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      The cross-cultural expression of internet gaming distress in North America, Europe, and China

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          Abstract

          We compare the forms online gaming-related distress takes cross-culturally, and examine how much such distress resembles the World Health Organization's (WHO) “Gaming disorder,” understood to be an “addiction.” Our preliminary exploratory factor analysis (EFA) in North America (n = 2025), Europe (n = 1198), and China (n = 841) revealed a constant four-factor structure across the three regions, with classic “addiction” symptoms always clustering together on the first and most important factor, though with some variability in regional factors' exact item composition. In the present study, we use second-order confirmatory factor analysis (CFA) to further examine this factor structure and the cultural similarities and differences. Specifically, we focus on confirming the regional structure and composition of an ethnographically developed 21-item gaming distress scale, which contains a wider symptoms pool than typical gaming disorder scales, and thus allows us to better separate generalized gaming distress's “addictive” from other culturally-influenced “problem” experiences and behaviors in each regional case. We use propensity score matching to separate the impact on gaming-related distress of regional culture from demographic variables (North America/Europe: n = 1043 pairs; North America/China: n = 535 pairs). Although our results support current WHO formulations of gaming-related distress as an addictive disorder, we show how cultural forces can shape how “addictive” and “problem” gaming are experienced and thus psychiatrically presented in different parts of the world. In particular, generalized gaming distress's addictive and problematic dimensions seem to be shaped by culture-specific expressions of achievement motivations, social connection and disconnection, and unique psychosomatic experiences.

          Highlights

          • Second-order CFA shows similarities and differences between online gaming distress in North America, Europe, and China.

          • Our 21-item distress scale allows us to separate “addictive” from “problem” experiences and behaviors in each regional case.

          • Propensity score matching helps us separate the impact on gaming distress of regional culture from demographic variables.

          • Generalized gaming distress consists of four dimensions, with three closely related to addiction experiences and behaviors.

          • Our results support current WHO and APA formulations of gaming-related distress as an addictive disorder.

          • Culture also shapes how “addictive” and “problem” gaming are experienced in different parts of the world.

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          Most cited references53

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          SOME PRACTICAL GUIDANCE FOR THE IMPLEMENTATION OF PROPENSITY SCORE MATCHING

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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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              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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                Author and article information

                Contributors
                Journal
                Addict Behav Rep
                Addict Behav Rep
                Addictive Behaviors Reports
                Elsevier
                2352-8532
                23 November 2018
                June 2019
                23 November 2018
                : 9
                : 100146
                Affiliations
                [a ]Department of Anthropology, Colorado State University, USA
                [b ]Human Dimensions of Natural Resources, Colorado State University, USA
                [c ]Department of Sociology, Colorado State University, USA
                [d ]Department of Anthropology, Oregon State University, USA
                Author notes
                [* ]Corresponding author at: Department of Anthropology, Colorado State University, Fort Collins, CO 80523-1787, USA. jeffrey.snodgrass@ 123456colostate.edu
                Article
                S2352-8532(18)30146-9 100146
                10.1016/j.abrep.2018.100146
                6542297
                31193753
                3510ae8d-f45a-4b31-a144-0d0078f26121
                © 2019 The Authors

                This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).

                History
                : 7 September 2018
                : 22 October 2018
                : 17 November 2018
                Categories
                Virtual Special Section on ‘Internet Gaming Disorder’

                internet gaming disorder,online games,behavioral addictions,cross-cultural research,psychiatric nosology

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