Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings
Abstract
:1. Introduction
2. Methods and Criteria for Assessing Problematic Digital Game Use
2.1. Use of DSM-IV-TR as a Foundational Tool
2.2. Publication of DSM-5 and Changes in Diagnostic Categories and Criteria
2.3. Further Consideration of Diagnostic Criteria and Categories
3. Improving/Refining Measures
3.1. Need for a Specific Definition of Problem Gaming
3.2. Adequate Coverage of Content: Accounting for Positive Effects
3.3. Accounting for Careless and Random Responding
3.4. Improved Norms and Reference Groups
3.5. Studies on Sensitivity, Specificity, Positive Prediction, and Negative Prediction
3.6. Studies Examining Risk Factors and Course
3.7. Comparative Studies
3.8. Measures Adjusted for Age, Language, and Cultural Factors
3.9. Measurement of Time Frame, Severity, and Outcome
4. Conclusions
Author Contributions
Conflicts of Interest
References
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Faust, K.; Faust, D. Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings. Behav. Sci. 2015, 5, 372-383. https://doi.org/10.3390/bs5030372
Faust K, Faust D. Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings. Behavioral Sciences. 2015; 5(3):372-383. https://doi.org/10.3390/bs5030372
Chicago/Turabian StyleFaust, Kyle, and David Faust. 2015. "Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings" Behavioral Sciences 5, no. 3: 372-383. https://doi.org/10.3390/bs5030372
APA StyleFaust, K., & Faust, D. (2015). Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings. Behavioral Sciences, 5(3), 372-383. https://doi.org/10.3390/bs5030372