scholarly journals Preventing Harmful Internet Use-Related Addiction Problems in Europe: A Literature Review and Policy Options

Author(s):  
Olatz Lopez-Fernandez ◽  
Daria J. Kuss

Internet use-related addiction problems are increasingly being recognized on a European scale due to international health organizations considering gaming addiction. In April 2013, the American Psychiatric Association recognized Internet Gaming Disorder in the fifth Diagnostic and Statistical Manual of Mental Disorders, and in April 2018, the World Health Organization included Gaming Disorder in the eleventh International Classification of Diseases. However, findings on these problems within this period are lacking in Europe, and a preventive approach is missing globally. A detailed critical literature review was conducted using PsycINFO and Web of Science in this five-year period. A total of 19 studies were reviewed and problems identified were: generalized Internet addiction and online gaming and gambling addictions across seven European countries (i.e., Spain, Germany, France, Italy, Greece, The Netherlands, and Denmark). The individuals with problematic use were found to be educated adolescents, usually young males with comorbid disorders, and gaming and gambling disorders were implicated in the most severe cases. Cognitive behavioral therapy was the main treatment, sometimes combined with a systemic approach for adolescents. Prevalence, high-risk populations, and factors contributing to these addiction problems are discussed, and a set of policy options are developed for this region. The implications for early detection, diagnosis, treatment, and prevention in Europe are considered.

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.


2020 ◽  
Author(s):  
Hari Pandey

<p>Playing games always been interest in child and adolescent. Technology specially internet given new dimension to gaming and over the decade gaming over internet attracted major percentage of player. Excessive gaming when not controlled also lead to the behavioral dysfunction along with physiological issues. World Health Organization (WHO) has added Internet Gaming Disorder (IGD) as potential mental disorder recently in Diagnostic and Statistical Manual for Mental Disorders (DSM-5) as research field to include in main manual. Research in this field gained interest, but about diagnostic criteria debate is still on in research group. For diagnosis of IGD, not only subjective symptoms but its underlying neurobiology needs to be included. Major behavioral addiction shares its symptoms with different addiction, which can be seen into IGD and Alcohol Use Disorder (AUD) also. In this paper, we aim to identify potential biomarkers to explore relationships between AUD and IGD symptoms using EEG signals recordings. Noise and other artifacts are removed during pre-processing and bands splitted in intermediate steps of proposed method. Spectral features are potential indicator in EEG data, for all five EEG bands power spectral density is computed and visible difference found in mean power on most of the channels for all bands. Across theta and beta bands, mean absolute power is greatly reduced in the frontal and prefrontal brain region. The results indicate symptoms are matching with impulsive behavior. Based on statistical analysis across we found similarities in EEG features in terms of emotional imbalance, high arousal, slow response inhibition and our study indicate Alcohol Use Disorder and IGD are correlated.<i></i></p>


2019 ◽  
Vol 54 (7) ◽  
pp. 707-718 ◽  
Author(s):  
Chih-Hung Ko ◽  
Huang-Chi Lin ◽  
Pai-Cheng Lin ◽  
Ju-Yu Yen

Background: Many concerns have been raised regarding the Diagnostic and Statistical Manual of Mental Disorders (5th ed.; DSM-5) criteria for Internet gaming disorder and International Classification of Diseases, 11th Revision (ICD-11) criteria for gaming disorder. Aims: In this study, we demonstrated the diagnostic validity of each criterion for Internet gaming disorder in the DSM-5 in terms of their intensity and frequency thresholds and evaluated functional impairments, unhealthy behaviors and complications among adults with Internet gaming disorder and gaming disorder. Methods: We recruited 69 subjects with Internet gaming disorder, 69 regular gamers and 69 controls without regular gaming based on diagnostic interviewing conducted by a psychiatrist according to the DSM-5 Internet gaming disorder criteria. Results: Except for the ‘deceiving’ and ‘escapism’ criteria, all criteria for Internet gaming disorder had a diagnostic accuracy ranging from 84.7% to 93.5% in differentiating between adults with Internet gaming disorder and regular gamers. A total of 44 participants with Internet gaming disorder (63.8%) fulfilled the gaming disorder criteria. In addition, 89% and 100% of the Internet gaming disorder and gaming disorder groups, respectively, had academic, occupational or social functional impairment. Both the Internet gaming disorder and gaming disorder groups had higher rates of delayed sleep phase syndrome and insomnia. The gaming disorder group also had a higher obesity proportion. Conclusion: The ‘deceiving’ and ‘escapism’ criteria had relatively lower diagnostic accuracy. Both the Internet gaming disorder and gaming disorder groups demonstrated functional impairments and unhealthy behaviors. They also exhibited complications, such as obesity and sleep disorders. These results support the utility of the DSM-5 Internet gaming disorder and ICD-11 gaming disorder criteria in identifying individuals who need treatment for both gaming addiction symptoms and complications resulting from the addiction.


2020 ◽  
Vol 37 (6) ◽  
pp. 497-525
Author(s):  
Daniel Dahl ◽  
Karin Helmersson Bergmark

Background and aims: Problematic internet use (PIU), and kindred concepts such as internet addiction (IA), make up a growing research field, partly due to the suggested inclusion of internet gaming disorder in a future DSM-6 as well as the fact that gaming disorder is on its way to being included in the ICD-11. Conclusions from research are far from unified. This study aims to synthesise the research field of problematic internet use/internet addiction/gaming disorder, with a focus on the reporting of prevalence and change. Methods: Longitudinal studies of PIU/IA formed the basis for a scoping review. Systematic searches of Web of Science, Scopus and Proquest, for peer-reviewed and published articles based on empirical data collected at a minimum of two time points for studies, and with an end point set at 2017, led to the inclusion of 97 studies. Endnote X7 was used to organise the results and NVivo 11 was used for synthesising the results. Results: Analyses focused on prevalence and change. Findings show variation among measures and prevalence as well as in reported outcomes relating to social life and other problems. Most studies reported relations between PIU/IA and other problems in life, but no specific time order could be established. Furthermore, many studies did not present data on prevalence or change even though using a longitudinal survey design. Discussion and conclusions: In summary, the research field is plagued by a lack of consensus and common understanding, regarding both measures, perceptions of the problem, and findings.


