Video game addiction

Video game addiction
Other namesGaming disorder, internet gaming disorder, problematic online gaming
SymptomsProblem gambling,[1] depression, social withdrawal, playing video games for extremely long periods of time
ComplicationsMood disorders, depression, somatisation, sleep disturbances, obesity, anxiety disorders
Risk factorsPreexisting mental disorder (ADHD, OCD, compulsive behavior, conduct disorder, depression, behavioral inhibition), personality traits (neuroticism, impulsivity, aggressiveness)
Frequency1–3% of those who play video games[2]

Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences. As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming.[3][4]

The World Health Organization included gaming disorder in the 11th revision of its International Classification of Diseases (ICD).[5][6] The American Psychiatric Association (APA), while stating there is insufficient evidence for the inclusion of Internet gaming disorder in the Diagnostic and Statistical Manual of Mental Disorders in 2013, considered it worthy of further study.[7]

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.

  1. ^ David Zendle; Rachel Meyer; Harriet Over (June 2019). "Adolescents and loot boxes: links with problem gambling and motivations for purchase". Royal Society Open Science. 6 (6): 190049. Bibcode:2019RSOS....690049Z. doi:10.1098/rsos.190049. PMC 6599795. PMID 31312481.
  2. ^ "Video game addiction is a real condition, WHO says. Here's what that means". The Washington Post. 18 June 2018. Archived from the original on 30 May 2023.
  3. ^ Krishna S (27 December 2017). "The WHO may add video games to its list of recognized addictions". Engadget. Archived from the original on 28 December 2017. Retrieved 27 December 2017.
  4. ^ Hahn, Tim; Notebaert, Karolien Hilde; Dresler, Thomas; Kowarsch, Linda; Reif, Andreas; Fallgatter, Andreas J. (10 November 2014). "Linking Online Gaming and Addictive Behavior: Converging Evidence for a General Reward Deficiency in Frequent Online Gamers". Frontiers in Behavioral Neuroscience. 8: 385. doi:10.3389/fnbeh.2014.00385. ISSN 1662-5153. PMC 4226163. PMID 25426039.
  5. ^ Pontes HM, Schivinski B, Sindermann C, Li M, Becker B, Zhou M, Montag C (June 2019). "Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework: the Development of the Gaming Disorder Test". International Journal of Mental Health and Addiction. 19 (2): 508–528. doi:10.1007/s11469-019-00088-z. Material was copied from this source, which is available under a Creative Commons Attribution 4.0 International License.
  6. ^ "'Gaming Disorder' Is Now an Official Medical Condition, According to the WHO". Time. Archived from the original on 5 June 2019. Retrieved 6 June 2019.
  7. ^ "Conditions for Further Study". Diagnostic and Statistical Manual of Mental Disorders (5th ed.). American Psychiatric Association. Archived from the original on 3 September 2014. Retrieved 31 August 2014.

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