2011
DOI: 10.1016/j.jpsychires.2011.09.005
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A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems

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Cited by 385 publications
(302 citation statements)
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“…We thank Drs King & Delfabbro [1] for their comments on our recent paper [2], and we wholeheartedly agree that gambling and gaming disorders appear distinct on some levels. The DSM-5, and our consensus statement related to internet gaming disorder [2], note that greater study of all aspects of this condition is needed before it can be classified as a psychiatric disorder, addictive or otherwise.…”
Section: Internet Gaming and Addiction: A Reply To King And Delfabbromentioning
confidence: 62%
See 1 more Smart Citation
“…We thank Drs King & Delfabbro [1] for their comments on our recent paper [2], and we wholeheartedly agree that gambling and gaming disorders appear distinct on some levels. The DSM-5, and our consensus statement related to internet gaming disorder [2], note that greater study of all aspects of this condition is needed before it can be classified as a psychiatric disorder, addictive or otherwise.…”
Section: Internet Gaming and Addiction: A Reply To King And Delfabbromentioning
confidence: 62%
“…Internet gaming disorder (IGD) has long been characterized by inconsistencies in terminology, definition and assessment [1,2]. We are largely in agreement, therefore, with many of Petry et al 's [3] views on the need for consensus regarding the underlying meaning of the proposed DSM-5 criteria for IGD.…”
mentioning
confidence: 90%
“…There is a growing evidence base that links excessive gaming and Internet use to anxiety and depression (King, Delfabbro, Zwaans, & Kaptsis, 2013), physical health problems (Kelley & Gruber, 2012), school disconnection (Lawrence et al, 2015), decreased job productivity and unemployment (Young, 2010), and social isolation (Ceyhan & Ceyhan, 2008). Although the definitions of disordered and hazardous use vary across studies and regions, due to the use of different tools and guidelines for screen time, epidemiological studies to date have reported that young populations are particularly at risk of gaming and Internet-related problems, with prevalence rates of 'addictive' use at around 3% of users (Ferguson, Coulson, & Barnett, 2011) and rates of problem use as high as 8% (see King, Delfabbro, & Delfabbro, 2012).…”
Section: Introductionmentioning
confidence: 99%
“…20 These are salience, mood modification, tolerance, withdrawal, conflict, and relapse. 21 There is substantial variation in estimated prevalence rates, although a recent meta-analysis suggested that the average percentage of those affected is around 6% of gamers, 22 and PVGP has been argued to be distinct from casual or even excessive game play in terms of associations and effects. Evidence of this dissociation between problematic and nonproblematic game play has been generated by Sun et al 23 who assessed performance on a multiple object tracking (MOT) task.…”
Section: Introductionmentioning
confidence: 99%