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Raybould J, Watling D, Larkin M, Tunney R. The gaming problem: A latent class analysis of DSM-5 criteria for Internet Gaming Disorder in a non-clinical sample. F1000Res 2022. [DOI: 10.12688/f1000research.123390.1] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/20/2022] Open
Abstract
Background: In this study we aimed to test whether suggested DSM-5 criteria for Internet Gaming Disorder (IGD) share a similar latent structure to formally recognised addiction. Methods: We used latent class analysis on a dichotomous measure of IGD. The data was collected from a convenient general population sample (500) and a targeted gaming forum sample (236). Results: We found a four or six-class model to be most appropriate, ranging from ‘casual/non-gamer’ to ‘potentially disordered’ with increasing symptom severity. The majority of ‘potentially disordered’ gamers (5+ criteria) were found to be 18-30 years old, and no ‘potentially disordered’ gamers were over 42. Conclusions: The results suggest that gaming may share a similar latent structure to established addictions, with adolescents and young adults being more at risk. Studies replicating these results would be beneficial, with further emphasis on a critical evaluation of the criteria and symptom cut-off point.
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Lindenberg K, Holtmann M. [Inclusion of gaming disorder as a behavioral addiction in ICD-11]. ZEITSCHRIFT FUR KINDER-UND JUGENDPSYCHIATRIE UND PSYCHOTHERAPIE 2022; 50:1-7. [PMID: 34974738 DOI: 10.1024/1422-4917/a000837] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Inclusion of gaming disorder as a behavioral addiction in ICD-11 Abstract. With the inclusion of the new category "disorders due to addictive behaviors" in ICD-11, it has been officially recognized by the WHO that highly rewarding behaviors, analogous to psychotropic substances, can become addictive. In addition to gambling disorder, which was already listed in ICD-10, computer gaming disorder was added as a new diagnosis in this category. The phenotype is characterized by loss of control, priority of gaming over other activities, continuation of gaming despite negative consequences, and the condition of significant impairment caused by the symptomatology. Disorder-typical pathomechanisms include consumption-dependent factors, developmental factors, changes in reward sensitivity and processing, and biased reward expectations (cognitions). Psychotherapeutic care for children, adolescents, and young adults with this disorder, who now comprise a substantial proportion of outpatient care, is challenging. In addition to the development of valid diagnostic tools and effective intervention methods, there is a great need for further training in child and adolescent psychiatry and psychotherapy on this new disorder.
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Affiliation(s)
- Katajun Lindenberg
- Institut für Psychologie, Goethe-Universität Frankfurt, Frankfurt am Main
| | - Martin Holtmann
- LWL-Universitätsklinik Hamm der Ruhr-Universität Bochum, Hamm
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Küçükturan AG, Horzum MB, Korkmaz G, Üngören Y. Investigating the relationship between personality, chronotype, computer game addiction, and sleep quality of high school students: A structural equation modelling approach. Chronobiol Int 2021; 39:590-601. [PMID: 34906014 DOI: 10.1080/07420528.2021.2013252] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
This study examines the relationship between high school students' age, gender, personality, computer game addiction, chronotype, and sleep quality using structural equation modelling. For this purpose, the study was planned according to the correlational research design, one of the most common quantitative research methods. The sample of the study consisted of 922 students who accepted to participate and completed the scales. Of the 922 high school students in the sample, 528 were girls, and 394 were boys. In the study, the Computer Game Addiction Scale for Adolescents, Sleep Quality Scale, Composite Scale of Morningness (CSM), and Big Five Inventory were used to measure the variables. Among the variables involved, personality traits, such as consciousness, neuroticism, and openness to experience, were significantly related with morningness-eveningness. Besides, gender and being evening or morning types were found to be significantly related with game addiction. However, sleep quality was predicted by computer game addiction and morningness-eveningness. It was found that the fit indices of the model have an acceptable and good fit in explaining the variables.
