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      Internet gaming disorder: Inadequate diagnostic criteria wrapped in a constraining conceptual model : Commentary on: Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field (Kuss et al.)

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          Abstract

          Background and aims

          The paper “Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field” by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD.

          Methods

          The focus of this commentary is on the addiction model on which the concept of IGD is based, the nature of the DSM-5 criteria for IGD, and the inclusion of withdrawal symptoms and tolerance as the diagnostic criteria for IGD.

          Results

          The addiction framework on which the DSM-5 concept of IGD is based is not without problems and represents only one of multiple theoretical approaches to problematic gaming. The polythetic, non-hierarchical DSM-5 diagnostic criteria for IGD make the concept of IGD unacceptably heterogeneous. There is no support for maintaining withdrawal symptoms and tolerance as the diagnostic criteria for IGD without their substantial revision.

          Conclusions

          The addiction model of IGD is constraining and does not contribute to a better understanding of the various patterns of problematic gaming. The corresponding diagnostic criteria need a thorough overhaul, which should be based on a model of problematic gaming that can accommodate its disparate aspects.

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          Most cited references30

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

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            Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research

            Background Behavioral addiction research has been particularly flourishing over the last two decades. However, recent publications have suggested that nearly all daily life activities might lead to a genuine addiction. Methods and aim In this article, we discuss how the use of atheoretical and confirmatory research approaches may result in the identification of an unlimited list of “new” behavioral addictions. Results Both methodological and theoretical shortcomings of these studies were discussed. Conclusions We suggested that studies overpathologizing daily life activities are likely to prompt a dismissive appraisal of behavioral addiction research. Consequently, we proposed several roadmaps for future research in the field, centrally highlighting the need for longer tenable behavioral addiction research that shifts from a mere criteria-based approach toward an approach focusing on the psychological processes involved.
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              Pathological video-game use among youth ages 8 to 18: a national study.

              Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
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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
                11 March 2017
                June 2017
                : 6
                : 2
                : 110-113
                Affiliations
                [1 ]Discipline of Psychiatry, Sydney Medical School – Nepean, University of Sydney , Penrith, NSW, Australia
                Author notes
                [* ]Corresponding address: Vladan Starcevic; Discipline of Psychiatry, Sydney Medical School – Nepean, University of Sydney, PO Box 63, Penrith, NSW 2751, Australia; Phone: +61 2 4734 2585; Fax: +61 2 4734 3343; E-mail: vladan.starcevic@ 123456sydney.edu.au
                Article
                10.1556/2006.6.2017.012
                5520112
                28301963
                e1f3d57b-86da-4a1e-b1da-12d2134f7f88
                © 2017 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
                : 28 October 2016
                : 27 December 2016
                : 27 December 2016
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 30, Pages: 4
                Funding
                Funding sources: No financial support was received for this commentary.
                Categories
                Commentary

                internet gaming disorder,addiction,gaming addiction,diagnostic criteria,withdrawal symptoms,tolerance

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