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Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention

  • John B. Saunders
  • , Wei Hao
  • , Jiang Long
  • , Daniel L. King
  • , Karl Mann
  • , Mira Fauth-Bühler
  • , Hans Jürgen Rumpf
  • , Henrietta Bowden-Jones
  • , Afarin Rahimi-Movaghar
  • , Thomas Chung
  • , Elda Chan
  • , Norharlina Bahar
  • , Sophia Achab
  • , Hae Kook Lee
  • , Marc Potenza
  • , Nancy Petry
  • , Daniel Spritzer
  • , Atul Ambekar
  • , Jeffrey Derevensky
  • , Mark D. Griffiths
  • Halley M. Pontes, Daria Kuss, Susumu Higuchi, Satoko Mihara, Sawitri Assangangkornchai, Manoj Sharma, Ahmad El Kashef, Patrick Ip, Michael Farrell, Emanuele Scafato, Natacha Carragher, Vladimir Poznyak
  • University of Queensland
  • Central South University
  • University of Adelaide
  • Heidelberg University 
  • University of Lübeck
  • Central and North West London NHS Foundation Trust
  • Tehran University of Medical Sciences
  • Department of Health
  • Tung Wah Group of Hospitals
  • Hospital Selayang
  • University of Geneva
  • Yale University
  • University of Connecticut
  • Study Group on Technological Addictions
  • All India Institute of Medical Sciences, New Delhi
  • McGill University
  • Nottingham Trent University
  • National Hospital Organization Kurihama Medical and Addiction Center
  • Prince of Songkla University
  • National Institute of Mental Health and Neurosciences
  • National Rehabilitation Center
  • The University of Hong Kong
  • University of New South Wales
  • Istituto Superiore di Sanita
  • World Health Organization

Research output: Contribution to journalReview articlepeer-review

375 Scopus citations

Abstract

Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.

Original languageEnglish
Pages (from-to)271-279
Number of pages9
JournalJournal of Behavioral Addictions
Volume6
Issue number3
DOIs
StatePublished - 2017

Bibliographical note

Publisher Copyright:
© 2017 The Author(s).

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Keywords

  • Diagnosis
  • Gaming addiction
  • Gaming disorder
  • Intervention

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