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Psychiatry and Clinical Neurosciences 2017; 71: 479–491 doi:10.1111/pcn.

12457

Review Article

Typology of Internet gaming disorder and its clinical


implications
Seung-Yup Lee, MD,1 Hae Kook Lee, MD, PhD1* and Hyekyung Choo, PhD2
1
Department of Psychiatry, College of Medicine, Uijeongbu St. Mary’s Hospital, The Catholic University of Korea, Uijeongbu,
Republic of Korea and 2Faculty of Arts and Social Sciences, Department of Social Work, National University of Singapore,
Singapore

Various perspectives exist regarding Internet gaming disorder. Classifying such a heterogeneous problem
disorder. While the concept of behavioral addiction into subtypes that share a similar etiology or phe-
is gaining recognition, some view the phenomenon nomenology may provide additional clues in the
as merely excessive indulgence in online pastimes. diagnostic process and allow us to designate availa-
Still, in recent years, complaints from patients or ble clinical resources for particularly vulnerable fac-
their family members about problems related to tors. In this review paper, we suggest a typology of
Internet use, particularly Internet gaming, have ‘impulsive/aggressive,’ ‘emotionally vulnerable,’
become more common. However, the clinical pic- ‘socially conditioned,’ and ‘not otherwise specified’
ture of Internet gaming disorder could be obscured as subtypes of the heterogeneous phenomena of
by its heterogeneous manifestations with other pathological Internet gaming. The implications of
intertwined factors, such as psychiatric comorbid- these subtypes for assessment and treatment pla-
ities, neurodevelopmental factors, sociocultural fac- nning will also be highlighted.
tors, and game-related factors, which may influence
the pathogenesis as well as the clinical course. To Key words: behavior addiction, classification, Inter-
mitigate such problems, clinicians should be able to net gaming disorder, pathways model, typology.
consider diverse aspects related to Internet gaming

T HE DSM-5, PUBLISHED by the American Psy-


chiatric Association, includes Internet gaming
disorder (IGD) as a condition that warrants further
a formal diagnosis in future DSM updates, as IGD,
GD, and substance use disorder share diagnostic cri-
teria1 (Table 1).
investigation. One of the most noticeable changes Like other addictive disorders, IGD may negatively
regarding addiction diagnoses in the DSM-5 is the affect multiple domains, such as interpersonal,
introduction of non-substance addiction as a formal social, academic, and occupational functioning, and
psychiatric diagnosis. Pathological gambling in the is associated with many psychiatric problems.2,3
DSM-IV was moved from the impulse-control disor- With the continuous growth of information technol-
der section to the addiction section and renamed as ogy and its increasing acceptance by the general pop-
gambling disorder (GD). The medical system has ulation, problems related to IGD are also anticipated
recognized and accepted ‘behavior addiction’ as an to rise. In the Republic of Korea, the nation with the
addictive disorder. This conceptual change also highest fixed-broadband subscription rate,4 the prev-
increases the likelihood of IGD eventually becoming alence of high-risk Internet addiction was reported to
be 12.5% for adolescents and 5.8% in the adult pop-
*Correspondence: Hae Kook Lee, MD, PhD, Department of Psychiatry, ulation.5 Furthermore, the socioeconomic losses
Uijeongbu St. Mary’s Hospital, College of Medicine, The Catholic experienced in Korea in 2009 due to Internet addic-
University of Korea, 271, Cheonbo-Ro, Uijeongbu-si, Gyeonggi-do tion were estimated to be in the range of 1.5–-
11765, Republic of Korea. Email: nplhk@catholic.ac.kr 4.5 billion US dollars.6 For mental health, IGD was
Received 5 April 2016; revised 12 August 2016;
accepted 14 September 2016. reported to be associated with a variety of mental

© 2016 The Authors 479


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
480 S-Y. Lee et al. Psychiatry and Clinical Neurosciences 2017; 71: 479–491

