Gaming disorder: A summary of its characteristics and aetiology

Comprehensive Psychiatry - Tập 122 - Trang 152376 - 2023
Orsolya Király1, Patrik Koncz1,2, Mark D. Griffiths3, Zsolt Demetrovics1,4
1Institute of Psychology, ELTE, Eötvös Loránd University, Budapest, Hungary
2Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
3International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
4Centre of Excellence in Responsible Gaming at the University of Gibraltar, Gibraltar

Tài liệu tham khảo

Entertainment Software Association Ko, 2019, Validity, functional impairment and complications related to internet gaming disorder in the DSM-5 and gaming disorder in the ICD-11, Aust N Z J Psychiatry, 54, 707, 10.1177/0004867419881499 World Health Organization, 2019 Di Lodovico, 2019, Which sports are more at risk of physical exercise addiction: a systematic review, Addict Behav, 93, 257, 10.1016/j.addbeh.2018.12.030 Müller, 2022, Assessment of criteria for specific internet-use disorders (ACSID-11): introduction of a new screening instrument capturing ICD-11 criteria for gaming disorder and other potential internet-use disorders, J Behav Addict, 11, 427 Kun, 2021, Work addiction and personality: a meta-analytic study, J Behav Addict, 9, 945, 10.1556/2006.2020.00097 Grant, 2010, Introduction to behavioral addictions, Am J Drug Alcohol Abuse, 36, 233, 10.3109/00952990.2010.491884 Brand, 2020, Which conditions should be considered as disorders in the International Classification of Diseases (ICD-11) designation of “other specified disorders due to addictive behaviors”?, J Behav Addict, 11, 150 Griffiths, 2022, Disorders due to addictive behaviors: further issues, debates, and controversies: commentary to the debate: “behavioral addictions in the ICD-11”, J Behav Addict, 11, 180, 10.1556/2006.2022.00025 Stein, 2022, Nosology of behavioral addictions: intersections with philosophy of psychiatry: Commentary to the debate: “Behavioral addictions in the ICD-11”, J Behav Addict, 11, 186, 10.1556/2006.2022.00033 Castro-Calvo, 2021, Expert appraisal of criteria for assessing gaming disorder: an international Delphi study, Addiction., 116, 2463, 10.1111/add.15411 Müller, 2013, Risks of developing internet addictive behaviors: scope and extent of internet sites used, Int J Child Adolesc Health, 6, 399 Cudo, 2019, Personal distress as a mediator between self-esteem, self-efficacy, loneliness and problematic video gaming in female and male emerging adult gamers, PLoS ONE., 14, 10.1371/journal.pone.0226213 Spicer, 2022, Loot boxes and problem gambling: investigating the “gateway hypothesis”, Addict Behav, 131, 10.1016/j.addbeh.2022.107327 Khantzian, 1987, The self-medication hypothesis of addictive disorders: Focus on heroin and cocaine dependence Brand, 2016, Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model, Neurosci Biobehav Rev, 71, 252, 10.1016/j.neubiorev.2016.08.033 Rehbein, 2021, Contribution of game genre and structural game characteristics to the risk of problem gaming and gaming disorder: a systematic review, Curr Addict Rep, 8, 263, 10.1007/s40429-021-00367-7 Akbari, 2021, The big five personality traits and online gaming: a systematic review and meta-analysis, J Behav Addict, 10, 611, 10.1556/2006.2021.00050 Ostinelli, 2021, Depressive symptoms and depression in individuals with internet gaming disorder: a systematic review and meta-analysis, J Affect Disord, 284, 136, 10.1016/j.jad.2021.02.014 Reid, 2012, Motivation in video games: a literature review, The Computer Games Journal, 1, 70, 10.1007/BF03395967 Su, 2020, Do men become addicted to internet gaming and women to social media? A meta-analysis examining gender-related differences in specific internet addiction, Computers in Human Behavior., 113, 10.1016/j.chb.2020.106480 King, 2010, The role of structural characteristics in problem video game playing: a review, Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 4 Király, 2018, Policy responses to problematic video game use: a systematic review of current measures and future possibilities, J Behav Addict, 7, 503, 10.1556/2006.6.2017.050 