To see the other types of publications on this topic, follow the link: Internet gaming disorders.

Journal articles on the topic 'Internet gaming disorders'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Internet gaming disorders.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Ajay Kumar, Anirban Saha, and Sucharita Mishra. "Impact of Role Playing Games on Child and Adolescents: A Brief Overview." Indian Journal of Behavioural Sciences 26, no. 02 (2023): 79–84. http://dx.doi.org/10.55229/ijbs.v26i2.02.

Full text
Abstract:
Internet gaming is recognized as a psychiatric disorder in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) and International Classification of Disease, version 11 (ICD-11) ‘Internet Gaming Disorder (IGD) and gaming disorder (GD), respectively. A strong association was seen between internet gaming behaviour and psychiatric disorders such as anxiety disorders, depression, suicidal ideation, behavioural disorders, social phobia, autism spectrum disorder, attention-deficit hyperactivity disorder, obsessive-compulsive disorder, and personality disorders. But the mor
APA, Harvard, Vancouver, ISO, and other styles
2

Chia, Doris X. Y., and Melvyn W. B. Zhang. "A Scoping Review of Cognitive Bias in Internet Addiction and Internet Gaming Disorders." International Journal of Environmental Research and Public Health 17, no. 1 (2020): 373. http://dx.doi.org/10.3390/ijerph17010373.

Full text
Abstract:
Internet addiction and Internet gaming disorders are increasingly prevalent. Whilst there has been much focus on the use of conventional psychological approaches in the treatment of individuals with these addictive disorders, there has also been ongoing research exploring the potential of cognitive bias modification amongst individuals with Internet and gaming addiction. Some studies have documented the presence of cognitive biases and the effectiveness of bias modification for Internet addiction and gaming disorders. However, there have not been any reviews that have synthesized the findings
APA, Harvard, Vancouver, ISO, and other styles
3

Lopez-Fernandez, Olatz, and Daria J. Kuss. "Preventing Harmful Internet Use-Related Addiction Problems in Europe: A Literature Review and Policy Options." International Journal of Environmental Research and Public Health 17, no. 11 (2020): 3797. http://dx.doi.org/10.3390/ijerph17113797.

Full text
Abstract:
Internet use-related addiction problems are increasingly being recognized on a European scale due to international health organizations considering gaming addiction. In April 2013, the American Psychiatric Association recognized Internet Gaming Disorder in the fifth Diagnostic and Statistical Manual of Mental Disorders, and in April 2018, the World Health Organization included Gaming Disorder in the eleventh International Classification of Diseases. However, findings on these problems within this period are lacking in Europe, and a preventive approach is missing globally. A detailed critical l
APA, Harvard, Vancouver, ISO, and other styles
4

Ko, Chih-Hung, Huang-Chi Lin, Pai-Cheng Lin, and Ju-Yu Yen. "Validity, functional impairment and complications related to Internet gaming disorder in the DSM-5 and gaming disorder in the ICD-11." Australian & New Zealand Journal of Psychiatry 54, no. 7 (2019): 707–18. http://dx.doi.org/10.1177/0004867419881499.

Full text
Abstract:
Background: Many concerns have been raised regarding the Diagnostic and Statistical Manual of Mental Disorders (5th ed.; DSM-5) criteria for Internet gaming disorder and International Classification of Diseases, 11th Revision (ICD-11) criteria for gaming disorder. Aims: In this study, we demonstrated the diagnostic validity of each criterion for Internet gaming disorder in the DSM-5 in terms of their intensity and frequency thresholds and evaluated functional impairments, unhealthy behaviors and complications among adults with Internet gaming disorder and gaming disorder. Methods: We recruited
APA, Harvard, Vancouver, ISO, and other styles
5

Ma, Mingjun, and Tiange Sui. "Internet Gaming Disorder in Adolescence: A Literature Review." International Journal of Education and Humanities 8, no. 2 (2023): 153–58. http://dx.doi.org/10.54097/ijeh.v8i2.7795.

Full text
Abstract:
Problematic gaming behavior is a global issue. This study synthesized and analyzed previous gaming disorder (GD) research, including internal and external factors and treatment options. This study also identified possible future research directions, including the development of new treatments, the combination of gaming and wagering, the positive psychology perspective of the gaming, and cross-cultural studies of gaming disorders. Even though numerous studies have been conducted, there is still a considerable distance to go before fully comprehending GD.
APA, Harvard, Vancouver, ISO, and other styles
6

Susanti, Inta, Budi Utomo, and Makhfudli Makhfudli. "Regulasi Diri terhadap Gangguan Perilaku Internet Gaming." Journal of Telenursing (JOTING) 3, no. 2 (2021): 401–10. http://dx.doi.org/10.31539/joting.v3i2.2334.

Full text
Abstract:
This study aims to determine the effect of self-regulation on internet gaming behavior. The method used is a systematic review of seven databases (Scopus, Sage, ScienceDirect, CINAHL, ProQuest, Cambridge, Pubmed) published from 2017 to 2020. The results show that there is a significant relationship between self-regulation and internet gaming behavior disorders. Low regulation was associated with more excellent reports of impaired internet gaming behavior, self-regulation directly impacting internet gaming behavior, or mediator between determinants and internet gaming behavior. Self-development
APA, Harvard, Vancouver, ISO, and other styles
7

Riyana, Meli, Nur Hasan, and Niken Soelistyowati. "Internet gaming disorder dan penyesuaian sosial remaja." PSYCOMEDIA : Jurnal Psikologi 2, no. 2 (2023): 85–91. http://dx.doi.org/10.35316/psycomedia.2023.v2i2.85-91.

