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Gaming disorder has been described as an urgent public health problem and has garnered many systematic reviews of its associations with other health conditions. However, review methodology can contribute to bias in the conclusions, leading to research, policy, and patient care that are not truly evidence-based. This study followed a pre-registered protocol (PROSPERO 2018 CRD42018090651) with the objective of identifying reliable and methodologically-rigorous systematic reviews that examine the associations between gaming disorder and depression or anxiety in any population. We searched PubMed and PsycInfo for published systematic reviews and the gray literature for unpublished systematic reviews as of June 24, 2020. Reviews were classified as reliable according to several quality criteria, such as whether they conducted a risk of bias assessment of studies and whether they clearly described how outcomes from each study were selected. We assessed possible selective outcome reporting among the reviews. Seven reviews that included a total of 196 studies met inclusion criteria. The overall number of participants was not calculable because not all reviews reported these data. All reviews specified eligibility criteria for studies, but not for outcomes within studies. Only one review assessed risk of bias. Evidence of selective outcome reporting was found in all reviews-only one review incorporated any of the null findings from studies it included. Thus, none were classified as reliable according to prespecified quality criteria. Systematic reviews related to gaming disorder do not meet methodological standards. As clinical and policy decisions are heavily reliant on reliable, accurate, and unbiased evidence synthesis; researchers, clinicians, and policymakers should consider the implications of selective outcome reporting. Limitations of the current summary include using counts of associations and restricting to systematic reviews published in English. Systematic reviewers should follow established guidelines for review conduct and transparent reporting to ensure evidence about technology use disorders is reliable.
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RESEARCH ARTICLE
Evaluating the quality of evidence for gaming
disorder: A summary of systematic reviews of
associations between gaming disorder and
depression or anxiety
Michelle Colder CarrasID
1¤
*, Jing Shi
2,3
, Gregory HardID
4
, Ian J. Saldanha
5
1Behavioral Sciences Institute, Radboud University, Nijmegen, Netherlands, 2Institute for Mental Health
Policy Research, Centre for Addiction and Mental Health, Toronto, Ontario, Canada, 3School of
Rehabilitation Science, Faculty of Health Sciences, McMaster University, Hamilton, Ontario, Canada, 4MGH
Institute of Health Professions, Mass General Brigham, Boston, Massachusetts, United States of America,
5Center for Evidence Synthesis in Health, Department of Health Services, Policy, and Practice, and
Department of Epidemiology, Brown University School of Public Health, Providence, Rhode Island, United
States of America
¤Current address: International Health, Johns Hopkins Bloomberg School of Public Health, Baltimore,
Maryland, United States of America
*mcarras@jhu.edu
Abstract
Gaming disorder has been described as an urgent public health problem and has garnered
many systematic reviews of its associations with other health conditions. However, review
methodology can contribute to bias in the conclusions, leading to research, policy, and
patient care that are not truly evidence-based. This study followed a pre-registered protocol
(PROSPERO 2018 CRD42018090651) with the objective of identifying reliable and method-
ologically-rigorous systematic reviews that examine the associations between gaming disor-
der and depression or anxiety in any population. We searched PubMed and PsycInfo for
published systematic reviews and the gray literature for unpublished systematic reviews as
of June 24, 2020. Reviews were classified as reliable according to several quality criteria,
such as whether they conducted a risk of bias assessment of studies and whether they
clearly described how outcomes from each study were selected. We assessed possible
selective outcome reporting among the reviews. Seven reviews that included a total of 196
studies met inclusion criteria. The overall number of participants was not calculable because
not all reviews reported these data. All reviews specified eligibility criteria for studies, but not
for outcomes within studies. Only one review assessed risk of bias. Evidence of selective
outcome reporting was found in all reviews—only one review incorporated any of the null
findings from studies it included. Thus, none were classified as reliable according to pre-
specified quality criteria. Systematic reviews related to gaming disorder do not meet meth-
odological standards. As clinical and policy decisions are heavily reliant on reliable,
accurate, and unbiased evidence synthesis; researchers, clinicians, and policymakers
should consider the implications of selective outcome reporting. Limitations of the current
summary include using counts of associations and restricting to systematic reviews pub-
lished in English. Systematic reviewers should follow established guidelines for review
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OPEN ACCESS
Citation: Colder Carras M, Shi J, Hard G, Saldanha
IJ (2020) Evaluating the quality of evidence for
gaming disorder: A summary of systematic
reviews of associations between gaming disorder
and depression or anxiety. PLoS ONE 15(10):
e0240032. https://doi.org/10.1371/journal.
pone.0240032
Editor: Florian Naudet, University of Rennes 1,
FRANCE
Received: November 27, 2019
Accepted: September 18, 2020
Published: October 26, 2020
Peer Review History: PLOS recognizes the
benefits of transparency in the peer review
process; therefore, we enable the publication of
all of the content of peer review and author
responses alongside final, published articles. The
editorial history of this article is available here:
https://doi.org/10.1371/journal.pone.0240032
Copyright: ©2020 Colder Carras et al. This is an
open access article distributed under the terms of
the Creative Commons Attribution License, which
permits unrestricted use, distribution, and
reproduction in any medium, provided the original
author and source are credited.
Data Availability Statement: All relevant data are
within the manuscript and its Supporting
Information files.
conduct and transparent reporting to ensure evidence about technology use disorders is
reliable.
Introduction
Gaming disorder or Internet gaming disorder (IGD) is a disorder related to excessive video,
computer, or online game play that results in psychological distress and/or functional
impairment [1,2]. Internet gaming disorder was included as a condition for further research in
the 5
th
edition of the Diagnostic and Statistical Manual (DSM-5) and the diagnosis of gaming
disorder has been added to the 11
th
edition of the World Health Organization (WHO) Interna-
tional Classification of Diseases (ICD-11) [1,2]. Gaming disorder includes symptoms related
to substance use disorder, such as loss of control (that continues despite negative conse-
quences), functional impairment, distress, and/or interference with daily activities. The disor-
der is distinguished from other related disorders, such as technology overuse, Internet
addiction, and social networking addiction [3]. Recent commentaries have described gaming
disorder (which we will define here broadly to include the diagnoses of IGD or gaming disor-
der, problematic/pathological video gaming, and other concepts related to excessive video
game play) as a clinical and public health problem in urgent need of advancements in treat-
ment development [4,5].
Delineation and measurement of a clear construct with no overlap with other related condi-
tions, such as gambling, Internet use, and technology use, are crucial to this field. Many recent
commentaries on the need for a diagnosis of gaming disorder use terms like “Internet addic-
tion or Gaming disorder” [6], “Internet-related disorders including gaming disorder” [4], and
“Internet addiction including gaming addiction” [5], pointing to the persistent overlap in mea-
surement of these problematic behaviors. From a public health perspective, many forms of
Internet use—not just gaming—continue to be recognized as potentially problematic, as evi-
denced by a recently-funded international research collaborative on problematic Internet use
[7].
Systematic reviews are research activities that follow established, rigorous methods to sum-
marize all relevant evidence on specific research questions that are vital for decision-making
by clinicians, patients, policy-makers, and other stakeholders. The methods include framing
the research question, searching for the evidence, screening studies for eligibility, assessing
risk of bias and extracting data from included studies, conducting qualitative and, where mer-
ited, quantitative syntheses, and reporting the findings. Recent decades have witnessed a surge
in the number of systematic reviews conducted [8]. Multiple standards have been developed
for the conduct and reporting of systematic reviews [9]. However, research has shown that
reviews in some fields provide low-quality evidence, are unreliable, and can be sources of bias
themselves [8,10,11]. Bias can sometimes be introduced due to methods used in the systematic
review (‘meta-bias’) [12].
One source of meta-bias can potentially occur when a given study included in a review
reports results for a given relevant outcome in multiple ways, and the reviewer must make a
choice among these to determine which result(s) to extract for the review [13,14]. In this situa-
tion, choice of the result based on the largest (or smallest) magnitude of treatment effect, on
statistical significance, and/or on the result that supports the reviewer’s conscious or subcon-
scious preconceptions can be problematic and lead to bias. Such bias can be preempted by
completely prespecifying the five elements of an outcome (Fig 1) [10,15]. However, complete
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Funding: The author(s) received no specific
funding for this work.
