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Sun AP, Ho CH, Kuss DJ, Cross CL. The temporal stability of problematic gaming and gaming disorder: A systematic review and meta-analysis. Addict Behav Rep 2025; 21:100592. [PMID: 40125549 PMCID: PMC11928845 DOI: 10.1016/j.abrep.2025.100592] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/09/2024] [Revised: 02/12/2025] [Accepted: 02/18/2025] [Indexed: 03/25/2025] Open
Abstract
Classifying problematic gaming/gaming disorder as a formal psychiatric diagnosis requires data on its level of temporal stability: are the dysfunctional symptoms transient or can they persist in the absence of treatment? To evaluate this question, we conducted a literature review and meta-analysis to investigate temporal stability in problematic gaming/gaming disorder. We identified 50 relevant longitudinal studies on PubMed, PsycINFO, and SCOPUS. Our review and meta-analysis engaged on two types of temporal stability: categorical stability and dimensional stability. We used MetaXL to run the meta-analysis for categorical stability. Our meta-analysis revealed that overall, the categorical stability rate was approximately 34-38% for the 2-year follow-up studies and approximately 43-45% for the 1-year follow-up studies. This indicates that between 1/3 and 1/2 of the gamers who initially met the threshold for problematic gaming/gaming disorder continued to meet such a threshold at follow-ups. Our meta-analysis included predominantly adolescent groups, which should be noted when generalizing the obtained categorical stability rates. Our review results also showed that overall, the dimensional stability was positive and statistically significant, indicating moderate or high correlations between symptom severity at baseline and at follow-ups. Temporal stability can be a complex concept. Our results suggest that although the categorical stability of problematic gaming/gaming disorder is not as strong as some major psychiatric disorders such as schizophrenia and bipolar disorder, it is similar to personality disorder and gambling disorder. Many complex factors may affect the temporal stability of problematic gaming/gaming disorder, possibly including severity of the disorder, whether the data is from clinical or nonclinical populations, and an individual's age group or developmental stage. More methodologically rigorous longitudinal studies that address these issues are needed.
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Affiliation(s)
- An-Pyng Sun
- School of Social Work, Greenspun College of Urban Affairs, University of Nevada Las Vegas, 4505 S. Maryland Parkway, Las Vegas, Nevada 89154, United States
| | - Chih-Hsiang Ho
- Department of Mathematical Sciences, University of Nevada Las Vegas, 4505 S. Maryland Parkway, Las Vegas, Nevada 89154, United States
| | - Daria J. Kuss
- International Gaming Research Unit and Cyberpsychology Research Group, Department of Psychology, Nottingham Trent University, Chaucer CHR4017, 50 Shakespeare Street, Nottingham NG14FQ, UK
| | - Chad L. Cross
- School of Public Health, Department of Epidemiology & Biostatistics, University of Nevada Las Vegas, 4700 S. Maryland Parkway, Las Vegas, Nevada 89119, United States
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Hofstedt A, Söderpalm Gordh A. Young and adult patients with gaming disorder: Psychiatric co-morbidities and progression of problematic gaming. Front Psychiatry 2024; 15:1423785. [PMID: 39720435 PMCID: PMC11666517 DOI: 10.3389/fpsyt.2024.1423785] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/26/2024] [Accepted: 11/18/2024] [Indexed: 12/26/2024] Open
Abstract
Background Previous research suggests age-dependent differences in the progression of addiction, and evidence is accumulating, showing that an early initiation of gaming increases the risk for addiction. With the recent introduction of gaming disorder (GD) as a psychiatric diagnosis, there is a need to extend the knowledge of the clinical characteristics of patients seeking treatment for GD of all age groups. Compared to adolescents and young adults, less is known about treatment-seeking adults. This study aimed to investigate whether there are clinically relevant age-dependent differences among patients seeking treatment for GD. Method Participants were recruited among patients seeking treatment and fulfilling diagnosis for GD at an outpatient clinic specialized in the treatment of GD. During the study period, 142 patients went through assessment for GD at the clinic, 37 did not fulfill the diagnosis for GD, and 36 declined participation, leaving a sample of 69 patients (age range = 15-56) for analysis. The sample (men, n = 66; women, n = 3) was divided in two age groups: adolescents and young adults (25 years or younger) and adults (26 years or older). Gaming-related data and information about psychiatric co-morbidity was collected through structured clinical interviews and questionnaires. Results The adolescents and young adults (AYAs) reported a more rapid progression into problematic gaming than the adult group. The younger group developed problematic gaming four years faster than the adults. We also observed comparable clinical profiles in both groups. Both age groups had similar levels of GD as well as symptoms of psychiatric co-morbidities including possible attention deficit hyperactivity disorder (ADHD), autism spectrum disorders (ASD) and problematic gambling. We also noticed that half of our study population consisted of adults. Conclusion With the increasing prevalence of gaming in all age groups, it is unknown how the occurrence of GD will develop in different stages of life. We conclude that the adolescents and young adults had almost double as fast progression to problematic gaming than the adult group, highlighting the need for preventive strategies. The similarity in clinical profiles indicates that treatments with the same type of interventions could be offered to both age groups.
