Table 3.
Criterion | Diagnostic validity | Clinical utility | Prognostic value |
---|---|---|---|
1. Impaired control over gaming (e.g. onset, frequency, intensity, duration, termination, context) | 93.1% in round 1 | 93.1% in round 1 | 82.8% in round 1 |
2. Increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities | 82.8% in round 1 | 79.3% in round 2 | 75.9% in round 2 |
3. Continuation or escalation of gaming despite the occurrence of negative consequences | 93.1% in round 1 | 96.6% in round 1 | 86.2% in round 1 |
4. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning | 100% in round 1 | 89.7% in round 1 | 89.7% in round 1 |
Cells marked in green indicate that the criterion reached agreement for inclusion (i.e. ≥ 80% of experts rated the criterion as ‘very important’ or ‘extremely important’); cells marked in red indicate that the criterion reached agreement for exclusion (i.e. ≤ 20% of experts rated the criterion as ‘very important’ or ‘extremely important’); cells marked in yellow indicate that the criterion did not reach agreement either for inclusion or for exclusion (i.e. > 20% of experts but < 80% rated the criterion as ‘very important’ or ‘extremely important’); figures within each cell represent the percentage of experts scoring the criterion as ‘very important’ or ‘extremely important’ in the last round that the criterion was rated. GD = gaming disorder. [Colour table can be viewed at wileyonlinelibrary.com]