The DOI matches its Crossref record; 60 of the 60 references it cites were found in a registry or an index.
High Involvement Versus Pathological Involvement in Video Games: a Crucial Distinction for Ensuring the Validity and Utility of Gaming Disorder
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“The evolution of the components model of addiction has often been misattributed to the psychologist Iain Brown.”
From The evolution of the 'components model of addiction' and the need for a confirmatory approach in conceptualizing behavioral addictions (2020) · cites this paper as [16]
In the citing paper
“In their latest paper on gaming disorder, Billieux et al. (16) made the case that there is a distinction between excessive involvement in gaming and addiction to it. I cannot think of a single researcher working in the behavioral addiction field who would not agree that there is a clear and differentiated distinction between high involvement and pathological involvement.”
From The evolution of the 'components model of addiction' and the need for a confirmatory approach in conceptualizing behavioral addictions (2020) · cites this paper as [16]
In the citing paper
“Where the problem really lies is that the operationalization of salience in many psychometric instruments based on my model does not necessarily include a negative wording and it is this aspect that Billieux et al. (16) concentrated on in their paper, not the operational definition of salience in the actual components model of addiction.”
From The evolution of the 'components model of addiction' and the need for a confirmatory approach in conceptualizing behavioral addictions (2020) · cites this paper as [16]
In the citing paper
“Another key criticism made by Billieux et al. (16) is that many researchers in the behavioral addiction field (and I would argue it is the overwhelming majority including myself) adhere to the confirmatory approach where behavioral addictions are classified on the basis of criteria of substance use disorders or behavioral addictions such as gambling disorder.”
From The evolution of the 'components model of addiction' and the need for a confirmatory approach in conceptualizing behavioral addictions (2020) · cites this paper as [16]
In the citing paper
“Finally, I could not help but notice that almost all the examples of 'moot behavioural addictions' that Billieux et al. (16) cited - as did the paper by Kardefelt-Winther et al. (31) - are papers that I co-authored.”
From The evolution of the 'components model of addiction' and the need for a confirmatory approach in conceptualizing behavioral addictions (2020) · cites this paper as [16]
In the citing paper
“Finally, Billieux et al. (16) made observations about the problems in operationalizing tolerance (in relation to gaming rather than addiction more generally); but again, the components model of addiction defines tolerance in relation to mood modifying experiences which as explained above are rooted in more negative than positive experiences:”
From The evolution of the 'components model of addiction' and the need for a confirmatory approach in conceptualizing behavioral addictions (2020) · cites this paper as [16]
In the citing paper
“Some authors have reported that gamers who do not exhibit evidence of other psychopathology or functional impairment may endorse such items intended to parallel substance addiction 174-176 , thus challenging their diagnostic utility 172 .”
In the citing paper
“An advantage of the more streamlined ICD-11 conceptualization of gaming disorder as compared to DSM-5's has been its clarity regarding the scope and clinical description of the condition, eschewing some traditional addiction concepts that have been criticized or have received mixed support as applied to problem gaming 140,141,172 .”
Citations
Cites
Diagnostic and Statistical Manual of Mental Disorders
American Psychiatric Association (2013) · doi:10.1176/appi.books.9780890425596 · Cited by 116,369
A “components” model of addiction within a biopsychosocial framework
Griffiths, M. (2005) · Journal of Substance Use · doi:10.1080/14659890500114359 · Cited by 3,088
Les passions de l'ame: on obsessive and harmonious passion
Vallerand, R. J., Blanchard, C., Mageau, G. A., Koestner, R., Ratelle, C., Léonard, M., Gagné, M., & Marsolais, J. (2003) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.85.4.756 · Cited by 2,566
Distinguishing addiction and high engagement in the context of online game playing
Charlton, J. P., & Danforth, I. D. W. (2007) · Computers in Human Behavior · doi:10.1016/j.chb.2005.07.002 · Cited by 946
Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research
Billieux, J., Schimmenti, A., Khazaal, Y., Maurage, P., & Heeren, A. (2015) · Journal of Behavioral Addictions · doi:10.1556/2006.4.2015.009 · Cited by 920
Self-citationAn international consensus for assessing internet gaming disorder using the new DSM ‐5 approach
Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H., Mößle, T., Bischof, G., Tao, R., Fung, D. S. S., Borges, G., et al. (2014) · Addiction · doi:10.1111/add.12457 · Cited by 919
Self-citationHow can we conceptualize behavioural addiction without pathologizing common behaviours?