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Affiliation(s)
- Annika Hofstedt
- Sahlgrenska Academy, Institution for Neuroscience and Physiology, Section for Psychiatry and Neurochemistry, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Clinic for Gambling Disorder and Screen Health, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Anna Söderpalm Gordh
- Sahlgrenska Academy, Institution for Neuroscience and Physiology, Section for Psychiatry and Neurochemistry, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Clinic for Gambling Disorder and Screen Health, Sahlgrenska University Hospital, Gothenburg, Sweden
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Afonso AP, Fonseca MJ, Cardoso J, Vázquez B. Towards an automated approach for understanding problematic gaming. Front Sports Act Living 2024; 6:1407848. [PMID: 39184032 PMCID: PMC11342864 DOI: 10.3389/fspor.2024.1407848] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/27/2024] [Accepted: 07/24/2024] [Indexed: 08/27/2024] Open
Abstract
Introduction Video games have become increasingly popular worldwide, attracting billions of gamers across diverse demographics. While studies have highlighted their potential benefits, concerns about problematic gaming behaviors have also emerged. Conditions such as Internet Gaming Disorder (IGD) have been recognized by major health organizations, necessitating accurate diagnostic tools. However, existing methods, primarily reliant on self-report questionnaires, face challenges in accuracy and consistency. This paper proposes a novel technological approach to provide gaming behavior indicators, aiming to offer precise insights into gamer behavior and emotion regulation. Methods To attain this objective, we investigate quantifiable gaming behavior metrics using automated, unobtrusive, and easily accessible methods. Our approach encompasses the analysis of behavioral telemetry data collected from online gaming platforms and incorporates automated extraction of gamer emotional states from face video recordings during gameplay. To illustrate the metrics and visualizations and demonstrate our method's application we collected data from two amateur and two professional gamers, all of whom played Counter-Strike2 on PC. Our approach offers objective insights into in-game gamer behavior, helping health professionals in the identification of patterns that may be difficult to discern through traditional assessment methods. Results Preliminary assessments of the proposed methodology demonstrate its potential usefulness in providing valuable insights about gaming behavior and emotion regulation. By leveraging automated data collection and visualization analysis techniques, our approach offers a more comprehensive understanding of gamer behavior, which could enhance diagnostic accuracy and inform interventions for individuals at risk of problematic gaming behaviors. Conclusion Our findings demonstrate the valuable insights obtainable from a tool that collects telemetry data, emotion regulation metrics, and gaming patterns. This tool, utilizing specific indicators, can support healthcare professionals in diagnosing IGD and tracking therapeutic progress, potentially addressing challenges linked to conventional IGD assessment methods. Furthermore, this initial data can provide therapists with detailed information on each player's problematic behaviors and gaming habits, enabling the development of personalized treatments tailored to individual needs. Future research endeavors will focus on refining the methodology and extending its application in clinical settings to facilitate more comprehensive diagnostic practices and tailored interventions for individuals at risk of problematic gaming behaviors.
