched school sample, addictive internet use was 7.8 times higher and problematic internet use 3.3 times higher among our adolescent sample. PIU was significantly associated with characteristic patterns of psychopathology, that is, suicidality, difficulties in establishing stable and consolidated identity, and peer victimization. Conclusion PIU among adolescents undergoing inpatient psychiatric treatment is much more frequent than among their peers in the general population and is associated with specific patterns of psychopathology.
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224
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Item Response Theory Analysis of the Recoded Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-9890-z] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/17/2022] Open
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225
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The Relationship between Impulsivity and Internet Gaming Disorder in Young Adults: Mediating Effects of Interpersonal Relationships and Depression. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:ijerph15030458. [PMID: 29509708 PMCID: PMC5877003 DOI: 10.3390/ijerph15030458] [Citation(s) in RCA: 57] [Impact Index Per Article: 8.1] [Reference Citation Analysis] [Abstract] [Key Words] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/25/2018] [Revised: 02/23/2018] [Accepted: 03/02/2018] [Indexed: 11/16/2022]
Abstract
Background: This study aimed to explore relationships between impulsivity, interpersonal relationships, depression, and Internet Gaming Disorder (IGD) symptoms. Methods: A total of 118 young adults participated in this study: 67 IGD patients who met five or more of the DSM-5 diagnostic criteria for IGD and 56 healthy controls. We administered questionnaires to assess IGD symptoms (Young's Internet Addiction Test; Y-IAT), impulsivity (Barratt Impulsiveness Scale; BIS-11), interpersonal relationship (Relationship Change Scale; RCS), and depression (Beck Depression Inventory; BDI). We used PROCESS macro in SPSS to perform mediation analysis. Results: IGD symptom was positively related to depression and impulsivity, and negatively related to the quality of interpersonal relationships. Mediation analysis revealed full mediation effects of interpersonal relationships and depression on the association between impulsivity and IGD symptoms in the IGD group. Specifically, even after adjusting for gender as a covariate, high impulsivity was associated with greater difficulty with interpersonal relationships; which further affected depression and increased the risk of IGD. Conclusions: These results demonstrate the importance of early intervention in IGD patients, particularly in young adults with high impulsivity. When intervening in adults' IGD, we should consider not only individual factors (e.g., depression) but also socioenvironmental factors (e.g., interpersonal relationships).
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226
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Tian M, Tao R, Zheng Y, Zhang H, Yang G, Li Q, Liu X. Internet gaming disorder in adolescents is linked to delay discounting but not probability discounting. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.10.018] [Citation(s) in RCA: 31] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
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227
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Jo SJ, Yim HW, Lee HK, Lee HC, Choi JS, Baek KY. The Internet Game Use-Elicited Symptom Screen proved to be a valid tool for adolescents aged 10-19 years. Acta Paediatr 2018; 107:511-516. [PMID: 28940637 DOI: 10.1111/apa.14087] [Citation(s) in RCA: 32] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/02/2017] [Revised: 04/18/2017] [Accepted: 09/18/2017] [Indexed: 11/28/2022]
Abstract
AIM This study tested the diagnostic validity of the nine-item Internet Game Use-Elicited Symptom Screen (IGUESS) tool, which was developed by the authors after the Diagnostic and Statistical Manual of Mental Disorders, fifth edition, identified Internet gaming as a condition that needed further study. METHODS A self-report screening test comprising IGUESS and Young's Internet Addiction Test was administered to 121 adolescents (74% boys) with a median age of 14 (range 10-19) recruited from school and health settings in Korea. After the screening test, a clinician conducted one-to-one interviews with all of the subjects to set a gold standard for diagnosis. RESULTS The sensitivity and specificity of IGUESS were 87.0 and 86.7%, respectively, for a cut-off score of 10 points, with an area under the curve value of 0.93. Its reliability, as determined by Cronbach's alpha, was 0.94, and the correlation coefficient between IGUESS and Young's Internet Addiction Test was r = 0.902. CONCLUSION The findings suggest that a cut-off score of 10 is appropriate for administering the IGUESS in various community-based settings, including schools, to screen for potential subjects in need of further assessment for Internet gaming problems.
