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      Face validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues

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          Abstract

          Aim

          Critics of gaming disorder (GD; i.e., Internet gaming disorder in the DSM-5; Gaming disorder in the ICD-11) have expressed concerns about the potential risks of misclassification (e.g., false positives). An important consideration of relevance to this discussion is the extent to which commonly used screening instruments contain appropriate, sensible, and relevant items. The aim of this review was to evaluate the face validity of items within current tools for GD.

          Methods

          A systematic review of databases identified 29 instruments. An item bank ( n = 417 items) was independently evaluated by three professional raters (i.e., a senior academic in clinical psychology, a senior psychometrician, and an academic/clinical psychologist) according to guidelines for defining and measuring addiction and gaming disorder.

          Findings

          Evaluation of the item bank identified issues related to: scope (i.e., “scope creep” or items of questionable relevance); language (i.e., confusing language, unusual wording or syntax); and overpathologizing (i.e., pathologizing typical and/or beneficial aspects or consequences of gaming). A total of 71 items across 23 tools had at least one face validity issue.

          Conclusions

          Most items (83%) demonstrated satisfactory face validity and were consistent with either the DSM-5 or ICD-11 GD classification. However, many tests contain at least one item that may pathologize normal gaming behaviors. Such items refer to basic changes in mood when gaming, a desire to play or continue playing games, and experiencing immersion when gaming. This analysis highlights the challenges of screening for problematic behaviors that are thought to arise within the context of normal recreational activities.

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          Most cited references71

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          Internet Addiction: The Emergence of a New Clinical Disorder

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            Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model.

            Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence of interactions between predisposing factors, such as neurobiological and psychological constitutions, moderators, such as coping styles and Internet-related cognitive biases, and mediators, such as affective and cognitive responses to situational triggers in combination with reduced executive functioning. Conditioning processes may strengthen these associations within an addiction process. Although the hypotheses regarding the mechanisms underlying the development and maintenance of specific Internet-use disorders, summarized in the I-PACE model, must be further tested empirically, implications for treatment interventions are suggested.
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              An international consensus for assessing internet gaming disorder using the new DSM-5 approach.

              For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder. © 2014 Society for the Study of Addiction.
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                Author and article information

                Journal
                2006
                Journal of Behavioral Addictions
                J Behav Addict
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                07 April 2020
                : 9
                : 1
                : 1-13
                Affiliations
                [1 ] College of Education, Psychology, & Social Work, Flinders University , Adelaide, Australia
                [2 ] Institute of Psychology , univUniversity of Lausanne , Lausanne, Switzerland
                [3 ] Addictive and Compulsive Behaviors Lab , Institute for Health and Behavior , univUniversity of Luxembourg , Esch-sur-Alzette, Luxembourg
                [4 ] Office of Medical Education , univUniversity of New South Wales (UNSW) Sydney, Australia
                [5 ] deptDepartment of Mental Health and Substance Use , World Health Organization, Geneva, Switzerland
                [6 ] School of Psychology , univThe University of Adelaide , Adelaide, SA, Australia
                Author notes
                [* ]Corresponding author. College of Education , Psychology, and Social Work , univFlinders University , GPO Box 2100, Adelaide, SA 5001, Australia, Tel.: +61 (08) 8201 7800. E-mail: daniel.king@ 123456flinders.edu.au
                Author information
                https://orcid.org/0000-0002-1762-2581
                Article
                10.1556/2006.2020.00001
                0bd44051-e582-473c-836a-d3469d6f9431
                © 2020 The Author(s)

                This is an open-access article distributed under the terms of the Creative Commons Attribution‐NonCommercial 4.0 International License ( https://creativecommons.org/licenses/by-nc/4.0/), which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.

                History
                : 19 October 2019
                : 11 December 2019
                : 25 December 2019
                Page count
                Figures: 00, Tables: 02, Equations: 00, References: 73, Pages: 13
                Funding
                Funded by: Australian Research Council
                Award ID: DE170101198
                Categories
                Review Article

                Medicine,Psychology,Social & Behavioral Sciences,Clinical Psychology & Psychiatry
                overpathologizing,face validity,assessment,gaming disorder,screening,Internet gaming disorder

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