Abstract
Background: Despite the growth in the number of studies on Gaming Disorders (GD), assessing the characteristics of clinical subjects is still limited. Driven by the need to overcome this limitation, a broad systematic review is essential to cover the studies that have already assessed the clinical characteristics of individuals diagnosed with GD.
Objectives: The aim of this systematic review is to provide a broad cross-cultural picture of the current diagnostic procedures and interventions used for GDs in clinical practice.
Methods: A total of 28 studies met the inclusion criteria, and data were synthesized in these categories: (1) the cultural background of the country where the research took place; (2) the instruments used to measure GD; (3) the diagnostic criteria for GD; (4) the diagnostic procedures used; and (5) the treatment protocol applied.
Results: Results of this systematic review suggest that in GD clinical practice, there is a great deal of heterogeneity in the choice of instruments, the diagnostic and intervention processes for GD.
Conclusions: This systematic review indicates that a validation process of standard procedures in clinical populations with GD is necessary to create clear shared guidelines for practitioners.
Introduction
Rationale
The use of videogames is a rapidly growing phenomenon around the world that involves people of all age groups. The diversity of gaming platforms (e.g., dedicated console, personal computers, smartphones, tablets, and laptops) and the growth in demand have contributed to the gaming industry becoming one of the most profitable entertainment industries (Kuss et al., ). The integration with Internet technology has further expanded the use of video games, making the gaming experience even more engaging and immersive. Massively Multiplayer Online Role-Playing Games (MMORPGs) and Multiplayer Online Battle Arena (MOBA) are typical examples of games that combine social interactions in an immersive and challenging environment. Although gaming is a pleasant activity that can also provide interesting educational implications (De Freitas and Griffiths, ; Hainey et al., ), for a small number of players excessive gaming can result in the development of symptoms traditionally associated with substance-related addictions. Although, gaming is a risk activity only for a small minority of people who tend to play excessively and develop negative symptoms, the public fear about being “addicted to gaming” has been popularized via the media, which in turn spurred the debate on health policy because gaming is a commonly engaged in pastime activity (Billieux et al., ; Griffiths et al., ). Furthermore, videogames have always been at the center of a public debate with regards to possible health risks they may carry, but the inclusion of Gaming Disorder in diagnostic manuals has increased parental and public concerns regarding excessive gaming (Ferguson, ).
In the most recent edition of their diagnostic manual for mental disorders, the DSM-5, (American Psychiatric Association, ) incorporated Internet Gaming Disorder (IGD) in its appendix as a condition that requires further research. In accordance with the DSM-5 definition, the clinical diagnosis of IGD should be characterized by a continuous use of Internet videogames that create significant problems with personal, social, academic, and work functioning. Meeting five of these nine diagnostic criteria within 1 year is indicative of the presence of the disorder: (a) craving, (b) withdrawal, (c) tolerance, (d) relapse, (e) loss of interest, (f) continuance despite problem awareness, (g) deception, (h) mood modification, and (i) jeopardizing work/education/relationships. However, several limitations to these diagnostic criteria have been identified, including the use of the term “Internet” in the terminology of gaming addiction, that exclude the option that gaming addiction could occur both online and offline (Király et al., ; Kuss et al., ). Following this first step of the American Psychiatric Association, the World Health Organization (WHO) has now decided to include a revised diagnosis of Gaming Disorder (GD) in their diagnostic manual, the ICD-11. Several studies recognized that GD is as a global problem associated with several psychological complications (Kuss and Griffiths, ). Poor sleep quality, insomnia, decline in work or academic performance, decrease in cognitive ability, difficulties in interpersonal relationships, increase in negative affect, stress, aggression, and hostility, are only some of the serious consequences for the psychophysical health of a person affected by GD (Kuss and Griffiths, ).
