Video game addiction: Providing evidence for Internet gaming disorder through a systematic review of clinical studies

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.

Author(s):  
Mark D. Griffiths ◽  
Halley M. Pontes

The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (arcade video game addiction), 1990s (home console video game addiction), and 2000s and beyond (online video game addiction). The chapter also overviews the features of gaming addiction, its prevalence rates, demographics and gaming addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.


2020 ◽  
Vol 3 (2) ◽  
pp. 71-82
Author(s):  
Asti Adwitiya ◽  
Supra Wimbarti

Adiksi video game menjadi perhatian para peneliti di dunia, ditandai munculnya adiksi video game dalam DSM 5 sebagai internet gaming disorder. Namun kebanyakan penelitian tersebut masih berfokus pada remaja meski saat ini, mayoritas anak-anak juga sudah bermain video game dengan berbagai tingkatan motivasi yang melatarbelakanginya. Orangtua sebagai pihak yang memfasilitasi anak dengan perangkat untuk bermain game perlu memediasi interaksi anak dengan game yang dimainkannya. Penelitian ini bertujuan untuk mengetahui hubungan antara motivasi bermain video game dan mediasi orangtua terhadap kecenderungan adiksi video game. Penelitian ini melibatkan 233 anak berusia 9-12 tahun (110 laki-laki ; 123 perempuan).. Analisis jalur yang dilakukan menunjukkan bahwa mediasi gatekeeping menjadi moderator hubungan antara motivasi bermain dengan kecenderungan adiksi video game.


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 ◽  
...  

2017 ◽  
Author(s):  
Andrew K Przybylski ◽  
Netta Weinstein ◽  
Kou Murayama

In this editorial we advance the idea that the future of Internet Gaming Addiction research must be guided by open science practice.


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.


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