scholarly journals Application of the eleventh revision of the International Classification of Diseases gaming disorder criteria to treatment-seeking patients: Comparison with the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria

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.

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.


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 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.


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


2019 ◽  
pp. 209-216
Author(s):  
J. Paul Fedoroff

Abstract: Voyeuristic disorder is defined as a condition in which a person experiences persistent (at least 6 months), recurrent, and intense sexual arousal from observing an unsuspecting person who is naked, disrobing, or engaging in sexual activity, as manifested by fantasies, urges, or behaviors. The prevalence of true voyeuristic disorder is estimated to be as high as 12% in men and 4% in women. This chapter discusses the Fifth edition of the Diagnostic and Statistical Manual of Mental Disorders and International Classification of Diseases diagnostic criteria for voyeuristic disorder, in addition to its diagnosis, treatment, and prognosis. The recent literature on these topics is reviewed.


Author(s):  
Jan Willer

Understanding the symptoms of adult ADHD is an essential starting place. Diagnostic and Statistical Manual of Mental Disorders symptoms of ADHD are reviewed, including inattention/distractibility, impulsiveness, and hyperactivity, as well as other adult ADHD symptoms that have been well documented in multiple research studies. Suggested interview questions for each symptom are presented. Additional adult ADHD symptoms include executive functioning deficits, emotional dysregulation, atypical reward sensitivity, and time perception differences. Sluggish cognitive tempo is also defined and a case example given. Last, progress towards a new definition of ADHD is presented, and the practicalities of diagnosing ADHD using the International Classification of Diseases, 10th Revision, are discussed.


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 ◽  
Vol 81 (8) ◽  
pp. 1-6
Author(s):  
Sanju George ◽  
Mark D Griffiths

Playing video games (online or offline) is not a recent phenomenon and for most people it is a leisure activity with no adverse consequences whatsoever. However, for a small minority, gaming has the potential (akin to substance use) to lead on to problematic gaming and gaming disorder. Gaming disorder is a new entry in both the Diagnostic and Statistical Manual of Mental Disorders and the International Classification of Diseases. Given gaming's ever-growing popularity, GPs, psychiatrists and other doctors will be increasingly likely to come across individuals who present with gaming-related problems. Consequently, this article gives doctors a basic understanding of what gaming disorder is, its presentations in practice and diagnosis, and its treatment.


2019 ◽  
pp. 161-194
Author(s):  
J. Paul Fedoroff

Abstract: Sexual sadism and masochism encompass a wide range of sexual interests. The words “sadism” and “masochism” are also used to describe nonsexual situations. In this chapter, the concepts of sadism and masochism are discussed as they relate both to sexual sadism disorder and sexual masochism disorder and also to bondage and discipline, dominance and submission, sadism and masochism (BDSM). This chapter reviews the Fifth edition of the Diagnostic and Statistical Manual of Mental Disorders and the International Classification of Diseases diagnostic criteria for sadism and masochism and discusses their difference from consensual BDSM. Variations are presented. Treatments and prognosis are discussed. A review of the recent literature on these topics is presented.


Author(s):  
Dean G. Kilpatrick ◽  
Matthew J. Friedman ◽  
Amanda K. Gilmore

This chapter addresses the new section in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) called ‘Trauma and stressor-related disorders’. All diagnoses within this category have two things in common: (1) a discrete traumatic/adverse event or experience that preceded the onset or aggravation of symptoms; and (2) a wide range of cognitions, emotions, and behaviours embedded within DSM-5 diagnostic criteria for each disorder. The chapter also discusses the comparable proposed diagnostic criteria for the eleventh edition of the International Classification of Diseases (ICD-11). Current considerations and challenges regarding the classification of stressor-related disorders are reviewed.


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