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Affiliation(s)
- Ana Paula Afonso
- LASIGE, Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal
| | - Manuel J. Fonseca
- LASIGE, Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal
| | - Joana Cardoso
- Department of Social and Behavioural Sciences, University of Maia, Maia, Portugal
- Center for Psychology at the University of Porto, Porto, Portugal
- School of Health, Center for Rehabilitation Research, Polytechnic Institute of Porto, Porto, Portugal
- Escola Superior de Saúde, Instituto Politécnico do Porto, Porto, Portugal
| | - Beltrán Vázquez
- LASIGE, Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal
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Worsened Anxiety and Loneliness Influenced Gaming and Gambling during the COVID-19 Pandemic. J Clin Med 2022; 12:jcm12010249. [PMID: 36615049 PMCID: PMC9820879 DOI: 10.3390/jcm12010249] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2022] [Revised: 12/22/2022] [Accepted: 12/26/2022] [Indexed: 12/31/2022] Open
Abstract
Aim: To study the prevalence and patterns of problematic gaming and gambling during the COVID-19 pandemic and the association with psychiatric traits and major types of anxiety categories. Method: 1067 young adults participated in both wave 3 (2018) and wave 4 (2021) of the SALVe Cohort. Associations with psychiatric symptoms and anxiety were examined using logistic regression and Chi-square tests. Results: Problematic gaming decreased by 1.3 percentage points to 23.2% since the start of the pandemic, while problematic gambling increased by 0.9 percentage points to 6.5% in w4. Average time spent playing video games/day decreased from 2.2 h (w3) to 1.7 h (w4), while increases in gaming activity were associated with worsened feelings of loneliness (p = 0.002), depression (p < 0.001), and anxiety (p < 0.01) during the pandemic. Predictors for problematic gaming at w4 were previous problematic gaming and social anxiety (p = < 0.001 and 0.01, respectively). Moreover, previous problem gambling also predicted problem gambling at w4 p < 0.001. All anxiety categories were associated with both problematic gaming and gambling when adjusted for age and sex. However, after adjusting for depression and insomnia, social anxiety was associated with problematic gaming (p < 0.001), while panic was associated with problem gambling (p < 0.001). Conclusion: Overall, problematic gaming has decreased since the start of the pandemic, while problem gambling has increased. Worsened feelings of loneliness, depression, and anxiety during the pandemic are associated with increased gaming. Moreover, the association between problematic gaming and gambling and anxiety is independent of depression and sleep problems.
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Rojas-Jara C, Polanco-Carrasco R, Navarro-Castillo R, Faúndez-Castillo F, Chamorro-Gallardo M. “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. REVISTA COLOMBIANA DE PSICOLOGÍA 2022. [DOI: 10.15446/rcp.v31n2.90741] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022] Open
Abstract
This study aims to characterize video game use disorder in adolescents, identifying the particularities of those who present it, its effects at the brain level, related factors, and existing measurement instruments. A systematic review of the scientific publications available in Scopus was carried out, between the period 2014-2018 on video game use disorder in adolescents. Adolescents with this disorder are characterized by being mostly men, spending more time daily and weekly playing than adolescents without this disorder, showing diverse symptoms in the behavioral, affective, and cognitive areas. At brain level, it is referred that in this disorder there is an increase and decrease in the activation of specific areas of the brain. Likewise, the presence of some psychological disorder and impulsivity are considered factors that increase the risk of suffering from it. However, there are protective factors as school commitment and parental supervision, among others.
How to cite: Rojas-Jara, C., Polanco-Carrasco, R., Navarro-Castillo, R., Faúndez-Castillo, F., & Chamorro-Gallardo, M. (2022). “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. Revista Colombiana de Psicología, 31(2), 45-64. https://doi.org/10.15446/rcp.v31n2.90741
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Lyu X, Chen T, Wang Z, Lu J, Ma C, Tan H, Li R, Wang P, Ma L, Li H, Hui S, Zhao W, Long J, Zhong N, Zhao M. The reliability and validity of a screening scale for online gaming disorder among Chinese adolescents and young adults. BMC Psychiatry 2022; 22:28. [PMID: 35012502 PMCID: PMC8751106 DOI: 10.1186/s12888-021-03678-1] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/24/2021] [Accepted: 12/28/2021] [Indexed: 11/29/2022] Open
Abstract
BACKGROUND In recent years, there have been frequent reports of gaming disorder in China, with more focus on young people. We developed and psychometrically tested a Gaming Disorder screening scale (i.e., Gaming Disorder Screening Scale - GDSS) for Chinese adolescents and young adults, based on the existing scales and diagnostic criteria, but also considering the development status of China. METHODS For testing content and criterion validity, 1747 participants competed the GDSS and the Internet Addiction Test (IAT). After 15 days, 400 participants were retested with the scales for to assess test-retest reliability. Besides, 200 game players were interviewed for a diagnosis of gaming disorder. RESULTS The Cronbach's alpha coefficient on the GDSS was 0.93. The test-retest coefficient of 0.79. Principal components analysis identified three factors accounting for 62.4% of the variance; behavior, functioning, cognition and emotion. Confirmatory factor analysis showed a good model fit to the data (χ2 /df = 5.581; RMSEA =0.074; TLI = 0.916, CFI = 0.928). The overall model fit was significantly good in the measurement invariance tested across genders and different age groups. Based on the clinical interview, the screening cut-off point was determined to be ≥47 (sensitivity 41.4%, specificity 82.3%). CONCLUSIONS The GDSS demonstrated good reliability and validity aspects for screening online gaming disorder among Chinese adolescents and young adults.