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Affiliation(s)
- Sun-Jin Jo
- Department of Preventive Medicine; College of Medicine; The Catholic University of Korea; Seoul Korea
| | - Hyeon Woo Yim
- Department of Preventive Medicine; College of Medicine; The Catholic University of Korea; Seoul Korea
| | - Hae-Kook Lee
- Department of Psychiatry; Uijeongbu St. Mary's Hospital; College of Medicine; The Catholic University of Medicine; Seoul Korea
| | - Hyung Cho Lee
- Lee Hyung Cho Psychological Counseling Center; Seoul Korea
| | - Jung-Seok Choi
- Department of Psychiatry; SMG-SNU Boramae Medical Center; Seoul Korea
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228
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Wu AMS, Chen JH, Tong KK, Yu S, Lau JTF. Prevalence and associated factors of Internet gaming disorder among community dwelling adults in Macao, China. J Behav Addict 2018; 7:62-69. [PMID: 29463097 PMCID: PMC6035015 DOI: 10.1556/2006.7.2018.12] [Citation(s) in RCA: 76] [Impact Index Per Article: 10.9] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/03/2017] [Revised: 01/18/2018] [Accepted: 01/21/2018] [Indexed: 12/14/2022] Open
Abstract
Background and aims Internet gaming disorder (IGD) has been mainly studied among adolescents, and no research to date has examined its prevalence in general Chinese adult populations. This study estimated the prevalence of probable IGD in community-dwelling adults in Macao, China. Associations between IGD and psychological distress (i.e., depression and anxiety) as well as IGD and character strength (i.e., psychological resilience and purpose in life) were also tested. Methods A random, representative sample of 1,000 Chinese residents (44% males; mean age = 40.0) was surveyed using a telephone poll design from October to November 2016. Results The estimated prevalence of probable IGD was 2.0% of the overall sample and 4.3% among the recent gamers (n = 473), with no statistically significant sex and age effects observed (p > .05). The two most prevalent IGD symptoms were mood modification and continued engagement, despite negative consequences. Probable IGD respondents were more vulnerable to psychological distress (25.0% and 45.0% for moderate or above levels of depression and anxiety, respectively) than their non-IGD counterparts. They also reported a lower level of psychological resilience than non-IGD respondents. No significant buffering effect of the two character strength variables on the distress-IGD relationship was found. Discussion and conclusions These results provide empirical evidence that IGD is a mental health threat not only to adolescents but also to adults. IGD was significantly associated with psychological distress, which should be addressed in conjunction with IGD symptoms in interventions. Inclusion of gamers of both sexes and different age groups in future prevention programs is also recommended.
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Affiliation(s)
- Anise M. S. Wu
- Faculty of Social Sciences, Department of Psychology, University of Macau, Macau, China
| | - Juliet Honglei Chen
- Faculty of Social Sciences, Department of Psychology, University of Macau, Macau, China
| | - Kwok-Kit Tong
- Faculty of Social Sciences, Department of Psychology, University of Macau, Macau, China
| | - Shu Yu
- Faculty of Social Sciences, Department of Psychology, University of Macau, Macau, China
| | - Joseph T. F. Lau
- The Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, China
- Shenzhen Research Institute, The Chinese University of Hong Kong, Shenzhen, China
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King DL, Adair C, Saunders JB, Delfabbro PH. Clinical predictors of gaming abstinence in help-seeking adult problematic gamers. Psychiatry Res 2018; 261:581-588. [PMID: 29407726 DOI: 10.1016/j.psychres.2018.01.008] [Citation(s) in RCA: 22] [Impact Index Per Article: 3.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/07/2017] [Revised: 01/05/2018] [Accepted: 01/07/2018] [Indexed: 02/06/2023]
Abstract
Research into the effectiveness of interventions for problematic gaming has been limited by a lack of data concerning the clinical characteristics of voluntary treatment-seekers; the nature and history of their gaming problems; and, their reasons for seeking help. The study aimed to identify variables predictive of short-term commitment to gaming abstinence following initial voluntary contact with an online help service. A total of 186 adult gamers with gaming-related problems were recruited online. Participants completed the DSM-5 Internet gaming disorder (IGD) checklist, Depression Anxiety Stress Scales-21, Internet Gaming Cognition Scale, Gaming Craving Scale, and Gaming Quality of Life Scale. A one-week follow up survey assessed adherence with intended gaming abstinence. Abstainers were less likely to have withdrawal symptoms and less likely to play action shooting games. Participants with mood symptoms (40% of the total) reported significantly more IGD symptoms, stronger maladaptive gaming cognitions (e.g., overvaluing game rewards), more previous occurrences of gaming problems, and poorer quality of life. However, mood symptoms did not predict abstinence from or continuation of gaming. Adults with gaming disorder seeking help to reduce their gaming may benefit initially from strategies that manage withdrawal and psychoeducation about riskier gaming activities.
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Affiliation(s)
- Daniel L King
- School of Psychology, The University of Adelaide, Australia.
| | | | - John B Saunders
- Centre for Youth Substance Abuse Research, University of Queensland, Brisbane, Queensland, Australia
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Hawi NS, Samaha M, Griffiths MD. Internet gaming disorder in Lebanon: Relationships with age, sleep habits, and academic achievement. J Behav Addict 2018; 7:70-78. [PMID: 29486571 PMCID: PMC6035028 DOI: 10.1556/2006.7.2018.16] [Citation(s) in RCA: 115] [Impact Index Per Article: 16.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/14/2022] Open
Abstract
Background and aims The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders included Internet gaming disorder (IGD) as a disorder that needs further research among different general populations. In line with this recommendation, the primary objective of this was to explore the relationships between IGD, sleep habits, and academic achievement in Lebanese adolescents. Methods Lebanese high-school students (N = 524, 47.9% males) participated in a paper survey that included the Internet Gaming Disorder Test and demographic information. The sample's mean average age was 16.2 years (SD = 1.0). Results The pooled prevalence of IGD was 9.2% in the sample. A hierarchical multiple regression analysis demonstrated that IGD was associated with being younger, lesser sleep, and lower academic achievement. While more casual online gamers also played offline, all the gamers with IGD reported playing online only. Those with IGD slept significantly less hours per night (5 hr) compared with casual online gamers (7 hr). The school grade average of gamers with IGD was the lowest among all groups of gamers, and below the passing school grade average. Conclusions These findings shed light on sleep disturbances and poor academic achievement in relation to Lebanese adolescents identified with IGD. Students who are not performing well at schools should be monitored for their IGD when assessing the different factors behind their low academic performance.
