Abstract
Introduction
Methods
Results
Discussion
Conclusion
References
Introduction
Gaming disorder is defned as a pattern of gaming behavior characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences [1]. Te American Psychiatric Association [2] has proposed Internet gaming disorder (IGD) as a potential addictive disorder in the ffth edition of the Diagnostic and Statistical Manual of Mental Disorder (DSM-5), and more recently, the World Health Organization has included gaming disorder (GD) (predominantly online or ofine) in the International Classifcation of Diseases 11th Revision (ICD-11) [1]. In recent years, there have been frequent reports of gaming disorder in China, with more focus on young people. According to a joint report released by the government-afliated China Internet NetworkInformation Center and the Chinese Communist Youth League, Chinese juvenile Internet users reached 183 million, and the Internet penetration rate of juveniles reached 94.9% in 2020 [3]. Te data showed that 62.5% of the underage Internet users often play online games and presented an increasing trend year by year. A study based on 10 provinces in China showed that 79.3% of Chinese adolescents played online games, while 3.2% showed behavior addiction [4]. An analysis of 36 representative survey studies in China noted that the Chinese literature may be jeopardized by inappropriate identifcation of problematic online gaming because there is no consensus or gold standard regarding its diagnostic criteria [5]. Prior to the release of the DSM-5, there was no gold standard of Internet gaming disorder classifcation, so the prevalence estimate varied widely due to diference in assessment methods and surveyed population (0.2%~46%) [6]. In problematic gaming and gaming disorder screening, a common practice was to use tools adapted from Young’s Internet Addiction Test [7] or scales for other addictive behaviors [8–11]. In recent years, screening scales for gaming disorder have tended to list the DSM-5 criteria directly [12], the ICD-11 [13] or adapted ones [14, 15]. In the recent King’s systematic review, AICA-S gaming, GAS-7, IGDT-10, IGDS9-SF, and Lemmens IGD-9, had greater evidential support for their psychometric properties, but there was no markedly superior tool with distinct practical and/ or psychometric advantages [16].