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The difference in approach between the International Classification of Diseases, 11th Revision (ICD-11) criteria for gaming disorder (GD) and the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) criteria for internet gaming disorder (IGD). Footnote: HG, hazardous gaming

The difference in approach between the International Classification of Diseases, 11th Revision (ICD-11) criteria for gaming disorder (GD) and the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) criteria for internet gaming disorder (IGD). Footnote: HG, hazardous gaming

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Purpose of Review This review explores the differences in approach and diagnostic validity between the International Classification of Diseases, 11th Revision criteria for gaming disorder (ICD-11-GD), and the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition criteria for internet gaming disorder (DSM-5-IGD). Recent Findings A fe...

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... However, there have been several arguments over the classification of gaming as a mental disorder (6,7); WHO has included gaming disorder (GD) in the ICD-11 (8). Despite the distinct frameworks of DSM and ICD (9), both are valid and consistent (10). An essential symptom in both classifications is "loss of control over gaming" (11). ...
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Introduction The increasing prevalence of gaming Disorder (GD) among adolescents has become a global concern. Despite the rising number of studies investigating GD, the cultural and socio-economic factors influencing GD with a qualitative approach are scarce. This study aims to explore the underlying factors, processes, and consequences of GD among Iranian male adolescents and contextual factors related to GD within Iran's unique socio-cultural and psychological tapestry. Methods The study used a qualitative design based on the Grounded Theory Method (GTM). The researchers conducted semi-structured interviews with 13 male adolescents aged 15-18 who Dignasoed according to DSM-5 and ICD-11 criteria. The interviews were transcribed and analyzed using the GTM approach, which involves open, axial, and selective coding. Results The study revealed nine main themes and a core category: (1) interaction seeking, (2) encounter and familiarize with games, (3) games attraction, (4) Socialization, (5) game careerism, (6) dexterity, (7) lack and compensation, (8) physical harm, territorial-cultural barrier, (9) second life, and ''life crafting'' as the core category. Discussion The study's findings provide valuable insights into the cultural and socio-economic factors influencing GD among Iranian male adolescents. For example, Iran's economic conditions make adolescents choose gaming as their job and try to earn money in this way, which makes them more dependent on gaming. On the other hand, communities related to games play an essential role in the identity development of adolescents with GD.
... IGD is acknowledged as a possible disorder in both the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) and the International Classification of Diseases 11th Revision (ICD-11) [1]. This allows researchers to use either of the two criteria (or their combination) to differentiate between suspected gaming disorder and non-disorder cases [11]. Symptoms of IGD include persistent gaming regardless of negative consequences, increased priority of gaming, and impaired control over gaming [12]. ...
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Purpose of Review Impulsivity is a core feature and a risk factor of Internet Gaming Disorder (IGD). Hence, studies started examining the neural mechanisms that underlie this impulsivity. However, the big picture of such mechanisms is not clear. This paper seeks to survey recent cognitive neuroscience research on IGD and impulsivity and provide a synthesized view. Recent Findings Research has indicated that individuals with IGD have a greater degree of impulsivity than healthy controls (HC) and recreational Internet gaming users (RGU). This increased impulsivity has been associated with dysfunction or structural changes in the frontal lobe, striatum, amygdala, and insula, as well as the functional connectivity attributes between these areas. Nevertheless, there are some conflicting conclusions that should be explored further. Summary Studies have revealed that impulsivity is a risk factor for IGD, and that impulsivity facets are linked to IGD both behaviorally and neurobiologically. Additionally, the functional connections between the frontal lobe, striatum, amygdala, and insula could underlie the link between high impulsivity and IGD.
Article
Purpose of review This review describes the diagnoses related to problem gaming that are included in ICD-11, published by the WHO in 2022. It summarizes the recent literature on the prevalence of Gaming Disorder, its structure, antecedents and comorbidities, and explores whether the range of diagnoses currently available adequately covers the range of experiences seen with problem gaming. Recent findings Overall, between 3 and 6% of the population worldwide are reported to have a gaming disorder as defined by ICD-11 or DSM-5. However, most studies are constrained by methodological issues such as nonrepresentative samples and the use of brief questionnaires to determine prevalence. ICD-11 Gaming Disorder is a psychometrically sound diagnosis. There is no diagnosis that currently captures the experience of harm from gaming, where the requirements for the diagnosis of Gaming Disorder are not reached. Summary There is evidence in support of the proposed new entity of ‘Harmful Gaming’, which encompasses mental and physical harm/impairment due to a repeated pattern of gaming, but where requirements for the diagnosis of Gaming Disorder are not met. Such a diagnosis would complete the spectrum of diagnoses available for problem or unhealthy gaming, similar to those for unhealthy substance use, and would provide a framework for a public health approach to reducing the overall harm from unhealthy gaming.
Article
Aims, design and setting: The aim of this study was to test the efficacy of the integrated cognitive-behavioral therapy with a strength-based motivational approach [internet-delivered cognitive-behavioral therapy (ICBT)] intervention to change gaming disorder (GD) symptoms and other outcomes and to study the therapeutic mechanism. A two-arm parallel randomized waiting-list controlled trial with 3- and 6-month follow-ups were conducted in a secondary vocational school in mainland China. Participants: Participants comprised 77 Chinese adolescents with GD symptoms with a mean age of 16.36 years [standard deviation (SD) = 0.93]; 88.3% were male INTERVENTIONS: Participants were randomized into an ICBT group (n = 38) and a waiting-list control (WLC, n = 39) group. ICBT intervention comprised eight weekly sessions to encourage participants to identify their interests and strengths and set goals for developing personally meaningful real-life activities. Measurements and findings: The outcomes were measured at pre-treatment (t0 ), post-treatment (t1 ), 3-month (t2 ) and 6-month (t3 ) follow-ups. The primary outcome was GD symptoms at t3. Secondary outcomes included GD symptoms at t1 and t2 , and gaming motivation, maladaptive gaming cognition, depression and anxiety symptoms at t1 , t2 and t3 . With the intention-to-treat principle, the GD scores at t3 were significantly different between the CBT and WLC groups [mean difference 62.08 (SD = 10.48) versus 73.64 (SD = 11.70); Hedges' g = 1.15, 95% confidence interval = 0.67-1.62]. Linear mixed-effects modeling showed significant group × time interaction for the secondary outcomes (P < 0.01), with a moderate to strong between-group effect size in the reduction in depression symptoms (g = 0.67-0.84) and anxiety symptoms (g = 0.6-0.64). Path analysis shows ICBT leads to GD reduction through reducing gaming motivation and maladaptive gaming cognition. Conclusions: An integrated cognitive-behavioral therapy with strength-based motivational approach intervention reduced gaming disorder symptoms and time spent gaming over a 6-month period by decreasing maladaptive gaming motivation and cognition.