| Literature DB >> 33475527 |
Susumu Higuchi1, Hideki Nakayama1, Takanobu Matsuzaki1, Satoko Mihara1, Takashi Kitayuguchi1.
Abstract
BACKGROUND AND AIMS: The World Health Organization included gaming disorder (GD) in the eleventh revision of International Classification of Diseases in 2019. Due to the lack of diagnostic tools for GD, a definition has not been adequately applied. Therefore, this study aimed to apply an operationalized definition of GD to treatment-seekers. The relationship between the diagnoses of GD and Internet gaming disorder (IGD) in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders was also examined.Entities:
Keywords: Internet gaming disorder; applicability; functional impairment; gaming disorder; treatment-seeker
Mesh:
Year: 2021 PMID: 33475527 PMCID: PMC8969863 DOI: 10.1556/2006.2020.00099
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Characteristics of treatment-seekers
| Characteristics | Main applications involving addiction or excessive use | ||
|
Gaming (
|
Other than gaming (
| ||
|
GD (
|
Non-GD (
| ||
| Gender | |||
| Male | 171 (90.5%) | 44 (84.6%) | 24 (85.7%) |
| Age (years) | |||
| Mean (SD) | 18.2 (7.4) | 19.3 (7.6) |
22.6 (14.1)
|
| Range | 9–66 | 8–41 | 11–77 |
| Marital status | |||
| Married | 5 (2.7%) | 2 (3.9%) | 3 (10.7%) |
| Widowed | 0 (0.0%) | 1 (1.9%) | 0 (0.0%) |
| Divorced | 1 (0.5%) | 0 (0.0%) | 1 (3.6%) |
| Unmarried | 183 (96.8%) | 49 (94.2%) | 24 (85.7%) |
| Occupation (%) | |||
| Full-time worker | 5 (2.7%) | 2 (3.9%) | 3 (10.7%) |
| Part-time worker | 7 (3.7%) | 9 (17.3%) | 1 (3.6%) |
| Student | 144 (76.2%) | 34 (65.4%) | 18 (64.3%) |
| Unemployed | 31 (16.4%) | 6 (11.5%) | 5 (17.9%) |
| Other | 2 (1.1%) | 1 (1.9%) | 1 (3.6%) |
| Onset age of internet use (years) | |||
| Mean (SD) | 10.9 (4.9) | 11.0 (3.9) |
13.9 (11.8)
|
| Onset age of offline gaming (years) | |||
| Mean (SD) | 7.3 (2.6) | 7.4 (3.3) | 8.4 (3.3) |
| Onset age of online gaming (years) | |||
| Mean (SD) | 13.4 (5.7) | 14.1 (5.6) | 16.3 (8.3) |
Note. GD = gaming disorder; ICD-11 = eleventh revision of the International Classification of Diseases; SD = standard deviation.
Treatment-seekers who were diagnosed with ICD-11 gaming disorder.
Treatment-seekers with excessive gaming who did not meet the ICD-11 criteria for gaming disorder.
Mean age and the onset age of internet use of this group were significantly older than those in the other two groups ( P = 0.0341 and P = 0.0365, respectively).
The rate of treatment-seekers engaging in excessive gaming who met each diagnostic criterion of ICD-11 GD definition and DSM-5 IGD
|
| |||
| ICD-11 GD definition | % | ||
| 1 | Impaired control over gaming | 93.0% | |
| 2 | Increasing prioritization of gaming in life | 81.3% | |
| 3 | Continuation of gaming despite negative consequences | 93.0% | |
| 4 | Functional impairment due to gaming | 86.3% | |
| GD diagnosis (all four criteria met) | 78.4% | ||
| GD diagnosis (at least two of the first three criteria and criterion 4 met) | 84.2% | ||
| DSM-5 IGD criteria | % | ||
| 1 | Preoccupation | 78.8% | |
| 2 | Withdrawal symptoms | 60.6% | |
| 3 | Tolerance | 68.9% | |
| 4 | Unsuccessful control of participation in Internet gaming | 91.7% | |
| 5 | Loss of interest in other activities | 85.4% | |
| 6 | Excessive use despite knowledge of psychosocial problems | 87.6% | |
| 7 | Deception | 68.5% | |
| 8 | Escaping or relieving a negative mood | 48.6% | |
| 9 | Jeopardizing or loss of opportunities | 84.2% | |
| IGD diagnosis | 83.0% | ||
Note. GD = gaming disorder; ICD-11 = eleventh revision of the International Classification of Diseases; IGD=Internet gaming disorder; DSM-5= Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition.
Each item of ICD-11 GD and DSM-5 IGD is abbreviated.