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Affiliation(s)
- Nazir S. Hawi
- Faculty of Natural and Applied Sciences, Notre Dame University – Louaize, Zouk Mosbeh, Lebanon
| | - Maya Samaha
- Faculty of Natural and Applied Sciences, Notre Dame University – Louaize, Zouk Mosbeh, Lebanon,Corresponding author: Maya Samaha; Faculty of Natural and Applied Sciences, Notre Dame University – Louaize, PO Box 72 Zouk Mikael, Zouk Mosbeh, Lebanon; Phone: +961 9 208 749; Fax: +961 9 225 164; E-mail:
| | - Mark D. Griffiths
- The International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
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Colder Carras M, Porter AM, Van Rooij AJ, King D, Lange A, Carras M, Labrique A. Gamers' insights into the phenomenology of normal gaming and game "addiction": A mixed methods study. COMPUTERS IN HUMAN BEHAVIOR 2018; 79:238-246. [PMID: 29456287 PMCID: PMC5810942 DOI: 10.1016/j.chb.2017.10.029] [Citation(s) in RCA: 21] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the "gamer culture" describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game "addiction". Participants discussed and ranked the criteria in order of conceptual importance. The rankings were analyzed quantitatively, and then a multidisciplinary team compared the ranked criteria to the DSM-5 IGD proposed criteria. The strongest agreement between participants' rankings and IGD symptomatology was found for harms/functional impairment due to gaming, continued use despite problems, unsuccessful attempts to control gaming, and loss of interest in previous hobbies and entertainment. There was less support for other IGD criteria. Participants also offered new content domains. These findings suggest that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific to problematic video game play and improve content validity of IGD criteria. Future efforts may benefit from multi-stakeholder approaches to refine IGD criteria and inform theory, measurement and intervention.
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Affiliation(s)
- Michelle Colder Carras
- Department of Mental Health, Johns Hopkins Bloomberg School of
Public Health, 624 N. Broadway St., Baltimore, MD, USA
| | | | | | - Daniel King
- School of Psychology, The University of Adelaide, Australia
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232
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Internet Gaming Disorder Behaviors in Emergent Adulthood: a Pilot Study Examining the Interplay Between Anxiety and Family Cohesion. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-9873-0] [Citation(s) in RCA: 34] [Impact Index Per Article: 4.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/20/2022] Open
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233
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Givron H, Berrewaerts J, Houbeau G, Desseilles M. Utilisation problématique d’Internet et des jeux vidéo chez des étudiants en médecine. SANTE MENTALE AU QUEBEC 2018. [DOI: 10.7202/1048897ar] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
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234
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Kim MK, Jung YH, Kyeong S, Shin YB, Kim E, Kim JJ. Neural Correlates of Distorted Self-concept in Individuals With Internet Gaming Disorder: A Functional MRI Study. Front Psychiatry 2018; 9:330. [PMID: 30090074 PMCID: PMC6069451 DOI: 10.3389/fpsyt.2018.00330] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/28/2018] [Accepted: 06/29/2018] [Indexed: 01/22/2023] Open
Abstract
Background and aims: Discrepancy between ideal self-guide and actual self-concept evoke dejection-related feeling, and often individuals with internet gaming disorder (IGD) use games as the tool to escape those negative emotions. The aim of this study was to evaluate the pattern of self-discrepancy based on actual and ideal self-images and elucidate the neural correlates underlying the distorted self in individuals with IGD. Methods: Nineteen male individuals with IGD and 20 healthy controls (HCs) underwent functional magnetic resonance imaging where they decided on whether they agreed with the adjectives describing their actual or ideal self on a four-point Likert Scale. Two-sample t-test on the self-discrepancy contrast was conducted for neuroimaging analysis and correlation analysis was performed between the behavioral data and regional activities. Results: The IGD group evaluated both their ideal self and actual self more negatively than the HC group. Actual self-concept was associated with satisfaction with psychological needs as opposed to ideal self-guide. Brain activity in the inferior parietal lobule was significantly decreased in individuals with IGD relative to HCs in the self-discrepancy contrast. In addition, neural activity during evaluating actual self-concept showed a significant group difference. Conclusion: These results provide novel evidence for distorted self-concept of people with IGD. Individuals with IGD had a negative ideal and actual self-image. Neurobiologically, dysfunction in the inferior parietal lobule associated with emotional regulation and negative self-evaluation was found in IGD. Considering the characteristics of IGD that often develop in adolescence, this self-concept problem should be noted and applied with appropriate therapy.
