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Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents
This study aimed to estimate overreporting (the false positive) and underreporting (false negative) rates in self-reported IGD assessment compared with clinical diagnosed IGD. The study population consisted of 45 with IGD and 228 without IGD based on clinical diagnosis from the Internet User Cohort...
Autores principales: | , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Nature Publishing Group UK
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6031690/ https://www.ncbi.nlm.nih.gov/pubmed/29973627 http://dx.doi.org/10.1038/s41598-018-28478-8 |
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author | Jeong, Hyunsuk Yim, Hyeon Woo Lee, Seung-Yup Lee, Hae Kook Potenza, Marc N. Kwon, Jung-Hye Koo, Hoon Jung Kweon, Yong-Sil Bhang, Soo-young Choi, Jung-Seok |
author_facet | Jeong, Hyunsuk Yim, Hyeon Woo Lee, Seung-Yup Lee, Hae Kook Potenza, Marc N. Kwon, Jung-Hye Koo, Hoon Jung Kweon, Yong-Sil Bhang, Soo-young Choi, Jung-Seok |
author_sort | Jeong, Hyunsuk |
collection | PubMed |
description | This study aimed to estimate overreporting (the false positive) and underreporting (false negative) rates in self-reported IGD assessment compared with clinical diagnosed IGD. The study population consisted of 45 with IGD and 228 without IGD based on clinical diagnosis from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study. All participants completed self-reported IGD assessments. Clinical interviews were conducted blindly by trained mental health professionals based on DSM-5 IGD criteria. Self-assessed average daily amount of gaming time and game genre were measured. Psychological characteristics, including anxiety, suicidality, aggression, self-control, self-esteem, and family support, were obtained from the baseline survey. The false-negative rate for self-reported IGD assessment was 44%. The false-negative group reported less time playing online games than the IGD group, though their psychological characteristics were similar to those of the IGD group. The false-positive rate was 9.6%. They reported more time playing online games than non-IGD group, though their psychological characteristics were similar to those of non-IGD group except self-control. The discrepancy of IGD diagnoses between self-reports and clinical diagnosis revealed limitations of self-measurements. Various strategies are required to overcome the methodological shortfalls of self-reports for the assessment of IGD. |
format | Online Article Text |
id | pubmed-6031690 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Nature Publishing Group UK |
record_format | MEDLINE/PubMed |
spelling | pubmed-60316902018-07-12 Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents Jeong, Hyunsuk Yim, Hyeon Woo Lee, Seung-Yup Lee, Hae Kook Potenza, Marc N. Kwon, Jung-Hye Koo, Hoon Jung Kweon, Yong-Sil Bhang, Soo-young Choi, Jung-Seok Sci Rep Article This study aimed to estimate overreporting (the false positive) and underreporting (false negative) rates in self-reported IGD assessment compared with clinical diagnosed IGD. The study population consisted of 45 with IGD and 228 without IGD based on clinical diagnosis from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study. All participants completed self-reported IGD assessments. Clinical interviews were conducted blindly by trained mental health professionals based on DSM-5 IGD criteria. Self-assessed average daily amount of gaming time and game genre were measured. Psychological characteristics, including anxiety, suicidality, aggression, self-control, self-esteem, and family support, were obtained from the baseline survey. The false-negative rate for self-reported IGD assessment was 44%. The false-negative group reported less time playing online games than the IGD group, though their psychological characteristics were similar to those of the IGD group. The false-positive rate was 9.6%. They reported more time playing online games than non-IGD group, though their psychological characteristics were similar to those of non-IGD group except self-control. The discrepancy of IGD diagnoses between self-reports and clinical diagnosis revealed limitations of self-measurements. Various strategies are required to overcome the methodological shortfalls of self-reports for the assessment of IGD. Nature Publishing Group UK 2018-07-04 /pmc/articles/PMC6031690/ /pubmed/29973627 http://dx.doi.org/10.1038/s41598-018-28478-8 Text en © The Author(s) 2018 Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/. |
spellingShingle | Article Jeong, Hyunsuk Yim, Hyeon Woo Lee, Seung-Yup Lee, Hae Kook Potenza, Marc N. Kwon, Jung-Hye Koo, Hoon Jung Kweon, Yong-Sil Bhang, Soo-young Choi, Jung-Seok Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents |
title | Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents |
title_full | Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents |
title_fullStr | Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents |
title_full_unstemmed | Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents |
title_short | Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents |
title_sort | discordance between self-report and clinical diagnosis of internet gaming disorder in adolescents |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6031690/ https://www.ncbi.nlm.nih.gov/pubmed/29973627 http://dx.doi.org/10.1038/s41598-018-28478-8 |
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