ArticleCulture, medicine and psychiatry2019
Distinguishing Core from Peripheral Psychiatric Symptoms: Addictive and Problematic Internet Gaming in North America, Europe, and China.
Article in Culture, medicine and psychiatry, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers, 1 of them a synthesis that pooled it.
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Who cites it
9 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review.Frontiers in psychiatry · 2019Pooled it
- Measuring Internet Gaming Disorder and Gaming Disorder: A Qualitative Content Validity Analysis of Validated Scales.Assessment · 2023Article
- Time to Think "Meta": A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health.JMIR serious games · 2023Article
- The Associations Between Gaming Motivation and Internet Gaming Disorder: Systematic Review and Meta-analysis.JMIR mental health · 2022Review
- Gaming, substance use and distress within a cohort of online gamblers.Journal of public health research · 2022Article
- Cognitive behavioral treatment for disordered gaming and problem gambling in adolescents: a pilot feasibility study.Upsala journal of medical sciences · 2022Article
- Gaming addiction, problematic gaming and engaged gaming - Prevalence and associated characteristics.Addictive behaviors reports · 2020Article
- Laxer Clinical Criteria for Gaming Disorder May Hinder Future Efforts to Devise an Efficient Diagnostic Approach: A Tree-Based Model Study.Journal of clinical medicine · 2019Article
- The cross-cultural expression of internet gaming distress in North America, Europe, and China.Addictive behaviors reports · 2019Article
Corrections and comments
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Authors and funding
5 authors.
Funding
Abstract
We explore the problem of distinguishing the relatively constant versus culturally variable dimensions of mental suffering and disorder in the context of a cross-cultural study of Internet gaming-related distress. We extend the conceptual contrast of "core" and "peripheral" symptoms drawn from game studies and use a framework that synthesizes cultural and neurobiological understandings of emotional distress. In our framework, "core" symptoms are relatively constant across cultures and therefore presumed to be more closely tied to a neurobiological base. By contrast, we treat as "peripheral" symptoms those that are more culturally variable, and thus less directly tied to the neurobiology of addiction. We develop and illustrate this approach with a factor analysis of cross-cultural survey data, resting on previous ethnographic work, through which we compare online gaming distress experienced in North America (n = 2025), Europe (n = 1198), and China (n = 841). We identify the same four-factor structure across the three regions, with Addiction always the first and most important factor, though with variability in regional factors' exact item composition. The study aims to advance an integrative biocultural approach to distinguishing universal as opposed to culturally contingent dimensions of human suffering, and to help resolve debates about whether problem gaming represents a form of addiction.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.