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Zendle D, Flick C, Gordon-Petrovskaya E, Ballou N, Xiao LY, Drachen A. No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry. Nat Hum Behav 2023; 7:1753-1766. [PMID: 37563302 PMCID: PMC10593605 DOI: 10.1038/s41562-023-01669-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/25/2022] [Accepted: 06/27/2023] [Indexed: 08/12/2023]
Abstract
Governments around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people's playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on public holidays. Using telemetry data on over seven billion hours of playtime provided by a stakeholder from the video games industry, we found no credible evidence for overall reduction in the prevalence of heavy playtime following the implementation of regulations: individual accounts became 1.14 times more likely to play heavily in any given week (95% confidence interval 1.139-1.141). This falls below our preregistered smallest effect size of interest (2.0) and thus is not interpreted as a practically meaningful increase. Results remain robust across a variety of sensitivity analyses, including an analysis of more recent (2021) adjustments to playtime regulation. This casts doubt on the effectiveness of such state-controlled playtime mandates.
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Affiliation(s)
- David Zendle
- Department of Computer Science, University of York, York, UK.
| | - Catherine Flick
- School of Computer Science and Informatics, De Montfort University, Leicester, UK
| | | | - Nick Ballou
- School of Electronic Engineering and Computer Science, Queen Mary University of London, London, UK
| | - Leon Y Xiao
- Center for Digital Play, IT University of Copenhagen, Copenhagen, Denmark
| | - Anders Drachen
- Department of Computer Science, University of York, York, UK
- SDU Metaverse Lab, Maersk McKinney-Moeller Institute, University of Southern Denmark, Odense, Denmark
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2
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Galanis CR, Weber N, Delfabbro PH, Billieux J, King DL. Gaming disorder and stigma-related judgements of gaming individuals: An online randomized controlled trial. Addiction 2023; 118:1687-1698. [PMID: 37070481 DOI: 10.1111/add.16211] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/15/2022] [Accepted: 04/02/2023] [Indexed: 04/19/2023]
Abstract
BACKGROUND AND AIMS The inclusion of gaming disorder (GD) in the International Classification of Diseases 11th Revision (ICD-11) has generated scholarly debate, including claims about its potential stigmatizing effects on the wider gaming population. The present study aimed to estimate the effect of addiction-based and non-addiction-based conceptualizations of problem gaming on stigma of gamers. DESIGN This preregistered experiment involved a 2 (health information: addiction-related or non-addiction-related) × 3 (vignette: problem, regular or casual gamer) randomized, between-subjects design. SETTING An international sample of participants was recruited via Prolific in June and July 2021. PARTICIPANTS Participants were eligible (n = 1228) if they were aged 35 to 50 years, played video games for no more than 6 hours per week and did not endorse DSM-5 or ICD-11 criteria for GD. INTERVENTION AND COMPARATOR Participants were provided with an explanation of problem gaming as related to either an addictive disorder (i.e. 'addiction' explanation) or personal choice and lifestyle factors (i.e. 'non-addiction' explanation). MEASUREMENTS The Attribution Questionnaire (AQ) and Universal Stigma Scale (USS) assessed stigma toward each gamer vignette. Vignettes described a problem gamer (with features of GD); a regular gamer (frequent gaming; some life interference); and a casual gamer (infrequent gaming; no life interference). FINDINGS Problem gamer vignettes (mean [M] = 113.3; 95% CI = 111.5-115.4) received higher AQ stigma ratings than regular (M = 94.0; 95% CI = 91.9-95.9) and casual gamers (M = 80.1; 95% CI = 78.2-82.1). Although significant, the effect of health information type on AQ stigma ratings was negligible (addiction group [M = 97.6; 95% CI = 95.9-99.1], non-addiction group [M = 94.1; 95% CI = 92.6-95.8]). However, the addiction information group scored lower on USS blame and responsibility than the non-addiction information group with at least a small effect (99.1% confidence). CONCLUSIONS Framing of problem gaming as an addictive disorder or non-addictive activity appears to have a negligible effect on stigma of different gamers among middle-age adults with minimal gaming experience. The concept of 'gaming addiction' seems unlikely to be an important influence on public stigma of gaming.
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Affiliation(s)
- Christina R Galanis
- College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia
| | - Nathan Weber
- College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia
| | - Paul H Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, Australia
| | - Joel Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals, Lausanne, Switzerland
| | - Daniel L King
- College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia
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Monley CM, Liese BS, Oberleitner LM. Gamers' and non-gamers' perspectives on the development of problematic video game play. CURRENT PSYCHOLOGY 2023; 43:1-10. [PMID: 36776145 PMCID: PMC9900197 DOI: 10.1007/s12144-023-04278-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 01/15/2023] [Indexed: 02/09/2023]
Abstract
Gaming Disorder was recently included in the 11th Edition of the International Classification of Diseases and Internet Gaming Disorder may be introduced in the sixth edition of The Diagnostic and Statistical Manual. Much is not understood about how problems with video games develop. This qualitative study aimed to better understand the development of problematic gaming through focus groups. Eleven young adult "frequent gamers," twelve young adult "non-frequent or non-gamers," and five older adult "non-gamers" discussed vulnerabilities and risk factors of problematic gaming. Participants across all groups believed that problematic gaming developed when people used video games as a primary means of meeting basic psychological needs that were unsatisfied, thwarted, or blocked outside of video games. Frequent and non-frequent gamers, compared to older adult non-gamers, were more likely to view video games as a healthy way to meet basic psychological needs and less likely to stereotype gamers. Video games are equipped to meet basic psychological needs for autonomy, competence, and relatedness. That is, gamers often experience a sense of agency, skill, and connection to others when playing video games. However, problematic gaming may develop when people with unmet psychological needs rely exclusively on video games to meet them. Treatment and prevention approaches to problematic gaming can benefit from greater attention to helping at risk individuals meet needs for autonomy, competence, and relatedness outside of video games.