Table 1. Comparison of DSM-5 diagnostic criteria between Internet gaming disorder and gambling disorder

Internet gaming disorder† Gambling disorder


Analogous criteria
Preoccupation Preoccupation with Internet games Is often preoccupied with gambling

Withdrawal Withdrawal symptoms when Internet Is restless or irritable when


gaming is taken away attempting to cut down or stop
gambling
Tolerance Needs to spend increasing amount of Needs to gamble with increasing
time on Internet games amounts of money in order to
achieve the desired excitement
Loss of control Unsuccessful attempts to control the Has made repeated unsuccessful
participation of Internet games efforts to control, cut back, or stop
gambling
Lie Has deceived family members, Lies to conceal the extent of
therapists, or others regarding the involvement with gambling
amount of Internet gaming
Escape/self-remedy Use of Internet games to escape or Often gambles when feeling
relieve a negative mood distressed
Significant impairment in role Has jeopardized or lost a significant Has jeopardized or lost a significant
function relationship, job, or educational or relationship, job, or educational or
career opportunity because of career opportunity because of
participation in Internet games gambling
Unique criteria
5 (or more) in a 12-month period 4 (or more) in a 12-month period
Continued excessive use of Internet Relies on others to provide money
games despite knowledge of to relieve desperate financial
psychosocial problems situations caused by gambling
Loss of interest in previous hobbies After losing money gambling, often
and entertainment as a result of, returns another day to get even
and with the exception of, Internet
games

As in research criteria.

disorders, such as depression, anxiety, and other • Depression


• Anxiety • Violence/crime
health issues, including sleep problems (Fig. 1).2,3 • ADHD • Accident/injury
As concerns related to IGD continue to rise, clini- • Addiction • Online risky behavior
cians should acquaint themselves well with this par- Mental health Behavioral problem
ticular issue. Many factors may influence the
presentation and clinical course of IGD. Various
Excessive
environmental factors (e.g., cultural, socioeconomic, Internet gaming
parental, and external stressors7–11), individual fac-
tors (e.g., comorbid psychiatric disorders including
depression, social phobia and attention-deficit Physical health Functional problem
hyperactivity disorder [ADHD]3,7,9,12–17, personality • Vision • Cognitive function
traits and developmental aspects) and game-related • Musculoskeletal problem • Familial/social problem
• Sleep problem • Academic problem
factors18–22 can all affect IGD. These complex associ- • Sudden death • Occupational problem
ated factors contribute to the pleomorphic clinical
manifestations of IGD. The heterogeneous nature of Figure 1. Potential harms due to excessive Internet gaming.
IGD may obscure the clinical picture and also ADHD, attention-deficit hyperactivity disorder.

© 2016 The Authors


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
Psychiatry and Clinical Neurosciences 2017; 71: 479–491 Typology of IGD 481

