TY - JOUR
T1 - Gaming disorder
T2 - Its delineation as an important condition for diagnosis, management, and prevention
AU - Saunders, John B.
AU - Hao, Wei
AU - Long, Jiang
AU - King, Daniel L.
AU - Mann, Karl
AU - Fauth-Bühler, Mira
AU - Rumpf, Hans Jürgen
AU - Bowden-Jones, Henrietta
AU - Rahimi-Movaghar, Afarin
AU - Chung, Thomas
AU - Chan, Elda
AU - Bahar, Norharlina
AU - Achab, Sophia
AU - Lee, Hae Kook
AU - Potenza, Marc
AU - Petry, Nancy
AU - Spritzer, Daniel
AU - Ambekar, Atul
AU - Derevensky, Jeffrey
AU - Griffiths, Mark D.
AU - Pontes, Halley M.
AU - Kuss, Daria
AU - Higuchi, Susumu
AU - Mihara, Satoko
AU - Assangangkornchai, Sawitri
AU - Sharma, Manoj
AU - El Kashef, Ahmad
AU - Ip, Patrick
AU - Farrell, Michael
AU - Scafato, Emanuele
AU - Carragher, Natacha
AU - Poznyak, Vladimir
N1 - This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited.
PY - 2017/9
Y1 - 2017/9
N2 - 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.
AB - 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.
KW - Diagnosis
KW - Gaming addiction
KW - Gaming disorder
KW - Intervention
UR - http://www.scopus.com/inward/record.url?scp=85020483017&partnerID=8YFLogxK
U2 - 10.1556/2006.6.2017.039
DO - 10.1556/2006.6.2017.039
M3 - Review article
C2 - 28816494
AN - SCOPUS:85020483017
SN - 2062-5871
VL - 6
SP - 271
EP - 279
JO - Journal of Behavioral Addictions
JF - Journal of Behavioral Addictions
IS - 3
ER -