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Video game addiction: The push to pathologize video games

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Video game addiction: The push to pathologize video games. / Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony; van Rooij, Antonius.

In: Professional Psychology: Research and Practice, Vol. 48, No. 5, 2017, p. 378-389.

Research output: Journal Article or Conference Article in JournalJournal articleResearchpeer-review

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Author

Nielsen, Rune Kristian Lundedal ; Ferguson, Christopher ; Bean, Anthony ; van Rooij, Antonius. / Video game addiction: The push to pathologize video games. In: Professional Psychology: Research and Practice. 2017 ; Vol. 48, No. 5. pp. 378-389.

Bibtex

@article{6ca9575eeee84d18abcbef3c5903e1b3,
title = "Video game addiction: The push to pathologize video games",
abstract = "With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected bodies such as the World Health Organization and the American Psychiatric Association seem to lock much of the applied research into a confirmatory trajectory. Since the DSM–5 proposal, research is increasingly focused on the application of the proposed criteria, as opposed to broadly testing validity and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction” is not a stable construct and clinical impairment might be low. Third, pathologizing gaming behavior has fallout beyond the therapeutic setting. In light of continuing controversies, it is argued that the currently proposed categories of video game addiction disorders are premature.",
author = "Nielsen, {Rune Kristian Lundedal} and Christopher Ferguson and Anthony Bean and {van Rooij}, Antonius",
year = "2017",
doi = "10.1037/pro0000150",
language = "English",
volume = "48",
pages = "378--389",
journal = "Professional Psychology: Research and Practice",
issn = "0735-7028",
publisher = "American Psychological Association",
number = "5",

}

RIS

TY - JOUR

T1 - Video game addiction: The push to pathologize video games

AU - Nielsen, Rune Kristian Lundedal

AU - Ferguson, Christopher

AU - Bean, Anthony

AU - van Rooij, Antonius

PY - 2017

Y1 - 2017

N2 - With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected bodies such as the World Health Organization and the American Psychiatric Association seem to lock much of the applied research into a confirmatory trajectory. Since the DSM–5 proposal, research is increasingly focused on the application of the proposed criteria, as opposed to broadly testing validity and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction” is not a stable construct and clinical impairment might be low. Third, pathologizing gaming behavior has fallout beyond the therapeutic setting. In light of continuing controversies, it is argued that the currently proposed categories of video game addiction disorders are premature.

AB - With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected bodies such as the World Health Organization and the American Psychiatric Association seem to lock much of the applied research into a confirmatory trajectory. Since the DSM–5 proposal, research is increasingly focused on the application of the proposed criteria, as opposed to broadly testing validity and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction” is not a stable construct and clinical impairment might be low. Third, pathologizing gaming behavior has fallout beyond the therapeutic setting. In light of continuing controversies, it is argued that the currently proposed categories of video game addiction disorders are premature.

U2 - 10.1037/pro0000150

DO - 10.1037/pro0000150

M3 - Journal article

VL - 48

SP - 378

EP - 389

JO - Professional Psychology: Research and Practice

JF - Professional Psychology: Research and Practice

SN - 0735-7028

IS - 5

ER -

ID: 82422566