Types of applications and electronic devices used by GD status
| GD status |
| ||
|
GD
|
Non-GD
| ||
|
Types of applications
| |||
| Information search and electronic bulletin boards | 76.2% | 75.0% | NS |
| E-mail, chat, Skype, and Messenger | 43.4% | 48.1% | NS |
| SNS | 78.3% | 67.3% | NS |
| Online games (other than a smartphone, including PCs and game machines) | 65.6% | 40.4% | 0.0010 |
| Online games (smartphone) | 64.6% | 78.9% | 0.0923 |
| Offline games | 33.3% | 34.6% | NS |
| Video viewing | 90.5% | 94.2% | NS |
|
Types of electronic devices
| |||
| PC | 52.9% | 57.7% | NS |
| Tablet PC | 26.5% | 26.9% | NS |
| Game console | 45.0% | 46.2% | NS |
| Smartphone | 76.7% | 82.7% | NS |
| Feature phone | 10.1% | 5.8% | NS |
| Music player | 9.5% | 9.6% | NS |
Note. NS = Not statistically significant.
GD: Treatment-seekers who were diagnosed with ICD-11 gaming disorder.
Non-GD: Treatment-seekers with excessive gaming who did not meet the ICD-11 criteria for gaming disorder.
Multiple choice questions and percentages do not total 100%.
Results of the 2 × 2 chi-squared tests.
Fig. 1.Average daily hours spent on each type of gaming on a weekday (A) and weekend day (B) by gaming disorder (GD) status. OG = online gaming. * P < 0.05, ** P < 0.01, *** P < 0.001
Prevalence of problems associated with excessive gaming in the previous 6 months by ICD-11 GD status
| List of problems | GD status |
| ||
|
GD
|
Non-GD
| |||
| 1 | Unable to wake up in the morning (50% or more in 6 months) | 80.4% | 58.8% | 0.0014 |
| 2 | Day–night reversal (50% or more in 6 months) | 62.4% | 37.3% | 0.0013 |
| 3 | Poor school grades or work performance | 56.6% | 37.3% | 0.0140 |
| 4 | Hitting and/or breaking things or verbal abuse of a family member | 54.5% | 60.8% | NS |
| 5 | Absent from school or work (50% or more in 6 months) | 50.8% | 27.5% | 0.0030 |
| 6 | Not consuming meals regularly | 49.7% | 31.4% | 0.0195 |
| 7 | Poor relationships with friends | 31.8% | 19.6% | NS |
| 8 | Socially withdrawing (50% or more in 6 months) | 30.9% | 21.6% | NS |
| 9 | Physical abuse of a family member | 29.7% | 19.6% | NS |
| 10 | Late for school or work (50% or more in 6 months) | 18.6% | 11.8% | NS |
| 11 | Spending too much money on items | 13.2% | 21.6% | NS |
Note. NS=Not statistically significant.
GD: Treatment-seekers who were diagnosed with ICD-11 gaming disorder.
Non-GD: Treatment-seekers with excessive gaming who did not meet the ICD-11 criteria for gaming disorder.
Results of the 2 × 2 chi-squared tests.
Concordance of the diagnoses of ICD-11 GD and DSM-5 IGD for treatment-seekers engaged in excessive gaming
|
DSM-5 IGD
| ||||
| IGD | Non-IGD | Total | ||
|
ICD-11 GD
| GD | 188 | 1 | 189 |
| Non-GD | 12 | 40 | 52 | |
|
ICD-11 GDR
| GDR | 195 | 8 | 203 |
| Non-GDR | 5 | 33 | 38 | |
| Total | 200 | 41 | 241 | |
GD are treatment-seekers who met the four ICD-11 GD criteria and non-GD are those who did not.
GDR are treatment-seekers who met at least two of the three clinical manifestation criteria and functional impairment criterion, and non-GDR are those who did not.
IGD are those who met the diagnostic criteria for DSM-5 IGD and non-IGD are those who did not.
Sensitivity, specificity, and positive and negative predictive values of GD and GDR when IGD diagnosis was used as the gold standard
|
GD
|
GDR
| |
| Sensitivity | 0.940 (0.898–0.969) | 0.975 (0.943–0.992) |
| Specificity | 0.976 (0.871–0.999) | 0.805 (0.651–0.911) |
| Positive predictive value | 0.995 (0.971–0.999) | 0.961 (0.924–0.983) |
| Negative predictive value | 0.769 (0.632–0.847) | 0.868 (0.719–0.956) |
Values in parentheses are 95% confidence intervals.
GD are treatment-seekers who met the four ICD-11 GD criteria.
GDR are treatment-seekers who met at least two of the three clinical manifestation criteria and the functional impairment criterion.
| Items | Duration (months) | ||
| Clinical manifestation | |||
| 1 | Impaired control over gaming in terms of onset, level, circumstances, or termination of gaming, often accompanied by urges or cravings and/or a subjective desire to stop or reduce gaming | (m) | |
| 2 | 2a | Gaming takes precedence over other interests and areas of enjoyment, daily activities, responsibilities, health, or personal care | (m) |
| 2b | Gaming plays an increasingly central role in the person's life and relegates other areas to the periphery | (m) | |
| 3 | 3a | Gaming often continues despite the occurrence of resulting problems | (m) |
| 3b | Gaming often continues despite the jeopardizing of school, work, or relationship opportunities | (m) | |
| Functional impairment due to gaming | |||
| 4 | The behavioral pattern is of sufficient severity to result in significant impairment in personal, familial, social, educational, occupational, or other important areas of functioning | (m) | |