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Affiliation(s)
- Xuechan Lyu
- grid.16821.3c0000 0004 0368 8293Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030 China
| | - Tianzhen Chen
- grid.16821.3c0000 0004 0368 8293Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030 China
| | - Zhe Wang
- grid.16821.3c0000 0004 0368 8293Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030 China
| | - Jing Lu
- grid.16821.3c0000 0004 0368 8293Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030 China
| | - Chenyi Ma
- grid.16821.3c0000 0004 0368 8293Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030 China
| | - Haoye Tan
- grid.16821.3c0000 0004 0368 8293Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030 China
| | - Runji Li
- grid.19006.3e0000 0000 9632 6718University of California Los Angeles, Los Angeles, USA
| | - Peiyan Wang
- Lulong Vocational and Technical Education Center, Qinhuangdaoa, Hebei China
| | - Limin Ma
- Lulong Vocational and Technical Education Center, Qinhuangdaoa, Hebei China
| | - Hongwei Li
- Lulong Vocational and Technical Education Center, Qinhuangdaoa, Hebei China
| | - Shuqin Hui
- Lulong Vocational and Technical Education Center, Qinhuangdaoa, Hebei China
| | - Wenli Zhao
- Lulong Vocational and Technical Education Center, Qinhuangdaoa, Hebei China
| | - Jiang Long
- grid.16821.3c0000 0004 0368 8293Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030 China
| | - Na Zhong
- Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030, China.
| | - Min Zhao
- Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, 600 Wan Ping Nan Road, Shanghai, 200030, China. .,Shanghai Key Laboratory of Psychotic Disorders, Shanghai, China. .,CAS Center for Excellence in Brain Science and Intelligence Technology (CEBSIT), Chinese Academy of Sciences, Shanghai, China.
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King DL, Billieux J, Carragher N, Delfabbro PH. Face validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues. J Behav Addict 2020; 9:1-13. [PMID: 32359228 PMCID: PMC8935192 DOI: 10.1556/2006.2020.00001] [Citation(s) in RCA: 35] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/19/2019] [Revised: 12/11/2019] [Accepted: 12/25/2019] [Indexed: 11/25/2022] Open
Abstract
AIM Critics of gaming disorder (GD; i.e., Internet gaming disorder in the DSM-5; Gaming disorder in the ICD-11) have expressed concerns about the potential risks of misclassification (e.g., false positives). An important consideration of relevance to this discussion is the extent to which commonly used screening instruments contain appropriate, sensible, and relevant items. The aim of this review was to evaluate the face validity of items within current tools for GD. METHODS A systematic review of databases identified 29 instruments. An item bank (n = 417 items) was independently evaluated by three professional raters (i.e., a senior academic in clinical psychology, a senior psychometrician, and an academic/clinical psychologist) according to guidelines for defining and measuring addiction and gaming disorder. FINDINGS Evaluation of the item bank identified issues related to: scope (i.e., "scope creep" or items of questionable relevance); language (i.e., confusing language, unusual wording or syntax); and overpathologizing (i.e., pathologizing typical and/or beneficial aspects or consequences of gaming). A total of 71 items across 23 tools had at least one face validity issue. CONCLUSIONS Most items (83%) demonstrated satisfactory face validity and were consistent with either the DSM-5 or ICD-11 GD classification. However, many tests contain at least one item that may pathologize normal gaming behaviors. Such items refer to basic changes in mood when gaming, a desire to play or continue playing games, and experiencing immersion when gaming. This analysis highlights the challenges of screening for problematic behaviors that are thought to arise within the context of normal recreational activities.