Kardefelt‐Winther, D., Heeren, A., Schimmenti, A., van Rooij, A., Maurage, P., Carras, M., Edman, J., Blaszczynski, A., Khazaal, Y., & Billieux, J. (2017) · Addiction · doi:10.1111/add.13763 · Cited by 780
Self-citationThe Internet Gaming Disorder Scale.
Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015) · Psychological Assessment · doi:10.1037/pas0000062 · Cited by 742
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D., Deleuze, J., Dunkels, E., Edman, J., Ferguson, C. J., et al. (2017) · Journal of Behavioral Addictions · doi:10.1556/2006.5.2016.088 · Cited by 629
Rehbein, F., Kliem, S., Baier, D., Mößle, T., & Petry, N. M. (2015) · Addiction · doi:10.1111/add.12849 · Cited by 567
Cited by
Sorted by citations
Items 101–200 of 233
Barberis, N., Cannavò, M., Costa, S., & Cuzzocrea, F. (2021) · Behaviour and Information Technology · doi:10.1080/0144929x.2021.1972158 · Cited by 16
“The distinction between a positive (flow experience) and a negative form of involvement (problematic behaviours) in both video games and social network use could provide evidence that is possible to identify problematic behaviours without pathologising healthy high engagement (Billieux et al. 2019).”
BackgroundResultInfluentialLee, S. J., Jeong, E. J., Choi, J. I., & Park, M. S. (2024) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2024.1353969 · Cited by 14
Tan, W.-K., & Chiu, P.-H. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108377 · Cited by 13
Muela, I., Navas, J. F., Barrada, J. R., López-Guerrero, J., Rivero, F. J., Brevers, D., & Perales, J. C. (2023) · BMC Psychology · doi:10.1186/s40359-023-01439-1 · Cited by 13
“On the one hand, the components model does not distinguish between behaviors and ensuing harms [18], and conflates core and peripheral features of addiction [19].”
BackgroundPhenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered ReportPreprint
Karhulahti, V., Siutila, M., Vahlo, J., & Koskimaa, R. (2021) · doi:10.31234/osf.io/q53jz · Cited by 13
Schlossarek, S., Schmidt, H., Bischof, A., Bischof, G., Brandt, D. M., Borgwardt, S., Browne, D. T., Christakis, D., Pietra, P. H.-D., Demetrovics, Z., et al. (2023) · Archives of Pediatrics and Adolescent Medicine · doi:10.1001/jamapediatrics.2022.5741 · Cited by 13
Self-citationGaming disorder in the ICD-11: the state of the game
Musetti, A., Floros, G. D., Chiappedi, M. A., & Stavropoulos, V. (2025) · BMC Psychiatry · doi:10.1186/s12888-025-07576-8 · Cited by 14
“Based on this evidence, Billieux and colleagues’ review [44] introduced the distinction between “high involve-ment” (i.e., elevated but healthy use) and “pathological involvement” in video games, which has deeply influenced subsequent research [45].”
Saletti, S. M. R., den Broucke, S. V., Billieux, J., Karila, L., Kuss, D. J., Espejo, J. M. R., Sheldon, P., Lang, C. P., Zimmer‐Gembeck, M. J., Zollo, P., et al. (2023) · Journal of Behavioral Addictions · doi:10.1556/2006.2022.00088 · Cited by 14
Self-citationFuß, J., Keeley, J. W., Stein, D. J., Rebello, T. J., García, J., Briken, P., Robles, R., Matsumoto, C., Abé, C., Billieux, J., et al. (2024) · Journal of Behavioral Addictions · doi:10.1556/2006.2023.00083 · Cited by 12
Self-citationThe absorption-addiction model of celebrity worship: in search of a broader theoretical foundation
Aruguete, M. S., Grieve, F. G., Zsila, Á., Horváth, R., Demetrovics, Z., & McCutcheon, L. E. (2024) · BMC Psychology · doi:10.1186/s40359-024-01733-6 · Cited by 11
“According to Billieux et al. [36], obsessive passion can be viewed as an excessive engagement with an activity that can lead to loss of control over that activity, which can eventually interfere with other life domains (e.g., work, social relationships).”
BackgroundResultFactors related to the dual condition of gambling and gaming disorders: A path analysis model
Ayala-Rojas, R.-E., Granero, R., Mora‐Maltas, B., Rivas-Pérez, S., Fernández‐Aranda, F., Gómez‐Peña, M., Moragas, L., Baenas, I., Solé‐Morata, N., Menchón, J. M., et al. (2021) · Journal of Psychiatric Research · doi:10.1016/j.jpsychires.2021.12.005 · Cited by 11
Schmidt, H., Brandt, D. M., Meyer, C., Bischof, A., Bischof, G., Trachte, A., Besser, B., Orlowski, S., Schlossarek, S., Borgwardt, S., et al. (2022) · Journal of Behavioral Addictions · doi:10.1556/2006.2022.00049 · Cited by 14
Self-citationForte, G., Favieri, F., Casagrande, M., & Tambelli, R. (2023) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph20021622 · Cited by 11
“However, this conceptualization may generate the risk of overpathologizing leisure activities such as the viewing of TV series [3,9].”
