scholarly journals Diagnostic Contribution of the DSM-5 Criteria for Internet Gaming Disorder

2022 ◽  
Vol 12 ◽  
Author(s):  
Tao Luo ◽  
Dan Wei ◽  
Jiangfan Guo ◽  
Maorong Hu ◽  
Xuelin Chao ◽  
...  

Background: Internet gaming disorder (IGD) can have long-term severe consequences in affected individuals, especially adolescents and young people. Empirical studies of IGD using the DSM-5 criteria are still lacking. This study aimed to evaluate the contribution of specific criteria to the diagnosis of IGD based on the DSM-5 in the context of Chinese culture.Methods: The Chinese version of the Internet Gaming Disorder Scale–Short Form (IGDS9-SF) was applied to investigate the prevalence of IGD in a general sample of 28,689 middle school students aged 12–19 years from two cities in China.Results: The prevalence of IGD was 4.6% among this adolescent sample. The group of IGD students reported longer weekly gaming times and worse academic performance than the group of non-IGD students. Although “preoccupation” and “playing to escape” were the most frequently reported criteria, the conditional inference trees showed that “give up other activities,” ‘negative consequences,” and “continue despite problems” contributed most to the diagnosis of IGD based on the DSM-5.Conclusions: The prevalence of IGD among Chinese adolescents (ages 12–19) was 4.6%. This study provides evidence for retaining or deleting specific diagnostic criteria by the DSM framework in the future.

2019 ◽  
Vol 8 (10) ◽  
pp. 1730 ◽  
Author(s):  
Pontes ◽  
Schivinski ◽  
Brzozowska-Woś ◽  
Stavropoulos

Internet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3,377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The data collected was scrutinized to detect patterns of IGD using Conditional Inference Tree (Ctree), a sophisticated machine algorithm. Participants provided basic sociodemographic information and completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). The results identified classes of IGD-related symptoms, indicating that endorsing ‘withdrawal’ and ‘loss of control’ increases the probability of disordered gaming by 77.77% while endorsement of ‘withdrawal’, ‘loss of control’ and ‘negative consequences’ increases the probability of disordered gaming by 26.66%. Moreover, lack of endorsement of ‘withdrawal’ and endorsement of ‘preoccupation’ increases the likelihood of disordered gaming by 7.14%. Taken together, the results obtained illustrate that different IGD criteria can present with different clinical weighing as unique diagnostic roles in the development of disordered gaming can be evidenced by each criterion. Moreover, the present findings help inform future revisions of diagnostic manuals and helps enhancing the assessment of IGD in the future. Additional research and clinical implications are discussed.


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.


Author(s):  
Yue-Cune Chang ◽  
Ruu-Fen Tzang

The paper aims to adjust the Taiwanese version of Internet gaming disorder-short form Likert scale with Likert (IGD-SF-T-L) based on the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria to a Likert scale model and test its psychometric property among children and adolescents with Attention Deficit Hyperactivity Disorder (ADHD). Confirmatory factor analysis (CFA) was conducted for validity and the Cronbach’s α for reliability of IGD-SF-T-L. The ROC (receiver operating curves) was used to propose the cut-off point for assessing the instrument’s psychometric properties and its corresponding indices for the diagnostic accuracy. In total, 102 children and adolescents with ADHD were recruited. The construct validity of IGD-SF-T by CFA was model well fitted with excellent reliability (Cronbach’s α = 0.918). The ROC using the Chen’s CIAS > 56 as the state variable for IGD diagnosis showed the AUC (areas under the curves) was 0.918. The cut-off point proposed for IGD-SF-T-L to indicate a diagnosis of IGD was ≥ 10. The corresponding indices of accuracy: sensitivity, specificity, LR (likelihood ratio) +, LR-, and AUC were 0.893, 0.826, 5.134, 0.130, and 0.859, respectively. The proposed IGD-SF-T-L is an adequate, standardized psychometrical measurement for diagnosing IGD among Taiwanese adolescents with ADHD. More attention should be paid toward recent ADHD youth with Internet gaming disorder and their family.


2021 ◽  
Author(s):  
Nick Ballou ◽  
David Zendle

Although the validity of internet gaming disorder (IGD) in the DSM-5 hinges on a relationship between 5 or more IGD symptoms and “clinically significant impairment and/or distress”, to date most studies have focused on statistical significance. To address this, we conduct an individual participant meta-analysis comprised of primary data from 15 studies (n = 38,851). Study 1 finds that meeting the DSM-5’s proposed 5/9 diagnostic threshold is associated with d = .65 greater distress across 21 well-being constructs, which exceeds a conservative anchor for clinical significance. However, we also find that classifying participants above and below the 5/9 threshold has little power to reject that threshold: a 2/9 cut-off predicts similarly large differences. Study 2 shows that dimensional (continuous) modelling of IGD scores offers a more severe test of the proposed threshold. Finally, study 3 reveals that three criteria—preoccupation, tolerance, and loss of control—are roughly half as predictive of distress as withdrawal and escapism, highlighting limitations also present in dimensional modelling and suggesting the need to modify or remove these. In sum, we do not find evidence for invalidating IGD as proposed, but do identify issues with threshold-based categorization, inadequate differentiation between statistical and clinical significance, and the inclusion of potentially flawed criteria. We argue that these are possible negative consequences of a premature switch to confirmatory research on IGD.