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Affiliation(s)
- Ayşe Güler Küçükturan
- Faculty of Education, Department of Early Childhood Education, Sakarya University, Sakarya Üniversitesi Eğitim Fakültesi Hendek Kampüsü, Hendek, Sakarya
| | - Mehmet Barış Horzum
- Education Faculty, Computer and Instructional Technology Department, Sakarya University, Eğitim Fakültesi, Hendek/Sakarya, Türkiye
| | - Gözde Korkmaz
- Faculty of Education, Department of Early Childhood Education, Sakarya University, Sakarya Üniversitesi Eğitim Fakültesi Hendek Kampüsü, Hendek, Sakarya
| | - Yasin Üngören
- Education Faculty, Computer and Instructional Technology Department, Sakarya University, Eğitim Fakültesi, Hendek/Sakarya, Türkiye
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4
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Lee N, Kim JJ, Shin YB, Eom H, Kim MK, Kyeong S, Jung YH, Min S, Kwon JH, Kim E. Choice of Leisure Activities by Adolescents and Adults With Internet Gaming Disorder: Development and Feasibility Study of a Virtual Reality Program. JMIR Serious Games 2020; 8:e18473. [PMID: 33306033 PMCID: PMC7762687 DOI: 10.2196/18473] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/14/2020] [Revised: 06/07/2020] [Accepted: 11/11/2020] [Indexed: 11/13/2022] Open
Abstract
Background Excessive internet game use frequently leads to various physical, psychological, and social problems, and internet gaming disorder (IGD) has become a serious public health issue worldwide. Recently, virtual reality (VR) therapy has emerged as a promising method to increase psychological treatment motivation and accessibility. However, few studies have examined the potential of VR technology for the management of IGD, and VR content tailored to IGD characteristics remains scarce. Objective This preliminary study aimed to examine the potential of a VR-based program that was designed to help users identify their leisure time use patterns, especially those related to gaming, and to modify their gaming overuse by alternative activities provided in the VR content. Moreover, to investigate whether users’ VR activities reflect various clinical variables of IGD in youth, we examined the relationships among the leisure time activity selection pattern, built-in response, and speech data obtained from the VR program, as well as symptom severity of internet gaming, psychiatric comorbidities, and motivation of participants reported through relevant questionnaire data. Methods Three types of VR content (understanding my daily activities at home, finding an alternative activity to internet gaming at home, expressing contradictory opinions toward a friend’s gaming beliefs) were developed by simulating the daily situations in which patients with IGD can select alternative free-time leisure activities. We examined internet addiction, mental health problems, and motivation for 23 IGD and 29 control participants. Behavioral and self-rated responses from VR, such as alternative activity selection data and speech patterns (speech time, speech satisfaction, and speech accordance), and results from various questionnaires were compared between groups. The correlations between IGD behaviors in VR and real-life behaviors assessed by questionnaire measures were analyzed. Results Significant correlations were found between internet gaming behavior and user activity data, such as speech and activity selection pattern, in our VR program. Our results showed that the IGD group had fewer leisure activities and preferred game or digital activities to other types of activities compared to controls, even in VR. There was a positive relationship between the viability of alternative leisure activities the participants selected in VR and the amount of perceived satisfaction from that activity (r=.748, P<.001). Speech accordance in the IGD group was lower than in the control group and was correlated negatively with Internet Addiction Test and Internet Addiction Test–gaming scores (r=.300, P=.03) but positively with users’ motivation (r=.312, P=.02). Conclusions The results from our VR program can provide information about daily activity patterns of youths with IGD and the relationship between user VR activities and IGD symptoms, which can be useful in applying VR technology to IGD management.