Full text
Abstract:
This study aims to determine the relationship between internet gaming disorders and social adjustment in adolescents. This study uses a quantitative approach with a correlational research design. There were 70 participants in this study who were obtained through a convenience sampling technique. This research was conducted online using Google Forms. The data analysis technique was performed using Pearson's correlation. The Pearson correlation test results show that there is a negative and significant correlation between internet gaming disorder and social adjustment in adolescents. These resul
APA, Harvard, Vancouver, ISO, and other styles
8

Przybylski, Andrew K. "Mischievous responding in Internet Gaming Disorder research." PeerJ 4 (September 13, 2016): e2401. http://dx.doi.org/10.7717/peerj.2401.

Full text
Abstract:
The most recent update to the American Psychiatric Association’s (APA) Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a new potential psychiatric condition that merited further scientific study. The present research was conducted in response to the APA Substance-Related Disorders Working Group’s research call to estimate the extent to which mischievous responding—a known problematic pattern of participant self-report responding in questionnaires—is relevant to Internet Gaming Disorder research. In line with a registered sampling and analysis
APA, Harvard, Vancouver, ISO, and other styles
9

Moroianu, Lavinia-Alexandra, Marius Moroianu, Cecilia Curis, Iasmina-Raisa Ardeleanu, Gabriela Dumachita Sargu, and Valeriu Ardeleanu. "Virtual Addiction to Video Games: Debut of Obsessive-Compulsive Disorder- Case Report and Short Review of the Literature." ARS Medica Tomitana 29, no. 4 (2023): 232–38. http://dx.doi.org/10.2478/arsm-2023-0034.

Full text
Abstract:
Abstract Introduction: Addiction is a complex condition that can be caused by substance abuse or psychological disorders related to behaviors such as gambling, food, sex, or internet gaming. A person with addiction may experience problems in inhibiting impulsivity and delaying gratification.The term “internet addiction” was first used in 1995, and it can cause a loss of control, social isolation, problems in relationships and career. Internet Gaming Disorder is characterized by a repetitive and prolonged engagement in gaming that leads to a variety of cognitive and behavioral symptoms, includi
APA, Harvard, Vancouver, ISO, and other styles
10

Jo, S. J., H. W. Yim, J. Hyunsuk, K. Eunjin, S. Hye-Jung, and L. Hae Koo. "Does Adolescents’ Depressive Symptoms Increase the Possibility of Addictive Internet Gaming?: 1-year Follow up Study in Korea." European Psychiatry 41, S1 (2017): S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2159.

Full text
Abstract:
IntroductionAdolescents’ Internet gaming disorders might influence on their social and psychological developmental tasks and physical health negatively. Depression is the commonly co-existed conditions with addictive Internet gaming, but not much research has been reported whether depressive symptoms would precede the addictive Internet gaming in this population.ObjectivesThis prospective observation study was performed to make clear whether adolescents’ depressive symptoms precede their addictive Internet gaming.AimsAdolescents’ 1-year incidence of the addictive Internet gaming was calculated
APA, Harvard, Vancouver, ISO, and other styles
11

Fitriani, Wahidah, and Diyana Kamarudin. "INTERNET GAMING DISORDER AMONG INDONESIAN MUSLIM UNDERGRADUATE STUDENTS." Psikis : Jurnal Psikologi Islami 9, no. 2 (2023): 267–76. http://dx.doi.org/10.19109/psikis.v9i2.16966.

Full text
Abstract:
Internet Gaming Disorder Scale was originally developed to measure Internet Gaming Disorder (IGD) based on the nine criteria proposed by the Diagnostic and Statistical Manual of Mental Disorders, 5th ed. (DSM-5). Until recently, there is no result of prevalence of internet gaming disorder among Indonesian Muslim undergraduate students. The objective of this study is to investigate the prevalence of Internet Gaming Disorder among Indonesian Muslim undergraduate students and to explore what are the factors that cause and have effects of IGD in Indonesian Muslim undergraduate students. A case stu
APA, Harvard, Vancouver, ISO, and other styles
12

Fithria, Fithria, Elly Wardani, Said Usman, Rizkia Maulida, Darmawati Darmawati, and Cut Husna. "The Adverse Effect of Gaming Disorder on the Family System in the Society." Open Access Macedonian Journal of Medical Sciences 10, E (2022): 531–35. http://dx.doi.org/10.3889/oamjms.2022.7249.

Full text
Abstract:
BACKGROUND: The Internet has been a part of life and the development of technology. Internet addiction is one of the problems among adolescents, especially in Indonesia. Family dysfunction is thought to be a factor causing Internet addiction in adolescents. Family cannot always supervise adolescents, and adolescents are required to have good self-control to avoid problematic gaming behavior and online game addiction. If not taken seriously, game addiction can interfere with the physical and mental health of adolescents. AIM: This study aimed to identify the relationship between family function
APA, Harvard, Vancouver, ISO, and other styles
13

Arnani, Kristina Dwi Novitasari. "Internet Gaming Disorder: Prevention Adolescent Programs for Indonesia." Jurnal PROMKES 9, no. 1 (2021): 50. http://dx.doi.org/10.20473/jpk.v9.i1.2021.50-58.

