| Literature DB >> 33011711 |
Chih-Hung Ko1,2,3, Orsolya Király4, Zsolt Demetrovics4, Yun-Ming Chang5, Ju-Yu Yen1,3,6.
Abstract
OBJECTIVE: In 2013, the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) included the diagnostic criteria of Internet gaming disorder (IGD). Then, in 2019, the 11th Revision of the International Classification of Diseases (ICD-11) categorized gaming disorder (GD) as an addictive disorder. This review aimed to review the raised concerns, debate, and research of IGD or GD criteria and provide suggestions to resolve them.Entities:
Keywords: DSM-5; Gaming Disorder; ICD-11; Internet Gaming Disorder; criteria; validity
Mesh:
Year: 2020 PMID: 33011711 PMCID: PMC8943683 DOI: 10.1556/2006.2020.00058
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Concerns regarding the conceptual framework of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) Internet gaming disorder (IGD) and the International Classification of Diseases, 11th Revision (ICD-11) gaming disorder (GD) criteria
| The issues | Is the addiction framework correct for GD? | |
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| Concerns | Related references | |
| Concerns regarding the addiction model | Is formalizing an addictive disorder based on the available information beneficial? |
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| Addiction-based conceptualization of IGD is constraining because it interferes with the development and testing of alternative conceptual frameworks for problematic gaming. | ||
| Other alternative features underlining problematic gaming. | Alternative features highlighting problematic gaming may include the following: overvaluation of gaming rewards, activities, and identities; maladaptive and inflexible rules of gaming behavior; excessive reliance on gaming to meet self-esteem needs; gaming as a method of gaining social acceptance. |
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| Lack of a well-defined object of addiction. |
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| Secondary disorder deriving from other psychopathologies. | The comorbidity: Problematic gaming has been frequently and consistently associated with various psychopathologies. |
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| The course of the disorder | Addictive disorders are generally chronic and progressive if not treated. Recent studies revealed that the natural course of excessive gaming is often transient or episodic, thus suggesting its low temporal stability. | |
Concerns regarding the moral panic effect of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) Internet gaming disorder (IGD) and the International Classification of Diseases, 11th Revision (ICD-11) gaming disorder (GD) criteria and definitions
| Topics | Diagnosis of gaming disorder may result in a moral panic regarding gaming behavior in general. | |
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| Concerns | Related references | |
| Premature diagnoses could cause a moral panic that would limit healthy gaming behaviors. | First, moral panic is particularly concerning when addressing the harms caused by video gaming. Moral panic could result in the medical community applying premature diagnoses and treatment of abundant false-positive cases, especially among children and adolescents. Second, research may remain focused on a confirmatory approach, rather than on exploration of the boundaries between normal and pathological gaming. Third, most healthy gamers may be negatively affected. | |
| Gaming behavior differs from substance abuse behaviors. It is one of the most popular hobbies among children and adolescents worldwide and has numerous healthy and positive outcomes. |
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| However, only gaming disorder has been proposed for ICD-11 inclusion, with no formal or transparent review of the evidence quality for any of the various addictions. |
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| Is IGD a real problem? | If no patients are identified, a formal disorder category may not be required. |
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| Feelings of distress caused by gaming were reported by only 0.3%–1% of the sample subjects. |
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| The social and political effects of declaring that a social behavior is a disease are a cause for concern. |
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Concerns regarding the diagnostic validity of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) Internet gaming disorder (IGD) and the International Classification of Diseases, 11th Revision (ICD-11) gaming disorder (GD) criteria and definitions
| Topics | Validity of the diagnostic criteria to identify individuals with GD. | |
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| Concerns | Related references | |
| Diagnostic validity | Further research may indicate that the diagnostic threshold fails to differentiate nondependent from dependent use and that certain criteria do not increase diagnostic accuracy. |
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| Data regarding measures for IGD on predictive validity and interrater reliability is inadequate. |
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| IGD risks pathologizing normal behaviors if numerous symptoms that do not indicate pathology are included. Content validity, construct validity, and face validity should be tested. | ( | |
| The polythetic, nonhierarchical DSM-5 diagnostic criteria for IGD renders the concept of IGD unacceptably heterogeneous. |
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| Intensity and frequency measures are required to represent the pathological threshold of each IGD and GD criteria. |
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| Preoccupation | Preoccupation with gaming or feeling upset when an individual cannot participate to the desired extent are not necessarily indicators of pathology. |
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| The cognitive factors related to preoccupation must be clarified. |
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| “Distracted by thoughts on gaming which hinder concentration on work or other important tasks” may be more accurate than “thinking or planning when not playing”. |
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| Preoccupation should not be assessed on time alone but also on the cognitive content. “Perceiving gaming as central to their lives” or “whether they could imagine their lives without gaming” could be considered. |
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| Worse diagnostic accuracy compared with the other IGD criteria. |
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| Loss of control | A desire or intention to stop playing is required. |
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| Cultural bias, rational choice, and age should be considered. |
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| Gaming despite negative consequences | Are the negative consequences short-term or long-term? |
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| Withdrawal | The response to an immediate disruption of gaming or prolonged refrainment from gaming (≥2 weeks) may not be withdrawal symptoms. |
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| “Over a period of up to 2 days” and “relieved by the ability to play” could be used in evaluating the withdrawal symptoms. |
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| Current evidence on Internet gaming withdrawal is very underdeveloped. |
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| Although current evidence is very underdeveloped, the most consistently reported emotional and behavioral withdrawal symptoms were irritability and restlessness, not physical withdrawal symptoms. |
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| Tolerance | Tolerance could be described as “diminished levels of gaming satisfaction because of prolonged gaming activity”. |
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| Problematic gamers appear to be driven by a need for higher-quality, rarer, more valuable, more novel, or more difficult-to-obtain rewards. |
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| Individuals with IGD may have very different and tolerance-unrelated reasons for spending more time gaming. |
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| The increase in time or upgradation of equipment does not necessarily reflect a pathology. |
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| This criterion excludes gamers that may have played a considerable amount of time over a long period but have not increased their playing time. |
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| Deception | This criterion has a considerably lower diagnostic accuracy compared with the other IGD criteria. |
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| Escape | This criterion has a considerably lower diagnostic accuracy compared with the other IGD criteria. | ( |
| Low specificity: Nonaddicted gamers also play to escape problems in their lives. Gamers are not necessarily aware that the purpose of their gaming is to escape problems. |
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| Numerous gamers view escaping and losing time as a positive feature of gaming rather than a negative one. |
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| Loss of interest | Giving up other activities for gaming may reflect a normal development process. It may also reflect an association with depression. |
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| Risk or Lose relationships and opportunities | Highly engaged nondisordered players have also endorsed this criterion. |
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| Problems caused by gaming should be a requirement criterion. |
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| Including functional impairment and distress to the wording of each criterion would enable differentiation between the engaged and addicted gamers using the same scale. “Leading to clinically significant impairment or distress” could be included in the wording. |
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| General concern | The field lacks basic theory, definitions, and properly validated and standardized assessment tools. |
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