Reference : Established risk factors for addiction failto discriminate between healthy gamers and...
Scientific journals : Article
Social & behavioral sciences, psychology : Treatment & clinical psychology
Established risk factors for addiction failto discriminate between healthy gamers and gamers endorsing DSM-5 Internet gaming disorder
Deleuze, Jory []
Nuyens, Filip []
Rochat, Lucien []
Rothen, Stéphane []
Maurage, Pierre []
Billieux, Joël mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
Journal of Behavioral Addictions
Akademiai Kiado
Yes (verified by ORBilu)
[en] Internet Gaming Disorder ; DSM-5 ; Inhibitory Control ; Decision Making ; Impulsivity ; LCA
[en] Background and aims: The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence supporting their validity remains scarce. The present study compared online gamers who do or do not endorse IGD criteria regarding self-control-related abilities (impulsivity, inhibitory control, and decision making), considered the hallmarks of addictive behaviors. Method: A double approach was adopted to distinguish pathological from recreational gamers in a sample of gamers: The first is the classic DSM-5 approach (≥5 criteria required to endorse the IGD diagnosis), and the second consists in using latent class analysis (LCA) for IGD criteria to distinguish gamers’ subgroups. We computed comparisons separately for each approach. Ninety-seven volunteer gamers from the community were recruited. Self-reported questionnaires were used to measure demographic and game-related characteristics, problematic online gaming (with the Problematic Online Gaming Questionnaire), impulsivity (with the UPPS-P Impulsive Behavior Scale), and depression (with the Beck Depression Inventory-II). Experimental tasks were used to measure inhibitory control (Hybrid-Stop Task) and decision-making abilities (Game of Dice Task). Results: Thirty-two participants met IGD criteria (33% of the sample), whereas LCA identified two groups of gamers (pathological [35%] and recreational). Comparisons that used both approaches (DSM-5 and LCA) failed to identify significant differences regarding all constructs except for variables related to actual or problematic gaming behaviors. Discussion: The validity of IGD criteria is questioned, mostly with respect to their relevance in distinguishing high engagement from pathological involvement in video games.

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