Competing interests: I have read the journal’s
policy and the authors of this manuscript have the
following competing interests: Dr. Colder Carras
has spoken to the World Health Organization about
this topic at the request of the Entertainment
Software Association but has received no funding,
honorarium, fees, meals, lodging, donations or
reimbursement. She has also spoken about this
topic to other audiences: She received an
honorarium and airfare to speak to the Johns
Hopkins Department of Psychiatry about video
games and mental health and has addressed this
topic in other unpaid/unreimbursed conferences
and lectures. Dr. Colder Carras has no past,
current, or planned business or financial
relationships with any other organization related to
the video game industry. She has acted as a
consultant with a nonprofit organization, Stack Up,
that provides mental health and suicide prevention
support through online video game play. She is
currently a member of the American Association
for Suicidology Technology and Innovation
Committee and believes that video games and
social media have the potential to be useful
platforms for delivering public health interventions.
She sometimes plays video games herself. The
other authors declare no conflict of interest.
prespecification is not always possible and/or may be considered too restrictive. Moreover,
choosing specific results from multiple reported analyses from multiple data sources for a
given study is a multi-dimensional problem. In one study of meta-analytic methods, an exami-
nation of outcomes reported in 14 clinical trials revealed that, depending on which outcomes
from the trials were chosen by the reviewers, over 34 trillion meta-analyses were possible [13].
Now that gaming disorder has been recognized as a disorder by the WHO, ensuring sys-
tematic and accurate measurement of gaming disorder in studies and accurate reporting of
exposures, outcomes, and conclusions in reviews are vital for ongoing decision-making
regarding diagnosis, treatment, and public health interventions. Given the established associa-
tion between gaming disorder and two common mental health outcomes—depression and
anxiety—we limited the scope of our study to systematic reviews that included data about
these outcomes. This allowed us to explore the issue of selective outcome reporting in reviews.
In this summary of systematic reviews, we assess the reliability of current reviews that have
examined the association between gaming disorder and depression or between gaming disor-
der and anxiety in any population. We aimed to answer the following research questions to
inform directions for future research and policymaking:
1. Do systematic reviews of the associations between gaming disorder and depression and
between gaming disorder and anxiety meet reliability standards for systematic reviews?
Fig 1. Defining outcomes for a systematic review or meta-analysis. Elements of outcome domains required for
complete outcome specification in health research. Figure adapted from [15]; see also the PRISMA-P [16] statement or
description of PICOS [15].
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2. Do systematic reviews of the associations between gaming disorder and depression and
between gaming disorder and anxiety distinguish between gaming disorder and other con-
structs, such as Internet addiction?
3. Do systematic reviews of the associations between gaming disorder and depression and
between gaming disorder and anxiety report outcomes selectively?
4. What are the associations between gaming disorder and depression and between gaming
disorder and anxiety reported in reliable systematic reviews?
Methods
This study is a summary of systematic reviews of the associations between gaming disorder
and depression and between gaming disorder and anxiety in any population. The review meth-
ods, including the research question, search strategy, inclusion/exclusion criteria, and risk of
bias assessment, were developed a priori and described in the registered protocol (PROSPERO
2018 CRD42018090651); these are also available in S1 Protocol. All data, the protocol, a list of
articles excluded at the full-text screening stage with reasons for exclusion, and other support-
ing documentation are available on our Open Science Framework website (see Project on OSF
website) and in Supporting Information files. In this paper, we discuss two groups of research
studies: the systematic reviews (henceforth called ‘reviews’) and the primary studies included
in those reviews (henceforth called ‘studies’).
We examined reviews that included studies of the associations between the exposure of
gaming disorder (as defined by the review authors) and the outcomes of depression or anxiety.
We restricted to reviews published in English by June 24, 2020. We excluded reviews that:
Were narrative reviews, overviews of reviews, commentaries, and other non-systematic
reviews of studies;
Only examined Internet addiction or other technological addiction; or
Did not report results for the associations between gaming disorder and depression or anxi-
ety separately (e.g., we excluded reviews that only reported pooled outcomes for "mental
health").
Fig 2 illustrates how we defined the domains of depression and anxiety in our study. For
the outcome of depression, we restricted to scales, subscales, diagnosis, or clinical interviews
for depression or more severe single symptoms related to depression, such as suicidal ideation,
but excluded measurements of nonspecific symptoms, such as low energy, sleep problems, sad-
ness, or withdrawal from social activities. For the outcome of anxiety, we included scales, sub-
scales, diagnosis, or clinical interviews for anxiety, social anxiety, and social phobia, but
excluded measurements that combined anxiety with other constructs (e.g., anxiety/
depression).
Search strategy and screening process
We conducted electronic searches of PubMed and PsycInfo for published reviews and meta-
analyses (searches were current as of June 24, 2020). Searches combined terms related to gam-
ing disorder and terms related to depression or anxiety (S1 Search Strategies). In addition, we
reviewed all years of the Journal of Behavioral Addictions, including its supplements, and all
proceedings of the International Conference on Behavioral Addictions.
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Assessment of reliability of reviews
We adapted the definition of “reliability” of systematic reviews developed by Cochrane Eyes
and Vision [1721]. This definition, in turn, was informed by items identified from the Critical
Appraisal Skills Programme (CASP), A Measurement Tool to Assess systematic Reviews
(AMSTAR), and the Preferred Reporting Items for Systematic Reviews and Meta-Analyses
(PRISMA) tools [9,22,23]. According to this definition, a review is reliable when its authors
did each of the following:
(1). Defined eligibility criteria for including studies;
(2). Conducted a comprehensive literature search for studies (i.e., searched at least one rele-
vant electronic database, such as PubMed and PsycInfo; used at least one other method of
searching, such as searching the grey literature, searching for unpublished studies, and
searching the reference lists of included articles; and were not limited to English language
citations);
(3). Assessed risk of bias in individual included studies;
(4). Used appropriate methods for meta-analysis, when conducted (e.g., adequately account-
ing for any heterogeneity); and
(5). Presented conclusions that were supported by the evidence reported in the review.
Because we also examined each study included in the reviews, we added an additional crite-
rion that review authors should have:
(6). Specified in the methods or protocol which outcomes from their eligible studies were
included in the synthesis or synthesized all reported outcomes from each included study.
Fig 2. Domains used to define depression and anxiety as constructs for analysis. YSR = Youth Self Report scale.
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We classified a review as reliable only if all six of the criteria were met. Finally, we con-
ducted a full assessment of the quality of the included reviews using A Measurement Tool to
Assess systematic Reviews—version 2 (AMSTAR 2) [24]; the full results of this assessment are
found in S1 Data Extraction.
Assessment of other outcomes
Other outcomes included the proportion of all studies within a review that measured gaming
disorder with a gaming disorder-specific instrument; the proportion of reviews that specified
all elements of an outcome; and the specific review- and study-level associations between gam-
ing disorder and depression and anxiety. All reported associations within the studies were
extracted from the original study reports and characterized as present and positive, present
and negative, present and null, unclear, or absent. The count and type (positive, null, negative,
unclear, or absent) of results for each study were compared with the results reported for each
study in the reviews. We also made several comparisons regarding overall conclusions about
the associations between gaming disorder and depression and between gaming disorder and
anxiety by comparing bivariable versus multivariable analyses, cross-sectional versus longitu-
dinal analyses, and results from reviews classified as reliable versus results from all reviews.
Data extraction
We developed and pilot tested a data extraction form using Microsoft Excel
1
, based on the
form developed by Mayo-Wilson et al. [17]. We added questions relevant to reviews of epide-
miological studies [25]. During the initial data extraction, we noticed discrepancies in how
specific studies were reported in the reviews, resulting in potential selective outcome reporting
at the review level. To ensure that we evaluated this potential source of bias, we expanded the
scope of our preregistered protocol to include examining study-level outcomes and how they
were reported in reviews.
