When addiction symptoms and life problems diverge: a latent class analysis of problematic gaming in a representative multinational sample of European adolescents.

Eur Child Adolesc Psychiatry 2018 Apr 24;27(4):513-525. Epub 2018 Jan 24.

Karolinska Institutet, Stockholm, Sweden.

The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for "borrowing" criteria related to substance addiction, as this might result in misclassifying highly involved gamers as having a disorder. In this paper, we took a person-centered statistical approach to group adolescent gamers by levels of addiction-related symptoms and gaming-related problems, compared these groups to traditional scale scores for IGD, and checked how groups were related to psychosocial well-being using a preregistered analysis plan. We performed latent class analysis and regression with items from IGD and psychosocial well-being scales in a representative sample of 7865 adolescent European gamers. Symptoms and problems matched in only two groups: an IGD class (2.2%) having a high level of symptoms and problems and a Normative class (63.5%) having low levels of symptoms and problems. We also identified two classes comprising 30.9% of our sample that would be misclassified based on their report of gaming-related problems: an Engaged class (7.3%) that seemed to correspond to the engaged gamers described in previous literature, and a Concerned class (23.6%) reporting few symptoms but moderate to high levels of problems. Our findings suggest that a reformulation of IGD is needed. Treating Engaged gamers as having IGD when their poor well-being might not be gaming related may delay appropriate treatment, while Concerned gamers may need help to reduce gaming but would not be identified as such. Additional work to describe the phenomenology of these two groups would help refine diagnosis, prevention and treatment for IGD.

Download full-text PDF

Source
http://dx.doi.org/10.1007/s00787-018-1108-1DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5895528PMC
April 2018
3 Reads

Publication Analysis

Top Keywords

symptoms problems
12
class analysis
8
gaming-related problems
8
psychosocial well-being
8
latent class
8
engaged gamers
8
problems
7
igd
7
gamers
6
class
6
symptoms
5
class 635%
4
normative class
4
problems normative
4
level symptoms
4
22% high
4
igd class
4
class 22%
4
635% low
4
high level
4

References

(Supplied by CrossRef)

American Psychiatric Association et al.
2013

HM Pontes et al.
Comput Hum Behav 2015

JS Lemmens et al.
Psychol Assess 2015

F Rehbein et al.
Addict Abingdon Engl 2015

NM Petry et al.
Addict Abingdon Engl 2014

MD Griffiths et al.
Addict Abingdon Engl 2016

D Kardefelt-Winther et al.
Psychiatry Clin Neurosci 2016

D Kardefelt-Winther et al.
Addict Behav 2017

JP Charlton et al.
Comput Hum Behav 2007

D Kardefelt-Winther et al.
Addiction 2017

Similar Publications