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Comparison of the Video Game Functional Assessment-Revised (VGFA-R) and Internet Gaming Disorder Test (IGD-20)

机译:视频游戏功能评估修订版(VGFA-R)与互联网游戏障碍测试(IGD-20)的比较

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摘要

Initially labeled as internet addiction in the mid-1990s (e.g., ; ), researchers have since focused on how specific online activities result in negative consequences for those who overuse and have problems with online applications such as online gambling and online sex (; ). More recently, this has been applied to online problematic video game play, often used synonymously with terms such as online video game addiction, online gaming addiction, and Internet gaming disorder (IGD). With the publication of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; ), IGD was identified by the APA as warranting further study. The current proposed diagnostic criterion in the DSM-5 requires the presence of five of nine symptoms over a 12-month period. These include: (a) preoccupation or obsession with Internet games, (b) withdrawal symptoms when not playing Internet games, (c) an increasing need over time to spend more and more time playing video games, (d) failed attempts to stop or curb Internet gaming, (e) loss of interest in other activities such as hobbies, (f) continued overuse of Internet games even with knowledge of the impact of overuse on their life, (g) lying about extent of Internet game usage, (h) uses Internet games to relieve anxiety or guilt, and (i) has lost or put at risk an opportunity or relationship because of Internet games (). However, it is unclear if the disorder represents addiction to the internet or if IGD evaluates specific behaviors occurring within the context of the video gaming (; ).
机译:研究人员最初在1990年代中期被标记为网络成瘾(例如;;),此后研究人员开始关注特定的在线活动如何给过度使用以及在线申请(例如在线赌博和在线性爱)有问题的人带来负面后果(;)。最近,这已应用于在线有问题的视频游戏,通常与在线视频游戏成瘾,在线游戏成瘾和互联网游戏障碍(IGD)等术语同义使用。随着《精神障碍诊断和统计手册》(DSM-5;)第五版的发布,APA确定了IGD,值得进一步研究。 DSM-5中当前提出的诊断标准要求在12个月内出现9种症状中的5种。其中包括:(a)对互联网游戏的沉迷或痴迷;(b)不玩互联网游戏时的戒断症状;(c)随着时间的流逝,越来越需要花费越来越多的时间来玩视频游戏;(d)尝试停止或失败的尝试遏制互联网游戏,(e)对兴趣爱好之类的其他活动失去兴趣,(f)即使知道了过度使用对其生活的影响,仍继续过度使用互联网游戏,(g)大致了解互联网游戏的使用范围,(h )使用互联网游戏缓解焦虑或内感,并且(i)由于互联网游戏()失去了机会或人际关系或使其处于危险之中。但是,尚不清楚该疾病是否代表着对互联网的沉迷,或者IGD是否评估了在视频游戏的背景下发生的特定行为(;)。

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