A cohort study of patients seeking Internet gaming disorder treatment
Open accessAbstract
Background and aims: Although Internet gaming disorder (IGD) is included as a condition in the fifth edition of Diagnostic and Statistical Manual of Mental Disorders , little is known about its nature or treatment response. This study is a follow-up of 755 patients who received professional treatment for IGD over a 5-year period. Methods: The initial recommended treatment course lasted for 8 weeks, with additional care provided as needed. Treatment completion rates in the complete sample, as well as baseline predictors of treatment completion and long-term recovery among the 367 patients who completed the follow-up, are reported. Results: Nearly two thirds of patients who initiated treatment for IGD completed the 8-week psychotherapy. Of these, about two thirds who had not recovered completely by the end were offered additional care. Independent predictors of extended treatment were higher baseline scores on the Young Internet Addiction Scale, Beck Depression Inventory (BDI), and Korean-Attention Deficit Hyperactivity Disorder-Rating Scale (K-ADHD-RS). Between 1 and 5 years later, 33.5% of the complete sample was considered as recovered from IGD. Significant predictors of recovery from IGD were older age, earlier admission to the clinic, lower baseline scores on the BDI and K-ADHD-RS, and no offer of extended treatment. Discussion and conclusions: The majority of the patients seeking treatment for IGD continued experiencing difficulties and randomized controlled trials of interventions, which are needed to be conducted to improve outcomes. Age, family, social factors, and psychological symptoms should be considered, while designing and evaluating interventions, because they impact initial and sustained response to treatment for IGD.
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Clinical studies describing treatment-seeking cases, including studies of large samples of patients (N>200), have highlighted increasing referrals and associated service demands related to problem gaming.
“Clinical studies describing treatment-seeking cases 148-152 , including studies of large samples of patients (N>200) 148,150 , have highlighted increasing referrals and associated service demands related to problem gaming.”
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 [148]
The Study population section (page unavailable) describes 755 patients registered at a gaming-treatment clinic and lists annual counts rising from 109 in 2011 to 191 in 2015, supporting the large-sample and increasing-patient-volume parts of the claim. It does not report referral counts or assess associated service demands, so those parts are not directly supported. (LLM, conf=0.84)
Experimental — accuracy not yet measuredStudies conducted on treatment-seeking cases showed that gaming disorder is frequently associated with heightened impulsivity, affective instability, and dysfunctional personality traits as assessed using psychometric questionnaires.
“Finally, a number of studies conducted on treatment-seeking cases showed that gaming disorder is frequently associated with heightened impulsivity, affective instability, and dysfunctional personality traits as assessed using psychometric questionnaires 148,198,199 .”
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 [148]
The Study procedure section describes a treatment-seeking IGD cohort assessed with questionnaires for impulsivity, depression, and anxiety, and the Discussion links baseline depression symptoms to treatment outcomes. The paper does not establish that patients frequently have heightened impulsivity or affective instability, and it does not report dysfunctional personality traits; the Discussion says impulsivity did not predict treatment outcomes. Page numbers are unavailable in our copy. (LLM, conf=0.85)
Experimental — accuracy not yet measuredProblem gaming can be a primary diagnosis, but in other cases it may be a secondary clinical issue, for example arising as a maladaptive coping strategy or compensatory mechanism.
“Studies examining problem gaming and co-occurring diagnoses have noted that the former can be a primary diagnosis 148,153,154 , but in other cases may be a secondary clinical issue, for example, arising as a maladaptive coping strategy or compensatory mechanism 155 .”
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 [148]
The Discussion reports that depression and ADHD symptoms are associated with the development of Internet gaming disorder and with poorer treatment outcomes. It does not say that problem gaming is secondary to another diagnosis or arises as a coping or compensatory mechanism; searches for those terms found no such discussion in the paper. (LLM, conf=0.72)
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 [148]
The Methods describe treatment offered to a cohort of patients with gaming disorder, but do not discuss national treatment programs or public-health interventions. The Introduction and the passages found by searching for South Korea, Japan, China, and public-health initiatives do not compare countries’ responses or say that these three countries were more proactive. (LLM, conf=0.76)
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- Authors
- Han, D. H., Yoo, M., Renshaw, P. F., & Petry, N. M.
- Affiliations
- Chung-Ang University Hospital (KR)
- University of Utah (US)
- University of Connecticut (US)
- Corresponding author
- Han, Doug Hyun
- Venue
- Journal of Behavioral Addictions
- Publisher
- Akademiai Kiado Zrt.
- Published
- 2018-11-12
- Volume
- 7
- Issue
- 4
- Pages
- 930-938
- ISSN
- 2062-5871 (ISSN-L)
- 2063-5303
- PMC
- PMC6376391
- OpenAlex
- W2900609532
- Cited by
- 63
- References
- 39
- Citations by year
- 2026: 6 · 2025: 5 · 2024: 5 · 2023: 9 · 2022: 11 · 2021: 11 · 2020: 9 · 2019: 7
- FWCI
- 15.36
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by-nc
- Locations
- Journal of Behavioral Addictions (publishedVersion, cc-by-nc)
- Europe PMC (PubMed Central) (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)
- Funders
- Korea Creative Content Agency
- 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, treatment completion, long-term recovery, predictors of recovery, depression, attention deficit hyperactivity disorder, Young Internet Addiction Scale, psychotherapy, age as predictor
- MeSH terms
- Adolescent, Adult, Age Factors, Attention Deficit Disorder with Hyperactivity, Child, Depression, Family, Female, Follow-Up Studies, Humans, Interpersonal Relations, Male, Psychotherapy, Comorbidity, Behavior, Addictive, Outcome Assessment, Health Care, Video Games, Internet, Young Adult
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