2021
DOI: 10.1016/j.abrep.2021.100391
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Is the proposed distinction of gaming disorder into a predominantly online vs. offline form meaningful? Empirical evidence from a large German speaking gamer sample

Abstract: Highlights Disordered gaming is distinguished by predominantly online, offline, and unspecific gaming. Online gamers showed the highest tendencies towards disordered gaming. Gaming via desktop computers was linked with the highest disordered gaming levels.

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Cited by 19 publications
(7 citation statements)
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“…Taking into account the increasing number of studies reporting the potential addictive effects of video games (Montag et al, 2019a , 2021a ; Pontes, 2018 ; Stevens et al, 2021 ), before the official GD criteria proposed by the World Health Organization (WHO), the American Psychiatric Association (APA) introduced ‘Internet Gaming Disorder’ (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; APA, 2013 ) in 2013. Within the DSM-5, IGD was included under Section III as a ‘Condition for Further Study’ as further research on this issue was required as pointed out (APA, 2013 ).…”
Section: Disordered Gaming Frameworkmentioning
confidence: 99%
“…Taking into account the increasing number of studies reporting the potential addictive effects of video games (Montag et al, 2019a , 2021a ; Pontes, 2018 ; Stevens et al, 2021 ), before the official GD criteria proposed by the World Health Organization (WHO), the American Psychiatric Association (APA) introduced ‘Internet Gaming Disorder’ (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; APA, 2013 ) in 2013. Within the DSM-5, IGD was included under Section III as a ‘Condition for Further Study’ as further research on this issue was required as pointed out (APA, 2013 ).…”
Section: Disordered Gaming Frameworkmentioning
confidence: 99%
“…IUD represents an umbrella term encompassing Internet-associated use disorders, i.e. Internet gaming disorder (IGD) or Social Networks Use Disorder (Montag et al, 2021a; b; Montag, Schivinski & Pontes, 2021; Musetti et al, 2016; Spada, 2014). Estimated prevalence rates of IUD or its subforms such as IGD range for from 1% to 10%, with particularly high rates among young individuals and in Asia with up to 25% meeting the criteria for some forms of IUD (Pan, Chiu, & Lin, 2020; for Asia see Montag & Becker; 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Technology use and devices help boosting users' communication levels, social group connections, self-reported life satisfaction and wellbeing levels [1][2][3]. Despite such positive outcomes, previous studies reported that excessive technology use may lead to detrimental outcomes, with adolescents being considered to be more susceptible to harmful digital technology use [4], particularly in relation to Problematic Internet Use (PIU) [5,6], with electronic gaming also being a highly popular activity among adolescents due to the latest technological advancements, enticing graphics with realistic images and complex gaming systems [7,8].…”
Section: Introductionmentioning
confidence: 99%