Table 4.
Criterion | Diagnostic validity | Clinical utility | Prognostic value |
---|---|---|---|
1. Health consequences resulting from gaming activity (e.g. significant sleep deprivation or changes in sleep patterns, significant weight changes due to a reduction of food intake or due to extended periods of physical inactivity, back or wrist pain, etc.) | 86.2% in round 2 | 69% in round 3 | 34.5% in round 3 |
2. Craving or a strong desire or urge to play video games | 69% in round 3 | 37.9% in round 3 | 44.8% in round 3 |
3. Dissociative‐like symptoms while or after playing videogames (deep and absorbed state of consciousness while gaming, loss of time perception, deep immersion, inattention to events happening around during gaming sessions or difficulty distinguishing games and real life) | 24.1% in round 3 | 6.9% in round 3 | 13.8% in round 2 |
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.