Classification of the risk of internet gaming disorder by flow short scale and cardiovascular response

Author(s):  
Yu-Han Lai ◽  
Hung-Ming Chi ◽  
Po-Hsun Huang ◽  
Tzu-Chien Hsiao
Author(s):  
Jihyeon Ha ◽  
Wanjoo Park ◽  
Sang In Park ◽  
Chang-Hwan Im ◽  
Laehyun Kim

Abstract Recently, the World Health Organization included ‘gaming disorder’ in its latest revision of the international classification of diseases (ICD-11). Despite extensive research on internet gaming disorder (IGD), few studies have addressed game-related stimuli eliciting craving, which plays an important role in addiction. Particularly, most previous studies did not consider personal preferences in games presented to subjects as stimuli. In this study, we compared neurophysiological responses elicited for favorite game (FG) videos and non-favorite game (NFG) videos. We aimed to demonstrate neurophysiological characteristics according to the game preference in the IGD group. We measured participants’ electroencephalogram (EEG) while they watched FG, NFG and neutral videos. For FG videos, the parieto-occipital theta power (TPPO) were significantly increased compared with those for NFG videos (P < 0.05, paired t-test). TPPO also differed significantly between the healthy control and IGD groups only on FG videos controlling covariate (TPPO on neutral videos) (P < 0.05, analysis of covariance [ANCOVA]). And TPPO was significantly correlated to self-reported craving score only on FG videos (r = 0.334, P < 0.05). In the present study, we demonstrate that FG videos induce higher TPPO than that induced by NFG videos in the IGD group and TPPO is a reliable EEG feature associated with craving for gaming.


2021 ◽  
Vol 10 (1) ◽  
pp. 149-158
Author(s):  
Susumu Higuchi ◽  
Hideki Nakayama ◽  
Takanobu Matsuzaki ◽  
Satoko Mihara ◽  
Takashi Kitayuguchi

AbstractBackground and aimsThe World Health Organization included gaming disorder (GD) in the eleventh revision of International Classification of Diseases in 2019. Due to the lack of diagnostic tools for GD, a definition has not been adequately applied. Therefore, this study aimed to apply an operationalized definition of GD to treatment-seekers. The relationship between the diagnoses of GD and Internet gaming disorder (IGD) in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders was also examined. Methods: Study participants comprised 241 treatment-seekers who had engaged in excessive gaming and experienced related problems. Psychiatrists applied the GD diagnostic criteria to the participants using a diagnostic form developed for this study. Information on gaming behavior and functional impairment was obtained through face-to-face interviews conducted by clinical psychologists. Results: In total, 78.4 and 83.0% of the participants fulfilled the GD and IGD diagnostic criteria, respectively. The sensitivity and specificity of GD diagnosis were both high when the IGD diagnosis was used as the gold standard. Participants with GD preferred online PC and console games, spent significantly more time gaming, and showed a higher level of functional impairment compared to those who did not fulfill the GD diagnostic criteria. Discussion and Conclusion: The definition of GD can be successfully applied to treatment-seekers with excessive gaming and related problems. A high concordance of GD and IGD diagnoses was found in those participants with relatively severe symptoms. The development and validation of a diagnostic tool for GD should be explored in future studies.


2021 ◽  
Vol 40 (01/02) ◽  
pp. 27-34
Author(s):  
David Mikusky ◽  
Birgit Abler

ZUSAMMENFASSUNGComputer-, Video- und Mobilespiele (digitale Spiele) sind ein weit verbreitetes Massenmedium, das in allen Altersklassen und sozialen Schichten vertreten ist. Damit im Zusammenhang stehende Krankheitsbilder sind im Abschnitt für Forschungsdiagnosen des Diagnostic and Statistical Manual of Mental Disorders (DSM-5) als Internet Gaming Disorder und den Vorabversionen der International Statistical Classification of Diseases and Related Health Problems (ICD-11) als Gaming Disorder definiert. In der Literatur kontrovers diskutiert wird neben der Notwendigkeit einer möglichen Überpathologisierung von Alltagsverhalten die nosologische Einordnung als Suchterkrankung versus Impulskontrollstörung. Hinweise zur Einordnung als Suchtverhalten geben zum einen Validierungsstudien der Diagnosekriterien, in welchen mit Toleranzentwicklung, Kontrollverlust und Vernachlässigung anderer Aktivitäten allgemeine Suchtkriterien zur Voraussage einer Beeinträchtigung als geeignet eingeschätzt werden. Zum anderen zeigen neurobiologische und bildgebende Befunde eine deutliche Übereinstimmung der Veränderungen bei Konsumenten digitaler Spiele mit denen, wie sie auch bei stoffgebundenen Suchterkrankungen beobachtet wurden. Hilfreich bei einer Risikoeinschätzung für die Entwicklung eines psychiatrisch relevanten Syndroms kann die Kenntnis von Spielmechaniken und Bezahlmodellen digitaler Spiele sein, welche nach lerntheoretischer Konzeption zur Entstehung beitragen können: Gestaffelter Fortschritt im Spiel (Progressionssysteme) mit an saliente Reize gekoppelte Belohnungen zur Charakteraufwertung, der Spieleinstieg ohne Bezahlung (free-to-play), Erwerb von Spielfortschritt und Individualisierungsoptionen (In-Game-Items) durch Kleinstbeträge (Mikrotransaktionen) und an Zufall gekoppelte Belohnungen mit der Möglichkeit, digitale Münzwürfe zu erwerben (Lootboxen) können die Entwicklung von Suchtverhalten fördern.


