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Video game addiction

Addiction to playing video games

  • 30 min read
  • 9 chapters

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The World Health Organization (WHO) included gaming disorder in the 11th revision of its International Classification of Diseases (ICD). The American Psychiatric Association, while stating that there is insufficient evidence for the inclusion of internet gaming disorder as an officially recognized disorder in the fifth edition (DSM-5) of the Diagnostic and Statistical Manual of Mental Disorders published in 2013, considered it worthy of further study, thus including it in its chapter on Conditions for Further Study.

Controversy around the diagnosis includes whether the disorder is a separate clinical entity or a manifestation of underlying psychiatric disorders. Research has approached the question from a variety of viewpoints, with no universally standardized or agreed definitions, leading to difficulties in developing evidence-based recommendations.

Definition and diagnosis

World Health Organization

The World Health Organization (WHO) has included "gaming disorder" in the 11th revision of the International Statistical Classification of Diseases and Related Health Problems (ICD-11), released in June 2018, which was approved by the World Health Assembly in May 2019. The use and enforcement of the ICD-11 officially began on 1 January 2022.

American Psychiatric Association

While the American Psychiatric Association (APA) does not recognize video game addiction as a disorder, in light of existing evidence, the organisation included video game addiction as a "condition requiring further study" in the DSM-5 as internet gaming disorder. Video game addiction is a broader concept than internet gaming addiction, but most video game addiction is associated with internet gaming. APA suggests, like Khan, the effects (or symptoms) of video game addiction may be similar to those of other proposed psychological addictions. Video game addiction may be an impulse control disorder, similar to compulsive gambling. The APA explains why internet gaming disorder has been proposed as a disorder:

This decision was based upon the large number of studies of this condition and the severity of its consequences. ... Because of the distinguishing features and increased risks of clinically significant problems associated with gaming in particular, the Workgroup recommended the inclusion of only internet gaming disorder in Section 3 of the DSM-5.

Some players become more concerned with their interactions in the game than in their broader lives. Players may play many hours per day, neglect personal hygiene, gain or lose significant weight, disrupt sleep patterns resulting in sleep deprivation, play at work, avoid phone calls from friends, or lie about how much time they spend playing video games.

The APA has developed nine criteria for characterizing the proposed internet gaming disorder:

  1. Pre-occupation. Do you spend a lot of time thinking about games even when you are not playing, or planning when you can play next?
  2. Withdrawal. Do you feel restless, irritable, moody, angry, anxious or sad when attempting to cut down or stop gaming, or when you are unable to play?
  3. Tolerance. Do you feel the need to play for increasing amounts of time, play more exciting games, or use more powerful equipment to get the same amount of excitement you used to get?
  4. Reduce/stop. Do you feel that you should play less, but are unable to cut back on the amount of time you spend playing games?
  5. Give up other activities. Do you lose interest in or reduce participation in other recreational activities due to gaming?
  6. Continue despite problems. Do you continue to play games even though you are aware of negative consequences, such as not getting enough sleep, being late to school/work, spending too much money, having arguments with others, or neglecting important duties?
  7. Deceive/cover up. Do you lie to family, friends or others about how much you game, or try to keep your family or friends from knowing how much you game?
  8. Escape adverse moods. Do you game to escape from or forget about personal problems, or to relieve uncomfortable feelings such as guilt, anxiety, helplessness or depression?
  9. Risk/lose relationships/opportunities. Do you risk or lose significant relationships, or job, educational or career opportunities because of gaming?

One of the most commonly used instruments for the measurement of addiction, the PVP Questionnaire (Problem Video Game Playing Questionnaire, Tejeiro & Moran, 2002), was presented as a quantitative measure, not as a diagnostic tool. According to Griffiths, "all addictions (whether chemical or behavioral) are essentially about constant rewards and reinforcement". He proposes that addiction has six components: salience, mood modification, tolerance, withdrawal, conflict, and relapse. But the APA's nine criteria for diagnosing internet gaming disorder were made by taking point of departure in eight different diagnostic/measuring tools proposed in other studies. Thus, the APA's criteria attempt to condense the scientific work on diagnosing internet gaming disorder.

Screening tools

The first psychometric test to assess IGD was the Internet Gaming Disorder Test (IGD-20). This test includes 20 questions designed to assess the extent of problems caused by disordered gaming and the degree of symptoms experienced by gamers. The test was first published in a journal article published in the PLoS ONE journal on 14 October 2014.

AICA-S is another screening tool, which is based on the criteria of addiction in DSM-IV and is considered one of few scales that have actually been validated in clinical settings.

The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is a short psychometric test to assess video game addiction according to the American Psychiatric Association framework for IGD. Review studies from the late 2020s suggested that the IGDS9-SF presents with robust empirical and clinical evidence and is an effective tool to assess IGD. Moreover, the scale was adapted in several languages as Spanish, Chinese, Czech, German, and many more.

In 2019, the "Gaming Disorder Test", a screening tool for gaming disorder as defined by the World Health Organization, was published. The tool has been validated among participants from Singapore, demonstrating excellent reliability and validity.

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