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The nature and characteristics of problem gaming, with a focus on ICD-11 diagnoses

医学诊断 危害 心理学 精神科 心理健康 人口 临床心理学 医学 社会心理学 病理 环境卫生
作者
John B. Saunders,Gary Chan,Janni Leung,Daniel Stjepanović,Jason P. Connor
出处
期刊:Current Opinion in Psychiatry [Lippincott Williams & Wilkins]
卷期号:37 (4): 292-300 被引量:1
标识
DOI:10.1097/yco.0000000000000949
摘要

Purpose of review This review describes the diagnoses related to problem gaming that are included in ICD-11, published by the WHO in 2022. It summarizes the recent literature on the prevalence of Gaming Disorder, its structure, antecedents and comorbidities, and explores whether the range of diagnoses currently available adequately covers the range of experiences seen with problem gaming. Recent findings Overall, between 3 and 6% of the population worldwide are reported to have a gaming disorder as defined by ICD-11 or DSM-5. However, most studies are constrained by methodological issues such as nonrepresentative samples and the use of brief questionnaires to determine prevalence. ICD-11 Gaming Disorder is a psychometrically sound diagnosis. There is no diagnosis that currently captures the experience of harm from gaming, where the requirements for the diagnosis of Gaming Disorder are not reached. Summary There is evidence in support of the proposed new entity of ‘Harmful Gaming’, which encompasses mental and physical harm/impairment due to a repeated pattern of gaming, but where requirements for the diagnosis of Gaming Disorder are not met. Such a diagnosis would complete the spectrum of diagnoses available for problem or unhealthy gaming, similar to those for unhealthy substance use, and would provide a framework for a public health approach to reducing the overall harm from unhealthy gaming.

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