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For instance, measurement inconsistencies add to problems identified with specific criteria listed in the IGD classification, particularly the relatively low specificity of the tolerance and mood modification criteria. However, the concept of problem gaming as an addictive disorder is the topic of extensive debate. Recognition in the ICD-11 is an important step toward advancing knowledge and standardising approaches to the condition. Gaming disorder within the ICD-11 is characterized by increasing priority given to gaming over other activities, impaired control over gaming, and functional impairment due to gaming for a period of at least 12 months in most instances. Following a provisional status for ‘internet gaming disorder’ in the DSM-5 (American Psychiatric Association, 2013), “Gaming Disorder” was officially adopted at the World Health Assembly in May 2019 as a diagnosis in the eleventh edition of the International Classification of Diseases (ICD-11). Problem gaming appears to be more prevalent in male gamers. People with gaming problems also report other mental health conditions including anxiety, depression, ADHD, social phobia, and anxiety. People with gaming problems report issues including reduced quality of physical health (e.g., sleep disruption), psychological well-being (e.g., anxiety and depression), social life (e.g., impaired quality of relationships) and legacy problems such as reduced employment or educational attainment.
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Problem gaming is reported by approximately 1–3% of people internationally.
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These findings recommend a stepped healthcare system that adheres to evidence-based practice tailored to each individual and the implementation of standard assessment and routine outcome monitoring. This study highlights the importance of involving individuals with gaming-related problems in developing solutions that are fit for purpose and address the spectrum of individual preferences and needs. ConclusionĪ comprehensive health care approach for interventions for problem gaming is in its infancy, with numerous service access and delivery issues still to be resolved. Participants described the essential components of an effective health service for problem gaming as including: valid and reliable screening tools practitioners with specialist knowledge of gaming and access to a multimodal system of intervention, including self-help, internet and in-person options that allow gamers to easily transition between types and intensity of support.
#ICD 10 CODE FOR PATHOLOGICAL GAMBLING PROFESSIONAL#
Some indicated problems could be addressed through self-help resources whereas others suggested in-person treatment with a health professional who had expertise in gaming. Participants had mixed views on how the negative consequences of problem gaming could be best addressed. Transcripts were analysed in NVivo using qualitative content analysis to systematically classify participant data into the themes informed by this framework.
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The interview protocol was guided by a health care access framework which investigated participants’ experiences and needs related to accessing professional support. Online interviews were conducted with 20 adults (90% male M age = 23y) currently seeking help for problem gaming.
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This study aimed to identify and describe the key components of a person-centred approach to interventions for problem gaming for individuals who voluntary seek assistance. Research on optimal health responses to problem gaming remains limited. Problem gaming is reported by approximately 1–3% of the population and is associated with decreased health and wellbeing.
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