scholarly journals Mischievous responding in Internet Gaming Disorder research

PeerJ ◽  
2016 ◽  
Vol 4 ◽  
pp. e2401 ◽  
Author(s):  
Andrew K. Przybylski

The most recent update to the American Psychiatric Association’s (APA) Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a new potential psychiatric condition that merited further scientific study. The present research was conducted in response to the APA Substance-Related Disorders Working Group’s research call to estimate the extent to which mischievous responding—a known problematic pattern of participant self-report responding in questionnaires—is relevant to Internet Gaming Disorder research. In line with a registered sampling and analysis plan, findings from two studies (ntot= 11,908) provide clear evidence that mischievous responding is positively associated with the number of Internet Gaming Disorder indicators participants report. Results are discussed in the context of ongoing problem gaming research and the discussion provides recommendations for improving the quality of scientific practice in this area.

Author(s):  
Daryl Wayne Niedermoser ◽  
Andreas Hadjar ◽  
Vivien Ankli ◽  
Nina Schweinfurth ◽  
Claudia Zueger ◽  
...  

Background: Online or internet gaming disorder (IGD) is currently not recognized as a mental disorder in the actual Diagnostic and Statistical Manual of Mental Disorders (DSM-5), although it is an emerging disease. Non-substance-related addictions often have similarities with substance addictions. It is therefore important to have a good understanding of the client but also to have a good endurance. Due to the rise of e-sports, there is an anticipated and therefore possible trend to have many more patients with a non-substance addiction. There are many parallels, for instance tolerance, withdrawal and social problems, resulting from an increasing investment of time spent on the internet. Case presentation: To reduce possible inhibition in treating a patient with IGD, we present a case of a 19-year-old adolescent man who exhibited IGD and showed social problems associated with his addiction. Conclusions: This paper shows the importance and the effects of treating a non-substance addiction with cognitive behavioral therapy (CBT). After having successfully coped with an addiction, several shifts in addiction were often reported. In this case, no shifts were reported. The absence of such shifts makes our case a distinct and unique case. This is not a multimorbidity case, and that is the reason why we think this is an excellent example to show what we achieved, how we achieved it, and what we could establish. Of course, additional research and manuals are urgently needed.


2019 ◽  
Vol 7 (16) ◽  
pp. 2664-2666
Author(s):  
Fachrul A. Nasution ◽  
Elmeida Effendy ◽  
Mustafa M. Amin

BACKGROUND: Internet gaming disorder (IGD) has been included in the 5th edition of The Diagnostic and Statistical Manual of Mental Disorders (DSM-5). At present, many cases are encountered because of the disruption of this internet game, including in various age groups. Internet gaming addiction is a common disorder and often accompanies depression, hostility and social anxiety. CASE REPORT: We found a case of anxiety disorder in people who play games on the network with the chief complaint that they cannot sleep. A 28-year-old man, a Javanese tribe with a job as a builder who came with his wife to the (Universitas Sumatera Utara) USU hospital psychiatric clinic. Experienced by the patient in about one year. CONCLUSION: From the above case, we report that internet gaming disorder occurs in all age groups and social statuses.


2021 ◽  
Vol 40 (01/02) ◽  
pp. 27-34
Author(s):  
David Mikusky ◽  
Birgit Abler

