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.2013.4.3 Young , K. S. , & Brand , M. ( 2017 ). Merging theoretical models and therapy approaches in the context of Internet gaming disorder: A personal perspective . Frontiers in Psychology
/female) 8/7 Internet gaming disorder 7 Internet Addiction Test 37.5 ± 15
The “ABCDE” of video gaming control: Arguments, basic research, conceptual models, documented lessons, and evaluation
Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)
disorder, Feng et al. ( 2017 ) showed that problematic video gaming showed low persistence after 1 year. Furthermore, despite the rapid advance in technology and widespread use of the Internet in the 15-year review period, the prevalence of Internet gaming
Internet use disorders: What's new and what's not?
Commentary on: How to overcome taxonomical problems in the study of Internet use disorders and what to do with “smartphone addiction”? (Montag et al., 2019)
the ICD-11 terminology is better conceptualized than that in the DSM-5 ( American Psychiatric Association, 2013 ) because the DSM-5 erroneously says that internet gaming disorder [IGD] is the same as IUD and that IGD also (wrongly) includes offline
techniques. Emerging evidence suggests that gray matter volume (GMV), cortical thickness and intrinsic functional connectivity (iFC) are altered in addictive behaviours, such as internet gaming disorder (IGD) ( Weinstein, Livny, & Weizman, 2017 ; Yao et al
sample. Item wording is provided in appendix. Internet Gaming Disorder Scale-Short Form (IGDS-SF9; Pontes & Griffiths, 2015 ), is a 9-item measurement adapted from the nine core criteria that define IGD according to the
session (Likert scale ranging from 0 [ Less than 1 h ] to 5 [ More than 5 h ]). Problematic gaming was assessed through the Internet Gaming Disorder Test (IGDT-10; Király et al., 2017 [English version]; Király et al., 2019 [Spanish version]), a 10-item
dysfunctional internet-related behavior has found its way into international classifications of diseases ( Grant, Odlaug, & Chamberlain, 2017 ; King, Delfabbro, Billieux, & Potenza, 2020 ). In the DSM-5, internet gaming disorder is classified in section III
, & Brand, 2013 ) and internet gaming disorder ( Du et al., 2017 ). In current study, the subjects may be accompanied by comprehensive IA, such as gaming, internet shopping, pornography, internet social interaction, virtual society, and obtaining information
has been associated with the occurrence or persistence of high risk for internet gaming disorder over a two-year period in children and adolescents ( Jeong et al., 2020 ). From a brain-based perspective, there are multiple cross