Markey, 2017, Internet gaming addiction: disorder or moral panic?, Am J Psychiatry, 174, 195, 10.1176/appi.ajp.2016.16121341 Griffiths, 2017, An overview of structural characteristics in problematic video game playing, Curr Addict Rep, 4, 272, 10.1007/s40429-017-0162-y Smyth, 2007, Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play, Cyberpsychol Behav, 10, 717, 10.1089/cpb.2007.9963 Lemmens, 2016, Addictive online games: examining the relationship between game genres and Internet gaming disorder, Cyberpsychol Behav Soc Netw, 19, 270, 10.1089/cyber.2015.0415 Mößle, 2013, Predictors of problematic video game usage in childhood and adolescence, Sucht., 59, 153, 10.1024/0939-5911.a000247 Montag, 2021, Is the proposed distinction of gaming disorder into a predominantly online vs. offline form meaningful? Empirical evidence from a large German speaking gamer sample, Addict Behav Rep, 14 Fisher, 1994, Identifying video game addiction in children and adolescents, Addict Behav, 19, 545, 10.1016/0306-4603(94)90010-8 Thomas, 2010, Video-arcade game, computer game and internet activities of Australian students: participation habits and prevalence of addiction, Australian Journal of Psychology, 62, 59, 10.1080/00049530902748283 Gentile, 2011, Pathological video game use among youths: a two-year longitudinal study, Pediatrics., 127, 10.1542/peds.2010-1353 Lemmens, 2015, The Internet Gaming Disorder Scale, Psychol Assess, 27, 567, 10.1037/pas0000062 Lee, 2015, Online gaming in the context of social anxiety, Psychol Addict Behav, 29, 473, 10.1037/adb0000070 Heng, 2021, In-game social interaction and gaming disorder: a perspective from online social capital, Front Psych, 11 Bodi, 2021, The role of maladaptive cognitions in gaming disorder: differences between online and offline gaming types, Addict Behav, 112, 10.1016/j.addbeh.2020.106595 Caplan, 2003, Preference for online social interaction: a theory of problematic internet use and psychosocial well-being, Communication Research, 30, 625, 10.1177/0093650203257842 Müller, 2015, Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates, Eur Child Adolesc Psychiatry, 24, 565, 10.1007/s00787-014-0611-2 Billieux, 2015, Internet gaming addiction: The case of massively multiplayer online roleplaying games, 1515 King, 2010, Video game structural characteristics: a new psychological taxonomy, International Journal of Mental Health and Addiction, 8, 90, 10.1007/s11469-009-9206-4 Koepp, 1998, Evidence for striatal dopamine release during a video game, Nature., 393, 266, 10.1038/30498 Williams, 2006, From tree house to barracks: the social life of guilds in world of Warcraft, Games and Culture., 1, 338, 10.1177/1555412006292616 Szolin, 2022, Gaming disorder: a systematic review exploring the user-avatar relationship in videogames, Computers in Human Behavior., 128, 10.1016/j.chb.2021.107124 Triberti, 2018, What matters is when you play: investigating the relationship between online video games addiction and time spent playing over specific day phases, Addict Behav Rep, 8, 185 King, 2019, Maladaptive player-game relationships in problematic gaming and gaming disorder: a systematic review, Clin Psychol Rev, 73, 10.1016/j.cpr.2019.101777 Dreier, 2017, Free-to-play: about addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and internet gaming disorder, Addict Behav, 64, 328, 10.1016/j.addbeh.2016.03.008 King, 2018, Predatory monetization schemes in video games (eg ‘loot boxes’) and internet gaming disorder, Addiction., 113, 1967, 10.1111/add.14286 Arkes, 1985, The psychology of sunk cost, Organ Behav Hum Decis Process, 35, 124, 10.1016/0749-5978(85)90049-4 The Coleman Institute Brady, 2021, Are loot boxes addictive? Analyzing participant’s physiological arousal while opening a loot box, Games and Culture, 16, 419, 10.1177/1555412019895359 Zendle, 2020, Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win, Comput Hum Behav., 102, 181, 10.1016/j.chb.2019.07.003 Király, 2021, Gambling features and monetization in video games creates challenges for young people, families, and clinicians, J Am Acad Child