hinder its effective management. Therefore, ade- problems or severe control problems and shows the
quate subtyping of IGD through the proper identifi- most favorable prognosis. In contrast, the worst
cation of attributing vulnerabilities and motives for prognosis was found in the antisocial impulsive sub-
excessive gaming may facilitate a more accurate type. Despite their severe problems, the antisocial
diagnosis of IGD and enable us to provide more tar- impulsive gamblers displayed a low motivation for
geted and personalized treatment for patients with treatment. They began gambling early, were impul-
each subtype of IGD. sive and inattentive, were often substance abusers,
and frequently were associated with suicidal or crim-
inal behaviors. An emotionally vulnerable subtype
TYPOLOGY OF IGD: THE ADAPTION is associated with a high premorbid level of depres-
OF AN INTEGRATED PATHWAY sion/anxiety and adverse early-life experiences. These
MODEL patients often begin gambling in their later years,
Typologies are relatively well established in sub- lack problem-solving skills, and use gambling as a
stance use disorders and GD. Gamblers have been means to escape negative emotions. Antisocial
classified as having an early versus a late onset. impulsive and emotionally vulnerable gamblers
Early-onset pathological gamblers are more likely to both demonstrated a higher gambling severity than
be male and never married with a lower income and behaviorally conditioned gamblers. Differences in
a cluster B personality disorder. In contrast, later- preferences for gambling types have also been
onset pathological gamblers are more likely to suffer reported. The behaviorally conditioned gamblers
from a mood disorder. However, no differences preferred to play strategic games like roulette.28
existed between the two groups in regards to While impulsive gamblers preferred gambling on
treatment-seeking or preferred types of gambling.23 sports, emotionally vulnerable gamblers often
An empirical study classified problematic gamblers selected games of chance, like slot machines or lot-
into three different latent classes. While withdrawal tery scratch cards.27,29
and loss of control differentiated individuals with a Recently, a typology for problematic mobile
mild severity from those with moderate severity, the phone use has been suggested as a type of addic-
presence of severe functional impairment set GD tion30; however, apart from classification in terms of
patients with a moderate severity apart from those severity31,32 or motivation,33 the literature on IGD
with a high severity.24 The moderate and severe typology is limited.34 Thus, we propose a theoretical
groups also significantly differed in psychiatric framework for classifying IGD that was adapted
comorbidities, with the severe group displaying from the integrated pathway model specifically
more nicotine dependence, conduct disorder, and developed for GD. The proposed typology of IGD
antisocial personality disorder. In another latent consists of three subtypes: (i) the impulsive/aggres-
class-analysis study, gamblers were also classified sive type; (ii) the emotionally vulnerable type; and
into three groups: non-problematic gamblers (iii) the socially conditioned type. The suggested
(88.9%), preoccupied chasers (9.7%), or antisocial- subtypes are also in line with the bio-psycho-social
impulsive gamblers (1.4%).25 The preoccupied model; each subtype corresponds to the salience of
chaser group and the antisocial impulsive gambler bio-, psycho-, and social vulnerability, respectively.
group differed in their clinical profiles, which is in In the following sections, the proposed subtypes will
line with prior research that revealed qualitative dif- be discussed in relation to their differences in pre-
ferences by gambling severity; gamblers with the disposing vulnerable conditions, motives for gam-
highest severity were often involved in illegal acts to ing, and preferences for game genres. The implica-
support their gambling.26 tions of these subtypes for assessment and treatment
In contrast, a theory-derived typology of GD has planning will also be highlighted.
provided useful insight and aided in the conceptual-
ization of gambling problems.27 Using an integrated
pathway model, Blaszczynski and Nower have sug- Impulsive/aggressive type
gested three subtypes of gamblers: behaviorally con- Similarly to the antisocial, impulsive subtype in GD,
ditioned, antisocial impulsive, and emotionally it is hypothesized that there are impulsive/aggressive
vulnerable gamblers. In this model, the behaviorally gamers who play Internet games as a means to
conditioned subtype has no underlying psychiatric release their aggressive impulses and seek sensation

© 2016 The Authors


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
482 S-Y. Lee et al. Psychiatry and Clinical Neurosciences 2017; 71: 479–491

