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This analysis compares diagnostic criteria for gaming disorder and internet gaming disorder, indicating the implications of differing approaches for prevalence rates.
Computer games play a significant role in modern entertainment, appealing to diverse age groups worldwide. This paper examines “internet gaming disorder” and “gaming disorder”, comparing their diagnostic criteria as defined by the American Psychiatric Association and the World Health Organization. While internet gaming disorder employs a broader set of criteria conducive to early identification of problematic gaming, gaming disorder focuses on more severe symptoms and significant functional impairment. These differences in diagnostic frameworks influence reported prevalence rates, highlighting the need for standardised methodologies. Key distinctions include internet gaming disorder’s emphasis on behaviours such as withdrawal, tolerance, and escapism, whereas gaming disorder prioritises impaired control and life disruption. Despite their differences, both classifications underscore gaming’s potential to induce behavioural addiction, comparable to substance use disorders. Diagnostic tools such as the IGDS9-SF and GAMES enhance the precision of evaluations; however, the absence of unified standards poses challenges in prevalence assessments and treatment approaches. These discrepancies complicate international comparisons and hinder the development of universal therapeutic strategies. Future research should aim to harmonise diagnostic criteria and improve tools to account for demographic variations and guide effective interventions. Establishing a balanced framework may aid in differentiating pathological gaming from non-harmful gaming behaviours, fostering better understanding and management of gaming-related disorders. Additionally, such a framework could prevent stigmatisation of non-pathological gaming, ensuring that interventions are appropriately targeted.
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Łuniewski et al. (2025) studied this question.
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