| Literature DB >> 31635431 |
Halley M Pontes1,2, Bruno Schivinski3,4, Magdalena Brzozowska-Woś5, Vasileios Stavropoulos6,7.
Abstract
Internet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3,377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The data collected was scrutinized to detect patterns of IGD using Conditional Inference Tree (Ctree), a sophisticated machine algorithm. Participants provided basic sociodemographic information and completed the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). The results identified classes of IGD-related symptoms, indicating that endorsing 'withdrawal' and 'loss of control' increases the probability of disordered gaming by 77.77% while endorsement of 'withdrawal', 'loss of control' and 'negative consequences' increases the probability of disordered gaming by 26.66%. Moreover, lack of endorsement of 'withdrawal' and endorsement of 'preoccupation' increases the likelihood of disordered gaming by 7.14%. Taken together, the results obtained illustrate that different IGD criteria can present with different clinical weighing as unique diagnostic roles in the development of disordered gaming can be evidenced by each criterion. Moreover, the present findings help inform future revisions of diagnostic manuals and helps enhancing the assessment of IGD in the future. Additional research and clinical implications are discussed.Entities:
Keywords: behavioral addictions; gaming addiction; internet gaming disorder; problematic gaming; video games
Year: 2019 PMID: 31635431 PMCID: PMC6832569 DOI: 10.3390/jcm8101730
Source DB: PubMed Journal: J Clin Med ISSN: 2077-0383 Impact factor: 4.241
The operationalization of video game addiction according to the nine Internet Gaming Disorder (IGD) as measured with the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF), their corresponding clinical criteria and comparison against the criteria for gaming disorder within the 11th International Classification of Diseases (ICD-11).
| Item | IGDS9-SF Item Wording | Clinical Criteria | Included in the ICD-11? |
|---|---|---|---|
| 1 | Do you feel preoccupied with your gaming behavior? (Some examples: Do you think about previous gaming activity or anticipate the next gaming session? Do you think gaming has become the dominant activity in your daily life?) | Preoccupation | No |
| 2 | Do you feel more irritability, anxiety or even sadness when you try to either reduce or stop your gaming activity? | Withdrawal | No |
| 3 | Do you feel the need to spend increasing amount of time engaged gaming in order to achieve satisfaction or pleasure? | Tolerance | No |
| 4 | Do you systematically fail when trying to control or cease your gaming activity? | Loss of control | Yes |
| 5 | Have you lost interests in previous hobbies and other entertainment activities as a result of your engagement with the game? | Giving up other activities | Yes |
| 6 | Have you continued your gaming activity despite knowing it was causing problems between you and other people? | Continuation | Yes |
| 7 | Have you deceived any of your family members, therapists or others because the amount of your gaming activity? | Deception | No |
| 8 | Do you play in order to temporarily escape or relieve a negative mood (e.g., helplessness, guilt, anxiety)? | Escape | No |
| 9 | Have you jeopardized or lost an important relationship, job or an educational or career opportunity because of your gaming activity? | Negative consequences | Yes |
Figure 1Graphical summary of the validity analysis if the Internet Gaming Disorder (IGD) construct.
Figure 2Summary of the Conditional Inference Tree (Ctree) analysis on the nine Internet Gaming Disorder (IGD) criteria across the whole sample (N = 3222) and disordered gamers (n = 31).
Summary of the Conditional Inference Tree-derived rules alongside each Internet Gaming Disorder (IGD) criteria endorsement pathway according to each subtype of gamer within the sample (N = 3377).
| Rule | IGD Criteria Endorsement Pathways | Gamer Subtype | ||
|---|---|---|---|---|
| 1 | ‘withdrawal’ ≤ 4; 0.19% (95% CI 0.03–0.34) | ‘preoccupation’ ≤ 4; 0% (95% CI 0–0), | ‘Healthy’ | |
| 2 | ‘withdrawal’ ≤ 4; 0.19% (95% CI 0.03–0.34) | ‘preoccupation’ = 5; 7.14% (95% CI 1.63–12.65), | ‘Preoccupied’ | |
| 3 | ‘withdrawal’ = 5; 32.46% (95% CI 22.01–42.92) | ‘loss of control’ ≤ 4; 8.00% (95% CI 0.48–15.51) | ‘negative consequences’ ≤ 3; 0% (95% CI 0–0), | ‘Low Risk’ |
| 4 | ‘withdrawal’ = 5; 32.46% (95% CI 22.01–42.92) | ‘loss of control’ ≤ 4; 8.00% (95% CI 0.48–15.51) | ‘negative consequences’ > 3; 26.66% (95% CI 4.28–49.04), | ‘Harmful’ |
| 5 | ‘withdrawal’ = 5; 32.46% (95% CI 22.01–42.92) | ‘loss of control’ = 5; 77.77% (95% CI 62.09–93.45), | ‘Impaired Self-Control’ | |
Note: Answers given by participants to each IGD criterion as measured with the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) included 1 = ‘Never’, 2 = ‘Rarely’, 3 = ‘Sometimes’, 4 = ‘Often’, and 5 = ‘Very Often’. Endorsement of an IGD criterion was operationalized with answers equal to 5 = ‘Very Often’.