Literature DB >> 27809571

Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon.

Andrew K Przybylski1, Netta Weinstein1, Kou Murayama1.   

Abstract

OBJECTIVE: The American Psychiatric Association (APA) identified Internet gaming disorder as a new potential psychiatric disorder and has recognized that little is known about the prevalence, validity, or cross-cultural robustness of proposed Internet gaming disorder criteria. In response to this gap in our understanding, the present study, a first for this research topic, estimated the period prevalence of this new potential psychiatric disorder using APA guidance, examined the validity of its proposed indicators, evaluated reliability cross-culturally and across genders, compared it to gold-standard research on gambling addiction and problem gaming, and estimated its impact on physical, social, and mental health.
METHOD: Four survey studies (N=18,932) with large international cohorts employed an open-science methodology wherein the analysis plans for confirmatory hypotheses were registered prior to data collection.
RESULTS: Among those who played games, more than 2 out of 3 did not report any symptoms of Internet gaming disorder, and findings showed that a very small proportion of the general population (between 0.3% and 1.0%) might qualify for a potential acute diagnosis of Internet gaming disorder. Comparison to gambling disorder revealed that Internet-based games may be significantly less addictive than gambling and similarly dysregulating as electronic games more generally.
CONCLUSIONS: The evidence linking Internet gaming disorder to game engagement was strong, but links to physical, social, and mental health outcomes were decidedly mixed.

Entities:  

Keywords:  Computers; Diagnosis And Classification; Tests/Interviews-Psychometric

Mesh:

Year:  2016        PMID: 27809571     DOI: 10.1176/appi.ajp.2016.16020224

Source DB:  PubMed          Journal:  Am J Psychiatry        ISSN: 0002-953X            Impact factor:   18.112


  64 in total

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2.  Differences in associations between problematic video-gaming, video-gaming duration, and weapon-related and physically violent behaviors in adolescents.

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5.  From savannas to blue-phase LCD screens: Prospects and perils for child development in the Post-Modern Digital Information Age.

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6.  A Preregistered Longitudinal Analysis of Aggressive Video Games and Aggressive Behavior in Chinese Youth.

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8.  Person-centred interventions for problem gaming: a stepped care approach.

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9.  Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors.

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Review 10.  Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review.

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