0000000000037834

AUTHOR

Daniel L. King

0000-0002-1762-2581

showing 10 related works from this author

Problematic internet use prior to and during the COVID-19 pandemic

2021

The health and socio-economic challenges arising from the COVID-19 pandemic have led to greater reliance on the internet to meet basic needs and responsibilities. Greater engagement in online activities may have negative mental and physical health consequences for some vulnerable individuals, particularly under mandatory self-isolation or ‘lockdown’ conditions. The present study investigated whether changes in levels of involvement in online activities during the COVID-19 pandemic (i.e., watching TV series,online sexual activities, video games, social networks, gambling, online shopping, and instant messaging) were associated with problematic internet use, as well as whether certain psychol…

business.industryCross-sectional studyCommunicationCOVID-19online activityContext (language use)Minor (academic)Affect (psychology)ImpulsivityCovid-19; Internet Use; Gaming; TV series; Cybersex; Social Network SitesPathology and Forensic Medicineproblematic internet usePandemicmedicinerisk factorscross-sectional studyThe InternetBasic needsmedicine.symptombusinessPsychologyGeneral PsychologySocial Sciences (miscellaneous)Information SystemsClinical psychologyCyberpsychology: Journal of Psychosocial Research on Cyberspace
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Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective

2019

Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13 identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game purchasing systems could be characterized …

predatory monetization050801 communication & media studiesEntitlementBehavioral economicsvideo gamegaming disorder0508 media and communicationsGame designArts and Humanities (miscellaneous)microtransaction: Multidisciplinary general & others [H99] [Social & behavioral sciences psychology]MarketingVideo gameGeneral PsychologyConsumer behaviour05 social sciencesComputingMilieux_PERSONALCOMPUTING:170106 - Health Clinical and Counselling Psychology [FoR]050301 educationConsumer protection: Multidisciplinaire généralités & autres [H99] [Sciences sociales & comportementales psychologie]Purchasingconsumer protectionHuman-Computer Interaction; Arts and Humanities (miscellaneous); General Psychology; Gambling; GamingHuman-Computer InteractionConsumer Bill of Rightsin-game purchasingBusiness0503 educationComputers in Human Behavior
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Expert appraisal of criteria for assessing gaming disorder: An international Delphi study

2021

Background and aims Following the recognition of ‘internet gaming disorder’ (IGD) as a condition requiring further study by the DSM‐5, ‘gaming disorder’ (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the eleventh revision of the International Classification of Diseases (ICD‐11). However, the proposed diagnostic criteria for gaming disorder remain the subject of debate, and there has been no systematic attempt to integrate the views of different groups of experts. To achieve a more systematic agreement on this new disorder, this study employed the Delphi expert consensus method to obtain expert agreement on the diagnostic validity, clinical util…

Research Reportmedicine.medical_specialtyInternet addictionDelphi TechniquediagnosisGaming disordermedia_common.quotation_subjectDelphi methodinternet gaming disorderMedizin030508 substance abuseMedicine (miscellaneous)DelphiWorld health03 medical and health sciencesgaming disorderddc:616.89DSMInternet gaming disorder0302 clinical medicineDiagnosismedicineHumansMedical physics030212 general & internal medicinemedia_commoncomputer.programming_languageInternetResearch Reports (Alcohol‐Drugs‐Solvents‐Gambling‐Nicotine)ICDExpert consensusJoc compulsiuDeceptionBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersDisruptive Impulse Control and Conduct DisordersPsychiatry and Mental healthMoodVideo GamesDiagnostic validityAddicció a Internet0305 other medical sciencePsychologyCompulsive gamblingcomputerDelphiGaming Disorder; Delphi; DSM; ICD; Diagnosis; Internet Gaming Disorder
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Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

2020

As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and “staying at home” to curb its spread and impact. The fear resulting from the disease, the ‘lockdown’ situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies i…

ConsensusDistancingSocial connectednesslcsh:RC435-571Internet privacyPneumonia Viral610 Medicine & healthAnxietyArticleSocial group03 medical and health sciences2738 Psychiatry and Mental HealthBetacoronavirus0302 clinical medicinelcsh:PsychiatryPandemicAdaptation PsychologicalmedicinePornographyHumans10064 Neuroscience Center ZurichSalut mentalPandemicsInternetbusiness.industryDepressionSARS-CoV-23203 Clinical PsychologyClinical Psychology; Psychiatry and Mental health; COVID-19COVID-1910058 Department of Child and Adolescent PsychiatryAnxiety Disorders030227 psychiatryPsychiatry and Mental healthClinical PsychologyWork (electrical)PsychologieVideo GamesInformation and Communications Technology10076 Center for Integrative Human PhysiologyAnxietyMental healthmedicine.symptomPsychologybusinessCoronavirus Infections030217 neurology & neurosurgeryComprehensive Psychiatry
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Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014).