BackgroundRodríguez-Ruiz, F., Marí-Sanmillán, M. I., Benito, A., Castellano-García, F., Sánchez-Llorens, M., Almodóvar-Fernández, I., & Haro, G. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1147601 · Cited by 13
“Although there is controversy over the creation of the Internet Gaming Disorder (IGD) and GD diagnoses, arguing that it could pathologize healthy players and create generalized panic, in addition to the fact that, having used Substance Use Disorder (SUD) diagnostic criteria, an overdiagnosis of GD could be incurred (B…”
BackgroundBäcklund, C., Sörman, D. E., Gavelin, H. M., Király, O., Demetrovics, Z., & Ljungberg, J. K. (2024) · Scandinavian Journal of Psychology · doi:10.1111/sjop.13010 · Cited by 12
Utility of DSM-5 Criteria for Internet Gaming Disorder
Carlisle, K. L. (2020) · Psychological Reports · doi:10.1177/0033294120965476 · Cited by 11
“Furthermore, Billieux et al. (2015) along with other researchers (e.g., Billieux et al., 2019; Musetti et al., 2019) have produced findings that distinguish between problematic and non-problematic gaming in more nuanced ways than the nine criteria allow. In addition, the nine criteria for the potential disorder, as th…”
BackgroundInfluentialPark, K., Son, M., Chang, H., & Lee, S. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.108002 · Cited by 12
Lucas, I., Mora‐Maltas, B., Granero, R., Demetrovics, Z., Ciudad-Fernández, V., Nigro, G., Cosenza, M., Rosińska, M., Tapia, J., Fernández‐Aranda, F., et al. (2024) · European Psychiatry · doi:10.1192/j.eurpsy.2024.22 · Cited by 11
“Thus, it would be important to determine the core criteria that have a stronger influence on GD severity, as proposed for other BAs [19 – 21].”
BackgroundLoscalzo, Y., & Giannini, M. (2025) · Addictive Behaviors Reports · doi:10.1016/j.abrep.2025.100594 · Cited by 11
“Thus, scholars increasingly suggest the crucial distinction between “ regular ” /positive high involvement and pathological high involvement (e.g., Billieux et al., 2019; Charlton & Danforth, 2007; Loscalzo & Giannini, 2017a, 2017b).”
Luquiens, A., von Hammerstein, C., Benyamina, A., & Perney, P. (2021) · JMIR Mental Health · doi:10.2196/26521 · Cited by 11
Montag, C., Wegmann, E., Schmidt, L. D., Klein, L., Rozgonjuk, D., & Rumpf, H.-J. (2024) · BMC Research Notes · doi:10.1186/s13104-024-06833-5 · Cited by 10
“In addition, everyday use of digital media or devices should not be overpathologized as, for example, lined out in relation to gaming disorder [14].”
BackgroundSelf-citationGaming time and impulsivity as independent yet complementary predictors of gaming disorder risk
Szyszka, P. D., Zajas, A., Starosta, J., Kiszka, P., Starzec, S., & Strojny, P. (2025) · Scientific Reports · doi:10.1038/s41598-024-81359-1 · Cited by 14
Internet Gaming Disorder and Psychological Distress: a PRISMA systematic review
Gursesli, M. C., Guazzini, A., Thawonmas, R., Valenti, C., Duradoni, M., & Thawonmas, R. (2025) · Heliyon · doi:10.1016/j.heliyon.2025.e43518 · Cited by 13
Videojuegos, salud, convivencia y adicción. ¿Qué dice la evidencia científica?
Gómez, S. L., Boubeta, A. R., Suelves, D. M., & Rodriguez, J. R. (2022) · Psychology Society & Education · doi:10.21071/psye.v14i1.14178 · Cited by 9
Kim, E., Lee, D., Do, K., & Kim, J. (2022) · Genes · doi:10.3390/genes13030449 · Cited by 9
“Opinions diverge as to whether excessive gaming is a disease, and discussions on definitions and diagnosis continue [1,2].”
