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      Structural Game Characteristics and Problematic Gaming : Introduction of the Risk Characteristics Checklist for Games (RCCG)

      1 , 2 , 3 , 4
      SUCHT
      Hogrefe Publishing Group

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          Abstract

          Abstract: Introduction: The current state of research suggests that personal, environmental, and product-related risk factors contribute to the development and maintenance of gaming disorder. Concerning game related risk factors, evidence points to certain game features contributing to the overall risk of gaming disorder, as for example reward features, social features, and monetization features. However, no standardized instrument is available to capture risk enhancing game characteristics. Methods: Based on theoretical considerations and stepwise conducted qualitative analyses of in-game content, risk-enhancing game features were identified and specified. Furthermore, a pilot study was conducted comprising N = 4,468 students ( M[Age] = 14.54 years, SD = 1.37 years). Game features of the preferred games of the students were analyzed regarding their predictive value of gaming disorder. Results: Data suggests that two features are associated most strongly with gaming disorder: 1) mandatory social interactions ( β = .20), and 2) number of reward categories ( β = .12). Based on these findings and further updates, the RCCG was refined and finalized. Conclusions: With the RCCG, a structured instrument to capture, describe, and evaluate risk enhancing structural characteristics of video games is available. The RCCG enables a general risk assessment of games as well as recommended age-classifications based on certain structural features unsuitable for specific age groups.

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          Prevalence of Internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample.

          Internet gaming disorder (IGD) is included as a condition for further study in Section 3 of the DSM-5. Nine criteria were proposed with a threshold of five or more criteria recommended for diagnosis. The aims of this study were to assess how the specific criteria contribute to diagnosis and to estimate prevalence rates of IGD based on DSM-5 recommendations.
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            Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention

            Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%–15% among young people in several Asian countries and of 1%–10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.
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              Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey

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                Author and article information

                Contributors
                (View ORCID Profile)
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                Journal
                SUCHT
                SUCHT
                Hogrefe Publishing Group
                0939-5911
                1664-2856
                April 2024
                April 2024
                : 70
                : 2
                : 77-86
                Affiliations
                [1 ]FH Münster – University of Applied Sciences, Germany
                [2 ]Department of Psychology, Iowa State University, Ames, United States
                [3 ]Amsterdam School of Communication Research, University of Amsterdam, Netherlands
                [4 ]Department of Psychiatry and Psychotherapy, University of Lübeck, Germany
                Article
                10.1024/0939-5911/a000859
                62e34ce6-70a1-46c7-b308-97d4d33e2cd3
                © 2024

                http://creativecommons.org/licenses/by-nc/4.0

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