Full text
Abstract:
Background: Emerging Internet technologies are now creeping into the game arena. Increased incidence of gaming addiction is felt in the world, and no doubt in Indonesia could have an impact as well, especially in an adolescent. In Makassar, found the incidence of internet games disorders by 30% in high school children. Therefore, internet games eventually became an important issue in the world of health to the WHO (World Health Organization) and making it the responsibility of the world. The state has a duty and responsibility in preventing health problems caused by the development of internet
APA, Harvard, Vancouver, ISO, and other styles
14

Dell’Osso, Bernardo, Ilaria Di Bernardo, Matteo Vismara, et al. "Managing Problematic Usage of the Internet and Related Disorders in an Era of Diagnostic Transition: An Updated Review." Clinical Practice & Epidemiology in Mental Health 17, no. 1 (2021): 61–74. http://dx.doi.org/10.2174/1745017902117010061.

Full text
Abstract:
Introduction: Problematic Usage of the Internet (PUI) refers to a broad and likely heterogeneous group of Internet-related conditions associated with behavioural disturbances and functional impairment. Methods: Within PUI several conditions have been reported, including Gaming Disorder, Shopping Addiction, Cyberchondria, Gambling Disorder, Cyberpornography Addiction and Cyberbullying. While increasing reports in the field try to define the epidemiologic and clinical boundaries of these conditions, the rapid and continuous evolution of Internet related behaviours as well as their problematic/pa
APA, Harvard, Vancouver, ISO, and other styles
15

Fatima, Mishal, and Hina Zulfiqar. "Relationship Between Internet Gaming Disorder and Emotional Intelligence Among Male Adolescents." Life and Science 4, no. 2 (2023): 6. http://dx.doi.org/10.37185/lns.1.1.251.

Full text
Abstract:
Objective: To assess the relationship between internet gaming disorder and emotional intelligence among male adolescents.Study Design: A cross-sectional and correlational study.Place and Duration of Study: The Study was carried out at the Department of Clinical Psychology of Shifa Tameer-e-Millat University, Islamabad, Pakistan from January 2021 to October, 2021.Materials and Methods: A targeted population was 500 Male with age of 12 to 18 years were gathered from government and private schools and colleges of Islamabad and Rawalpindi. Three questionnaires and demographic proformas were used t
APA, Harvard, Vancouver, ISO, and other styles
16

Kindt, Sophie, Carolin Szász-Janocha, Florian Rehbein, and Katajun Lindenberg. "School-Related Risk Factors of Internet Use Disorders." International Journal of Environmental Research and Public Health 16, no. 24 (2019): 4938. http://dx.doi.org/10.3390/ijerph16244938.

Full text
Abstract:
A growing body of research focusing on the risk factors of Internet use disorder (IUD) underlines the effect of sociodemographic variables like age and gender or comorbid mental disorders on IUD symptoms. The relation between IUD symptoms and school-related variables has to date been insufficiently studied. The present study closes this gap by investigating the relation between school-relevant factors such as absenteeism, school grades, procrastination, school-related social behavior, and learning behavior and IUD symptoms in a high-risk sample. n = 418 students between 11 and 21 years of age
APA, Harvard, Vancouver, ISO, and other styles
17

Derevyannich, Evgeny V., Natalia A. Balashova, Roman A. Yaskevich, and Olga L. Moskalenko. "ASSOCIATION OF INTERNET GAMING ADDICTION WITH INDICATORS OF DEPRESSION ON THE HADS SCALE AMONG MEDICAL UNIVERSITY STUDENTS." Russian Journal of Education and Psychology 15, no. 4 (2024): 436–61. http://dx.doi.org/10.12731/2658-4034-2024-15-4-610.

Full text
Abstract:
In recent years advances in gaming technology and a significant increase in Internet connection speeds have made online games more attractive and accessible. According to the available literature, excessive involvement in this type of Internet content can lead to stress, depression, anxiety, personal problems and a significant risk of suicidal behavior. Numerous studies have reported high rates of depression among medical students worldwide, highlighting the need for a deeper understanding of the factors contributing to its formation. Purpose. To establish relationships between indicators of d
APA, Harvard, Vancouver, ISO, and other styles
18

Marimón Muñoz, E., E. Miranda Ruiz, and A. Stoppa Montserrat. "Association between Mood Disorders, Problematic Internet Use and Online Gambling Addiction: A Systematic Review." European Psychiatry 65, S1 (2022): S834. http://dx.doi.org/10.1192/j.eurpsy.2022.2160.

Full text
Abstract:
Introduction New technologies have become widespread in the last decades, becoming an essential tool for today’s population. However, due to the increase in its use, multiple problems have surfaced at a psychopathological level. Objectives The main goal of this study is to review, in an updated manner, the existing bibliography on the problematic use of the Internet and online gambling in the adult population and its relationship with Mood Disorders, exploring beyond Major Depressive Disorders so as to include Bipolar Disorders. Methods A search was carried out in Medline, Tripdatabase and in
APA, Harvard, Vancouver, ISO, and other styles
19

Marlaokta, Marlaokta, and Rika Mutiara. "Dampak Internet Gaming Disorder terhadap Status Kognitif dan Perilaku Psikopatologis." Jurnal Keperawatan Jiwa 7, no. 3 (2019): 333. http://dx.doi.org/10.26714/jkj.7.3.2019.333-336.

