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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
present study we conceptualized smartphone addiction as a special type of addictive behaviors that merit more independent examinations. As such, we adopted the term “problematic smartphone use” and used the 9 clinical criteria for Internet Gaming Disorder
Video gaming IGDS GLA engagement RLI Problem gambling severity and internet gaming disorder severity were positive predictors of risky loot box use in both samples. Risky loot box use was positively correlated with problem gambling severity and problem
(child* OR adolescent* OR teen* OR juvenile* OR young* OR youth*) AND (problematic technology use OR addiction OR Internet OR Internet Gaming Disorder OR smartphone overuse OR online OR cybersex OR social network OR compulsive use OR excessive use OR
low severity “impulsive” (associated with attention-deficit hyperactivity disorder (ADHD)). Internet gaming disorder was the only mental disorder included in the DSM-5 ( American Psychiatric Association, 2013 ), and gaming disorder was included in the
, 1009540 . https://doi.org/10.3389/fnhum.2022.1009540 . Fam , J. Y. ( 2018 ). Prevalence of internet gaming disorder in adolescents: A meta‐analysis across three decades . Scandinavian Journal of Psychology , 59 ( 5 ), 524 – 531 . https://doi.org/10
, Social OR Media Addictions, Social OR Social Media Addictions OR Social Media Addictions OR Smartphone Addiction OR Addiction, Smartphone OR Addictions, Smartphone OR Smartphone Addictions OR Internet Gaming Disorder OR Disorder, Internet Gaming OR
developed and used to select cut-off points. The latent profile analysis (LPA) is one such method. It has been used to derive the cut-off points for the 6-item Bergen Social Media Addiction Scale ( Banyai et al., 2017 ), the 10-Item Internet Gaming Disorder