Search results for "gaming disorder"

showing 4 items of 24 documents

On the Prevalence of Addicted or Problematic Gaming in Finland

2019

Highlights • A dataset from Finland in 2015 (systematic random sampling N = 4511) suggests an (unweighted) prevalence rate of certain “addicted gaming” (videogame play) to be 0.6% among local gamers and 0.03% among the whole population. • The implied prevalence of certain “problematic gaming” (videogame play) climbs to 1.4% among local gamers and 0.6% among the whole population. • Of those “addicted” individuals to whom videogame play was a problem “almost always,” eight reported their hours of play during a week (72, 30, 10, 7, 4, 1, 1, 1), which indicate that “addicted gaming,” if understood as excessive play, might not be optimal for describing such problems.

lcsh:Social pathology. Social and public welfare. CriminologyGaming disordervideopelitmedia_common.quotation_subjectlcsh:BF1-990prevalenceInternet privacyinternet gaming disorder030508 substance abuselcsh:HV1-9960Internet gaming disordergaming disorder03 medical and health sciences0302 clinical medicineriippuvuusmental disordersPrevalenceFinlandmedia_commonDiscussionpelaaminenbusiness.industryAddictionComputingMilieux_PERSONALCOMPUTING030227 psychiatryPsychiatry and Mental healthlcsh:PsychologyThe InternetInformationSystems_MISCELLANEOUS0305 other medical sciencebusinessPsychologyverkkopelithuman activitiesAddictive Behaviors Reports
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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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Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales

2021

Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried ou…

pelaaminencontent validitymittauskäyttömielenterveysongelmatmittausmenetelmätpelihimogaming disorderpelitkriteeritsemantic analysismielenterveysqualitative assessmenttechnology useriippuvuusteknologiahaitatterveyshaitataddiction
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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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