2016

This commentary paper critically discusses the recent debate paper by Petry et al. (2014) that argued there was now an international consensus for assessing Internet Gaming Disorder (IGD). Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not provide a true and representative international community of researchers in this area. This paper critically discusses and provides commentary on (i) the representativeness of the international group that wrote the ‘consensus’ paper, and (ii) each of the IGD criteria. The paper also includes a brief discussion on initiatives that could be taken to…

ConsensusInternationality030508 substance abuseMedicine (miscellaneous)Representativeness heuristicArticleDSM-5ddc:616.8903 medical and health sciences0302 clinical medicineHumansEmpirical evidencebusiness.industryInternational communityVideo Games/psychologyPublic relations030227 psychiatryBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersPsychiatry and Mental healthVideo GamesScale (social sciences)Video game addictionThe InternetIndustrial and organizational psychology0305 other medical sciencePsychologybusinessSocial psychologyBehavior Addictive/diagnosisAddiction (Abingdon, England)
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“Diagnostic inflation” will not resolve taxonomical problems in the study of addictive online behaviours. •

2021

AbstractThis article suggests that the type of Internet-enabled device should not be prioritised when conceptualizing diagnostic categories of addictive online behaviours. The diagnostic distinction between “predominantly mobile” and “predominantly non-mobile” forms of Internet use disorders (IUD) is not empirically based, may not be clinically useful and may lead to “diagnostic inflation.” Problems with the concepts of smartphone use disorder and IUD on which the proposed distinction is largely based call for their re-examination. Future proposals for the taxonomy of addictive behaviours may not need to be based on online/offline and mobile/non-mobile dichotomies.

InflationInternet useDichotomymedia_common.quotation_subjectAddiction030508 substance abuseMedicine (miscellaneous)General Medicine030227 psychiatry03 medical and health sciencesPsychiatry and Mental healthClinical Psychology0302 clinical medicineTaxonomy (general)0305 other medical sciencePsychologyCognitive psychologymedia_commonJournal of Behavioral Addictions
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Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective: Commentary on: A weak scientific basis for …

2018

The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to …

medicine.medical_specialtyInclusion (disability rights)clinical perspective030508 substance abuseMedicine (miscellaneous)DiseaseWorld healthgaming disorder03 medical and health sciences0302 clinical medicineICD-11medicineMedia psychologybusiness.industryPublic healthpublic healthPerspective (graphical)General MedicinePublic relations030227 psychiatry3. Good healthPsychiatry and Mental healthClinical PsychologyCriticismPosition (finance)0305 other medical sciencebusinessPsychologyJournal of behavioral addictions
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Rationale for and usefulness of the inclusion of gaming disorder in the ICD-11.

2021

Psychiatry and Mental healthmedicine.medical_specialtyGaming Disorder; ICD-11; Problem gaming; Diagnosisbusiness.industryMEDLINEMedicinePshychiatric Mental HealthbusinessPsychiatryInclusion (education)PerspectivesWorld psychiatry : official journal of the World Psychiatric Association (WPA)
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Research Directions in the Study of Gaming-Related Escapism: a Commentary to Melodia, Canale, and Griffiths (2020)

2021

AbstractEscapism motivations and related processes (e.g., avoidance, dissociation, relaxation, and emotion dysregulation) have been identified as risk factors for problematic gaming. However, the escapism construct has often been poorly conceptualized and operationalized in assessment instruments. In their systematic review, Melodia et al. (2020) proposed that conceptualizing escapism as an avoidant coping strategy could provide a sound basis for further study of problematic gaming. In this commentary, we critically examine some terminological and conceptual issues in relation to escapism to guide future research.

Operationalizationmedia_common.quotation_subjectAssessment instrumentEscape Escapism Gaming disorder Problematic gaming VirtualityGaming; Escapism; Escape; Gaming Disorder; VirtualityAvoidant copingPsychiatry and Mental healthEscapismHealth psychologySettore M-PSI/08 - Psicologia ClinicaVirtuality (gaming)PsychologyConstruct (philosophy)Social psychologymedia_common
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Towards a cross-cultural assessment of binge-watching : Psychometric evaluation of the “watching TV series motives” and “binge-watching engagement an…

2020

International audience; In view of the growing interest regarding binge-watching (i.e., watching multiple episodes of television (TV) series in a single sitting) research, two measures were developed and validated to assess binge-watching involvement (``Binge-Watching Engagement and Symptoms Questionnaire'', BWESQ) and related motivations (``Watching TV Series Motives Questionnaire'', WTSMQ). To promote international and cross-cultural binge-watching research, the present article reports on the validation of these questionnaires in nine languages (English, French, Spanish, Italian, German, Hungarian, Persian, Arabic, Chinese). Both questionnaires were disseminated, together with additional …

Questionnairesmedia_common.quotation_subject[SDV]Life Sciences [q-bio]education050801 communication & media studiesSurveysImpulsivityConfirmatory factor analysisBinge-watching0508 media and communicationsBinge-watchingArts and Humanities (miscellaneous)medicineCross-culturalMeasurement invarianceGeneral Psychologymedia_commonPersianMeasurement invariance05 social sciences050301 educationConstruct validityCross-culturallanguage.human_languageConfirmatory factor analysishumanitiesHuman-Computer InteractionAngewandte KognitionswissenschaftHappinesslanguageTV seriesmedicine.symptomPsychology0503 educationClinical psychology
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