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      Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field

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          Abstract

          Background

          The umbrella term “Internet addiction” has been criticized for its lack of specificity given the heterogeneity of potentially problematic behaviors that can be engaged in online as well as different underlying etiological mechanisms. This has led to the naming of specific online addictions, the most notable being Internet Gaming Disorder (IGD).

          Methods

          Using the contemporary literature concerning IGD and cognate topics, issues and concerns relating to the concept of IGD are examined.

          Results

          Internet addiction and IGD are not the same, and distinguishing between the two is conceptually meaningful. Similarly, the diagnosis of IGD as proposed in the appendix of the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) remains vague regarding whether or not games need to be engaged in online, stating that IGD typically involves specific Internet games, but can also include offline games, adding to the lack of clarity. A number of authors have voiced concerns regarding the viability of including the word “Internet” in IGD, and instead proposed to use the term “video gaming disorder” or simply “gaming disorder,” suggesting addiction to video gaming can also occur offline.

          Conclusion

          The DSM-5 has caused more confusion than clarity regarding the disorder, reflected by researchers in the field contesting a supposedly reached consensus for IGD diagnosis.

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          Most cited references74

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          A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use

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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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              Motivations for play in online games.

              An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into three overarching components (achievement, social, and immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.
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                Author and article information

                Journal
                J Behav Addict
                J Behav Addict
                JBA
                jba
                Journal of Behavioral Addictions
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                29 June 2017
                June 2017
                : 6
                : 2
                : 103-109
                Affiliations
                [1 ]The International Gaming Research Unit, Psychology Department, Nottingham Trent University , Nottingham, UK
                Author notes
                [* ]Corresponding author: Mark D. Griffiths; The International Gaming Research Unit, Psychology Department, Nottingham Trent University, Burton Street, Nottingham NG1 4BU, UK; Phone: +44 115 848 2401; E-mail: mark.griffiths@ 123456ntu.ac.uk
                Article
                10.1556/2006.5.2016.062
                5520132
                27599673
                04a2c446-0ffc-41e7-8299-9b823296f2aa
                © 2016 The Author(s)

                This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited.

                History
                : 05 August 2016
                : 14 August 2016
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 70, Pages: 7
                Funding
                Funding sources: None.
                Categories
                Review Article

                internet gaming disorder,gaming addiction,video game addiction,internet addiction,internet addiction disorder,dsm-5 diagnosis

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