| Literature DB >> 28816494 |
John B Saunders1, Wei Hao2, Jiang Long2, Daniel L King3, Karl Mann4, Mira Fauth-Bühler4, Hans-Jürgen Rumpf5, Henrietta Bowden-Jones6, Afarin Rahimi-Movaghar7, Thomas Chung8, Elda Chan9, Norharlina Bahar10, Sophia Achab11, Hae Kook Lee12, Marc Potenza13, Nancy Petry14, Daniel Spritzer15, Atul Ambekar16, Jeffrey Derevensky17, Mark D Griffiths18, Halley M Pontes18, Daria Kuss18, Susumu Higuchi19, Satoko Mihara19, Sawitri Assangangkornchai20, Manoj Sharma21, Ahmad El Kashef22, Patrick Ip23, Michael Farrell24, Emanuele Scafato25, Natacha Carragher26, Vladimir Poznyak26.
Abstract
Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.Entities:
Keywords: diagnosis; gaming addiction; gaming disorder; intervention
Mesh:
Year: 2017 PMID: 28816494 PMCID: PMC5700714 DOI: 10.1556/2006.6.2017.039
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756