to alleviate boredom.15 Empirical studies have con- During adolescence, the immature brain has a rela-
sistently found significantly higher impulsiv- tive lack of inhibition capacity.50,51 Prefrontal top-
ity13,22,35 and aggression among youth with down control develops comparatively slower than
IGD15,16,36,37 compared to those without IGD. the functions in the subcortical regions that are
Given that impulsivity is a core clinical feature of involved in desire in neurodevelopment. This mis-
ADHD and antisocial behavior38,39 and is also a key matched neurodevelopment may increase adoles-
risk factor for addiction,40–42 previous studies that cents’ impulsivity and reward-seeking behavior, as
have suggested significant associations between they are not fully controlled by ‘the slower develop-
externalizing problems like ADHD and IGD have ing inhibitive frontal cortex.’51 This is one explana-
also offered further supporting evidence for the criti- tion for the higher prevalence of IGD among
cal role of impulsivity in IGD.15,16,36,37 The impul- adolescents and young adults than in their older
sive/aggressive subtype may differ from other IGD counterparts. Therefore, clinicians must consider
subtypes in that the impulse to release anger is the neurodevelopmental aspects in the assessment and
main motivation for gaming. Specifically, impulsiv- treatment-planning stages for youth with IGD.5
ity is often observed as a preference for particular With regard to the treatment of impulsivity and
game genres, such as multiplayer online battle arena IGD, evidence suggests that altered prefrontal func-
and first-person shooter games, which may contain tion improved following 6 weeks of bupropion
more violent content than other types of massively treatment.45 This outcome indicates that it may be
multiplayer online role-playing games possible to improve prefrontal function that has
(MMORPG).22 Furthermore, these game genres have been deteriorated by IGD, even if the underlying
been found to significantly increase the risk for IGD genetic or neurodevelopmental factors cannot be
compared with other game genres.18,19 modified.
The empirical evidence thus far indicates that
impulsivity, a major contributing factor for externa-
lizing problems like ADHD, may also act as a risk
factor for IGD. Impulsivity could be mediated by Emotionally vulnerable type
externalizing problems as predisposing conditions Individuals with excessive Internet gaming for
that motivate gamers to impulsively release their escapism or mood-modification purposes can be
aggression through excessive gaming. Externalizing characterized as the emotionally vulnerable type of
psychiatric disorders have been associated with IGD IGD. To these players, Internet gaming may act as
symptoms of ‘jeopardizing relationship/career’ and a positive reward and also functions as a self-
‘loss of control.’ This finding may indicate the pre- remedy for their emotional suffering or self-
disposing role of low executive control over IGD in dissatisfaction.52–54 Escapism or mood modifica-
the impulsive/aggressive subtype.43 In addition, tion describes a situation where one plays Internet
excessive gaming can also increase impulsiveness games to get away from a stressful reality or unsat-
and reduce executive control,44,45 creating a vicious isfactory moods. Nearly one-third of online gamers
cycle where impulsivity is responsible for excessive used gaming as a means to escape negative feelings
gaming, which in turn exacerbates the impulse con- and everyday problems.54 Furthermore, lower self-
trol problem further, resulting in IGD. As such, esteem and decreased satisfaction with daily life
understanding what contributes to higher impulsiv- were found to be associated with a higher severity
ity before IGD even develops is crucial in assessing of IGD among male students.11 Increased levels of
excessive gaming behaviors. depression and anxiety have also been reported
In general, impulsivity is affected by genetic, neu- among IGD patients in a prior study.3 Internalizing
rotransmitter, or neurodevelopmental perspectives. psychiatric disorders has shown associations with
In twin studies, 45% of the individual difference in IGD symptoms of ‘preoccupation,’ ‘withdrawal,’
impulsivity can be explained by genetic factors.46 and ‘decrease in activities other than gaming.’43
Serotonergic and dopaminergic polymorphisms These findings indicate that any emotional distress
have also been reported to exert effects on impulsiv- that develops prior to excessive gaming behavior
ity.47 Low serotonergic tone has been implicated in may trigger emotionally vulnerable people to
impulsivity,48 and dopamine was suggested to mod- develop IGD. Incorporating this notion, the DSM-5
ulate cognitive control based upon rewards.49 research criteria for IGD included the ‘use of

© 2016 The Authors


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
Psychiatry and Clinical Neurosciences 2017; 71: 479–491 Typology of IGD 483