Adolesc Psychiatry, 61, 854, 10.1016/j.jaac.2021.12.003 Castrén, 2021, Money used in gaming is associated with problem gambling: results of the ESPAD 2019 Finland, J Behav Addict, 10, 932, 10.1556/2006.2021.00076 Zendle, 2018, Video game loot boxes are linked to problem gambling: results of a large-scale survey, PLoS ONE, 13, 10.1371/journal.pone.0206767 Hing, 2022, Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation, J Behav Addict, 11, 396 Rockloff, 2021, Young people who purchase loot boxes are more likely to have gambling problems: an online survey of adolescents and young adults living in NSW Australia, J Behav Addict, 10, 35, 10.1556/2006.2021.00007 Garea, 2021, Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending, International Gambling Studies, 21, 460, 10.1080/14459795.2021.1914705 Raneri, 2022, The role of microtransactions in internet gaming disorder and gambling disorder: a preregistered systematic review, Addict Behav Rep, 15 Close, 2021, Secondary analysis of loot box data: are high-spending “whales” wealthy gamers or problem gamblers?, Addict Behav, 117, 10.1016/j.addbeh.2021.106851 Hing, 2021, Skin gambling predicts problematic gambling amongst adolescents when controlling for monetary gambling, J Behav Addict, 10, 920, 10.1556/2006.2021.00078 BBC News, 2019 Macey, 2022, How can the potential harms of loot boxes be minimised?: proposals for understanding and addressing issues at a national level, J Behav Addict, 11, 256 King, 2019, Unfair play? Video games as exploitative monetized services: an examination of game patents from a consumer protection perspective, Computers in Human Behavior., 101, 131, 10.1016/j.chb.2019.07.017 Stevens, 2020, Global prevalence of gaming disorder: a systematic review and meta-analysis, Australian & New Zealand Journal of Psychiatry, 55, 553, 10.1177/0004867420962851 Pontes, 2022, The interplay between time spent gaming and disordered gaming: a large-scale world-wide study, Soc Sci Med, 296, 10.1016/j.socscimed.2022.114721 Lopez-Fernandez, 2019, Female gaming, gaming addiction, and the role of women within gaming culture: a narrative literature review, Front Psych, 10, 454, 10.3389/fpsyt.2019.00454 Dong, 2018, Gender-related differences in neural responses to gaming cues before and after gaming: implications for gender-specific vulnerabilities to Internet gaming disorder, Soc Cogn Affect Neurosci, 13, 1203, 10.1093/scan/nsy084 Zhou, 2021, Sex difference in neural responses to gaming cues in Internet gaming disorder: implications for why males are more vulnerable to cue-induced cravings than females, Neurosci Lett, 760, 10.1016/j.neulet.2021.136001 Király, 2022, A comprehensive model to understand and assess the motivational background of video game use: the Gaming Motivation Inventory (GMI), J Behav Addict, 11, 796, 10.1556/2006.2022.00048 Şalvarlı, 2019, The association between internet gaming disorder and impulsivity: A systematic review of literature, Int J Ment Health Addict., 1 Ding, 2014, Trait impulsivity and impaired prefrontal impulse inhibition function in adolescents with internet gaming addiction revealed by a go/no-go fMRI study, Behav Brain Funct, 10, 1, 10.1186/1744-9081-10-20 Chambers, 2003, Developmental neurocircuitry of motivation in adolescence: a critical period of addiction vulnerability, Am J Psychiatry, 160, 1041, 10.1176/appi.ajp.160.6.1041 Petry, 2015, Internet gaming disorder in the DSM-5, Curr Psychiatry Rep, 17, 1186, 10.1007/s11920-015-0610-0 Desai, 2010, Video-gaming among high school students: health correlates, gender differences, and problematic gaming, Pediatrics, 126, 10.1542/peds.2009-2706 Wittek, 2016, Prevalence and predictors of video game addiction: a study based on a national representative sample of gamers, Int J Ment Health Addict, 14, 672, 10.1007/s11469-015-9592-8 Gentile, 2009, Pathological video-game use among youth ages 8 to 18: a national study, Psychol Sci, 20, 594, 10.1111/j.1467-9280.2009.02340.x Rho, 2018, Risk factors for internet gaming disorder: psychological factors and internet gaming characteristics, Int J Environ Res