scholarly journals Changes of quality of life and cognitive function in individuals with Internet gaming disorder

Medicine ◽  
2016 ◽  
Vol 95 (50) ◽  
pp. e5695 ◽  
Author(s):  
Jae-A Lim ◽  
Jun-Young Lee ◽  
Hee Yeon Jung ◽  
Bo Kyung Sohn ◽  
Sam-Wook Choi ◽  
...  
Author(s):  
Marta Beranuy ◽  
Juan M. Machimbarrena ◽  
M. Asunción Vega-Osés ◽  
Xavier Carbonell ◽  
Mark D. Griffiths ◽  
...  

Online gaming is a very common form of leisure among adolescents and young people, although its excessive and/or compulsive use is associated with psychological impairments in a minority of gamers. The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5, Section III) tentatively introduced Internet Gaming Disorder (IGD). Since then, a number of evaluation tools using the DSM-5 criteria have been developed, including the Internet Gaming Disorder Scale–Short Form (IGDS9-SF). The main objective of this study was to translate and adapt the IGDS9-SF into Spanish, as well as to obtain indicators relating to its validity and reliability. The Spanish version of four scales were administered: IGDS9-SF, Mobile Phone-Related Experiences Questionnaire (CERM), Online Gambling Disorder Questionnaire (OGD-Q), and KIDSCREEN-27. The sample comprised 535 Vocational Training students (mean age 18.35 years; SD±2.13; 78.5% males) who reported playing video games in the past 12 months. Confirmatory factor analysis yielded a one-dimensional model with a good fit while the reliability indicators were satisfactory. Findings indicated that 1.9% of gamers were classified with IGD (meeting five or more criteria for more than 12 months). Additionally, another 1.9% were considered gamers ‘at-risk’ because they endorsed four criteria. Positive and significant relationships were found between the IGDS9-SF, the CERM, and the OGD-Q. Participants classified with IGD had poorer health-related quality of life. In conclusion, the Spanish IGDS9-SF is a valid and reliable instrument to assess IGD according to the DSM-5.


2020 ◽  
Vol 12 ◽  
pp. 100307
Author(s):  
Sara Fazeli ◽  
Isa Mohammadi Zeidi ◽  
Chung-Ying Lin ◽  
Peyman Namdar ◽  
Mark D. Griffiths ◽  
...  

Author(s):  
Isha Gulati ◽  
Jyotsana Shukla

The present study was conducted to study the impact of internet gaming on the quality of life and flourishing of undergraduates. For this purpose, 80 internet gamers and 80 internet non-gamers lying within the age range of 17-24 years were recruited. For assessing the extent of internet gaming, the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) was utilized while for assessing quality of life and flourishing, the WHO Quality of Life – BREF (WHOQOL-BREF) and Flourishing Scale were used, respectively. The results indicated significant differences in aspects of quality of life between the two groups. Further, the relationship of internet gaming with various aspects of quality of life and flourishing was also explored. The results reveal that internet gaming may indeed influence young undergraduates' quality of life and flourishing.


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.


BMJ Open ◽  
2021 ◽  
Vol 11 (8) ◽  
pp. e045840
Author(s):  
Jan Dieris-Hirche ◽  
Laura Bottel ◽  
Magdalena Pape ◽  
Bert Theodor te Wildt ◽  
Klaus Wölfling ◽  
...  

IntroductionIn May 2019, the WHO classified internet gaming disorder (IGD) as a mental disorder in the upcoming International Classification of Diseases 11th Revision. However, individuals affected by IGD or internet use disorders (IUDs) are often not provided with adequate therapy due to a lack of motivation or absence of adequate local treatment options. To close the gap between individuals with IUDs and the care system, we conduct an online-based motivational intervention to reduce problematic internet use and promote treatment motivation in internet gaming disorder and internet use disorder (OMPRIS).Methods and analysisWithin the randomised controlled trial, a total of n=162 participants will be allocated by sequential balancing randomisation to the OMPRIS intervention or a waitlist control group. The study includes an extensive diagnostic, followed by a 4-week psychological intervention based on motivational interviewing, (internet-related) addiction therapy, behavioural therapy techniques and additional social counselling. The primary outcome is the reduction of problematic internet use measured by the Assessment of Internet and Computer Game Addiction Scale. Secondary outcomes include time spent on the internet, motivation for change (Stages of Change Readiness and Treatment Eagerness Scale for Internet Use Disorder), comorbid mental symptoms (Patient Health Questionnaire-9, Generalized Anxiety Disorder Screener-7), quality of life (EuroQoL Standardised Measure of Health-related Quality of Life–5 Dimensions, General Life Satisfaction-1), self-efficacy (General Self-Efficacy Scale), personality traits (Big Five Inventory-10), therapeutic alliance (Helping Alliance Questionnaire) and health economic costs. The diagnosis of (comorbid) mental disorders is carried out with standardised clinical interviews. The measurement will be assessed before (T0), at midpoint (T1) and after the OMPRIS intervention (T2), representing the primary endpoint. Two follow-up assessments will be conducted after 6 weeks (T3) and 6 months (T4) after the intervention. The outcomes will be analysed primarily via analysis of covariance. Both intention-to-treat and per-protocol analyses will be conducted.Ethics and disseminationParticipants will provide written informed consent. The trial has been approved by the Ethics Committee of the Faculty of Medicine, Ruhr University Bochum (approval number 19-6779). Findings will be disseminated through presentations, peer-reviewed journals and conferences.Trial registration numberDRKS00019925.


PeerJ ◽  
2016 ◽  
Vol 4 ◽  
pp. e2401 ◽  
Author(s):  
Andrew K. Przybylski

The most recent update to the American Psychiatric Association’s (APA) Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a new potential psychiatric condition that merited further scientific study. The present research was conducted in response to the APA Substance-Related Disorders Working Group’s research call to estimate the extent to which mischievous responding—a known problematic pattern of participant self-report responding in questionnaires—is relevant to Internet Gaming Disorder research. In line with a registered sampling and analysis plan, findings from two studies (ntot= 11,908) provide clear evidence that mischievous responding is positively associated with the number of Internet Gaming Disorder indicators participants report. Results are discussed in the context of ongoing problem gaming research and the discussion provides recommendations for improving the quality of scientific practice in this area.


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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