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Affiliation(s)
- Narae Lee
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.,Department of Psychiatry, Yonsei University Gangnam Severance Hospital, Seoul, Republic of Korea
| | - Jae-Jin Kim
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.,Department of Psychiatry, Yonsei University Gangnam Severance Hospital, Seoul, Republic of Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, Republic of Korea
| | - Yu-Bin Shin
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, Republic of Korea
| | - Hyojung Eom
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, Republic of Korea
| | - Min-Kyeong Kim
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Sunghyon Kyeong
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Young Hoon Jung
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, Republic of Korea
| | - Sarang Min
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Joon Hee Kwon
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Eunjoo Kim
- Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.,Department of Psychiatry, Yonsei University Gangnam Severance Hospital, Seoul, Republic of Korea
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5
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Esposito MR, Serra N, Guillari A, Simeone S, Sarracino F, Continisio GI, Rea T. An investigation into Video Game Addiction in Pre-Adolescents and Adolescents: A Cross-Sectional Study. ACTA ACUST UNITED AC 2020; 56:medicina56050221. [PMID: 32384823 PMCID: PMC7279472 DOI: 10.3390/medicina56050221] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/13/2020] [Revised: 04/29/2020] [Accepted: 05/03/2020] [Indexed: 12/14/2022]
Abstract
BACKGROUND AND OBJECTIVES Game addiction is an emerging problem in public health. A gaming disorder is characterized by a pattern of persistent or recurrent gaming behavior. The behavioral pattern is severe enough to implicate a significant involvement of family, social, educational, professional, or other relationships. Therefore, greater attention needs to be paid to potential addictive behaviors in terms of video games in order to identify both pre-adolescents and adolescents at risk and to provide them with adequate assistance. Materials and Methods: A random sample of 622 students including pre-adolescents and adolescents were enrolled from September 1st to October 31th 2016, and the Game Addiction Scale (GAS) interview was used to identify pathological students with both Monothetic and Polythetic analysis. RESULTS This study shows the presence of pathological students is equal to 1.93%, with 37.46% and 4.50% obtained with Monothetic and Polythetic analysis (global and partial), respectively. In our sample, the most frequent were students with a gaming time of 1 or 2 h, and students with a day gaming frequency of 1, 2, or 3 times a day. The items with more pathological students were Item 2 (i.e., Tolerance) and 4 (i.e., Withdrawal). Every item was positively correlated with Daily gaming time(hours) and Daily game frequency, excluding Item 4(i.e., Withdrawal). Finally, the Monothetic GAS score was positively correlated with Daily gaming time while the Polythetic Global GAS was positively correlated with Daily game frequency and negatively with Education level; instead, the Polythetic Partial GAS score was positively correlated with only Daily gaming time. CONCLUSION Males are pathological gamblers more so than females and spend more time playing video games. An increase in Daily game frequency or Daily gaming time implicates an increase in video game addictions, while an increase in Education level, which generally corresponds to a greater age, implicates a decrease in game addiction. Finally, we observed that the correlations obtained between the Polythetic Partial GAS score with the independent variables such as Age, Gender, Education level, Daily gaming time (hours), and Daily game frequency were analogous to the significant correlations obtained with the Monothetic GAS score, while these correlations were different for the Polythetic Global GAS and the independent variables. These results suggest that the use of the original Polythetic scale should not be neglected.
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Affiliation(s)
| | - Nicola Serra
- Department of Molecular Medicine and Medical Biotechnology, University Federico II of Naples, via S. Pansini, 80131 Naples, Italy
- Correspondence:
| | - Assunta Guillari
- Department of Public Health, University Federico II of Naples, via S. Pansini, 80131 Naples, Italy; (A.G.); (T.R.)
| | - Silvio Simeone
- Department of Biomedicine and Prevention, University of Rome “Tor Vergata,” Montpellier 1, 00133 Rome, Italy;
| | - Franca Sarracino
- Department of Pediatrics, Betania Evangelical Hospital, via Argine, 80147 Naples, Italy;
| | - Grazia Isabella Continisio
- Continuing Medical Education Unit, University Federico II of Naples, via S. Pansini, 80131 Naples, Italy;
| | - Teresa Rea
- Department of Public Health, University Federico II of Naples, via S. Pansini, 80131 Naples, Italy; (A.G.); (T.R.)
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KÖK EREN H, ÖRSAL Ö. Computer Game Addiction and Loneliness in Children. IRANIAN JOURNAL OF PUBLIC HEALTH 2018; 47:1504-1510. [PMID: 30524980 PMCID: PMC6277725] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Download PDF] [Subscribe] [Scholar Register] [Received: 07/09/2017] [Accepted: 09/23/2017] [Indexed: 11/18/2022]
Abstract
BACKGROUND We aimed to determine the level of computer game addiction and loneliness among 9-10-yr-old children. METHODS The study was conducted with 4th-grade students at a primary school, located at the city center, during 2017-2018 academic years. There was no sampling in the research, all 4th-grade students of the school were reached. "Personal Information Form", "Computer Game Addiction Scale" and "UCLA Loneliness Scale" were used for collecting data. Mann Whitney U test, Kruskal Wallis test, and Correlation Analysis were used to evaluate the data of the research. RESULTS 50.7% (n=104) of the students were female, most frequent number of sister/brother was one 39.0% (n=80), both their mother 31.7% (n=65) and their father 34.1% (n=69) were mostly high school graduated. The average scores that students got from the scales were; 48.66±.27.02 (min.: 21.00, max.: 105) for "Computer Game Addiction Scale" and 40.55±8.50 (min: 22.00, max.: 64) for "UCLA Loneliness Scale". A weak, positive and significant relationship was found between students' loneliness scale scores and computer game addiction scale scores (r=0.357; P<0.000). CONCLUSION A significant relationship was found between students' computer game addiction and loneliness. It is suggested to perform children's loneliness and computer game addiction assessments, evaluate effectiveness and establish a rehabilitating treatment system among school-hospital-family for abnormal cases.
