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).

PCN reports : psychiatry and clinical neurosciences Pub Date : 2025-03-13 eCollection Date: 2025-03-01 DOI:10.1002/pcn5.70080
Masaru Tateno, Takanobu Matsuzaki, Ayumi Takano, Yukie Tateno, Takahiro A Kato, Susumu Higuchi
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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.

通过两项筛查测试:九项GD筛查测试(游戏测试)和十项网络游戏障碍测试(IGDT-10)评估有心理健康问题的青少年中游戏障碍/网络游戏障碍筛查阳性的患者比例。
目的:本研究的目的是通过使用两项筛查测试来估计患有精神和/或发育障碍的青少年中ICD-11中游戏障碍(GD)筛查阳性的患者比率:9项GD筛查测试,游戏参与筛查测试(GAMES测试)和10项网络游戏障碍测试(IGDT-10)。方法:研究对象为日本札幌一家精神病诊所的257名青少年患者。他们被要求完成两份调查问卷。IGDT-10总分采用原始版本(OV)和修改版本(MV)两种不同的评分方法计算。并根据临床诊断情况对三组进行比较。结果:203名受访者中,42名(20.7%)使用GAMES测试筛查阳性。对于IGDT-10,只有8例(3.9%)使用IGDT-10 OV评分筛选为阳性,而55例(27.1%)使用IGDT-10 MV筛选为阳性。最显著的发现是,注意缺陷多动障碍组的GAMES测试和IGDT-10 MV的平均总分显著高于其他两组(抑郁症和自闭症谱系障碍)。结论:本研究结果显示,有心理健康问题的青少年在GD自评筛查工具上的筛查阳性率高于一般人群。由于过度的游戏对青少年的心理健康有广泛的不利影响,早期发现可能的焦虑是至关重要的。GD筛查应成为常规临床实践的一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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