Search Articles

View query in Help articles search

Search Results (1 to 4 of 4 Results)

Download search results: CSV END BibTex RIS


Cognitive Mechanisms Between Psychosocial Resources and the Behavioral Intention of Professional Help-Seeking for Internet Gaming Disorder Among Chinese Adolescent Gamers: Cross-Sectional Mediation Study

Cognitive Mechanisms Between Psychosocial Resources and the Behavioral Intention of Professional Help-Seeking for Internet Gaming Disorder Among Chinese Adolescent Gamers: Cross-Sectional Mediation Study

Gaming disorder, including IGD and other forms of problematic gaming behaviors (eg, offline gaming and console gaming), was added to the International Classification of Diseases, 11th Revision (ICD-11) by the World Health Organization in 2019 [3], which officially defines and classifies IGD as a medical condition (ie, the medicalization of IGD).

Yanqiu Yu, Joyce Hoi-Yuk Ng, Ji-bin Li, Jianxin Zhang, Joseph T F Lau

JMIR Public Health Surveill 2024;10:e52478

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

The Mediating Role of Problematic Use of Loot Boxes Between Internet Gaming Disorder and Online Gambling Disorder: Cross-Sectional Analytical Study

IGD was assessed with the Spanish version of the Internet Gaming Disorder Scale–Short Form (IGD9-SF) [33-35]. This scale consists of 9 items based on the DSM-5 criteria for IGD (eg, “Have you deceived any of your family, therapists, or friends about the time you spend gaming?”) [25]. The scale response options range from 0 (never) to 4 (very often). The total score ranges between 0 and 36, with greater scores suggesting higher symptom-severity of disordered gaming.

Joaquín González-Cabrera, Vanessa Caba-Machado, Adoración Díaz-López, Susana Jiménez-Murcia, Gemma Mestre-Bach, Juan M Machimbarrena

JMIR Serious Games 2024;12:e57304

Digital Phenotypes for Early Detection of Internet Gaming Disorder in Adolescent Students: Explorative Data-Driven Study

Digital Phenotypes for Early Detection of Internet Gaming Disorder in Adolescent Students: Explorative Data-Driven Study

Using the IGD Scale–Short-Form (IGDS9-SF) [30] for screening purposes, of the 927 participants, 85 (9.2%) were identified to be in the potential IGD group, while 842 (90.8%) were in the non-IGD group. To ensure balance for analysis, 83 participants without IGD were randomly selected from the pool. This approach aimed to mitigate potential biases introduced by uneven group distributions, providing a more robust foundation for our analysis.

Kwangsu Cho, Minah Kim, Youngeun Cho, Ji-Won Hur, Do Hyung Kim, Seonghyeon Park, Sunghyun Park, Moonyoung Jang, Chang-Gun Lee, Jun Soo Kwon

JMIR Ment Health 2024;11:e50259

Choice of Leisure Activities by Adolescents and Adults With Internet Gaming Disorder: Development and Feasibility Study of a Virtual Reality Program

Choice of Leisure Activities by Adolescents and Adults With Internet Gaming Disorder: Development and Feasibility Study of a Virtual Reality Program

The concept of internet gaming disorder (IGD), defined as the persistent and recurrent use of the internet to engage in games despite negative consequences, has been controversial. Diagnostic criteria or guidelines for IGD have been proposed by several investigators, but there has been continued debate around the conceptualization of IGD.

Narae Lee, Jae-Jin Kim, Yu-Bin Shin, Hyojung Eom, Min-Kyeong Kim, Sunghyon Kyeong, Young Hoon Jung, Sarang Min, Joon Hee Kwon, Eunjoo Kim

JMIR Serious Games 2020;8(4):e18473