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Affiliation(s)
- Corey M. Monley
- Department of Educational and Counseling Psychology, University at Albany-State University of New York, 1400 Washington Ave, Catskill 228, Albany, NY 12222 USA
- Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA
| | - Bruce S. Liese
- Cofrin Logan Center for Addiction Research and Treatment, University of Kansas, Lawrence, KS USA
- Department of Family Medicine and Community Health, University of Kansas Medical Center, Kansas City, KS USA
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Yamamoto N, Morimoto Y, Kinoshita H, Kumazaki H, Honda S, Iwanaga R, Imamura A, Ozawa H. Game-related behaviors among children and adolescents after school closure during the COVID-19 pandemic: A cross-sectional study. PCN REPORTS : PSYCHIATRY AND CLINICAL NEUROSCIENCES 2022; 1:e37. [PMID: 38868689 PMCID: PMC11114390 DOI: 10.1002/pcn5.37] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/14/2022] [Revised: 06/27/2022] [Accepted: 07/18/2022] [Indexed: 06/14/2024]
Abstract
Aim Increased exposure to digital gaming content among youth in recent years has raised serious health concerns. Social restrictions such as school closures, imposed worldwide because of the ongoing COVID-19 pandemic, may increase exposure to gaming and lead to addictive gaming behavior in young people. In this study, we investigated gaming behaviors among Japanese students during COVID-19 school closures. Methods Students completed questionnaires regarding their living conditions, game-related behaviors, diagnosis of Internet addiction, psychological difficulties, and the impact of the COVID-19 pandemic. We compared differences between the responses of potentially at risk for gaming disorder (potentially at risk for gaming disorder; defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder [PGD]) students who met the criteria for a diagnosis of gaming disorder in ICD-11 MMS and those of control students. Logistic regression analysis was performed to predict the extent of factors contributing to potential gaming disorder. Results Four thousand and forty-eight participants completed the survey. Compared with control students (93%), potentially at risk for gaming disorder (defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder, PGD) students (7%) reported playing games for longer times, spending more money on in-game purchases, were of younger age at the start of game playing, showed a tendency toward Internet dependence, practised school avoidance or absenteeism, and demonstrated the need for psychological support. Moreover, participants in the PGD group reported more anxiety about COVID-19 than control participants, as well as an increase in game-playing time and amount of money spent on games during the COVID-19 pandemic. Conclusion These results indicate that young people classified as having a gaming disorder not only exhibit characteristic game-related behaviors but may be psychologically and socially vulnerable and need special support, especially during the ongoing COVID-19 pandemic.
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Affiliation(s)
- Naoki Yamamoto
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Yoshiro Morimoto
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Hirohisa Kinoshita
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Hirokazu Kumazaki
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Sumihisa Honda
- Unit of Medical ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Ryoichiro Iwanaga
- Unit of Medical ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Center for Child Mental Health Care and EducationNagasaki UniversityNagasakiJapan
| | - Akira Imamura
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
- Department of Psychiatric Rehabilitation ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Hiroki Ozawa
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
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Cabeza-Ramírez LJ, Rey-Carmona FJ, Del Carmen Cano-Vicente M, Solano-Sánchez MÁ. Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach. Sci Rep 2022; 12:7904. [PMID: 35551493 PMCID: PMC9098150 DOI: 10.1038/s41598-022-11985-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2022] [Accepted: 05/03/2022] [Indexed: 11/24/2022] Open
Abstract
The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. Furthermore, the individual effects of each of the variables have been estimated. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects.
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Affiliation(s)
- L Javier Cabeza-Ramírez
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain.
