Search Results
+ hours per week) who score higher on measures of Internet Gaming Disorder ( Gibson, Griffiths, Calado, & Harris, 2022 ; Zendle & Cairns, 2018 ; Zendle, Meyer, & Over, 2019 ; Zendle et al., 2020 ). Purchasers of loot boxes also tend to score higher on
considered in the treatment of gambling disorder ( Chen, Jindani, Perry, & Turner, 2014 ; de Lisle, Dowling, & Allen, 2012 ; Shonin, Van Gordon, & Griffiths, 2014 ), Internet gaming disorder ( Zhang, Yao, Potenza, Xia, Lan, Liu, et al., 2016a ; Zhang, Yao
addictive behaviors” while compulsive sexual behavior disorder is listed in the “Impulse control disorders”. Differently, the DSM-5 included only gambling disorder (in the “Substance-related and addictive disorder” section) and internet gaming disorder (in
problematic Internet use should be conceptualized as a behavioral addiction ( Chamberlain et al., 2016 ; Spada, 2014 ). For example, Internet gaming disorder, as identified in Section III of the fifth edition of the Diagnostic and Statistical Manual of
), Bergen Social Media Addiction Scale (BSMAS), and the nine-item Internet Gaming Disorder Scale- Short Form (IGDS-SF9) (Study Part B) . Addictive Behaviors , 101 , 105960 . https://doi.org/10.1016/j.addbeh.2019
Disorder , Fifth Edition (DSM-5) in 2013 has caused more confusion on defining IA after the adoption of Internet gaming disorder ( Kuss, Griffiths, & Pontes, 2017 ), according to Young ( 1998b , 1999 ; Young & Rogers, 1998 ), IA can be defined as the
previous study that compared impulsivity features among GD, alcohol-use disorder (AUD), and Internet gaming disorder (IGD) showed that the GD group had levels of trait impulsivity in cognitive domains similar to those of the AUD and IGD groups ( Choi et
( 2013 ) proposed internet gaming disorder (IGD) as a potential condition in the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). More recently, the World Health Organization ( 2018 ) also included gaming
addictive behaviours. There is strong evidence, for example, that depressive and anxiety symptoms increased before (T1) to during the pandemic (T2) in children and adolescents, and this positively predicted internet gaming disorder ( Teng, Pontes, Nie
-related cues are the key mechanism for the maintenance of PIU ( Brand et al., 2016 , 2019 ). Researchers have demonstrated that individuals with internet gaming disorder reported a high craving of internet gaming, following game-related cues ( Ma et al., 2019