However, previous studies have repeatedly outlined that the major obstacle in the field that significantly hinders research progress is that the majority of the studies drew their findings from non-clinical and normative community samples (Kuss et al., ). Consequently, interest in clinical studies on GD is growing, and several studies have been conducted with clinical populations. However, due to the lack of standardized procedures for clinical populations with GD, decisions about clinical approaches and procedures are made by researchers and practitioners, with the consequence of using heterogeneous approaches and procedures that risk creating more chaos and confusion in an emerging field (Kuss et al., ). Furthermore, the lack of clear guidelines and consensus can lead to an overestimation of the problem with the consequence of an increase in false positives, but the opposite risk is not to recognize and not to adequately treat people who need clinical care (Billieux et al., ; Griffiths et al., ). Accordingly, a systematic review process is fundamental to understanding the clinical practices that are shared between and common to clinicians, and to further investigate processes that can be included in official GD guidelines. Several studies report that adapting existing guidelines can reduce avoidable duplication of efforts caused by the persistent development of new guidelines (Baker and Feder, ; Fervers et al., ). A number of systematic reviews with clinical studies have been conducted (King and Delfabbro, ; Kuss and Lopez-Fernandez, ; King et al., ; Zajac et al., ), but these systematic reviews have focused on the characteristics of those patients diagnosed with GD and/or on the evaluation of training and intervention, without providing information about the clinical processes.
In fact, most of the previous systematic reviews limited the search to studies that included treatment outcomes (King and Delfabbro, ; King et al., ; Zajac et al., ), and therefore did not provide a complete and exhaustive summary of the characteristics of the clinical sample included in, and these studies did not aim to verify the reported treatment results. Examining these studies is relevant to understanding the diagnostic criteria and diagnostic processes that are used to diagnose individuals with gaming addiction. In accordance with recent studies (Király et al., ; Kuss et al., ), research on GD needs to clarify the diagnostic and clinical processes used in the clinical context. Furthermore, in order to obtain a strong consensus on the diagnostic process of GD, it is essential to identify and deepen the clinical procedures currently in use as reported in the scientific literature. A systematic review is therefore necessary, so that common clinical practices can be identified, while differences and innovations can be studied and deepened. For this reason, also including the clinical studies that did not evaluate treatment outcomes is important to produce the most comprehensive depiction of the procedures currently in use, without omitting important information of the diagnostic process currently used by professionals.
Finally, most of the reviews on gaming addiction with clinically diagnosed individuals focus only on studies that contain quantitative data (King and Delfabbro, ; King et al., ; Zajac et al., ). Although these restrictive inclusion criteria allow reinforcing the methodological approach of understanding GD, it excludes the opportunity to include qualitative studies and case reports that could provide relevant information about the clinical experience of clients with GD. In light of the need to identify a consensus on the diagnostic aspects of GD (i.e., the diagnostic criteria, diagnostic procedure, staff involved, type of treatment, and treatment structure), it is essential to cover the studies that have assessed the characteristics of clinical patients. In the phase of establishing of an official diagnosis, the exclusion of qualitative studies, single cases and case reports could result in creating a gap between research and clinical practice. The present review aims to address this and fill the gap in knowledge by considering the clinical context, diagnostic criteria, diagnostic procedures, practitioners staff involved, as well as the respective treatment protocols applied. Reviewing the instruments, the diagnostic criteria, and the entire diagnostic process (including the staff involved) used in GD patients allows to synthesize current practices for assessment and diagnosis, and can help create a general consensus on GD diagnosis, whilst identifying discrepancies in GD diagnosis. Likewise, a systematic review of the type of treatment and treatment structure can identify the current modalities of intervention for GD to help defining practical guidelines and instructions for practitioners. In addition, this review will examine the cultural background and countries where the clinical studies were conducted. This aspect is relevant because the prevalence rates are particularly diverse across cultures (Kuss et al., ) and also because the cultural context can give meanings to the gaming activities based on social norms, shared beliefs, and common practices (Kuss, ).
Objective
In summary, this systematic review aims to provide a broad cross-cultural picture of the current diagnostic procedures and interventions used with GD patients in clinical practice. Accordingly, we reviewed both qualitative and quantitative studies that included patients with gaming disorder, examining the clinical procedures used to diagnose and treat patients with GD, including the cultural background and the country where the studies were conducted, the instruments used to measure GD, the diagnostic criteria, the diagnostic procedure that was used (including the staff involved), and the treatment protocol applied.
Method
Protocol, Registration, and Eligibility Criteria
The present systematic review focuses on individuals clinically diagnosed with GD, and is based on qualitative and quantitative studies that describe diagnostic or intervention procedures used in clinical practice. The PRISMA statement for reporting systematic reviews was adopted (Liberati et al., ), and the protocol was not previously registered for this review. Inclusion criteria were coded by both authors reaching an agreement regarding the coding process and were: (a) including clinical samples and/or clinical interventions for gaming addiction; (b) containing quantitative and/or qualitative data; (c) being published in a peer-reviewed journal; (d) being available as full text in one of the following languages (spoken languages of the authors): English, German, Polish, and Italian.
