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Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings

机译:评估临床和研究环境中有问题/上瘾的数字游戏使用的改进措施

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摘要

Problematic or addictive digital gaming (including all types of electronic devices) can and has had extremely adverse impacts on the lives of many individuals across the world. The understanding of this phenomenon, and the effectiveness of treatment design and monitoring, can be improved considerably by continuing refinement of assessment tools. The present article briefly overviews tools designed to measure problematic or addictive use of digital gaming, the vast majority of which are founded on the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for other addictive disorders, such as pathological gambling. Although adapting DSM content and strategies for measuring problematic digital gaming has proven valuable, there are some potential issues with this approach. We discuss the strengths and limitations of current methods for measuring problematic or addictive gaming and provide various recommendations that might help in enhancing or supplementing existing tools, or in developing new and even more effective tools.
机译:有问题或令人上瘾的数字游戏(包括所有类型的电子设备)可能会对世界上许多个人的生活造成极其不利的影响。通过不断完善评估工具,可以大大提高对这种现象的理解以及治疗设计和监测的有效性。本文简要概述了旨在测量有问题或令人上瘾的数字游戏使用的工具,其中大多数工具基于《精神疾病诊断和统计手册》(DSM)准则,用于其他成瘾性疾病,例如病理性赌博。尽管调整DSM内容和测量有问题的数字游戏的策略已被证明是有价值的,但这种方法仍存在一些潜在问题。我们讨论了衡量有问题或令人上瘾的游戏的当前方法的优点和局限性,并提供了各种建议,可能有助于增强或补充现有工具,或开发新的甚至更有效的工具。

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