Two investigators from among MCC, JS, and GH extracted data from each review, consult-
ing the third investigator for resolution of discrepancies where needed. If a review did not
have a summary of findings table that included the total number of studies mentioned in the
results or in supplementary material, we extracted data for all studies mentioned in text or
tables of the Results section. Data on depression and anxiety outcomes within each study of
each review were extracted by one investigator. Extracted data for a 10% random sample of
studies were validated by the second and third investigator.
Data extracted from the reviews included information on methods for specifying eligibility
criteria and outcomes, specific measurements (e.g., scales) of depression and anxiety in
included studies, analyses conducted, whether and how review authors assessed risk of bias in
included studies, specific measurement (e.g., scales) of gaming disorder in included studies,
and all items from the AMSTAR 2 tool.
We summarize below the three conditions that had to be met for a specific measurement or
scale to be classified as asssesing gaming disorder (Fig 3):
The specific measurement or scale asked questions about computer, video, online, or digital
game use in general, rather than just a single game (e.g., World of Warcraft
1
).
The specific measurement or scale asked questions about gaming or online gaming rather
than Internet or computer use in general (e.g., did not use only an Internet addiction mea-
sure, such as the Young Internet Addiction Test or the Compulsive Internet Use Test). If a
study mentioned adapting a scale for video games and gave an example of an adapted ques-
tion, we classified that scale as measuring gaming disorder. Otherwise, we classified the
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measurement according to the original scale from which it was adapted. We also conducted
a sensitivity analysis to examine how our findings differed when other measurements (e.g.,
the Young Internet Addiction Test) were used with a clinical population diagnosed with
gaming disorder. When the clinical population was unclear or was not diagnosed with gam-
ing disorder and Internet addiction scales or other specific measurements/scales/interviews
were used, we did not characterize this as gaming disorder (e.g., Young Internet Addiction
Test in a clinical population of patients with gambling disorder).
The specific measurement or scale asked questions about specific symptoms of gaming dis-
order rather than only experiences related to video game use in general, such as time spent
playing games or the experience of time loss.
Data on depression and anxiety consisted of study scale, type of analysis, direction of associ-
ation (positive, negative, or null), and how each review reported the outcome of the study (pos-
itive, negative, null, unclear, or absent).
Quality assessment
See section above entitled ‘Assessment of reliability of reviews’.
Strategy for data synthesis and reporting
We narratively describe the characteristics of included reviews and their reliability. Because
measurements of exposures and outcomes were heterogeneous, we present counts of positive
or null/negative outcomes from studies and how they were reported in reviews [26]. Because
consistency is one factor that supports strength of evidence, we compared tallies of qualitative
associations from the multiple outcomes reported in studies. We described associations to be
Fig 3. Domains used to define gaming disorder as a construct for analysis. IGD = Internet gaming disorder;
PG = problematic gaming; PIU = problematic Internet use. (a) Sensitivity analysis: Clinical population of those seeking
help for gaming-related problems but an Internet addiction scale was used. (b) Including those adapted from Internet
addiction scales where an example question is given. (c) Where scales referenced appendices or otherpapers, these
were also searched for example questions.
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‘positive and consistent’ at the study level if the count of statistically-significant positive associ-
ations was greater than the total number of negative or null associations. We described an
association as ‘null’ if there were more null findings or negative associations than positive. We
conducted a sensitivity analysis to examine the impact of measuring gaming disorder with a
scale for Internet addiction in a clinical population of individuals with gaming disorder. All
extracted data and derived variables are available in S1 Dataset.
The PRISMA checklist [9] for the current study is available in S1 PRISMA Checklist. This
study was conducted using publicly-available information and therefore did not require Insti-
tutional Board (IRB) approval.
Results
The searches yielded 842 records, of which, seven reviews were eligible for inclusion in this
overview (Fig 4). The most frequent reasons for excluding articles (at the full-text screening
stage) were that they were not a systematic review or did not specify methods (n = 35), did not
report associations between gaming disorder and anxiety or depression (n = 23), and were not
specific to gaming disorder (e.g., being about behavioral addictions in general) (n = 9).
Review characteristics
The characteristics of the seven included reviews are reported in Table 1. They included a total
of 196 unique studies. The number of included studies per review ranged from 24 to 63, with a
mean of 46. Most studies (61.7%) were included in only one review each.
Research question 1: Assessment of review reliability
We found that none of the seven included reviews fulfilled all six criteria for reliability. All
reviews defined eligibility criteria and most reviews (six of seven) conducted comprehensive
database searches (Table 1). No review defined outcomes using all five elements of completely-
specified outcomes (i.e., domain, specific measurement, specific metric, method of aggrega-
tion, and time points). No reviews specified which outcomes of a study would be used in syn-
thesis. One review specified that it would consider only study effect sizes from multivariable
analyses, classifying full associations as “. . .a correlation was found for both genders after mul-
tivariable analyses” or partial associations as “. . .correlation was identified for only one gen-
der” [28]. Other reviews did not specify how outcomes would be included, although some
mentioned that "factors", "disorders", "comorbidity", "health-related outcomes", or "psycho-
social features" "associated with" problematic gaming were "identified" [28], "ascertained" [29],
or "extracted" [30,31].
Although all reviews acknowledged heterogeneity in measurement of problematic gaming,
only one review assessed risk of bias systematically [30]. In this context, because five studies
chose to conduct qualitative syntheses instead of quantitative syntheses (i.e., meta-analyses),
we considered their results to have been combined appropriately. In one review, results were
combined quantitatively despite a very high amount of statistical heterogeneity among studies
(suggested by an I
2
value of 98%) [30]. Another review classified effect sizes as small, medium,
or large and presented a table of counts of effect sizes for four mental health outcomes as a way
to address heterogeneity in measurement [28]. Most reviews discussed limitations at the study,
outcome, and review level, but two reviews did not discuss limitations systematically [27,29].
Assessment of AMSTAR 2 criteria showed that no study met all criteria, and some criteria
were lacking in all studies. Full results can be found in S1 Data Extraction.
Because of the lack of clarity around how study outcomes were selected, the reporting of
outcomes that was inconsistent with study findings (see Figs 5and 6), the inclusion of studies
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that did not measure gaming disorder, and the lack of systematic assessment of bias (except for
one review [30]), we determined that review conclusions were not supported by the evidence
from included studies. This is further explored in the following sections.
Research question 2: Distinguishing between gaming disorder and other
concepts
Based on our definition for measurement of gaming disorder (Fig 3), no review focused only
on studies that measured gaming disorder. The percentage of studies within a review that mea-
sured gaming disorder ranged from 56.8% to 93.6%. On sensitivity analysis, where measure-
ment of gaming disorder also included using an Internet addiction scale in a gaming disorder
clinical population, the percent remained similar, ranging from 58.6% to 93.6%.
Fig 4. PRISMA flow diagram.
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Table 1. Review characteristics and reliability criteria.
Reliability criteria
First
author,
year
Number of
included
studies
a
Total number
of participants
across all
included
studies
b
Participant
populations
Years of
publication of
included
studies
c
Number (%)
studies
measuring
problematic
gaming
d
(1) Defined
eligibility
criteria?
(2) Conducted a
comprehensive
search?
(3)
Assessed
of risk of
bias?
(4) Used
appropriate
methods to
combine
results?
e
(5) Conclusions
about depression
and anxiety
supported by
evidence?
(6) Specified
which
outcomes
would be
included in
the synthesis?
Sugaya
2019 [27]
51 Unclear Age 0–28 Until 2018 25(56.8) Yes Yes No Yes No No
Gonza
´lez-
Bueso 2018
[28]
24 53,889 Any 2011–2017 17 (70.8) Yes Yes No Unclear No No
Mihara
2017 [29]
47 127,749 Any Until 2016 44 (93.6) Yes No No Yes No No
Ma¨nnikko¨
2017 [30]
50 129,430 >12.5 years 2005–2016 41 (82.0) Yes Yes Yes No No No
King 2013
[31]
63 58,415 Any 2000–2012 39 (61.9) Yes Yes No Yes No No
Kuss 2012
[32]
58 Unclear Any 2000–2010 33 (56.9) Yes No No Yes No No
Kuss 2012
[33]
30 72,825 Children 2000–2011 20 (66.7) Yes Yes No Yes No No
Notes:
(a)
The number of included studies for a review is taken from the PRISMA flow diagram (where possible) or from reports in the text or tables of each review.
