| Literature DB >> 35711876 |
Jessica O'Loughlin1, Emily Pelletier2, Elizabeth Loomis1, Richard Alweis3.
Abstract
Background: The Diagnostic and Statistical Manual of Mental Disorders (DSM-5) places internet Gaming disorder (IGD) in its research appendix as a potential new behavioral addiction diagnosis that requires further investigation. As part of the media campaign #HealthyAtHome, recommendation to relieve stress and anxiety during COVID-19, the World Health Organization (WHO) advocated for the playing of video games. The encouragement and expansion of playing video games may have led to the unintentional consequence of increasing the prevalence of IGD as IGD has been postulated to be a maladaptive response to stress. Case: A 34 year old male presented to his primary care physician with decline in work function, increased depression, and anxiety. Before the COVID-19 pandemic he estimated that he spent 2 h a day playing games and socialized with friends weekly; however at the time of presentation, his social interactions were through online gaming only and he was playing games 14 h per day. The patient began paroxetine and bupropion, with good result, though declined concomitant psychotherapy. Discussion: Internet Gaming Disorder is a potential new behavioral addiction that is likely to increase in prevalence over the continuing course of the COVID-19 pandemic. While initial studies show promising effects of medication and psychosocial interventions, further study on standardized diagnostic criteria and effectiveness of treatment modalities is needed.Entities:
Keywords: Addiction; Internet gaming
Year: 2022 PMID: 35711876 PMCID: PMC9195123 DOI: 10.55729/2000-9666.1005
Source DB: PubMed Journal: J Community Hosp Intern Med Perspect ISSN: 2000-9666
DSM-5 criteria for internet gaming disorder.1
| Proposed criteria for Internet gaming disorder: |
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a- Preoccupation with Internet games (individual thinks about previous gaming activity or anticipates playing the next game; Internet gaming becomes the predominant activity in daily life) b- Withdrawal symptoms when the Internet is taken away (typically irritability, anxiety, sadness) c- Tolerance (the need to spend increasing amounts of time on Internet games to achieve the same “high”) d- Unsuccessful attempts to control or cut down the participation in Internet games e- Loss of interest in previously enjoyable activities with the exception of Internet gaming f- Continued excessive use despite knowledge of negative psychosocial problems g- Has deceived family members, therapists, or others regarding time spent on gaming h- Use of Internet games to escape or improve dysphoric mood i- Jeopardized or lost relationships, jobs, educational opportunities because of Internet use |
Presence of 5 or more of these symptoms in the past 12 months in addition with persistent, maladaptive and recurrent use of the Internet is required for diagnosis.