scholarly journals Individual differences in implicit learning abilities and impulsive behavior in the context of Internet addiction and Internet Gaming Disorder under the consideration of gender

2017 ◽  
Vol 5 ◽  
pp. 19-28 ◽  
Author(s):  
Rayna Sariyska ◽  
Bernd Lachmann ◽  
Sebastian Markett ◽  
Martin Reuter ◽  
Christian Montag
2017 ◽  
Vol 31 (8) ◽  
pp. 979-994 ◽  
Author(s):  
Kristyn Zajac ◽  
Meredith K. Ginley ◽  
Rocio Chang ◽  
Nancy M. Petry

Author(s):  
Chih-Hung Ko ◽  
Sue-Huei Chen ◽  
Chih-Hung Wang ◽  
Wen-Xiang Tsai ◽  
Ju-Yu Yen

Objectives: The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) includes the diagnostic criteria for Internet gaming disorder (IGD). This study evaluated (1) the screening, diagnostic, and prevalence-estimated cutoff points of the Chen Internet Addiction Scale–Gaming Version (CIAS-G) for IGD in the DSM-5; and (2) the differences in the CIAS-G and subscale scores among individuals with IGD, regular gamers (RGs), and other control subjects. Methods: We recruited 69 participants with IGD, 69 RGs, and 69 healthy participants based on diagnostic interviews conducted by a psychiatrist according to DSM-5 IGD criteria. All participants completed the CIAS-G and were assessed using the clinical global impression scale. Results: The optimal screening and diagnostic cutoff points were 68 or more (sensitivity, 97.1%; specificity, 76.8%) and 72 or more (sensitivity, 85.5%; specificity, 87.0%) for IGD based on DSM-5 criteria, respectively. The 76 or more cutoff point had the highest number needed to misdiagnose and was the optimal prevalence estimated cutoff point. Conclusions: The screening cutoff point could be used to identify individuals with IGD for further diagnostic interviewing to confirm the diagnosis in the clinical setting or for two-stage epidemiological evaluation. The diagnostic cutoff point provides a provisional diagnosis of IGD when diagnostic interviewing is unavailable. The prevalence-estimated cutoff point could be used to estimate the prevalence of IGD in large-scale epidemiological investigations when further diagnostic interviewing is impractical. The clinical and epidemiological utility of CIAS-G warrants further study.


2020 ◽  
Author(s):  
Hari Pandey

<p>Playing games always been interest in child and adolescent. Technology specially internet given new dimension to gaming and over the decade gaming over internet attracted major percentage of player. Excessive gaming when not controlled also lead to the behavioral dysfunction along with physiological issues. World Health Organization (WHO) has added Internet Gaming Disorder (IGD) as potential mental disorder recently in Diagnostic and Statistical Manual for Mental Disorders (DSM-5) as research field to include in main manual. Research in this field gained interest, but about diagnostic criteria debate is still on in research group. For diagnosis of IGD, not only subjective symptoms but its underlying neurobiology needs to be included. Major behavioral addiction shares its symptoms with different addiction, which can be seen into IGD and Alcohol Use Disorder (AUD) also. In this paper, we aim to identify potential biomarkers to explore relationships between AUD and IGD symptoms using EEG signals recordings. Noise and other artifacts are removed during pre-processing and bands splitted in intermediate steps of proposed method. Spectral features are potential indicator in EEG data, for all five EEG bands power spectral density is computed and visible difference found in mean power on most of the channels for all bands. Across theta and beta bands, mean absolute power is greatly reduced in the frontal and prefrontal brain region. The results indicate symptoms are matching with impulsive behavior. Based on statistical analysis across we found similarities in EEG features in terms of emotional imbalance, high arousal, slow response inhibition and our study indicate Alcohol Use Disorder and IGD are correlated.<i></i></p>


2020 ◽  
Vol 37 (6) ◽  
pp. 497-525
Author(s):  
Daniel Dahl ◽  
Karin Helmersson Bergmark

Background and aims: Problematic internet use (PIU), and kindred concepts such as internet addiction (IA), make up a growing research field, partly due to the suggested inclusion of internet gaming disorder in a future DSM-6 as well as the fact that gaming disorder is on its way to being included in the ICD-11. Conclusions from research are far from unified. This study aims to synthesise the research field of problematic internet use/internet addiction/gaming disorder, with a focus on the reporting of prevalence and change. Methods: Longitudinal studies of PIU/IA formed the basis for a scoping review. Systematic searches of Web of Science, Scopus and Proquest, for peer-reviewed and published articles based on empirical data collected at a minimum of two time points for studies, and with an end point set at 2017, led to the inclusion of 97 studies. Endnote X7 was used to organise the results and NVivo 11 was used for synthesising the results. Results: Analyses focused on prevalence and change. Findings show variation among measures and prevalence as well as in reported outcomes relating to social life and other problems. Most studies reported relations between PIU/IA and other problems in life, but no specific time order could be established. Furthermore, many studies did not present data on prevalence or change even though using a longitudinal survey design. Discussion and conclusions: In summary, the research field is plagued by a lack of consensus and common understanding, regarding both measures, perceptions of the problem, and findings.


Author(s):  
Mario Lehenbauer-Baum ◽  
Martina Fohringer

Internet Gaming Disorder (IGD) was introduced in the recent DSM-V as a condition needing more research. Therefore, this chapter contributes to this discussion by a summary of recent research findings and introduces an empirical study concerning differences between an engaged and a problematic use of games. We surveyed 577 participants (mean age 24.38 years; 77.1% male) from German speaking areas. We used a gaming addiction questionnaire and the Internet Addiction Scale (ISS-20). 93.7% are high-level player (level 85); 3.1% are addicted according to the ISS-20. We found 2 factors explaining “addiction” and “engagement”. Addicted players spend more time per week playing online with 31.31 hours/week compared to highly engaged players with 22.19 hours/week (p < .001), have higher scores in the Internet addiction scale (p < .001), and significantly lower scores in scales measuring the quality of life (p < .001). Therefore we conclude that items tapping euphoria and cognitive salience are of limited use when it comes to a classification of IGD.


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