Gaming disorder
Its delineation as an important condition for diagnosis, management, and prevention
Bibliographic Data
Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.
Addiction · Behavioral addiction · Popularity · Psychiatry · Child Development and Digital Technology · Impact of Technology on Adolescents · Psychology · Social Psychology
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Exploring the prevalence of gaming disorder and Internet gaming disorder
Bidirectional Associations Between Self-Reported Gaming Disorder and Adult Attention Deficit Hyperactivity Disorder
Problematic social media use and mental health risks among first-year Chinese undergraduates
Increasing important roles of child and adolescent psychiatrists in the treatment of gaming disorder
The Development of a Screening Tool for Chinese Disordered Gamers
Does Money Control Enhance the Effectiveness of CBT for Gambling Disorder
Effectiveness of a Brief Group Intervention Program for Young Adults with Gaming-Related Problems
The Development of the Turkish Craving for Internet Gaming Scale (Cigs)
The Cambridge Handbook of Substance and Behavioral Addictions
Expert appraisal of criteria for assessing gaming disorder
Investigating the differential effects of social networking site addiction and Internet gaming disorder on psychological health
Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective
A weak scientific basis for gaming disorder
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Is smartphone addiction really an addiction?
Prevalence of gaming disorder
Screening and assessment tools for gaming disorder
Physical activity and screen time of children and adolescents before and during the Covid-19 lockdown in Germany
Association of problematic smartphone use with poor sleep quality, depression, and anxiety
The influence of depressive symptoms and fear of missing out on severity of problematic smartphone use and Internet gaming disorder among Chinese young adults
Adolescents’ physical activity and sedentary behaviour in Indonesia during the Covid-19 pandemic
Concurrent Gaming Disorder/Internet Gaming Disorder and Electronic Nicotine Delivery Systems Dependency in Emerging Adults
Psychometric properties of the Problematic Online Gaming Questionnaire (Pogq) in a Moroccan sample of university students
Prevention Strategies to Address Problematic Gaming
Bullying Victimization and Problem Video Gaming
Measurement of craving among gamers with internet gaming disorder using repeated presentations of game videos
Diagnostic and Classification Considerations Regarding Gaming Disorder
Conceptual Issues Concerning Internet Addiction and Internet Gaming Disorder
Cross-cultural Invariance of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) in Seven Latin American Countries
Study of Psychosocial and Academic Indicators in Young Adults from Andalucía, Spain
Gambling and virtual reality
Do Individuals with Internet Gaming Disorder Share Personality Traits with Substance-Dependent Individuals
Gaming in China Before the Covid-19 Pandemic and After the Lifting of Lockdowns
Person-centred interventions for problem gaming
Rethinking Gaming Disorder Prevention
Gaming Disorder Symptom Questionnaire
Predictors of Gaming Disorder or Protective from It, in a French Sample
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The Impact of Internet Addiction and Job Satisfaction on Mental Health Symptoms among a Sample of Portuguese Workers
Attachment Patterns Mediate the Relationship Between Primary Emotions and Gaming Disorder Tendencies
A Qualitative Study of Practitioners’ Views on Family Involvement in Treatment Process of Adolescent Internet Addiction
The Future of Gaming Disorder Research and Player Protection
Psychometric properties of the Persian Gaming Disorder Test and relationships with psychological distress and insomnia in adolescents
The Clinical Consistency and Utility of ICD-11 Diagnostic Guidelines for Gaming Disorder
Not All Screen Use is Equal
The History of Addiction Clinics and Treatment in Italy
Increased Gaming During Covid-19 Predicts Physical Inactivity Among Youth in Norway—A Two-Wave Longitudinal Cohort Study
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the Covid-19 Pandemic
Where to put Compulsive Sexual Behavior Disorder (CSBD)? Phenomenology matters
The essential role of theory in minimizing harm from emerging technologies. Lost in committee
Treatments for internet addiction, sex addiction and compulsive buying
Application of the eleventh revision of the International Classification of Diseases gaming disorder criteria to treatment-seeking patients
Prevalence of gaming disorder in East Asia