Public Health, 15, 40, 10.3390/ijerph15010040 Kim, 2008, The relationship between online game addiction and aggression, self-control and narcissistic personality traits, Eur Psychiatry, 23, 212, 10.1016/j.eurpsy.2007.10.010 Elliott, 2012, Video game genre as a predictor of problem use, Cyberpsychol Behav Soc Netw, 15, 155, 10.1089/cyber.2011.0387 Tullett-Prado, 2021, Internet gaming disorder profiles and their associations with social engagement behaviours, J Psychiatr Res, 138, 393, 10.1016/j.jpsychires.2021.04.037 Çevik, 2021, The mediating role of gaming disorder in the effect of narcissism on happiness in children, Int J Environ Res Public Health, 18, 7137, 10.3390/ijerph18137137 Teng, 2020, Internet gaming disorder and psychosocial well-being: a longitudinal study of older-aged adolescents and emerging adults, Addict Behav, 110, 10.1016/j.addbeh.2020.106530 Costa, 1992 Chew, 2022, A meta-analytic review of internet gaming disorder and the Big Five personality factors, Addict Behav, 126, 10.1016/j.addbeh.2021.107193 Müller, 2014, Investigating risk factors for Internet gaming disorder: a comparison of patients with addictive gaming, pathological gamblers and healthy controls regarding the big five personality traits, Eur Addict Res, 20, 129, 10.1159/000355832 Lee, 2019, A systematic meta-review of impulsivity and compulsivity in addictive behaviors, Neuropsychol Rev, 29, 14, 10.1007/s11065-019-09402-x Choi, 2014, Similarities and differences among internet gaming disorder, gambling disorder and alcohol use disorder: a focus on impulsivity and compulsivity, J Behav Addict, 3, 246, 10.1556/JBA.3.2014.4.6 Su, 2019, Gender moderates the partial mediation of impulsivity in the relationship between psychiatric distress and problematic online gaming: online survey, JMIR Mental Health., 6, 10.2196/10784 Şalvarlı, 2022, The association between internet gaming disorder and impulsivity: a systematic review of literature, International Journal of Mental Health and Addiction., 20, 92, 10.1007/s11469-019-00126-w Metcalf, 2014, Impulsivity and related neuropsychological features in regular and addictive first person shooter gaming, Cyberpsychol Behav Soc Netw, 17, 147, 10.1089/cyber.2013.0024 Nuyens, 2016, Impulsivity in multiplayer online battle arena gamers: preliminary results on experimental and self-report measures, J Behav Addict, 5, 351, 10.1556/2006.5.2016.028 Kräplin, 2020, The role of inhibitory control and decision-making in the course of internet gaming disorder, J Behav Addict, 9, 990, 10.1556/2006.2020.00076 Andreassen, 2016, The relationship between technological addictions and symptoms of psychiatric disorders: a large-scale cross-sectional study, Psychol Addict Behav, 30, 252, 10.1037/adb0000160 Lee, 2017, Altered functional connectivity in default mode network in internet gaming disorder: influence of childhood ADHD, Prog Neuropsychopharmacol Biol Psychiatry, 75, 135, 10.1016/j.pnpbp.2017.02.005 Yen, 2017, Association between internet gaming disorder and adult attention deficit and hyperactivity disorder and their correlates: impulsivity and hostility, Addict Behav, 64, 308, 10.1016/j.addbeh.2016.04.024 Şalvarlı, 2021, Internet gaming disorder and its associated personality traits: a systematic review using PRISMA guidelines, International Journal of Mental Health and Addiction., 19, 1420, 10.1007/s11469-019-00081-6 Kuss, 2018, Neurobiological correlates in internet gaming disorder: a systematic literature review, Front Psych, 9, 166, 10.3389/fpsyt.2018.00166 Ji, 2022, Risk and protective factors of internet gaming disorder among Chinese people: a meta-analysis, Aust N Z J Psychiatry, 56, 332, 10.1177/00048674211025703 Wang, 2017, Association between internet gaming disorder and generalized anxiety disorder, J Behav Addict, 6, 564, 10.1556/2006.6.2017.088 Melodia, 2020, The role of avoidance coping and escape motives in problematic online gaming: a systematic literature review, International Journal of Mental Health and Addiction., 20, 996, 10.1007/s11469-020-00422-w Sharman, 2022, The National Centre for Gaming Disorders (UK)-Who