| | - Francisco José Rey-Carmona
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain
| | - Ma Del Carmen Cano-Vicente
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain
| | - Miguel Ángel Solano-Sánchez
- Department of Applied Economics, Faculty of Social Sciences (Melilla Campus), University of Granada, Calle Santander, 1, 52005, Melilla, Spain
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Stavropoulos V, Frost TMJ, Brown T, Gill P, Footitt TA, Kannis-Dymand L. Internet gaming disorder behaviours: a preliminary exploration of individualism and collectivism profiles. BMC Psychiatry 2021; 21:262. [PMID: 34016087 PMCID: PMC8139060 DOI: 10.1186/s12888-021-03245-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/29/2020] [Accepted: 04/28/2021] [Indexed: 01/15/2023] Open
Abstract
BACKGROUND Internet Gaming Disorder (IGD) behaviours involve excessive use of Internet games to the extent that one's everyday life is compromised. It has been suggested that IGD symptoms are dependent on whether one is more individualistic or collectivistic. However, the range of potential individualism-collectivismeffects on IGD presentations remains largely unknown. The current study aims to further understanding of the role of individualistic and collectivistic tendencies in IGD, allowing us to develop more gamer centredIGD prevention and intervention strategies. METHODS One thousand and thirty-twocommunity participants withinternet gaming experience were measured online for IGD symptom's severity using the Internet Gaming Disorder Scale - Short Form (IGDS9-SF) andindividualism-collectivism behavioursvia the Individualism & Collectivism Scale (ICS). Latent Class Analysis (LCA) and T-Tests were performed in relation to their responses. RESULTS Upon inspection of the LCA output, two profiles of internet gamers were identified. These includedthe Collectivism Aversivegamers (CA; 11%) and the Collectivism Neutral gamers (CN; 89%). The CA gamers displayed significantly higher IGD behaviours overall, and, were higher inpreoccupation, withdrawal symptoms, tolerance, relapse, deception, escapism/mood modification, and functional impairment compared to CN gamers. There were no differences between CA and CN gamers in loss of interest and conflicts with others. CONCLUSIONS The findings suggest that one's individualism-collectivism orientation can influence the presentation of IGD. Specifically, those who are less collectivistic or are less influenced by social groups willdisplay greater IGD symptoms and present a profile that requires a different intervention from gamers who are more collectivistic. Researchers and clinicians should emphasize the value of belonging in a collective and experiencing equality with others in relation to mental health and gaming patterns.
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Affiliation(s)
| | | | - Taylor Brown
- Institute for Health and Sprot, Victoria University, Melbourne, Australia
| | - Peter Gill
- Institute for Health and Sprot, Victoria University, Melbourne, Australia
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7
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Legault MCB, Liu HZ, Balodis IM. Neuropsychological Constructs in Gaming Disorders: a Systematic Review. Curr Behav Neurosci Rep 2021. [DOI: 10.1007/s40473-021-00230-z] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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Zhang M, Bian Y. An analysis of the brain structures underlying the link between pathological Internet use and anxiety. Addict Behav 2021; 112:106632. [PMID: 32905867 DOI: 10.1016/j.addbeh.2020.106632] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/15/2020] [Revised: 08/23/2020] [Accepted: 08/24/2020] [Indexed: 12/21/2022]
Abstract
Pathological Internet use (PIU) is associated with various maladaptive problems and is becoming increasingly common among adolescents. Anxiety has been discovered as an important predictor of PIU, with the neural basis underlying the link between these two variables remaining unclear. In this study, PIU variations, individual anxiety levels, and T1-weighted structural magnetic resonance images (MRI) were collected from 95 healthy male adolescents. Voxel-based morphometry (VBM) was then applied to identify the brain regions related to individual variations in PIU, with mediation analyses being conducted to explore the relationship between brain structure, anxiety, and PIU. The results revealed that the PIU tendency is positively correlated with regional grey matter density (rGMD) in the right inferior parietal lobe (IPL), which is known to be involved in inhibitory control. Furthermore, the mediation analysis revealed that the rGMD in the right IPL mediates the association between anxiety and PIU, which is consistent with the mood enhancement theory and the Interaction of Person-Affect-Cognition-Execution (I-PACE) model. This mediation model suggests that individuals with higher anxiety might be more likely to use the Internet, with the rGMD in the right IPL being where the underlying cognitive mechanism of the relationship between these two variables lies. This study's findings possess implications for society's understandings of the correlations between anxiety and PIU from a brain structural perspective, which may then help in preventing the progression of PIU among adolescents.
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Abstract
PURPOSE OF REVIEW This review describes recent research findings and contemporary viewpoints regarding internet addiction in adolescents including its nomenclature, prevalence, potential determinants, comorbid disorders, and treatment. RECENT FINDINGS Prevalence studies show findings that are disparate by location and vary widely by definitions being used. Impulsivity, aggression, and neuroticism potentially predispose youth to internet addiction. Cognitive behavioral therapy and medications that treat commonly co-occurring mental health problems including depression and ADHD hold considerable clinical promise for internet addiction. SUMMARY The inclusion of internet gaming disorder in the DSM-5 and the ICD-11 has prompted considerable work demonstrating the validity of these diagnostic approaches. However, there is also a movement for a conceptualization of the disorder that captures a broader range of media-use behaviors beyond only gaming. Efforts to resolve these approaches are necessary in order to standardize definitions and clinical approaches. Future work should focus on clinical investigations of treatments, especially in the USA, and longitudinal studies of the disorder's etiology.