BackgroundExploring Food Addiction Across Several Behavioral Addictions: Analysis of Clinical Relevance
Gaspar‐Pérez, A., Granero, R., Fernández‐Aranda, F., Rosińska, M., Artero, C., Ruiz-Torras, S., Gearhardt, A. N., Demetrovics, Z., Guàrdia‐Olmos, J., & Jiménez‐Múrcia, S. (2025) · Nutrients · doi:10.3390/nu17071279 · Cited by 8
“The BAs in this study were assessed using the following criteria: Gaming disorder [57,58] was assessed using DSM-5 criteria and validated within a 12-month period to establish the diagnosis [59,60].”
Zsila, Á., Aruguete, M. S., Shabahang, R., & Orosz, G. (2022) · Personality and Individual Differences · doi:10.1016/j.paid.2022.111996 · Cited by 11
López-Fernández, F. J., Mezquita, L., Vidal-Arenas, V., Michelini, Y., Bravo, A. J., Pilatti, A., Ortet, G., & Ibáñez, M. I. (2024) · Addictive Behaviours · doi:10.1016/j.addbeh.2024.108049 · Cited by 7
Horváth, Z., Kun, B., Király, O., Paksi, B., Griffiths, M. D., & Demetrovics, Z. (2024) · Journal of Behavioral Addictions · doi:10.1556/2006.2024.00055 · Cited by 9
“Critiques have been raised regarding the clinical and diagnostic validity of salience and withdrawal (Billieux et al., 2019; Karriker-Jaffe, Klinger, Witbrodt, & Kaskutas, 2018). and, therefore, these results may provide additional information on these components.”
Prevalence and impact of Internet Gaming Disorder: A population-based study
Razum, J., & Tkalić, R. G. (2025) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2025-1-1 · Cited by 7
Billieux, J., Fournier, L., Rochat, L., Georgieva, I., Eben, C., Andersen, M. M., King, D. L., Simon, O., Khazaal, Y., Lieberoth, A., et al. (2025) · Royal Society Open Science · doi:10.1098/rsos.250273 · Cited by 10
Self-citationTse, N., Siu, A. M. H., Tsang, S. M. H., & Jensen, M. P. (2024) · Clinical Social Work Journal · doi:10.1007/s10615-024-00968-5 · Cited by 10
“While the reward system in gaming can elicit pleasure and foster a sense of mastery and control, these systems can also lead to the development of compulsive gaming and loss of self-control over gaming behaviour (Billieux et al., 2019).”
Abolfotouh, M., & Barnawi, N. (2024) · Psychology Research and Behavior Management · doi:10.2147/prbm.s493776 · Cited by 7
Jiang, W., Liu, X., Xu, Z., Zhou, Z., Tie, C., Liu, X., Yang, J., Li, H., & Lai, W. (2023) · Brain and Behavior · doi:10.1002/brb3.3315 · Cited by 5
“…(DSM-5) (American Psychiatric Association, 2013) may not sufficiently distinguish between high and problematic involvement in video gaming, which could lead to the pathologization of non-problematic patterns of gaming (Billieux et al., 2019; Castro-Calvo et al., 2021; Deleuze et al., 2018).”
BackgroundStarzec, S., Starosta, J., Zajas, A., Kiszka, P., Śpiewak, S., & Strojny, P. (2024) · Clinical Psychology Review · doi:10.1016/j.cpr.2024.102478 · Cited by 5
Recurrence of internet gaming disorder in Korean adolescents: a 24-month follow-up study
Jo, S., Lee, H., Rumpf, H., Jeong, H., & Yim, H. W. (2024) · European Child & Adolescent Psychiatry · doi:10.1007/s00787-024-02598-1 · Cited by 7
Self-citationOck, C.-M., Lee, H., Chae, J., & Kim, H. (2025) · Psychiatry Investigation · doi:10.30773/pi.2024.0358 · Cited by 6
Xiao, L. Y., & Lund, M. L. (2025) · Royal Society Open Science · doi:10.1098/rsos.250704 · Cited by 6
“In recent years, the industry has finally broken through some of the stigma associated with, for example, violent video games [62,63] and addiction [64,65], by demonstrating the potential benefits of video games not just to players [66] but also to the arts and the economy [67].”
Amendola, S., Hengartner, M. P., & Wakefield, J. C. (2025) · Addiction Research & Theory · doi:10.1080/16066359.2025.2513339 · Cited by 6
“Billieux et al. (2019) reviewed the characteristics of high involvement and pathological involvement in video games as well as the boundaries between the two conditions.”
