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      Handbook of Children and Screens : Digital Media, Development, and Well-Being from Birth Through Adolescence 

      Gaming Disorder Among Children and Adolescents

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          Abstract

          Research interest in problematic gaming has increased considerably in the past decade leading the World Health Organization to classify ‘gaming disorder’ (GD) as a formal diagnosis in 2019. This chapter describes the current state of knowledge in relation to minors, as well as future research on GD along with recommendations for important stakeholders such as researchers, the gaming industry, and policymakers. Meta-analyses on the prevalence of GD range from 3.05% to 4.6%, with males, children, and adolescents, being the most affected. There are three overarching interacting factors that are involved in the acquisition, development, and maintenance of GD, namely the individual factors, gaming-related factors, and environmental factors. Future research on GD requires more studies with clinical samples, large-scale representative samples using longitudinal designs, more cross-cultural comparisons, as well as more studies from a neurobiological perspective. The topic of esports and the ever-changing structural characteristics of video games also require further research. The chapter concludes with several recommendations such as developing specific screening instruments for child and adolescent populations and the need for independent regulators in each country that oversee the video game industry to ensure social responsibility initiatives for player protection and harm minimization.

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          Diagnostic and Statistical Manual of Mental Disorders : DSM-5-TR

          "The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, Text Revision (DSM-5-TR), is the most comprehensive, current, and critical resource for clinical practice available to today's mental health clinicians and researchers. DSM-5-TR includes fully revised text and references, updated diagnostic criteria and ICD-10-CM codes since DSM-5 was published in 2013. It features a new disorder, prolonged grief disorder, as well as codes for suicidal behavior available to all clinicians of any discipline without the requirement of any other diagnosis. With contributions from over 200 subject matter experts, this updated volume boasts the most current text updates based on the scientific literature. Now in four-color and with the ability to authenticate each printed copy, DSM-5-TR provides a cohesive, updated presentation of criteria, diagnostic codes, and text. This latest volume offers a common language for clinicians involved in the diagnosis and study of mental disorders and facilitates an objective assessment of symptom presentations across a variety of clinical settings-inpatient, outpatient, partial hospital, consultation-liaison, clinical, private practice, and primary care. Important updates in DSM-5-TR include 1) fully revised text for each disorder with updated sections on associated features, prevalence, development and course, risk and prognostic factors, culture, diagnostic markers, suicide, differential diagnosis, and more; 2) addition of prolonged grief disorder (PGD) to Section II; 3) over 70 modified criteria sets with helpful clarifications since publication of DSM-5; 4) fully updated Introduction and Use of the Manual to guide usage and provide context for important terminology; 5) considerations of the impact of racism and discrimination on mental disorders integrated into the text; 6) new codes to flag and monitor suicidal behavior, available to all clinicians of any discipline and without the requirement of any other diagnosis; 7) fully updated ICD-10-CM codes implemented since 2013, including over 50 coding updates new to DSM-5-TR for substance intoxication and withdrawal and other disorders"--
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            Development and Validation of a Game Addiction Scale for Adolescents

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              Global prevalence of gaming disorder: A systematic review and meta-analysis

              Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection. The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]); this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent sampling criteria (e.g. stratified random sampling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent samples, lower cut-off scores and smaller sample size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females. The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and sampling issues.
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                Author and book information

                Book Chapter
                2025
                December 06 2024
                : 187-194
                10.1007/978-3-031-69362-5_26
                73aa2223-df53-4c52-a3db-41de8aaa130f
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