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Affiliation(s)
- Daniel L. King
- College of Education, Psychology, & Social Work, Flinders University, Adelaide, Australia
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
| | - Joel Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Addictive and Compulsive Behaviors Lab, Institute for Health and Behavior, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | - Natacha Carragher
- Office of Medical Education, University of New South Wales (UNSW) Sydney, Australia
- Department of Mental Health and Substance Use, World Health Organization, Geneva, Switzerland
| | - Paul H. Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
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King DL, Chamberlain SR, Carragher N, Billieux J, Stein D, Mueller K, Potenza MN, Rumpf HJ, Saunders J, Starcevic V, Demetrovics Z, Brand M, Lee HK, Spada M, Lindenberg K, Wu AMS, Lemenager T, Pallesen S, Achab S, Kyrios M, Higuchi S, Fineberg NA, Delfabbro PH. Screening and assessment tools for gaming disorder: A comprehensive systematic review. Clin Psychol Rev 2020; 77:101831. [PMID: 32143109 DOI: 10.1016/j.cpr.2020.101831] [Citation(s) in RCA: 181] [Impact Index Per Article: 36.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/02/2019] [Revised: 01/23/2020] [Accepted: 01/28/2020] [Indexed: 12/15/2022]
Abstract
The inclusion of gaming disorder (GD) as an official diagnosis in the ICD-11 was a significant milestone for the field. However, the optimal measurement approaches for GD are currently unclear. This comprehensive systematic review aimed to identify and evaluate all available English-language GD tools and their corresponding evidence. A search of PsychINFO, PsychArticles, ScienceDirect, Scopus, Web of Science, and Google Scholar identified 32 tools employed in 320 studies (N = 462,249 participants). The evaluation framework examined tools in relation to: (1) conceptual and practical considerations; (2) alignment with DSM-5 and ICD-11 criteria; (3) type and quantity of studies and samples; and (4) psychometric properties. The evaluation showed that GD instrumentation has proliferated, with 2.5 tools, on average, published annually since 2013. Coverage of DSM-5 and ICD-11 criteria was inconsistent, especially for the criterion of continued use despite harm. Tools converge on the importance of screening for impaired control over gaming and functional impairment. Overall, no single tool was found to be clearly superior, but the AICA-Sgaming, GAS-7, IGDT-10, IGDS9-SF, and Lemmens IGD-9 scales had greater evidential support for their psychometric properties. The GD field would benefit from a standard international tool to identify gaming-related harms across the spectrum of maladaptive gaming behaviors.
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Affiliation(s)
- Daniel L King
- College of Education, Psychology, and Social Work, Flinders University, Adelaide, Australia.
| | | | - Natacha Carragher
- Office of Medical Education, University of New South Wales (UNSW), Sydney, Australia
| | - Joel Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
| | - Dan Stein
- SAMRC Unit on Risk & Resilience in Mental Disorders, Dept of Psychiatry and Neuroscience Institute, University of Cape Town, South Africa
| | - Kai Mueller
- Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and Psychotherapy at the University Medical Center Mainz, Germany
| | - Marc N Potenza
- Department of Psychiatry, Department of Neuroscience, Child Study Center, Yale University School of Medicine, New Haven, CT, USA
| | - Hans Juergen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - John Saunders
- Centre for Youth Substance Abuse Research, University of Queensland, Brisbane, Queensland, Australia
| | - Vladan Starcevic
- Discipline of Psychiatry, Nepean Clinical School, Sydney Medical School, The University of Sydney, NSW, Australia
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Matthias Brand
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University Duisburg-Essen, Germany
| | - Hae Kook Lee
- Department of Psychiatry, College of Medicine, The Catholic University of Korea, Seoul, South Korea
| | - Marcantonio Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK
| | - Katajun Lindenberg
- Institute for Psychology, Heidelberg University of Education, Heidelberg, Germany
| | - Anise M S Wu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
| | - Tagrid Lemenager
- Department of Addictive Behavior and Addiction Medicine, Central Institute of Mental Health, Medical Faculty Mannheim, Heidelberg University, Mannheim, Germany
| | - Ståle Pallesen
- Department of Psychosocial Science, University of Bergen, Bergen, Norway
| | - Sophia Achab
- WHO Collaborating Center for Training and Research in Mental Health, University of Geneva, Switzerland
| | - Mike Kyrios
- College of Education, Psychology, and Social Work, Flinders University, Adelaide, Australia
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Japan
| | | | - Paul H Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, Australia
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Epidemiological Challenges in the Study of Behavioral Addictions: a Call for High Standard Methodologies. CURRENT ADDICTION REPORTS 2019. [DOI: 10.1007/s40429-019-00262-2] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
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Chiu YC, Pan YC, Lin YH. Chinese adaptation of the Ten-Item Internet Gaming Disorder Test and prevalence estimate of Internet gaming disorder among adolescents in Taiwan. J Behav Addict 2018; 7:719-726. [PMID: 30264599 PMCID: PMC6426362 DOI: 10.1556/2006.7.2018.92] [Citation(s) in RCA: 43] [Impact Index Per Article: 6.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD) is an increasingly important topic and has been included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) research criteria. This study aims to validate the Chinese version of the Ten-Item Internet Gaming Disorder Test (IGDT-10), a self-reported questionnaire based on DSM-5 IGD criteria, and to estimate the prevalence of IGD in adolescents. METHODS The IGDT-10 was translated to Chinese as a 10-item questionnaire rated on a 3-point Likert scale to evaluate the symptoms of IGD. Overall, 8,110 students from grade four to senior high who played Internet games were administered the questionnaire. In addition, 76 senior high-school students were interviewed using DSM-5 criteria to determine the optimal cut-off point that ensures adequate sensitivity, specificity, and diagnostic accuracy. The cut-off point was determined using the Youden's index and optimal diagnostic accuracy. RESULTS The Chinese version of the IGDT-10 showed good internal consistency (Cronbach's α = .85) and adequate diagnostic efficiency (area under the curve = 0.810). Through interviews, the optimal cut-off point was determined to be five out of the nine criteria (Youden's index: 42.1%, diagnostic accuracy: 86.8%, sensitivity: 43.8%, and specificity: 98.3%). In this study, the prevalence of IGD among adolescent gamers was 3.1%. CONCLUSION Findings evidence the validity and diagnostic accuracy of the IGDT-10 in the assessment of IGD.
