Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.
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http://dx.doi.org/10.1556/2006.6.2017.037 | DOI Listing |
Behav Sci (Basel)
December 2024
School of Foreign Languages and Literatures, Chongqing Normal University, Chongqing 401331, China.
This study aims to develop and validate the Adolescent Problematic Gaming Scale (PGS-Adolescent). Following established scientific protocols, we developed an initial version of the PGS-Adolescent scale and validated it using data from 448 valid survey responses collected from adolescents in China. The dataset was split into two parts: 225 responses were allocated for exploratory factor analysis (EFA), and 223 for confirmatory factor analysis (CFA).
View Article and Find Full Text PDFJ Gambl Stud
January 2025
Center on Alcohol, Substance Use, And Addictions (CASAA), University of New Mexico, 2650 Yale BLVD SE, Albuquerque, NM, USA.
In comparison to other motives for gambling, social motives (e.g., gambling for social interaction) are often suggested to be the least problematic and, in some cases, even a protective factor for problem gambling.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
January 2025
Faculty of Psychology, South China Normal University, Guangzhou, China.
Objectification, being perceived and treated merely as an object with a denial of one's humanness, has been linked to numerous adverse outcomes in daily life. Despite this, its influence on online behaviors, particularly problematic gaming, remains underexplored. The current research (total = 1,000) extends the literature on objectification by investigating the effect of objectification on problematic gaming.
View Article and Find Full Text PDFJ Adolesc Health
January 2025
Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany.
Purpose: This two-arm cluster randomized controlled trial evaluated the effectiveness of an app-based addiction prevention program in German vocational school students.
Methods: Schools from 5 German federal states were recruited. No eligibility criteria for classes were applied; enrollment decisions were made by school heads or teachers.
Neuropsychopharmacol Rep
March 2025
National Center of Neurology and Psychiatry, National Institute of Mental Health, Kodaira, Tokyo, Japan.
Aim: The Internet Gaming Disorder Scale is a 9-item screening instrument developed based on the diagnostic criteria for Internet Gaming Disorder (IGD) in the DSM-5. This study aimed to examine the reliability and validity of the Internet Gaming Disorder Scale for children (IGDS-C) in Japanese clinical and nonclinical populations.
Methods: The study included clinical outpatients aged 9-29 with problematic game use and nonclinical adolescents aged 12-18 who played online games at least once a week.
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