Abstract

The increased prevalence of Internet Gaming Disorder (IGD) and the inclusion of IGD in DSM-5 and ICD-11 emphasizes the importance of measuring and describing the IGD symptoms. We examined the psychometric properties of the Diagnostic Interview for Internet Addiction (DIA), a semi-structured diagnostic interview tool for IGD, and verified the application of DIA in clinical practice for Korean adolescents. The DIA is conducted in a manner that interviews both adolescents and their caregivers, and each item has a standardized representative question and various examples. It consists of 10 items based on the DSM-5 IGD diagnostic criteria, which is cognitive salience, withdrawal, tolerance, difficulty in regulating use, loss of interest in other activities, persistent use despite negative results, deception regarding Internet/games/SNS use, use of Internet/games/SNS to avoid negative feelings, interference with role performance, and craving. The study included 103 adolescents divided into three subgroups (mild risk, moderate risk, and addicted group) based on the total score of DIA. Demographic and clinical characteristics were compared among the DIA subgroups using the chi-square test and analysis of variance (ANOVA), and correlation analysis was used to examine the associations of IGD symptoms with clinical variables (e.g., impulsivity, aggression, depression, anxiety, self-esteem). The DIA total score was significantly correlated with Internet and smartphone addiction, depression, state anxiety, self-esteem, impulsivity, aggression, and stress. Furthermore, the moderate risk and addicted group showed significantly higher levels of Internet and smartphone addiction, anxiety, depression, impulsivity, aggression, stress, and lower self-esteem compared with the mild risk group. The Junior Temperament and Character Inventory (JTCI), which measures temperament and character traits, revealed that the mild risk group had higher levels of persistence and self-directedness than did the addicted group. Our findings confirmed the psychometric properties of DIA and the application of the DIA classifications in Korean adolescents.

Highlights

  • The prevalence of Internet addiction has steadily increased, from 10.4% in 2011 to 12.5% in 2014 in Korea [1], and the prevalence of Internet gaming disorder (IGD) is about 6% in Korean adolescents [2]

  • Several researchers have noted that unifying the terminology and developing measurement tools based on the DSM-5 IGD diagnostic criteria are necessary to integrate concepts related to IGD [5,6,7,8]

  • We examined the psychometric properties of the Diagnostic Interview for Internet Addiction (DIA) and verified the application of the DIA severity classifications in Korean adolescents

Read more

Summary

Introduction

The prevalence of Internet addiction has steadily increased, from 10.4% in 2011 to 12.5% in 2014 in Korea [1], and the prevalence of Internet gaming disorder (IGD) is about 6% in Korean adolescents [2]. The growing prevalence of IGD and its recognition as a possible behavioral addiction has increased the importance of describing and measuring the symptoms and severity of the condition. In this context, several researchers have noted that unifying the terminology and developing measurement tools based on the DSM-5 IGD diagnostic criteria are necessary to integrate concepts related to IGD [5,6,7,8]. Semi-structured diagnostic interviews tools are needed to measure IGD symptoms more accurately in adolescents

Methods
Results
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.