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      Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics

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          Highlights

          • This study showed a prevalence measure of addicted gamers as 1.2 percent.

          • Male gender was associated to problematic and addictive gaming.

          • Young age was associated with both engaged-, problem- and addictive gaming.

          • Hours spent on chatting was associated with both engaged-, problem- and addictive gaming.

          • Loneliness was associated with both engaged-, problem- and addictive gaming.

          Abstract

          Introduction

          Gaming disorder was included in the 11th revision of the International Classification of Diseases (ICD 11) and the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a tentative diagnosis. Most scholars agree upon the potential risk for pathological use of video games. The primary aim of this study was to investigate the prevalence of engaged gamers, problem gamers and addicted gamers. The secondary aim was to describe these groups in terms of gender, age, social satisfaction, psychological wellbeing and hours spent chatting on internet/social media.

          Methods

          We used survey-based data for this population-based research. The data was collected online in two different settings in 2017. In total 2075 participants were included.

          Results

          4.5 percent met the criteria for highly engaged gaming, 5.3 percent were shown to be problem gamers and 1.2 percent met the cut off for game addiction. Young age, hours chatting on internet/social media, experiencing loneliness and considering seeking treatment for psychological distress were associated with both engaged, problematic and addictive gaming. Male gender was associated to problematic and addictive gaming. Hours spent chatting showed a greater correlation to problem/addictive gaming than to engaged gaming.

          Conclusion

          The results of this study indicate that both highly engaged gamers, problem gamers and addicted gamers all experience loneliness and psychological distress to a greater extent than the remaining study participants. This adds to the knowledge of prevalence and features of gaming disorder. Additionally, preferably longitudinal research is needed in order to understand causality.

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          Most cited references28

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          Development and Validation of a Game Addiction Scale for Adolescents

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            Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal

            Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.
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              Psychosocial causes and consequences of pathological gaming

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                Author and article information

                Contributors
                Journal
                Addict Behav Rep
                Addict Behav Rep
                Addictive Behaviors Reports
                Elsevier
                2352-8532
                05 December 2020
                December 2020
                05 December 2020
                : 12
                : 100324
                Affiliations
                [a ]Medical Faculty, Department of Clinical Sciences Lund, BMC F12, Sölvegatan 19, 221 84 Lund, Sweden
                Author notes
                [* ]Corresponding author at: IKVL BUP Barav 1, 22185 Lund Sweden. emma.claesdotter-knutsson@ 123456med.lu.se
                Article
                S2352-8532(20)30139-5 100324
                10.1016/j.abrep.2020.100324
                7744933
                33354616
                3c97cc74-ac99-4c00-9323-cb8164f596a3
                © 2020 The Authors

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

                History
                : 16 September 2020
                : 29 November 2020
                : 2 December 2020
                Categories
                Research paper

                gaming,gaming addiction,gas,risk factors,icd 11, international classification of diseases,dsm-5, diagnostic and statistical manual of mental disorders (dsm–5),esa, entertainment software association,rsp, remaining study participants

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