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Internet Gaming Disorder and Addictive Behaviors Online

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Teens, Screens, and Social Connection

Abstract

Problematic internet usage as a pathological construct dates back to 1996 and the earliest forms of multiplayer gaming were found to be some of the most significant online behaviors. While not an official DSM diagnosis, Internet Gaming Disorder (IGD) was introduced in the DSM-5 as a “Condition for Further Study.” The proposed criteria require five symptoms for diagnosis, which is significantly more than other similar diagnoses such as substance-use disorders or gambling disorder. Out of fear of over-pathologizing video gaming, there remains no consensus on diagnosis or management of IGD. However, there is a plethora of research exploring the validity of screening tools, risk/protective factors, and treatments (both pharmacological and behavioral) for IGD. Similar to treatments for mood and anxiety disorders, combined treatment appears to be the most effective. Other addictive online behaviors such as social media use, pornography, and television/film viewing (“binge-watching”) have even less of an evidence-base, especially with regards to treatment and prevention. However, the research that does exist illuminates the differences between these forms of media and how their individual uses may be inherently more or less problematic.

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El Sehamy, A., Farahmand, P. (2023). Internet Gaming Disorder and Addictive Behaviors Online. In: Spaniardi, A., Avari, J.M. (eds) Teens, Screens, and Social Connection. Springer, Cham. https://doi.org/10.1007/978-3-031-24804-7_8

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