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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
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