Internet games to escape/relieve a negative mood’ game missions that require teamwork. Social self-
as one of its diagnostic criteria. efficacy, loneliness, and reduced family relationship
However, this criterion could be empirically criti- quality have been reported to be associated with
cized because gaming as a means for mood modifi- IGD.7,9 We therefore propose the ‘socially condi-
cation can also be properly utilized as a coping tioned’ subtype based on our clinical experience and
strategy by relatively healthy people.36,55,56 Escap- empirical findings that highlight the importance of
ism was the most frequently endorsed criterion in social motives in IGD, as reported by a recent study
German (5.3%) and Singaporean (30%) stud- showing that social motives were the main reason
ies.35,56 However, escapism was not found to be for accessing the Internet among adolescents, fol-
associated with an IGD diagnosis56 and showed the lowed by skills enhancement and coping motives
lowest diagnostic accuracy (74%) and specificity among problematic Internet users.60 We hypothesize
(73%).36 In fact, escapism was also associated with that for gamers with this subtype of IGD, their
lower IGD severity.55 These findings suggest that tak- online social engagement may not be behaviorally
ing part in gaming to modify negative feelings or conditioned by gaming, but instead is pre-
release stress could also be a type of normative cop- conditioned by unmet social needs in the real
ing behavior. Therefore, an affirmative response to world.
this criterion must not be construed as a pathologi- Despite the common motive to socialize, we also
cal symptom of IGD without further probing. argue that two categories exist under the socially
Information on the specific context of gaming to conditioned subtype of IGD: covert and overt. The
escape is required for the accurate assessment and covert type displays high levels of harm avoidance
interpretation of the endorsed escapism. For exam- and social withdrawal and resembles avoidant per-
ple, if the patient uses gaming to alleviate stress sonality/social phobia. In contrast, those of the overt
from daily hassles, which, in turn, improves the type share narcissistic personality traits, which have
patient’s daily functioning, the endorsement of demonstrated a positive correlation with IGD.16
escapism may not necessarily need to be interpreted Gamers with covert, socially conditioned IGD have
as pathological. Such a gaming motivation could be a strong tendency to avoid risks/harm, and they fear
better understood as an adaptive coping strategy. social rejection in real life. The presence of this type
However, if the adverse mood is not a reaction to a of gamer is evidenced by prior research findings.
stressor, but rather originates from internalizing Investigations have identified low social
other problems, such as depression or anxiety disor- competence,59 high interpersonal sensitivity,37 and
ders, escapism needs to be considered more seri- social withdrawal7 as risk factors for IGD. Offline
ously. Positive correlations between depression/ social competence was significantly negatively corre-
anxiety and IGD have been consistently found in lated with IGD, while online social competence has
the scientific literature.3,12,15,57,58 Moreover, pre- been significantly positively correlated with IGD.9
existing depressive symptoms can worsen over time Such findings suggest the possibility that these indi-
as a consequence of untreated IGD.59 Another con- viduals may long for social acceptance but are una-
sideration in the assessment of escapism is whether ble to form close relationships in real life due to
gaming is the exclusive strategy used by the patient their low self-esteem, fear of rejection, or prior
to cope with negative feelings. We argue that if the experiences of being bullied. They instead seek
patient is unable to adopt other healthy ways of online social relationships; Internet gaming may
mood modification and becomes over-reliant on provide a safer alternative source for social rewards.
gaming for such purposes, escapism can be assessed In some extreme cases, real-life interpersonal rela-
as maladaptive and is more likely to indicate IGD. tionships have even been replaced by online rela-
tionships. One study reported that over one-fifth of
online gamers preferred socialization online to off-
Socially conditioned type line and some even considered the online world as
Instead of the behaviorally conditioned pathway in a place of equality.61 To such gamers, playing freely
GD, we propose the socializing pathway. Although with others anonymously, making new online
gambling addicts may not enter casinos for socializ- relationships, being recognized as competent
ing purposes, serious online gamers often build a players, and feeling a sense of belonging seemed
guild of their own and socialize when carrying out to fulfill social needs that were unmet in real life.