Development and validation of a nine-item short screening test for ICD-11 gaming disorder (Games test) and estimation of the prevalence in the general young population
Face validity evaluation of screening tools for gaming disorder
Efficacy of short-term telemedicine motivation-based intervention for individuals with Internet Use Disorder – A pilot-study
Prosocialness in young males with substance and behavioral addictions
Problematic risk-taking involving emerging technologies
Associations between gaming disorder, parent-child relationship, parental supervision, and discipline styles
Identifying individuals in need of help for their uncontrolled gaming
Gaming disorder and the Covid-19 pandemic
Expanding on the multidisciplinary stakeholder framework to minimize harms for problematic risk-taking involving emerging technologies
Evolving diagnosis and comorbidities of gaming disorder
Motivational brief interventions for adolescents and young adults with Internet use disorders
Longing for the game
Problematic use of digital media in children and adolescents with a diagnosis of attention-deficit/hyperactivity disorder compared to controls. A meta-analysis
Is the I-Pace (Interaction of Person-Affect-Cognition-Execution) model valid in South Korea? The effects of adverse childhood experiences (ACEs) on internet gaming disorder and the mediating effect of stress on adolescents
Criteria for the establishment of a new behavioural addiction
Gaming motivations and gaming disorder symptoms
Customer Engagement and Co-Creation/destruction
Relationship Between Korean Adolescents’ Dependence on Smartphones, Peer Relationships, and Life Satisfaction
Are CBT-based interventions effective for pathologic technology use? A meta-analysis of experimental studies
Online gaming and internet gaming disorder in Iran
Examining the psychometric properties of the electronic gaming motives questionnaire in a sample of Canadian adults
The effects of violent video games on reactive-proactive aggression and cyberbullying
Can risky behaviors, gaming addiction, and family sense of coherence accurately classify gender among university students
Internet gaming disorder among middle school students
Parental behaviors associated with internet gaming disorder in children and adolescents
Problematic online behaviors constitute related yet distinct conditions
What is the reported relationship between self-esteem and gaming disorder? A systematic review and meta-analysis
Pay for play – Behavioural patterns of pay-to-win gaming
An empirical investigation of the externalizing and internalizing pathways to disordered gaming behavior
Disentangling the Net of Needs Satisfaction and Gaming Disorder Symptoms in Adult Gamers
The confounding role of gaming behavior calls for a re-evaluation of neurobiological models of gaming disorder
Online communities as a risk factor for gambling and gaming problems
How gaming motives affect the reciprocal relationships between video game use and quality of life
Extended hours of video game play and negative physical symptoms and pain
Subtyping binge-watchers based on viewing patterns and motives
Persistence in Problematic Internet Use—A Systematic Review and Meta-Analysis
Subjective well-being and its impact on online game addiction
Daily stress and gaming – an ambulatory assessment study in individuals with pathological, risky, and non-problematic gaming behavior
Problematic online gaming and the Covid-19 pandemic
The role of negative and positive urgency in the relationship between craving and symptoms of problematic video game use
Problematic involvement in online games
The association between Internet addiction and psychiatric disorder
The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents
Prevalence of Internet addiction and its association with social support and other related factors among adolescents in China
A cognitive-behavioral model of Internet gaming disorder
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders
An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach
Pathological Video-Game Use Among Youth Ages 8 to 18
Does Internet and Computer "Addiction" Exist? Some Case Study Evidence
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Prevalence of internet gaming disorder in German adolescents
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Epidemiology of Internet Behaviors and Addiction Among Adolescents in Six Asian Countries
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Assessing Problematic Video Gaming Using the Theory of Planned Behavior
| Unique citing works | 108 |
|---|---|
| Citations per year | 12 |
| Citation span | 2017 - 2026 (10) |
| Citation velocity | current |
| Highly cited | Yes |
| Citation types | Neutral: 93 |