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      Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges

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          Abstract

          Gaming activities have conferred numerous benefits during the COVID-19 pandemic. However, some individuals may be at greater risk of problem gaming due to disruption to adaptive routines, increased anxiety and/or depression, and social isolation. This paper presents a summary of 2019–2021 service data from specialist addiction centers in Germany, Switzerland, Japan, and the United Kingdom. Treatment demand for gaming disorder has exceeded service capacity during the pandemic, with significant service access issues. These data highlight the need for adaptability of gaming disorder services and greater resources and funding to respond effectively in future public health crises.

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          Most cited references41

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          Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

          As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and “staying at home” to curb its spread and impact. The fear resulting from the disease, the ‘lockdown’ situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies in crises like the COVID-19 pandemic is considerable. Moreover, the importance of information and communications technology (ICT) is even higher in the present crisis than usual. ICT has been crucial in keeping parts of the economy going, allowing large groups of people to work and study from home, enhancing social connectedness, providing greatly needed entertainment, etc. Although for the vast majority ICT use is adaptive and should not be pathologized, a subgroup of vulnerable individuals are at risk of developing problematic usage patterns. The present consensus guidance discusses these risks and makes some practical recommendations that may help diminish them.
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            Problematic online gaming and the COVID-19 pandemic

            Stay-at-home mandates and quarantines related to the coronavirus (COVID-19) pandemic have led to greatly increased participation in online gaming. Initiatives such as #PlayApartTogether that promote gaming for socializing and stress reduction may achieve positive outcomes. Although gaming can be a healthy coping strategy for the majority, it can also pose risks to some vulnerable individuals. Protracted periods of social isolation and technology-based activity pose the danger of solidifying unhealthy lifestyle patterns, leading to difficulties to readaptation when the COVID-19 crisis has passed. Balanced and effective approaches to gaming during the COVID-19 pandemic are needed to support physical and psychological wellbeing.
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              Prevalence of Internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample.

              Internet gaming disorder (IGD) is included as a condition for further study in Section 3 of the DSM-5. Nine criteria were proposed with a threshold of five or more criteria recommended for diagnosis. The aims of this study were to assess how the specific criteria contribute to diagnosis and to estimate prevalence rates of IGD based on DSM-5 recommendations.
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                Author and article information

                Contributors
                Journal
                J Behav Addict
                J Behav Addict
                JBA
                Journal of Behavioral Addictions
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                12 April 2022
                July 2022
                July 2022
                : 11
                : 2
                : 243-248
                Affiliations
                [1 ] College of Education, Psychology and Social Work, Flinders University , Australia
                [2 ] Outpatient Centre for Behavioral Addictions ReConnecte, Addiction Division, Department of Psychiatry, University Hospitals of Geneva , Switzerland
                [3 ] Clinical and Sociological Research Unit, Department of Psychiatry, Faculty of Medicine, University of Geneva , Switzerland
                [4 ] National Hospital Organization Kurihama Medical and Addiction Center , Yokosuka, Japan
                [5 ] National Centre for Gaming Disorders , United Kingdom
                [6 ] Faculty of Brain Sciences, University College London , United Kingdom
                [7 ] Department of Psychiatry, Cambridge University , United Kingdom
                [8 ] Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and Psychotherapy at the University Medical Center , Mainz, Germany
                [9 ] Institute of Psychology, University of Lausanne , Lausanne, Switzerland
                [10 ] Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV) , Lausanne, Switzerland
                [11 ] University of Sydney, Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School , Sydney, Australia
                [12 ] National Centre for Youth Substance Use Research, The University of Queensland , Brisbane, Australia
                [13 ] The Psych Matters Clinic, Concord , Sydney, Australia
                [14 ] School of Psychology, The University of Adelaide , Australia
                Author notes
                [* ]Corresponding author. E-mail: daniel.king@ 123456flinders.edu.au
                Author information
                https://orcid.org/0000-0002-1762-2581
                https://orcid.org/0000-0002-3861-3297
                https://orcid.org/0000-0002-3241-4756
                https://orcid.org/0000-0002-9425-2676
                https://orcid.org/0000-0002-7388-6194
                https://orcid.org/0000-0002-6772-6995
                https://orcid.org/0000-0002-1824-1000
                Article
                10.1556/2006.2022.00011
                9295227
                35413005
                7cf325e6-b420-4933-a9d0-83c988bbdb3e
                © 2022 The Author(s)

                Open Access. 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
                : 14 December 2021
                : 18 February 2022
                : 13 March 2022
                Page count
                Equations: 0, References: 37, Pages: 06
                Funding
                Funded by: Discovery Early Career Researcher Award (DECRA)
                Award ID: DE170101198
                Funded by: Australian Research Council (ARC)
                Categories
                Article

                addiction,behavioral addiction,problematic gaming,gaming disorder,treatment,service delivery

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