Abstract
This chapter provides an overview of the state of research on the problematic use of digital games to shed light on the highly debated question of whether gaming addiction exists. It traces the development of research from initial media reports on the negative side effects of gaming, to the early research done on its prevalence, and ultimately to the classification of the phenomenon in the manuals of the World Health Organization (ICD-11) and the American Psychiatric Association (DSM-5). Definitions, measurement instruments, results, and the quality of studies are critically evaluated. A particular focus lies on discussing issues within early works, how these challenges were overcome, and which problems still exist today. Finally, this paper outlines suggestions to improve future research and reliably assess the problematic use of digital games across nations and cultures.
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Janzik, R., Wehden, LO., Reer, F., Quandt, T. (2020). Gaming Addiction—Underdefined, Overestimated?. In: Groen, M., Kiel, N., Tillmann, A., Weßel, A. (eds) Games and Ethics. Digitale Kultur und Kommunikation, vol 7. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-28175-5_4
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