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However, only 49.7% agreed with the DSM-5 definition of Internet gaming disorder, and 56.5% to the definition of the World Health Organization. [108] Most scholars were worried that WHO's and DSM-5's inclusion of Internet gaming disorder was "overpathologizing normal youth" and "precipitated moral panic over video games". [108]
Yang Yongxin (Chinese: 杨永信; born 21 June 1962) is a Chinese psychiatrist who advocated and practiced a highly controversial [3] form of electroconvulsive therapy (ECT) without anesthesia or muscle relaxants as a cure for video game and Internet addiction in adolescents.
According to Yang-Yang Li (2021), during the pandemic, the overall prevalence of Internet addiction among the general population was recorded at 36.7%, with severe Internet addiction affecting 2.8% of individuals, as indicated by scores on the Internet Addiction Test (IAT). Recreational Internet usage notably increased during this period, with ...
(This Jan 27 story corrects location of Mason, Ohio) By Gabriella Borter CINCINNATI (Reuters) - When Danny Reagan was 13, he began exhibiting signs of what doctors usually associate with drug ...
As of 2013, according to government data, about two million of the country's population (less than 50 million) have Internet addiction problem, and approximately 680,000 10–19-year-olds are addicted to the Internet, accounting for roughly 10% of the teenage population. [171]
According to a 2019 Sutter Health article, in "24 studies involving 17,000 children...", there was in fact a near-direct correlation between violent games and violent behavior. However, there are also reported upsides to gaming, such as an increased hand-eye coordination, and decision-making. [4]
Research has identified Internet addiction as a new clinical disorder that causes relational, occupational, and social problems. Cognitive behavioral therapy (CBT) has been suggested as the treatment of choice for Internet addiction, and addiction recovery in general has used CBT as part of treatment planning. [145]
ICRG's mission includes funding scientific research on pathological and youth gambling, with the aim of providing support to individuals dealing with gambling disorders. Additionally, it promotes the implementation of newly discovered research findings to enhance prevention, diagnosis, intervention, and treatment strategies. [4]