(b)
The number of participants was taken directly from the text where possible or calculated from other information that was reported in the review.
(c)
If no years were given, the end year was listed as one year prior to the year of publication.
(d)
Proportion of studies measuring problematic gaming was assessed out of all studies mentioned in the review. This did not always match the number of studies that were said to be included in the
review in the abstract, methods, or results.
(e)
most reviews did not combine results quantitatively.
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Research question 3: Reporting of associations between gaming disorder
and depression or anxiety
Figs 5and 6report the positive and null associations for the depression and anxiety outcomes
according to analysis type (bivariable/multivariable, cross-sectional, and longitudinal), their
frequency of being incorporated into reviews, and how they are represented/reported in
reviews (e.g., not reported, not eligible, report conflicts with outcomes). The shades of blue
highlighting pertain to different percentages of reviews that incorporated a given relevant
result from a given study (darker highlighting indicates higher percentages). Note that only
two negative (inverse) associations were found (between gaming disorder and anxiety) and
because these represent findings that were not positive and significant, they were included in
Fig 5. Associations between problematic gaming and depression. a = Composite reporting of outcomes in review made comparisons difficult.
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the count of null findings. Overall, only the review by Gonza
´lez-Bueso and colleagues [28]
reported any null results about depression or anxiety from any study.
Associations between gaming disorder and depression. For the depression outcome
(Fig 5, including citations [3464]), of the 31 studies reporting associations between gaming
disorder and depression, results from 25 were included in at least one review. We found fre-
quent under-incorporation of null results for the depression outcome by the reviews, as sug-
gested by the paucity of blue cell highlights in the null columns. For example, the 2010 study
by Rehbein and colleagues [34] reported two findings related to depression—a positive associ-
ation between gaming disorder and suicidal thoughts in one subsample, but a null association
between gaming disorder and self-reported depression in the full sample. However, the three
reviews that included this study and reported results for depression all reported them as posi-
tive [30,31,33].
Ten of the 31 studies reporting associations between gaming disorder and depression
reported both bivariable and multivariable analyses. In five of these 10 studies, results from
Fig 6. Study reporting of associations between problematic gaming and anxiety. a = Composite reporting of outcomes in review made comparisons difficult.
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both analyses were robust and positive, while five studies reported inconsistent results.
Whether consistent or inconsistent in the studies, positive results were incorporated into five
of the six reviews that included depression findings from the study.
Only one study reporting an association between gaming disorder and depression exam-
ined both cross-sectional and longitudinal associations, and the results were inconsistent [38].
However, the results were incorporated into two of three reviews as showing a positive associa-
tion. The final review used a composite definition when reporting associations, which made
comparisons difficult [28].
Six studies reported additional cross-sectional depression results that were not incorporated
into any review. Three of these studies reported null findings and in one of those cases, results
were null in both bivariable and multivariable analyses. An additional 15 studies were men-
tioned by reviews as reporting associations between gaming disorder and depression, but
using domain definitions in Figs 2and 3, these were not found (S1 Output contains full
results). All but one of the six reviews that included these studies reported these as positive
associations. Some reasons for this were: studies used a measure of Internet addiction or other
exposure (e.g., "excessive" gaming), studies reported a composite measure (depression/anxi-
ety/stress) as depression, and possible mistake in citation or data extraction (e.g., reporting
data for a problematic Internet use subgroup rather than problematic gaming subgroup).
In a sensitivity analysis that included studies where a broad Internet addiction scale (rather
than a gaming disorder scale) was used to measure gaming disorder in a clinical population
identified as having gaming disorder, one additional study [65] was found to have positive
associations and was reported in the single review that included it as positive, while another
three studies [6668] had null findings which were not reported by the three reviews that
included them.
Associations between gaming disorder and anxiety. Of the 28 studies that reported asso-
ciations between anxiety and gaming disorder, results from only 22 of these studies were incor-
porated into reviews (Fig 6, including citations [3475]).
Six studies reported both bivariable and multivariable associations; half of these showed
inconsistent results. Whether consistent or inconsistent, reviews incorporated only positive
findings. Six studies reported results that were not incorporated into any review; four of these
had inconsistent or null findings. An additional nine studies were mentioned by reviews as
reporting associations between an gaming disorder and anxiety, but using domain definitions
in Fig 3, these were not found. All but one of the three reviews that incorporated these studies
reported these associations as positive.
In the sensitivity analysis, one additional study [65] reported inconsistent associations in
bivariable and multivariable analysis and was reported as positive in the one review that con-
tained it.
Research question 4: Association between gaming disorder and depression
or anxiety in reliable reviews
Overall, no review satisfied all the criteria we used to identify reliable reviews, so we could not
address this research question.
Discussion
This summary of systematic reviews found methodological problems in all seven systematic
reviews that reported on associations between gaming disorder and depression or anxiety;
no reviews could be classified as reliable based on established criteria. Although most system-
atic reviews studied herein defined their criteria for selecting studies and conducted a
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comprehensive search, each review was rated as unreliable because of one or more of the other
criteria. Because of the poor pre-specification of how outcomes would be included, it is diffi-
cult to draw conclusions from these reviews regarding associations between gaming disorder
and depression or anxiety that are supported by evidence. These findings suggest that the way
systematic reviews of gaming disorder have been reporting results and drawing conclusions
may have introduced bias into the gaming disorder literature, possibly misleading future
research, policy-making, and patient care.
Various concerns identified during this summary of systematic reviews are worthy of fur-
ther discussion. We present these in the hope that the current work drives important progress
in research on gaming disorder and other types of behavioral addictions in the coming years.
First, the existing reviews seldom incorporated null findings (i.e., lack of associations) or
negative findings (i.e., inverse associations) from included studies even when the studies
reported such findings. This is a major concern because it seems to represent selective out-
come reporting at the review level. It is vital to conduct systematic reviews and meta-analyses
in ways that are replicable and consistent with best practices to ensure that all evidence is
reported and that relevant studies and findings are not overlooked. Selecting which outcomes
of studies to include in a review without specifying the process, which has been labelled
“cherry-picking” in the clinical epidemiology literature, can lead to biased conclusions at the
review level [10,13]. Completely specifying all elements of outcomes (i.e., domain, specific
measurements, specific metrics, methods of aggregation, and time-points of interest) or explic-
itly noting whether all variations of a given outcome element will be extracted is the current
standard for evidence synthesis [15,26,76]. As incomplete outcome specification may lead to
trillions of potential combinations of meta-analytic results [13], it is inappropriate to draw
meaningful and reliable conclusions about associations between gaming disorder and the com-
mon mental health problems of depression and anxiety from the reviews summarized in this
paper. Selective reporting of outcomes can be hard to detect, and further research into the
impact of selective inclusion of results in reviews is needed to advance the understanding of
this form of bias on evidence synthesis [77,78].
A second major concern is that reviews did not limit evidence synthesis and conclusions to
studies that measured the construct of gaming disorder and at times used overly-broad defini-
tions of depression and anxiety (e.g., combined depression, anxiety, and stress), which might
have led to reports of associations between gaming disorder and depression or anxiety when
none might exist.
Although more recent reviews had higher proportions of gaming-only measures, even
recent reviews included studies that used Internet addiction questions to measure gaming dis-
order. Distinguishing between problematic behaviors is vital in ongoing research of problem-
atic technology use and will continue to be relevant to shaping the future of health policy and
government regulation of the Internet, video games, and other forms of media and technology.
Ensuring that systematic and accurate measurement of gaming disorder in studies and accu-
rate measurement and reporting of exposures, outcomes, and conclusions in reviews are vital
to inform ongoing decision making regarding diagnosis, treatment, and public health
interventions.