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Affiliation(s)
- Min-Kyeong Kim
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea.,Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Young Hoon Jung
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, South Korea
| | - Sunghyon Kyeong
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Yu-Bin Shin
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, South Korea
| | - Eunjoo Kim
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea.,Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Jae-Jin Kim
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea.,Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, South Korea
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235
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Gorman TE, Gentile DA, Green CS. Problem Gaming: A Short Primer. AMERICAN JOURNAL OF PLAY 2018; 10:309-327. [PMID: 34721754 PMCID: PMC8552989] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
As the popularity of video games has risen so too has the worry about the problems associated with playing them. The authors review the research concerning problem gaming, its similarity to some clinical addictions like gambling and drug and alcohol abuse, and current treatment options. They conclude that, regardless of how researchers and medical professionals assess the nature of a gaming disorder, few who play video games experience negative consequences from doing so and, at best, only a small subset of players might be considered to suffer from an addiction to it.
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236
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Gaming motivation and problematic video gaming: The role of needs frustration. EUROPEAN JOURNAL OF SOCIAL PSYCHOLOGY 2017. [DOI: 10.1002/ejsp.2343] [Citation(s) in RCA: 35] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
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237
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Paik SH, Cho H, Chun JW, Jeong JE, Kim DJ. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2017; 14:ijerph14121512. [PMID: 29206183 PMCID: PMC5750930 DOI: 10.3390/ijerph14121512] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 10/10/2017] [Revised: 11/19/2017] [Accepted: 12/02/2017] [Indexed: 01/06/2023]
Abstract
Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.
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Affiliation(s)
- Soo-Hyun Paik
- Department of Psychiatry, Seoul St. Mary's Hospital, The Catholic University of Korea, Seoul 06591, Korea.
| | - Hyun Cho
- Department of Psychiatry, Seoul St. Mary's Hospital, The Catholic University of Korea, Seoul 06591, Korea.
| | - Ji-Won Chun
- Department of Psychiatry, Seoul St. Mary's Hospital, The Catholic University of Korea, Seoul 06591, Korea.
| | - Jo-Eun Jeong
- Department of Psychiatry, Seoul St. Mary's Hospital, The Catholic University of Korea, Seoul 06591, Korea.
| | - Dai-Jin Kim
- Department of Psychiatry, Seoul St. Mary's Hospital, The Catholic University of Korea, Seoul 06591, Korea.
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238
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Zajac K, Ginley MK, Chang R, Petry NM. Treatments for Internet gaming disorder and Internet addiction: A systematic review. PSYCHOLOGY OF ADDICTIVE BEHAVIORS 2017; 31:979-994. [PMID: 28921996 PMCID: PMC5714660 DOI: 10.1037/adb0000315] [Citation(s) in RCA: 132] [Impact Index Per Article: 16.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
Abstract
Problems related to excessive use of the Internet and video games have recently captured the interests of both researchers and clinicians. The goals of this review are to summarize the literature on treatment effectiveness for these problems and to determine whether any treatments meet the minimum requirement of an evidence-based treatment as defined by Chambless et al. (1998). Studies of treatments for Internet gaming disorder (IGD) and Internet addiction were examined separately, as past studies have linked IGD to more severe outcomes. The systematic review identified 26 studies meeting predefined criteria; 13 focused on treatments for IGD and 13 on Internet addiction. The results highlighted a paucity of well-designed treatment outcome studies and limited evidence for the effectiveness of any treatment modality. Studies were limited by methodological flaws, including small sample sizes, lack of control groups, and little information on treatment adherence, among other problems. In addition, the field is beset by a lack of consistent definitions of and established instruments to measure IGD and Internet addiction. The results of this review highlight the need for additional work in the area of treatment development and evaluation for IGD and Internet addiction. Attention to methodological concerns identified within this review should improve subsequent research related to treating these conditions, and ultimately outcomes of patients suffering from them. (PsycINFO Database Record
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Affiliation(s)
- Kristyn Zajac
- Calhoun Cardiology Center, Department of Medicine, University of Connecticut School of Medicine
| | - Meredith K. Ginley
- Calhoun Cardiology Center, Department of Medicine, University of Connecticut School of Medicine
| | - Rocio Chang
- Department of Psychiatry, University of Connecticut School of Medicine
| | - Nancy M. Petry
- Calhoun Cardiology Center, Department of Medicine, University of Connecticut School of Medicine
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239
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Video Game Play and Internet Gaming Disorder Among Canadian Adults: A National Survey. CANADIAN JOURNAL OF ADDICTION 2017. [DOI: 10.1097/cxa.0000000000000006] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/04/2023]
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240
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Lindenberg K, Szász-Janocha C, Schoenmaekers S, Wehrmann U, Vonderlin E. An analysis of integrated health care for Internet Use Disorders in adolescents and adults. J Behav Addict 2017; 6:579-592. [PMID: 29171280 PMCID: PMC6034946 DOI: 10.1556/2006.6.2017.065] [Citation(s) in RCA: 21] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
Background and aims Although first treatment approaches for Internet Use Disorders (IUDs) have proven to be effective, health care utilization remained low. New service models focus on integrated health care systems, which facilitate access and reduce burdens of health care utilization, and stepped-care interventions, which efficiently provide individualized therapy. Methods An integrated health care approach for IUD intended to (a) be easily accessible and comprehensive, (b) cover a variety of comorbid syndromes, and (c) take heterogeneous levels of impairment into account was investigated in a one-armed prospective intervention study on n = 81 patients, who were treated from 2012 to 2016. Results First, patients showed significant improvement in Compulsive Internet Use over time, as measured by hierarchical linear modeling. Effect sizes of outcome change from baseline to 6-month follow-up ranged from d = 0.48 to d = 1.46. Second, differential effects were found depending on patients' compliance, demonstrating that high compliance resulted in significantly higher rates of change. Third, patients referred to minimal interventions did not differ significantly in amount of change from patients referred to intensive psychotherapy. Discussion Tailored interventions result in higher efficiency through optimized resource allocation and equal amounts of symptom change in all treatment conditions. Moreover, comprehensive, low-threshold interventions seem to increase health service utilization.
