Diagnostic Considerations
A poweroint presentaiton on diagnostic considerations in Internet Gaming Use Disorder is available on Slide Share at:
http://www.slideshare.net/drleighholman/diagnostic-considerations-internet-gaming-use-disorder
http://www.slideshare.net/drleighholman/diagnostic-considerations-internet-gaming-use-disorder
Internet Gaming Addiction and the DSM 5 (p. 795-798)
Internet Gaming Disorder appears in Section III of the DSM 5 as a disorder that needs further research. The American Psychiatric Association (APA) workgroup determined that there was sufficient research, primarily from Asia, to include the diagnostic criteria in Section III of the DSM 5, but that further epidemiological studies and neuroimaging studies needed to be conducted to include the diagnosis as an Addictive Disorder.
Research from Asia
Research lacking:
Internet Gaming Disorder appears in Section III of the DSM 5 as a disorder that needs further research. The American Psychiatric Association (APA) workgroup determined that there was sufficient research, primarily from Asia, to include the diagnostic criteria in Section III of the DSM 5, but that further epidemiological studies and neuroimaging studies needed to be conducted to include the diagnosis as an Addictive Disorder.
Research from Asia
- Pattern of excessive & prolonged (8-10 hours/day or 30/wk) use resulting in a cluster of cognitive & behavioral symptoms including progressive loss of control, tolerance, & withdrawal symptoms resulting in functional impairment.
Research lacking:
- Subtypes – do symptoms/severity vary by type of games?
- Prevalence:
- Data from China & S. Korea primarily
- No consistent definition from which to extract prevalence data
- Need epidemiological studies to determine prevalence, clinical course, possible genetic influence, and potential biological factors based on MRIs for example.
DSM 5 Internet Gaming Disorder Criteria: (APA, 2013)
Persistent and recurrent use of Internet to engage in games, often with other players, leading to clinically significant impairment or distress as indicated by 5 or more of the following in a 12 month period:
1.Preoccupation with Internet games. (The individual thinks about previous gaming activity or anticipates playing the next game; Internet gaming becomes the dominant activity in daily life.) Note: distinct from Internet gambling, which is included under gambling disorder.
2.Withdrawal symptoms when Internet gaming is taken away. (These symptoms are typically described as irritability, anxiety, or sadness, but there are no physical signs of pharmacological withdrawal.)
3.Tolerance: the need to spend increasing amounts of time engaged in internet games.
4.Unsuccessful attempts to control the participation in Internet games.
5.Loss of interests in previous hobbies & entertainment as a result of, and with the exception of, Internet games.
6.Continued excessive use of Internet games despite knowledge of psychosocial problems.
7.Has deceived family members, therapists, or others regarding the amount of Internet gaming.
8.Use of Internet games to escape or relieve a negative mood. (e.g., feelings of helplessness, guilt, anxiety).
9.Has jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in Internet games.
Specify Severity:
•Mild, Moderate, or Severe
Persistent and recurrent use of Internet to engage in games, often with other players, leading to clinically significant impairment or distress as indicated by 5 or more of the following in a 12 month period:
1.Preoccupation with Internet games. (The individual thinks about previous gaming activity or anticipates playing the next game; Internet gaming becomes the dominant activity in daily life.) Note: distinct from Internet gambling, which is included under gambling disorder.
2.Withdrawal symptoms when Internet gaming is taken away. (These symptoms are typically described as irritability, anxiety, or sadness, but there are no physical signs of pharmacological withdrawal.)
3.Tolerance: the need to spend increasing amounts of time engaged in internet games.
4.Unsuccessful attempts to control the participation in Internet games.
5.Loss of interests in previous hobbies & entertainment as a result of, and with the exception of, Internet games.
6.Continued excessive use of Internet games despite knowledge of psychosocial problems.
7.Has deceived family members, therapists, or others regarding the amount of Internet gaming.
8.Use of Internet games to escape or relieve a negative mood. (e.g., feelings of helplessness, guilt, anxiety).
9.Has jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in Internet games.
Specify Severity:
•Mild, Moderate, or Severe