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Shi J, van der Maas M, Turner NE, Potenza MN. Expanding on the multidisciplinary stakeholder framework to minimize harms for problematic risk-taking involving emerging technologies. •. J Behav Addict 2020; 9:886-897. [PMID: 33372914 PMCID: PMC8969719 DOI: 10.1556/2006.2020.00096] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/27/2020] [Revised: 11/03/2020] [Accepted: 11/03/2020] [Indexed: 12/24/2022] Open
Abstract
As new types of problematic behaviors and new forms of online risk-taking emerge, forming collaborative relationships while understanding complexities of motivations may help to promote harm reduction and intervention. While it may be too early to form a stakeholder framework without first conceptually understanding the problematic behaviors involved, we attempt to build upon a proposed multidisciplinary stakeholder framework to minimize harms for problematic risk-taking involving emerging technologies. We propose an expansion of roles for individual stakeholders and an expansion of proposed roles for family stakeholders to include partner/spouses, others living in the household, and/or those with close relationships with individuals who are experiencing problems. Empowering individuals who use emerging technologies through participatory action research and knowledge translation/dissemination may lead to improvements in the quality of research and a greater impact on policy and practice. Also, we discuss benefits of industry self-regulation and collaboration on data-sharing practices. We recommend approaches to promote global collaboration with a larger group of relevant stakeholders (including but not limited to individual consumers of technology, families, communities, treatment and welfare providers, researchers, industries, and governments) to address protection of vulnerable populations and reduce harms for users of rapidly advancing technologies.
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Affiliation(s)
- Jing Shi
- Institute for Mental Health Policy Research, Centre for Addiction and Mental Health (CAMH), Toronto, ON, Canada
- School of Rehabilitation Science, Faculty of Health Sciences, McMaster University, Hamilton, ON, Canada
- Corresponding authors.
| | - Mark van der Maas
- Center for Gambling Studies, Rutgers University, New Brunswick, NJ, USA
- School of Social Work, Rutgers University, New Brunswick, NJ, USA
| | - Nigel E. Turner
- Institute for Mental Health Policy Research, Centre for Addiction and Mental Health (CAMH), Toronto, ON, Canada
- Dalla Lana School of Public Health, University of Toronto, Toronto, ON, Canada
| | - Marc N. Potenza
- Department of Psychiatry and Child Study Center, Yale University School of Medicine, New Haven, CT, USA
- Connecticut Council on Problem Gambling, Wethersfield, CT, USA
- Connecticut Mental Health Center, New Haven, CT, USA
- Department of Neuroscience, Yale University, New Haven, CT, USA
- Corresponding authors.
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Dong GH, Wang Z, Dong H, Wang M, Zheng Y, Ye S, Zhang J, Potenza MN. More stringent criteria are needed for diagnosing internet gaming disorder: Evidence from regional brain features and whole-brain functional connectivity multivariate pattern analyses. J Behav Addict 2020; 9:642-653. [PMID: 33031057 PMCID: PMC8943664 DOI: 10.1556/2006.2020.00065] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/06/2020] [Revised: 04/10/2020] [Accepted: 09/02/2020] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND Internet gaming disorder (IGD) is included in the DSM-5 as a provisional diagnosis. Whether IGD should be regarded as a disorder and, if so, how it should be defined and thresholded have generated considerable debate. METHODS In the current study, machine learning was used, based on regional and interregional brain features. Resting-state data from 374 subjects (including 148 IGD subjects with DSM-5 scores ≥5 and 93 IGD subjects with DSM-5 scores ≥6) were collected, and multivariate pattern analysis (MVPA) was employed to classify IGD from recreational game use (RGU) subjects based on regional brain features (ReHo) and communication between brain regions (functional connectivity; FC). Permutation tests were used to assess classifier performance. RESULTS The results demonstrated that when using DSM-5 scores ≥5 as the inclusion criteria for IGD subjects, MVPA could not differentiate IGD subjects from RGU, whether based on ReHo or FC features or by using different templates. MVPA could differentiate IGD subjects from RGU better than expected by chance when using DSM-5 scores ≥6 with both ReHo and FC features. The brain regions involved in the default mode network and executive control network and the cerebellum exhibited high discriminative power during classification. DISCUSSION The current findings challenge the current IGD diagnostic criteria thresholding proposed in the DSM-5, suggesting that more stringent criteria may be needed for diagnosing IGD. The findings suggest that brain regions involved in the default mode network and executive control network relate importantly to the core criteria for IGD.
