Table 4.
Prevalence of endorsed IGD criteria
| Criterion | n | Total sample (n = 7,022) | Gamers (n = 4,262) | Active gamers (n = 2,547) |
|---|---|---|---|---|
| % | % | % | ||
| 1. Preoccupation (G) | 1,348 | 19.2 | 31.6 | 52.9 |
| 2. Withdrawal | 247 | 3.5 | 5.8 | 9.7 |
| 3. Tolerance | 670 | 9.5 | 15.7 | 26.3 |
| 4. Loss control | 379 | 5.4 | 8.9 | 14.9 |
| 5. Giving-up activities | 491 | 7.0 | 11.5 | 19.3 |
| 6. Continuation | 969 | 13.8 | 22.8 | 38.1 |
| 7. Deception (G) | 274 | 3.9 | 6.4 | 10.8 |
| 8. Escape (G) | 692 | 9.9 | 16.3 | 27.2 |
| 9. Negative consequences (G) | 162 | 2.3 | 3.8 | 6.4 |
| DSM-5 IGD (positive to five or more criteria) | 367 | 5.2 | 8.6 | 14.4 |
Note. All other from the DSM-IV substance use disorder criteria. G: item from the DSM-IV Gambling Disorder Criteria; DSM-5: fifth edition of the Diagnostic and Statistical Manual of Mental Disorders; IGD: Internet gaming disorder.