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Thinking more broadly about policy responses to problematic video game use: A response to Király et al. (2018)

Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)

Journal of Behavioral Addictions
Author: Douglas A. Gentile

Király et al. (2018) did an excellent job of reviewing policies that are undertaken to prevent and respond to problematic video game use. I argue that there has been a failure of imagination when considering public policy – generally, we only think of governmental or legislative policies. This paper identifies several other ways we could consider public policy, providing examples of some that have already been enacted and suggesting others that could be, all without governmental intervention. These types of policies may not only be more practical, but also be more effective.

Open access

Background and aims

Perceived stress has been regarded as a risk factor for problematic social networking site (SNS) use, yet little is known about the underlying processes whereby confounding variables may mediate or moderate this relationship. To answer this question, this study examined whether depression and anxiety mediated the relationship between perceived stress and problematic SNS use, and whether these mediating processes were moderated by psychological resilience and social support.


Participants were 641 Chinese college students who completed anonymous questionnaires measuring perceived stress, depression/anxiety, psychological resilience, social support, and problematic SNS use.


The results showed that (a) depression/anxiety mediated the relationship between perceived stress and problematic SNS use; (b) the mediating effects of depression/anxiety on the association between perceived stress and problematic SNS use were moderated by psychological resilience. Specifically, the mediating effects of depression/anxiety were stronger for individuals with lower levels of psychological resilience, compared with those with higher levels of psychological resilience; and (c) the mediating effects of depression/anxiety were not moderated by social support, although social support was negatively related to depression/anxiety.

Discussion and conclusion

This study can contribute to a better understanding of how and when perceived stress increases the risk of problematic SNS use, and implies the importance of enhancing psychological resilience in preventing problematic SNS use.

Open access

Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective

Commentary on: A weak scientific basis for gaming disorder: Let us err on the side of caution (van Rooij et al., 2018)

Journal of Behavioral Addictions
Authors: Hans-Jürgen Rumpf, Sophia Achab, Joël Billieux, Henrietta Bowden-Jones, Natacha Carragher, Zsolt Demetrovics, Susumu Higuchi, Daniel L. King, Karl Mann, Marc Potenza, John B. Saunders, Max Abbott, Atul Ambekar, Osman Tolga Aricak, Sawitri Assanangkornchai, Norharlina Bahar, Guilherme Borges, Matthias Brand, Elda Mei-Lo Chan, Thomas Chung, Jeff Derevensky, Ahmad El Kashef, Michael Farrell, Naomi A. Fineberg, Claudia Gandin, Douglas A. Gentile, Mark D. Griffiths, Anna E. Goudriaan, Marie Grall-Bronnec, Wei Hao, David C. Hodgins, Patrick Ip, Orsolya Király, Hae Kook Lee, Daria Kuss, Jeroen S. Lemmens, Jiang Long, Olatz Lopez-Fernandez, Satoko Mihara, Nancy M. Petry, Halley M. Pontes, Afarin Rahimi-Movaghar, Florian Rehbein, Jürgen Rehm, Emanuele Scafato, Manoi Sharma, Daniel Spritzer, Dan J. Stein, Philip Tam, Aviv Weinstein, Hans-Ulrich Wittchen, Klaus Wölfling, Daniele Zullino, and Vladimir Poznyak

The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to diminish its responsibility by claiming that GD is not a public health problem, a position which maybe supported by arguments from scholars based in media psychology, computer games research, communication science, and related disciplines. However, just as with any other disease or disorder in the ICD-11, the decision whether or not to include GD is based on clinical evidence and public health needs. Therefore, we reiterate our conclusion that including GD reflects the essence of the ICD and will facilitate treatment and prevention for those who need it.

Open access