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during adolescence) towards the development of gaming disorder in young adulthood. Indeed, subtypes of problem gamers have been identified depicting greater aggressive and/or depressive symptoms ( Lemmens, Valkenburg, & Gentile, 2015; Myrseth & Notelaers
has also been used to guide interventions for adolescents who screen positively for problem gaming ( King et al., 2017 ). Given some interventions for Internet addiction (including gaming) have employed family approaches (e.g., Liu et al., 2015 ), or
Policy, prevention, and regulation for Internet Gaming Disorder
Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)
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.
, Khazaal, Maurage, & Heeren, 2015 ), more and more attention has been paid to problem gaming 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
ICD-11 Gaming Disorder: Needed and just in time or dangerous and much too early?
Commentary on: Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.)
strong message: gaming is a recreational activity just like any other, gamers are just normal people, and intensive gaming should not be medicalized and problem gamers not be stigmatized by a scientifically uninformed psychiatric label. If this would all
Functional impairment matters in the screening and diagnosis of gaming disorder
Commentary on: Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.)
, to accurately capture harmful or treatment-seeking cases of problem gaming. 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
) Competition motive and competence, and (b) Social motive and relatedness. IGD and gaming motives Previous research has shown significant associations between gaming motives and problem gaming symptoms in Western populations
bias and disinhibition toward gaming cues are related to problem gaming in male adolescents Journal of Adolescent Health 50 6 541 546
problem gamers 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
The essential role of theory in minimizing harm from emerging technologies. Lost in committee?. •
Commentary on: Problematic risk-taking involving emerging technologies: A stakeholder framework to minimize harms (Swanton et al., 2019)
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 problem gaming and can be reliably assessed well before harm