Information Sources and Search Strategy
Existing papers were identified by searching the academic databases Scopus, WoS, PubMed, PsycINFO, and psycARTICLES from February to April 2018. No filter for year of publication was used. Both authors defined a list of agreed English keywords for the systematic search that was grouped in two categories of words (and their derivatives). The first group contained the following words: game* addiction; gaming addiction; game* disorder; gaming disorder; game* dependence; gaming dependence; compuls* game*; compuls* gaming; pathologic* game*; pathologic* gaming; excessive game*; excessive gaming; problematic game*; problematic gaming. The second group of words contained the following words: clinic*; diagnos*; treat*; therap*; patient*; psychotherap*; medic*; train*; counsel*; intervent*; educ*; Psychoeduc*.
Study Selection and Data Collection Process
The first search on PsycInfo revealed 106 papers, the second search on WOS found 181 papers, the Scopus search revealed 181 papers, in PUBMED 13 papers were found, and 4 paper derived by the search on psyARTICLES. In a second step, duplicated papers were excluded, and for broad coverage, a search using Google Scholar and reference lists of other papers was conducted, adding three more papers. The selection of papers for the systematic review was based on the inclusion and exclusion criteria previously described. Following the search strategy presented in the flow diagram in Figure 1, the inspection of article titles and abstracts concluded with the inclusion of a total of 28 papers.
Figure 1
Data Items, Risk of Bias, and Synthesis of Results
Data related to cultural background, the instruments used to measure GD, the diagnostic criteria, the diagnostic procedure conducted, and the treatment protocol applied were obtained from the studies. Considering the exploratory nature of this systematic review and to have a broad understanding of current procedures applied in clinical settings with GD patients, the studies were not filtered according to their quality, and both qualitative and quantitative studies were taken into consideration. Furthermore, a general overview of the risk of bias within studies was evaluated in accordance with the PRISMA guidelines. Each study was evaluated using Cochrane Collaboration's tool (Higgins and Green,
Given the high levels of heterogeneity of the data across studies with regards to research methods, a meta-analysis was not conducted and data were synthesized qualitatively through a summary table and a narrative synthesis using these categories: (1) the cultural background of the country where the research took place; (2) the instruments used to measure GD; (3) the diagnostic criteria for GD; (4) the diagnostic procedures used; and (5) the treatment protocol applied.
Results
Study Selection and Characteristics
In this review, a first group of 485 papers were identified by searching for the keyword in the scientific database. As described in the flow diagram, 225 papers were excluded because they were replicated records, 88 papers were excluded because the topic was not GD, 65 records were excluded because they were proceedings abstracts or book reviews (not scientific peer-reviewed papers), 73 papers were excluded because they did not describe clinical patients with GD, 6 papers were excluded because they were written in a language not spoken by the authors, and three papers were excluded because the full-text was not available. A total of 28 studies met the inclusion criteria and these are presented in Supplementary Table 1. The publication dates ranged from 2010 to 2018 and contained clinical samples with a diagnosis of GD.
Risk of Bias Within Studies
Some studies (Zhang et al.,
Synthesis of Results
This review focuses on: (1) the country were the studies were conducted and the examination of the cultural background; (2) the instruments used to measure GD; (3) the diagnostic criteria for GD; (4) the diagnostic procedure that was conducted; and (5) the treatment protocol applied.
