2020
DOI: 10.1016/j.jpsychires.2020.06.007
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Internet gaming disorder and gaming disorder in the context of seeking and not seeking treatment for video-gaming

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Cited by 32 publications
(34 citation statements)
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“…While IGD research has not yet established a consensus "gold standard" method of clinical diagnosis, gold standards in other psychiatric disorders near-universally involve clinicians' evaluations, sometimes in conjunction with (semi-)structured interviews and/or self-report measures (Aboraya et al, 2005). Given the recency of IGD's proposal, however, results of clinical assessment in line with the DSM-5 comprise a relatively small portion of the literature (although for counter-examples see e.g., Starcevic et al;Granero et al, 2021). Instead, both IGD and distress are often measured using self-report measures alone, and the measurement and modelling of these is subject to substantial analytical flexibility.…”
Section: Flexibility In the Assessment Of Igd And Distressmentioning
confidence: 99%
“…While IGD research has not yet established a consensus "gold standard" method of clinical diagnosis, gold standards in other psychiatric disorders near-universally involve clinicians' evaluations, sometimes in conjunction with (semi-)structured interviews and/or self-report measures (Aboraya et al, 2005). Given the recency of IGD's proposal, however, results of clinical assessment in line with the DSM-5 comprise a relatively small portion of the literature (although for counter-examples see e.g., Starcevic et al;Granero et al, 2021). Instead, both IGD and distress are often measured using self-report measures alone, and the measurement and modelling of these is subject to substantial analytical flexibility.…”
Section: Flexibility In the Assessment Of Igd And Distressmentioning
confidence: 99%
“…This means that countries like South Korea can have thousands of individuals in medical interventions due to screening-based disorder risk. That said, due to the screening tools' tendency to over-pathologize healthy individuals (Boonen et al 2018;Ferguson, Coulson & Barnett 2011) and considering South Korea's specific cultural context where it is common for parents to interfere with their children's gaming (Carbonell 2017;Jeong, Ferguson & Lee 2019), a large part of the individuals participating in such intervention do not suffer from actual clinically significant symptoms (Starcevic et al 2020). In Finland where our study will be carried out, in turn, medical services for gaming-related health problems are scarce and rarely used (see below), and the Finnish government does not screen schools or other institutions for gaming problems.…”
Section: Participantsmentioning
confidence: 99%
“…Because the literature relies mainly on surveys, the labels typically derive from screening tools that claim to measure 'videogame addiction', 'gaming disorder', and other such constructs, which may or may not be consistent with the diagnostic criteria in the ICD-11 (King et al 2020;Karhulahti et al 2021a). It is beyond the scope of this study to assess the clinical status of our participantslongitudinal studies with clinical expert interviews are needed to investigate the health scenarios of gaming treatment-seekers (see Ko et al 2020;Starcevic, et al 2020)-therefore, the link between our study and gaming disorder (in the ICD-11) is determined by treatmentseeking alone. Although this is arguably a much stronger link than those established by screening tools (see Satchell et al 2021;van Rooij et al 2018), we stress that our participants may not meet diagnostic gaming disorder criteria despite their treatment-seeking.…”
Section: Introductionmentioning
confidence: 99%
“…The first question, regarding the participant's Internet game play history, asked, "When you were an adolescent, did you engage in internet gaming at least once a week for 1 year?" The one-week frequency and one-year duration mentioned in the question were based on the IGD research (33) and diagnostic criteria in the DSM-5 (6). The second question, on problematic Internet game play history, asked, "When you were an adolescent, did anyone, important, or close to you consider your gaming to be a problem?"…”
Section: Pattern Of Internet Gamingmentioning
confidence: 99%
“…The second question, on problematic Internet game play history, asked, "When you were an adolescent, did anyone, important, or close to you consider your gaming to be a problem?" This question has also been used in the IGD research (33).…”
Section: Pattern Of Internet Gamingmentioning
confidence: 99%