| Literature DB >> 31261841 |
Yeong Seon Jo1,2, Soo Young Bhang3, Jung Seok Choi4,5, Hae Kook Lee6, Seung Yup Lee7, Yong-Sil Kweon8.
Abstract
The American Psychiatric Association (APA) included internet game disorder (IGD) in section III of the Diagnostic and Statistical Manual of Mental Disorders-Fifth Edition (DSM-5) on the condition that it guaranteed more clinical research and experience. The World Health Organization (WHO) also included Game Disorder (GD) in the 11th final revision of the International Classification of Diseases (ICD-11) and recently recognized it as a diagnosis code. This study aims to compare clinical characteristics and gaming behavior patterns between the IGD diagnosis criteria proposed by the DSM-5 and the GD diagnosis criteria proposed by the ICD-11 based on clinical cohort data (c-CURE: clinic-Cohort for Understanding of internet addiction Rescue factors in Early life) obtained in the Republic of Korea. Psychologists and psychiatrists conducted semi-structured interviews with children/adolescents and their caregivers to identify IGD (Diagnostic Interview for Internet, Game, SNS, etc. Addiction, DIA), and comorbid psychiatric disorders (Kiddie-Schedule for Affective Disorders and Schizophrenia-Present and Lifetime Version-Korean version, K-SADS-PL). The cohort was divided into three IGD diagnosis groups (Normal, DSM5, DSM5 + ICD11) based on DSM-5 and ICD-11 diagnosis criteria. Internet usage pattern and addiction characteristics and psychiatric comorbidities were compared among the three IGD diagnosis groups. The Normal group consisted of 115 subjects, the DSM5 group contained 61 subjects, and the DSM5 + ICD11 group amounted to 12 subjects. The DSM5 + ICD11 group had a lower age of starting use of Internet/games/smartphones than other groups and the average time of Internet/game/smartphone use during weekdays/weekends was the highest. Also, in the eight items scored, excluding 'deceiving' and 'craving', the rate of threshold was highest in the DSM5 + ICD11 group, followed by the DSM5 group and the Normal group. On the other hand, 'deceiving' and 'craving' were the highest in DSM5, followed by DSM5 + ICD11 and Normal. The DSM5 + ICD11 group had significantly higher rates of depressive disorder, oppositional defiant disorder (ODD) and conduct disorder (CD) compared to other groups. This study provides implications for the clinical characteristics of IGD diagnosis in the field by comparing the DSM-5 IGD diagnosis criteria with the ICD-11 GD diagnosis criteria. Furthermore, this study provides empirical evidence that ICD-11 GD emphasizes serious symptoms such as functional impairment caused by excessive Internet/game/smartphone use over a long time, and it supports the validity of the ICD-11 GD diagnosis.Entities:
Keywords: DSM-5 diagnosis criteria; ICD-11 diagnosis criteria; children and adolescents; clinician interview; gaming disorder; internet gaming disorder
Year: 2019 PMID: 31261841 PMCID: PMC6678371 DOI: 10.3390/jcm8070945
Source DB: PubMed Journal: J Clin Med ISSN: 2077-0383 Impact factor: 4.241
Figure 1Study flow chart and socio-demographic characteristics. Note: the cut-off values for each screening scale is presented. K-scale = Korean Scale for Internet Addiction for adolescents; SAS-SV = Smartphone Addiction Scale-short form version; S-scale = Korean Smartphone Addiction scale; O_C = Internet Addiction Proneness Scale for Child checked by caregivers; O_A = Internet Addiction Proneness Scale for Adolescents checked by caregivers.
Item content and standardized representative questions in Diagnostic Interview for Internet, Game, SNS, etc. Addiction (DIA).
| Item | Standardized Representative Questions |
|---|---|
| 1. Cognitive salience | “Even if you are not using the Internet/game/social network service (SNS), do you spend a lot of time thinking about the Internet/game/SNS or planning what to do next?” |
| 2. Withdrawal | “Do you experience restlessness, irritability, depression, anxiety, sadness, etc. when you reduce, stop, or do not allow Internet/game/SNS?” |
| 3. Tolerance | “Do you want to spend more Internet/game/SNS time, find more interesting things, or use better equipment such as cell phones or computers to make it feel as fun as before?” |
| 4. Difficulty in regulating use | “Do you feel you should reduce Internet/game/SNS use, but cannot reduce the time you spend doing Internet/game/SNS?” |
| 5. Decrease in other activities | “Because of the Internet/game/SNS, are you less interested in participating in other leisure activities such as hobbies or meeting friends?” |
| 6. Persistent use despite negative consequences | “Despite negative consequences, such as lack of sleep time, being late to school or work, spending too much money, debating with other people, or neglecting important things, do you continue the Internet/game/SNS use?” |
| 7. Deceiving | “Do you lie or hide how much time you spend on the Internet/game/SNS to your family or friends?” |
| 8. Escape of negative feelings | “Do you use the Internet/game/SNS to avoid/relieve negative feelings?” “Do you use the game to forget unpleasant moods (e.g., helplessness, depression, guilt, anxiety, etc.)?” |
| 9. Interference with role performance | “Have you ever been troubled or fallen out due to the use of Internet/game/SNS in your important interpersonal, career, and academic settings?” |
| 10. Craving | “Do you have a strong desire to engage in activities such as using the Internet/game/SNS?” |
Number of cases based on information from the Diagnostic and Statistical Manual of Mental Disorders-Fifth Edition (DSM-5) and International Classification of Diseases (ICD)-11 Internet game disorder (IGD) diagnosis criteria.
