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Researchers out of Spain and Italy report a globally pooled Internet Gaming
Disorder prevalence of 6.1% among adults ages 18–35. Internet Gaming Disorder
is considered a condition for further study in DSM-5-TR, with official
classification in ICD-11.
Gaming problems often get viewed as an adolescent concern, while evidence
indicates growing vulnerability in young adults. Late adolescents and young
adults tend to show higher levels of depression, anxiety, and stress, along with
lower self-esteem, compared to healthy regular gamers.
DSM-5-TR includes nine criteria for Internet Gaming Disorder,
including preoccupation with gaming, withdrawal symptoms, tolerance,
unsuccessful attempts to control gaming habits, loss of interest in previous
hobbies, continued excessive gaming despite problems, deception about the
extent of gaming, gaming used to escape negative mood, and jeopardizing
relationships or opportunities. Diagnosis requires at least five of those nine
criteria within 12 months.
ICD-11 includes three core diagnostic features,
including inability to control gaming behavior, increasing priority given to
gaming over other activities, and persistent gaming behavior despite negative
consequences, present for a minimum of 12 months.
Prior meta-analyses place prevalence in the general population from 3.05%
to 6.7%, with variation across age groups and across countries or continents.
Estimates for children and adolescents range from 1% to 9%, with an adolescent
estimate of 4.6%.
Gaming can have consequences
Delayed timing for financial independence, stable relationships, and
starting a family lines up with a slower, more gradual move into adult roles.
Young adulthood can include ongoing developmental change plus major transitions
in education, work, and social life, and that combination can leave some people
more vulnerable to using gaming as a coping mechanism during that period.
In the study, "Prevalence of Internet gaming disorder in young adults:
a systematic review and meta-analysis," published in Addictive
Behaviors, researchers conducted a systematic review and meta-analysis to
estimate the global prevalence of Internet Gaming Disorder among young adults
and identify moderators linked to variability.
Database searches used the Web of Science Core Collection, Scopus, and
PsycInfo, plus manual reference list searches that drew on prior systematic
reviews and meta-analyses. Analytical samples from 93 studies included 149,601
participants ages 18–35, with an average age of 23.53 years (standard deviation
of 6.28). 51.22% were female.
Prevalence estimates in primary samples ranged from 0% to 63% with a pooled
prevalence of 6.1%. Gamer-only samples showed a pooled prevalence of 8.1% while
mixed samples including gamers and non-gamers reached 5.47%.
Shifting numbers between studies
Different screening tools produced different prevalence estimates. Higher
prevalence estimates appeared in samples assessed with the Internet Gaming
Disorder Scale and DSM-5 criteria than in samples assessed with the Internet
Gaming Disorder Test-10. Mixed samples showed lower prevalence estimates in
samples assessed with the Game Addiction Scale than in samples assessed with
the Internet Gaming Disorder Scale.
Larger sample sizes produced lower prevalence estimates in the full set of
samples and in mixed samples. Trends suggested lower prevalence when there was
a higher proportion of women in the samples, but the difference was
non-significant.
The researchers conclude that strategies aimed at prevention and mental health interventions tailored to this age group are needed.
Source: Internet Gaming Disorder is affecting a significant portion of young adults

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