Full text
Abstract:
Internet Gaming Disorder atau IGD merupakan suatu fenomena yang muncul akibat dari ketidakmampuan mengontrol penggunaan internet dan video games dan sangat popular saat ini. Sejak tahun 2012, lebih dari 1 miliyar orang memainkan internet atau video games. Saat ini IGD sudah resmi dimasukkan sebagai gangguan dalam sistem diagnostik umum (DSM-5). Penelitian ini bertujuan untuk menganalisis gambaran perilaku remaja dan gangguan status kognitif, seperti hambatan aktivitas, gangguan tidur, dan kestabilan emosi. Metode dilakukan dengan menggunakan review artikel dari tahun 2009-2019 yang menggunakan
APA, Harvard, Vancouver, ISO, and other styles
20

Bogaczewicz, Anna, and Jarosław Bogaczewicz. "Gaming disorder: a narrative review." Psychiatria i Psychologia Kliniczna 24, no. 4 (2025): 306–13. https://doi.org/10.15557/pipk.2024.0038.

Full text
Abstract:
Video games, including online ones, constitute very popular interactive entertainment, enjoyed non-problematically by many individuals worldwide. However, uncontrolled gaming and the occurrence of its negative consequences require appropriate diagnosis. Gaming disorder manifests as uncontrolled, persistent, or recurrent behaviour with gaming taking priority, despite its negative impact on personal functioning. Excessive use of the Internet unrelated to gaming, such as excessive use of social media, viewing pornography online, and internet gambling games, is excluded from the concept of disorde
APA, Harvard, Vancouver, ISO, and other styles
21

Thursina, Cempaka, Agus Budi Bowo Leksono, Indarwati Setyaningsih, Paryono Paryono, Rosmala Nur, and Muh Zainuddin Badollahi. "The Relationship between Internet Gaming Disorder and Cognitive Status Disorders in Middle School Students in the Urban Area of Yogyakarta." Journal of Asian Multicultural Research for Medical and Health Science Study 5, no. 3 (2024): 5–12. https://doi.org/10.47616/jamrmhss.v5i3.556.

Full text
Abstract:
Background: The emergence of Internet Gaming Disorder (IGD) is linked to the inability to regulate internet and video game usage. As technology advances, the occurrence of IGD tends to rise. Given the widespread access to the internet in the Indonesian population, rural areas are susceptible to this issue. IGD has adverse effects on cognitive functions, particularly attention, due to prolonged use of video games or the internet. This research aims to examine cognitive status disorders in junior high school adolescents affected by IGD. Objective: The objective of this study is to demonstrate th
APA, Harvard, Vancouver, ISO, and other styles
22

Raj, Rajnish, Prabhdeep Singh, Namita Sharma, Ekram Goyal, and Alka Puria. "Internet gaming and related psychotic disorder: An emerging phenomenon." Industrial Psychiatry Journal 32, Suppl 1 (2023): S265—S267. http://dx.doi.org/10.4103/ipj.ipj_242_23.

Full text
Abstract:
Internet addiction has recently been suggested as a possible diagnostic entity in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) and incorporated in the International Classification of Diseases 11th Revision (ICD-11) as a gaming disorder, predominantly, online or offline. Mostly, psychotic phenomena have been described by either alcohol or opioid withdrawal, but there is a paucity of literature on Internet-related psychosis. We report two cases from Northern India of sudden onset of psychosis due to Internet addiction. The contents of hallucinations and delusions reflected t
APA, Harvard, Vancouver, ISO, and other styles
23

Stevanovic, Dejan. "Introduction to the Special issue on problematic behaviors related to Internet and digital technology use: Facts, conjectures, and oranges." Psihologija 53, no. 3 (2020): 225–36. http://dx.doi.org/10.2298/psi200413015s.

Full text
Abstract:
The Internet and its negative consequences to mental health is one of the fastest growing research fields over the past decade. This editorial gives an overview of available knowledge on problematic behaviors related to Internet use. The current psychiatric terminology recognizes disorders due to substance use or addictive behaviors, with gaming disorder as the only mental disorder related to Internet use. There may be relationships between different mental disorders characterized primarily by impulsive, compulsive, and addictive behaviors and problematic Internet use (PIU) and disordered gami
APA, Harvard, Vancouver, ISO, and other styles
24

Anantha Eashwar VM, Charulatha RJ, Hariharan S, et al. "Unveiling the Connection Between Video Games and Mental Health Among College Students in South India." National Journal of Community Medicine 15, no. 01 (2024): 19–28. http://dx.doi.org/10.55489/njcm.150120243489.

Full text
Abstract:
Introduction: Playing Video Games without control can lead to Gaming Disorder (GD) which is also called a problematic gaming pattern or video game addiction. This study is to determine the prevalence of video game disorders and the various associated factors leading to them. Methodology: This cross-sectional study was done among 930 medical students studying MBBS in a private medical college in Chengalpattu district, Tamil Nadu. Data was collected by pre-tested semi-structured questionnaire. Gaming disorder was assessed by Internet Gaming Disorder Short Form – 9 (IGD-SF 9), depression by Patie
APA, Harvard, Vancouver, ISO, and other styles
25

Field, Tiffany. "Internet gaming disorder in children: a narrative review." Journal of Psychology & Clinical Psychiatry 15, no. 4 (2024): 245–49. http://dx.doi.org/10.15406/jpcpy.2024.15.00788.

