Background <p>Previous studies have suggested that engagement and addiction are distinct factors in video gaming. We aimed to identify features that can distinguish between engagement and addiction among the diagnostic criteria for internet gaming disorder in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).</p> Methods <p>The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) was used as a measure of internet gaming disorder. The measure was further assessed by using independent scales, i.e., mean time spent on gaming as a scale of engagement, and self-evaluation of academic performance as a scale of addiction. The scores for each IGDS9-SF item were evaluated by two-way analysis of variance (ANOVA).</p> Results <p>Using two-way ANOVA, a significant difference in interaction effects between engagement and addiction (<i>F</i>(2, 578) = 4.739, <i>p</i> = .009) was observed only for the item concerning ‘loss of control’. Among the criteria for internet gaming disorder in the DSM-5, the ‘loss of control’ feature can distinguish addiction from engagement in video gaming.</p> Conclusion <p>We reconsidered the diagnostic criteria for gaming disorder to avoid overpathologizing common daily life activities.</p>

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Loss of control is a key feature for distinguishing between high engagement and addictive behavior in video gaming

  • Hidetoshi Ino,
  • Toshiyuki Ohtani,
  • Asumi Takahashi

摘要

Background

Previous studies have suggested that engagement and addiction are distinct factors in video gaming. We aimed to identify features that can distinguish between engagement and addiction among the diagnostic criteria for internet gaming disorder in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).

Methods

The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) was used as a measure of internet gaming disorder. The measure was further assessed by using independent scales, i.e., mean time spent on gaming as a scale of engagement, and self-evaluation of academic performance as a scale of addiction. The scores for each IGDS9-SF item were evaluated by two-way analysis of variance (ANOVA).

Results

Using two-way ANOVA, a significant difference in interaction effects between engagement and addiction (F(2, 578) = 4.739, p = .009) was observed only for the item concerning ‘loss of control’. Among the criteria for internet gaming disorder in the DSM-5, the ‘loss of control’ feature can distinguish addiction from engagement in video gaming.

Conclusion

We reconsidered the diagnostic criteria for gaming disorder to avoid overpathologizing common daily life activities.