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Affiliation(s)
- Guang-Heng Dong
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, PR China
- Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, PR China
- Institute of Psychological Science, Hangzhou Normal University, Hangzhou, PR China
| | - Ziliang Wang
- School of Psychology, Beijing Normal University, Beijing, PR China
| | - Haohao Dong
- Department of Psychology, Zhejiang Normal University, Jinhua, PR China
| | - Min Wang
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, PR China
- Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, PR China
- Institute of Psychological Science, Hangzhou Normal University, Hangzhou, PR China
| | - Yanbin Zheng
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, PR China
- Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, PR China
- Institute of Psychological Science, Hangzhou Normal University, Hangzhou, PR China
| | - Shuer Ye
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, PR China
- Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, PR China
- Institute of Psychological Science, Hangzhou Normal University, Hangzhou, PR China
| | - Jialin Zhang
- Department of Psychology, Zhejiang Normal University, Jinhua, PR China
| | - Marc N. Potenza
- Department of Psychiatry, Child Study Center, Yale University School of Medicine, New Haven, CT, USA
- Department of Neuroscience, Yale University School of Medicine, New Haven, CT, USA
- Connecticut Council on Problem Gambling, Wethersfield, CT, USA
- Connecticut Mental Health Center, New Haven, CT, USA
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Ko CH, Király O, Demetrovics Z, Chang YM, Yen JY. Identifying individuals in need of help for their uncontrolled gaming: A narrative review of concerns and comments regarding gaming disorder diagnostic criteria. J Behav Addict 2020; 9:572-588. [PMID: 33011711 PMCID: PMC8943683 DOI: 10.1556/2006.2020.00058] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/02/2020] [Revised: 07/28/2020] [Accepted: 08/21/2020] [Indexed: 12/24/2022] Open
Abstract
OBJECTIVE In 2013, the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) included the diagnostic criteria of Internet gaming disorder (IGD). Then, in 2019, the 11th Revision of the International Classification of Diseases (ICD-11) categorized gaming disorder (GD) as an addictive disorder. This review aimed to review the raised concerns, debate, and research of IGD or GD criteria and provide suggestions to resolve them. METHODS A narrative review was conducted, and PubMed was searched for articles mentioning concerns and research on the DSM-5 criteria for IGD, ICD-11 criteria for GD, or criteria for other synonyms, such as problematic gaming or gaming addiction. A total of 107 articles were identified. RESULTS Concerns were organized into three categories: conceptual framework, moral panic, and diagnostic validity. Most argumentations supported the proposition that GD and other substance use disorders have similar presentations. A clear definition of GD and adequate public education could prevent rather than exacerbate moral panic. Several researchers reported concerns regarding the nosology, diagnostic validity, and wording of each criterion. However, the threshold, five of the nine criteria with impaired function, demonstrated adequate validity in interview studies. CONCLUSION The current findings support the addiction framework, functional impairment, and validity of the GD criteria. However, further prospective, experimental, and clinical studies validating these findings are warranted. Moreover, an integrative review or debate conference could contribute to the organization of the available results and concept development. Aggregating adequate scientific information could allay or resolve concerns related to the diagnosis of GD.
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Affiliation(s)
- Chih-Hung Ko
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, 100 Tzyou 1st Rd., 807, Kaohsiung City, Taiwan,Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, 482 San-Ming Rd., 812, Kaohsiung City, Taiwan,Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, 100 Shi-Chuan 1st Rd., 807, Kaohsiung City, Taiwan,Corresponding author. E-mail:
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Yun-Ming Chang
- Department of Psychology, Minnan Normal University, China
| | - Ju-Yu Yen
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, 100 Tzyou 1st Rd., 807, Kaohsiung City, Taiwan,Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, 100 Shi-Chuan 1st Rd., 807, Kaohsiung City, Taiwan,Department of Psychiatry, Kaohsiung Municipal Ta-Tung Hospital, Kaohsiung Medical University, Kaohsiung City, 812, Taiwan
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Cudo A, Kopiś N, Zabielska-Mendyk E. Personal distress as a mediator between self-esteem, self-efficacy, loneliness and problematic video gaming in female and male emerging adult gamers. PLoS One 2019; 14:e0226213. [PMID: 31821356 PMCID: PMC6903753 DOI: 10.1371/journal.pone.0226213] [Citation(s) in RCA: 16] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/14/2019] [Accepted: 11/21/2019] [Indexed: 12/20/2022] Open
Abstract
The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerging adulthood. From among the factors which were considered significant in previous studies, we decided to include the following in our research: empathy, self-esteem, self-efficacy and loneliness. Additionally, we wanted to examine which predictors have a direct or indirect effect on PVG in female and male emerging adult gamers group. Including a sample of 370 video game players (201 female gamers) aged 18-30 years (M = 21.66 years, SD = 2.83) participated in this study and were asked to complete self-report measures. The questionnaires included: Problem Videogame Playing Questionnaire, The Interpersonal Reactivity Index, Rosenberg Self-Esteem Scale, De Jong Gierveld Loneliness Scale, General Self-Efficacy Scale. Our results indicate that empathy dimension associated with personal distress, the time spent playing computer games per week is directly associated with PVG. Also, there were found full mediation between self-esteem, loneliness, self-efficacy and PVG via personal distress in emerging adult male gamers group. In emerging adult female gamers group personal distress fully mediated relation between self-esteem, self-efficacy and PVG. Our findings indicate that the time spent playing video games, as well as personal distress as a function of self-esteem, loneliness and self-efficacy, are predictors of problematic video gaming. Additionally, our results may lead to a better understanding of PVG among emerging adults. In particular, they may point to the importance of personal distress in relation to PVG during emerging adulthood, which is a developmental stage of many changes in social and professional life.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Natalia Kopiś
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Emilia Zabielska-Mendyk
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
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14
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Pontes HM, Schivinski B, Brzozowska-Woś M, Stavropoulos V. Laxer Clinical Criteria for Gaming Disorder May Hinder Future Efforts to Devise an Efficient Diagnostic Approach: A Tree-Based Model Study. J Clin Med 2019; 8:jcm8101730. [PMID: 31635431 PMCID: PMC6832569 DOI: 10.3390/jcm8101730] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/04/2019] [Revised: 10/10/2019] [Accepted: 10/17/2019] [Indexed: 12/13/2022] Open
Abstract
Internet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The data collected was scrutinized to detect patterns of IGD using Conditional Inference Tree (Ctree), a sophisticated machine algorithm. Participants provided basic sociodemographic information and completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). The results identified classes of IGD-related symptoms, indicating that endorsing ‘withdrawal’ and ‘loss of control’ increases the probability of disordered gaming by 77.77% while endorsement of ‘withdrawal’, ‘loss of control’ and ‘negative consequences’ increases the probability of disordered gaming by 26.66%. Moreover, lack of endorsement of ‘withdrawal’ and endorsement of ‘preoccupation’ increases the likelihood of disordered gaming by 7.14%. Taken together, the results obtained illustrate that different IGD criteria can present with different clinical weighing as unique diagnostic roles in the development of disordered gaming can be evidenced by each criterion. Moreover, the present findings help inform future revisions of diagnostic manuals and helps enhancing the assessment of IGD in the future. Additional research and clinical implications are discussed.
