Fpsyt 12 777397
Fpsyt 12 777397
                                                Background: Internet gaming disorder (IGD) can have long-term severe consequences
                                                in affected individuals, especially adolescents and young people. Empirical studies of IGD
                                                using the DSM-5 criteria are still lacking. This study aimed to evaluate the contribution
                                                of specific criteria to the diagnosis of IGD based on the DSM-5 in the context of
                                                Chinese culture.
                                                Methods: The Chinese version of the Internet Gaming Disorder Scale–Short Form
                          Edited by:            (IGDS9-SF) was applied to investigate the prevalence of IGD in a general sample of
              Barna Konkoly-Thege,              28,689 middle school students aged 12–19 years from two cities in China.
    Waypoint Centre for Mental Health
                        Care, Canada            Results: The prevalence of IGD was 4.6% among this adolescent sample. The group
                        Reviewed by:            of IGD students reported longer weekly gaming times and worse academic performance
                         Hyoun S. Kim,
                                                than the group of non-IGD students. Although “preoccupation” and “playing to escape”
         University of Calgary, Canada
                        Gallus Bischof,         were the most frequently reported criteria, the conditional inference trees showed that
        University of Lübeck, Germany           “give up other activities,” ‘negative consequences,” and “continue despite problems”
                    *Correspondence:            contributed most to the diagnosis of IGD based on the DSM-5.
                          Shuiyuan Xiao
                     xiaosy@csu.edu.cn          Conclusions: The prevalence of IGD among Chinese adolescents (ages 12–19) was
                            Yanhui Liao         4.6%. This study provides evidence for retaining or deleting specific diagnostic criteria
                 liaoyanhui@zju.edu.cn
                                                by the DSM framework in the future.
                    Specialty section:          Keywords: internet gaming disorder, IGD, DSM-5, criteria, diagnostic, prevalence
          This article was submitted to
                  Public Mental Health,
                a section of the journal
                 Frontiers in Psychiatry
                                                INTRODUCTION
       Received: 15 September 2021              Internet gaming disorder (IGD), an increasingly serious public health concern, can have long-term
       Accepted: 30 November 2021               severe consequences (such as self-esteem problems, emotional distress, impaired executive control
         Published: 05 January 2022
                                                and cognitive function, and disrupted regional structural connectivity) in affected individuals,
                             Citation:          especially adolescents and young people (1–3). Therefore, the American Psychiatric Association
  Luo T, Wei D, Guo J, Hu M, Chao X,
                                                (APA) included IGD in the appendix of the DSM-5 as a potential diagnosis. Referring to the
     Sun Y, Sun Q, Xiao S and Liao Y
 (2022) Diagnostic Contribution of the
                                                diagnostic criteria for substance use disorders, the DSM-5 drafted diagnostic criteria for IGD and
   DSM-5 Criteria for Internet Gaming           indicated that further research is warranted.
                             Disorder.             According to DSM-5, the clinical diagnosis of IGD as indicated by endorsing five (or more)
         Front. Psychiatry 12:777397.           of the following nine criteria: “(1) preoccupation with online/offline gaming (i.e., preoccupation);
     doi: 10.3389/fpsyt.2021.777397             (2) experience of unpleasant symptoms when gaming is taken away (i.e., withdrawal);
Total sample Male students Female students Male students vs. female students
Age                                 15.61 (1.90)            15.55 (1.82)              15.65 (1.97)               t = −4.37               <0.001              Cohen’s d = 0.05
Weekly gaming (hours)                6.31 (8.04)             8.27 (9.55)               4.70 (6.25)              Z = −48.10               <0.001                  r = 0.28
IGDS9-SF score                      15.74 (7.39)            18.54 (7.99)              13.53 (6.02)              Z = −60.74               <0.001                  r = 0.36
Academic Record                      3.05 (1.05)             3.14 (1.17)               2.98 (0.95)              Z = −14.05               <0.001                  r = 0.08
                                       N (%)                   N (%)                     N (%)
Middle school stage
Junior middle school               13,474 (46.97)           5,671 (44.75)             7,803 (48.72)             χ 2 = 44.95              <0.001                 φ = 0.04
Senior middle school               15,215 (53.03)           7,003 (55.25)             8,212 (51.28)
Internet gaming disorder            1,327 (4.63)             995 (7.85)                332 (2.07)              χ 2 = 535.36              <0.001                 φ = 0.36
Statistical Procedures                                                                Weekly game time     29.47 (10.40)            5.14 (5.98)        −60.03 <0.001 0.35
We calculated Cohen’s kappa coefficients to assess the                                IGDS9-SF score        35.69 (3.44)           14.77 (6.04)        −62.06 <0.001 0.37
endorsement of specific criteria corresponding to IGD. Then, we                       Academic Record        2.97 (1.33)            3.05 (1.04)        −2.42    <0.01       0.01
used non-parametric conditional inference trees (C-Trees) to                          IGDS9-SF, The nine-item Internet Gaming Disorder Scale–Short-Form; IGD, Internet
explore the contributions of specific criteria to the diagnosis of                    Gaming Disorder.
