Previously,
we talked about how the criteria for the proposed psychiatric disorder of
Internet gaming disorder may not reflect the experience of engaged gamers, who
might have several of the criteria without having the “clinically significant
impairment or distress” required for a diagnosis. These criteria and the
proposed questions for scales used to test for IGD in the general population
were decided on through consensus and voting, but it wasn’t clear how this was
done—it wasn’t transparent.2 Researchers do agree on the
need to move forward with research in a consistent way across disciplines to
develop agreement on topics related to video gaming, including IGD.3 This agreement extends across
fields, thankfully—a recent
conference of video game researchers also agreed on the importance of
standardized approaches to research studies.4
One
thing is missing, though—an understanding of the gamer culture. In psychiatry, the
boundaries between normal and abnormal are fuzzy and influenced by social and
cultural factors.5 What is surprising, though,
is that it doesn’t look like the important research that describes gamers’
experiences with gaming, excessive gaming and feelings of game addiction was
used to figure out what game addiction is. There is a wealth of research into
the experiences of normal and abnormal gaming in the fields of media studies,
communication studies, psychology or anthropology. Outside of public health and
psychiatry, the idea of a gaming culture is well-known.6 So where are gamers in this
discussion?
In
medical and public health research, scientists are learning about the
importance of including patients or end-users of interventions in the design of
research studies. Including these stakeholders increases the value of research
by making it more likely that the things that are studied are important to
everyone, and that the results that scientists come up with will lead to
successful ways to treat or prevent health problems.7
1.
American Psychiatric
Association: Diagnostic and Statistical
Manual of Mental Disorders, Fifth Edition. Arlington, VA: American
Psychiatric Association; 2013. dsm.psychiatryonline.org.
2. Griffiths
MD, van Rooij AJ, Kardefelt-Winther D, et al. Working towards an international
consensus on criteria for assessing internet gaming disorder: a critical
commentary on Petry et al. (2014). Addict Abingdon Engl.
2016;111(1):167-175. doi:10.1111/add.13057.
3. Petry
NM, Rehbein F, Gentile DA, et al. Moving internet gaming disorder forward: A
reply. Addict Abingdon Engl. 2014;109(9):1412-1413.
doi:10.1111/add.12653.
4. All A,
Birk M, Bourgonjon J, et al. Research ideas: Digital Games Research Workshop.
December 2015.
5. Kendler
KS. The nature of psychiatric disorders. World Psychiatry Off J World
Psychiatr Assoc WPA. 2016;15(1):5-12. doi:10.1002/wps.20292.
6. Grooten
J, Kowert R. Going Beyond the Game : Development of Gamer
Identities Within Societal Discourse and
Virtual Spaces. Load J Can
Game Stud Assoc. 2015;9(14):70-87.
7. Khodyakov
D, Savitsky TD, Dalal S. Collaborative learning framework for online
stakeholder engagement. Health Expect Int J Public Particip Health Care
Health Policy. August 2015. doi:10.1111/hex.12383.
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