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Affiliation(s)
- Yu-Chuan Chiu
- Department of Psychiatry, MacKay Memorial Hospital, Taipei, Taiwan
| | - Yuan-Chien Pan
- Department of Psychology, National Taiwan University, Taipei, Taiwan
| | - Yu-Hsuan Lin
- Institute of Population Health Sciences, National Health Research Institutes, Miaoli, Taiwan,Department of Psychiatry, National Taiwan University Hospital, Taipei, Taiwan,Department of Psychiatry, College of Medicine, National Taiwan University, Taipei, Taiwan,Institute of Health Behaviors and Community Sciences, College of Public Health, National Taiwan University, Taipei, Taiwan,Corresponding author: Yu-Hsuan Lin, MD, PhD; Institute of Population Health Sciences, National Health Research Institutes, 35 Keyan Road, Zhunan, Miaoli County 35053, Taiwan; Phone: +886 37 246166 ext. 36383; Fax: +886 37 586261; E-mail:
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González-Bueso V, Santamaría JJ, Fernández D, Merino L, Montero E, Ribas J. Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:E668. [PMID: 29614059 PMCID: PMC5923710 DOI: 10.3390/ijerph15040668] [Citation(s) in RCA: 243] [Impact Index Per Article: 34.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/27/2018] [Revised: 03/30/2018] [Accepted: 03/31/2018] [Indexed: 12/15/2022]
Abstract
The addictive use of video games is recognized as a problem with clinical relevance and is included in international diagnostic manuals and classifications of diseases. The association between "Internet addiction" and mental health has been well documented across a range of investigations. However, a major drawback of these studies is that no controls have been placed on the type of Internet use investigated. The aim of this study is to review systematically the current literature in order to explore the association between Internet Gaming Disorder (IGD) and psychopathology. An electronic literature search was conducted using PubMed, PsychINFO, ScienceDirect, Web of Science and Google Scholar (r.n. CRD42018082398). The effect sizes for the observed correlations were identified or computed. Twenty-four articles met the eligibility criteria. The studies included comprised 21 cross-sectional and three prospective designs. Most of the research was conducted in Europe. The significant correlations reported comprised: 92% between IGD and anxiety, 89% with depression, 85% with symptoms of attention deficit hyperactivity disorder (ADHD), and 75% with social phobia/anxiety and obsessive-compulsive symptoms. Most of the studies reported higher rates of IGD in males. The lack of longitudinal studies and the contradictory results obtained prevent detection of the directionality of the associations and, furthermore, show the complex relationship between both phenomena.
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Affiliation(s)
- Vega González-Bueso
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), C/Forn-7-9 Local, 08014 Barcelona, Spain.
| | - Juan José Santamaría
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), C/Forn-7-9 Local, 08014 Barcelona, Spain.
| | - Daniel Fernández
- Research and Development Unit, Parc Sanitari Sant Joan de Déu, Fundació Sant Joan de Déu, CIBERSAM, Dr. Antoni Pujadas, 42, Sant Boi de Llobregat, 08830 Barcelona, Spain.
- School of Mathematics and Statistics, Victoria University of Wellington, Wellington 6140, New Zealand.
| | - Laura Merino
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), C/Forn-7-9 Local, 08014 Barcelona, Spain.
| | - Elena Montero
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), C/Forn-7-9 Local, 08014 Barcelona, Spain.
| | - Joan Ribas
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), C/Forn-7-9 Local, 08014 Barcelona, Spain.
