Screening and assessment tools for gaming disorder: A comprehensive systematic review [open access article]

  • Numerous tools for gaming disorder (GD) have been developed in recent years.
  • We evaluated 32 GD tools and their evidence base from 320 empirical studies.
  • Several instruments had greater evidential support than others.
  • No single tool emerged as the clearly optimal choice.
  • A standard international tool would be invaluable to advance the GD field.

The inclusion of gaming disorder (GD) as an official diagnosis in the ICD-11 was a significant milestone for the field. However, the optimal measurement approaches for GD are currently unclear. This comprehensive systematic review aimed to identify and evaluate all available English-language GD tools and their corresponding evidence.

A search of PsychINFO, PsychArticles, ScienceDirect, Scopus, Web of Science, and Google Scholar identified 32 tools employed in 320 studies (N = 462,249 participants). The evaluation framework examined tools in relation to: (1) conceptual and practical considerations; (2) alignment with DSM-5 and ICD-11 criteria; (3) type and quantity of studies and samples; and (4) psychometric properties. The evaluation showed that GD instrumentation has proliferated, with 2.5 tools, on average, published annually since 2013. Coverage of DSM-5 and ICD-11 criteria was inconsistent, especially for the criterion of continued use despite harm. Tools converge on the importance of screening for impaired control over gaming and functional impairment.

Overall, no single tool was found to be clearly superior, but the AICA-Sgaming, GAS-7, IGDT-10, IGDS9-SF, and Lemmens IGD-9 scales had greater evidential support for their psychometric properties. The GD field would benefit from a standard international tool to identify gaming-related harms across the spectrum of maladaptive gaming behaviors. Link to the article

Citation: King, D.L., Chamberlain, S.R.,  Carragher, N., Billieux, J., Stein, D., Mueller, K., … Delfabbro, P.H. (2020). Screening and assessment tools for gaming disorder: A comprehensive systematic review. Clinical Psychology Review, 77(101831). Retrieved from

A systematic review of the co-occurrence of gaming disorder and other potentially addictive behaviors

Purpose of Review
The playing of videogames has become an everyday occurrence among many adolescents and emerging adults. However, gaming can be problematic and potentially addictive and problematic gamers can experience co-occurring behavioral or substance use-related problems. The aims of the present review were to (i) determine the co-occurrence of potentially addictive behaviors with problematic and disordered gaming, and (ii) elucidate the potential risk factors in the development and maintenance of co-occurrence within disordered gaming.

Recent Findings
The main findings demonstrated that there are few empirical studies (N = 20) examining (i) co-occurrence of gaming disorder with other addictive behaviors; (ii) longitudinal risk of disordered gaming with co-occurring addictive behaviors; and (iii) mechanisms of co-occurrence in disordered gaming with co-occurring potentially addictive behaviors. Results suggest that disordered gaming can co-occur with a variety of other addictive behaviors (e.g., alcohol use disorder or addictive use of social media), and that research into the co-occurrence of addictive behaviors and substance use is increasing. Link to the article. Link to the article

Citation: Burleigh, T.L., Griffiths, M.D., Sumich, A. et al. (2019). A systematic review of the co-occurrence of gaming disorder and other potentially addictive behaviors. Current Addiction Reports.

Challenges of gaming disorder: Suggestions from a public health perspective [open-access article].

Introduction: Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelopmental disorders in the recently released International Classification of Diseases, 11th Version (ICD-11). Gaming disorder, gambling disorder and substance use disorder belong to the same category of mental disorder. This change will help improve the public’s awareness and understanding of gaming disorder. Meanwhile, it will encourage related research and develop scientific and effective interventions for the purpose of negative consequences reduction. Short article available online

Reference: Zhao, M., & Hao., W. (2019). Challenges of gaming disorder: Suggestions from a public health perspective. General Psychiatry, 32(e100086). doi: 10.1136/gpsych-2019-100086