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Affiliation(s)
- Halley M Pontes
- Division of Psychology, School of Medicine, University of Tasmania, Launceston, TAS 7250, Australia.
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS 7250, Australia.
| | - Bruno Schivinski
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS 7250, Australia.
- RMIT University, School of Media and Communication, 124 La Trobe St, Melbourne, VIC 3000 , Australia.
| | - Magdalena Brzozowska-Woś
- Gdansk University of Technology, Department of Marketing, Ul. Narutowicza 11/12, 80-233 Gdansk, Poland.
| | - Vasileios Stavropoulos
- The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS 7250, Australia.
- Victoria University, School of Psychology, College of Health and Biomedicine, Ballarat Road, Footscray, VIC 3011, Australia.
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15
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Ferguson CJ, Wang JCK. Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study. J Youth Adolesc 2019; 48:1439-1451. [PMID: 31273603 DOI: 10.1007/s10964-019-01069-0] [Citation(s) in RCA: 27] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2019] [Accepted: 06/20/2019] [Indexed: 10/26/2022]
Abstract
The issue of whether video games with aggressive or violent content (henceforth aggressive video games) contribute to aggressive behavior in youth remains an issue of significant debate. One issue that has been raised is that some studies may inadvertently inflate effect sizes by use of questionable researcher practices and unstandardized assessments of predictors and outcomes, or lack of proper theory-driven controls. In the current article, a large sample of 3034 youth (72.8% male Mage = 11.2) in Singapore were assessed for links between aggressive game play and seven aggression or prosocial outcomes 2 years later. Theoretically relevant controls for prior aggression, poor impulse control, gender and family involvement were used. Effect sizes were compared to six nonsense outcomes specifically chosen to be theoretically unrelated to aggressive game play. The use of nonsense outcomes allows for a comparison of effect sizes between theoretically relevant and irrelevant outcomes, to help assess whether any statistically significant outcomes may be spurious in large datasets. Preregistration was employed to reduce questionable researcher practices. Results indicate that aggressive video games were unrelated to any of the outcomes using the study criteria for significance. It would take 27 h/day of M-rated game play to produce clinically noticeable changes in aggression. Effect sizes for aggression/prosocial outcomes were little different than for nonsense outcomes. Evidence from this study does not support the conclusion that aggressive video games are a predictor of later aggression or reduced prosocial behavior in youth.
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Affiliation(s)
- Christopher J Ferguson
- Department of Psychology, Stetson University, 421N. Woodland Blvd., DeLand, FL, 32729, USA.
| | - John C K Wang
- Nanyang Technological University, Singapore, Singapore
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16
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Benarous X, Morales P, Mayer H, Iancu C, Edel Y, Cohen D. Internet Gaming Disorder in Adolescents With Psychiatric Disorder: Two Case Reports Using a Developmental Framework. Front Psychiatry 2019; 10:336. [PMID: 31133904 PMCID: PMC6524313 DOI: 10.3389/fpsyt.2019.00336] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/09/2018] [Accepted: 04/29/2019] [Indexed: 01/08/2023] Open
Abstract
Internet gaming disorder (IGD) has been a controversial entity with various opinions about its clinical relevance as an independent mental disorder. This debate has also included discussions about the relationships between problematic gaming, various psychiatric disorders, and personality traits and dimensions. This paper outlines a developmental-theory based model of Internet gaming misuse inspired by the treatment of two adolescent inpatients. The two clinical vignettes illustrate distinct developmental pathways: an "internalized pathway" via the development of social anxiety, emotional and behavioral avoidance; and an "externalized pathway" with a low level of emotional regulation strategies and impulsivity. In both clinical cases, attachment issues played a key role to understand the specific associations of risk and maintaining factors for IGD, and gaming behaviors may be seen as specific forms of maladaptive self-regulatory strategies for these two youths. These clinical observations support the assumption that gaming use problematic in adolescents should be viewed with a developmental approach, including key aspects of emotional development that represent significant targets for therapeutic interventions.