IGD. The predictive variables were age, gender, weekly gaming
time, and nine IGD criteria, while the response variable was
IGD diagnosis.                                                                        TABLE 3 | Endorsement of DSM-5 IGD criteria (n = 28,689).
FIGURE 1 | Conditional inference tree plot predicting DSM-5 IGD by diagnostic criteria, age, gender and gaming time (n = 28,689).
(95% CL: 90.76, 95.24); if they endorsed “negative consequences”                     (2.96%) adolescents who did not meet the criteria for IGD
but denied “continuation,” the IGD diagnostic rate was 51.59%                        but endorsed negative consequences. Given that functional
(95% CL: 45.37, 57.80) (Subgroup 5); If they denied “negative                        impairment is necessary for a diagnosis of GD in the
consequences,” the IGD diagnostic rate was 21.38% (95% CL:                           ICD-11 framework, we compared socio-demographics and
18.53, 24.22) (Subgroup 4).                                                          game-play-related behaviours of adolescents with IGD endorse
   As shown in the left part of Figure 1, a small percentage                         negative consequences, adolescents with IGD but did not
(2.07%, 95% CL: 1.90, 2.24) of adolescents meeting the                               endorse negative consequences, adolescents without IGD but
IGD diagnostic standard did not endorse “give up other                               endorse negative consequences, and adlescents without IGD did
activities.” For those adolescents who had denied “give up other                     not endorse negative consequences.
activities,” if they also denied “continuation,” the IGD diagnostic                     As shown in Table 4, there were no significant differences in
rate was 1.68% (95% CL: 1.52, 1.83) (Subgroup 1); if they                            terms of gender and age among the group of IGD adolescents
endorsed “continuation” but denied “negative consequences,”                          endorsed with negative consequences, IGD adolescents denied
the IGD diagnostic rate was 11.04% (95% CL: 8.14, 13.93)                             negative consequences, and non-IGD adolescents endorsed
(Subgroup 2); and if they endorsed “continuation” and “negative                      negative consequences; however, compared to the group
consequences,” the IGD diagnostic rate was 46.15% (95% CL:                           of adolescents without IGD denied negative consequences,
37.88%, 54.42%) (Subgroup 3).                                                        these three groups of adolescents tended to be male
                                                                                     and older.
