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      Factors Related to the Occurrence of and Recovery From Gaming Disorder: A Qualitative Study

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          Abstract

          Gaming disorder (GD) has gained tremendous attention in the past 2 decades. Although the 11th revision of the International Classification of Diseases accepted GD as a formal diagnosis in 2018, debate continues about whether this condition constitutes an independent psychiatric disorder. Many scholars observed that we lack reliable information regarding the natural history of GD. Quantitative studies have identified many risk factors related to GD, but those risk factors were rarely connected, provided with context, or mapped into a coherent big picture to explain GD’s pathway and development process. This qualitative study aims to fill the gap by clarifying GD’s course of development in 15 patients. To do so, it adopts a qualitative, longitudinal, and retrospective approach that is based on the life histories and narratives of individuals with GD. Individual in-depth interviews were conducted with 15 young adult participants who were attending a residential, outpatient program specializing in GD treatment. Each interview lasted approximately 2.5 hr and was audio-recorded with the participant’s permission and informed consent. Four categories of research questions that targeted participants’ life stories—specifically how gaming addiction entered and manifested in their lives—guided the interviews and generated follow-up questions during each interview, using a theoretical sampling strategy. Recordings were transcribed, then subthemes and themes were identified, constructed, and organized based on a grounded theory, thematic analysis method. Results revealed 12 subthemes, which can be sequentially and suitably placed into three developmental stages. These stages provide a clearer understanding of how gaming behaviors progress from normal into pathological. Implications for prevention and treatment are discussed.

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          Most cited references53

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          Can I use TA? Should I use TA? Should I not use TA? Comparing reflexive thematic analysis and other pattern‐based qualitative analytic approaches

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            Global prevalence of gaming disorder: A systematic review and meta-analysis

            Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection. The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]); this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent sampling criteria (e.g. stratified random sampling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent samples, lower cut-off scores and smaller sample size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females. The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and sampling issues.
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              Qualitative research in healthcare: an introduction to grounded theory using thematic analysis.

              In today's NHS, qualitative research is increasingly important as a method of assessing and improving quality of care. Grounded theory has developed as an analytical approach to qualitative data over the last 40 years. It is primarily an inductive process whereby theoretical insights are generated from data, in contrast to deductive research where theoretical hypotheses are tested via data collection. Grounded theory has been one of the main contributors to the acceptance of qualitative methods in a wide range of applied social sciences. The influence of grounded theory as an approach is, in part, based on its provision of an explicit framework for analysis and theory generation. Furthermore the stress upon grounding research in the reality of participants has also given it credence in healthcare research. As with all analytical approaches, grounded theory has drawbacks and limitations. It is important to have an understanding of these in order to assess the applicability of this approach to healthcare research. In this review we outline the principles of grounded theory, and focus on thematic analysis as the analytical approach used most frequently in grounded theory studies, with the aim of providing clinicians with the skills to critically review studies using this methodology.
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                Author and article information

                Journal
                Technology, Mind, and Behavior
                American Psychological Association
                2689-0208
                January 30, 2023
                : 4
                : 1
                Affiliations
                [1]School of Social Work, University of Nevada Las Vegas
                [2]reSTART Life, Professional Limited Liability Corporation, Fall City, Washington, United States
                [3]School of Public Policy and Leadership, University of Nevada Las Vegas
                Author notes
                Special Collection Editors: Nick Bowman, Douglas A. Gentile, C. Shawn Green, and Tracy Markle
                Action Editor: C. Shawn Green was the action editor for this article.
                Disclosures: The authors have no conflicts of interest to disclose.
                Data Availability: The authors have not made the data publicly available as the data were verbatims transcribed from audio-recordings, which contained identifiable background and narrative information. To protect confidentiality and informed consent protocol, the authors therefore did not make the data publicly available.
                To better protect confidentiality and avoid identification, the participants’ direct quotes have been altered. Pseudonyms were assigned to direct quotes, with multiple pseudonyms assigned to quotes from the same participant in some cases.
                [*] An-Pyng Sun, School of Social Work, University of Nevada Las Vegas, 4505 South Maryland Parkway, Box 455032, Las Vegas, NV 89154-5032, United States an-pyng.sun@unlv.edu
                Article
                2023-41022-001
                10.1037/tmb0000101
                ca12c888-1c07-4223-811f-1a1d75ce8036
                © 2023 The Author(s)

                This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (CC-BY-NC-ND). This license permits copying and redistributing the work in any medium or format for noncommercial use provided the original authors and source are credited and a link to the license is included in attribution. No derivative works are permitted under this license.

                History
                Categories
                Behavioral Addiction to Technology

                Education,Psychology,Vocational technology,Engineering,Clinical Psychology & Psychiatry
                developmental stages,co-occurring disorder,self-efficacy,gaming disorder,social vulnerability

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