Full text
Abstract:
Method: This narrative review summarizes research from the years 2019-2024 on internet gaming disorder in children. Results: This recent research suggests a prevalence rate ranging from 20% in Brazil to 62% in Saudi Arabia, although a review across multiple studies reported an average of a much lower prevalence of 5%. Correlates/comorbidities of internet gaming disorder have included anxiety, depression, ADHD and autism. Other risk factors for this disorder include being male, impulsivity, being neurotic, being narcissistic and being exposed to gaming, violent and non-supportive behavior of th
APA, Harvard, Vancouver, ISO, and other styles
26

Henzel, Vincent, and Anders Håkansson. "Hooked on virtual social life. Problematic social media use and associations with mental distress and addictive disorders." PLOS ONE 16, no. 4 (2021): e0248406. http://dx.doi.org/10.1371/journal.pone.0248406.

Full text
Abstract:
Background Social media is an important and growing part of the lives of the vast majority of the global population, especially in the young. Although still a young and scarce subject, research has revealed that social media has addictive potential. The aim of this cross-sectional study was to explore the associations between problematic use of social media and mental distress, problematic gaming and gambling, within the Swedish general population. Methods Data from 2,118 respondents was collected through self-report questions on demographics and validated scales measuring addiction-like exper
APA, Harvard, Vancouver, ISO, and other styles
27

Saber Atia, Nashwa, Eman Mahmoud Abo Elela, and Etab Hussein Mohamed. "Prevalence and Predictors of Internet Gaming Disorders among Adolescents." Egyptian Journal of Health Care 11, no. 3 (2020): 952–64. http://dx.doi.org/10.21608/ejhc.2020.212772.

Full text
APA, Harvard, Vancouver, ISO, and other styles
28

Müller, Kai W., Jennifer Werthmann, Manfred E. Beutel, Klaus Wölfling, and Boris Egloff. "Maladaptive Personality Traits and Their Interaction with Outcome Expectancies in Gaming Disorder and Internet-Related Disorders." International Journal of Environmental Research and Public Health 18, no. 8 (2021): 3967. http://dx.doi.org/10.3390/ijerph18083967.

Full text
Abstract:
Gambling disorder and gaming disorder have recently been recognized as behavioral addictions in the ICD-11 (International Classification of Diseases, 11th edition). The association between behavioral addictions and personality has been examined before, yet there is a lack of studies on maladaptive traits and their relationship to specific outcome expectancies. In study 1, we recruited a community sample (n = 365); in study 2 a sample of treatment-seekers was enrolled (n = 208). Maladaptive personality traits were assessed by the brief form of the Personality Inventory for DSM-5 (Diagnostic and
APA, Harvard, Vancouver, ISO, and other styles
29

Chia, Doris X. Y., Charis W. L. Ng, Gomathinayagam Kandasami, et al. "Prevalence of Internet Addiction and Gaming Disorders in Southeast Asia: A Meta-Analysis." International Journal of Environmental Research and Public Health 17, no. 7 (2020): 2582. http://dx.doi.org/10.3390/ijerph17072582.

Full text
Abstract:
This meta-analytic review aimed to examine the pooled prevalence rates of Internet addiction and gaming disorders in Southeast Asia. Several databases including PubMed, MEDLINE, PsycINFO, Web of Science, Embase, and Cochrane Central were searched and a total of 24 studies were included in this study. The selection of studies was conducted in accordance to the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines. Two meta-analyses were conducted to examine data on Internet addiction and gaming disorders separately. A random-effects model was employed to derive
APA, Harvard, Vancouver, ISO, and other styles
30

Mursyad, Abdul Gafur, Diah Karmiyati, and Diana Savitri Hidayati. "Pengaruh kesepian terhadap kecenderungan internet gaming disorder pada pemain battle royale game." Cognicia 7, no. 2 (2019): 228–40. http://dx.doi.org/10.22219/cognicia.v7i2.9203.

Full text
Abstract:
Online games in this era can be played with mobile phones. One of the most popular mobile games today is the battle royale game. The frequent play of online games over period of 12 months can cause players to tend to internet gaming disorder. One factor that is though to affect the frequency of playing online games is loneliness. The purpose of this study was to determine the effect of loneliness on tendency of internet gaming disorder. This research is a quantitative non-experimental regression form. The subject of this study amounted to 103 subjects with the characteristics of playing battle
APA, Harvard, Vancouver, ISO, and other styles
31

Nasution, Fachrul A., Elmeida Effendy, and Mustafa M. Amin. "Internet Gaming Disorder (IGD): A Case Report of Social Anxiety." Open Access Macedonian Journal of Medical Sciences 7, no. 16 (2019): 2664–66. http://dx.doi.org/10.3889/oamjms.2019.398.