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Affiliation(s)
- Katajun Lindenberg
- 1 Institute for Psychology, University of Education Heidelberg , Heidelberg, Germany
| | - Carolin Szász-Janocha
- 1 Institute for Psychology, University of Education Heidelberg , Heidelberg, Germany
| | - Sophie Schoenmaekers
- 1 Institute for Psychology, University of Education Heidelberg , Heidelberg, Germany
| | - Ulrich Wehrmann
- 2 Rural District Office Rhine Neckar, Public Health Department , Heidelberg, Germany
| | - Eva Vonderlin
- 3 Institute for Psychology, Heidelberg University , Heidelberg, Germany
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241
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Yao YW, Liu L, Ma SS, Shi XH, Zhou N, Zhang JT, Potenza MN. Functional and structural neural alterations in Internet gaming disorder: A systematic review and meta-analysis. Neurosci Biobehav Rev 2017; 83:313-324. [PMID: 29102686 DOI: 10.1016/j.neubiorev.2017.10.029] [Citation(s) in RCA: 125] [Impact Index Per Article: 15.6] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/16/2017] [Revised: 10/06/2017] [Accepted: 10/29/2017] [Indexed: 12/29/2022]
Affiliation(s)
- Yuan-Wei Yao
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, 100875, China
| | - Lu Liu
- Institute of Developmental Psychology, Faculty of Psychology, Beijing Normal University, Beijing, 100875, China
| | - Shan-Shan Ma
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, 100875, China
| | - Xin-Hui Shi
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, 100875, China
| | - Nan Zhou
- Institute of Developmental Psychology, Faculty of Psychology, Beijing Normal University, Beijing, 100875, China
| | - Jin-Tao Zhang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, 100875, China.
| | - Marc N Potenza
- Departments of Psychiatry and Neuroscience and the Child Study Center, Yale University School of Medicine, New Haven, CT, 06519, USA; Connecticut Mental Health Center, New Haven, CT, 06519, USA
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242
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Bielefeld M, Drews M, Putzig I, Bottel L, Steinbüchel T, Dieris-Hirche J, Szycik GR, Müller A, Roy M, Ohlmeier M, Theodor te Wildt B. Comorbidity of Internet use disorder and attention deficit hyperactivity disorder: Two adult case-control studies. J Behav Addict 2017; 6:490-504. [PMID: 29280392 PMCID: PMC6034949 DOI: 10.1556/2006.6.2017.073] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
Abstract
Objectives There is good scientific evidence that attention deficit hyperactivity disorder (ADHD) is both a predictor and a comorbidity of addictive disorders in adulthood. These associations not only focus on substance-related addictions but also on behavioral addictions like gambling disorder and Internet use disorder (IUD). For IUD, systematic reviews have identified ADHD as one of the most prevalent comorbidities besides depressive and anxiety disorders. Yet, there is a need to further understand the connections between both disorders to derive implications for specific treatment and prevention. This is especially the case in adult clinical populations where little is known about these relations so far. This study was meant to further investigate this issue in more detail based on the general hypothesis that there is a decisive intersection of psychopathology and etiology between IUD and ADHD. Methods Two case-control samples were examined at a university hospital. Adult ADHD and IUD patients ran through a comprehensive clinical and psychometrical workup. Results We found support for the hypothesis that ADHD and IUD share psychopathological features. Among patients of each group, we found substantial prevalence rates of a comorbid ADHD in IUD and vice versa. Furthermore, ADHD symptoms were positively associated with media use times and symptoms of Internet addiction in both samples. Discussion Clinical practitioners should be aware of the close relationships between the two disorders both diagnostically and therapeutically. When it comes to regain control over one's Internet use throughout treatment and rehabilitation, a potential shift of addiction must be kept in mind on side of practitioners and patients.
