during adolescence) towards the development of gaming disorder in young adulthood. Indeed, subtypes of problemgamers have been identified depicting greater aggressive and/or depressive symptoms ( Lemmens, Valkenburg, & Gentile, 2015; Myrseth & Notelaers
Authors:Luke A. Schneider, Daniel L. King, and Paul H. Delfabbro
has also been used to guide interventions for adolescents who screen positively for problemgaming ( King et al., 2017 ). Given some interventions for Internet addiction (including gaming) have employed family approaches (e.g., Liu et al., 2015 ), or
In this commentary, I discuss the recent paper by Király et al. (2018), which provides a systematic review of current and potential policies addressing problematic gaming and suggesting current approaches include those (a) limiting video game availability, (b) reducing risk and harm, and (c) supporting gamers. This commentary uses a number of points raised by Király et al. (2018) to address the issue of policy context by discussing (a) the sociocultural environment and (b) the gamer and the game environment to (c) create the case for prevention to reduce risk and harm and to provide support for gamers and their families.
Authors:Julian Strizek, Josefine Atzendorf, Ludwig Kraus, Karin Monshouwer, Alexandra Puhm, and Alfred Uhl
, Khazaal, Maurage, & Heeren, 2015 ), more and more attention has been paid to problemgaming in recent years, with a special focus on certain types of games played on the Internet (e.g. MMORPGs, so-called “massively multiplayer online role-playing games
strong message: gaming is a recreational activity just like any other, gamers are just normal people, and intensive gaming should not be medicalized and problemgamers not be stigmatized by a scientifically uninformed psychiatric label. If this would all
Authors:Joël Billieux, Daniel L. King, Susumu Higuchi, Sophia Achab, Henrietta Bowden-Jones, Wei Hao, Jiang Long, Hae Kook Lee, Marc N. Potenza, John B. Saunders, and Vladimir Poznyak
, to accurately capture harmful or treatment-seeking cases of problemgaming.
Furthermore, the proposed ICD-11 description of gaming disorder does not rely on the presence of certain symptoms that have garnered mixed support in the literature
Authors:Anise M. S. Wu, Mark H. C. Lai, Shu Yu, Joseph T. F. Lau, and Man-wai Lei
) Competition motive and competence, and (b) Social motive and relatedness.
IGD and gaming motives
Previous research has shown significant associations between gaming motives and problemgaming symptoms in Western populations
Authors:Daniel L. King, Madeleine C. E. Herd, and Paul H. Delfabbro
problemgamers can experience sustained craving for gaming, rather than satiation, following a 30-min session of gaming, which complicates the assumption that gaming time alone is satisfying and reduces aversive withdrawal states
cingulate cortex being among the most affected brain regions in those with internet gaming disorder ( Lee, Namkoong, Lee, & Jung, 2018; Yuan et al., 2011 ). Impulsivity is a clear risk factor for problemgaming and can be reliably assessed well before harm