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13
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Vadlin S, Åslund C, Nilsson KW. A longitudinal study of the individual- and group-level problematic gaming and associations with problem gambling among Swedish adolescents. Brain Behav 2018; 8:e00949. [PMID: 29670829 PMCID: PMC5893340 DOI: 10.1002/brb3.949] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/10/2017] [Revised: 01/19/2018] [Accepted: 02/05/2018] [Indexed: 12/16/2022] Open
Abstract
Aim The aims of this study were to investigate the long-term stability of problematic gaming among adolescents and whether problematic gaming at wave 1 (W1) was associated with problem gambling at wave 2 (W2), three years later. Methods Data from the SALVe cohort, including adolescents in Västmanland born in 1997 and 1999, were accessed and analyzed in two waves W2, N = 1576; 914 (58%) girls). At W1, the adolescents were 13 and 15 years old, and at W2, they were 16 and 18 years old. Adolescents self-rated on the Gaming Addiction Identification Test (GAIT), Problem Gambling Severity Index (PGSI), and gambling frequencies. Stability of gaming was determined using Gamma correlation, Spearman's rho, and McNemar. Logistic regression analysis and general linear model (GLM) analysis were performed and adjusted for sex, age, and ethnicity, frequency of gambling activities and gaming time at W1, with PGSI as the dependent variable, and GAIT as the independent variable, to investigate associations between problematic gaming and problem gambling. Results Problematic gaming was relative stable over time, γ = 0.739, p ≤ .001, ρ = 0.555, p ≤ .001, and McNemar p ≤ .001. Furthermore, problematic gaming at W1 increased the probability of having problem gambling three years later, logistic regression OR = 1.886 (95% CI 1.125-3.161), p = .016, GLM F = 10.588, η2 = 0.007, p = .001. Conclusions Problematic gaming seems to be relatively stable over time. Although associations between problematic gaming and later problem gambling were found, the low explained variance indicates that problematic gaming in an unlikely predictor for problem gambling within this sample.
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Affiliation(s)
- Sofia Vadlin
- Centre for Clinical ResearchUppsala UniversityVästmanland County HospitalVästeråsSweden
| | - Cecilia Åslund
- Centre for Clinical ResearchUppsala UniversityVästmanland County HospitalVästeråsSweden
| | - Kent W. Nilsson
- Centre for Clinical ResearchUppsala UniversityVästmanland County HospitalVästeråsSweden
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14
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Abstract
Background and aims Familial influences are known to affect the likelihood of an adolescent becoming a problem gamer. This systematic review examined some of the key findings in empirical research on family factors related to adolescent problem gaming. Methods A total of 14 studies in the past decade were evaluated. Family-related variables included: (a) parent status (e.g., socioeconomic status and mental health), (b) parent-child relationship (e.g., warmth, conflict, and abuse), (c) parental influence on gaming (e.g., supervision of gaming, modeling, and attitudes toward gaming), and (d) family environment (e.g., household composition). Results The majority of studies have focused on parent-child relationships, reporting that poorer quality relationships are associated with increased severity of problem gaming. The paternal relationship may be protective against problem gaming; therefore, prevention programs should leverage the support of cooperative fathers. Discussion The intergenerational effects of problem gaming require further attention, in light of adult gamers raising their children in a gaming-centric environment. Research has been limited by a reliance on adolescent self-report to understand family dynamics, without gathering corroborating information from parents and other family members. The very high rates of problem gaming (>10%) reported in general population samples raise concerns about the validity of current screening tools. Conclusions Interventions for adolescents may be more effective in some cases if they can address familial influences on problem gaming with the active co-participation of parents, rather than enrolling vulnerable adolescents in individual-based training or temporarily isolating adolescents from the family system.
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Affiliation(s)
- Luke A. Schneider
- School of Psychology, The University of Adelaide, Adelaide, Australia
| | - Daniel L. King
- School of Psychology, The University of Adelaide, Adelaide, Australia,Corresponding author: Daniel L. King; School of Psychology, The University of Adelaide, Level 5, Hughes Building, Adelaide, SA 5005, Australia; Phone: +61 8 8313 3740; Fax: +61 8 8303 3770; E-mail:
| | - Paul H. Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, Australia
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15
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Vadlin S, Åslund C, Hellström C, Nilsson KW. Associations between problematic gaming and psychiatric symptoms among adolescents in two samples. Addict Behav 2016; 61:8-15. [PMID: 27203825 DOI: 10.1016/j.addbeh.2016.05.001] [Citation(s) in RCA: 66] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/09/2016] [Revised: 04/25/2016] [Accepted: 05/02/2016] [Indexed: 01/16/2023]
Abstract
The aim of the present study was to investigate associations between problematic gaming and psychiatric symptoms among adolescents. Data from adolescents in the SALVe cohort, including adolescents in Västmanland who were born in 1997 and 1999 (N=1868; 1034 girls), and data from consecutive adolescent psychiatric outpatients in Västmanland (N=242; 169 girls) were analyzed. Adolescents self-rated on the Gaming Addiction Identification Test (GAIT), Adult ADHD Self-Report Scale Adolescent version (ASRS-A), Depression Self-Rating Scale Adolescent version (DSRS-A), Spence Children's Anxiety Scale (SCAS), and psychotic-like experiences (PLEs). Multivariable logistic regression analyses were performed, and adjusted for sex, age, study population, school bullying, family maltreatment, and interactions by sex, with two-way interactions between psychiatric measurements. Boys had higher self-rated problematic gaming in both samples, whereas girls self-rated higher in all psychiatric domains. Boys had more than eight times the probability, odds ratio (OR), of having problematic gaming. Symptoms of ADHD, depression and anxiety were associated with ORs of 2.43 (95% CI 1.44-4.11), 2.47 (95% CI 1.44-4.25), and 2.06 (95% CI 1.27-3.33), respectively, in relation to coexisting problematic gaming. Problematic gaming was associated with psychiatric symptoms in adolescents; when problematic gaming is considered, the probability of coexisting psychiatric symptoms should also be considered, and vice versa.
