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      Diagnostic and Classification Considerations Regarding Gaming Disorder: Neurocognitive and Neurobiological Features

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          Abstract

          Video gaming and Internet use have become a part of the everyday lives of many individuals, especially during adolescence. Given the health concerns related to problematic gaming behaviors, gaming disorder (GD) has been included in the version of the 11th edition of The International Classification of Diseases (ICD-11) ratified by the secretariat of the World Health Organization. Given these considerations and others (including debate regarding the most appropriate classification of GD and how best to prevent and treat the condition), there is a need for further research into GD. Specifically, we suggest that researching intermediate phenotypes focusing on cognitive and neurobiological function may help clarify GD’s relationships to other addictive disorders and more accurately define their relationships with core and associated features of GD. Overlaps in neural activity, cognitive functioning, and other features suggest that GD shares similarities with gambling and substance-use disorders and may best be classified as an addictive disorder. Individuals with GD differ from those with regular game use (RGU) on neurocognitive levels. However, concerns have been raised with respect to the differences between GD and substance-use disorders in certain dimensional features, such as tolerance. Additionally, it has been argued that differences between GD and RGU may not be fully captured by nomenclature systems like the ICD-11. Nonetheless, individuals seek treatment for help with GD, despite the limited data available for effective treatments. As more data are gathered from investigations of GD, they should be translated into refining criteria for GD and optimizing interventions.

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          Most cited references80

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          Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model.

          Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence of interactions between predisposing factors, such as neurobiological and psychological constitutions, moderators, such as coping styles and Internet-related cognitive biases, and mediators, such as affective and cognitive responses to situational triggers in combination with reduced executive functioning. Conditioning processes may strengthen these associations within an addiction process. Although the hypotheses regarding the mechanisms underlying the development and maintenance of specific Internet-use disorders, summarized in the I-PACE model, must be further tested empirically, implications for treatment interventions are suggested.
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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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              Internet gaming disorder and the DSM-5.

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                Author and article information

                Contributors
                Journal
                Front Psychiatry
                Front Psychiatry
                Front. Psychiatry
                Frontiers in Psychiatry
                Frontiers Media S.A.
                1664-0640
                14 June 2019
                2019
                : 10
                : 405
                Affiliations
                [1] 1Child Study Center, Yale University School of Medicine , New Haven, CT, United States
                [2] 2Brain and Creativity Institute, Dornsife College of Arts and Sciences, University of Southern California , Los Angeles, CA, United States
                [3] 3Department of Psychiatry, Yale University School of Medicine , New Haven, CT, United States
                [4] 4Department of Neuroscience, Yale University School of Medicine , New Haven, CT, United States
                [5] 5Connecticut Council on Problem Gambling , Wethersfield, CT, United States
                [6] 6Connecticut Mental Health Center , New Haven, CT, United States
                Author notes

                Edited by: Catherine Woodstock Striley, University of Florida, United States

                Reviewed by: Rodrigo Marín-Navarrete, Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz (INPRFM), Mexico; Aya Kinjo, Tottori University, Japan

                *Correspondence: Marc N. Potenza, marc.potenza@ 123456yale.edu

                This article was submitted to Addictive Disorders, a section of the journal Frontiers in Psychiatry

                Article
                10.3389/fpsyt.2019.00405
                6586738
                31258494
                d72d500b-2729-4f31-bb31-597cfa662918
                Copyright © 2019 Vaccaro and Potenza

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 08 April 2019
                : 21 May 2019
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 86, Pages: 7, Words: 3496
                Funding
                Funded by: National Center for Responsible Gaming 10.13039/100003977
                Categories
                Psychiatry
                Opinion

                Clinical Psychology & Psychiatry
                gaming disorder,internet gaming,recreational gaming,behavioral addiction,dsm-5,icd-11

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