scholarly journals Estimated Prevalence of Unreported IGD Cases in Routine Outpatient Children and Adolescent Psychotherapy

Author(s):  
Sonja Kewitz ◽  
Eva Vonderlin ◽  
Lutz Wartberg ◽  
Katajun Lindenberg

Internet Gaming Disorder (IGD) has been included in the DSM-5 as a diagnosis for further study, and Gaming Disorder as a new diagnosis in the ICD-11. Nonetheless, little is known about the clinical prevalence of IGD in children and adolescents. Additionally, it is unclear if patients with IGD are already identified in routine psychotherapy, using the ICD-10 diagnosis F 63.8 (recommended classification of IGD in ICD-10). This study investigated N = 358 children and adolescents (self and parental rating) of an outpatient psychotherapy centre in Germany using the Video Game Dependency Scale. According to self-report 4.0% of the 11- to 17-year-old patients met criteria for a tentative IGD diagnosis and 14.0% according to the parental report. Of the 5- to 10-year-old patients, 4.1% were diagnosed with tentative IGD according to parental report. Patients meeting IGD criteria were most frequently diagnosed with hyperkinetic disorders, followed by anxiety disorders, F 63.8, conduct disorders, mood disorders and obsessive-compulsive disorders (descending order) as primary clinical diagnoses. Consequently, this study indicates that a significant amount of the clinical population presents IGD. Meaning, appropriate diagnostics should be included in routine psychological diagnostics in order to avoid “hidden” cases of IGD in the future.

2020 ◽  
Vol 9 (2) ◽  
pp. 401-409
Author(s):  
Hyunsuk Jeong ◽  
Hyeon Woo Yim ◽  
Seung-Yup Lee ◽  
Hae Kook Lee ◽  
Marc N. Potenza ◽  
...  

AbstractObjectivesWe examined serial mediating roles of low self-control and aggression in explaining relationships between levels of inattention and hyperactivity problems (IHPs) and severity of Internet gaming disorder (IGD) features when exposed to online games among adolescents without Attention deficit hyperactivity disorder (ADHD) stratified by gender using three-wave longitudinal study.MethodThe sample comprised a total of 1,732 family dyads from a study that was conducted among seventh graders without diagnoses of ADHD at baseline. Levels of IHPs were assessed by the parent reported Korean version of the ADHD rating scale at baseline (wave1). Severity of IGD features was assessed by the Internet Game Use-Elicited Symptom Screen (IGUESS) at wave3. Both levels of self-control (wave1) and aggression (wave2) were assessed by self-report. The mediating role of low self-control and aggression in the relationships between level of IHPs and severity of IGD were evaluated using serial mediation analysis separately for each gender.ResultsLevels of IHPs were related directly to severity of IGD features in both genders. The indirect effects via low self-control were also significant in both genders, however, the indirect effects via aggression was significant only in women. The serial mediation effect via low self-control and aggression between levels of IHPs and IGD features was significant in both genders (men, coefficient:0.009, 95%CI 0.005–0.019; women, coefficient:0.010, 95%CI:0.005–0.026).ConclusionWe revealed a possible mechanism underlying a serial mediation chain from low self-control to aggression explaining the effects of IHPs on severity of IGD features. However, this conclusion should be taken with a caution, because the effect sizes were very low.


2021 ◽  
Vol 36 (3) ◽  
pp. 451-471
Author(s):  
Amna Rasheed ◽  
Sadaf Ahsan ◽  
Sadaf Zaheer

The objective of the current study was to assess the impact of internet gaming disorder on self-appraisal. Moreover, role of gender as a moderator on the relationship between internet gaming disorder and self-appraisal among university students was also explored. A sample of 300 students was collected through purposive sampling technique, from different universities of Islamabad and Rawalpindi. The participant’s age range was 18-28 years. Self-report measures i.e., Internet Gaming Disorder Scale-short form (Pontes & Griffiths, 2015) and Core Self Evaluation Scale (Judge, Erez, Bono, & Thoresen, 2003) were administered. Results yielded that internet gaming disorder negatively predicted self-appraisal among university students. Moreover, gender worked as a significant moderator on the relationship between internet gaming disorder and self-appraisal. The independent sample t-test showed that males reported a higher level of internet gaming disorder as compared to females. Males showed less self-appraisal as compared to females. This study will help to identify the effects of internet gaming disorder on self-appraisal among university students. Furthermore, intervention plans can also be developed for students by decreasing their gaming activity and increasing their self-appraisal and bringing them back to their normal life.


PEDIATRICS ◽  
2017 ◽  
Vol 140 (Supplement 2) ◽  
pp. S81-S85 ◽  
Author(s):  
Douglas A. Gentile ◽  
Kira Bailey ◽  
Daphne Bavelier ◽  
Jeanne Funk Brockmyer ◽  
Hilarie Cash ◽  
...  

2020 ◽  

A minority of children and adolescents develop addiction-like engagement in gaming that is associated with impaired function.1 Preliminary data suggest that affected children with these symptoms, indicating an Internet Gaming Disorder (IGD), might present with more symptoms of common psychiatric disorders than those without an IGD.


2021 ◽  
Author(s):  
Veli-Matti Karhulahti ◽  
Marcel Martončik ◽  
Matus Adamkovic

Since 2013 when the DSM-5 manual was published, numerous scholars around the world have developed new self-report instruments for measuring internet gaming disorder or later a gaming disorder. However, each of these instruments utilizes different operationalizations of its criteria, making the pursue for a unified gaming-related disorder measure difficult to achieve. The main aim of the study was to assess how well do the items of the currently applied screening instruments operationalize the criteria as proposed in the diagnostic manuals. The article presents a semantic content validity review of the English items employed by 17 instruments that claim to measure either internet gaming disorder (DSM-5) or gaming disorder (ICD-11) by their official criteria. In all but one instrument the operationalizations of items did not fully adhere to the criteria as stated in the manuals. Besides providing examples and explanations of (non)adherence of items to the diagnostic manuals, the article presents new practical recommendations that researchers studying (internet) gaming disorder could take into account in order to improve the content validity of their survey instruments. The field of gaming disorder could greatly benefit from a more unified approach to measurement.


2019 ◽  
Vol 2 (1) ◽  
pp. 01-11
Author(s):  
Tiffany Field

This narrative review is based on a literature search on PsycINFO and PubMed that involved entering the terms adolescent internet gaming for papers published during the last five years. Following exclusion criteria, 72 papers could be classified as internet gaming or internet gaming disorder/addiction studies including research on the prevalence, effects/comorbidities, risk factors and interventions for those problems. The prevalence of both internet gaming and internet gaming disorder has varied by culture. The effects/comorbidities have included hyperactivity, inattentiveness, cyberbullying, depression, anxiety and substance use. The risk factor studies have focused on impulsivity, sensation-seeking, and aggressivity. Altered autonomic and central nervous system function have also been notable including decreased heart rate variability and fMRI data showing less activation of the prefrontal cortex, ventral striatum and amygdala (areas that are involved in modulating impulsivity, reward-seeking and aggression respectively) as well as reduced gray and white matter. Surprisingly, given the prevalence and severity of internet gaming disorder, very little prevention/intervention research appears in this recent literature. Research is also missing on peer relationships/rejection as potential risk factors. Like other literature on adolescent problems, this research is limited by primarily deriving from self–report and parent report and by the absence of longitudinal data that might inform whether the behavioral and brain data being reported are effects of or risk factors for internet gaming addiction.


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