A third major concern is that only one review [30] reported a systematic assessment of risk
of bias using multiple domains, which has long been a best practice in conducting systematic
reviews [7983]. When the risk of bias is not systematically assessed and reported, conclusions
from studies included in reviews may be seen as valid and reliable when they may actually
reflect biases, such as selection bias, information bias, and/or confounding [84]. When evi-
dence of questionable methodologic quality is used to inform public health or policy decisions,
such decisions may be misguided.
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To our knowledge, the current analysis is the first comprehensive examination of selective
outcome reporting in systematic reviews of gaming disorder, a relatively new clinical entity.
Due to this selective outcome reporting, incomplete outcome specification, and lack of system-
atic assessment of risk of bias, we found no reviews that could be considered reliable. These
findings suggest that the evidence base of systematic reviews of associations between gaming
disorder and the most common mental health problems must be improved.
Limitations
The current overview is subject to certain limitations. First, at the level of the studies we found
significant inconsistencies in measurement and analysis, which were dealt with by describing
counts of associations by type. While this is a somewhat reductionist approach to summarizing
results, it helps paint a picture. Relatedly, no reviews defined outcomes completely. Second, we
limited our analysis to systematic reviews published in English. It is possible that our findings
may have been different had we included reviews in other languages. Third, we focused on the
outcomes of depression or anxiety. This narrow scope made a detailed analysis possible, but
findings regarding associations between gaming disorder and other outcomes (e.g., attention-
deficit hyperactivity disorder) may have been different. However, due to the ubiquitous nature
of selective outcome reporting, in particular, in the reviews herein, we consider this to be
unlikely. Fourth, we defined the constructs of gaming disorder, depression, and anxiety very
specifically; had we used broader definitions, our findings would likely be different. However,
using a narrow definition was our aim. We do not attempt to draw conclusions at the study
level (the 196 studies) due to the inconsistency within studies and the uncertain nature of the
examined evidence. Finally, in our search of PubMed we used the PubMed publication type fil-
ters of “systematic review”, “review,” or “meta-analysis”, while we broadened our search of
PsycInfo to include these terms as text-words in all fields. For this reason, it is possible that we
missed some systematic reviews that were only available in PubMed and were not indexed
using these terms or did not contain these terms in the title, abstract, publication type, or
keywords.
Conclusions
To advance the field of addictive behaviors and ensure that research measures and reports con-
structs rigorously and with clarity, existing standards for systematic review conduct and
reporting should be followed. Increasing transparency of reviews and minimizing the risk of
bias requires the effort of multiple agents. Authors must prospectively register protocols
(including adequately specifying outcomes); use reporting guidelines, such as those from the
EQUATOR Network; and share data, analysis code, and other study materials. Journals and
editors must verify authors’ adherence to reporting guidelines [77]. Although public health
decision-making should always proceed on the best available evidence [85], the data provided
in this paper suggest that limiting technology-related diagnoses to video game play is not likely
to accurately reflect the findings of years of research surrounding problematic technology use.
A highly rigorous systematic review that fully specifies outcome domains is needed to clarify
the potential mental health problems associated with problematic technology behaviors,
including video gaming and Internet use.
Supporting information
S1 PRISMA Checklist. PRISMA checklist for reporting of our systematic review.
(PDF)
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S1 Protocol. PROSPERO registration for our systematic review protocol.
(PDF)
S1 Search Strategy. Search strategies.
(PDF)
S1 Data Extraction. Data extraction at the review level, including AMSTAR 2.
(XLSX)
S1 Dataset. Complete analysis dataset containing extracted and derived variables.
(DTA)
S1 Output. Output of analysis.
(DOCX)
Acknowledgments
The authors are grateful to Michael M. Hughes for assistance with the graphic design and for-
matting of figures for publication.
Author Contributions
Conceptualization: Michelle Colder Carras.
Data curation: Michelle Colder Carras, Jing Shi, Gregory Hard.
Formal analysis: Michelle Colder Carras.
Investigation: Michelle Colder Carras, Jing Shi, Gregory Hard, Ian J. Saldanha.
Methodology: Michelle Colder Carras, Jing Shi, Gregory Hard, Ian J. Saldanha.
Project administration: Michelle Colder Carras, Jing Shi.
Resources: Michelle Colder Carras, Gregory Hard, Ian J. Saldanha.
Supervision: Michelle Colder Carras, Jing Shi, Ian J. Saldanha.
Validation: Michelle Colder Carras, Jing Shi, Gregory Hard.
Writing – original draft: Michelle Colder Carras, Jing Shi.
Writing – review & editing: Michelle Colder Carras, Jing Shi, Gregory Hard, Ian J. Saldanha.
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... Several authors associate the use of digital games by people who are more vulnerable and susceptible to addiction with the onset of feelings of anxiety, depression, and antisocial behavior [1,2]. The perceived anxiety and stress in the face of the uncertainties resulting from the COVID-19 pandemic contributed to an increase in cases of depression [3][4][5], yet during the same period, the use of digital games helped minimize the negative effects on health, with people mainly seeking them out to socialize and have fun [6]. ...
... To answer this question and considering a sample of adult FIFA game players, our attention was focused on two main objectives: (1) Determining their perceptions of anxiety and stress, while playing and about the game itself; (2) Determining how the gaming experience promoted (online) socialization (especially during the COVID-19 pandemic). ...
... Some studies have pointed out the harm arising from the use of digital games and especially from the use of their predecessors (the various electronic games played without digital resources), comparing them to addiction and a cause of procrastination. This damage is usually associated with negative emotions or feelings of anxiety, violent behavior, and social isolation, referring, for example, to a distancing from or loss of contact with colleagues or even family members with whom the players live [1,2]. However, what is still not understood concerns the perceived stress when using games and the consequent user perceptions, even on a social level. ...
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Gamers’ perceptions of using competitive digital games, especially concerning anxiety and socialization, have raised doubts about the benefits of playing such games. Since different studies highlight different results, this research aims to explore these differences by analyzing the perceptions of adults involved in playing a competitive digital game, in this case, FIFA, considering data that were collected during the COVID-19 pandemic period. The main question is ‘How do adults perceive anxiety, stress, and socialization when playing the FIFA digital game?’. The research comprises two studies involving volunteer participants: In the first part, which adopts a qualitative approach, the participants’ perceptions of what they think and feel when playing FIFA were analyzed and interpreted using text mining analysis. In the second, a quantitative study, FIFA users’ perceptions of the gaming experience were statistically analyzed. The results show that adult users tend to refer to positive perceived stress and socialization. The fact that participants identified manipulations and interference in the game and no longer allowed its use to influence their mood reveals that perceptions of attacks of rage were considered possible reactions to the use of the game, interpreted from the interface, and leading to the creation of knowledge.
... Patients in clinical treatment settings often present with a myriad of symptomologies, which align with diagnostic criteria for various mental health diagnosis. A number of research studies among a variety of samples consistently report associations between GD and other mental health symptoms and disorders include depression, anxiety, obsessive-compulsive tendencies, autism spectrum disorder (ASD), and attentiondeficit/hyperactivity disorder (ADHD; Andreassen et al., 2016;Bonnaire & Baptista, 2019;Colder Carras et al., 2020;Fazeli et al., 2020;Torres-Rodríguez et al., 2018). Furthermore, a large-scale general population study revealed significant relationships between ADHD, obsessive-compulsive disorder, anxiety, depression, and GD stating that for effective clinical treatment, these comorbidities need to be considered (Andreassen et al., 2016). ...
... The sum score of the BIGS-8 was significantly positively correlated with the sum score of the DASS-21 Depression subscale and the DASS-21 Anxiety subscale. This indicates that there is alignment with the BIGS-8 and comorbidities of depression and anxiety, which are commonly associated with GD among nonclinical samples (Andreassen et al., 2016;Bonnaire & Baptista, 2019;Colder Carras et al., 2020;Fazeli et al., 2020). Thus, this further provides evidence of the convergent validity for the BIGS-8 as depression and anxiety are often highly correlated among varying international samples of those with GD, as well as having been identified as risk factors for GD (Gao et al., 2022). ...