Snodgrass, J. G., Sagstetter, S. I., Branstrator, J. R., Giardina, A., Lacy, M. G., Bollinger-Deters, A. T., Callendar, C. L., Zhao, K., Dengah, H. J. F., & Billieux, J. (2025) · Cyberpsychology: Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2025-3-10 · Cited by 2
Self-citationCarragher, N., Long, J., Radu, I., King, D. L., Billieux, J., Rumpf, H., Assanangkornchai, S., Saunders, J. B., & Higuchi, S. (2022) · International Gambling Studies · doi:10.1080/14459795.2022.2114526 · Cited by 6
“High engagement in gaming is not necessarily problematic (Billieux et al., 2019) and gaming can be used as an adaptive coping strategy to combat loneliness, stress, boredom, frustration and depressed mood, particularly in situations and environments where there may be limited alternative activities (e.”
BackgroundSelf-citationDiurnal Profiles of the Endocrine Stress Response in Internet Gaming Disorder
Killer, A., Köck, P., Klar, J., Lerch, S., Koenig, J., Cavelti, M., Kindler, J., & Kaess, M. (2024) · Psychopathology · doi:10.1159/000541292 · Cited by 5
“On the one hand, this may show good adherence to the study protocol, on the other hand it raises the question of a social-desirability bias and whether the diagnostic criteria differentiated suf fi ciently accurate between engaged and pathological involvement in gaming [48].”
He, M., Ren, Y., Liu, Y. H., & Tong, K. K. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2323305 · Cited by 5
“Billieux et al. (2019) argued that, for video gaming, high involvement was different from pathological involvement.”
Whelan, E., Morvannou, A., Ma, X., James, R. J. E., Clohessy, T., & Turel, O. (2024) · European Journal of Information Systems · doi:10.1080/0960085x.2024.2396964 · Cited by 5
“However, as noted by Billieux et al. (2019), high involvement does not automatically equate to excessive or addictive patterns of play, and low involvement does not equate to the absence of problems.”
InfluentialServidio, R. C., Soraci, P., Demetrovics, Z., Horváth, Z., & Griffiths, M. D. (2025) · Addictive Behaviors Reports · doi:10.1016/j.abrep.2025.100655 · Cited by 6
“Overall, this pattern is consistent with the dual-process perspective proposed by Billieux et al. (2019), in which “ peripheral ” symptoms (e.g., salience, tolerance) reflect heightened engagement, whereas “ core ” symptoms (e.g., withdrawal, conflict) index more severe dysregulation.”
Prolonged social media use is not fundamentally problematic in a Hungarian representative study
Zsila, Á., Bognár, B., & Shabahang, R. (2026) · Scientific Reports · doi:10.1038/s41598-026-36896-2 · Cited by 4
Montag, C., King, D. L., Becker, B., et al. (2026) · Computers in Human Behavior · doi:10.1016/j.chb.2026.109006 · Cited by 4
Self-citationAyala-Rojas, R.-E., Rosińska, M., Cárdenas, I. P., Soldevilla-Morera, J., Granero, R., Fernández‐Aranda, F., & Jiménez‐Múrcia, S. (2025) · Journal of Behavioral Addictions · doi:10.1556/2006.2024.00070 · Cited by 5
“…symptoms had to be endorsed within a 12-month period to establish the diagnosis (this method is aligned with recent research showing that more lenient criteria are susceptible to pathologization of non-pathological gaming patterns (Billieux, Flayelle, Rumpf, & Stein, 2019; Deleuze et al., 2017).”
Wang, J., Chen, X., Huang, M., Liu, R., Chen, I., & Flett, G. L. (2025) · International Journal of Mental Health Promotion · doi:10.32604/ijmhp.2025.058503 · Cited by 4
Stevens, M., Radünz, M., Galanis, C. R., Quinney, B. A., Zajac, I. T., Billieux, J., Delfabbro, P., & King, D. L. (2025) · Addiction · doi:10.1111/add.70192 · Cited by 5
“Aside from the issue that this method tends to yield inaccurate data [ 17], its main drawback is that some individuals can be quite highly involved in gaming (e.g. gaming for 30 hours per week) without experiencing any problems (i.e. gaming time is not inherently problematic) [18 – 20].”