Comparison Variables of Impairment for                                                  In terms of game-play-related behaviours, adolescents
IGD                                                                                  with IGD endorsed negative consequences reported the
There were 600 (2.10%) adolescents who met the criteria for                          most amount of weekly game time, and the highest score
IGD but did not endorse negative consequences, while 849                             of IGDS9-SF, followed by adolescents with IGD but did not
                          IGD students           IGD students denied          Non-IGD students           Non-IGD students                 t/χ2              P           Effect size
                       endorsed negative               negative               endorsed negative           denied negative
                         consequences              consequences                 consequences              consequences
                            N = 727                    N = 600                     N = 849                  N = 26 513
                               N (%)                      N (%)                      N (%)                       N (%)
Gender (male)               549 (75.52)a               446 (74.33)a               610 (71.85)a             11 069 (41.75)b           χ2 = 837.77*        <0.001          φ = 0.17
                              M (SD)                      M (SD)                     M (SD)                     M (SD)
Age                        15.98 (1.78)a              16.00 (1.61)a               16.05 (1.68)a              15.58 (1.92)b             t = 35.42         <0.001     Cohen’s d = 0.03
Weekly game time           34.60 (7.17)a              23.25 (10.32)b             12.17 (10.32)c              4.92 (5.64)d           χ2 = 4,387.69**      <0.001          φ = 0.35
IGDS9-SF score             37.83 (3.23)a              33.11 (1.67)b               23.79 (4.91)c              14.49 (5.84)d          χ2 = 5,140.35**      <0.001          φ = 0.37
Academic Record             2.64 (1.30)a               3.36 (1.25)b               3.46 (1.15)c               3.04 (1.04)d            χ2 = 275.56**       <0.001          φ = 0.01
IGDS9-SF, The nine-item Internet Gaming Disorder Scale–Short-Form; IGD, Internet Gaming Disorder.
*χ2 value was obtained by χ2 test.
**χ2 values were obtained by Kruskal-Wallis H test. Different subscript letters (a, b, c) in the same row reflect significant (p < 0.05) difference between the rates or means while same
subscript letters in one row reflect non-significant difference between the rates or means according to χ2 test or Mann-Whitney U-test.
endorse negative consequences, adolescents without IGD                                         additionally endorsed “continuation” to “give up other activities”
but endorse negative consequences, and adolescents without                                     and ‘negative consequences,” the probability of being classified
IGD did not endorse negative consequences. Adolescents                                         as having IGD was increased to 93%. “Loss of control” is also
without IGD who endorse negative consequences reported                                         viewed as an essential feature of addictive behaviour, and it is
the highest academic record, while adolescents with IGD                                        a necessary diagnostic criterion in the ICD-11 framework (10,
who endorsed negative consequences reported the lowest                                         21). Although this criterion did not provide more information
academic record.                                                                               in the multivariate analysis, it had high predictive power for
                                                                                               IGD independently.
                                                                                                  Our results support the views of most clinical experts and
DISCUSSION                                                                                     researchers in this field. Most recently, a Delphi study conducted
                                                                                               by Castro-Calvo et al. reported that the criteria of “give up
This study found that the 12-month prevalence of IGD was                                       other activities,” “continuation,” “loss of control” and “negative
4.6% among Chinese adolescents, and the prevalence of IGD                                      consequences” had the highest approval rate among international
among boys was significantly higher than that among girls. In                                  experts for their high diagnostic validity, while other criteria had
addition, consistent with other studies, the students classified as                            the low approval rate (25). The present study provides evidence
having IGD by the DSM-5 criteria reported more gaming time                                     for inclusion of these criteria by the DSM framework in the
and worse academic performance than those classified as not                                    future and supports the definition of gaming disorder in the
having IGD (5).                                                                                ICD-11 framework.
   Agreement upon the criteria would allow the establishment of                                   The criteria of “tolerance” and “withdrawal” were of key
correct diagnoses to identify game players who need professional                               importance for identifying IGD in the study of Rehbein et al. (5),
support and effective treatments (20). Our results demonstrated                                however, these two criteria did not provide more information
significant differences in the relationship between specific DSM-                              in the multivariate analysis in this study. This might be due
5 criteria and IGD diagnosis in the context of Chinese culture.                                to cultural differences. Although previous study has proven the
The criterion “give up other activities” was the most relevant                                 adequate diagnostic accuracy of these two criteria (9), there are
to the diagnosis of IGD based on the DSM-5, which is in                                        also doubts about whether these two criteria can distinguish
accordance with Rehbein et al. (5). This criterion reflects                                    between unpathological high involvement, such as a “gaming
increased priority given to gaming over other activities, implying                             passion,” and problematic gaming (26).