ZUSAMMENFASSUNGComputer-, Video- und Mobilespiele (digitale Spiele) sind ein weit verbreitetes Massenmedium, das in allen Altersklassen und sozialen Schichten vertreten ist. Damit im Zusammenhang stehende Krankheitsbilder sind im Abschnitt für Forschungsdiagnosen des Diagnostic and Statistical Manual of Mental Disorders (DSM-5) als Internet Gaming Disorder und den Vorabversionen der International Statistical Classification of Diseases and Related Health Problems (ICD-11) als Gaming Disorder definiert. In der Literatur kontrovers diskutiert wird neben der Notwendigkeit einer möglichen Überpathologisierung von Alltagsverhalten die nosologische Einordnung als Suchterkrankung versus Impulskontrollstörung. Hinweise zur Einordnung als Suchtverhalten geben zum einen Validierungsstudien der Diagnosekriterien, in welchen mit Toleranzentwicklung, Kontrollverlust und Vernachlässigung anderer Aktivitäten allgemeine Suchtkriterien zur Voraussage einer Beeinträchtigung als geeignet eingeschätzt werden. Zum anderen zeigen neurobiologische und bildgebende Befunde eine deutliche Übereinstimmung der Veränderungen bei Konsumenten digitaler Spiele mit denen, wie sie auch bei stoffgebundenen Suchterkrankungen beobachtet wurden. Hilfreich bei einer Risikoeinschätzung für die Entwicklung eines psychiatrisch relevanten Syndroms kann die Kenntnis von Spielmechaniken und Bezahlmodellen digitaler Spiele sein, welche nach lerntheoretischer Konzeption zur Entstehung beitragen können: Gestaffelter Fortschritt im Spiel (Progressionssysteme) mit an saliente Reize gekoppelte Belohnungen zur Charakteraufwertung, der Spieleinstieg ohne Bezahlung (free-to-play), Erwerb von Spielfortschritt und Individualisierungsoptionen (In-Game-Items) durch Kleinstbeträge (Mikrotransaktionen) und an Zufall gekoppelte Belohnungen mit der Möglichkeit, digitale Münzwürfe zu erwerben (Lootboxen) können die Entwicklung von Suchtverhalten fördern.


2017 ◽  
Vol 43 ◽  
pp. 14-18 ◽  
Author(s):  
L. Wartberg ◽  
L. Kriston ◽  
M. Kramer ◽  
A. Schwedler ◽  
T.M. Lincoln ◽  
...  

AbstractBackground:Internet gaming disorder (IGD) has been included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Currently, associations between IGD in early adolescence and mental health are largely unexplained. In the present study, the relation of IGD with adolescent and parental mental health was investigated for the first time.Methods:We surveyed 1095 family dyads (an adolescent aged 12–14 years and a related parent) with a standardized questionnaire for IGD as well as for adolescent and parental mental health. We conducted linear (dimensional approach) and logistic (categorical approach) regression analyses.Results:Both with dimensional and categorical approaches, we observed statistically significant associations between IGD and male gender, a higher degree of adolescent antisocial behavior, anger control problems, emotional distress, self-esteem problems, hyperactivity/inattention and parental anxiety (linear regression model: corrected R2 = 0.41, logistic regression model: Nagelkerke's R2 = 0.41).Conclusions:IGD appears to be associated with internalizing and externalizing problems in adolescents. Moreover, the findings of the present study provide first evidence that not only adolescent but also parental mental health is relevant to IGD in early adolescence. Adolescent and parental mental health should be considered in prevention and intervention programs for IGD in adolescence.


Assessment ◽  
2021 ◽  
pp. 107319112110554
Author(s):  
Veli-Matti Karhulahti ◽  
Marcel Martončik ◽  
Matúš Adamkovič

Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried out for all items employed by the 17 instruments that claim to measure either construct by their criteria in English. In all but one instrument, the operationalizations did not include all criterion components. There were two main reasons found for this: the components had simply been left out or had been alternatively modified into other components. Criteria that were vaguely described in the manuals were sources of lower content validity items. The study implies that many of the problems in IGD and GD measurement derive from criteria operationalization and original manual descriptions. The conclusion provides practical recommendations that researchers can apply to improve the content validity of their measurement.


Author(s):  
Ju-Yu Yen ◽  
Huang-Chi Lin ◽  
Wei-Po Chou ◽  
Tai-Ling Liu ◽  
Chih-Hung Ko

Background and Aims: Using gaming to escape emotional difficulty has been suggested to be a candidate mechanism contributing to Internet gaming disorder (IGD). This study evaluated the associations among resilience, perceived stress, depression, and IGD. Methods: A total of 87 participants in an IGD group and 87 participants in a control group were recruited into this study. IGD was diagnosed using the Diagnostic and Statistical Manual of Mental Disorders. Stress levels, resilience, and depression were measured by a self-reported questionnaire. Results: The IGD group had a lower resilience, higher perceived stress, and depression than the control group. Hierarchical regression analysis demonstrated that resilience was associated with IGD when perceived stress was controlled. After depression was controlled, resilience and perceived stress were not associated with IGD. Among the IGD group, those with low resilience had higher depression. Furthermore, discipline was the resilience characteristic associated with IGD. Conclusions: Low resilience was associated with a higher risk of IGD. IGD individuals with low resilience had higher depression. Depression was more associated with IGD than resilience. Depression assessments and stress coping interventions should be provided for individuals with IGD who exhibit low resilience or high stress.