Self-citationBlinka, L., Ťápal, A., & Škařupová, K. (2021) · Journal of Psychopathology and Behavioral Assessment · doi:10.1007/s10862-021-09907-x · Cited by 4
Towards an automated approach for understanding problematic gaming
Afonso, A. P., Fonseca, M. J., Cardoso, J., & Vázquez, B. (2024) · Frontiers in Sports and Active Living · doi:10.3389/fspor.2024.1407848 · Cited by 4
Gaming habits and symptoms of video game addiction in Spanish adolescents
Mora-Salgueiro, J., Feijóo, S., Tobío, T. B., Varela, J., & Boubeta, A. R. (2022) · Behavioral Psychology/Psicología Conductual · doi:10.51668/bp.8322302n · Cited by 4
Conceptual and Methodological Considerations of Gaming Disorder and Internet Gaming Disorder
Kaye, L. K., Kuss, D. J., & Rumpf, H. (2020) · Springer eBooks · doi:10.1007/978-3-030-36391-8_68 · Cited by 4
Self-citationPark, J. J., Wilkinson‐Meyers, L., King, D. L., & Rodda, S. N. (2020) · doi:10.21203/rs.3.rs-30827/v2 · Cited by 4
“These concerns are in part consistent with the broader issue of the concept of problem gaming (2, 10-18) and highlight the need to develop a diverse range of support options.”
BackgroundHow do video games affect mental health? A narrative review of 13 proposed mechanismsPreprint
Ballou, N., Hakman, T., Vuorre, M., Magnusson, K., & Przybylski, A. K. (2024) · doi:10.31234/osf.io/q2kxg · Cited by 4
Tkalić, R. G., Razum, J., & Milas, G. (2024) · Behaviour and Information Technology · doi:10.1080/0144929x.2024.2359043 · Cited by 3
Bowditch, L., Chapman, J., Signal, T. D., & Naweed, A. (2025) · Human Behavior and Emerging Technologies · doi:10.1155/hbe2/2368683 · Cited by 6
Bore, P., Andersson, M. J., Nilsson, S., Oehm, K., Cervin, M., Håkansson, A., & Claesdotter‐Knutsson, E. (2025) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2025.1629932 · Cited by 4
Online Gaming Disorder and Sports Betting Addiction: Convergences and Divergences
Ayala-Rojas, R.-E., Granero, R., Fernández‐Aranda, F., Gómez‐Peña, M., Moragas, L., Perales, I., & Jiménez‐Múrcia, S. (2024) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-024-01386-x · Cited by 6
“…in this study required the symptoms to be endorsed within a 12-month period to establish the diagnosis [this method is aligned with recent research showing that laxer criteria are susceptible to pathologization of non-patho-logical gaming patterns] (Billieux et al., 2019; Deleuze et al., 2017).”
Flowing in the net of disordered gaming: A network analysis approach
Burleigh, T. L., Footitt, T. A., Carras, M. C., Conkey-Morrison, C., Poulus, D., & Stavropoulos, V. (2025) · Addictive Behaviors Reports · doi:10.1016/j.abrep.2025.100606 · Cited by 3
“However, for a minority of gamers, problematic or excessive gaming can lead to an array of negative mental and physical health outcomes, such as sleep disturbances, depression, anxiety, and stress (Billieux et al., 2019; Poulus et al, 2024; Stavropoulos et al., 2023; Wong et al., 2020).”
Verhaltenssüchte in der ICD-11
Rumpf, H., & Brandt, D. M. (2020) · Suchttherapie · doi:10.1055/a-1209-1144 · Cited by 3
“empirisch schwachen Kriterien, die im DSM-5 für die Internet Gaming Disorder vorgeschlagenen wurden [6, 24].”
BackgroundSelf-citationPsychological Predictors of Different Types of Involvement in Computer Games in Early Adulthood
Glinkina, L. S., & Vasilenko, V. E. (2023) · Counseling Psychology and Psychotherapy · doi:10.17759/cpp.2023310105 · Cited by 3
Spritzer, D. T., Machado, W. D. L., Yates, M. B., Király, O., Demetrovics, Z., Billieux, J., King, D. L., Kaliszewska-Czeremska, K., Laconi, S., Passos, I. C., et al. (2023) · Trends in Psychiatry and Psychotherapy · doi:10.47626/2237-6089-2023-0622 · Cited by 3
“24 In our study, participants with IGDT-10 problematic status also presented higher levels of functional impairment assessed by WHODAS 2.0, and this association was statistically significant and had a moderate effect size.”
InfluentialSelf-citationProblematic Gaming during COVID-19 Pandemic: A Systematic Review, Meta-Analysis, and Meta-Regression
Imperato, C., Giardina, A., Manari, T., Albano, A., Franceschini, C., Schimmenti, A., & Musetti, A. (2023) · Healthcare · doi:10.3390/healthcare11243176 · Cited by 3
“The benefits of gaming during the pandemic seem to be particularly valid for individuals committed to gaming yet in a healthy and social way [7,12].”
