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A critical account of DSM-5 criteria for internet gaming disorder

机译:DSM-5网络游戏障碍标准的重要说明

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The inclusion of assessment criteria for internet gaming disorder in the DSM-5 appendix means that research in this area is likely to increase. However, a standardized assessment instrument is contingent on identifying criteria that adequately captures the phenomenon. I argue in this article that issues with the proposed criteria are consistently overlooked. First, there has been a tendency to adhere to DSM-4 criteria for substance use disorders or pathological gambling when defining the assessment criteria, rather than aiming to capture the unique determinants of internet gaming disorder. Furthermore, a diagnostic instrument for gaming in particular needs to account for cultural and social divides that are a non-issue when assessing substance use. Finally, some of the proposed criteria make little sense within the context of gaming and seem to be included as residuals from existing disorders. In this article, I discuss critically each proposed criterion. I conclude that deception is socially or culturally subjective and depends on people close to the player, rather than the player himself. Symptoms like preoccupation, withdrawal, tolerance and a loss of interest in other activities may all be preceded by legitimate explanations for excessive use following widespread popularity of online gaming, which makes them unreliable in an assessment instrument. Finally, I argue that tolerance does not make sense within a gaming context and is a residual criterion from substance use disorders. A reappraisal of these criteria would benefit the development of a standardized assessment instrument for internet gaming disorder.
机译:DSM-5附录中包含了针对网络游戏障碍的评估标准,这意味着该领域的研究可能会增加。但是,标准化的评估工具取决于确定足以捕获现象的标准。我在本文中辩称,与提议的标准相关的问题始终被忽略。首先,在定义评估标准时,有一种趋向于坚持针对物质使用障碍或病理性赌博的DSM-4标准,而不是旨在捕捉互联网游戏障碍的独特决定因素。此外,用于游戏的诊断工具尤其需要考虑文化和社会鸿沟,这在评估物质使用时是没有问题的。最后,一些建议的标准在游戏的背景下意义不大,似乎被包括为现有疾病的残差。在本文中,我将严格讨论每个建议的标准。我得出的结论是,欺骗是社会或文化主观的,并且取决于靠近玩家的人,而不是玩家本人。专注,退缩,宽容和对其他活动失去兴趣之类的症状,可能都伴随着在线游戏广泛流行之后过度使用过度的合理解释,这使得它们在评估工具中不可靠。最后,我认为宽容在游戏环境中是没有意义的,是吸毒障碍的残余标准。对这些标准的重新评估将有利于开发针对互联网游戏障碍的标准化评估工具。

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