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International prevalence rates for gaming disorder range with approximately 3.05% of individuals meeting criteria. Despite the high potential for diagnosis, most clinicians in health care facilities who treat known comorbidities (e.g., anxiety or depression) do not assess clients at intake for gaming disorder. The present study aims to evaluate the Brief Internet Gaming Screen–8 (BIGS-8) as a self-assessment screening tool within a health care setting treating clients with comorbid disorders. The measure was administered to individuals in a U.S. treatment facility that specializes in treating gaming disorder and technology overuse (n = 128). The participant’s ages were 13–35. The majority (87.9%) of individual’s primary presenting behavior for which they sought treatment was due to impairment in psychosocial functioning associated with video gaming. To discover the factor structure of the BIGS-8, a parallel analysis scree plot and an exploratory factor analysis were conducted using half of the sample chosen at random (n = 64). A confirmatory factor analysis was conducted on the other randomly chosen half of participants (n = 64). Results indicated a one-factor solution. To explore convergent validity, the sum score of the BIGS-8 was significantly positively correlated with the Depression Anxiety Stress Scale–21 (DASS-21) Depression subscale and DASS-21 Anxiety subscale sum scores. Within a components-based addiction framework aligned with the Diagnostic and Statistical Manual of Mental Disorders Fifth Edition–Text Revision criteria, the BIGS-8 yielded an acceptable model fit. The BIGS-8 poses clinical utility of identifying behavioral addiction elements that align with common comorbidities within a clinical sample and may be useful as a preliminary screening tool prior to completing a more comprehensive clinical assessment.
... Anxiety is one of the most common mental health disorders treated in primary care (13), with an annual incidence of 1-4% and a lifetime prevalence of 4-7% (14,15). Symptoms of anxiety have been found to be significantly higher in individuals with IGD (16), and research has revealed a significant correlation between IGD and anxiety (17). Another study found IGD and anxiety to be comorbid (18). ...
... Few studies have investigated IGD in both children and adolescents simultaneously (26)(27)(28), and sample sizes have been modest. To sample a sufficient number of positive IGD patients through screening the general population requires large-scale investigation (17). As such, a large-scale survey and evaluation of the prevalence of IGD in children and adolescents are needed to explore the impact of anxiety on IGD. ...
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Background Internet gaming disorder (IGD) has become a serious public health problem in East Asia, and studies have reported IGD to be significantly associated with anxiety, but no causal relationship between the two has yet been demonstrated. Children are at high risk of developing IGD, however, previous studies have principally focused on the condition in adults and adolescents and reported non-clinical samples. A large-scale survey is needed to research and evaluate IGD and anxiety in children and adolescents to understand the current situation of IGD in children and explore the impact of IGD on anxiety. Methods A cross-sectional study using an online questionnaire was conducted between March 1 and July 31, 2021. A total of 10,479 school children and adolescents in the western provinces of China were selected by convenience sampling. A questionnaire was used to collect data anonymously. The questionnaire covered IGD and the Revised Children's Manifest Anxiety Scale (RCMAS). Welch's ANOVA Test and Games-Howell test were used to test for differences in anxiety levels between IGD groups. Poisson regression analysis was used to further investigate the key predictors of IGD. Results 3.2% of participants ( n = 334) (95% CI: 2.9–3.2%) were classified as at high risk of presenting with IGD, 71.1% ( n = 7,454) (95% CI: 70.3–72.0%) were classified as low-risk players, and 25.7% ( n = 2,691) (95% CI: 24.9–26.5%) were classified as non-gaming. The average RCMAS score was (7.18 ± 7.534). The high-risk group had a higher total score RCMAS, as well as scoring higher in its three dimensions. Regression analysis using gender, age, and total RCMAS score as independent variables, and risk of IGD as a dependent variable showed that the odds ratio (OR) for gender was 2.864 (95% CI: 2.267–3.618), and the OR for total RCMAS score was 1.101 (95% CI: 1.087–1.114). The OR for age was not statistically significant. Conclusion Anxiety was a predictor of IGD, with statistically significant group differences in total anxiety, as well as the dimensions of physiological anxiety, social correlation, and sensitivity. The timely assessment of anxiety in children and adolescents, training social skills, and facilitating effective integration into society could be effective ways of reducing the incidence and impact of IGD.
... The International Classification of Diseases (ICD-11) as the symptoms of gaming addiction and substance use disorder have much overlap. 38 Cybercrime has existed for a long time, with fraudsters employing incredibly advanced schemes. Despite worldwide efforts to curb and minimise the negative implications, cybercrime continues to thrive viciously. ...
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The metaverse and non-fungible tokens (NFTs) were some of the hottest tech terms in 2021, according to a Google Trends search. Our review aims to describe the metaverse and NFTs in the context of their potential application in the treatment of mental health disorders. Advancements in technology have been changing human lives at an ever-increasing pace. Metaverse, also known as the three-dimensional (3D) internet, is the convergence of virtual reality (VR) and physical reality in a digital space. It could potentially change the internet as we know it, with NFTs as the key building blocks in the new expansive virtual ecosystem. This immersive 3D virtual world boasts the features of the real world with the added ability to change the surrounding environment according to individual needs and requirements. VR, augmented reality (AR) and mixed reality (MR) have been employed as tools in the treatment of various mental health disorders for the past decade. Studies have reported positive results on their effectiveness in the diagnosis and treatment of mental health disorders. VR/AR/MR have been hailed as a solution to the acute shortage of mental health professionals and the lack of access to mental healthcare. But, on the flip side, young adults tend to spend a significant amount of time playing 3D immersive games and using social media, which can lead to insecurity, anxiety, depression, and behavioural addiction. Additionally, endless scrolling through social media platforms negatively affects individuals' attention span as well as aggravating the symptoms of adolescents with attention deficit hyperactivity disorder. We aimed to explore the ramifications of expanding applications of the metaverse on mental health. So far, no other review has explored the future of mental health in the context of the metaverse.
... Furthermore, the moderate positive correlations between ACSID-11 scores and the PHQ-4 measuring symptoms of depression and anxiety supports the criterion validity of the new assessment tool. The results are consistent with previous findings on associations between (comorbid) mental problems and specific Internet-use disorders including gaming disorder (Mihara & Higuchi, 2017;but see;Colder Carras, Shi, Hard, & Saldanha, 2020), pornography-use disorder (Duffy, Dawson, & Das Nair, 2016), buying-shopping disorder (Kyrios et al., 2018), social-networks-use disorder (Andreassen, 2015), and gambling disorder (Dowling et al., 2015). Also, the ACSID-11 (especially online gambling disorder and social-networksuse disorder) was inversely correlated with the measure of life satisfaction. ...
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Background and aims With the inclusion of gaming disorder in the ICD-11, diagnostic criteria were introduced for this relatively new disorder. These criteria may also be applied to other potential specific Internet-use disorders, which may be classified in ICD-11 as other disorders due to addictive behaviors, such as online buying-shopping disorder, online pornography-use disorder, social-networks-use disorder, and online gambling disorder. Due to the heterogeneity in existing instruments, we aimed to develop a consistent and economic measure of major types of (potential) specific Internet-use disorders based on ICD-11 criteria for gaming disorder. Methods The new 11-item Assessment of Criteria for Specific Internet-use Disorders (ACSID-11) measures five behavioral addictions with the same set of items by following the principles of WHO’s ASSIST. The ACSID-11 was administered to active Internet users ( N = 985) together with an adaptation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and screeners for mental health. We used Confirmatory Factor Analyses to analyze the factor structure of ACSID-11. Results The assumed four-factorial structure was confirmed and was superior to the unidimensional solution. This applied to gaming disorder and to the other specific Internet-use disorders. ACSID-11 scores correlated with IGDT-10 as well as with the measures of psychological distress. Discussion and Conclusions The ACSID-11 seems to be suitable for the consistent assessment of (potential) specific Internet-use disorders based on ICD-11 diagnostic criteria for gaming disorder. The ACSID-11 may be a useful and economic instrument for studying various behavioral addictions with the same items and improving comparability.