BackgroundNetwork analysis of additional clinical features of (Internet) gaming disorder
Martončik, M., Adamkovic, M., & Ropovik, I. (2024) · International Journal of Methods in Psychiatric Research · doi:10.1002/mpr.2021 · Cited by 3
“For instance, an international Delphi study conducted by Castro ‐ Calvo et al. (2021) reported insufficient or low diagnostic validity of some IGD criteria, while GD criteria were deemed to have high diagnostic validity and clinical utility (Billieux et al., 2019).”
BackgroundUser-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution
Infanti, A., Giardina, A., Razum, J., King, D. L., Baggio, S., Snodgrass, J. G., Vowels, M. J., Schimmenti, A., Király, O., Rumpf, H., et al. (2024) · Journal of Behavioral Addictions · doi:10.1556/2006.2024.00032 · Cited by 3
Self-citation,,Smartphone-Sucht“ bei Kindern und Jugendlichen
Rumpf, H., Hoffmann, H., Menrath, I., Paschke, K., & Thomasius, R. (2020) · SUCHT - Zeitschrift für Wissenschaft und Praxis / Journal of Addiction Research and Practice · doi:10.1024/0939-5911/a000688 · Cited by 3
Self-citationPerceived Stress and Social Media Addiction: Mediating Role of Flow Experiences
Çelik, A. K., & Peker, A. (2023) · Erzincan Üniversitesi Eğitim Fakültesi Dergisi · doi:10.17556/erziefd.1314856 · Cited by 2
Ino, H., Ohtani, T., & Takahashi, A. (2025) · Discover Psychology · doi:10.1007/s44202-025-00456-y · Cited by 2
“The notion that high engagement and addiction in gaming activity must be distinguished has been supported in subsequent studies [31, 33–40].”
Lail, S. A., & Ahmead, M. (2026) · BMC Psychology · doi:10.1186/s40359-026-04324-9 · Cited by 2
“This finding is consistent with other research [65] but contrasts with the results of other studies [66–68].”
Willinger, D., Wunderl, S., & Stieger, S. (2026) · Computers in Human Behavior · doi:10.1016/j.chb.2026.109025 · Cited by 2
Erforschung exzessiver Smartphone-Nutzung: Empfehlungen zur Vorgehensweise
Qasem, H., & Fauth‐Bühler, M. (2023) · SUCHT - Zeitschrift für Wissenschaft und Praxis / Journal of Addiction Research and Practice · doi:10.1024/0939-5911/a000813 · Cited by 2
What is the post-game depression? A narrative inquiry
Klimczyk, P. (2023) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2023-2-5 · Cited by 2
Busetta, G., Campolo, M. G., & Panarello, D. (2024) · Applied Research in Quality of Life · doi:10.1007/s11482-024-10304-1 · Cited by 2
“Indeed, gaming (Király et al., 2020) is not necessarily problematic: it appears as an adaptive behavior (Billieux et al., 2019 ) which could enhance people’s lives (Granic et al., 2014) and reduce loneliness (Carras et al., 2017).”
Gli ibernati. Dal narcisismo dell'Io al narcisismo del You
Scognamiglio, R. M. (2025) · PSICOTERAPIA E SCIENZE UMANE · doi:10.3280/pu2025-003002 · Cited by 2
Ballou, N., & van Rooij, A. J. (2020) · PsyArXiv (OSF Preprints) · doi:10.31234/osf.io/bvyhc · Cited by 2
Daily motivational underpinnings and outcomes of adolescent video gaming
Razum, J. (2023) · doi:10.17234/diss.2023.265864 · Cited by 2
No Role for Outcomes in Definitions of Impulsive Actions
Eben, C., Moors, A., Billieux, J., & Verbruggen, F. (2024) · Current Addiction Reports · doi:10.1007/s40429-024-00575-x · Cited by 1
“…impulsive behaviour from its consequences could contribute to a better understanding of how and why some people intensively engage in appetitive and rewarding behaviours — such as gaming, gambling or cybersex — in a way that is functional and thus not associated with negative consequences [12–15].”
