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The Gaming Problem: A Latent Class Analysis of DSM-5 Criteria For Internet Gaming Disorder In A Non-Clinical Sample

  • Aston University

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Abstract

Background: In this study we aimed to test whether suggested DSM-5 criteria for Internet Gaming Disorder (IGD) share a similar latent structure to formally recognised addiction. Methods: We used latent class analysis on a dichotomous measure of IGD. The data was collected from a convenient general population sample (500) and a targeted gaming forum sample (236). Results: We found a four or six-class model to be most appropriate, ranging from ‘ casual/non-gamer’ to ‘ potentially disordered’ with increasing symptom severity. The majority of ‘ potentially disordered’ gamers (5+ criteria) were found to be 18-30 years old, and no ‘ potentially disordered’ gamers were over 42. Conclusions: The results suggest that gaming may share a similar latent structure to established addictions, with adolescents and young adults being more at risk. Studies replicating these results would be beneficial, with further emphasis on a critical evaluation of the criteria and symptom cut-off point.

Original languageEnglish
Article number806
Number of pages16
JournalF1000Research
Volume11
Early online date20 Jul 2023
DOIs
Publication statusE-pub ahead of print - 20 Jul 2023

Bibliographical note

Copyright © 2022 Raybould J et al. This is an open access article distributed under the terms of the Creative Commons Attribution License [https://creativecommons.org/licenses/by/4.0/], which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Funding Information:
Funding for this study comes from Aston University as part of a PhD Studentship for JR. Aston University were not involved in the collection, analysis, or interpretation of data, or in writing of the manuscript for this study.

Funding

Funding for this study comes from Aston University as part of a PhD Studentship for JR. Aston University were not involved in the collection, analysis, or interpretation of data, or in writing of the manuscript for this study.

Keywords

  • Gaming
  • Internet Gaming Disorder
  • Pathological Gaming
  • Latent Class Analysis
  • Addiction
  • Behavioral Addiction

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