| Literature DB >> 31830812 |
Guilherme Borges1, Ricardo Orozco1, Corina Benjet1, Kalina I Martínez Martínez2, Eunice Vargas Contreras3, Ana Lucia Jiménez Pérez3, Alvaro Julio Peláez Cedrés4, Praxedis Cristina Hernández Uribe4, María Anabell Covarrubias Díaz Couder5, Raúl A Gutierrez-Garcia6, Guillermo E Quevedo Chavez7, Yesica Albor8, Enrique Mendez1, Maria Elena Medina-Mora1,9, Philippe Mortier10, Hans-Juergen Rumpf11.
Abstract
BACKGROUND AND AIMS: DSM-5 includes Internet gaming disorder (IGD) as a condition for further study. While online and offline gaming may produce undesired negative effects on players, we know little about the nosology of IGD and its prevalence, especially in countries with emerging economies.Entities:
Keywords: DSM-5; Mexico; college students; epidemiology; gaming
Mesh:
Year: 2019 PMID: 31830812 PMCID: PMC7044582 DOI: 10.1556/2006.8.2019.62
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Demographic and academic characteristics of the sample obtained from University Project for Healthy Students (PUERTAS), Mexico, 2018–2019
| Total sample ( | Gamers ( | Active gamers ( | ||||
|---|---|---|---|---|---|---|
| % | % | % | ||||
| Gender | ||||||
| Male | 3,117 | 44.6 | 2,502 | 59.0 | 1,872 | 73.9 |
| Female | 3,856 | 55.1 | 1,723 | 40.6 | 657 | 25.9 |
| Other | 19 | 0.3 | 14 | 0.3 | 5 | 0.2 |
| Age (years) | ||||||
| 18–19 | 5,087 | 72.4 | 3,172 | 74.4 | 1,858 | 72.9 |
| 20+ | 1,935 | 27.6 | 1,090 | 25.6 | 689 | 27.1 |
| Maximum parent’s education | ||||||
| Do not know | 44 | 0.6 | 28 | 0.7 | 12 | 0.5 |
| None | 38 | 0.5 | 14 | 0.3 | 7 | 0.3 |
| Elementary | 333 | 4.7 | 140 | 3.3 | 79 | 3.1 |
| Middle school | 1,510 | 21.5 | 869 | 20.4 | 520 | 20.4 |
| High school | 2,361 | 33.6 | 1,454 | 34.1 | 878 | 34.5 |
| Undergraduate | 2,210 | 31.5 | 1,410 | 33.1 | 838 | 32.9 |
| Graduate | 526 | 7.5 | 347 | 8.1 | 213 | 8.4 |
| Self-ranked academic achievement | ||||||
| Top 20% | 2,803 | 40.0 | 1,719 | 40.4 | 1,022 | 40.1 |
| Middle | 2,501 | 35.7 | 1,552 | 36.4 | 930 | 36.5 |
| Bottom 25% | 90 | 1.3 | 57 | 1.3 | 33 | 1.3 |
| Do not know | 1,617 | 23.1 | 930 | 21.8 | 562 | 22.1 |
Note. Not all frequencies add up to the total sample size due to missing values.
Exploratory factor analysis of DSM-5 IGD: active gamers (n = 2,547)
| Factor loadings | |
|---|---|
| Criterion | One factor |
| 1. Preoccupation (G) | 0.694* |
| 2. Withdrawal | 0.754* |
| 3. Tolerance | 0.796* |
| 4. Loss of control | 0.744* |
| 5. Giving-up activities | 0.819* |
| 6. Continuation | 0.838* |
| 7. Deception (G) | 0.800* |
| 8. Escape (G) | 0.730* |
| 9. Negative consequences (G) | 0.829* |
| Model fit indices | |
| CFI | 0.994 |
| TLI | 0.992 |
| RMSEA | 0.030 |
| Reliability | |
| Alpha | 0.816 |
Note. DSM-5: fifth edition of the Diagnostic and Statistical Manual of Mental Disorders; IGD: Internet gaming disorder; CFI: comparative fit index; TLI: Tucker–Lewis index; RMSEA: root mean square error of approximation; G: item from the DSM-IV Gambling Disorder Criteria.
*Significant at 5% level. Geomin rotated factors.