Full text
Abstract:
BACKGROUND: Internet gaming disorder (IGD) has been included in the 5th edition of The Diagnostic and Statistical Manual of Mental Disorders (DSM-5). At present, many cases are encountered because of the disruption of this internet game, including in various age groups. Internet gaming addiction is a common disorder and often accompanies depression, hostility and social anxiety.
 CASE REPORT: We found a case of anxiety disorder in people who play games on the network with the chief complaint that they cannot sleep. A 28-year-old man, a Javanese tribe with a job as a builder who came with
APA, Harvard, Vancouver, ISO, and other styles
32

Schiebener, Johannes, and Matthias Brand. "Decision-making and Related Processes in Internet Gaming Disorder and Other Types of Internet-Use Disorders." Current Addiction Reports 4, no. 3 (2017): 262–71. http://dx.doi.org/10.1007/s40429-017-0156-9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
33

Anushka, Tiwari, Pandey Smriti, Gupta Jitendra, and Pandey Dhruvendra. "Internet Gaming Addiction among the Adolescents: A Study from Central India." International Journal of Pharmaceutical and Clinical Research 15, no. 7 (2023): 1075–80. https://doi.org/10.5281/zenodo.11674764.

Full text
Abstract:
<strong>Background:&nbsp;</strong>Nowadays technology covers us all around it required for all works. But some also use this smart phone for their entertainment in gaming which ultimately leads to addiction.&nbsp;<strong>Aims &amp; Objective:</strong>&nbsp;To estimate the internet gaming addiction among adolescents. To assess the perception of Non/Less users towards regular internet gaming users.&nbsp;<strong>Material &amp; Method:</strong>&nbsp;A cross sectional study was conducted in 153 school students of class 11th and 12th. An adolescent having a smart phone and using it from the last 12
APA, Harvard, Vancouver, ISO, and other styles
34

Tei, S., and J. Fujino. "Similar cognitive characteristics between gaming disorder and other psychiatric disorders." European Psychiatry 67, S1 (2024): S321—S322. http://dx.doi.org/10.1192/j.eurpsy.2024.667.

Full text
Abstract:
IntroductionCognitive characteristics that differentiate normal from problematic gaming need to be identified, owing to the growing popularity of internet games and the rapid rise in mental health problems. Gaming disorder (GD) involves playing games despite their negative effects and is often related to unsuccessful attempts to reduce gaming. GD frequently results in adverse outcomes related to education, employment, and social responsibilities, thereby significantly influencing daily life.ObjectivesWe aimed to elucidate the neurocognitive features underlying GD development and preservation,
APA, Harvard, Vancouver, ISO, and other styles
35

Kim, Hyunmin, In Young Choi, and Dai-Jin Kim. "Excessive Smartphone Use and Self-Esteem Among Adults With Internet Gaming Disorder: Quantitative Survey Study." JMIR mHealth and uHealth 8, no. 9 (2020): e18505. http://dx.doi.org/10.2196/18505.

Full text
Abstract:
Background Smartphone overuse can harm individual health and well-being. Although several studies have explored the relationship between problematic or excessive smartphone use and mental health, much less is known about effects on self-esteem, which is essential in having a healthy life, among adults with mental health disorders, including internet gaming disorder. Furthermore, given that smartphone usage differs by gender, little is known about gender differences in the relationship between smartphone overuse and self-esteem. Objective The objective of this study was to assess self-esteem am
APA, Harvard, Vancouver, ISO, and other styles
36

Joshi, Alisha, Kalpana Sharma, Dipa Sigdel, Taniya Thapa, and Rajkumar Mehta. "Internet Gaming Disorder and Aggression among Students on School Closure during COVID-19 Pandemic." Journal of Nepal Health Research Council 20, no. 01 (2022): 41–46. http://dx.doi.org/10.33314/jnhrc.v20i01.3737.

Full text
Abstract:
Background: The Corona Virus Disease (COVID-19) pandemic has significantly disrupted the regular school-going activities of the students, predominantly increasing internet gaming activities to endure significant stress. Excessive involvement in internet gaming brings deviant behaviour, especially aggression among the students. Hence, this study aimed to assess the internet gaming disorder and aggression among the students on school closure during COVID-19 pandemic in Chitwan, Nepal.Methods: A web-based cross-sectional survey was conducted among 417 students from secondary and higher secondary
APA, Harvard, Vancouver, ISO, and other styles
37

Rehbein, Florian, Rudolf Stark, Lutz Wartberg, et al. "Screening and Diagnostic Guideline for Internet Use Disorders." SUCHT 71, no. 2 (2025): 79–85. https://doi.org/10.1024/0939-5911/a000921.

Full text
Abstract:
Abstract: Aim: This paper aims to report comprehensive, evidence-based guidelines for screening and diagnosing Internet Use Disorders (IUDs), including subtypes such as Gaming Disorder, Social Network Use Disorder, Pornography Use Disorder, and Shopping Disorder. Methods: Guidelines are derived from a review of the literature up to November 2021 and expert consensus. Diagnostic tools are assessed against 11 quality criteria, including adherence to ICD-11 and DSM-5 criteria, psychometric robustness, and clinical applicability. The recommendations focus on validated questionnaires for screening
APA, Harvard, Vancouver, ISO, and other styles
38

Šunje, Haris, and Elvis Vardo. "Gaming as the New Most Important Secondary Thing in the World: Research on Internet Gaming Disorder among Gamers and Esports Players." Društvene i humanističke studije (Online) 10, no. 1(27) (2025): 657–80. https://doi.org/10.51558/2490-3647.2025.10.1.657.

