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Rationale for and usefulness of the inclusion of gaming disorder in the ICD-11

  • Joël Billieux
  • , Dan J. Stein
  • , Jesus Castro-Calvo
  • , Susumu Higushi
  • , Daniel L. King

    Research output: Contribution to journalComment/debate

    74 Citations (Scopus)

    Abstract

    Video games are among the most popular consumer electronic products in the world. They are having a growing mass appeal both as an interactive recreational activity, in which one can engage individually or with other players, and as a passive entertainment in the form of viewership of broadcasted gaming events, including e-sports and live-streamed games (e.g., twitch.tv). Modern games offer a diverse range of unique and highly immersive experiences. Portable consoles and smart devices have promoted the ubiquity of video games by making them easily accessible almost anywhere.
    Original languageEnglish
    Pages (from-to)198-199
    Number of pages2
    JournalWorld Psychiatry
    Volume20
    Issue number2
    DOIs
    Publication statusPublished - Jun 2021

    Keywords

    • gaming disorder
    • Video games
    • addictive behaviours

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