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      Symptoms of Internet Gaming Disorder in Youth: Predictors and Comorbidity

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          Abstract

          Internet gaming disorder (IGD) was included in the Addendum to DSM-5 as a condition for further study. Studies of community samples using a diagnostic interview are lacking, and evaluations of the proposed symptoms, comorbidities, and predictors of IGD are scarce. To provide such information participants in a Norwegian prospective community study were assessed with a clinical interview at age 10 years. Symptoms of other psychiatric disorders were measured with the Child and Adolescent Psychiatric Assessment at ages 8 and 10 ( n = 740). Children, parents, and teachers provided information on demographics, temperament, intelligence, executive functions, self-concept, social skills, victimization, emotion regulation, family climate, and parenting. Results indicated that IGD was present in 1.7% (95% confidence interval, 0.7–2.7) of the participants (3.0% boys and 0.5% girls). Factor analysis revealed two factors: heavy involvement and negative consequences. The positive predictive value of withdrawal, tolerance, and unsuccessful attempts to control gaming symptoms to the disorder was low. Symptoms of other common disorders correlated weakly with IGD-symptoms (i.e., from r = 0.07 to r = 0.15). Upon adjusting for gender and gaming at age 8, only limited social and emotion regulation skills at age 8 predicted more age-10 IGD symptoms. In conclusion, IGD is already present in a small percentage of Norwegian 10-year olds. At least three of the proposed symptoms -- withdrawal, tolerance and unsuccessful attempts to control gaming -- merit further study given their weak associations with the disorder. Symptoms of IGD are only marginally associated with symptoms of other psychiatric disorders and only predicted by social skills and emotion regulation deficits.

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          Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model.

          Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence of interactions between predisposing factors, such as neurobiological and psychological constitutions, moderators, such as coping styles and Internet-related cognitive biases, and mediators, such as affective and cognitive responses to situational triggers in combination with reduced executive functioning. Conditioning processes may strengthen these associations within an addiction process. Although the hypotheses regarding the mechanisms underlying the development and maintenance of specific Internet-use disorders, summarized in the I-PACE model, must be further tested empirically, implications for treatment interventions are suggested.
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            An international consensus for assessing internet gaming disorder using the new DSM-5 approach.

            For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder. © 2014 Society for the Study of Addiction.
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              Comorbidity

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                Author and article information

                Contributors
                +4773590741 , lars.wichstrom@svt.ntnu.no
                Journal
                J Abnorm Child Psychol
                J Abnorm Child Psychol
                Journal of Abnormal Child Psychology
                Springer US (New York )
                0091-0627
                1573-2835
                5 April 2018
                5 April 2018
                2019
                : 47
                : 1
                : 71-83
                Affiliations
                [1 ]ISNI 0000 0001 1516 2393, GRID grid.5947.f, Department of Psychology, , NTNU Norwegian University of Science and Technology, ; N-7941 Trondheim, Norway
                [2 ]ISNI 0000 0004 0627 3560, GRID grid.52522.32, Department of Child and Adolescent Psychiatry, , St. Olavs Hospital, ; Trondheim, Norway
                [3 ]ISNI 0000 0001 1516 2393, GRID grid.5947.f, NTNU Social Science, ; Trondheim, Norway
                [4 ]ISNI 0000 0001 1516 2393, GRID grid.5947.f, Department of Education and Lifelong Learning, , NTNU Norwegian University of Science and Technology, ; Trondheim, Norway
                [5 ]ISNI 0000 0004 1936 9684, GRID grid.27860.3b, Department of Human Ecology, , University of California Davis, ; Davis, CA USA
                [6 ]ISNI 0000 0004 1936 8921, GRID grid.5510.1, Department of Psychology, , University of Oslo, ; Oslo, Norway
                Author information
                http://orcid.org/0000-0003-3199-4637
                Article
                422
                10.1007/s10802-018-0422-x
                6329732
                29623484
                d7737a93-f37f-4f0c-88c8-d45b568b8439
                © The Author(s) 2018

                Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.

                History
                Funding
                Funded by: The Research Council of Norway
                Award ID: 240097
                Award ID: 228685
                Funded by: The Liaison Committee between Central Norway RHA and NTNU
                Categories
                Article
                Custom metadata
                © Springer Science+Business Media, LLC, part of Springer Nature 2019

                Clinical Psychology & Psychiatry
                comorbidity,emotion regulation,internet gaming disorder,longitudinal,social skills

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