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Aim: To study the prevalence and patterns of problematic gaming and gambling during the COVID-19 pandemic and the association with psychiatric traits and major types of anxiety categories. Method: 1067 young adults participated in both wave 3 (2018) and wave 4 (2021) of the SALVe Cohort. Associations with psychiatric symptoms and anxiety were examined using logistic regression and Chi-square tests. Results: Problematic gaming decreased by 1.3 percentage points to 23.2% since the start of the pandemic, while problematic gambling increased by 0.9 percentage points to 6.5% in w4. Average time spent playing video games/day decreased from 2.2 h (w3) to 1.7 h (w4), while increases in gaming activity were associated with worsened feelings of loneliness (p = 0.002), depression (p < 0.001), and anxiety (p < 0.01) during the pandemic. Predictors for problematic gaming at w4 were previous problematic gaming and social anxiety (p = < 0.001 and 0.01, respectively). Moreover, previous problem gambling also predicted problem gambling at w4 p < 0.001. All anxiety categories were associated with both problematic gaming and gambling when adjusted for age and sex. However, after adjusting for depression and insomnia, social anxiety was associated with problematic gaming (p < 0.001), while panic was associated with problem gambling (p < 0.001). Conclusion: Overall, problematic gaming has decreased since the start of the pandemic, while problem gambling has increased. Worsened feelings of loneliness, depression, and anxiety during the pandemic are associated with increased gaming. Moreover, the association between problematic gaming and gambling and anxiety is independent of depression and sleep problems.
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Background Several factors have now been identified to have reliable associations with Gaming Disorder, including mental health symptoms, quality of life, and time spent gaming. However, previous research has frequently relied on participant self-report to measure time spent gaming, which may be susceptible to systematic bias. This study assessed relationships between both objective logged data and subjective self-report of time spent gaming and gaming disorder symptoms, while accounting for potential confounding or moderating factors such as mental health symptoms and quality of life. Method Study participants included 320 North American video game players (79.1% male), with a mean age of 21.84 years (SD = 3.99), recruited to participate in a brief survey and provide consent to link responses to their logged behavioral data. Results Despite significant correlations between objective logged and subjective self-report measurements of time spent gaming (r = 0.494, p < .001), we observed meaningful differences between these measures (absolute difference = 5.71 h per week, SD = 6.26), and discrepancies between reports were higher among those who logged more time spent gaming. Both assessment modalities demonstrated associations with gaming disorder symptoms that were significant but small in effect. Moderation analyses revealed that the association between time spent gaming and gaming disorder symptoms did not vary based on participant's mental health symptoms. Conclusions This study found differences between objective logged and subjective self-report measurements of time spent gaming that align with previously reported discrepancies observed in other technology use. Several methodological challenges remain regarding how to accurately assess gaming behavior. Longitudinal studies assessing the relationship between changes in mental health symptoms, objective assessment of gaming activity, and gaming disorder symptoms over time are needed to further inform treatment efforts.
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This paper takes stock of existing evidence around children’s use of digital technology in relation to three well-being outcomes: social relationships, mental health, and physical health. It considers both the benefits and risks that may be present in children’s digital experiences, whilst also recognizing that online risks do not automatically turn into harm. It also considers the latest evidence on gaming disorder, which has been highlighted as a particular area of concern by the World Health Organization. Although evidence on the relationship between digital technology and aspects of child well-being remain inconclusive, there are a few areas – such as the impact on social relationships – where fairly strong evidence suggests that the internet can be a facilitator of positive outcomes for children. However, much of this evidence centers on communities in North America and Europe. It is difficult to draw conclusions around children’s digital use in the Middle East without a stronger evidence base, and a deeper understanding of children’s unique experiences with digital technology in the MENA region. The evidence base on gaming disorder is currently weak and requires strengthening before this research can underpin policy and practice development; it is the hope that the new definition from the WHO will support such a positive development.
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The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in
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Background: There is broad recognition of the importance of evidence in informing clinical decisions. When information from all studies included in a systematic review ("review") does not contribute to a meta-analysis, decision-makers can be frustrated. Our objectives were to use the field of eyes and vision as a case study and examine the extent to which authors of Cochrane reviews conducted meta-analyses for their review's pre-specified main outcome domain and the reasons that some otherwise eligible studies were not incorporated into meta-analyses. Methods: We examined all completed systematic reviews published by Cochrane Eyes and Vision, as of August 11, 2017. We extracted information about each review's outcomes and, using an algorithm, categorized one outcome as its "main" outcome. We calculated the percentage of included studies incorporated into meta-analyses for any outcome and for the main outcome. We examined reasons for non-inclusion of studies into the meta-analysis for the main outcome. Results: We identified 175 completed reviews, of which 125 reviews included two or more studies. Across these 125 reviews, the median proportions of studies incorporated into at least one meta-analysis for any outcome and for the main outcome were 74% (interquartile range [IQR] 0-100%) and 28% (IQR 0-71%), respectively. Fifty-one reviews (41%) could not conduct a meta-analysis for the main outcome, mostly because fewer than two included studies measured the outcome (21/51 reviews) or the specific measurements for the outcome were inconsistent (16/51 reviews). Conclusions: Outcome choice during systematic reviews can lead to few eligible studies included in meta-analyses. Core outcome sets and improved reporting of outcomes can help solve some of these problems.
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Previous large-scale studies suggest that internet gaming disorder (IGD) among children and adolescents has become an important public concern. Minors are known to be particularly susceptible to problematic internet gaming use owing to age-related underdevelopment of cognitive control. It has been shown that precursors of addictions appear during adolescence; therefore, prevention efforts must be established targeting minors who have their first experience with addictive substances and behaviors during pubescence. Since the DSM-5 classification of IGD in 2013, studies on IGD have drastically increased in number. Thus, we performed an updated review of studies of IGD in children and adolescents to assess the clinical implications of IGD. The search included all publication years, using PubMed, MEDLINE, and PsycINFO. Across studies, the presence of IGD had a negative effect on sleep and schoolwork in minors. Additionally, family factors, including the quality of parent-child relationships, were important social factors in minors with IGD. Brain imaging studies indicate that impaired cognitive control in minors with IGD is associated with abnormal function in the prefrontal cortex and striatum. Persistent pathological online game use from childhood may aggravate abnormal brain function; therefore, preventive care and early intervention are increasingly important. Although extant research supports the effectiveness of cognitive behavioral therapy for minors with IGD, effective psychological intervention for minors with IGD is an urgent issue that requires further research. This review, which presents updated findings of IGD in minors, is expected to contribute to the development of future research and be useful in clinical practice in the field of child and adolescent psychiatry.
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The Internet is now all-pervasive across much of the globe. While it has positive uses (e.g. prompt access to information, rapid news dissemination), many individuals develop Problematic Use of the Internet (PUI), an umbrella term incorporating a range of repetitive impairing behaviours. The Internet can act as a conduit for, and may contribute to, functionally impairing behaviours including excessive and compulsive video gaming, compulsive sexual behaviour, buying, gambling, streaming or social networks use. There is growing public and National health authority concern about the health and societal costs of PUI across the lifespan. Gaming Disorder is being considered for inclusion as a mental disorder in diagnostic classification systems, and was listed in the ICD-11 version released for consideration by Member States (http://www.who.int/classifications/icd/revision/timeline/en/). More research is needed into disorder definitions, validation of clinical tools, prevalence, clinical parameters, brain-based biology, socio-health-economic impact, and empirically validated intervention and policy approaches. Potential cultural differences in the magnitudes and natures of types and patterns of PUI need to be better understood, to inform optimal health policy and service development. To this end, the EU under Horizon 2020 has launched a new four-year European Cooperation in Science and Technology (COST) Action Programme (CA 16207), bringing together scientists and clinicians from across the fields of impulsive, compulsive, and addictive disorders, to advance networked interdisciplinary research into PUI across Europe and beyond, ultimately seeking to inform regulatory policies and clinical practice. This paper describes nine critical and achievable research priorities identified by the Network, needed in order to advance understanding of PUI, with a view towards identifying vulnerable individuals for early intervention. The network shall enable collaborative research networks, shared multinational databases, multicentre studies and joint publications.
