Literature DB >> 28816496

ICD-11 Gaming Disorder: Needed and just in time or dangerous and much too early?

Wim van den Brink1.   

Abstract

In their debate contribution, Aarseth et al. (2016) strongly argue against the proposal of WHO ICD-11 (International Classification of Diseases, 11th revision) to include Gaming Disorder as a new diagnostic category emphasizing the fact that no consensus exists on the definition and the risk that gaming will be demonized and gamers stigmatized resulting in a tsunami of false positive referrals to treatment. In this commentary, it is argued that gaming is indeed just another relatively innocent recreational activity with only a small minority losing control resulting in gaming-related problems. It is also argued that - despite a lack of full consensus on the diagnostic criteria - there are clear indications that Gaming Disorder is a relevant clinical entity worldwide and that official recognition as a mental disorder is urgently needed to facilitate the further development, accessibility, and reimbursement of the treatment.

Entities:  

Keywords:  ICD-11; gaming disorder; stigmatisation; treatment; validity

Mesh:

Year:  2017        PMID: 28816496      PMCID: PMC5700715          DOI: 10.1556/2006.6.2017.040

Source DB:  PubMed          Journal:  J Behav Addict        ISSN: 2062-5871            Impact factor:   6.756


The Issue

In their open debate paper on the proposal for the introduction of “Gaming Disorder” as a new diagnostic category in WHO ICD-11 (International Classification of Diseases, 11th revision), Aarseth et al. (2016) send a strong message: gaming is a recreational activity just like any other, gamers are just normal people, and intensive gaming should not be medicalized and problem gamers not be stigmatized by a scientifically uninformed psychiatric label. If this would all be true, I would of course agree with the authors of the paper. However, reality is more complex and the answer to the question whether the proposal for a Gaming Disorder is justified should consider some additional aspects.

ICD-11 and Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5)

However, before discussing ICD-11 Gaming Disorder, I want to mention that DSM-5 has introduced a similar diagnostic category under the name “Internet Gaming Disorder” as a “condition for further study,” that is, a tentative definition of a tentative disorder that needs further research before it can be accepted as a valid diagnostic category (American Psychiatric Association [APA], 2013). This tentative disorder is not meant for clinical use. Unfortunately, ICD-11 does not have a special category of tentative disorders and the decision has to be made to either not include a certain problem as a diagnostic category or to present it as a definitive disorder with a fixed set of criteria. This is unfortunate, but that seems to be the reality that WHO has to deal with in finding the most optimal solution.

Gaming: Just Another Risky Behavior

I fully agree with the authors of the debate paper that gaming is indeed just another recreational activity and that there is nothing inherently wrong with it, just as there is nothing wrong with having sex, eating, cannabis use, and moderate drinking. However, just like with these other activities, gaming can become a problem when the person loses control over it and gaming replaces important social, occupational, or other recreational activities leading to clinically significant impairment and distress; that is, when gaming becomes a mental disorder (APA, 2013). This is exactly what the definition of a Gaming Disorder in ICD-11 wants to convey in general terms and with no explicit diagnostic criteria and no explicit cut-off rules (WHO, 2016) [“Gaming disorder is manifested by a persistent or recurrent gaming behaviour characterised by an impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities and continuation of gaming despite the occurrence of negative consequences. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. These features and the underlying pattern of gaming are normally evident over a period of at least 12 months in order for a diagnosis to be assigned, although the required duration may be shortened if all diagnostic requirements are met and symptoms are severe.” (WHO, 2016)]. And just like with drinking or cannabis use, probably only a small minority of gamers develop such problems and just as with drinking and cannabis use, genetic predispositions and personality characteristics play an important role in the change from recreational to obsessive gaming and the development of a Gaming Disorder (Müller, Beutel, Egloff, & Wölfling, 2014; Vink, van Beijsterveldt, Huppertz, Bartels, & Boomsma, 2016).

Treatment Demand

With regard to the prevalence of the Gaming Disorder, the authors of the debate paper are absolutely right: we have no idea about the exact magnitude of the problem, because studies were conducted in different populations, and with different disorder definitions and different assessment instruments and procedures. As a consequence, in general population studies, the prevalence of “gaming problems” ranges between a low of 0.5% and a high of 10% (e.g., Petry, Rehbein, Ko, & O’Brien, 2015). Moreover, very little is known about the long-term course of “gaming problems” and the probability of spontaneous recovery. We know, however, that there is a worldwide treatment demand for “gaming problems” in Asia (e.g., Korea, China, and Japan), in Europe (e.g., Spain, Holland, and UK), and in North America and Australia (e.g., Martín-Fernández et al., 2016). Moreover, although treatment research is still in its infancy, there are studies suggesting that psychological and/or pharmacological treatments might be effective (e.g., King & Delfabbro, 2014; Park, Lee, Sohn, & Han, 2016). However, in many countries, treatment is only reimbursed when it concerns an officially recognized disorder, that is, treatment is only reimbursed for disorders mentioned in the ICD or DSM classification. Therefore, it is important that Gaming Disorder will be included in ICD-11 and that Internet Gaming Disorder has already been recognized as a tentative diagnosis in DSM-5.