Full text
Abstract:
The objective of this research was to (1) gain insight into the online and offline video gaming activities participants engaged in over the previous 12 months related to IGD, and (2) examine differences in internet gaming disorder scores between eSports players and gamers. The research was conducted on 62 participants (N=62), 26 of whom are eSports players participating in state-level and regional-level competitions, while the remaining 36 are classified as gamers. Regression analysis and t-test statistical procedures were used to test the hypotheses regarding internet gaming disorder, utilizi
APA, Harvard, Vancouver, ISO, and other styles
39

Cuppone, D., L. J. Gómez Pérez, S. Cardullo, et al. "The role of repetitive transcranial magnetic stimulation (rTMS) in the treatment of behavioral addictions: Two case reports and review of the literature." Journal of Behavioral Addictions 10, no. 2 (2021): 361–70. http://dx.doi.org/10.1556/2006.2021.00032.

Full text
Abstract:
AbstractBackgroundSeveral behaviors, besides consumption of psychoactive substances, produce short-term reward that may lead to persistent aberrant behavior despite adverse consequences. Growing evidence suggests that these behaviors warrant consideration as nonsubstance or “behavioral” addictions, such as pathological gambling, internet gaming disorder and internet addiction.Case presentationHere, we report two cases of behavioral addictions (BA), compulsive sexual behavior disorder for online porn use and internet gaming disorder. A 57-years-old male referred a loss of control over his onlin
APA, Harvard, Vancouver, ISO, and other styles
40

ur, mer, and Yunus nmez. "The relationship between Suicidal Ideation and Internet Gaming Disorder-Game Genres in Adolescents." Annals of Medical Research 30, no. 9 (2023): 1. http://dx.doi.org/10.5455/annalsmedres.2023.07.152.

Full text
Abstract:
Objective: Psychiatric disorders can cause the development of suicidal ideation. One of them is internet gaming disorder. Internet gaming disorder is also under the influence of the genres of games played. We have limited information about whether the game genres cause the development of suicidal ideation. In this study, we investigated the relationship between suicidal ideation and internet gaming disorder with game genres. Materials and Method: 1337 adolescent participants aged 12-18 years were included in the study. Demographic and online game data forms, game addiction scale-short form and
APA, Harvard, Vancouver, ISO, and other styles
41

Fini, Bruna Carmeni Di, Aline Arantes Porto, Lucas Gomes da Silva, Péricles Nick Miranda Moura, Thaís Dell’Oro de Oliveira, and Jonas Jardim de Paula. "Prevalence of internet gaming disorder and its psychological correlates." Jornal Brasileiro de Psiquiatria 72, no. 2 (2023): 111–17. http://dx.doi.org/10.1590/0047-2085000000411.

Full text
Abstract:
ABSTRACT Objective To investigate the prevalence of internet gaming disorder (IGD) symptoms in a sample of Brazilian adults, and its association with personality, psychiatric symptoms and psychosocial measures. Methods We evaluated 219 adults online recruited using questionnaires and psychometric scales. We evaluated the behavior and pattern of internet games using the Game Addiction Scale (GAS). We tested the association of the previous measures with the GAS scores by spearman correlations and multiple regression analysis. Results Of our sample, 74% played games online. We found correlations
APA, Harvard, Vancouver, ISO, and other styles
42

Hidaayah, Nur, Esti Yunitasari, Kusnanto Kusnanto, et al. "Parenting in the Prevention of Internet Gaming Addiction." Open Access Macedonian Journal of Medical Sciences 10, G (2022): 731–38. http://dx.doi.org/10.3889/oamjms.2022.7980.

Full text
Abstract:
Game addiction, smartphone addiction, and Internet disorder in children and adolescents have become the subject of parental concern in recent years. Parenting interventions are the most appropriate choice for parents to reduce excessive use of problematic games, and this review has not been carried out by other researchers before. The purpose of this review was to describe the preventive management of parenting in children and adolescents who are at risk for game addiction, smartphone addiction, and Internet disorders. This paper reviews findings, trends, and new developments in the field conc
APA, Harvard, Vancouver, ISO, and other styles
43

Wildenberg, B., R. Pires, D. Pereira, I. Faria, and N. Madeira. "Neuroimaging in Internet gaming disorder comorbid with Attention-deficit disorder." European Psychiatry 66, S1 (2023): S912. http://dx.doi.org/10.1192/j.eurpsy.2023.1931.

Full text
Abstract:
IntroductionInternet gaming disorder (IGD) refers to a pattern of persistent gambling behaviour or recurring gambling, on the Internet, with impaired control, increased priority, and continuation or escalation of gambling despite the occurrence of negative consequences. Currently, online gambling - more frequent among men - represents a very important, constantly growing economic activity. Since the COVID-19 pandemic and the need to conduct classes online, there has been an increase in the rate of IGD in children and youth (7-25 years old). Comorbidities, namely attention deficit hyperactivity
APA, Harvard, Vancouver, ISO, and other styles
44

Kim, Dongil, and Junwon Lee. "Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the COVID-19 Pandemic: A Comparison of the Latent Profiles in 2018 and 2020." International Journal of Environmental Research and Public Health 18, no. 14 (2021): 7275. http://dx.doi.org/10.3390/ijerph18147275.

