scholarly journals Open Scientific Practices are the Way Forward for Internet Gaming Disorder Research: A Response to Yao et al

2017 ◽  
Author(s):  
Andrew K Przybylski ◽  
Netta Weinstein ◽  
Kou Murayama

In this editorial we advance the idea that the future of Internet Gaming Addiction research must be guided by open science practice.

2020 ◽  
Vol 11 ◽  
Author(s):  
Syeda Raiha ◽  
Guochun Yang ◽  
Lingxiao Wang ◽  
Weine Dai ◽  
Haiyan Wu ◽  
...  

Converging evidence indicates that addiction involves impairment in reward processing systems. However, the patterns of dysfunction in different stages of reward processing in internet gaming addiction remain unclear. In previous studies, individuals with internet gaming disorder were found to be impulsive and risk taking, but there is no general consensus on the relation between impulsivity and risk-taking tendencies in these individuals. The current study explored behavioral and electrophysiological responses associated with different stages of reward processing among individuals with internet gaming disorders (IGDs) with a delayed discounting task and simple gambling tasks. Compared to the healthy control (HC) group, the IGD group discounted delays more steeply and made more risky choices, irrespective of the outcome. As for the event-related potential (ERP) results, during the reward anticipation stage, IGDs had the same stimulus-preceding negativity (SPN) for both large and small choices, whereas HCs exhibited a higher SPN in large vs. small choices. During the outcome evaluation stage, IGDs exhibited a blunted feedback-related negativity for losses vs. gains. The results indicate impairment across different stages of reward processing among IGDs. Moreover, we found negative correlation between impulsivity indexed by BIS-11 and reward sensitivity indexed by SPN amplitude during anticipation stage only, indicating different neural mechanisms at different stages of reward processing. The current study helps to elucidate the behavioral and neural mechanisms of reward processing in internet gaming addiction.


Author(s):  
Mark D. Griffiths ◽  
Halley M. Pontes

The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (arcade video game addiction), 1990s (home console video game addiction), and 2000s and beyond (online video game addiction). The chapter also overviews the features of gaming addiction, its prevalence rates, demographics and gaming addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.


2020 ◽  
Author(s):  
Nazia Darvesh ◽  
Amruta Radhakrishnan ◽  
Chantelle C Lachance ◽  
Vera Nincic ◽  
Jane P Sharpe ◽  
...  

Abstract Background : Internet gaming disorder (IGD) was included in the DSM-5 in 2013 as a condition requiring further research, and gaming disorder (GD) was included in the ICD-11 in 2018. Given the importance of including these conditions in diagnostic guidelines, a review was conducted to describe their prevalence. Methods : Using guidance from the Joanna Briggs Institute and the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR), we conducted a rapid scoping review. MEDLINE, Embase, PsycINFO, and the Cochrane library were searched for literature published from inception to July 2018. All review stages were pilot tested to calibrate reviewers. The titles/abstracts and full-text articles were screened by one reviewer to include quantitative primary studies that reported GD or IGD prevalence. Excluded citations were screened by a second reviewer to confirm exclusion. Charting was conducted by one reviewer and verified by another, to capture relevant data. Results were summarized descriptively in tables or text. Results : We assessed 5550 potentially relevant citations. No studies on GD were identified. We found 160 studies of various designs that used 35 different methods to diagnose IGD. Prevalence of IGD ranged from 0.21-57.50% in general populations, 3.20-91.00% in clinical populations, and 50.42-79.25% in populations undergoing intervention (severe cases). Most studies were conducted in the Republic of Korea (n=45), China (n=29), and the United States of America (n=20). Results are presented for severe IGD and by geographic region, gender/sex, and age groups (child, adolescent, adult). The five most frequently reported health-related variables were depression (67 times), internet addiction (54 times), anxiety (48 times), impulsiveness (37 times), and attention deficit hyperactivity disorder (24 times). Conclusions : Due to the variability in diagnostic approaches, knowledge users should interpret the wide IGD prevalence ranges with caution. In addition to further research on GD, consensus on the definition of IGD and how it is measured is needed, to better understand the prevalence of these conditions. Protocol registration : Open Science Framework https://osf.io/y2sr6/ , August 21 2018.


Author(s):  
Halley M Pontes ◽  
Mark D. Griffiths

Background: Following the growing concern about ‘gaming addiction', the American Psychiatric Association (APA) and numerous scholars have suggested the need for unification and consensus for the assessment of gaming addiction, which is now possible given the recent formal recognition of ‘Internet Gaming Disorder' (IGD) by the APA since its inclusion in the DSM-5. Aims: In light of this, the aim of this chapter is to present the main findings concerning the development of the Internet Gaming Disorder Test (IGD-20 Test) and the Internet Gaming Disorder Scale – Short-Form (IGDS9-SF), two newly developed psychometric tools aimed to measure the extent of gaming disorder in online and/or offline players. Conclusions: The present findings support the viability of the two newly developed measures as adequate standardized psychometrically robust tools for assessing internet gaming disorder. Consequently, the new instruments represent the first step towards unification and consensus in the field of gaming studies.