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Affiliation(s)
- Xavier Benarous
- Department of Child and Adolescent Psychiatry, Pitié-Salpêtrière Hospital, Paris, France
- INSERM Unit U1105 Research Group for Analysis of the Multimodal Cerebral Function, University of Picardy Jules Verne (UPJV), Amiens, France
| | - Pierre Morales
- Department of Addiction, Hôpital Pitié-Salpêtrière, Paris, France
| | - Hanna Mayer
- Department of Child and Adolescent Psychiatry, Pitié-Salpêtrière Hospital, Paris, France
| | - Cosmin Iancu
- Department of Child and Adolescent Psychiatry, Pitié-Salpêtrière Hospital, Paris, France
| | - Yves Edel
- Department of Addiction, Hôpital Pitié-Salpêtrière, Paris, France
| | - David Cohen
- Department of Child and Adolescent Psychiatry, Pitié-Salpêtrière Hospital, Paris, France
- CNRS UMR 7222, Institute for Intelligent Systems and Robotics, Sorbonnes Université, Paris, France
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17
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Männikkö N, Ruotsalainen H, Tolvanen A, Kääriäinen M. Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students. Scand J Psychol 2019; 60:252-260. [PMID: 30907002 DOI: 10.1111/sjop.12533] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/29/2018] [Accepted: 02/02/2019] [Indexed: 11/29/2022]
Abstract
This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB based on the DSM-5 cut-off threshold was 1.3%. Regression analysis showed that male gender, preference for gaming on a personal computer, gaming time, poor self-perceived health status, and a preference for the solo and multiplayer online battle arenas (MOBA) game genres related positively to PGB scores. These findings demonstrate the appropriateness of the IGDT-10 test for the assessment of problematic gaming among adults, and support further research on PGB in Finland.
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Affiliation(s)
- Niko Männikkö
- Department of Social Services and Rehabilitation, Oulu University of Applied Sciences, Oulu, Finland.,Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland
| | - Heidi Ruotsalainen
- Department of Social Services and Rehabilitation, Oulu University of Applied Sciences, Oulu, Finland
| | - Asko Tolvanen
- Department of Psychology, University of Jyväskylä, Jyväskylä, Finland
| | - Maria Kääriäinen
- Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland.,Oulu University Hospital, Medical Research Center Oulu, Oulu, Finland
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18
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Cudo A, Kopiś N, Stróżak P, Zapała D. Problematic Video Gaming and Problematic Internet Use Among Polish Young Adults. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2018; 21:523-529. [PMID: 30110198 DOI: 10.1089/cyber.2018.0014] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
Abstract
Technological advancements, on the one hand, facilitate everyday activities and, on the other hand, may lead to problematic behavior. These include problematic video gaming (PVG) and problematic Internet use. The purpose of this article is to present the specificity of these behavioral addictions in a group of Polish young adults and to determine their predictors and interrelatedness. The study involved a group of 1,493 young adults, aged from 18 to 30. The intensity of problematic Internet use was measured with the Problematic Internet Use Test (the Polish version of Internet Addiction Test developed by Kimberly Young), and intensity of PVG was measured with the Problem Video Game Playing Questionnaire. Based on the results, it can be shown that in the group of Polish young adults participating in the study, 0.3 percent of the individuals present very high problematic Internet use. On the contrary, 3.6 percent of the gamers show signs of PVG. Furthermore, analysis of structural equations showed that only the model assuming a correlation between the two types of behavioral addiction correctly fits the data set. Based on the developed model, it was established that the duration of social network usage is probably a predictor of problematic Internet use, while predictors of PVG include the amount of time dedicated to playing video games as well as engagement in action games. The present findings enable better understanding of the relationship between PVG and problematic Internet use among young adults. They also support other studies which suggest that, despite similarities between them, various types of behavioral addictions may be predicted by different factors.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin , Lublin, Poland
| | - Natalia Kopiś
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin , Lublin, Poland
| | - Paweł Stróżak
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin , Lublin, Poland
| | - Dariusz Zapała
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin , Lublin, Poland
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19
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van Rooij AJ, Ferguson CJ, Colder Carras M, Kardefelt-Winther D, Shi J, Aarseth E, Bean AM, Bergmark KH, Brus A, Coulson M, Deleuze J, Dullur P, Dunkels E, Edman J, Elson M, Etchells PJ, Fiskaali A, Granic I, Jansz J, Karlsen F, Kaye LK, Kirsh B, Lieberoth A, Markey P, Mills KL, Nielsen RKL, Orben A, Poulsen A, Prause N, Prax P, Quandt T, Schimmenti A, Starcevic V, Stutman G, Turner NE, van Looy J, Przybylski AK. A weak scientific basis for gaming disorder: Let us err on the side of caution. J Behav Addict 2018; 7:1-9. [PMID: 29529886 PMCID: PMC6035022 DOI: 10.1556/2006.7.2018.19] [Citation(s) in RCA: 144] [Impact Index Per Article: 24.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/18/2018] [Accepted: 02/12/2018] [Indexed: 11/19/2022] Open
Abstract
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of evidence and the clinical utility should be extremely high, because there is a genuine risk of abuse of diagnoses. We provide suggestions about the level of evidence that might be required: transparent and preregistered studies, a better demarcation of the subject area that includes a rationale for focusing on gaming particularly versus a more general behavioral addictions concept, the exploration of non-addiction approaches, and the unbiased exploration of clinical approaches that treat potentially underlying issues, such as depressive mood or social anxiety first. We acknowledge there could be benefits to formalizing gaming disorder, many of which were highlighted by colleagues in their commentaries, but we think they do not yet outweigh the wider societal and public health risks involved. Given the gravity of diagnostic classification and its wider societal impact, we urge our colleagues at the WHO to err on the side of caution for now and postpone the formalization.
