2019
DOI: 10.1136/gpsych-2019-100071
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Research progress and debates on gaming disorder

Abstract: Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder. Show more

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Cited by 44 publications
(36 citation statements)
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References 39 publications
(41 reference statements)
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“…Gaming disorder has become a significant issue in mental healthcare. Dr Liu and his team summarise the studies about gaming disorder and give us a detail introduction of the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder 4. Substantial evidence suggested that gaming disorder was an addiction-based mental disorder.…”
Section: The Views About Gaming Disordermentioning
confidence: 99%
“…Gaming disorder has become a significant issue in mental healthcare. Dr Liu and his team summarise the studies about gaming disorder and give us a detail introduction of the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder 4. Substantial evidence suggested that gaming disorder was an addiction-based mental disorder.…”
Section: The Views About Gaming Disordermentioning
confidence: 99%
“…Al mismo tiempo pueden alcanzar niveles patológicos (Bouna et al, 2015) y, a veces, los individuos no se dan cuenta de las consecuencias graves que esto tiene para ellos mismos (Wang et al, 2019). Asimismo, muestran una disminución del control ejecutivo (Liu et al, 2018), así como del cognitivo, (Liu et al, 2018;Wang et al, 2018) y una mayor susceptibilidad a las señales del juego (Wang et al, 2018) mientras pasan el tiempo con juegos de diversa índole en Internet.…”
Section: Introductionunclassified
“…To date, research on prevention has tended to focus on school-based prevention programs. Much of the work in this area has been conducted in Asian settings (28,29), including South Korea and China, where there have been parallel developments in trialling targeted technology-restriction measures including content lters and gaming time limits aimed particularly at younger users (30)(31)(32)(33). In terms of treatment, the most common approach has been cognitive-behavioural therapy (CBT), usually delivered in brief individual and group-based formats, and other non-CBT psychotherapeutic interventions (24-26, 34, 35).…”
Section: Introductionmentioning
confidence: 99%