Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames

2022 ◽  
Vol 128 ◽  
pp. 107124
Author(s):  
Kim Szolin ◽  
Daria Kuss ◽  
Filip Nuyens ◽  
Mark Griffiths
2017 ◽  
Vol 31 (8) ◽  
pp. 979-994 ◽  
Author(s):  
Kristyn Zajac ◽  
Meredith K. Ginley ◽  
Rocio Chang ◽  
Nancy M. Petry

2017 ◽  
Vol 54 ◽  
pp. 123-133 ◽  
Author(s):  
Daniel L. King ◽  
Paul H. Delfabbro ◽  
Anise M.S. Wu ◽  
Young Yim Doh ◽  
Daria J. Kuss ◽  
...  

2020 ◽  
Author(s):  
Lok Y J Poon ◽  
Hector W H Tsang ◽  
Tsan Y J Chan ◽  
Sze W T Man ◽  
Lok Y Ng ◽  
...  

BACKGROUND The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is among the best with regard to its psychometric properties. Therefore, clinical psychologists are likely guided to use the IGDS9-SF if they want to assess or screen the disordered gaming in their practice. However, the information, especially psychometric evidence, concerning the IGDS9-SF has not been fully examined and summarized. OBJECTIVE This systematic review evaluated the psychometric properties of different language versions of the IGDS9-SF and assessed its methodological quality in order to improve the clinicians’ understanding of the IGDS9-SF and facilitate its use. METHODS Systematic literature searches were carried out using <i>Embase</i>, <i>MEDLINE</i>, <i>PsycINFO</i>, <i>PubMed</i>, <i>ScienceDirect</i>, <i>Scopus</i>, and <i>Web of Science</i>. The review included English-language studies of any research design that have reported at least one psychometric property of the IGDS9-SF, as defined by the COnsensus-based Standards for the selection of health status Measurement INstrument (COSMIN), and have aimed at testing the psychometric properties of the IGDS9-SF. RESULTS In total, 21 studies comprising 15 language versions of the IGDS9-SF were included. Overall, the IGDS9-SF showed adequate internal consistency (although some items did not have satisfactory item-total correlation [IT]), excellent criterion validity, and the ability to distinguish different subgroups with measurement invariance being supported across gender and age. In terms of factor structure, the IGDS9-SF was shown to have a unidimensional factor structure across all 21 studies. CONCLUSIONS Although there is insufficient evidence regarding the responsiveness and properties of the IGDS9-SF using item response theory, the existing evidence supports its use in assessing disordered gaming among individuals.


2019 ◽  
Vol 6 (4) ◽  
pp. 383-401 ◽  
Author(s):  
Tyrone L. Burleigh ◽  
Mark D. Griffiths ◽  
Alex Sumich ◽  
Vasileios Stavropoulos ◽  
Daria J. Kuss

2020 ◽  
Vol 7 (2) ◽  
pp. 166-193 ◽  
Author(s):  
Tagrid Lemenager ◽  
Miriam Neissner ◽  
Thomas Sabo ◽  
Karl Mann ◽  
Falk Kiefer

2020 ◽  
Vol 107 ◽  
pp. 106429
Author(s):  
Tyrone L. Burleigh ◽  
Mark D. Griffiths ◽  
Alex Sumich ◽  
Grace Y. Wang ◽  
Daria J. Kuss

2016 ◽  
Vol 33 (S1) ◽  
pp. S306-S306 ◽  
Author(s):  
O. Lopez-Fernandez ◽  
D. Kuss ◽  
H. Pontes ◽  
M. Griffiths

IntroductionThe American Psychiatric Association introduced in Internet Gaming Disorder (IGD) in the appendix as a tentative disorder in the last edition of the Diagnostic and Statistical Manual of Mental Disorders. However, currently no systematic review exists about excessive gaming viewed from a clinical perspective.Objectives and aimsTo review clinical studies on gaming addiction in order to ascertain characteristics of both clinical and research studies to provide retrospective evidence in relation with the proposed IGD classification (including criteria, measures and therapies).MethodsA systematic literature review of studies published from 1980 to 2015 has been conducted using three major psychology databases: Academic Search Complete, PsycInfo, and PsycArticles. A total of 5033 results from peer-reviewed journals were obtained, where 32 were identified as empirical clinical papers focused on gaming addiction.ResultsThe clinical research studies on gaming identified were published between 1998 and 2015, most of which included patient samples. Categorizations identified in the research papers included: (i) patients’ characteristics (e.g., socio-demographics), (ii) criteria and measures used (e.g., scales to diagnose), (iii) types of gaming problems (e.g., game genre), (iv) and treatments (e.g., type of therapy).ConclusionsFindings will be discussed against the background of the controversial IGD diagnostic criteria proposed in the DSM-5 in order to assess the extent to which previously published clinical knowledge matched the current proposal for including gaming addiction as behavioral addiction in the next diagnostic manual.Disclosure of interestThe authors have not supplied their declaration of competing interest.


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