The rate of patients screened positive for gaming disorder/Internet gaming disorder among adolescents with mental health issues assessed by two screening tests: A nine-item screening test for GD (GAMES Test) and the Ten-Item Internet Gaming Disorder Test (IGDT-10).
{"title":"The rate of patients screened positive for gaming disorder/Internet gaming disorder among adolescents with mental health issues assessed by two screening tests: A nine-item screening test for GD (GAMES Test) and the Ten-Item Internet Gaming Disorder Test (IGDT-10).","authors":"Masaru Tateno, Takanobu Matsuzaki, Ayumi Takano, Yukie Tateno, Takahiro A Kato, Susumu Higuchi","doi":"10.1002/pcn5.70080","DOIUrl":null,"url":null,"abstract":"<p><strong>Aim: </strong>The aim of this study is to estimate the rate of patients who screened positive for gaming disorder (GD) in ICD-11 among adolescents with psychiatric and/or developmental disorders by using two screening tests: a nine-item screening test for GD, GAMing Engagement Screening test (GAMES Test), and the Ten-Item Internet Gaming Disorder Test (IGDT-10).</p><p><strong>Methods: </strong>Subjects were 257 adolescent patients attending a psychiatric clinic in Sapporo, Japan. They were asked to complete two questionnaires. The total score on the IGDT-10 was calculated by two different scoring methods, original version (OV) and modified version (MV). The three groups were also compared on the basis of their clinical diagnoses.</p><p><strong>Results: </strong>Of the 203 respondents, 42 (20.7%) screened positive using the GAMES Test. With respect to the IGDT-10, only eight (3.9%) screened positive using the IGDT-10 OV scoring, while 55 (27.1%) screened positive using the IGDT-10 MV. The most notable finding was that the mean total scores on the GAMES Test and the IGDT-10 MV were significantly higher in the attention deficit hyperactivity disorder group than in the other two groups (depression and autism spectrum disorder).</p><p><strong>Conclusion: </strong>The results of this study showed that adolescents with mental health problems had a higher rate of screening positivity on self-rated screening tools for GD than the general population. Because excessive gaming has a wide range of adverse effects on adolescents' mental health, early detection of probable GD is crucial. Screening for GD should be part of routine clinical practice.</p>","PeriodicalId":74405,"journal":{"name":"PCN reports : psychiatry and clinical neurosciences","volume":"4 1","pages":"e70080"},"PeriodicalIF":0.0000,"publicationDate":"2025-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11904998/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"PCN reports : psychiatry and clinical neurosciences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1002/pcn5.70080","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/3/1 0:00:00","PubModel":"eCollection","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract
Aim: The aim of this study is to estimate the rate of patients who screened positive for gaming disorder (GD) in ICD-11 among adolescents with psychiatric and/or developmental disorders by using two screening tests: a nine-item screening test for GD, GAMing Engagement Screening test (GAMES Test), and the Ten-Item Internet Gaming Disorder Test (IGDT-10).
Methods: Subjects were 257 adolescent patients attending a psychiatric clinic in Sapporo, Japan. They were asked to complete two questionnaires. The total score on the IGDT-10 was calculated by two different scoring methods, original version (OV) and modified version (MV). The three groups were also compared on the basis of their clinical diagnoses.
Results: Of the 203 respondents, 42 (20.7%) screened positive using the GAMES Test. With respect to the IGDT-10, only eight (3.9%) screened positive using the IGDT-10 OV scoring, while 55 (27.1%) screened positive using the IGDT-10 MV. The most notable finding was that the mean total scores on the GAMES Test and the IGDT-10 MV were significantly higher in the attention deficit hyperactivity disorder group than in the other two groups (depression and autism spectrum disorder).
Conclusion: The results of this study showed that adolescents with mental health problems had a higher rate of screening positivity on self-rated screening tools for GD than the general population. Because excessive gaming has a wide range of adverse effects on adolescents' mental health, early detection of probable GD is crucial. Screening for GD should be part of routine clinical practice.