2018
DOI: 10.1038/s41598-018-28478-8
|View full text |Cite
|
Sign up to set email alerts
|

Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents

Abstract: This study aimed to estimate overreporting (the false positive) and underreporting (false negative) rates in self-reported IGD assessment compared with clinical diagnosed IGD. The study population consisted of 45 with IGD and 228 without IGD based on clinical diagnosis from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study. All participants completed self-reported IGD assessments. Clinical interviews were conducted blindly by trained mental health professio… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

1
67
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
7
2
1

Relationship

3
7

Authors

Journals

citations
Cited by 81 publications
(70 citation statements)
references
References 35 publications
1
67
0
Order By: Relevance
“…Second, because the information was collected through selfadministered questionnaires, we cannot rule out an overor under-reporting in responding to the gaming-related or other questions. According to a previous finding conducted in a subsample of the iCURE study, the falsenegative rate and the false-positive rate for self-reported IGD assessment was 44 and 9%, respectively [49].…”
Section: Discussionmentioning
confidence: 87%
“…Second, because the information was collected through selfadministered questionnaires, we cannot rule out an overor under-reporting in responding to the gaming-related or other questions. According to a previous finding conducted in a subsample of the iCURE study, the falsenegative rate and the false-positive rate for self-reported IGD assessment was 44 and 9%, respectively [49].…”
Section: Discussionmentioning
confidence: 87%
“…According to a previous finding conducted in the subsample of iCURE study, the false-negative rate and the false-positive rate for self-reported IGD assessment was 44% and 9%, respectively 43 . We therefore conducted interviewer-guided data collection at baseline.…”
Section: Discussionmentioning
confidence: 82%
“…Second, because the information was collected through selfadministered questionnaires, we cannot rule out an over-or under-reporting in responding to the gaming-related or other questions. According to a previous finding conducted in a subsample of the iCURE study, the false-negative rate and the false-positive rate for self-reported IGD assessment was 44% and 9%, respectively 46 .…”
Section: Discussionmentioning
confidence: 85%