© 2016 The Authors


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
484 S-Y. Lee et al. Psychiatry and Clinical Neurosciences 2017; 71: 479–491

However, research evidence suggests that the more IMPLICATIONS OF SUBTYPES FOR
people engage in online social relationships, the ASSESSMENT, TREATMENT, AND
less real-life socialization they seek out and take FUTURE RESEARCH
part in.62
In contrast to the covert type, overt-type gamers Psychiatric comorbidities
display self-aggrandizement and seek attention and The conceptual framework underlying the proposed
admiration from others. As previously reported, typology of IGD delineates a pathway that links pre-
extroversion is a key personality characteristic disposing vulnerabilities, motives, and gaming fac-
among online gamers with this type of IGD.63 tors to IGD (Fig. 2). We highlight psychiatric
Extroversion also corresponds to the ‘extroversion comorbidities as a key consideration in the typology
pathway,’ one of three subtypes that have been of IGD. As individuals with IGD manifest a wide
suggested for problematic mobile phone users.30 range of psychiatric disorders, such as ADHD and
In this model, the ‘extroversion pathway’ explains depression and anxiety disorders (including social
the behavior of those with ‘a constant need for phobia),3,64 the proposed subtypes suggest that the
stimulation and a high sensitivity to rewards.’ psychiatric comorbidity of the IGD patient also be
Overt type gamers may have motives to show off examined. This investigation may aid in systemati-
their skills or high-ranking status through gaming. cally understanding the patient’s specific motives for
For Internet addiction, the addicted group (74.9%) gaming, his or her corresponding preference for
was more likely to respond that they gain more
game genres and gaming behaviors, and whether
social recognition in the online compared to the
and how all of these contribute to the development
offline world than the general population
of IGD. However, it should also be noted that psy-
(13.7%).5 Satisfying their demand for social recog-
chiatric comorbidities are not the only predisposing
nition while remaining unharmed from social criti-
vulnerabilities to be considered when classifying
cisms or aversive reactions in the real world may
subtypes and that not all IGD patients present with
cause the overt types to indulge in more Internet
gaming. a psychiatric comorbidity despite the high preva-
Among various game genres, two particular types lence of such conditions among the IGD population
prompt patients with IGD to spend more time in general.3,64 When IGD patients are not diagnosed
playing than normal players: shooting games and with a psychiatric disorder, their personality traits
role-playing games (RPG).18 However, this phe- should also be considered. These traits may be par-
nomenon was only displayed for online shooting ticularly relevant when assessing patients with the
or RPG. The same off-line game genres failed to overt, socially conditioned subtype of IGD. While
produce a significant difference in playtime ADHD (for the impulsive/aggressive subtype),
between IGD and non-IGD groups.18 Similarly, depression (for the emotionally vulnerable subtype),
shooting games and RPG had previously been and social phobia (for the covert, socially condi-
reported to be the two most preferred game genres tioned subtype) may be easily observed, few psychi-
to play with others compared with playing alone.19 atric disorders may be detected in those with the
Thus, certain game genres or games with strong overt, socially conditioned subtype. In this subgroup
social components may have an additional role in of IGD patients, extroversion and narcissistic person-
the pathogenesis of the socially conditioned sub- ality traits rather than a specific mental disorder may
type of IGD. Although this hypothesis is theoreti- more effectively illuminate the underlying motives,
cally appealing, more empirical studies are gaming behaviors, and manifestations of IGD
required to clarify this specific IGD subtype and its symptoms.
associated characteristics. Moreover, not every game Also, we argue that regardless of any associated
has major social components; other motivations comorbid psychiatric conditions, these psychiatric
may also play a role in the development of IGD. comorbidities and IGD may mutually reinforce each
Therefore, a pathway not otherwise specified was other. For example, while ADHD may contribute to
also added to Figure 2. Future well-designed stud- excessive gaming as a predisposing risk factor,14
ies should be conducted to investigate the precise excessive gaming may also increase impulsivity, one
role of socializing needs on the development of core ADHD feature, as demonstrated by decreased
IGD among other motivations. orbitofrontal function in the sufferers.65 Hence, the