is accessing this service?, J Behav Addict, 11, 147, 10.1556/2006.2022.00010 Yu, 2020, Serial multiple mediation of the association between internet gaming disorder and suicidal ideation by insomnia and depression in adolescents in Shanghai, China BMC Psychiatry, 20, 1 Horváth, 2022, Polysubstance use is positively associated with gaming disorder symptom severity: a latent class analytical study, Eur Addict Res, 28, 12, 10.1159/000517042 Van Rooij, 2014, The (co-) occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents, J Behav Addict, 3, 157, 10.1556/JBA.3.2014.013 Burleigh, 2019, A systematic review of the co-occurrence of Gaming Disorder and other potentially addictive behaviors, Curr Addict Rep, 6, 383, 10.1007/s40429-019-00279-7 Koncz, 2023 Murray, 2022, Gaming disorder in adults with autism spectrum disorder, J Autism Dev Disord, 52, 2762, 10.1007/s10803-021-05138-x Murray, 2021, Autism, problematic internet use and gaming disorder: a systematic review, Review Journal of Autism and Developmental Disorders, 9, 120, 10.1007/s40489-021-00243-0 Mazurek, 2013, Video game use in boys with autism spectrum disorder, ADHD, or typical development, Pediatrics., 132, 260, 10.1542/peds.2012-3956 Pápay, 2013, Psychometric properties of the problematic online gaming questionnaire short-form and prevalence of problematic online gaming in a national sample of adolescents, Cyberpsychol Behav Soc Netw, 16, 340, 10.1089/cyber.2012.0484 Wichstrøm, 2019, Symptoms of internet gaming disorder in youth: predictors and comorbidity, J Abnorm Child Psychol, 47, 71, 10.1007/s10802-018-0422-x Peeters, 2018, Predicting Internet gaming disorder symptoms in young adolescents: a one-year follow-up study, Comput Hum Behav, 80, 255, 10.1016/j.chb.2017.11.008 Kardefelt-Winther, 2014, A conceptual and methodological critique of internet addiction research: towards a model of compensatory internet use, Computers in Human Behavior, 31, 351, 10.1016/j.chb.2013.10.059 Yee, 2006, Motivations for play in online games, Cyberpsychol Behav, 9, 772, 10.1089/cpb.2006.9.772 Dauriat, 2011, Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey, Eur Addict Res, 17, 185, 10.1159/000326070 Király, 2015, Psychiatric symptoms and problematic online gaming: the mediating effect of gaming motivation, J Med Internet Res, 17, 10.2196/jmir.3515 Bányai, 2019, The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers, Compr Psychiatry, 94, 10.1016/j.comppsych.2019.152117 Ballabio, 2017, Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study, Addict Res Theory, 25, 397, 10.1080/16066359.2017.1305360 Wang, 2022, The associations between gaming motivation and internet gaming disorder: systematic review and meta-analysis, JMIR Mental Health., 9, 10.2196/23700 Bäcklund, 2022, Gaming motivations and gaming disorder symptoms: a systematic review and meta-analysis, J Behav Addict, 11, 667, 10.1556/2006.2022.00053 Demetrovics, 2011, Why do you play? The development of the motives for online gaming questionnaire (MOGQ), Behav Res Methods, 43, 814, 10.3758/s13428-011-0091-y Sheppes, 2012, Emotion regulation effectiveness: What works when, 391 Campbell-Sills, 2007, Incorporating emotion regulation into conceptualizations and treatments of anxiety and mood disorders, 542 Kross, 2008, Facilitating adaptive emotional analysis: distinguishing distanced-analysis of depressive experiences from immersed-analysis and distraction, Pers Soc Psychol Bull, 34, 924, 10.1177/0146167208315938 Aldao, 2015, Emotion regulation flexibility, Cognitive Therapy and Research, 39, 263, 10.1007/s10608-014-9662-4 Király, 2017, Intense video gaming is not essentially problematic, Psychol Addict Behav, 31, 807, 10.1037/adb0000316 von Deneen, 2022, Comparison of frontostriatal circuits in adolescent nicotine addiction and internet gaming disorder, J Behav Addict, 11, 26, 10.1556/2006.2021.00086 Schettler, 2022, Neural correlates of problematic gaming in adolescents: a systematic review of structural and functional magnetic resonance imaging studies, Addict Biol, 27, 10.1111/adb.13093 Yao, 2017, Functional and structural