Established risk factors for addiction fail to discriminate between healthy gamers and gamers endorsing DSM-5 Internet gaming disorder

被引:70
作者
Deleuze, Jory [1 ]
Nuyens, Filip [1 ,2 ]
Rochat, Lucien [3 ]
Rothen, Stephane [4 ]
Maurage, Pierre [1 ]
Billieux, Joel [1 ,4 ,5 ,6 ]
机构
[1] Catholic Univ Louvain, Psychol Sci Res Inst, Lab Expt Psychopathol LEP, Louvain La Neuve, Belgium
[2] Nottingham Trent Univ, Int Gaming Res Unit, Nottingham, England
[3] Univ Geneva, Cognit Psychopathol & Neuropsychol Unit, Geneva, Switzerland
[4] Geneva Univ Hosp, Addictol Div, Dept Mental Hlth & Psychiat, Geneva, Switzerland
[5] Clin Univ St Luc, Dept Adult Psychiat, Internet & Gambling Disorders Clin, Woluwe St Lambert, Belgium
[6] Univ Luxembourg, Inst Hlth & Behav, Addict & Compuls Lab, Maison Sci Humaines 11, L-4366 Esch Sur Alzette, Luxembourg
关键词
Internet gaming disorder; inhibitory control; impulsivity; decision-making; DSM-5; DECISION-MAKING; INTERNATIONAL CONSENSUS; RESPONSE-INHIBITION; IMPULSIVITY; PLAYERS; TOLERANCE; WARCRAFT; DEFICITS; CRITERIA; ABILITY;
D O I
10.1556/2006.6.2017.074
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
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. This 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: 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.
引用
收藏
页码:516 / 524
页数:9
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