© 2016 The Authors


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
Psychiatry and Clinical Neurosciences 2017; 71: 479–491 Typology of IGD 485

Types & vulnerable factors Motives Game preferences

Emotional vulnerability
- Escapism
- Entertainment
- Depression for self-remedy
- Anxiety

Covert:
Socializing need SNS games
- Safe social
engagement
Covert : Harm avoidant - Belongingness MMORPG
Social phobic
Overt: MOBA
Overt : Narcissism - Social recognition
- Power/admiration
Action

Figure 2. A pathway model to Inter- Impulsivity/aggression


FPS
net gaming disorder. ADHD, - Lack of executive control - Competition/
release of anger
attention-deficit hyperactivity disorder; - Exciting pleasure
: Neurodevelopmental mismatch
FPS, first-person shooter games; ADHD/conduct/antisocial
MMORPG, massively multiplayer
online role-playing games; MOBA,
multiplayer online battle arena games; Not otherwise specified
SNS, social network service.

deteriorated ADHD condition may further escalate we conclude that concurrent treatment of the psychi-
excessive gaming behavior into a more severe state atric disorder and IGD would be most beneficial.
of IGD. According to research findings, the same
pattern could also be applicable to depression and
IGD.3,59 In other words, while psychiatric problems Social risk factors
may create a vulnerability for the development of Another consideration for assessment and therapeu-
IGD, the adverse psychosocial effects of IGD can tic planning when using the proposed subtypes is
also contribute to psychiatric comorbidity. Further- how social risk factors influence certain subtypes of
more, considering the high comorbidity of IGD with IGD. Specifically, as implied in the previous
depression and anxiety disorders, determining section on subtypes, while the impulsive/aggressive
whether the internalizing problem originated from type of IGD can primarily be explained by biological
an underlying psychiatric comorbidity or the IGD variables, such as a neurodevelopmental mismatch,
itself could prove challenging. Nevertheless, some the clinical manifestations of the predisposing vul-
may argue that it is still crucial to determine the nerabilities and motives of socially conditioned IGD
order of manifestation between psychiatric problems patients can be further explicated by understanding
and IGD when developing a therapeutic approach. their social surroundings. This determination is par-
ticularly relevant when identifying the motives for
In our pathway model for IGD, we conceptualize
gaming among those of the covert, socially condi-
psychiatric comorbidity as a predisposing vulnerabil-
tioned subtype: to obtain safe social engagement,
ity similar to aggression, anhedonia, and emotional
connectedness, and a sense of belonging. As sug-
problems, which has predicted Internet addiction in
gested in the covert, socially conditioned subtype,
longitudinal studies.66–68 This association may indi- people with IGD are more likely to live in socially
cate that mitigating such predisposing risk factors isolated environments compared to those without
can also facilitate recovery from IGD.45,68 However, IGD.31 For example, children living with only one
given that IGD has its own independent and detri- parent69,70 or living under little parental
mental effects on other mental disorders,59 direct supervision,71 or adults who reside alone70 are more
intervention for IGD is also critical to preventing the likely to report problems with Internet gaming. In
deterioration of psychiatric comorbidities. Hence, addition, available research evidence indicates that