Assessment ◽  
2021 ◽  
pp. 107319112110554
Author(s):  
Veli-Matti Karhulahti ◽  
Marcel Martončik ◽  
Matúš Adamkovič

Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried out for all items employed by the 17 instruments that claim to measure either construct by their criteria in English. In all but one instrument, the operationalizations did not include all criterion components. There were two main reasons found for this: the components had simply been left out or had been alternatively modified into other components. Criteria that were vaguely described in the manuals were sources of lower content validity items. The study implies that many of the problems in IGD and GD measurement derive from criteria operationalization and original manual descriptions. The conclusion provides practical recommendations that researchers can apply to improve the content validity of their measurement.


2020 ◽  
Vol 26 (1) ◽  
pp. 8-15
Author(s):  
Januwar Lukita ◽  
William William ◽  
Indriani K Sumadikarya ◽  
Flora Rumiati

Internet gaming disorder merupakan salah satu bentuk penggunaan internet yang secara berkelanjutan yang bersifat patologis. Salah satu kerugian yang dapat terjadi adalah terganggunya kualitas tidur seseorang dikarenakan waktu tidur yang dikobankan untuk bermain game. Penelitian ini bertujuan untuk mengetahui korelasi internet gaming disorder terhadap kualitas tidur mahasiswa Fakultas Kedokteran Universitas Kristen Krida Wacana. Penelitian ini adalah penelitian analitik dengan purposive sampling pada 88 orang responden yang terdiri dari mahasiswa angkatan 2015, 2016, 2017, dan 2018 di Fakultas Kedokteran UKRIDA. Kuesioner Internet Gaming Disorder Short-Scale Form (IGD9S-SF) digunakan untuk menentukan kejadian internet gaming disorder dan kuesioner Pittsburgh’s Sleep Quality Index (PSQI) digunakan untuk menilai kualitas tidur responden. Analisis data dilakukan dengan menggunakan SPSS versi 24. Sebanyak 87% responden memiliki kualitas tidur yang buruk, dan dari responden yang memiliki kualitas tidur buruk didapatkan sebanyak 9,1% mengalami internet gaming disorder. Dalam penelitian ini internet gaming disorder memiliki korelasi lemah terhadap kualitas tidur mahasiswa FK UKRIDA.  


2020 ◽  
Vol 7 (1) ◽  
pp. 011-016
Author(s):  
Intan Lestari

Kegiatan yang disukai oleh semua orang untuk mengisi waktu luang, terkhusumya disukai oleh laki-laki, adalah bermain game online atau video-game. Meningkatnya durasi bermain game dapat menimbulkan kecanduan bermain game dan rasa resah jika tidak bermain game. Jika hal ini terus berlanjut dapat berkembang menjadi Internet Gaming Disorder (IGD) atau gaming disorder. Pada tahun 2018, International Classification of Diseases (ICD) mengeluarkan revisi ke-11 dan menyatakan bahwa “gaming disorder” resmi dinyatakan sebagai penyakit.  IGD juga dapat berpotensi menyebabkan depresi, kesulitan sosial, ADHD, dan penyalahgunaan zat. Buah dari tanaman bergamot (Citrus bergamia) dapat digunakan untuk minyak esensial bergamot (BEO) dengan cara memerut dan cold pressing kulit buah. Minyak esensial bergamot banyak digunakan sebagai aromaterapi untuk meningkatkan suasana hati dan gejala-gejala gangguan stres. Bahan - bahan aromatik yang digunakan pada aromaterapi akan merangsang sistem saraf otonom sehingga saat reseptor akan menerima BEO dengan kandungan linalyl acetate dan linalool. Bau akan dihantarkan ke sistem limbik sehingga dapat memperbaiki suasana hati dan memicu pengeluaran hormon serotonin dan endorfin


2018 ◽  
Author(s):  
Bruno Schivinski ◽  
Magdalena Brzozowska-Woś ◽  
Erin M. Buchanan ◽  
Mark D. Griffiths ◽  
Halley M. Pontes

Author(s):  
Sonja Kewitz ◽  
Eva Vonderlin ◽  
Lutz Wartberg ◽  
Katajun Lindenberg

Internet Gaming Disorder (IGD) has been included in the DSM-5 as a diagnosis for further study, and Gaming Disorder as a new diagnosis in the ICD-11. Nonetheless, little is known about the clinical prevalence of IGD in children and adolescents. Additionally, it is unclear if patients with IGD are already identified in routine psychotherapy, using the ICD-10 diagnosis F 63.8 (recommended classification of IGD in ICD-10). This study investigated N = 358 children and adolescents (self and parental rating) of an outpatient psychotherapy centre in Germany using the Video Game Dependency Scale. According to self-report 4.0% of the 11- to 17-year-old patients met criteria for a tentative IGD diagnosis and 14.0% according to the parental report. Of the 5- to 10-year-old patients, 4.1% were diagnosed with tentative IGD according to parental report. Patients meeting IGD criteria were most frequently diagnosed with hyperkinetic disorders, followed by anxiety disorders, F 63.8, conduct disorders, mood disorders and obsessive-compulsive disorders (descending order) as primary clinical diagnoses. Consequently, this study indicates that a significant amount of the clinical population presents IGD. Meaning, appropriate diagnostics should be included in routine psychological diagnostics in order to avoid “hidden” cases of IGD in the future.


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