| ICD-11 Game Disorder (GD) Diagnosis Criteria | All | |||
|---|---|---|---|---|
| Normal | GD | |||
|
|
| 115 (61.2) | 0 | 115 (61.2) |
|
| 61 (32.4) | 12 (6.4) | 73 (38.8) | |
|
| 176 (93.6) | 12 (6.4) | 188 (100) | |
Internet usage characteristics of the three groups based on IGD diagnosis criteria.
| Normal ( | DSM5 ( | DSM5 + ICD11 ( | All ( |
| ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Internet content (percentage in all group) | 4.19 | |||||||||
| 1. Game | 26 (13.8) | 15 (8.0) | 2 (1.1) | 43 (22.9) | ||||||
| 2. SNS | 9 (4.8) | 2 (1.1) | 0 | 11 (5.9) | ||||||
| 3. Other (YouTube, Africa TV) | 9 (4.8) | 5 (2.7) | 0 | 14 (7.4) | ||||||
| 4. Combined | 1. | 71 (37.8) | 51/11 | 39 (20.7) | 23/7 | 10 (5.3) | 8/2 | 120 (63.8) | 82/20 | |
| 2. | 8/14 | 6/2 | 0/1 | 14/17 | ||||||
| 3. | 12/46 | 10/30 | 2/7 | 24/83 | ||||||
| Internet device (percentage in all group) | 8.359 | |||||||||
| PC | 10 (5.3) | 10 (5.3) | 2 (1.1) | 22 (11.7) | ||||||
| Smartphone | 55 (29.3) | 18 (9.6) | 4 (2.1) | 77 (41.0) | ||||||
| Other (tablet PC) | 2 (1.0) | 0 | 0 | 2 (1.0) | ||||||
| Combination | 48 (25.5) | 33 (17.6) | 6 (3.2) | 87 (46.3) | ||||||
The left side is the primary Internet content and the right side is the secondary Internet content in the Internet content-combination.
Psychiatric comorbidities of the three groups based on IGD diagnosis criteria.
| Normal ( | DSM5 ( | DSM5 + ICD11 ( | All ( |
| |
|---|---|---|---|---|---|
| Psychiatric disorder (percentage within each group) | |||||
| Depressive dis. | 12 (10.4) | 12 (19.7) | 4 (33.3) | 28 (15.0) | 6.229 * |
| ADHD | 37 (32.2) | 25 (41.0) | 7 (58.3) | 69 (36.7) | 4.056 |
| Anxiety dis. | 3 (2.6) | 1 (1.6) | 0 | 4 (2.1) | 0.447 |
| OCD | 2 (1.1) | 1 (1.6) | 0 | 3 (1.6) | 0.20 |
| ODD + CD | 2 (1.7) | 1 (1.6) | 4 (33.3) | 7 (3.7) | 31.160 *** |
| Tic dis. | 4 (3.5) | 0 | 0 | 4 (2.1) | 2.559 |
| PTSD | 1 (0.9) | 1 (1.6) | 0 | 2 (1.1) | 0.375 |
* p < 0.05, *** p < 0.001. dis. = disorder, ADHD = attention deficit hyperactivity disorder, OCD = obsessive-compulsive disorder, ODD = oppositional defiant disorder, CD = conduct disorder, PTSD = post-traumatic stress disorder.
Internet using behaviors of the three groups based on IGD diagnosis criteria.
| a. Normal ( | b. DSM5 ( | c. DSM5 + ICD11 ( |
| |
|---|---|---|---|---|
| Age when first used the Internet | 7.47 (1.864) | 7.57 (2.384) | 7.42 (2.539) | 0.056 |
| Age when first started internet games | 8.06 (2.429) | 8.28 (2.138) | 8.42 (2.109) | 0.256 |
| Age when first used smartphones | 8.62 (2.130) | 8.87 (1.928) | 7.67 (1.875) | 1.734 |
| Amount of time spent during weekdays (min/day) | 248.78 (137.962) | 254.92 (146.579) | 290.00 (257.858) | 0.412 |
| Amount of time spent during weekend (min/day) | 361.57 (172.787) | 400.82 (186.148) | 477.50 (273.899) | 2.626 |
Age is ordinary age (Korean age).
Figure 2Score percentages of each DIA item within the three groups.