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Affiliation(s)
| | - Özlem ÖRSAL
- Dept. of Psychiatric Nursing, Faculty of Health Sciences, Eskişehir Osmangazi University, Eskişehir, Turkey
- Dept. of Public Health Nursing, Faculty of Health Sciences, Eskişehir Osmangazi University, Eskişehir, Turkey
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7
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Rumpf HJ, Achab S, Billieux J, Bowden-Jones H, Carragher N, Demetrovics Z, Higuchi S, King DL, Mann K, Potenza M, Saunders JB, Abbott M, Ambekar A, Aricak OT, Assanangkornchai S, Bahar N, Borges G, Brand M, Chan EML, Chung T, Derevensky J, Kashef AE, Farrell M, Fineberg NA, Gandin C, Gentile DA, Griffiths MD, Goudriaan AE, Grall-Bronnec M, Hao W, Hodgins DC, Ip P, Király O, Lee HK, Kuss D, Lemmens JS, Long J, Lopez-Fernandez O, Mihara S, Petry NM, Pontes HM, Rahimi-Movaghar A, Rehbein F, Rehm J, Scafato E, Sharma M, Spritzer D, Stein DJ, Tam P, Weinstein A, Wittchen HU, Wölfling K, Zullino D, Poznyak V. Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective. J Behav Addict 2018; 7:556-561. [PMID: 30010410 PMCID: PMC6426367 DOI: 10.1556/2006.7.2018.59] [Citation(s) in RCA: 179] [Impact Index Per Article: 29.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to diminish its responsibility by claiming that GD is not a public health problem, a position which maybe supported by arguments from scholars based in media psychology, computer games research, communication science, and related disciplines. However, just as with any other disease or disorder in the ICD-11, the decision whether or not to include GD is based on clinical evidence and public health needs. Therefore, we reiterate our conclusion that including GD reflects the essence of the ICD and will facilitate treatment and prevention for those who need it.
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Affiliation(s)
- Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany,Corresponding author: PD Dr. Hans-Jürgen Rumpf; Department of Psychiatry and Psychotherapy, University of Lübeck, Ratzeburger Allee 160, 23538 Lübeck, Germany; Phone: +49 451 5009 8751; Fax: +49 451 5009 8754; E-mail:
| | - Sophia Achab
- Department of Mental Health and Psychiatry, Service of Addictology, Geneva University Hospitals, Geneva, Switzerland,Geneva WHO Collaborating Center for Training and Research, University of Geneva, Geneva, Switzerland
| | - Joël Billieux
- Addictive and Compulsive Behaviours Lab, Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | - Henrietta Bowden-Jones
- Central North West London NHS Trust, Division of Brain Science, Imperial College London, London, UK
| | - Natacha Carragher
- Department of Mental Health and Substance Abuse, WHO Headquarters, Geneva, Switzerland
| | - Zsolt Demetrovics
- Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Kanagawa, Japan
| | - Daniel L. King
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
| | - Karl Mann
- Central Institute of Mental Health, University of Heidelberg, Mannheim, Germany
| | - Marc Potenza
- Department of Psychiatry and Neuroscience, Child Study Center, The National Center on Addiction and Substance Abuse, Connecticut Mental Health Center, Yale University School of Medicine, New Haven, CT, USA
| | - John B. Saunders
- Centre for Youth Substance Abuse Research, The University of Queensland, Brisbane, QLD, Australia
| | - Max Abbott
- Faculty of Health and Environmental Sciences, Auckland University of Technology, Auckland, New Zealand
| | - Atul Ambekar
- Department of Psychiatry, National Drug Dependence Treatment Centre, All India Institute of Medical Sciences, New Delhi, India
| | | | - Sawitri Assanangkornchai
- Epidemiology Unit and Centre for Alcohol Studies, Faculty of Medicine, Prince of Songkla University, Hat Yai, Songkhla, Thailand
| | - Norharlina Bahar
- Department of Psychiatry and Mental Health, Hospital Selayang, Selangor, Malaysia
| | | | - Matthias Brand
- General Psychology: Cognition Center for Behavioral Addiction Research, University Duisburg-Essen, Duisburg, Germany,Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
| | - Elda Mei-Lo Chan
- Integrated Centre on Addiction Prevention and Treatment, Tung Wah Group of Hospitals, Hong Kong SAR, China
| | | | - Jeff Derevensky
- Applied Child Psychology and Department of Psychiatry, McGill University, Montreal, Canada
| | - Ahmad El Kashef
- National Rehabilitation Center, Abu Dhabi, United Arab Emirates
| | - Michael Farrell
- National Drug and Alcohol Research Centre, University of New South Wales, Randwick, NSW, Australia
| | - Naomi A. Fineberg