Cultural Background
From the analyses of the included studies, different cultural backgrounds emerged. Although the review is based only on 28 papers, results showed that most of the studies were conducted on the Asian continent, with South Korea being the most frequently represented country with 12 studies. Five studies were conducted in China, two in Taiwan and one in Japan. Five studies were conducted in European countries, and two of these were carried out in Spain, while the remaining single studies were carried out in Germany, in The Netherlands and in Norway. Finally, one study was conducted in the USA and in Australia, respectively. In one study (Vasiliu and Vasile,
Measurement
In the studies included in this review, GD was measured with different instruments. Most of the studies (n = 16) used unspecific measures of GD, but general measures of Internet addiction. Eleven studies (Han et al.,
Vasiliu and Vasile (
Despite this review being based on 28 studies only, overall, a heterogeneous and very diversified use of tools for the evaluation of GD seems to be the norm in the clinical field. Although the differences between the tools used are also attributable to the different time periods in which the studies were written and conducted, the evaluation process has undergone changes (i.e., before and after the publication of the DSM-5), which also indicates that to date, standard and shared criteria for measuring GD have not been identified yet, and no consensus has been reached regarding those. Some tools used for diagnosis are based on the amount of time spent on the Internet, while others are based on the symptoms of the APA's classification of IGD in the DSM-5, or of DSM IV-TR criteria for substance abuse/dependence and pathological gambling. These differences in terms of clinical evaluation impair analyzing and comparing prevalence and incidence rates across studies.
Diagnostic Process
Different procedures and methods to include subjects in clinical samples were used in the studies. Most of the studies (Han et al.,
Six studies (Pallesen et al.,
Four studies (Han and Renshaw,
Many of the studies included report limited information regarding the entire diagnostic process, and this is a limitation that future clinical studies should overcome. Although the review was based on only 28 studies, what emerges, however, is that most of the studies included an interview conducted by a psychologist or a psychiatrist. Although there is agreement on the use of professional personnel involved in the diagnostic process, the content of the interviews and the levels of structuring sees to vary considerably.
Diagnostic Criteria
The studies of this review have shown that a combination of criteria is usually used for the diagnosing GD. Most of the studies (Han et al.,
Most of the studies also used the DSM-IV criteria for substance abuse (Han et al.,
Some studies also reported the specific IGD symptoms that were evaluated. Eickhoff et al. (
The criterion that the included studies pay most attention to is that of clinically significant impairment (i.e., jeopardizing work/education/relationships, impaired behaviors). This may be due to the fact that requests for professional support emerge when the gaming experience leads to significant repercussions in everyday life. Other than this specific criterion, the studies included in this review use different criteria for diagnosing GD. Some studies have used DSM IV-TR criteria for substance abuse, others the IGD criteria in the DSM-5, and several studies based the diagnosis mainly on the amount of time dedicated to gaming. Naturally this discrepancy may also be attributed to the different time periods in which the articles were conducted and published. Although in this review it was not possible to assess the relationship between publication times and the diagnosis options, nine papers were published after 2015 (Kim et al.,
Treatment
Eighteen studies conducted a treatment for GD, and most of these (Han et al.,
Individual therapies varied in approach and several aspects, using psycho-educative training, sleep hygiene, and virtual reality therapy (Kim et al.,
All 18 studies which used a treatment reported the reduction of symptoms of GD and/or the frequency of gaming to verify treatment effectiveness. Of these, six studies (Han and Renshaw,
Taken together, the results show that clinical studies primarily use CBT interventions and psycho-pharmacotherapy. However, the inclusion of case studies and clinical reports has highlighted how other types of interventions, such as psycho-educative training, sleep hygiene and virtual reality therapy, are currently used in clinical practice. This suggests it may be useful to also examine the frequently used therapeutic practices to create and validate reliable and effective guidelines.