Diagnosis: Starting Point for Research

But what about the lack of international and interdisciplinary consensus about the definition of a Gaming Disorder? Indeed, there is no general consensus on the symptoms and cut-off points that are most suitable for the definition of the disorder; a point that is explicitly recognized by the authors of the DSM-5 (APA, 2013). In fact, including Internet Gaming Disorder as a tentative diagnosis is just meant to stimulate research. Of course, there is a risk that the current operationalizations will be reified, and research will be locked into a confirmatory approach. However, history has shown that this is not very likely to occur given the ongoing changes in the classification and definition of mental disorders since they were first presented in the ICD and DSM.

Narrowing the Treatment Gap

Finally, the authors of the debate paper fear that introduction of Gaming Disorder in ICD-11 will create moral panic about video gaming and will lead to stigmatization and a tsunami of false positive referrals to medical treatments. Based on what we know from other risky behaviors (horse riding, moderate alcohol consumption, and cannabis use), this is not very likely to occur. For example, of all alcohol consumers, about 4% has a current alcohol use disorder and of these less than 10% are in treatment. Of the remaining 90% with an alcohol use disorder, the vast majority recovers without professional intervention within a year, whereas some seek professional treatment later, often much later and maybe too late (Tuithof, Ten Have, van den Brink, Vollebergh, & de Graaf, 2016). Something similar will probably happen with gaming and gamers after Gaming Disorder has been recognized as a diagnostic category in ICD-11. Many of our youngsters will still play video games, only some of them will lose control and develop a Gaming Disorder and of those most will recover spontaneously without professional help. Only the few who do not recover spontaneously and develop a chronic Gaming Disorder will eventually seek treatment. I hope that they will find treatment that will be reimbursed. For this very small group of unlucky gamers, it is good that their problem will be recognized as a Gaming Disorder in ICD-11. Let us move from psychometric to clinical research, so we can find out who these Gaming Disorder patients are and how we can best characterize and help them. Meanwhile, we will solve some of the classification issues. For me, the ICD-11 proposal for Gaming Disorder is needed and just in time.
  8 in total

Review 1.  Internet gaming disorder treatment: a review of definitions of diagnosis and treatment outcome.

Authors:  Daniel L King; Paul H Delfabbro
Journal:  J Clin Psychol       Date:  2014-04-19

2.  Adolescents with Internet Gaming Disorder (IGD): profiles and treatment response.

Authors:  María Martín-Fernández; Josep Lluís Matalí; Sara García-Sánchez; Marta Pardo; María Lleras; Carmina Castellano-Tejedor
Journal:  Adicciones       Date:  2016-10-07       Impact factor: 2.979

3.  Effectiveness of atomoxetine and methylphenidate for problematic online gaming in adolescents with attention deficit hyperactivity disorder.

Authors:  Jeong Ha Park; Young Sik Lee; Ji Hyun Sohn; Doug Hyun Han
Journal:  Hum Psychopharmacol       Date:  2016-11       Impact factor: 1.672

Review 4.  Internet Gaming Disorder in the DSM-5.

Authors:  Nancy M Petry; Florian Rehbein; Chih-Hung Ko; Charles P O'Brien
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

5.  Treatment Seeking for Alcohol Use Disorders: Treatment Gap or Adequate Self-Selection?

Authors:  Marlous Tuithof; Margreet Ten Have; Wim van den Brink; Wilma Vollebergh; Ron de Graaf
Journal:  Eur Addict Res       Date:  2016-06-09       Impact factor: 3.015

6.  Investigating risk factors for Internet gaming disorder: a comparison of patients with addictive gaming, pathological gamblers and healthy controls regarding the big five personality traits.

Authors:  K W Müller; M E Beutel; B Egloff; K Wölfling
Journal:  Eur Addict Res       Date:  2013-11-16       Impact factor: 3.015

7.  Heritability of compulsive Internet use in adolescents.

Authors:  Jacqueline M Vink; Toos C E M van Beijsterveldt; Charlotte Huppertz; Meike Bartels; Dorret I Boomsma
Journal:  Addict Biol       Date:  2015-01-13       Impact factor: 4.280

8.  Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal.

Authors:  Espen Aarseth; Anthony M Bean; Huub Boonen; Michelle Colder Carras; Mark Coulson; Dimitri Das; Jory Deleuze; Elza Dunkels; Johan Edman; Christopher J Ferguson; Maria C Haagsma; Karin Helmersson Bergmark; Zaheer Hussain; Jeroen Jansz; Daniel Kardefelt-Winther; Lawrence Kutner; Patrick Markey; Rune Kristian Lundedal Nielsen; Nicole Prause; Andrew Przybylski; Thorsten Quandt; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Jan Van Looy; Antonius J Van Rooij
Journal:  J Behav Addict       Date:  2016-12-30       Impact factor: 6.756

  8 in total
  16 in total

1.  Psychometric Properties of Three Simplified Chinese Online-Related Addictive Behavior Instruments Among Mainland Chinese Primary School Students.