2017 ◽  
Vol 25 (3) ◽  
pp. 264-270 ◽  
Author(s):  
Isaiah Day

The Diagnostic and Statistical Manual of Mental Disorders, fifth edition, proposed criteria for Internet gaming disorder (IGD) share similar symptomology with substance use disorders (SUDs), so counselors have adopted individual, cognitive–behavioral models from SUD research to apply to IGD. Studies of these cognitive–behavioral treatments reveal that symptoms return as clients leave treatment. Systemic interventions lower rates of relapse in SUD. Thus, it shall be proposed that Steinglass’s systemic-motivational therapy, designed initially for treatment of SUD, could have similar effects on relapse rates when applied to an analogous issue of IGD.


Author(s):  
Sonja Kewitz ◽  
Eva Vonderlin ◽  
Lutz Wartberg ◽  
Katajun Lindenberg

Internet Gaming Disorder (IGD) has been included in the DSM-5 as a diagnosis for further study, and Gaming Disorder as a new diagnosis in the ICD-11. Nonetheless, little is known about the clinical prevalence of IGD in children and adolescents. Additionally, it is unclear if patients with IGD are already identified in routine psychotherapy, using the ICD-10 diagnosis F 63.8 (recommended classification of IGD in ICD-10). This study investigated N = 358 children and adolescents (self and parental rating) of an outpatient psychotherapy centre in Germany using the Video Game Dependency Scale. According to self-report 4.0% of the 11- to 17-year-old patients met criteria for a tentative IGD diagnosis and 14.0% according to the parental report. Of the 5- to 10-year-old patients, 4.1% were diagnosed with tentative IGD according to parental report. Patients meeting IGD criteria were most frequently diagnosed with hyperkinetic disorders, followed by anxiety disorders, F 63.8, conduct disorders, mood disorders and obsessive-compulsive disorders (descending order) as primary clinical diagnoses. Consequently, this study indicates that a significant amount of the clinical population presents IGD. Meaning, appropriate diagnostics should be included in routine psychological diagnostics in order to avoid “hidden” cases of IGD in the future.


2020 ◽  
Vol 9 (2) ◽  
pp. 401-409
Author(s):  
Hyunsuk Jeong ◽  
Hyeon Woo Yim ◽  
Seung-Yup Lee ◽  
Hae Kook Lee ◽  
Marc N. Potenza ◽  
...  

AbstractObjectivesWe examined serial mediating roles of low self-control and aggression in explaining relationships between levels of inattention and hyperactivity problems (IHPs) and severity of Internet gaming disorder (IGD) features when exposed to online games among adolescents without Attention deficit hyperactivity disorder (ADHD) stratified by gender using three-wave longitudinal study.MethodThe sample comprised a total of 1,732 family dyads from a study that was conducted among seventh graders without diagnoses of ADHD at baseline. Levels of IHPs were assessed by the parent reported Korean version of the ADHD rating scale at baseline (wave1). Severity of IGD features was assessed by the Internet Game Use-Elicited Symptom Screen (IGUESS) at wave3. Both levels of self-control (wave1) and aggression (wave2) were assessed by self-report. The mediating role of low self-control and aggression in the relationships between level of IHPs and severity of IGD were evaluated using serial mediation analysis separately for each gender.ResultsLevels of IHPs were related directly to severity of IGD features in both genders. The indirect effects via low self-control were also significant in both genders, however, the indirect effects via aggression was significant only in women. The serial mediation effect via low self-control and aggression between levels of IHPs and IGD features was significant in both genders (men, coefficient:0.009, 95%CI 0.005–0.019; women, coefficient:0.010, 95%CI:0.005–0.026).ConclusionWe revealed a possible mechanism underlying a serial mediation chain from low self-control to aggression explaining the effects of IHPs on severity of IGD features. However, this conclusion should be taken with a caution, because the effect sizes were very low.


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