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negative effect among adolescents when controlling for problematic gaming symptoms. For some outcomes, hours spent gaming may even be beneficial, for instance for perceived social competence. However, a small proportion of youth struggle with keeping their
Problematic gaming exists and is an example of disordered gaming
Commentary on: Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.)
The recent commentary paper by Aarseth et al. ( 2016 ) questioned whether problematic gaming should be considered a new disorder particularly because “Gaming Disorder” (GD) has been identified as a disorder to be included in the next (11th
Introduction Problematic gaming has emerged as a widespread public health concern, especially among adolescents, in different areas of the world, including China ( Liao et al., 2020 ), Europe ( Colasante et al., 2022 ) and the United States ( Nagata
remarkable functional impairment. Adolescents are considered vulnerable to problematic gaming. Previous review studies have pointed out a higher prevalence of problematic gaming among youth compared with other age groups ( Stevens, Dorstyn, Delfabbro, & King
, creativity, identity exploration), avatar features have recently been the focus of survey-based and neuroimaging studies into the development and maintenance of problematic gaming ( Green, Delfabbro, & King, 2020 ; Lemenager et al., 2020 ). It has been
, 2019 ). We are interested in examining the link between esports and problematic gaming, including Gaming Disorder (GD) and Hazardous Gaming (HG), which have been included in the recently released ICD-11 ( WHO, 2018b ). First, it is important to
], 2013 ) is criticized by several scholars (cf. Aarseth et al., 2017 ; Griffiths et al., 2016 ; Kardefelt-Winther, 2015 ). It is questioned whether these nine criteria are sensitive and specific enough to disentangle problematic gaming behavior from
Playing the wrong game again? Policy responses to problematic video gaming in Brazil
Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)
presenting the existing health policy strategies to fight problematic gaming behavior is very important to help clarify possible mechanisms and targets for intervention, especially when facing a phenomenon that the authors very properly address as complex and
). In Finland, the effects of problematic game playing on players’ health are still largely unexplored. Considering the increased prevalence of online gaming, this study aimed to identify the problematic gaming behavior among Finnish adolescents and
of players around the world. Previous literature on problematic gaming (PG) has largely focused on MMORPGs. PG is currently considered a potential disorder, listed within “Emerging Measures and Models” (Section III) in the most recent edition of the