Table 2.
Self-reported withdrawal-related affective, anhedonia, and gaming urge symptoms among individuals with internet gaming disorder (IGD) and regular gamers
| IGD(%) | Regular gamer (%) | |
| Withdrawal-related affective symptoms | ||
| Dysphoria | 16 (23.1%) | 2 (2.9%) |
| Anxiety | 29 (42.0%) | 7 (10.1%) |
| Irritability | 43 (62.3%) | 17 (24.6%) |
| Frustration | 5 (7.3%) | 2 (2.9%) |
| Relief through gaming | 49 (71%) | 16 (23.2%) |
| Symptom onset after abstaining from gaming | N = 54 (78.3%) | N=19 (27.5%) |
| 0.5–1 day | 16 (23.2%) | 4 (5.8%) |
| 1–2 days | 22 (31.9%) | 8 (11.6%) |
| >3 days | 9 (13.0%) | 4 (5.8%) |
| No consistent timing | 7 (10.1%) | 3 (4.3%) |
| Withdrawal-related anhedonia syndrome | ||
| Boredom | 43 (62.3%) | 16 (23.2%) |
| Inability to experience pleasure | 14 (20.3%) | 6 (8.7%) |
| Disinclination for activity | 28 (40.6%) | 4 (5.8%) |
| Inability to find things to do | 36 (52.2%) | 14 (20.3%) |
| Relief through gaming | 53 (76.8%) | 20 (29.0%) |
| Symptom onset after abstaining from gaming | N = 56 (81.2%) | N=22 (31.9%) |
| 0.5–1 day | 25 (36.2%) | 8 (11.6%) |
| 1–2 days | 18 (26.1%) | 7 (10.1%) |
| >3 days | 7 (10.1%) | 4 (5.8%) |
| No consistent timing | 6 (8.7%) | 3 (4.3%) |
| Withdrawal-related gaming urge | ||
| Preoccupation | 47 (68.1%) | 13 (18.8%) |
| Urge to game | 33 (47.8%) | 7 (10.1%) |
| Attempts to find games to play | 23 (33.3%) | 4 (5.8%) |
| Relief through gaming | 51 (73.9%) | 16 (23.2%) |
| Symptom onset after abstaining from gaming | N = 55 (79.7%) | N=16 (23.2%) |
| 0.5–1 day | 28 (40.6%) | 6 (8.7%) |
| 1–2 days | 18 (26.1%) | 7 (10.1%) |
| >3 days | 5 (7.3%) | 1 (1.4%) |
| No consistent timing | 5 (7.3%) | 2 (2.9%) |
| Reasons for playing games | ||
| Irritability or dysphoria | 35 (50.7%) | 13 (18.8%) |
| Unsatisfied needs for happiness | 28 (40.6%) | 13 (18.8%) |
| Urge to game | 37 (53.6%) | 7 (10.1%) |
| Unresolved gaming missions | 37 (53.6%) | 12 (17.4%) |
| Boredom or lack of activities to do | 44 (63.8%) | 15 (21.7%) |
| Status of gaming as a daily ritual | 39 (56.5%) | 15 (21.7%) |
| Most crucial reason | ||
| Status of gaming as a daily ritual activity | 20 (29.0%) | 8 (11.6%) |
| Boredom or lack of activities to do | 12 (17.4%) | 5 (7.2%) |
| Unresolved gaming missions | 10 (14.4%) | 3 (4.3%) |
| Irritability or dysphoria | 7 (10.1%) | 2 (2.9%) |
| Urge to game | 5 (7.3%) | 1 (1.4%) |
| Unsatisfied needs for happiness | 4 (5.8%) | 3 (4.3%) |
%: Percentage among 69 participants with IGD or 69 controls.