Full text
Abstract:
Since the outbreak of the COVID-19 pandemic, the heightened risk of school closures and mental disorders has made adolescents particularly vulnerable to developing internet gaming disorder (IGD). There have been reports of increased time spent playing games on the internet among adolescents during the pandemic, and the risk of developing IGD may be higher for adolescents in South Korea as the majority of them play games on the internet. However, to the best of our knowledge, no studies have examined the impact of the pandemic on adolescents’ internet gaming behavior in South Korea. This study
APA, Harvard, Vancouver, ISO, and other styles
45

Müller, Astrid, Nora M. Laskowski, Elisa Wegmann, Sabine Steins-Loeber, and Matthias Brand. "Problematic Online Buying-Shopping: Is it Time to Considering the Concept of an Online Subtype of Compulsive Buying-Shopping Disorder or a Specific Internet-Use Disorder?" Current Addiction Reports 8, no. 4 (2021): 494–99. http://dx.doi.org/10.1007/s40429-021-00395-3.

Full text
Abstract:
Abstract Purpose of Review Problematic online buying-shopping became a recent research topic, and the question arises as to whether it would be useful to differentiate between a “predominantly online” and a “predominantly offline” compulsive buying-shopping disorder (CBSD) subtype by analogy with gaming disorder and gambling disorder in the ICD-11. This narrative review aims at reflecting the discussions on overlaps of problematic online buying-shopping with both offline CBSD and specific internet-use disorders. Recent Findings Preliminary data suggest that problematic online buying-shopping s
APA, Harvard, Vancouver, ISO, and other styles
46

Вань, Х. "The Problem of Internet Addiction in Psychological Research. Comments on the Inclusion of Online Game-Related Disorders in Mental Disorders in China." Психиатрия, психотерапия и клиническая психология 15, no. 2 (2024): 219–25. http://dx.doi.org/10.34883/pi.2024.15.2.008.

Full text
Abstract:
Интернет-зависимость сама по себе не является диагнозом. В основном она описывается как игровое расстройство или зависимость от компьютерных игр, но вопрос о том, можно ли считать это психическим расстройством, по-прежнему остается спорным, и именно этот термин используется в психологическом консультировании, психотерапии и при медицинском вмешательстве. Есть много вопросов, которые необходимо прояснить и изучить. В статье анализируется соответствующее содержание стандартов классификации, приводятся насущные вопросы и диагностические критерии, связанные с интернет-зависимостью, а также обсужда
APA, Harvard, Vancouver, ISO, and other styles
47

Wölfling, K. "FC03-02 - Internet addiction - the new digital disorder." European Psychiatry 26, S2 (2011): 1823. http://dx.doi.org/10.1016/s0924-9338(11)73527-1.

Full text
Abstract:
Internet Addiction has become a serious health concern in Europe due to widespread currency and accessibility of various internet applications like online computer gaming, monetary driven gambling or social communities. Under the leadership of the American Psychiatric Association it has recently been proposed to subsume pathological gambling as a behavioral addiction under the new category: Addiction and Related Disorders’ acknowledging commonalities in clinical expression, aetiology and comorbidity with substance related disorders. Also, Internet addiction has been proposed as a new (research
APA, Harvard, Vancouver, ISO, and other styles
48

Noureddine, Chaden, Yucera Salman, William Fletes, and James Sherer. "Power-Up: Dissecting Neurobiological Mechanisms Underlying Internet Gaming Disorder." CNS Spectrums 29, no. 5 (2024): 521–22. https://doi.org/10.1017/s1092852924002013.

Full text
Abstract:
BackgroundThe DSM V-TR places video game addiction, also known as Internet Gaming Disorder (IGD) within the section that suggests the need for additional research. Simultaneously, there has been a remarkable surge in the consumption of video games, with this medium attracting more funding than ever before. Additionally, as this disorder gains increased attention from the psychiatric world, there is a lack of any formal guidelines on the treatment of IGD, or for the superiority of any specific pharmaceutical treatment. The aim of this project focuses on reviewing the neurobiological mechanisms
APA, Harvard, Vancouver, ISO, and other styles
49

Lindenberg, Katajun, Kay Uwe Petersen, Isabel Brandhorst, et al. "Guideline on Early Interventions for Internet Use Disorders." SUCHT 71, no. 2 (2025): 123–29. https://doi.org/10.1024/0939-5911/a000917.

Full text
Abstract:
Abstract: Introduction: Early interventions targeting individuals with initial symptoms of Internet use disorders have the potential to prevent disorder escalation and reduce first symptoms. Given that Internet use disorders, including gaming disorder and social network use disorder, often emerge during adolescence, early interventions for children and adolescents are crucial from both clinical and public health perspectives. These interventions typically focus on selective or indicated prevention strategies, addressing both individuals at risk and their significant others. Methods: This syste
APA, Harvard, Vancouver, ISO, and other styles
50

Aggarwal, Sonali, Priti Arun, and Shivangi Mehta. "Personality Traits and Psychiatric Comorbidities in Individuals with Internet Use Disorder - A Cross-sectional Study." Journal of Mental Health and Human Behaviour 29, no. 1 (2024): 32–40. http://dx.doi.org/10.4103/jmhhb.jmhhb_270_23.

Full text
Abstract:
Abstract Aim: The aim is to evaluate the association of personality traits, online activities, and psychiatric comorbidities with the Internet use disorder. Methods: A cross-sectional study was conducted on 481 professional college students (18–25 years) pursuing graduation. Participants responded to an online questionnaire consisting of Young’s Internet addiction test, Internet Gaming Disorder scale-short form, Big Five inventory and behavioral inhibition system/behavioral activation system scales (BIS/BAS) scales, and subsequent in-clinic evaluation using MINI 7.0.2 questionnaire. Results: O
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!