Item response theory (IRT) analysis of DSM-5 IGD: active gamers (n = 2,547)
| Criterion | IRT parameters | |
|---|---|---|
| Discrimination ( | Difficulty ( | |
| 1. Preoccupation (G) | 1.70 (0.10) | −0.10 (0.04) |
| 2. Withdrawal | 2.15 (0.15) | 1.67 (0.07) |
| 3. Tolerance | 2.39 (0.14) | 0.79 (0.04) |
| 4. Loss control | 2.03 (0.13) | 1.37 (0.06) |
| 5. Giving-up activities | 2.60 (0.16) | 1.04 (0.04) |
| 6. Continuation | 2.74 (0.17) | 0.37 (0.03) |
| 7. Deception (G) | 2.48 (0.17) | 1.51 (0.06) |
| 8. Escape (G) | 1.90 (0.11) | 0.82 (0.04) |
| 9. Negative consequences (G) | 2.75 (0.24) | 1.81 (0.07) |
| Model fit indices | ||
| AIC | 17,800.8 | |
| BIC | 17,906.0 | |
| SS-BIC | 17,848.8 | |
Note. AIC: Akaike information criterion; BIC: Bayesian information criterion; SS-BIC: sample-size corrected BIC; SE: standard error. G: item from the DSM-IV Gambling Disorder Criteria; DSM-5: fifth edition of the Diagnostic and Statistical Manual of Mental Disorders; IGD: Internet gaming disorder.
Figure 1.Item characteristic curves of active gamers
Figure 2.Item information curves of active gamers
Prevalence of endorsed IGD criteria
| Criterion | Total sample ( | Gamers ( | Active gamers ( | |
|---|---|---|---|---|
| % | % | % | ||
| 1. Preoccupation (G) | 1,348 | 19.2 | 31.6 | 52.9 |
| 2. Withdrawal | 247 | 3.5 | 5.8 | 9.7 |
| 3. Tolerance | 670 | 9.5 | 15.7 | 26.3 |
| 4. Loss control | 379 | 5.4 | 8.9 | 14.9 |
| 5. Giving-up activities | 491 | 7.0 | 11.5 | 19.3 |
| 6. Continuation | 969 | 13.8 | 22.8 | 38.1 |
| 7. Deception (G) | 274 | 3.9 | 6.4 | 10.8 |
| 8. Escape (G) | 692 | 9.9 | 16.3 | 27.2 |
| 9. Negative consequences (G) | 162 | 2.3 | 3.8 | 6.4 |
| DSM-5 IGD (positive to five or more criteria) | 367 | 5.2 | 8.6 | 14.4 |
Note. All other from the DSM-IV substance use disorder criteria. G: item from the DSM-IV Gambling Disorder Criteria; DSM-5: fifth edition of the Diagnostic and Statistical Manual of Mental Disorders; IGD: Internet gaming disorder.
Clinical predictors of DSM-5 IGD, controlled by gender and age group
| IGD status | ||||||
|---|---|---|---|---|---|---|
| Negative (0–4 symptoms) | Positive (5–9 symptoms) | aOR | [95% CI] | |||
| % | % | |||||
| Lifetime psychological treatment | ||||||
| No | 5,586 | 84.5 | 287 | 78.6 | 1.0 | – |
| Yes | 1,026 | 15.5 | 78 | 21.4 | 1.9* | [1.4–2.4] |
| Lifetime medical treatment | ||||||
| No | 6,293 | 96.6 | 342 | 94.5 | 1.0 | – |
| Yes | 224 | 3.4 | 20 | 5.5 | 1.8* | [1.1–3.0] |
| Lifetime any treatment | ||||||
| No | 5,541 | 84.0 | 286 | 78.1 | 1.0 | – |
| Yes | 1,054 | 16.0 | 80 | 21.9 | 1.8* | [1.4–2.4] |
| 12-month treatment | ||||||
| No | 6,456 | 98.0 | 360 | 98.4 | 1.0 | – |
| Yes | 130 | 2.0 | 6 | 1.6 | 1.0 | [0.4–2.4] |
| Severe impairment – home | ||||||
| Not severe | 6,486 | 98.1 | 351 | 96.4 | 1.0 | – |
| Severe | 128 | 1.9 | 13 | 3.6 | 2.1* | [1.1–3.8] |
| Severe impairment – work/school | ||||||
| Not severe | 6,400 | 96.9 | 337 | 92.8 | 1.0 | – |
| Severe | 206 | 3.1 | 26 | 7.2 | 2.6* | [1.7–4.1] |
| Severe impairment – relationships | ||||||
| Not severe | 6,298 | 95.7 | 339 | 93.1 | 1.0 | – |
| Severe | 285 | 4.3 | 25 | 6.9 | 1.8* | [1.1–2.8] |
| Severe impairment – social | ||||||
| Not severe | 6,300 | 95.8 | 337 | 92.6 | 1.0 | – |
| Severe | 276 | 4.2 | 27 | 7.4 | 1.9* | [1.3–3.0] |
| Severe impairment – total | ||||||
| Not severe | 6,145 | 92.8 | 313 | 85.8 | 1.0 | – |
| Severe | 478 | 7.2 | 52 | 14.2 | 2.4* | [1.7–3.3] |
Note. Total sample (n = 7,022). Not all frequencies add up to the total sample size due to missing values. aOR: adjusted odds ratio (by gender and age group); CI: confidence interval; DSM-5: fifth edition of the Diagnostic and Statistical Manual of Mental Disorders; IGD: Internet gaming disorder.
*p < .05.