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1
Mischievous responding in Internet Gaming Disorder research.网络游戏障碍研究中的恶意回应。
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2
Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014).努力就评估网络游戏障碍的标准达成国际共识:对佩特里等人(2014年)的批判性评论。
Addiction. 2016 Jan;111(1):167-75. doi: 10.1111/add.13057.
3
Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with 'video game addiction'.用于游戏障碍的C-VAT 2.0评估工具的临床验证:对拟议的《精神疾病诊断与统计手册》第五版标准及“电子游戏成瘾”年轻患者临床特征的敏感性分析
Addict Behav. 2017 Jan;64:269-274. doi: 10.1016/j.addbeh.2015.10.018. Epub 2015 Oct 27.
4
A critical review of "Internet addiction" criteria with suggestions for the future.对“网络成瘾”标准的批判性综述及对未来的建议。
J Behav Addict. 2014 Dec;3(4):203-13. doi: 10.1556/JBA.3.2014.4.1.

学者关于世界卫生组织 ICD-11 游戏障碍提案的公开辩论文件。

Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal.

机构信息

1 Center for Computer Games Research, IT University of Copenhagen , Copenhagen, Denmark.

2 Department of Psychology, Framingham State University , Framingham, MA, USA.

出版信息

J Behav Addict. 2017 Sep 1;6(3):267-270. doi: 10.1556/2006.5.2016.088. Epub 2016 Dec 30.

DOI:10.1556/2006.5.2016.088
PMID:28033714
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5700734/
Abstract

Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.

摘要

我们应该充分关注有问题的游戏行为。然而,我们声称,这些问题是否可以或应该归因于一种新的障碍,远未明确。像 ICD-11 这样的新《国际疾病分类》中提出的游戏障碍提案,其依据存在根本问题。我们主要关注的是,研究基础质量低下、目前的操作化过于依赖物质使用和赌博标准,以及对游戏障碍的症状和评估缺乏共识。即使作为提案,将这种障碍正式化也会带来负面的医学、科学、公共卫生、社会和人权影响,应该加以考虑。特别令人关切的是,围绕视频游戏危害的道德恐慌。这可能导致在医学界过早地应用诊断,并对大量假阳性病例进行治疗,尤其是儿童和青少年。其次,研究将被锁定在确认方法中,而不是探索正常与病理之间的界限。第三,健康的大多数游戏者会受到负面影响。我们预计,将游戏障碍过早地纳入 ICD-11 作为一种诊断,将给数以百万计的将视频游戏作为正常、健康生活一部分的儿童带来巨大的污名。在这一点上,建议正式的诊断和类别还为时过早:应删除 ICD-11 中关于游戏障碍的提案,以避免浪费公共卫生资源,并避免对全世界健康的视频游戏者造成伤害。