BMJ Open ◽  
2021 ◽  
Vol 11 (8) ◽  
pp. e045840
Author(s):  
Jan Dieris-Hirche ◽  
Laura Bottel ◽  
Magdalena Pape ◽  
Bert Theodor te Wildt ◽  
Klaus Wölfling ◽  
...  

IntroductionIn May 2019, the WHO classified internet gaming disorder (IGD) as a mental disorder in the upcoming International Classification of Diseases 11th Revision. However, individuals affected by IGD or internet use disorders (IUDs) are often not provided with adequate therapy due to a lack of motivation or absence of adequate local treatment options. To close the gap between individuals with IUDs and the care system, we conduct an online-based motivational intervention to reduce problematic internet use and promote treatment motivation in internet gaming disorder and internet use disorder (OMPRIS).Methods and analysisWithin the randomised controlled trial, a total of n=162 participants will be allocated by sequential balancing randomisation to the OMPRIS intervention or a waitlist control group. The study includes an extensive diagnostic, followed by a 4-week psychological intervention based on motivational interviewing, (internet-related) addiction therapy, behavioural therapy techniques and additional social counselling. The primary outcome is the reduction of problematic internet use measured by the Assessment of Internet and Computer Game Addiction Scale. Secondary outcomes include time spent on the internet, motivation for change (Stages of Change Readiness and Treatment Eagerness Scale for Internet Use Disorder), comorbid mental symptoms (Patient Health Questionnaire-9, Generalized Anxiety Disorder Screener-7), quality of life (EuroQoL Standardised Measure of Health-related Quality of Life–5 Dimensions, General Life Satisfaction-1), self-efficacy (General Self-Efficacy Scale), personality traits (Big Five Inventory-10), therapeutic alliance (Helping Alliance Questionnaire) and health economic costs. The diagnosis of (comorbid) mental disorders is carried out with standardised clinical interviews. The measurement will be assessed before (T0), at midpoint (T1) and after the OMPRIS intervention (T2), representing the primary endpoint. Two follow-up assessments will be conducted after 6 weeks (T3) and 6 months (T4) after the intervention. The outcomes will be analysed primarily via analysis of covariance. Both intention-to-treat and per-protocol analyses will be conducted.Ethics and disseminationParticipants will provide written informed consent. The trial has been approved by the Ethics Committee of the Faculty of Medicine, Ruhr University Bochum (approval number 19-6779). Findings will be disseminated through presentations, peer-reviewed journals and conferences.Trial registration numberDRKS00019925.


Author(s):  
Daryl Wayne Niedermoser ◽  
Andreas Hadjar ◽  
Vivien Ankli ◽  
Nina Schweinfurth ◽  
Claudia Zueger ◽  
...  

Background: Online or internet gaming disorder (IGD) is currently not recognized as a mental disorder in the actual Diagnostic and Statistical Manual of Mental Disorders (DSM-5), although it is an emerging disease. Non-substance-related addictions often have similarities with substance addictions. It is therefore important to have a good understanding of the client but also to have a good endurance. Due to the rise of e-sports, there is an anticipated and therefore possible trend to have many more patients with a non-substance addiction. There are many parallels, for instance tolerance, withdrawal and social problems, resulting from an increasing investment of time spent on the internet. Case presentation: To reduce possible inhibition in treating a patient with IGD, we present a case of a 19-year-old adolescent man who exhibited IGD and showed social problems associated with his addiction. Conclusions: This paper shows the importance and the effects of treating a non-substance addiction with cognitive behavioral therapy (CBT). After having successfully coped with an addiction, several shifts in addiction were often reported. In this case, no shifts were reported. The absence of such shifts makes our case a distinct and unique case. This is not a multimorbidity case, and that is the reason why we think this is an excellent example to show what we achieved, how we achieved it, and what we could establish. Of course, additional research and manuals are urgently needed.


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.


2021 ◽  
Vol 9 (1) ◽  
pp. 50
Author(s):  
Kristina Dwi Novitasari Arnani

Background: Emerging Internet technologies are now creeping into the game arena. Increased incidence of gaming addiction is felt in the world, and no doubt in Indonesia could have an impact as well, especially in an adolescent. In Makassar, found the incidence of internet games disorders by 30% in high school children. Therefore, internet games eventually became an important issue in the world of health to the WHO (World Health Organization) and making it the responsibility of the world. The state has a duty and responsibility in preventing health problems caused by the development of internet gaming in Indonesia. Internet Gaming Disorder is a mental problem that should be considered in adolescents, and even no single governing restrictions on the use of internet gaming and prevention programs for adolescents in Indonesia. Purpose: The purpose of this study is to explore the problem of Internet Gaming disorder by describing programs that have been implemented by countries outside Indonesia in terms of health promotion for adolescents. Methods: This study was a literature review of several journals, thesis, as well as patient data reports Internet Gaming disorder in Indonesia and the world. Result: The result is a necessary regulation involving adolescents, parents, schools, governments, and public health officials to regulate Internet gaming restrictions to prevent Internet Gaming Disorder as has been done in China, Hong Kong, Iran, and Switzerland which can be adopted in Indonesia. Conclusion: The problem of Internet gaming disorder being ordered must be a concern of government and cross-sectoral to prevent the development of this problem in Indonesia as a protective way for adolescents.


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