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Behav. Sci. 2015, 5(3), 372-383; doi:10.3390/bs5030372

Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings

1
Department of Psychology, University of Rhode Island, 10 Chafee Road, Kingston, RI 02881, USA
2
Alpert Medical School, Department of Psychiatry and Human Behavior, Brown University, Box G-A1, Providence, RI 02912, USA
*
Author to whom correspondence should be addressed.
Academic Editor: Andrew Doan
Received: 1 June 2015 / Accepted: 6 August 2015 / Published: 12 August 2015
(This article belongs to the Special Issue Addictive Behaviors: Assessment and Treatment)
View Full-Text   |   Download PDF [371 KB, uploaded 12 August 2015]

Abstract

Problematic or addictive digital gaming (including all types of electronic devices) can and has had extremely adverse impacts on the lives of many individuals across the world. The understanding of this phenomenon, and the effectiveness of treatment design and monitoring, can be improved considerably by continuing refinement of assessment tools. The present article briefly overviews tools designed to measure problematic or addictive use of digital gaming, the vast majority of which are founded on the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for other addictive disorders, such as pathological gambling. Although adapting DSM content and strategies for measuring problematic digital gaming has proven valuable, there are some potential issues with this approach. We discuss the strengths and limitations of current methods for measuring problematic or addictive gaming and provide various recommendations that might help in enhancing or supplementing existing tools, or in developing new and even more effective tools. View Full-Text
Keywords: internet gaming disorder; gaming addiction; assessment; DSM-5; treatment internet gaming disorder; gaming addiction; assessment; DSM-5; treatment
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).

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Faust, K.; Faust, D. Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings. Behav. Sci. 2015, 5, 372-383.

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