Abstract:Background and aims: DSM-5 includes Internet gaming disorder (IGD) as a condition for further study. While online and offline gaming may produce undesired negative effects on players, we know little about the nosology of IGD and its prevalence, especially in countries with emerging economies. Methods: A self-administered survey has been employed to estimate prevalence of DSM-5 IGD and study the structure and performance of an instrument in Spanish to measure DSM-5 IGD among 7,022 first-year students in 5 Mexic… Show more
“…Our results also reveal a significant gender difference in IGD. Male students were more likely to meet the IGD criteria, which consistent with other culture studies (16)(17)(18)(19). Furthermore, probable disordered gamers showed more weekly gaming time as expected.…”
Background: The nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) is a self-reported screening measure based on the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria. It has been used to assesses symptoms and prevalence of Internet Gaming Disorder (IGD) in general population. Despite its widespread use, there is confusion arising from the recommended cutoff score for a positive diagnosis. This study aimed to identify the appropriate cutoff score for IGDS9-SF in a Chinese context.
Methods:The present study included a sample from clinical settings (n = 131) and another from universities (n = 3742). IGDS9-SF measurement and structured clinical interviews based on DSM-5 criteria for IGD were conducted in the sample from clinical settings. The cutoff score was determined using the receiver operating characteristics (ROC) curve. The validity of this cutoff score was further assessed in a sample from universities.Results: Mathematical models suggest that the score of 32 is the optimal cutoff point (Youden's index, 96.2%; diagnostic accuracy, 96.1%; sensitivity, 98.0%; specificity, 91.9%; NPV, 91.9%; and NPY, 100%). The prevalence of IGD is 2.9% in this study.
Conclusion:This study suggested that the optimal cutoff score of IGDS9-SF is 32 for the positive diagnosis of IGD in a Chinese context.
“…Our results also reveal a significant gender difference in IGD. Male students were more likely to meet the IGD criteria, which consistent with other culture studies (16)(17)(18)(19). Furthermore, probable disordered gamers showed more weekly gaming time as expected.…”
Background: The nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) is a self-reported screening measure based on the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria. It has been used to assesses symptoms and prevalence of Internet Gaming Disorder (IGD) in general population. Despite its widespread use, there is confusion arising from the recommended cutoff score for a positive diagnosis. This study aimed to identify the appropriate cutoff score for IGDS9-SF in a Chinese context.
Methods:The present study included a sample from clinical settings (n = 131) and another from universities (n = 3742). IGDS9-SF measurement and structured clinical interviews based on DSM-5 criteria for IGD were conducted in the sample from clinical settings. The cutoff score was determined using the receiver operating characteristics (ROC) curve. The validity of this cutoff score was further assessed in a sample from universities.Results: Mathematical models suggest that the score of 32 is the optimal cutoff point (Youden's index, 96.2%; diagnostic accuracy, 96.1%; sensitivity, 98.0%; specificity, 91.9%; NPV, 91.9%; and NPY, 100%). The prevalence of IGD is 2.9% in this study.
Conclusion:This study suggested that the optimal cutoff score of IGDS9-SF is 32 for the positive diagnosis of IGD in a Chinese context.
“…The section on IGD consisted of 23 items based on the 9 symptoms or domains described in the DSM -5 and formulated by an international consensus led by Nancy Petry that included an English version and a Spanish translation. 9,13 Some symptoms/domains were measured by more than 1 question (2 questions each for 7 of the 9 domains; 3 for the domain “negative consequences” and 6 for the domain “continuation”). All 23 questions lead to dichotomous answers (yes/no), and each of the 9 symptoms was considered positive if any of the questions pertaining to a given symptom was positive (yes).…”
Section: Methodsmentioning
confidence: 99%
“…Description of the individual symptoms for IGD, together with the psychometric properties of the scale, was reported elsewhere. 9…”
Section: Methodsmentioning
confidence: 99%
“…Whether these symptoms from 2 traditions would tend to work together and tap a common latent trait (gaming) was unknown at the time of the DSM -5 formulation. An item response theory (IRT) analysis of DSM -5 in a sample of 1st-year Mexican college students shows that to be the case, with substance and gambling symptoms mixed in the continuum of the IRT latent trait, 9 In contrast, the ICD -11 definition emphasized a more unitary substance use approach to define GD as a pure addictive condition consisting of 3 core symptoms (see the parallel definition of alcohol use disorders in 10 and the parallel definition of ICD -11-“6C50 Gambling disorder”). We currently do not know whether, by selecting only core substance-like symptoms, ICD -11 gaming cases are, or not, more specific.…”
Background: Diagnostic and Statistical Manual of Mental Disorders ( DSM-5) included in 2013 Internet gaming disorder (IGD) as a condition for further study, and in 2018, the World Health Organization included gaming disorder (GD) as a mental disorder in the International Classification of Disease ( ICD-11). We aim to compare disorders of gaming in both diagnostic systems using a sample of young adults in Mexico. Methods: Self-administered survey to estimate the prevalence of DSM-5 IGD and ICD-11 GD in 5 Mexican universities; 7,022 first-year students who participated in the University Project for Healthy Students, part of the World Health Organization World Mental Health International College Student Initiative. Cross-tabulation, logistic regression, and item response theory were used to inform on 12- month prevalence of DSM-5 IGD and ICD-11 GD, without and with impairment. Results: The 12-month prevalence of DSM-5 IGD was 5.2% (95% CI, 4.7 to 5.8), almost twice as high as the prevalence using the ICD-11 GD criteria (2.7%; 95% CI, 2.4 to 3.1), and while adding an impairment requirement diminishes both estimates, prevalence remains larger in DSM-5. We found that DSM-5 cases detected and undetected by ICD-11 criteria were similar in demographics, comorbid mental disorders, service use, and impairment variables with the exception that cases detected by ICD-11 had a larger number of symptoms and were more likely to have probable drug dependence than undetected DSM-5 cases. Conclusion: DSM-5 cases detected by ICD-11 are mostly similar to cases undetected by ICD-11. By using ICD-11 instead of DSM-5, we may be leaving (similarly) affected people underserved. It is unlikely that purely epidemiological studies can solve this discrepancy and clinical validity studies maybe needed.
“…La adicción al juego virtual se conoce como IGD (Internet Gaming Disorder ) y se entiende como un uso excesivo de Internet, juego o teléfonos inteligentes durante mucho tiempo (Jo et al, 2019;Chen et al, 2020), ya sea en línea (Kim et al, 2018) o fuera de línea (Lemmens y Hendriks, 2016), que llegan a provocar efectos negativos no deseados en los sujetos (Borges et al, 2019) y para su familias (González et al, 2018;Schneider, King & Delfabbro, 2017). Estos síntomas pueden ir de más leves (llegar tarde) a bastante graves (perder el trabajo) (Eichenbaum et al, 2015).…”
El objetivo de este estudio es conocer el nivel de trastorno del juego en estudiantes desde secundaria obligatoria hasta universitarios a partir de la variable género. La metodología de investigación ha sido cuantitativa de corte descriptivo y correlacional, haciendo uso de un diseño no experimental del paradigma transeccional. El instrumento usado es el cuestionario de Internet Gaming Disorder-20 (IGC-20). Los resultados muestran que los hombres y los menores de 24 años son los que presentan mayores valores de adicción al juego.
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