Loss of control is a key feature for distinguishing between high engagement and addictive behavior in video gaming

Previous studies have suggested that engagement and addiction are distinct factors in video gaming. We aimed to identify features that can distinguish between engagement and addiction among the diagnostic criteria for internet gaming disorder in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) was used as a measure of internet gaming disorder. The measure was further assessed by using independent scales, i.e., mean time spent on gaming as a scale of engagement, and self-evaluation of academic performance as a scale of addiction. The scores for each IGDS9-SF item were evaluated by two-way analysis of variance (ANOVA). Using two-way ANOVA, a significant difference in interaction effects between engagement and addiction (F(2, 578) = 4.739, p = .009) was observed only for the item concerning ‘loss of control’. Among the criteria for internet gaming disorder in the DSM-5, the ‘loss of control’ feature can distinguish addiction from engagement in video gaming. We reconsidered the diagnostic criteria for gaming disorder to avoid overpathologizing common daily life activities.

Authors

Institutions

Publication Details

Journal
Discover Psychology
Published
2025-10-14
DOI
https://doi.org/10.1007/s44202-025-00456-y
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.20
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Loss of control is a key feature for distinguishing between high engagement and addictive behavior in video gaming

Asumi Takahashi, Toshiyuki Ohtani, Hidetoshi Ino
1 citations
Discover Psychology
Impact of Technology on Adolescents
4.20
article

Loss of control is a key feature for distinguishing between high engagement and addictive behavior in video gaming

Asumi Takahashi, Toshiyuki Ohtani, Hidetoshi Ino
article en
1 citations

Abstract

Previous studies have suggested that engagement and addiction are distinct factors in video gaming. We aimed to identify features that can distinguish between engagement and addiction among the diagnostic criteria for internet gaming disorder in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) was used as a measure of internet gaming disorder. The measure was further assessed by using independent scales, i.e., mean time spent on gaming as a scale of engagement, and self-evaluation of academic performance as a scale of addiction. The scores for each IGDS9-SF item were evaluated by two-way analysis of variance (ANOVA). Using two-way ANOVA, a significant difference in interaction effects between engagement and addiction (F(2, 578) = 4.739, p = .009) was observed only for the item concerning ‘loss of control’. Among the criteria for internet gaming disorder in the DSM-5, the ‘loss of control’ feature can distinguish addiction from engagement in video gaming. We reconsidered the diagnostic criteria for gaming disorder to avoid overpathologizing common daily life activities.

Discover PsychologyVol. 5(1)
Chiba University (JP), Hokusei Gakuen University (JP), Chiba Prefectural Institute of Public Health (JP), Center for Forensic Mental Health, Chiba University (JP)
Openalex Percentile: Top 5%
Impact of Technology on Adolescents
4.20
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.