neural alterations in internet gaming disorder: a systematic review and meta-analysis, Neurosci Biobehav Rev, 83, 313, 10.1016/j.neubiorev.2017.10.029 Weinstein, 2017, An update overview on brain imaging studies of internet gaming disorder, Front Psych, 8, 185, 10.3389/fpsyt.2017.00185 Weinstein, 2017, New developments in brain research of internet and gaming disorder, Neuroscience & Biobehavioral Reviews, 75, 314, 10.1016/j.neubiorev.2017.01.040 Cho, 2022, Prefrontal cortical activation in Internet Gaming Disorder Scale high scorers during actual real-time internet gaming: a preliminary study using fNIRS, J Behav Addict, 11, 492 Le Foll, 2009, Genetics of dopamine receptors and drug addiction: a comprehensive review, Behav Pharmacol, 20, 1, 10.1097/FBP.0b013e3283242f05 Li, 2009, New insights into the genetics of addiction, Nat Rev Genet, 10, 225, 10.1038/nrg2536 Jeong, 2017, The association between the nicotinic acetylcholine receptor α4 subunit gene (CHRNA4) rs1044396 and internet gaming disorder in Korean male adults, PLoS ONE., 12, 10.1371/journal.pone.0188358 Park, 2018, Genetic association of human corticotropin-releasing hormone receptor 1 (CRHR1) with internet gaming addiction in Korean male adolescents, BMC Psychiatry, 18, 396, 10.1186/s12888-018-1974-6 Schneider, 2017, Family factors in adolescent problematic internet gaming: a systematic review, J Behav Addict, 6, 321, 10.1556/2006.6.2017.035 Bonnaire, 2017, Relationships between parental attitudes, family functioning and internet gaming disorder in adolescents attending school, Psychiatry Res, 255, 104, 10.1016/j.psychres.2017.05.030 Nielsen, 2020, Parental and family factors associated with problematic gaming and problematic internet use in adolescents: a systematic literature review, Curr Addict Rep, 7, 365, 10.1007/s40429-020-00320-0 Cuong, 2021, Associations between gaming disorder, parent-child relationship, parental supervision, and discipline styles: findings from a school-based survey during the COVID-19 pandemic in Vietnam, J Behav Addict, 10, 722, 10.1556/2006.2021.00064 Throuvala, 2019, The role of family and personality traits in internet gaming disorder: a mediation model combining cognitive and attachment perspectives, J Behav Addict, 8, 48, 10.1556/2006.8.2019.05 Sung, 2020, Attachment style, stressful events, and Internet gaming addiction in Korean university students, Pers Indiv Differ, 154, 10.1016/j.paid.2019.109724 Su, 2018, Father–child longitudinal relationship: parental monitoring and internet gaming disorder in Chinese adolescents, Front Psychol, 9, 95, 10.3389/fpsyg.2018.00095 Rehbein, 2013, Family-, media-, and school-related risk factors of video game addiction, J Media Psychol, 25, 118, 10.1027/1864-1105/a000093 Batthyany, 2009, Computer game playing: clinical characteristics of dependence and abuse among adolescents, Wien Klin Wochenschr, 121, 502 Jeong, 2020, A partial mediation effect of father-child attachment and self-esteem between parental marital conflict and subsequent features of internet gaming disorder in children: a 12-month follow-up study, BMC Public Health, 20, 484, 10.1186/s12889-020-08615-7 Dou, 2022, Longitudinal association between parental involvement and internet gaming disorder among Chinese adolescents: consideration of future consequences as a mediator and peer victimization as a moderator, J Behav Addict, 11, 820, 10.1556/2006.2022.00056 Bussone, 2020, Early-life interpersonal and affective risk factors for pathological gaming, Front Psych, 11, 423, 10.3389/fpsyt.2020.00423 Krossbakken, 2018, The effectiveness of a parental guide for prevention of problematic video gaming in children: a public health randomized controlled intervention study, J Behav Addict, 7, 52, 10.1556/2006.6.2017.087 Király, 2020, Preventing problematic internet use during the COVID-19 pandemic: consensus guidance, Compr Psychiatry, 100, 10.1016/j.comppsych.2020.152180 Vadlin, 2016, Associations between problematic gaming and psychiatric symptoms among adolescents in two samples, Addict Behav, 61, 8, 10.1016/j.addbeh.2016.05.001 Torres-Rodríguez, 