- Hertfordshire Partnership University NHS Foundation Trust, Hertfordshire, UK,Department of Postgraduate Medicine, University of Hertfordshire, Hertfordshire, UK
| | - Claudia Gandin
- National Centre on Addiction and Doping, National Observatory on Alcohol, Italian National Institute of Health, Rome, Italy
| | | | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Anna E. Goudriaan
- Department of Psychiatry, Academic Medical Center, Mental Health Care, University of Amsterdam, Amsterdam, The Netherlands
| | | | - Wei Hao
- Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, China
| | - David C. Hodgins
- Department of Psychology, The University of Calgary, Calgary, Alberta, Canada
| | - Patrick Ip
- Li Ka Shing Faculty of Medicine, Department of Paediatrics & Adolescent Medicine, The University of Hong Kong, Hong Kong SAR, China
| | - Orsolya Király
- Institute of Psychology, Eötvös Loránd University (ELTE), Budapest, Hungary
| | - Hae Kook Lee
- Department of Psychiatry, College of Medicine, The Catholic University of Korea, Seoul, South Korea
| | - Daria Kuss
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Jeroen S. Lemmens
- Center for Research on Children, Adolescents, and the Media, Amsterdam School of Communication Research, University of Amsterdam, Amsterdam, The Netherlands
| | - Jiang Long
- Mental Health Institute of the Second Xiangya Hospital, Central South University, Changsha, Hunan, China
| | - Olatz Lopez-Fernandez
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Satoko Mihara
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Kanagawa, Japan
| | - Nancy M. Petry
- Department of Psychiatry, University of Connecticut School of Medicine, Farmington, CT, USA
| | - Halley M. Pontes
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Afarin Rahimi-Movaghar
- Iranian National Center for Addiction Studies, Tehran University of Medical Sciences, Tehran, Iran
| | - Florian Rehbein
- Criminological Research Institute Lower Saxony, Hannover, Germany
| | - Jürgen Rehm
- Institute for Mental Health Policy Research, Centre for Addictions and Mental Health, Toronto, Canada,Department of Psychiatry, Faculty of Medicine, Institute of Medical Science, Dalla Lana School of Public Health, University of Toronto, Toronto, Canada,Epidemiological Research Unit, Institute of Clinical Psychology and Psychotherapy, Technical University Dresden, Dresden, Germany
| | - Emanuele Scafato
- National Observatory on Alcohol, National Institute of Health, Rome, Italy
| | - Manoi Sharma
- National Institute of Mental Health and Neurosciences, Bengaluru, India
| | - Daniel Spritzer
- Study Group on Technological Addictions, Porto Alegre, Brazil
| | - Dan J. Stein
- Department of Psychiatry and Mental Health, SA MRC Unit on Risk & Resilience in Mental Disorders, University of Cape Town, Cape Town, South Africa
| | - Philip Tam
- Network for Internet Investigation and Research in Australia, The Delta Clinic, Sydney, NSW, Australia
| | - Aviv Weinstein
- Department of Behavioral Science, University of Ariel, Ariel, Israel
| | - Hans-Ulrich Wittchen
- Epidemiological Research Unit, Institute of Clinical Psychology and Psychotherapy, Technical University Dresden, Dresden, Germany
| | - Klaus Wölfling
- Outpatient Clinic for Behavioral Addiction, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center, Johannes Gutenberg University, Mainz, Germany
| | - Daniele Zullino
- Department of Mental Health and Psychiatry, Service of Addictology, Geneva University Hospitals, Geneva, Switzerland
| | - Vladimir Poznyak
- Department of Mental Health and Substance Abuse, WHO Headquarters, Geneva, Switzerland
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8
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Van Rooij AJ, Nijkamp LM. Addressing problematic video game use: A multimethod, dual-context perspective on leisure-time use. J Behav Addict 2018; 7:526-530. [PMID: 30010408 PMCID: PMC6426383 DOI: 10.1556/2006.7.2018.62] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
Abstract
A more integrative approach to the prevention of problematic gaming behavior is recommended in Király et al.'s review. We discuss the Dutch policy responses to problematic gaming behavior and suggest two alternatives to the dominant survey research approach to achieve this. Employing time-use/diary studies allows us to map out the full scope of leisure-time use and employing log-data analysis improves our understanding of gamer behavior within the virtual context. All of these approaches would benefit from accounting for the diversity of within-virtual context behavior. The approach is summarized as a multimethod, dual-context approach to understanding leisure-time behavior.