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Affiliation(s)
- Martin Bielefeld
- Department of Psychosomatic Medicine and Psychotherapy, Ruhr University Bochum, LWL University Hospital, Bochum, Germany
| | | | - Inken Putzig
- Clinic for Child and Adolescent Psychiatry, Psychosomatic and Psychotherapy, Oldenburg, Germany
| | - Laura Bottel
- Department of Psychosomatic Medicine and Psychotherapy, Ruhr University Bochum, LWL University Hospital, Bochum, Germany
| | - Toni Steinbüchel
- Department of Psychosomatic Medicine and Psychotherapy, Ruhr University Bochum, LWL University Hospital, Bochum, Germany
| | - Jan Dieris-Hirche
- Department of Psychosomatic Medicine and Psychotherapy, Ruhr University Bochum, LWL University Hospital, Bochum, Germany
| | - Gregor R. Szycik
- Department of Psychiatry, Social Psychiatry and Psychotherapy, Hannover Medical School, Hannover, Germany
| | - Astrid Müller
- Clinic for Psychosomatic and Psychotherapy, Hannover Medical School, Hannover, Germany
| | - Mandy Roy
- Asklepios Clinic North Psychiatry Ochsenzoll, Hamburg, Germany
| | - Martin Ohlmeier
- Department of Psychiatry and Psychotherapy, Ludwig Noll Krankenhaus, Kassel, Germany
| | - Bert Theodor te Wildt
- Department of Psychosomatic Medicine and Psychotherapy, Ruhr University Bochum, LWL University Hospital, Bochum, Germany,Corresponding author: Bert Theodor te Wildt; Department of Psychosomatic Medicine and Psychotherapy, Ruhr University Bochum, LWL University Hospital, Alexandrinenstr 1-3, 44791, Bochum, Germany; Phone: +49 234 5077 3120/3333; Fax: +49 234 5077 3111; Emails: ,
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243
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Feng W, Ramo DE, Chan SR, Bourgeois JA. Internet gaming disorder: Trends in prevalence 1998-2016. Addict Behav 2017; 75:17-24. [PMID: 28662436 PMCID: PMC5582011 DOI: 10.1016/j.addbeh.2017.06.010] [Citation(s) in RCA: 125] [Impact Index Per Article: 15.6] [Reference Citation Analysis] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2016] [Revised: 05/19/2017] [Accepted: 06/15/2017] [Indexed: 12/17/2022]
Affiliation(s)
- Wendy Feng
- Department of Psychiatry, Langley Porter Psychiatric Institute, Weill Institute for Neurosciences, University of California, San Francisco, USA.
| | - Danielle E Ramo
- Department of Psychiatry, Langley Porter Psychiatric Institute, Weill Institute for Neurosciences, University of California, San Francisco, USA
| | - Steven R Chan
- Department of Psychiatry, Langley Porter Psychiatric Institute, Weill Institute for Neurosciences, University of California, San Francisco, USA
| | - James A Bourgeois
- Department of Psychiatry, Langley Porter Psychiatric Institute, Weill Institute for Neurosciences, University of California, San Francisco, USA
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244
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Deleuze J, Nuyens F, Rochat L, Rothen S, Maurage P, Billieux J. Established risk factors for addiction fail to discriminate between healthy gamers and gamers endorsing DSM-5 Internet gaming disorder. J Behav Addict 2017; 6:516-524. [PMID: 29130328 PMCID: PMC6034950 DOI: 10.1556/2006.6.2017.074] [Citation(s) in RCA: 55] [Impact Index Per Article: 6.9] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/01/2017] [Revised: 10/17/2017] [Accepted: 10/22/2017] [Indexed: 02/02/2023] Open
Abstract
Background and aims The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence supporting their validity remains scarce. This study compared online gamers who do or do not endorse IGD criteria regarding self-control-related abilities (impulsivity, inhibitory control, and decision-making), considered the hallmarks of addictive behaviors. Method A double approach was adopted to distinguish pathological from recreational gamers: The first is the classic DSM-5 approach (≥5 criteria required to endorse the IGD diagnosis), and the second consists in using latent class analysis (LCA) for IGD criteria to distinguish gamers' subgroups. We computed comparisons separately for each approach. Ninety-seven volunteer gamers from the community were recruited. Self-reported questionnaires were used to measure demographic- and game-related characteristics, problematic online gaming (with the Problematic Online Gaming Questionnaire), impulsivity (with the UPPS-P Impulsive Behavior Scale), and depression (with the Beck Depression Inventory-II). Experimental tasks were used to measure inhibitory control (Hybrid-Stop Task) and decision-making abilities (Game of Dice Task). Results Thirty-two participants met IGD criteria (33% of the sample), whereas LCA identified two groups of gamers [pathological (35%) and recreational]. Comparisons that used both approaches (DSM-5 and LCA) failed to identify significant differences regarding all constructs except for variables related to actual or problematic gaming behaviors. Discussion The validity of IGD criteria is questioned, mostly with respect to their relevance in distinguishing high engagement from pathological involvement in video games.