2018, Treatment efficacy of a specialized psychotherapy program for Internet Gaming Disorder, J Behav Addict, 7, 939, 10.1556/2006.7.2018.111 Smith, 2015, Parental influences on adolescent video game play: a study of accessibility, rules, limit setting, monitoring, and cybersafety, Cyberpsychol Behav Soc Netw, 18, 273, 10.1089/cyber.2014.0611 Liu, 2015, Multi-family group therapy for adolescent internet addiction: exploring the underlying mechanisms, Addict Behav, 42, 1, 10.1016/j.addbeh.2014.10.021 Ventura, 2017, To improve substance use disorder prevention, treatment and recovery: engage the family, J Addict Med, 11, 339, 10.1097/ADM.0000000000000331 Anderson, 1986, Late adolescents’ identity formation: individuation from the family of origin, Adolescence., 21, 785 Lemmens, 2011, Psychosocial causes and consequences of pathological gaming, Computers in Human Behavior., 27, 144, 10.1016/j.chb.2010.07.015 Rehbein, 2010, Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey, Cyberpsychol Behav Soc Netw, 13, 269, 10.1089/cyber.2009.0227 Mihara, 2017, Cross-sectional and longitudinal epidemiological studies of internet gaming disorder: a systematic review of the literature, Psychiatry Clin Neurosci, 71, 425, 10.1111/pcn.12532 Gao, 2022, The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: systematic reviews and meta-analyses, J Psychiatr Res, 154, 35, 10.1016/j.jpsychires.2022.06.049 Teng, 2020, Parent–adolescent attachment and peer attachment associated with internet gaming disorder: a longitudinal study of first-year undergraduate students, J Behav Addict, 9, 116, 10.1556/2006.2020.00011 Yu, 2015, Predicting adolescent problematic online game use from teacher autonomy support, basic psychological needs satisfaction, and school engagement: a 2-year longitudinal study, Cyberpsychol Behav Soc Netw, 18, 228, 10.1089/cyber.2014.0385 Cheng, 2018, Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries, Comput. Hum Behav, 88, 153, 10.1016/j.chb.2018.06.033 Endomba, 2022, Prevalence of internet addiction in Africa: a systematic review and meta-analysis, J Behav Addict, 11, 739, 10.1556/2006.2022.00052 Király, 2018, Do gaming motives mediate between psychiatric symptoms and problematic online gaming? A cross-cultural study, J Behav Addict, 7, 90 Király, 2018, Intense gaming is not essentially problematic: a cross-cultural analysis, J Behav Addict, 7, 89 Király, 2022, Developmental and family implications of state-controlled video game play in China, JAMA Pediatr, 176, 543, 10.1001/jamapediatrics.2022.0322 Andreetta, 2020, Associations between comorbid stress and Internet Gaming Disorder symptoms: are there cultural and gender variations?, Asia Pac Psychiatry, 12, 10.1111/appy.12387 Stavropoulos, 2020, Inattention and disordered gaming: does culture matter?, Psychiatric quarterly, 91, 333, 10.1007/s11126-019-09702-8 O’Farrell, 2020, Depression and disordered gaming: does culture matter?, International Journal of Mental Health and Addiction., 20, 843, 10.1007/s11469-020-00231-1 Colasante, 2022, Problematic gaming risk among European adolescents: a cross-national evaluation of individual and socio-economic factors, Addiction., 117, 2273, 10.1111/add.15843 Bányai, 2020, Do coping mechanisms and being an esport player moderate the relationship between psychiatric symptoms and gaming disorder?, JMIR Mental Health, 8 Newzoo, 2022, Newzoo’s Global Esports & Live Streaming Market Report, 2022 Chung, 2019, Will esports result in a higher prevalence of problematic gaming? A review of the global situation, J Behav Addict, 8, 384, 10.1556/2006.8.2019.46 Bányai, 2020, Career as a professional gamer: gaming motives as predictors of career plans to become a professional esport player, Front Psychol, 11, 1866, 10.3389/fpsyg.2020.01866 Montag, 2022, Investigating gaming disorder and individual differences in gaming motives among professional and non-professional gamers: an empirical study, Addict Behav, 134, 10.1016/j.addbeh.2022.107416 Ko, 2023, Heterogeneity of gaming disorder: a clinically-based typology for developing personalized interventions, Manuscript.