Cited by 8Impact of Technology on AdolescentsGambling Behavior and TreatmentsSexuality, Behavior, and Technology

The recognition of gaming disorder in China: a case series of 223 patients

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Shao, Tianli, Chen, Xinxin, Huang, Shucai, Liao, Zhenjiang, Lin, Shuhong, Qi, Jing, Cai, Yi, Huang, Qiuping +1 more·2021·PeerJ

Abstract

Background: Internet gaming disorder (IGD) was listed in the appendix of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) as a condition requiring further study in 2013, and gaming disorder (GD) was considered a mental disorder and listed in the 11th International Classification of Diseases Manual (ICD-11) in 2018. The study aims to obtain preliminary knowledge of the recognition of GD in China. Methods: A total of 223 Chinese patients who met both the ICD-11 and DSM-5 criteria for GD participated in the study, and a self-administered questionnaire was used to collect demographic information, gaming use characteristics, and previous diagnoses. Results: The average age of patients with GD was 20.5 years, and 71.3% were male. Most patients were diagnosed with emotion-related disorders at their first psychiatric visit: mood disorders (59.2%), bipolar affective disorder (18.4%), depressive episode (12.6%), and anxiety disorder (4.9%). Among the adolescent patients with a first diagnosis of mood disorders, 71.2% and 33.3% were diagnosed with bipolar affective disorder and personality disorders, respectively, at subsequent visits. Overall, after the first visit, the most common diagnosis was bipolar affective disorder (61.0%), followed by personality disorders (34.1%), mood disorders (17.0%), depressive episode (17.0%), and other disorders. Only three patients had Internet overuse. Conclusion: The identification rate of GD is extremely low in routine psychiatric clinical practice in China. Most patients with GD were previously misdiagnosed with emotion-related disorders. Psychiatrists should be trained to improve their ability to recognize and manage GD.

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  • East 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 [202]

    The Materials and Methods (Participants; page unavailable) describe a Chinese outpatient service for addictive disorders, offering limited support for the treatment-program aspect. The paper does not assess public-health interventions in South Korea or Japan or compare how proactive the countries have been. Its Discussion (page unavailable) instead reports very low recognition of gaming disorder in China and says there are no effective treatments for it. (LLM, conf=0.78)

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References 32 · Cited by 8

Authors
Shao, T., Chen, X., Huang, S., Liao, Z., Lin, S., Qi, J., Cai, Y., Huang, Q., & Shen, H.
Affiliations
  • Central South University (CN)
  • Wuhu Fourth People Hospital (CN)
  • Hunan Institute of Mental Health (CN)
  • Shenzhen KangNing Hospital (CN)
Corresponding author
  • Huang, Qiuping
  • Shen, Hongxian
Venue
PeerJ
Publisher
PeerJ
Published
2021-02-04
Volume
9
Pages
e10827
ISSN
2167-8359 (ISSN-L)
OpenAlex
W3127757458
Cited by
8
References
32
Citations by year
2026: 2 · 2025: 2 · 2023: 1 · 2022: 2 · 2021: 1
FWCI
1.39
Type
journal article
Language
en
Open access
Locations
  • PeerJ (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
  • National Natural Science Foundation of China (81971249)
  • National Basic Research Program of China (2015CB553504)
  • National Research Program of China (2016YFC0800908-Z02)
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, diagnostic recognition, misdiagnosis, bipolar disorder, mood disorders, personality disorders, psychiatric comorbidity, adolescent patient, ICD-11, DSM-5, China

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