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Affiliation(s)
- Antonius J. Van Rooij
- Department of Youth & Risky Behavior, Trimbos Institute, Utrecht, The Netherlands,Corresponding author: Antonius J. Van Rooij, PhD; Department of Youth & Risky Behavior, Trimbos Institute, Da Costakade 45, 3521 VS, Utrecht, The Netherlands; Phone: +31 30 29 59 343; E-mail:
| | - Laura M. Nijkamp
- Department of Youth & Risky Behavior, Trimbos Institute, Utrecht, The Netherlands
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9
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Snodgrass JG, Dengah Ii HJF, Lacy MG, Else RJ, Polzer ER, Arevalo JMG, Cole SW. Social genomics of healthy and disordered internet gaming. Am J Hum Biol 2018; 30:e23146. [PMID: 29923288 DOI: 10.1002/ajhb.23146] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2017] [Revised: 04/25/2018] [Accepted: 05/24/2018] [Indexed: 12/12/2022] Open
Abstract
OBJECTIVES To combine social genomics with cultural approaches to expand understandings of the somatic health dynamics of online gaming, including in the controversial nosological construct of internet gaming disorder (IGD). METHODS In blood samples from 56 U.S. gamers, we examined expression of the conserved transcriptional response to adversity (CTRA), a leukocyte gene expression profile activated by chronic stress. We compared positively engaged and problem gamers, as identified by an ethnographically developed measure, the Positive and Negative Gaming Experiences Scale (PNGE-42), and also by a clinically derived IGD scale (IGDS-SF9). RESULTS CTRA profiles showed a clear relationship with PNGE-42, with a substantial linkage to offline social support, but were not meaningfully associated with disordered play as measured by IGDS-SF9. CONCLUSIONS Our study advances understanding of the psychobiology of play, demonstrating via novel transcriptomic methods the association of negatively experienced internet play with biological measures of chronic threat, uncertainty, and distress. Our findings are consistent with the view that problematic patterns of online gaming are a proxy for broader patterns of biopsychosocial stress and distress such as loneliness, rather than a psychiatric disorder sui generis, which might exist apart from gamers' other life problems. By confirming the biological correlates of certain patterns of internet gaming, culturally-sensitive genomics approaches such as this can inform both evolutionary theorizing regarding the nature of play, as well as current psychiatric debates about the appropriateness of modeling distressful gaming on substance addiction and problem gambling.
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Affiliation(s)
- Jeffrey G Snodgrass
- Department of Anthropology, Colorado State University, Fort Collins, Colorado, 80523-1787
| | - H J François Dengah Ii
- Department of Sociology, Social Work, and Anthropology, Utah State University, Logan, Utah, 84322-0230
| | - Michael G Lacy
- Department of Sociology, Colorado State University, Fort Collins, Colorado, 80523-1784
| | - Robert J Else
- Department of Anthropology, University of Alabama, Tuscaloosa, Alabama, 35487-0210
| | - Evan R Polzer
- Department of Anthropology, Colorado State University, Fort Collins, Colorado, 80523-1787
| | - Jesusa M G Arevalo
- Division of Hematology-Oncology, Department of Medicine, University of California, Los Angeles School of Medicine, Los Angeles, California, 90095
| | - Steven W Cole
- Division of Hematology-Oncology, Department of Medicine, University of California, Los Angeles School of Medicine, Los Angeles, California, 90095.,Department of Psychiatry & Biobehavioral Sciences, University of California, Los Angeles School of Medicine, Los Angeles, California, 90095
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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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