Study on Gaming Addiction, Prevalent Symptoms with the Nine Diagnostic Criteria of ‘Internet Gaming Disorder’ suggested in DSM-5, and its Interrelationship with Psychosocial Variables

2016 ◽  
Vol 16 (1) ◽  
pp. 153
Author(s):  
Hongsik Yu ◽  
Jae Hwang
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.


Psihologija ◽  
2020 ◽  
Vol 53 (1) ◽  
pp. 43-63 ◽  
Author(s):  
Dejan Stevanovic ◽  
Ana Djoric ◽  
Yatan Balhara ◽  
Nikola Cirovic ◽  
Sidharth Arya ◽  
...  

The present study evaluated the psychometric properties of a self-report scale for assessing Internet Gaming Disorder (IGD) symptoms according to the DSM?5 and ICD?11 among 3270 college/university students (2095 [64.1%] females; age mean 21.6 [3.1] years) from different countries worldwide. Croatian, English, Polish, Portuguese, Serbian, Turkish, and Vietnamese versions of the scale were tested. The study showed that symptoms of IGD could be measured as a single underlying factor among college/university students. A nine item symptom scale following DSM?5, and a short four-item scale representing the main ICD?11 symptoms, had sound internal consistency and construct validity. Three symptom-items were found non-invariant across the language samples (i.e., preoccupation with on-line gaming, loss of interests in previous hobbies and entertainment, and the use of gaming to relieve negative moods). This study provides initial evidence for assessing IGD symptoms among college/university students and will hopefully foster further research into gaming addiction in this population worldwide especially with taking into account language/cultural differences.


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 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.


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