Corrigendum to “Evaluation of the diagnostic criteria of Internet gaming disorder in the DSM-5 among young adults in Taiwan” [J Psychiat Res 53 (2014) 103–110]

2014 ◽  
Vol 57 ◽  
pp. 185 ◽  
Author(s):  
Chih-Hung Ko ◽  
Ju-Yu Yen ◽  
Sue-Huei Chen ◽  
Peng-Wei Wang ◽  
Cheng-Sheng Chen ◽  
...  
2014 ◽  
Vol 53 ◽  
pp. 103-110 ◽  
Author(s):  
Chih-Hung Ko ◽  
Ju-Yu Yen ◽  
Sue-Huei Chen ◽  
Peng-Wei Wang ◽  
Cheng-Sheng Chen ◽  
...  

2020 ◽  
Vol 9 (3) ◽  
pp. 572-588
Author(s):  
Chih-Hung Ko ◽  
Orsolya Király ◽  
Zsolt Demetrovics ◽  
Yun-Ming Chang ◽  
Ju-Yu Yen

AbstractObjectiveIn 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.MethodsA 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.ResultsConcerns 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.ConclusionThe 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.


2020 ◽  
Author(s):  
concetta de pasquale ◽  
Federica Sciacca ◽  
Carmela Dinaro ◽  
Zira Hichy

Abstract Background: When the Internet becomes the only interest in an individual's life and everything else is emptied of importance, the isolation in which the subject closes again produces consequences not only from a psychological but also physical and social point of view. The purpose of this study was: a) to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults, b) to explore the associations between the former and psychopathological symptoms, and c) to explore its consequences in social functioning. Methods: The sample included 566 young adults, 324 males and 242 females, aged between 18 and 35 years (M = 22.74; SD = 4.83). They were asked to state their favourite games choice and were administered a demographic questionnaire, the APA symptom checklist based on the diagnostic criteria of IGD in the DSM-5, the Internet Gaming Disorder Scale Short Form (IGD9-SF), the Symptom Checklist-90 Revised (SCL-90 R) and the Social Adaptation Self Evaluation Scale (SASS). Results: The different game types used are distributed as follows: MMORPG (35.7%), flash games (20.3%), multiplayer games (27%), online gambling (9.9%), other games (6.5% ). The results of the study showed high use of videogames (95% of the sample), but low incidence of Internet Gaming Disorder in young adults. Thirty subjects (20 male and 10 female) on 566 (5.3% of the sample) matched five or more criteria for clinical diagnosis of IGD. The data showed a positive correlation between use of online games (total score IGD9-SF), the higher the levels of depression (r = .501), anxiety (r = .361) and psychoticism (r = .431) and the lower the family and extra-family relationships (r = -.383). The linear regression analysis showed that somatization (p = .002), depression (p = .000) and sleep disturbances (p = .003) are predictive variables of internet gaming disorder. Conclusions: This study highlights the need to make a diagnosis of "online gaming addiction" as "independent disorder" to be included in future categorizations according to DSM-5, compared to other addictive behaviors.


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.


Sign in / Sign up

Export Citation Format

Share Document