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Affiliation(s)
- Antonius J. van Rooij
- Department of Children & Risky Behavior, Trimbos Institute, Utrecht, The Netherlands
| | | | - Michelle Colder Carras
- Department of Mental Health, Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, USA
| | | | - Jing Shi
- Rehabilitation Sciences Institute, University of Toronto, Toronto, Canada
- Institute for Mental Health Policy Research, Centre for Addiction and Mental Health, Toronto, Canada
| | - Espen Aarseth
- Center for Computer Games Research, IT University of Copenhagen, Copenhagen, Denmark
| | - Anthony M. Bean
- Department of Psychology, Framingham State University, Framingham, MA, USA
| | | | - Anne Brus
- Department of People and Technology, Roskilde University, Roskilde, Denmark
| | - Mark Coulson
- Department of Psychology, Middlesex University, London, UK
| | - Jory Deleuze
- Department of Psychology, Université Catholique de Louvain (UCL), Louvain, Belgium
| | - Pravin Dullur
- School of medicine, Western Sydney University, Penrith, NSW, Australia
| | - Elza Dunkels
- Department of Applied Educational Science, Umeå University, Umeå, Sweden
| | - Johan Edman
- Department of Criminology, Stockholm University, Stockholm, Sweden
| | - Malte Elson
- Psychology of Human Technology Interaction Group, Ruhr University Bochum, Bochum, Germany
| | | | - Anne Fiskaali
- Department of Psychology and Behavioural Sciences, Aarhus University, Aarhus, Denmark
| | - Isabela Granic
- Developmental Psychopathology, Radboud University Nijmegen, Nijmegen, The Netherlands
| | - Jeroen Jansz
- Department of Media and Communication, ERMeCC, Erasmus University Rotterdam, Rotterdam, The Netherlands
| | - Faltin Karlsen
- Westerdals Department of Film and Media, Kristiania University College, Oslo, Norway
| | - Linda K. Kaye
- Department of Psychology, Edge Hill University, Ormskirk, UK
| | - Bonnie Kirsh
- Rehabilitation Sciences Institute, University of Toronto, Toronto, Canada
- Department of Occupational Science and Occupational Therapy, University of Toronto, Toronto, Canada
- Department of Psychiatry, University of Toronto, Toronto, Canada
| | - Andreas Lieberoth
- Department of Educational Psychology, Danish School of Education, Aarhus University, Aarhus, Denmark
| | - Patrick Markey
- Department of Psychology, Villanova University, Villanova, PA, USA
| | | | | | - Amy Orben
- Department of Experimental Psychology, University of Oxford, Oxford, UK
| | - Arne Poulsen
- Department of People and Technology, Roskilde University, Roskilde, Denmark
| | | | - Patrick Prax
- Department of Game Design, Uppsala University, Visby, Sweden
| | - Thorsten Quandt
- Department of Communication, University of Münster, Münster, Germany
| | - Adriano Schimmenti
- Department of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
| | - Vladan Starcevic
- Discipline of Psychiatry, University of Sydney, Sydney, Australia
| | | | - Nigel E. Turner
- Institute for Mental Health Policy Research, Centre for Addiction and Mental Health, Toronto, Canada
| | - Jan van Looy
- Department of Communication Sciences, imec-mict-Ghent University, Ghent, Belgium
| | - Andrew K. Przybylski
- Department of Experimental Psychology, University of Oxford, Oxford, UK
- Oxford Internet Institute, University of Oxford, Oxford, UK
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20
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Kuss DJ, Griffiths MD, Pontes HM. DSM-5 diagnosis of Internet Gaming Disorder: Some ways forward in overcoming issues and concerns in the gaming studies field. J Behav Addict 2017; 6:133-141. [PMID: 28662619 PMCID: PMC5520128 DOI: 10.1556/2006.6.2017.032] [Citation(s) in RCA: 49] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/24/2017] [Accepted: 05/28/2017] [Indexed: 02/02/2023] Open
Abstract
Background and aims The current DSM-5 diagnosis of Internet Gaming Disorder (IGD; American Psychiatric Association [APA], 2013) has led to a number of issues and concerns that we highlighted in our recent paper (Kuss, Griffiths, & Pontes, 2017). Experts in the field responded to our evaluation of these issues resulting in six commentaries. Methods In this paper, we offer responses to the six commentaries to move the scientific field forward. All of the responses to our original paper highlighted many conceptual, theoretical, and/or methodological problems with the proposed IGD diagnosis as outlined in the DSM-5. We outline some ways forward in overcoming issues and concerns in the gaming studies field. Results We argue that rather than stigmatizing gaming per se, the role of scientists and practitioners is to establish a clear-cut distinction between someone who may use games excessively but non-problematically and someone who is experiencing significant impairment in their daily lives as a consequence of their excessive gaming. This responsibility needs to be shared by popular media who are often quick to build a moral panic around gaming behaviors, often based on cherry-picking specific case studies and pieces of research which support their headlines. Conclusion Researchers, practitioners, gaming developers, and the media need to work together and collaboratively to build a realistic and comprehensive understanding of gaming as a normal, enjoyable, and often beneficial sociocultural practice, which for a small minority of excessive users may be associated with the experience of addiction-related symptoms that may require professional support.
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Affiliation(s)
- Daria J. Kuss
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Halley M. Pontes
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
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