Sprong Matthew Evan, Griffiths Mark D, Lloyd Daniel Perry, Paul Erina, Buono Frank D
School of Interdisciplinary Health Professions, Northern Illinois University, DeKalb, IL, United States.
Psychology, Nottingham Trent University, Nottingham, United Kingdom.
Front Psychol. 2019 Feb 19;10:310. doi: 10.3389/fpsyg.2019.00310. eCollection 2019.
Initially labeled as internet addiction in the mid-1990s (e.g., Griffiths, 1996; Young, 1996), researchers have since focused on how specific online activities result in negative consequences for those who overuse and have problems with online applications such as online gambling and online sex (Griffiths, 2000; Potenza, 2017). More recently, this has been applied to online problematic video game play, often used synonymously with terms such as online video game addiction, online gaming addiction, and Internet gaming disorder (IGD). With the publication of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; American Psychiatric Association [APA], 2013), IGD was identified by the APA as warranting further study. The current proposed diagnostic criterion in the DSM-5 requires the presence of five of nine symptoms over a 12-month period. These include: (a) preoccupation or obsession with Internet games, (b) withdrawal symptoms when not playing Internet games, (c) an increasing need over time to spend more and more time playing video games, (d) failed attempts to stop or curb Internet gaming, (e) loss of interest in other activities such as hobbies, (f) continued overuse of Internet games even with knowledge of the impact of overuse on their life, (g) lying about extent of Internet game usage, (h) uses Internet games to relieve anxiety or guilt, and (i) has lost or put at risk an opportunity or relationship because of Internet games (American Psychiatric Association [APA], 2013). However, it is unclear if the disorder represents addiction to the internet or if IGD evaluates specific behaviors occurring within the context of the video gaming (Starcevic and Billieux, 2017; Young and Brand, 2017).
在20世纪90年代中期,网络成瘾最初被贴上标签(例如,格里菲思,1996年;杨,1996年),此后研究人员一直专注于特定的在线活动如何对那些过度使用在线应用程序(如网络赌博和网络色情)并存在问题的人产生负面影响(格里菲思,2000年;波滕扎,2017年)。最近,这一情况已应用于有问题的在线玩游戏行为,该行为常与诸如在线视频游戏成瘾、在线游戏成瘾和网络游戏障碍(IGD)等术语同义使用。随着《精神疾病诊断与统计手册》第五版(DSM - 5;美国精神病学协会[APA],2013年)的出版,美国精神病学协会将IGD确定为值得进一步研究的对象。DSM - 5中目前提议的诊断标准要求在12个月的时间内出现九种症状中的五种。这些症状包括:(a)沉迷或痴迷于网络游戏,(b)不玩网络游戏时出现戒断症状,(c)随着时间的推移,越来越需要花费越来越多的时间玩电子游戏,(d)试图停止或控制网络游戏但失败,(e)对其他活动(如爱好)失去兴趣,(f)即使知道过度使用网络游戏对自己生活的影响仍继续过度使用,(g)谎报网络游戏使用程度,(h)使用网络游戏来缓解焦虑或内疚,以及(i)由于网络游戏而失去或危及一个机会或一段关系(美国精神病学协会[APA],2013年)。然而,尚不清楚这种障碍是代表对互联网的成瘾,还是IGD评估的是在电子游戏背景下发生的特定行为(斯塔切维奇和比利厄,2017年;杨和布兰德,2017年)。