Discussion
Since the release of the DSM-5 diagnostic criteria for IGD in 2013, it has emerged that the lack of clinical studies is one of the major limitations for comprehensively understanding the phenomenon of GD (Griffiths et al.,
Summary of Evidence
In terms of cultural background, results have clearly shown that most of the studies were conducted in the Asian continent (20 studies on a total of 28), with more than half conducted in South Korea. This confirms previous considerations using clinical samples (Király et al.,
Regarding the instruments used to assess GD, the most contradictory aspect that is highlighted is that despite a review (King et al.,
In terms of the diagnostic process, it is difficult to obtain a complete picture of how the subjects were diagnosed, since most of the patients were independently diagnosed in clinical centers and then recruited for study purposes, rather than being followed by the research team through the whole diagnostic process. Despite this limitation, several interesting conclusions on the procedure used in these clinical studies can be drawn. A characteristic present in most of the studies is that an interview (with different levels of structuring) with a professional such as a psychologist or a psychiatrist or the evaluation of multidisciplinary staff is beneficial for diagnosis. In many studies, such an interview had the function of evaluating the criteria for inclusion and exclusion of participants for the respective research, and it can be considered a good practice for a complete evaluation (American Psychiatric Association,
Connected to the previous point, the DSM IV-TR criteria for substance abuse/dependence were often used to define GD (tolerance, withdrawal, intended effects, loss of control, excessive time spent gaming, continuity despite problems, and reductions of other activities). There are still fewer studies (ten in the present review) that used the DSM-5 criteria to define the diagnosis instead: (a) craving, (b) withdrawal, (c) tolerance, (d) relapse, (e) loss of interest, (f) continuance despite problems, (g) deception, (h) mood modification, and (i) jeopardizing work/education/relationships. In addition to the DSM criteria, most of the studies have also used the presence of impaired behaviors or distress because of videogames as diagnostic factors and a high frequency of videogame use with these specific cut-offs: (a) greater or equal to a range between 2 and 4 h per day; (b) 8 h or more play time per day on weekends; and (c) between 14 and 40 h of gaming per week. Some case studies also showed patients diagnosed with GD experienced the following symptoms: deterioration of school or work performance, negative mood, impairment of interpersonal relationships, given up hobbies, disruption of daily routine and diurnal rhythms, negative emotions, or oppositional behaviors as a result of the request to stop playing, and sense of losing control over gaming-related activities. Finally, the studies presented often cited withdrawal and tolerance symptoms, for which there is no total scientific agreement to date (Király et al.,
It is evident that in clinical practice, the guidelines of the DSM are always guiding the diagnosis and treatment. If in the past GD diagnosis was guided by the adaptation of the criteria for substance dependence, the inclusion of IGD in the DSM-5 has certainly provided an important first step to share specific criteria. However, from the analysis of the results, it seems clear that the diagnostic criteria need to be validated in clinical settings. At present, it is not possible to clearly demarcate pathological behaviors from non-pathological ones. A clear example can be represented by the criterion of the amount of time spent playing. Although most of the studies in this review used this criterion for the diagnosis of GD, previous studies showed that professional gamers need to spend considerable amounts of time gaming (Faust et al.,
Finally, the last aspect described in this systematic review is treatment procedure. Results confirm previous reviews on treatment studies in IA and GD (King and Delfabbro,
Limitations
Results of this systematic review should be considered in light of the included studies' limitations. The first limitation is that unpublished material has not been included. This could create a publication bias with regards to the tendency to publish positive results more frequently. Another relevant limitation is that only papers published in some languages were added in the review. This could exclude some relevant papers written in non-English countries which reported results in their native language. Furthermore, this systematic review only has a descriptive and explorative purpose and could not verify the quality of the diagnostic processes and that of treatment. Future studies should try to conduct a more specific evaluation of clinical studies, and should focus more on clinical aspects of GD to establish clear and shared guidelines for practitioners.
Implications and Conclusions
From the review of the clinical studies, there is a great deal of heterogeneity in the choice of instruments, in the diagnostic and intervention processes. If the publication of the DSM-5 criteria was an “earthquake” for the GD field (Kuss et al.,
Statements
Author contributions
SC generated the initial draft of the manuscript, conducted the identification and the search of the papers to include in the systematic review. DK supervised and coordinated the entire work, prepared, wrote, and edited the manuscript.
Funding
This study was supported by the Nottingham Trent University's Kickstarter Grant of the Department of Psychology.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Supplementary material
The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fpsyg.2019.00578/full#supplementary-material
Table S1Summary of studies reviewed.
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Summary
Keywords
gaming disorder, systematic review, clinical studies, clinical procedure, diagnostic criteria
Citation
Costa S and Kuss DJ (2019) Current diagnostic procedures and interventions for Gaming Disorders: A Systematic Review. Front. Psychol. 10:578. doi: 10.3389/fpsyg.2019.00578
Received
17 December 2018
Accepted
01 March 2019
Published
27 March 2019
Volume
10 - 2019
Edited by
Rapson Gomez, Federation University, Australia
Reviewed by
Claudio Imperatori, Università Europea di Roma, Italy; Jose D. Perezgonzalez, Massey University Business School, New Zealand
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© 2019 Costa and Kuss.
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*Correspondence: Daria J. Kuss daria.kuss@ntu.ac.uk
This article was submitted to Quantitative Psychology and Measurement, a section of the journal Frontiers in Psychology
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