Taking Gaming Disorder Treatment to the Next Level

Daniel L. King, Klaus Wölfling, Marc N. Potenza

Research output: Contribution to journalShort surveypeer-review

23 Citations (Scopus)

Abstract

Although most people enjoy video gaming (typically online) without problems, some may experience gaming-associated harms. Psychiatrists and other health professionals may encounter individuals in treatment settings, typically young male patients, who report gaming-associated negative outcomes on interpersonal relationships, work, education, physical health, and mental well-being. The World Health Organization recently included definitions for hazardous gaming and gaming disorder (GD) in the International Classification of Diseases, 11th Revision(ICD-11) (https://icd.who.int/en). This followed the introduction of internet gaming disorder as a possible condition for further study in theDSM-5 in 2013, generating debate during the process for the ICD-11 among researchers, clinicians, and others. Although suggestions that gaming problems may be most relevant in Asian jurisdictions exist, gaming problems are of concern globally. Although research to guide optimal assessment and treatment of GD is steadily accumulating,1,2more studies are needed to guide evidence-based practice to address this clinical concern.
Original languageEnglish
Pages (from-to)869-870
Number of pages2
JournalJAMA Psychiatry
Volume77
Issue number8
DOIs
Publication statusPublished - Aug 2020

Keywords

  • Gaming Disorder
  • Treatment
  • cognitive behavioral therapy
  • CBT
  • GD
  • social skills
  • behavioral routines
  • Digital gaming technologies

Fingerprint

Dive into the research topics of 'Taking Gaming Disorder Treatment to the Next Level'. Together they form a unique fingerprint.

Cite this