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Affiliation(s)
- Jory Deleuze
- Laboratory for Experimental Psychopathology (LEP), Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium
| | - Filip Nuyens
- Laboratory for Experimental Psychopathology (LEP), Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium
- International Gaming Research Unit, Nottingham Trent University, Nottingham, United Kingdom
| | - Lucien Rochat
- Cognitive Psychopathology and Neuropsychology Unit, University of Geneva, Geneva, Switzerland
| | - Stéphane Rothen
- Addictology Division, Department of Mental Health and Psychiatry, Geneva University Hospitals, Geneva, Switzerland
| | - Pierre Maurage
- Laboratory for Experimental Psychopathology (LEP), Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium
| | - Joël Billieux
- Laboratory for Experimental Psychopathology (LEP), Psychological Science Research Institute, Université catholique de Louvain, Louvain-la-Neuve, Belgium
- Addictology Division, Department of Mental Health and Psychiatry, Geneva University Hospitals, Geneva, Switzerland
- Internet and Gambling Disorders Clinic, Department of Adult Psychiatry, Cliniques Universitaires Saint-Luc, Woluwe-Saint-Lambert, Belgium
- Addictive and Compulsive Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg
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245
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Gentile DA, Bailey K, Bavelier D, Brockmyer JF, Cash H, Coyne SM, Doan A, Grant DS, Green CS, Griffiths M, Markle T, Petry NM, Prot S, Rae CD, Rehbein F, Rich M, Sullivan D, Woolley E, Young K. Internet Gaming Disorder in Children and Adolescents. Pediatrics 2017; 140:S81-S85. [PMID: 29093038 DOI: 10.1542/peds.2016-1758h] [Citation(s) in RCA: 97] [Impact Index Per Article: 12.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 04/19/2017] [Indexed: 11/24/2022] Open
Abstract
The American Psychiatric Association recently included Internet gaming disorder (IGD) as a potential diagnosis, recommending that further study be conducted to help illuminate it more clearly. This paper is a summary of the review undertaken by the IGD Working Group as part of the 2015 National Academy of Sciences Sackler Colloquium on Digital Media and Developing Minds. By using measures based on or similar to the IGD definition, we found that prevalence rates range between ∼1% and 9%, depending on age, country, and other sample characteristics. The etiology of IGD is not well-understood at this time, although it appears that impulsiveness and high amounts of time gaming may be risk factors. Estimates for the length of time the disorder can last vary widely, but it is unclear why. Although the authors of several studies have demonstrated that IGD can be treated, no randomized controlled trials have yet been published, making any definitive statements about treatment impossible. IGD does, therefore, appear to be an area in which additional research is clearly needed. We discuss several of the critical questions that future research should address and provide recommendations for clinicians, policy makers, and educators on the basis of what we know at this time.
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Affiliation(s)
| | - Kira Bailey
- Department of Psychology, Ohio Wesleyan University, Delaware, Ohio
| | - Daphne Bavelier
- Department of Psychology and Education Science, University of Geneva, Geneva, Switzerland.,Department of Brain and Cognitive Science, University of Rochester, Rochester, New York
| | | | | | - Sarah M Coyne
- School of Family Life, Brigham Young University, Provo, Utah
| | - Andrew Doan
- Department of Mental Health, Naval Medical Center San Diego, San Diego, California
| | | | - C Shawn Green
- Department of Psychology, University of Wisconsin-Madison, Madison, Wisconsin
| | - Mark Griffiths
- International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, United Kingdom
| | | | - Nancy M Petry
- Calhoun Cardiology Center, School of Medicine, University of Connecticut, Farmington, Connecticut
| | - Sara Prot
- Department of Psychology and Behavioural Sciences, Coventry University, Coventry, United Kingdom
| | | | - Florian Rehbein
- Criminological Research Institute of Lower Saxony, Hanover, Germany
| | - Michael Rich
- Center on Media and Child Health, Harvard University Medical School, Harvard University, Cambridge, Massachusetts
| | | | | | - Kimberly Young
- Stategic Leadership, St Bonaventure University, St Bonaventure, New York
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246
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Sigerson L, Li AYL, Cheung MWL, Luk JW, Cheng C. Psychometric properties of the Chinese Internet Gaming Disorder Scale. Addict Behav 2017; 74:20-26. [PMID: 28558336 DOI: 10.1016/j.addbeh.2017.05.031] [Citation(s) in RCA: 46] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/18/2017] [Revised: 04/30/2017] [Accepted: 05/23/2017] [Indexed: 10/19/2022]
Abstract
To develop a consensus on the definition and measurement of Internet gaming disorder (IGD), several recent studies have used the DSM-5's proposed criteria for IGD as the basis in scale construction. This study contributes to this emerging consensus by developing and validating a new Chinese Internet Gaming Disorder Scale (C-IGDS) based on the DSM-5 criteria. A representative sample of Hong Kong community adults (n=502, 50% men, mean age=37.1, age range=18-60) was recruited for a telephone survey with random digit dialing. Various statistical techniques were used to assess the psychometric properties of the C-IGDS. The C-IGDS had good reliability (Cronbach's α=0.91) and structural validity (CFA model fit: RMSEA=0.027, CFI=0.991, TLI=0.988) in our sample. Moderate to moderately strong correlations with depressive symptoms (r=0.617, p<0.001), social anxiety symptoms (r=0.366, p<0.001), and gaming hours (r=0.412, p<0.001) supported the criterion validity of the C-IGDS. In addition, the C-IGDS exhibited strict measurement invariance for sex and at least strong measurement invariance for age. In addition to providing the first Chinese scale for measuring IGD based on the DSM-5's proposed criteria, this study provides empirical support for the validity of these diagnostic criteria as the basis for a universal measure of IGD. Most important, this study is the first to reveal the criteria's measurement invariance, thereby indicating their suitability for use with diverse demographic groups.
