We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play... more
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of evidence and the clinical utility should be extremely high, because there is a genuine risk of abuse of diagnoses. We provide suggestions about the level of evidence that might be required: transparent and preregistered studies, a better demarcation of the subject area that includes a rationale for focusing on gaming particularly versus a more general behavioral addictions concept, the exploration of non-addiction approaches,...
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Background Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse... more
Background Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopte...
BACKGROUND Video games are played by millions of adolescents and young adults around the world, and are one of the technologies used by youth who are accessing mental health services. Youth with mental health problems strongly endorse the... more
BACKGROUND Video games are played by millions of adolescents and young adults around the world, and are one of the technologies used by youth who are accessing mental health services. Youth with mental health problems strongly endorse the use of technology, for example, Apps and online platforms, for receiving information; supporting their treatment journey (eg, decision-making tools); and to facilitate their recovery. There is a growing body of literature that explores the advantages of playing video games in promoting better attention, memory, managing emotions; promoting behavior change; and, supporting mental illness treatment (eg, anxiety, depression, PTSD). Concurrently, the field of research focuses on the negative impact of video games describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a demand for a knowledge synthesis that can offer recommendations on how video games can be safely and effectively adopted...
Research Interests:
— Internet gaming disorder, also known as video game addiction and pathological gaming, has officially been proposed as a psychiatric disorder. Numerous studies have investigated the prevalence of the disorder, but the prevalence rates... more
— Internet gaming disorder, also known as video game addiction and pathological gaming, has officially been proposed as a psychiatric disorder. Numerous studies have investigated the prevalence of the disorder, but the prevalence rates that they arrive at vary in the extreme (from 0.6% to 44.5%). This discrepancy between studies inevitably raises questions about what they actually measure. To explore this further five young men who were candidates for this new diagnosis where asked to fill out a questionnaire probing pathological gaming and interviewed about how they understood the questions and their thoughts on video game addiction in general. Thus, this paper presents the results of a qualitative investigation of the face-validity of quantitative research on video game addiction. The interviews showed that the respondents often misunderstood the intention of the questions, misjudged the severity of the negative effects that the questions probed and often interpreted the questions very differently. Only one of the respondents believed pathological gaming to be a primary disorder, but he also believed it to promote more positive than negative effects. The rest of the respondent either did not believe in the disorder at all or believed it to be secondary to other problems, such as anxiety or depression.
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Det modstræbende Panopticon - En manual til anvendelse i sikret regi i forbindelse med respektfuld, nænsom og præcis pædagogisk observation og beskrivelse af unge