Cited by 104Impact of Technology on AdolescentsGambling Behavior and TreatmentsSexuality, Behavior, and Technology

Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents

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Jeong, Hyunsuk, Yim, Hyeon Woo, Lee, Seung-Yup, Lee, Hae Kook, Potenza, Marc N., Kwon, Jung-Hye, Koo, Hoon Jung, Kweon, Yong-Sil +2 more·2018·Scientific Reports

Abstract

This study aimed to estimate overreporting (the false positive) and underreporting (false negative) rates in self-reported IGD assessment compared with clinical diagnosed IGD. The study population consisted of 45 with IGD and 228 without IGD based on clinical diagnosis from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study. All participants completed self-reported IGD assessments. Clinical interviews were conducted blindly by trained mental health professionals based on DSM-5 IGD criteria. Self-assessed average daily amount of gaming time and game genre were measured. Psychological characteristics, including anxiety, suicidality, aggression, self-control, self-esteem, and family support, were obtained from the baseline survey. The false-negative rate for self-reported IGD assessment was 44%. The false-negative group reported less time playing online games than the IGD group, though their psychological characteristics were similar to those of the IGD group. The false-positive rate was 9.6%. They reported more time playing online games than non-IGD group, though their psychological characteristics were similar to those of non-IGD group except self-control. The discrepancy of IGD diagnoses between self-reports and clinical diagnosis revealed limitations of self-measurements. Various strategies are required to overcome the methodological shortfalls of self-reports for the assessment of IGD.

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  • Low agreement between self-report measures and clinical assessment is widely reported in other healthcare settings.

    “Low agreement between self-report measures and clinical assessment is a phenomenon that has been widely reported in other healthcare settings (e.g.Jagou et al., 2006;Jeong et al., 2018).”

    From Autism in the context of joint hypermobility, hypermobility spectrum disorders, and Ehlers–Danlos syndromes: A systematic review and prevalence meta-analyses (2025) · cites this paper as Jeong et al., 2018

    The Discussion reports discrepancies between adolescents’ self-reported and clinically verified internet gaming disorder diagnoses, including a 44% false-negative rate. The paper supports an instance of low agreement, but it does not establish that this phenomenon is widely reported across other healthcare settings. (LLM, conf=0.83)

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References 36 · Cited by 104

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Authors
Jeong, H., Yim, H. W., Lee, S.-Y., Lee, H. K., Potenza, M. N., Kwon, J.-H., Koo, H. J., Kweon, Y.-S., Bhang, S.-Y., & Choi, J.-S.
Affiliations
  • Catholic University of Korea (KR)
  • Yale University (US)
  • Korea University (KR)
  • Hanshin University (KR)
  • Eulji University (KR)
  • Seoul National University (KR)
Corresponding author
Yim, Hyeon Woo
Venue
Scientific Reports
Published
2018-07-04
Volume
8
Issue
1
Pages
10084-10084
ISSN
2045-2322 (ISSN-L)
OpenAlex
W2809969852
Cited by
104
References
36
Citations by year
2026: 5 · 2025: 12 · 2024: 8 · 2023: 18 · 2022: 15 · 2021: 22 · 2020: 17 · 2019: 7
FWCI
26.16
Type
journal article
Language
en
Open access
Locations
  • Scientific Reports (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, other-oa)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
Funders
Ministry of Health and Welfare (HM14C2603)
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
internet gaming disorder, adolescents, self-report validity, false negative rate, false positive rate, diagnosis, DSM-5 diagnostic criteria, gaming time, online games, self-control
MeSH terms
Self-Control, Adolescent, Aggression, Anxiety, Female, Humans, Male, Self Concept, Behavior, Addictive, Video Games, Internet, Diagnostic and Statistical Manual of Mental Disorders, Self Report

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