Application of the eleventh revision of the International Classification of Diseases gaming disorder criteria to treatment-seeking patients: Comparison with the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria
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Background and aims: The World Health Organization included gaming disorder (GD) in the eleventh revision of International Classification of Diseases in 2019. Due to the lack of diagnostic tools for GD, a definition has not been adequately applied. Therefore, this study aimed to apply an operationalized definition of GD to treatment-seekers. The relationship between the diagnoses of GD and Internet gaming disorder (IGD) in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders was also examined. Methods: Study participants comprised 241 treatment-seekers who had engaged in excessive gaming and experienced related problems. Psychiatrists applied the GD diagnostic criteria to the participants using a diagnostic form developed for this study. Information on gaming behavior and functional impairment was obtained through face-to-face interviews conducted by clinical psychologists. Results: In total, 78.4 and 83.0% of the participants fulfilled the GD and IGD diagnostic criteria, respectively. The sensitivity and specificity of GD diagnosis were both high when the IGD diagnosis was used as the gold standard. Participants with GD preferred online PC and console games, spent significantly more time gaming, and showed a higher level of functional impairment compared to those who did not fulfill the GD diagnostic criteria. Discussion and Conclusion: The definition of GD can be successfully applied to treatment-seekers with excessive gaming and related problems. A high concordance of GD and IGD diagnoses was found in those participants with relatively severe symptoms. The development and validation of a diagnostic tool for GD should be explored in future studies.
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Many adolescent gaming disorder patients reported problems including reversal of day-night sleep-wake patterns, skipping meals due to gaming, physical violence toward others and hitting or breaking things when asked to stop or reduce gaming, poor school grades or work performance, and absence from school or work.
“Many adolescent gaming disorder patients reported problems including reversal of day-night sleep-wake patterns, skipping meals due to gaming, physical violence toward others and hitting or breaking things when asked to stop or reduce gaming, poor school grades or work performance, and absence from school or work 201 .”
From Emerging experience with selected new categories in the <scp>ICD</scp>‐11: complex <scp>PTSD</scp>, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder (2022) · cites this paper as [201]
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Experimental — accuracy not yet measuredEast Asian countries, including South Korea, Japan and China, have been more proactive in developing wide-ranging public health interventions and treatment programs for gaming problems.
“East Asian countries - including South Korea, Japan and China - have been more proactive in developing wideranging public health interventions and treatment programs for gaming problems 148,201,202 .”
From Emerging experience with selected new categories in the <scp>ICD</scp>‐11: complex <scp>PTSD</scp>, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder (2022) · cites this paper as [201]
The Introduction describes clinical diagnostic studies in Taiwan and Korea, and the Methods describe patients receiving treatment at a Japanese medical center. Neither passage addresses whether South Korea, Japan and China have developed wide-ranging public-health interventions or treatment programs, or whether they have been more proactive than other countries. Searches for those countries, policy responses and treatment programs found no supporting discussion in our copy. (LLM, conf=0.76)
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- Authors
- Higuchi, S., Nakayama, H., Matsuzaki, T., Mihara, S., & Kitayuguchi, T.
- Affiliations
- Kurihama Medical and Addiction Center (JP)
- Corresponding author
- Higuchi, Susumu
- Venue
- Journal of Behavioral Addictions
- Publisher
- Akademiai Kiado Zrt.
- Published
- 2021-04-16
- Volume
- 10
- Issue
- 1
- Pages
- 149-158
- ISSN
- 2062-5871 (ISSN-L)
- 2063-5303
- PMC
- PMC8969863
- OpenAlex
- W3122173405
- Cited by
- 42
- References
- 30
- Citations by year
- 2026: 8 · 2025: 4 · 2024: 7 · 2023: 10 · 2022: 9 · 2021: 4
- FWCI
- 10.39
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Journal of Behavioral Addictions (publishedVersion, cc-by-nc)
- PubMed Central (publishedVersion, cc-by-nc)
- PubMed (publishedVersion)
- Repository of the Academy's Library (Library of the Hungarian Academy of Sciences) (acceptedVersion)
- 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, internet gaming disorder, ICD-11, DSM-5, diagnostic criteria, treatment-seeking patients, sensitivity and specificity, functional disability, excessive gaming, online games, diagnostic tool development
- MeSH terms
- Internet Addiction Disorder, Adolescent, Child, Female, Humans, Male, Sensitivity and Specificity, International Classification of Diseases, Diagnostic and Statistical Manual of Mental Disorders, Young Adult
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