Authors:  I-Hua Chen; Daniel Kwasi Ahorsu; Amir H Pakpour; Mark D Griffiths; Chung-Ying Lin; Chao-Ying Chen
Journal:  Front Psychiatry       Date:  2020-09-03       Impact factor: 4.157

2.  Do gaming disorder and hazardous gaming belong in the ICD-11? Considerations regarding the death of a hospitalized patient that was reported to have occurred while a care provider was gaming.

Authors:  Marc N Potenza
Journal:  J Behav Addict       Date:  2018-05-23       Impact factor: 6.756

3.  A weak scientific basis for gaming disorder: Let us err on the side of caution.

Authors:  Antonius J van Rooij; Christopher J Ferguson; Michelle Colder Carras; Daniel Kardefelt-Winther; Jing Shi; Espen Aarseth; Anthony M Bean; Karin Helmersson Bergmark; Anne Brus; Mark Coulson; Jory Deleuze; Pravin Dullur; Elza Dunkels; Johan Edman; Malte Elson; Peter J Etchells; Anne Fiskaali; Isabela Granic; Jeroen Jansz; Faltin Karlsen; Linda K Kaye; Bonnie Kirsh; Andreas Lieberoth; Patrick Markey; Kathryn L Mills; Rune Kristian Lundedal Nielsen; Amy Orben; Arne Poulsen; Nicole Prause; Patrick Prax; Thorsten Quandt; Adriano Schimmenti; Vladan Starcevic; Gabrielle Stutman; Nigel E Turner; Jan van Looy; Andrew K Przybylski
Journal:  J Behav Addict       Date:  2018-03-13       Impact factor: 6.756

4.  Psychometric validation of the Internet Gaming Disorder-20 Test among Chinese middle school and university students.

Authors:  Yu Shu M; Agaloos Pesigan Ivan Jacob; Zhang Meng Xuan; Wu Anise M S
Journal:  J Behav Addict       Date:  2019-05-23       Impact factor: 6.756

5.  Monetary Reward Discounting, Inhibitory Control, and Trait Impulsivity in Young Adults With Internet Gaming Disorder and Nicotine Dependence.

Authors:  Wan-Sen Yan; Ruo-Ting Chen; Meng-Meng Liu; Dan-Hui Zheng
Journal:  Front Psychiatry       Date:  2021-01-28       Impact factor: 4.157

6.  Burden and Help-Seeking Behaviors Linked to Problem Gambling and Gaming: Observational Quantitative and Qualitative Analysis.

Authors:  Amandine Luquiens; Cora von Hammerstein; Amine Benyamina; Pascal Perney
Journal:  JMIR Ment Health       Date:  2021-11-26

7.  Personality Traits, Strategies for Coping with Stress and the Level of Internet Addiction-A Study of Polish Secondary-School Students.

Authors:  Joanna Chwaszcz; Bernadeta Lelonek-Kuleta; Michał Wiechetek; Iwona Niewiadomska; Agnieszka Palacz-Chrisidis
Journal:  Int J Environ Res Public Health       Date:  2018-05-14       Impact factor: 3.390

8.  Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective.

Authors:  Hans-Jürgen Rumpf; Sophia Achab; Joël Billieux; Henrietta Bowden-Jones; Natacha Carragher; Zsolt Demetrovics; Susumu Higuchi; Daniel L King; Karl Mann; Marc Potenza; John B Saunders; Max Abbott; Atul Ambekar; Osman Tolga Aricak; Sawitri Assanangkornchai; Norharlina Bahar; Guilherme Borges; Matthias Brand; Elda Mei-Lo Chan; Thomas Chung; Jeff Derevensky; Ahmad El Kashef; Michael Farrell; Naomi A Fineberg; Claudia Gandin; Douglas A Gentile; Mark D Griffiths; Anna E Goudriaan; Marie Grall-Bronnec; Wei Hao; David C Hodgins; Patrick Ip; Orsolya Király; Hae Kook Lee; Daria Kuss; Jeroen S Lemmens; Jiang Long; Olatz Lopez-Fernandez; Satoko Mihara; Nancy M Petry; Halley M Pontes; Afarin Rahimi-Movaghar; Florian Rehbein; Jürgen Rehm; Emanuele Scafato; Manoi Sharma; Daniel Spritzer; Dan J Stein; Philip Tam; Aviv Weinstein; Hans-Ulrich Wittchen; Klaus Wölfling; Daniele Zullino; Vladimir Poznyak
Journal:  J Behav Addict       Date:  2018-07-16       Impact factor: 6.756

9.  Normative, passionate, or problematic? Identification of adolescent gamer subtypes over time.

Authors:  Margot Peeters; Ina Koning; Jeroen Lemmens; Regina van den Eijnden
Journal:  J Behav Addict       Date:  2019-09-23       Impact factor: 6.756

Review 10.  Reliability, and Convergent and Discriminant Validity of Gaming Disorder Scales: A Meta-Analysis.

Authors:  Seowon Yoon; Yeji Yang; Eunbin Ro; Woo-Young Ahn; Jueun Kim; Suk-Ho Shin; Jeanyung Chey; Kee-Hong Choi
Journal:  Front Psychol       Date:  2021-12-07
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