behavioural salience, and is viewed as an essential feature of                                    The criteria of “preoccupation” and “escape” have high
addictive behaviour (5, 21). In our study, if this criterion                                   support rates, but the ability to predict IGD is weak, which
was endorsed, the probability of meeting the DSM-5 IGD                                         is consistent with Rehbein’s study (5). We also found that
criteria increased from 2 to 50%. “Negative consequences,”                                     criterion “deception” showed a weak ability to predict IGD,
which reflects serious impairment of social function, was the                                  which matches findings from studies in different cultural
next most relevant criterion to the IGD diagnosis (22–24).                                     contexts (9, 27, 28). Thus, these three criteria may have
Among the adolescents who endorsed both “give up other                                         limited distinguishing ability between gaming disorders and non-
activities” and “negative consequences,” 80% were classified as                                pathological game participation cross-culturally. Preoccupation
having IGD. “Continuation” also reflected the perceived negative                               with gaming behaviour may relate to high engagement (29,
consequences of gaming behaviour and was the third most                                        30), escaping a negative mood by playing games may reflect
relevant criterion to the IGD diagnosis (21). For those who                                    a coping style for emotions (29, 31), and deceiving others
may be influenced by others’ attitudes towards the game,                             DATA AVAILABILITY STATEMENT
but this behaviour is not necessarily pathological (29). Future
research can explore the impact of the removal of “escape”                           The data that support the findings of this study are available
and “deception” on the validity of the DSM-5 framework.                              from the corresponding author upon reasonable request and with
Given that salience is one of the core features of addictive                         completion of data user agreement.
behaviours (32), “preoccupation” might be worth keeping,
but a more clearer definition might be needed to increase                            ETHICS STATEMENT
its validity.
    Theoretically, all adolescents with IGD should report                            This study was carried out in accordance with the Declaration
impaired social function (10, 28). However, 2% of IGD                                of Helsinki. Ethical approval was obtained from the Ethics
adolescents in our study did not report that gaming activity                         Committee of Jiangxi Mental Hospital of Nanchang University
often leads to jeopardisation or loss of an important relationship,                  (No. 20190113). All students and their parents were fully
job or an educational or career opportunity. However, 3% of                          informed the purpose of the study. After obtaining informed
non-IGD adolescents reported that gaming activity often causes                       consent from parents, an electronic informed consent form was
negative consequences. This may be due to the possibility of                         then obtained from each student.
false positives or false negatives on the one hand; on the other
hand, it may be due to the different insight of adolescents on the                   AUTHOR CONTRIBUTIONS
consequences of their gaming activity. These results suggest that
the criteria for IGD should be defined by more specific intensity                    TL, YL, and SX: contributed in conceptualising and designing
and frequency thresholds in future clinical practise and research                    the study, analysis and interpretation of data, drafting and
work, such as for severe events, one event was sufficient; for                       revising the article, and final approval of the version to be
moderate events, events needed to be repeated 3 times a week or                      published. DW, JG, MH, and XC: contributed in collecting,
more (28, 30).                                                                       analysis, interpretation of data, drafting the article, and final
    There were some limitations of the present study. First, the                     approval of the version to be published. YS and QS: contributed
IGD was assessed using self-reports and not clinical interviews                      in revising the article. All authors contributed to the article and
by trained professionals. Second, the sample was restricted to 12-                   approved the submitted version.
and 19-year-old Chinese students, and other groups may have
different patterns of criteria endorsement.                                          FUNDING
CONCLUSIONS                                                                          This study was supported by the Hundred Talents Program
                                                                                     funding from Zhejiang University.
In conclusion, our study found that the estimated 12-month
prevalence of IGD was 4.6%. Furthermore, symptoms related to                         ACKNOWLEDGMENTS
“give up other activities,” “negative consequences,” and “continue
despite problems,” are the most relevant to an IGD diagnosis in                      The authors would like to thank all the participants and
this sample.                                                                         their parents.
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