2020 ◽  
Author(s):  
concetta de pasquale ◽  
Federica Sciacca ◽  
Carmela Dinaro ◽  
Zira Hichy

Abstract Background: When the Internet becomes the only interest in an individual's life and everything else is emptied of importance, the isolation in which the subject closes again produces consequences not only from a psychological but also physical and social point of view. The purpose of this study was: a) to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults, b) to explore the associations between the former and psychopathological symptoms, and c) to explore its consequences in social functioning. Methods: The sample included 566 young adults, 324 males and 242 females, aged between 18 and 35 years (M = 22.74; SD = 4.83). They were asked to state their favourite games choice and were administered a demographic questionnaire, the APA symptom checklist based on the diagnostic criteria of IGD in the DSM-5, the Internet Gaming Disorder Scale Short Form (IGD9-SF), the Symptom Checklist-90 Revised (SCL-90 R) and the Social Adaptation Self Evaluation Scale (SASS). Results: The different game types used are distributed as follows: MMORPG (35.7%), flash games (20.3%), multiplayer games (27%), online gambling (9.9%), other games (6.5% ). The results of the study showed high use of videogames (95% of the sample), but low incidence of Internet Gaming Disorder in young adults. Thirty subjects (20 male and 10 female) on 566 (5.3% of the sample) matched five or more criteria for clinical diagnosis of IGD. The data showed a positive correlation between use of online games (total score IGD9-SF), the higher the levels of depression (r = .501), anxiety (r = .361) and psychoticism (r = .431) and the lower the family and extra-family relationships (r = -.383). The linear regression analysis showed that somatization (p = .002), depression (p = .000) and sleep disturbances (p = .003) are predictive variables of internet gaming disorder. Conclusions: This study highlights the need to make a diagnosis of "online gaming addiction" as "independent disorder" to be included in future categorizations according to DSM-5, compared to other addictive behaviors.


2020 ◽  
Vol 11 ◽  
Author(s):  
Hsin-Yi Wang ◽  
Cecilia Cheng

Gaming disorder was listed as a condition for further study in the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in 2013, and measures of the disorder have mushroomed in the years since. The Gaming Disorder Test (GDT) was developed after gaming disorder was officially included in the 11th Revision of the International Classification of Diseases (ICD-11) in 2018. However, it remains unknown whether the GDT, which is based on the ICD-11 framework, is psychometrically similar to or different from the popular nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF) based on the DSM-5 framework. To address this important but unexplored issue, the present study evaluated and compared the psychometric properties of the GDT and IGDS9-SF in a sample of 544 adult gamers (56.2% men; mean age = 28.8, SD = 8.55). The results revealed both measures to have good reliability, structural validity, and criterion validity, with the exception of one IGDS9-SF item with a low factor loading. Moreover, the IGDS9-SF exhibited scalar measurement invariance for gender and age but only partial metric invariance for employment status, whereas the GDT exhibited scalar measurement invariance for all three demographic characteristics. Finally, the GDT displayed incremental validity over the IGDS9-SF in explaining gaming time, but not social anxiety and depressive symptoms. This study thus contributes to the literature by comparing measures derived from distinct gaming disorder diagnostic frameworks empirically. Recommendations for the selection of gaming disorder measures by researchers and practitioners are discussed.


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

2019 ◽  
Vol 7 (16) ◽  
pp. 2638-2642 ◽  
Author(s):  
Bayu Ariatama ◽  
Elmeida Effendy ◽  
Mustafa M. Amin

BACKGROUND: Internet game playing is experiencing rapid growth in both youth and adult populations. The excess playing this game cause negative consequences, including game addiction. Internet Gaming Disorder is an increasingly prevalent disorder, which can have severe consequences in affected young people and their life. AIM: To observe the depressive syndrome and dopamine transporter condition (DAT) to find out the severity of internet gaming disorder. METHODS: To analyse the relationship between IGD and Depressive Syndrome and to analyse the relationship between IGD and DAT in online games player by using Spearman Rank Correlation Analysis. Depression testing is done by using the Patient Health Questionnaire-9 method (PHQ-9). The sample of the experiments of this research was 48 online games players in the internet cafe at Medan Area sub-district, which ages between 20 – 40 years old and have been playing games for at least 12 months RESULTS: It was found that there was strong one-way relation (0.625) between IGD and PHQ-9 significantly (p < 0.01), however, it was found that strong enough (-0.465) relation between IGD and DAT (p < 0.01) and strong opposite relation (-0.680) between PHQ-9 and DAT (p < 0.01). CONCLUSION: There was a relationship between Internet Gaming Disorder (IGD) with depressive symptoms and Dopamine Transporter (DAT) level. PHQ-9 score was higher in people with a higher score of IGDS9-SF. As well as DAT level, there was opposite strong enough correlation between IGD and DAT that indicating the higher IGD score, the lower DAT level.


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