Self-citationGómez, P., López, A. N., Liñares, D., Salmerón-Ruiz, M. A., & Boubeta, A. R. (2025) · Anales de Pediatría · doi:10.1016/j.anpedi.2025.503937 · Cited by 1
Age of smartphone access: implications for problematic internet use and online risk behaviors
Gómez, P., López, A. N., Liñares, D., Salmerón-Ruiz, M. A., & Boubeta, A. R. (2025) · Anales de Pediatría (English Edition) · doi:10.1016/j.anpede.2025.503937 · Cited by 2
Katz, D., Urbán, R., Derevensky, J. L., Koncz, P., Horváth, Z., Demetrovics, Z., & Király, O. (2026) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2026.101131 · Cited by 1
Pricing of Consumer Innovations
Ebbing, T. (2022) · Logos Verlag Berlin eBooks · doi:10.30819/5510 · Cited by 1
Gisbert-Pérez, J., Cejalvo, E., Vilar, M. M., et al. (2025) · Psychological Reports · doi:10.1177/00332941251351231 · Cited by 1
Cybersex (including sex robots)
Fuß, J., & Bőthe, B. (2021) · Elsevier eBooks · doi:10.1016/b978-0-12-822201-0.00010-1 · Cited by 1
Billieux, J., & Achab, S. (2022) · JMIG · doi:10.53738/revmed.2022.18.785.1154 · Cited by 1
Self-citationBallou, N., & Zendle, D. I. (2021) · doi:10.31234/osf.io/9ejhk · Cited by 1
Park, J. J., Wilkinson‐Meyers, L., King, D. L., & Rodda, S. N. (2020) · doi:10.21203/rs.3.rs-30827/v1 · Cited by 1
Paquin, V., Lavallee, Z., Huot‐Lavoie, M., Ku, B. S., Díaz‐Caneja, C. M., & Gülöksüz, S. (2025) · medRxiv · doi:10.1101/2025.03.24.25324546 · Cited by 1
Stein, D. J. (2021) · Elsevier eBooks · doi:10.1016/b978-0-323-90239-7.00008-0
Self-citationStein, D. J. (2021) · Elsevier eBooks · doi:10.1016/b978-0-323-90239-7.00007-9
Self-citationPérez, E. J. P., Morales-Alonso, S., Gallardo-Arriero, V., Blázquez-Rollón, L., & de León, J. M. R. S. (2021) · Behavioral Psychology/Psicología Conductual · doi:10.51668/bp.8321211n · Cited by 5
(2021) · Elsevier eBooks · doi:10.1016/b978-0-323-90239-7.00013-4
Time Spent Gaming and Negative Symptoms: How Much Gaming is Too Much?Preprint
Katz, D., Horváth, Z., Pontes, H. M., Koncz, P., Demetrovics, Z., & Király, O. (2023) · SSRN Electronic Journal · doi:10.2139/ssrn.4461076
Addiction aux écrans et à Internet
Lemercier-Dugarin, M., Taquet, P., & Romo, L. (2023) · Elsevier eBooks · doi:10.1016/b978-2-294-77934-3.00019-6
Klimczyk, P. (2024) · Kultura i Wychowanie · doi:10.25312/2083-2923.23_05pk
Understanding Crucial Factors Of Metaverse Acceptance Among Gamers: Evidence From Empirical Studies
Sahoo, P., Saurav, A., Vemali, L. K., & Gandla, R. (2024) · doi:10.53555/kuey.v30i4.2008
Online Gaming, Maladaptive Consumption, and Regulatory Standards and Options
Ringold, D. J., & Cosentino, V. J. (2024) · Palgrave studies in marketing, organizations and society · doi:10.1007/978-3-031-60199-6_2
Yukang, X., & Zhu, L. (2023) · Cambridge University Press eBooks · doi:10.1017/9781107165250.034
De-Sola, J., Talledo, H., Rubio, G., & de Fonseca, F. R. (2023) · Cambridge University Press eBooks · doi:10.1017/9781107165250.038
Metadata
- Authors
- Billieux, J., Flayelle, M., Rumpf, H.-J., & Stein, D. J.
- Affiliations
- University of Luxembourg (LU)
- University of Lübeck (DE)
- South African Medical Research Council (ZA)
- Corresponding author
- Billieux, Joël
- Venue
- Current Addiction Reports
- Published
- 2019-05-23
- Volume
- 6
- Issue
- 3
- Pages
- 323-330
- ISSN
- 2196-2952 (ISSN-L)
- OpenAlex
- W2946062009
- Cited by
- 242
- References
- 60
- Citations by year
- 2026: 27 · 2025: 47 · 2024: 32 · 2023: 33 · 2022: 35 · 2021: 40 · 2020: 24 · 2019: 4
- FWCI
- 48.55
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Current Addiction Reports (publishedVersion)
- Open Repository and Bibliography (University of Luxembourg) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Social Sciences › Psychology › Clinical Psychology › Sexuality, Behavior, and Technology
- Keywords
- gaming disorder, gaming addiction, ICD-11, diagnostic validity, overdiagnosis, functional disability, problem gaming
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review