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use of electronic media” ( Pies, 2009 )] and the absence of an established definition for what constitutes Internet-related psychopathology. Inclusion of “Internet gaming disorder” in the fifth edition of the Diagnostic and Statistical Manual of Mental
of problematic Internet use or the new DSM-5 diagnosis “Internet gaming disorder” ( American Psychiatric Association, 2013 ). In a next step, empirically validated norm values for the PYDQ should be established. Noteworthy, Vadlin, Åslund
Gaming Disorder Scale – Short-Form (IGDS9-SF) ( Pontes & Griffiths, 2015 ) The IGDS9-SF is a short psychometric tool adapted from the DSM-5 criteria for Internet Gaming Disorder ( American Psychiatric Association, 2013 ). The aim of the
, R. , Pallesen , S. , Carragher , N. , & Sakuma , H. ( 2017 ). Treatment of Internet gaming disorder: An international systematic review and CONSORT
area of research that has not yet reached full clarification in terms of the classification and diagnostic criteria ( Fineberg et al., 2018 ; Griffiths, 2021 ; Mihajlov & Vejmelka, 2017 ). In 2013, Internet Gaming Disorder (IGD) was included as a
(DSM-5; Section III, fifth edition) has proposed the criteria for Internet gaming disorder (IGD) ( American Psychiatric Association, 2012 ). Although many issues in the definition of IGD remain to be addressed, the DSM-5 has proposed that IGD is
Multiplayer Online Role-Playing Games (MMORPGs) is associated with an enhanced risk of addictive use, namely, Internet Gaming Disorder (IGD; Muller, Beutel, Egloff, & Wolfling, 2014 ). Although problematic Internet use or IA might include different main
Ambiguities in existing Iranian national policies addressing excessive gaming
Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)
Considering the scarcity of available science and controversies around effective policies addressing gaming disorder and its health-related consequences, Király et al. have conducted a systematic review on current evidence regarding this issue. We, a group of researchers in this field, would like to express our perspective from Iran. With rapid growth of gaming, Iran seems to be facing some specific policy issues and challenges, which are going to be reviewed in this short commentary.
per week. After one month, MMORPG-players reported playing more often than the other participants, worse physical health and sleep quality, and the game interfering more with their studies. Internet Gaming Disorder has been included in the
Abstract
Background and Aims
Internet Gaming Disorder, a subtype of Internet Addiction, is now classified in Section 3 of the DSM-5. Cognitive behavioral therapy (CBT) has been suggested in treating Internet addiction as this modality has been shown to be an effective treatment for similar impulse control disorders. Given the daily and necessary use of the Internet and technology in general compared to other compulsive syndromes, a specialized form of CBT has been developed called Cognitive-Behavioral Therapy for Internet Addiction (CBT-IA). CBT-IA is a comprehensive three phase approach that includes behavior modification to control compulsive Internet use, cognitive restructuring to identify, challenge, and modify cognitive distortions that lead to addictive use, and harm reduction techniques to address and treat co-morbid issues associated with the disorder.
Methods
As the first model of its kind, this study examines 128 clients to measure treatment outcomes using CBT-IA. Clients were evaluated using the Internet Addiction Test (IAT) to classify subjects and were administered twelve weekly sessions of CBT-IA. Treatment outcomes were measured at the end of the twelve weeks, one-month, three months and at six month post-treatment.
Results
Results showed that over 95% of clients were able to manage symptoms at the end of the twelve weeks and 78% sustained recovery six months following treatment.
Discussion and Conclusions
Results found that CBT-IA was effective at ameliorating symptoms associated with Internet addiction after twelve weekly sessions and consistently over one-month, three months, and six months after therapy. Further research implications such as investigating long-term outcome effects of the model with larger client populations and treatment differences among the subtypes of Internet addiction or with other cultural populations using CBT-IA are discussed.