2016 ◽  
Vol 33 (S1) ◽  
pp. S306-S306 ◽  
Author(s):  
O. Lopez-Fernandez ◽  
D. Kuss ◽  
H. Pontes ◽  
M. Griffiths

IntroductionThe American Psychiatric Association introduced in Internet Gaming Disorder (IGD) in the appendix as a tentative disorder in the last edition of the Diagnostic and Statistical Manual of Mental Disorders. However, currently no systematic review exists about excessive gaming viewed from a clinical perspective.Objectives and aimsTo review clinical studies on gaming addiction in order to ascertain characteristics of both clinical and research studies to provide retrospective evidence in relation with the proposed IGD classification (including criteria, measures and therapies).MethodsA systematic literature review of studies published from 1980 to 2015 has been conducted using three major psychology databases: Academic Search Complete, PsycInfo, and PsycArticles. A total of 5033 results from peer-reviewed journals were obtained, where 32 were identified as empirical clinical papers focused on gaming addiction.ResultsThe clinical research studies on gaming identified were published between 1998 and 2015, most of which included patient samples. Categorizations identified in the research papers included: (i) patients’ characteristics (e.g., socio-demographics), (ii) criteria and measures used (e.g., scales to diagnose), (iii) types of gaming problems (e.g., game genre), (iv) and treatments (e.g., type of therapy).ConclusionsFindings will be discussed against the background of the controversial IGD diagnostic criteria proposed in the DSM-5 in order to assess the extent to which previously published clinical knowledge matched the current proposal for including gaming addiction as behavioral addiction in the next diagnostic manual.Disclosure of interestThe authors have not supplied their declaration of competing interest.


2020 ◽  
pp. 002076402098384
Author(s):  
Sherien Ahmed Khalil ◽  
Hadeer Kamal ◽  
Hussien Elkouly

Background: Problematic internet use has been identified in the last decade as a rising problem due to growing availability and impact of Internet use through social media, mobiles, and laptops are now a must in life, adolescents are most vulnerable for the misuse and its impacts. Aim: To assess the prevalence of problematic internet use, Facebook, and gaming addiction among Egyptian adolescents and its impact. Methods: The study assessed 700 adolescents aged from 14 to 18 years, both sexes, using Young internet addiction test, Internet gaming disorder scale, the Bergen Facebook addiction scale, the MINI international neuropsychiatry interview for children and adolescents and the socioeconomic status scale. Results: A total of 584 students continued the study to the end with response rate more than 75%, the mean age was 16.1 = 1.2, 65.6% were having internet addiction, 61.3% were gaming addicts, and 92.8% Facebook addicts. Depression, dysthymia, suicide, social anxiety panic, and phobias were common comorbidities in addicted adolescents. Conclusion: This study shows that a significant percentage of adolescents are having different patterns of problematic internet use which is negatively impacting their mental health.


2019 ◽  
Author(s):  
Nazia Darvesh ◽  
Amruta Radhakrishnan ◽  
Chantelle C Lachance ◽  
Vera Nincic ◽  
Jane P Sharpe ◽  
...  

Abstract Background: Internet gaming disorder (IGD) was included in the DSM-5 in 2013 as a condition requiring further research, and gaming disorder (GD) was included in the ICD-11 in 2018. Given the importance of including these conditions in diagnostic guidelines, a review was conducted to describe their prevalence. Methods: Using guidance from the Joanna Briggs Institute and the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR), we conducted a rapid scoping review. MEDLINE, Embase, PsycINFO, and the Cochrane library were searched for literature published from inception to July 2018. All review stages were pilot tested to calibrate reviewers. The titles/abstracts and full-text articles were screened by one reviewer to include quantitative primary studies that reported GD or IGD prevalence. Excluded citations were screened by a second reviewer to confirm exclusion. Charting was conducted by one reviewer and verified by another, to capture relevant data. Results were summarized descriptively in tables or text. Results: We assessed 5550 potentially relevant citations. No studies on GD were identified. We found 160 studies of various designs that used 35 different methods to diagnose IGD. Prevalence of IGD ranged from 0.21-57.50% in general populations, 3.20-91.00% in clinical populations, and 50.42-79.25% in populations undergoing intervention (severe cases). Most studies were conducted in the Republic of Korea (n=45), China (n=29), and the United States of America (n=20). Results are presented for severe IGD and by geographic region, gender/sex, and age groups (child, adolescent, adult). The five most frequently reported health-related variables were depression (67 times), internet addiction (54 times), anxiety (48 times), impulsiveness (37 times), and attention deficit hyperactivity disorder (24 times). Conclusion: Due to the variability in diagnostic approaches, knowledge users should interpret the wide IGD prevalence ranges with caution. In addition to further research on GD, consensus on the definition of IGD and how it is measured is needed, to better understand the prevalence of these conditions. Protocol registration : Open Science Framework https://osf.io/y2sr6/ , August 21 2018.


2019 ◽  
Vol 6 (2) ◽  
pp. 167-174
Author(s):  
M Arsyad Subu ◽  
Peni Rahmawati ◽  
Imam Waluyo ◽  
Rinto Agustino

   The development of electronic media, especially gadgets that are increasingly sophisticated in recent years such as the use of the internet, playing games online or offline is a popular activity in teenagers. Generally teenagers make several reasons to use the internet or play games as entertainment, reduce emotions, escape from reality, seek challenges and happiness. This study was to determine the relationship between internet gaming addiction and body mass index in adolescents aged 12-15 years of junior high school at kramat jati district, east jakarta,2018. This research is a further analysis of previous study conducted two weeks in July 2018. Sample were 315 adolescent aged 12-15 years old in KramatJati, East Jakarta were include in this study. Internet Gaming Disorder Scale-Short Form (IGDS9-SF) were used to measure internet gaming addiction and measurement of Body Mass Index. From the result of research, adolescent with low internet gaming addiction 177 students (70.8%) and normal body mass index 126 students (50.4%), with the results of the correlation r = -0.036 and p = 0.566. The results of internet gaming addiction with body mass index in adolescent has a weak relationship, and inversely proportional.


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