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Affiliation(s)
- Sofia Vadlin
- Centre for Clinical Research, Uppsala University, Västmanlands County Hospital, Västerås, Sweden.
| | - Cecilia Åslund
- Centre for Clinical Research, Uppsala University, Västmanlands County Hospital, Västerås, Sweden
| | - Charlotta Hellström
- Centre for Clinical Research, Uppsala University, Västmanlands County Hospital, Västerås, Sweden
| | - Kent W Nilsson
- Centre for Clinical Research, Uppsala University, Västmanlands County Hospital, Västerås, Sweden
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16
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Naskar S, Victor R, Nath K, Sengupta C. "One level more:" A narrative review on internet gaming disorder. Ind Psychiatry J 2016; 25:145-154. [PMID: 28659692 PMCID: PMC5479086 DOI: 10.4103/ipj.ipj_67_16] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/15/2022] Open
Abstract
Due to explosive growth in technology and internet usage in the last few years, internet gaming disorder (IGD) has manifested as rapidly growing public health problem mainly affecting the teen and preteen population worldwide. It has a negative impact upon physical, psychological, social, and occupational functioning of the affected individual, often leading to severe consequences. It was only recently that it has been recognized as a separate diagnosable disorder in the Diagnostic and Statistical Manual of Mental Disorders Fifth Edition. Not much data is available regarding the exact prevalence and the various sociodemographic, clinical, and other risk factors to identify the individuals vulnerable to develop this disorder, especially in the developing countries such as India. According to a recent report, India ranks 22nd in the list of highest revenue-generating countries from gaming-related businesses, thus highlighting the magnitude of risk faced by Indian population. The aim of this review is to provide an insight about the disorder to identify the risk factors and clinical features, to understand the effect of IGD upon the psychological and physical health with a special focus on neural changes, and to provide information on the various upcoming preventive and treatment strategies.
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Affiliation(s)
- Subrata Naskar
- Department of Neuropsychiatry, Institute of Neurosciences, Kolkata, West Bengal, India
| | - Robin Victor
- Department of Psychiatry, Silchar Medical College and Hospital, Silchar, Assam, India
| | - Kamal Nath
- Department of Psychiatry, Silchar Medical College and Hospital, Silchar, Assam, India
| | - Chiradeep Sengupta
- Department of Psychiatry, Fakhruddin Ali Ahmed Medical College, Joti Gaon, Assam, India
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17
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Vadlin S, Åslund C, Rehn M, Nilsson KW. Psychometric evaluation of the adolescent and parent versions of the Gaming Addiction Identification Test (GAIT). Scand J Psychol 2015; 56:726-35. [DOI: 10.1111/sjop.12250] [Citation(s) in RCA: 25] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/16/2015] [Accepted: 07/23/2015] [Indexed: 12/12/2022]
Affiliation(s)
- Sofia Vadlin
- Centre for Clinical Research; Uppsala University; Västerås Sweden
| | - Cecilia Åslund
- Centre for Clinical Research; Uppsala University; Västerås Sweden
| | - Mattias Rehn
- Centre for Clinical Research; Uppsala University; Västerås Sweden
| | - Kent W. Nilsson
- Centre for Clinical Research; Uppsala University; Västerås Sweden
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18
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Ortiz de Gortari AB, Pontes HM, Griffiths MD. The Game Transfer Phenomena Scale: An Instrument for Investigating the Nonvolitional Effects of Video Game Playing. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:588-94. [DOI: 10.1089/cyber.2015.0221] [Citation(s) in RCA: 19] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
| | - Halley M. Pontes
- Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
| | - Mark D. Griffiths
- Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
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