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Rationale: Mental and behavioral health recovery includes concepts related not just to symptom improvement, but also to participating in activities that contribute to wellness and a meaningful life. Video game play can relieve stress and provide a way to connect, which may be especially important for military veterans. Objective: We examined how military veterans used video game play to further their mental and behavioral health recovery by conducting an exploratory thematic analysis of the gaming habits of 20 United States military veterans who were in treatment for mental or behavioral health problems. Method: We conducted semi-structured interviews in 2016 and used a framework analytic approach to determine salient themes linking video gaming to mental and behavioral health recovery. Results: Veteran participants reported that video games helped not only with managing moods and stress, but also with three areas related to other aspects of recovery: adaptive coping (e.g. distraction, control, symptom substitution); eudaimonic well-being (confidence, insight, role functioning); and socializing (participation, support, brotherhood). Meaning derived from game narratives and characters, exciting or calming gameplay, and opportunities to connect, talk, and lead others were credited as benefits of gaming. Responses often related closely to military or veteran experiences. At times, excessive use of games led to life problems or feeling addicted, but some veterans with disabilities felt the advantages of extreme play outweighed these problems. Conclusion: Video games seem to provide some veterans with a potent form of "personal medicine" that can promote recovery. Although reasons and results of gaming may vary within and among individuals, clinicians may wish to discuss video game play with their patients to help patients optimize their use of games to support recovery.
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The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to diminish its responsibility by claiming that GD is not a public health problem, a position which maybe supported by arguments from scholars based in media psychology, computer games research, communication science, and related disciplines. However, just as with any other disease or disorder in the ICD-11, the decision whether or not to include GD is based on clinical evidence and public health needs. Therefore, we reiterate our conclusion that including GD reflects the essence of the ICD and will facilitate treatment and prevention for those who need it.
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Importance Patient care and clinical practice guidelines should be informed by evidence from reliable systematic reviews. The reliability of systematic reviews related to forthcoming guidelines for retina and vitreous conditions is unknown. Objectives To summarize the reliability of systematic reviews on interventions for 7 retina and vitreous conditions, describe characteristics of reliable and unreliable systematic reviews, and examine the primary area in which they appeared to be lacking. Design, Setting, and Participants A cross-sectional study of systematic reviews was conducted. Systematic reviews of interventions for retina- and vitreous-related conditions in a database maintained by the Cochrane Eyes and Vision United States Satellite were identified. Databases that the reviewers searched, whether any date or language restrictions were applied, and bibliographic information, such as year and journal of publication, were documented. The initial search was conducted in March 2007, and the final update was performed in July 2018. The conditions of interest were age-related macular degeneration; diabetic retinopathy; idiopathic epiretinal membrane and vitreomacular traction; idiopathic macular hole; posterior vitreous detachment, retinal breaks, and lattice degeneration; retinal and ophthalmic artery occlusions; and retinal vein occlusions. The reliability of each review was evaluated using prespecified criteria. Data were extracted by 2 research assistants working independently, with disagreements resolved through discussion or by 1 research assistant with verification by a senior team member. Main Outcomes and Measures Proportion of reviews that meet all of the following criteria: (1) defined eligibility criteria for study selection, (2) described conducting a comprehensive literature search, (3) reported assessing risk of bias in included studies, (4) described using appropriate methods for any meta-analysis performed, and (5) provided conclusions consistent with review findings. Results A total of 327 systematic reviews that addressed retina and vitreous conditions were identified; of these, 131 reviews (40.1%) were classified as reliable and 196 reviews (59.9%) were classified as not reliable. At least 1 reliable review was found for each of the 7 retina and vitreous conditions. The most common reason that a review was classified as not reliable was lack of evidence that a comprehensive literature search for relevant studies had been conducted (149 of 196 reviews [76.0%]). Conclusion and Relevance The findings of this study suggest that most systematic reviews that addressed interventions for retina and vitreous conditions were not reliable. Systematic review teams and guideline developers should work with information professionals who can help navigate sophisticated and varied syntaxes required to search different resources.
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The revised edition of the Handbook offers the only guide on how to conduct, report and maintain a Cochrane Review ? The second edition of The Cochrane Handbook for Systematic Reviews of Interventions contains essential guidance for preparing and maintaining Cochrane Reviews of the effects of health interventions. Designed to be an accessible resource, the Handbook will also be of interest to anyone undertaking systematic reviews of interventions outside Cochrane, and many of the principles and methods presented are appropriate for systematic reviews addressing research questions other than effects of interventions. This fully updated edition contains extensive new material on systematic review methods addressing a wide-range of topics including network meta-analysis, equity, complex interventions, narrative synthesis, and automation. Also new to this edition, integrated throughout the Handbook, is the set of standards Cochrane expects its reviews to meet. Written for review authors, editors, trainers and others with an interest in Cochrane Reviews, the second edition of The Cochrane Handbook for Systematic Reviews of Interventions continues to offer an invaluable resource for understanding the role of systematic reviews, critically appraising health research studies and conducting reviews.
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Assessment of risk of bias is regarded as an essential component of a systematic review on the effects of an intervention. The most commonly used tool for randomised trials is the Cochrane risk-of-bias tool. We updated the tool to respond to developments in understanding how bias arises in randomised trials, and to address user feedback on and limitations of the original tool.
Article
Importance Patient care should be informed by clinical practice guidelines, which in turn should be informed by evidence from reliable systematic reviews. The American Academy of Ophthalmology is updating its Preferred Practice Patterns (PPPs) for the management of the following 6 corneal diseases: bacterial keratitis, blepharitis, conjunctivitis, corneal ectasia, corneal edema and opacification, and dry eye syndrome. Objective To summarize the reliability of the existing systematic reviews addressing interventions for corneal diseases. Data Source The Cochrane Eyes and Vision US Satellite database. Study Selection In this study of published systematic reviews from 1997 to 2017 (median, 2014), the Cochrane Eyes and Vision US Satellite database was searched for systematic reviews evaluating interventions for the management of any corneal disease, combining eyes and vision keywords and controlled vocabulary terms with a validated search filter. Data Extraction and Synthesis The study classified systematic reviews as reliable when each of the following 5 criteria were met: the systematic review specified eligibility criteria for inclusion of studies, conducted a comprehensive literature search for studies, assessed risk of bias of the individual included studies, used appropriate methods for quantitative syntheses (meta-analysis) (only assessed if meta-analysis was performed), and had conclusions that were supported by the results of the systematic review. They were classified as unreliable if at least 1 criterion was not met. Main Outcomes and Measures The proportion of systematic reviews that were reliable and the reasons for unreliability. Results This study identified 98 systematic reviews that addressed interventions for 15 corneal diseases. Thirty-three of 98 systematic reviews (34%) were classified as unreliable. The most frequent reasons for unreliability were that the systematic review did not conduct a comprehensive literature search for studies (22 of 33 [67%]), did not assess risk of bias of the individual included studies (13 of 33 [39%]), and did not use appropriate methods for quantitative syntheses (meta-analysis) (12 of 17 systematic reviews that conducted a quantitative synthesis [71%]). Sixty-five of 98 systematic reviews (66%) were classified as reliable. Forty-two of the 65 reliable systematic reviews (65%) addressed corneal diseases relevant to the 2018 American Academy of Ophthalmology PPPs; 33 of these 42 systematic reviews (79%) are cited in the 2018 PPPs. Conclusions and Relevance One in 3 systematic reviews addressing interventions for corneal diseases are unreliable and thus were not used to inform PPP recommendations. Careful adherence by systematic reviewers and journal editors to well-established best practices regarding systematic review conduct and reporting might help make future systematic reviews in eyes and vision more reliable.