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Pontes HM, Stavropoulos V, Griffiths MD. Measurement Invariance of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) between the United States of America, India and the United Kingdom. Psychiatry Res 2017; 257:472-478. [PMID: 28837939 DOI: 10.1016/j.psychres.2017.08.013] [Citation(s) in RCA: 54] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/12/2017] [Revised: 08/01/2017] [Accepted: 08/10/2017] [Indexed: 11/27/2022]
Abstract
The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) has been extensively used worldwide to assess Internet Gaming Disorder (IGD) behaviors. Therefore, investigating cultural limitations and implications in its applicability is necessary. The cross-cultural feasibility of a test can be psychometrically evaluated with measurement invariance analyses. Thus, the present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from the United States of America (USA), India, and the United Kingdom (UK). A total of 1013 gamers from the USA (n = 405), India (n = 336), and the UK (n = 272) were recruited. Although the one-factor structure of the IGD construct was supported, cross-country variations were demonstrated considering the way that this was reflected on items assessing preoccupation/salience, tolerance, deception, gaming escapism/mood modification, as well as daily activities' impairment related to gaming. Furthermore, the same scores on items assessing withdrawal symptoms, tolerance, lack of control over gaming engagement, escapism/mood modification and daily activities impairment associated to gaming, have been found to reflect various levels of IGD severity across the three groups. The implications of these results are further discussed in the context of existing evidence regarding the assessment of IGD.
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Affiliation(s)
- Halley M Pontes
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, United Kingdom.
| | | | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, United Kingdom
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Video game addiction and psychological distress among expatriate adolescents in Saudi Arabia. Addict Behav Rep 2017; 6:112-117. [PMID: 29450245 PMCID: PMC5800576 DOI: 10.1016/j.abrep.2017.09.003] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/21/2017] [Revised: 09/26/2017] [Accepted: 09/26/2017] [Indexed: 01/04/2023] Open
Abstract
Introduction Few studies have estimated screen time among Arab adolescents, and no studies, to date, have published data on addiction to video games or Internet games among Arab adolescents. This study aimed to assess the prevalence of addiction to video games and its correlation with mental health in a sample of expatriate high school students from the Al-Qassim region of Saudi Arabia. Methods The survey was conducted in 2016 among 276 students enrolled in ninth through twelfth grades in the International Schools in Buraidah, Al-Qassim. Students who returned signed consent forms from their parents filled out a self-administered questionnaire that included validated scales on addiction to video games, general health, and lifestyle. Results The proportion between the sexes and the schools were roughly equal. Around 32% were overweight or obese, 75% had screen time ≥ 2 h/day, and 20% slept < 5 h/night. Sixteen per cent (16%) were addicted to video games and 54% had psychological distress. Addiction to video games was strongly associated with psychological distress (OR = 4.1, 95% CI = 1.80, 9.47). Other significant correlates were female gender, higher screen time, and shorter sleep hours. Conclusions The proportion of students with psychological distress was high. Future studies should investigate other potential correlates of distress such personal traits, family relations, and academic performance. Proportion of adolescents addicted to video games was 16%. Relationship between video game addiction and psychological distress was significant. Risk factors for distress included being female, fewer hours of sleep, and higher screen time.
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249
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Behavioural addictions in children and adolescents. CURRENT ISSUES IN PERSONALITY PSYCHOLOGY 2017. [DOI: 10.5114/cipp.2017.70144] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
The emergence in DSM-5 of gambling addiction as the first official behavioural addiction has opened a new chapter in the thinking about and research into behavioural pathology. We are becoming increasingly aware of the causes, mechanisms and consequences of addictive behaviour, but the majority of the work is conducted mainly on adult populations. Although the use of the term “behavioural addiction” in children and adolescents is controversial due to the dynamic nature of their development processes, there is no doubt that more and more young people are involved in addictive behaviours that negatively affect their lives. The currently still few studies are throwing new light on the early symptoms of behavioural addictions observed in increasingly younger children.<br />
This article is a review of current knowledge about potential behavioural addictions in the first two decades of life viewed from the perspective of developmental psychopathology. While there is significantly less research into addictive behaviours in childhood and adolescence than in later decades, empirical evidence has clearly shown that early symptoms of behavioural addiction pose a significant threat to the mental health of children and adolescents, both now and in the future. The article discusses the definition of behavioural addiction in the DSM-5 context, the controversy surrounding the diagnosis of these disorders in young people, the behavioural addictions in children and adolescents, and the identified risk factors for early-onset behavioural addictions.
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Abstract
With Internet connectivity and technological advancement increasing dramatically in recent years, “Internet addiction” (IA) is emerging as a global concern. However, the use of the term ‘addiction’ has been considered controversial, with debate surfacing as to whether IA merits classification as a psychiatric disorder as its own entity, or whether IA occurs in relation to specific online activities through manifestation of other underlying disorders. Additionally, the changing landscape of Internet mobility and the contextual variations Internet access can hold has further implications towards its conceptualisation and measurement. Without official recognition and agreement on the concept of IA, this can lead to difficulties in efficacy of diagnosis and treatment. This paper therefore provides a critical commentary on the numerous issues of the concept of “Internet addiction”, with implications for the efficacy of its measurement and diagnosticity.
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