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. 2018 Feb 20;7(1):62–69. doi: 10.1556/2006.7.2018.12

Table 2.

Endorsement rate of each item of the DSM-5 criteria

Recent gamers (n = 473) Probable IGD gamers (n = 20)
Item description Yes No Uncertain/unanswered Yes
1. Feel preoccupied with Internet games 51 (10.8%) 415 (87.7%) 7 (1.5%) 15 (75%)
2. Feel irritable, anxious, or sad when Internet gaming is taken away 25 (5.3%) 446 (94.3%) 2 (0.4%) 12 (60%)
3. Spend increasing amounts of time on gaming to achieve satisfaction 51 (10.8%) 416 (87.9%) 6 (1.3%) 16 (80%)
4. Have made unsuccessful attempts to control your participation in Internet games 46 (9.7%) 420 (88.8%) 7 (1.5%) 13 (65%)
5. Have lost interests in previous hobbies and entertainment as a result of, and with the exceptions of, Internet games 43 (9.1%) 426 (90.1%) 4 (0.8%) 15 (75%)
6. Continue to play Internet games excessively despite knowledge of psychosocial problems 114 (24.1) 339 (71.7%) 20 (4.2%) 13 (65%)
7. Have deceived others regarding the amount of Internet gaming 33 (7.0%) 431 (91.1%) 9 (1.9%) 12 (60%)
8. Use Internet games to escape or relieve a negative mood 124 (26.2%) 344 (72.7%) 5 (1.1%) 17 (85%)
9. Have jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in Internet games 16 (3.4%) 454 (96.0%) 3 (0.6%) 10 (50%)