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). Internet gaming disorder [IGD] was included in Section III of the DSM-5 as a potentially addictive behavior to be considered for further research ( Griffiths, King, & Demetrovics, 2014a ; Király, Griffiths, & Demetrovics, 2015 ). These fundamental changes
genres of applications or sites ( Brand, Young, Laier, Wölfling, & Potenza, 2016 ). The Diagnostic and Statistical Manual, Fifth Edition (DSM-5), proposed Internet Gaming Disorder (IGD) as a “condition for further study” ( American Psychiatric
). Metacognitions and emotion recognition in Internet Gaming Disorder among adolescents . Addictive Behaviors Reports , 12 , 100296 . https://doi.org/10.1016/j.abrep.2020.100296 . 10.1016/j.abrep.2020
Introduction In 2013, the American Psychiatric Association included Internet gaming disorder (IGD) in section III under “condition for further research” of the DSM-5 ( American Psychatric Association, 2013 ) and in 2018
) included “Internet Gaming Disorders (IGD)” as a condition for further study while the 11 th edition of the International Classification of Diseases (ICD-11) also included “Gaming disorder” as a clinically recognizable and clinically significant syndrome
modulates the precuneus involvement in internet gaming disorder ( Dong et al., 2020 ). Addiction-related functional and structural alterations of the precuneus are usually linked to (subjective) craving levels, cue-induced craving responses, duration and
into Persian versions (e.g., Mohammadsalehi et al., 2015 ; Ostovar, Nor, Griffiths, & Chermahini, 2017 ), including instruments assessing Internet-related addictions (e.g., the Internet Gaming Disorder Scale – short form; Wu et al., 2017
3 appendix as an emerging condition (i.e., Internet gaming disorder) that needed further research before full inclusion in a future edition. Andreassen and Pallesen ( 2014 ) defined SNS addiction as spending too much time on SNSs due to an
recent version of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) (2013) where “Internet gaming disorder”(IGD) was included as a condition for further studies. Thus, despite the ongoing discussion on how to conceptualize and assess the
-control increases during adolescence, which in turn contributes to the prevention or intervention in internet gaming disorder as well ( Xiang, Gan, Jin, Zhang, & Zhu, 2022 ; Zondervan-Zwijnenburg et al., 2020 ). Similar results suggested that greater self