© 2016 The Authors


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
486 S-Y. Lee et al. Psychiatry and Clinical Neurosciences 2017; 71: 479–491

youth with IGD are more likely to be deprived of proposed subtype warrants further investigation.
the social resources necessary for their healthy devel- Thus far, it remains unexplored whether poor social
opment compared with those without IGD. Chil- resources and social relationships are significantly
dren of parents with low socioeconomic status have more salient for the covert, socially conditioned sub-
also been reported to experience more problems type than they are for the other subtypes. Although
with online gaming addiction than those of parents robust evidence indicates that the aforementioned
with high socioeconomic status.72 In addition, social unfavorable social conditions are associated with
activities with parents have been reported to provide IGD in general, it is unclear whether these factors
protection against gaming addiction.9 The fact that pose more of a risk for the socially conditioned sub-
gaming problems were more prevalent among stu- type than the others; not all Internet games have
dents living in rural areas than in urban areas also highly social components. Future research is needed
indicates that excessive gaming problems could be to provide empirical evidence about the relative con-
promoted by the availability of fewer after-school tribution of social risk factors by different IGD
activities.72 A cohort study reported that any base- subtypes.
line conflict between a child and a parent signifi-
cantly increased the risk of developing Internet
addiction after 1 year.69 Therefore, social environ- Gaming factors
mental factors, including socioeconomic status, Our classification of subtypes presumes that online
parent–child relationship quality, parental guidance, gamers select game content and genres that reflect
and the availability of interesting activities other their own needs. The game content may provide
than gaming, should be considered in the evalua- meaningful clues to the vulnerabilities of the
tion and treatment of IGD. affected individuals. In addition, game genres may
Consideration of these social conditions of IGD substantially influence the gaming pattern as well as
also indicates that some of the DSM-5 criteria for the clinical course. Although few studies have been
IGD, such as lying (‘has deceived a family member conducted on the effects of different game genres on
regarding the amount of Internet gaming’), poor IGD, prior research findings have demonstrated that
social role functioning (‘has jeopardized or lost a real-time strategy games and RPG were associated
significant relationship because of Internet gaming’), with IGD more frequently than other game genres.20
and loss of interest in activities other than gaming MMORPG are also heavily played by and are thus
(‘loss of interest in previous hobbies and entertain- more addictive to gamers with low self-esteem
ment as a result of and with the exception of Inter- and/or unmet social needs (i.e., the covert, socially
net gaming’), may not merely be symptoms of IGD. conditioned subtype).21 In addition, as already
Instead, these may be social interaction patterns highlighted, those of the impulsive/aggressive sub-
shaped by pre-existing and unhealthy social rela- type may prefer game genres with highly violent
tionships and environments prior to their engage- content. Understanding IGD patients’ preferences
ment in excessive gaming. As such, when examining for game genres as an indication of their underlying
the social aspects of IGD patients, especially those psychosocial needs based on subtype may help us
of the socially conditioned subtype, the DSM-5 cri- tailor a personalized therapeutic plan and also
teria on these three symptoms – lying, poor social enhance patient treatment response. However, dif-
role functioning, and loss of interest – should be ferent preferences for game genres and content by
used with some caution; patients’ responses to these subtype that were identified from available research
criteria must be further explored both before and findings remain unclear, especially for the emotion-
after their excessive gaming behavior to determine ally vulnerable subtypes who complain of negative
their social relationships and environments. Such moods and may play Internet games for escapism
information would, in turn, lead to psychosocial and as a self-remedy. As such, further research is nec-
interventions in improving the patient’s parent– essary to identify the game preferences of the emo-
child, family, and peer relationships as well as his or tionally vulnerable group of IGD patients. In
her living environment, which will ultimately addition, the strong correlations between certain
improve the treatment outcomes of IGD. Last but game genres or contents and IGD in general as well
not least, one other issue that commonly arises from as between game genres/content and specific sub-
assessing the social aspects of IGD in relation to the types suggest that clinicians must be equipped with

© 2016 The Authors


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
Psychiatry and Clinical Neurosciences 2017; 71: 479–491 Typology of IGD 487

basic knowledge regarding Internet game genres and CONCLUSION


contents. Without such knowledge, it will be chal-
Problematic Internet gaming may damage various
lenging for clinicians to understand the nature of
life domains, such as interpersonal, social, academic,
their IGD patients and to build a therapeutic alli-
and occupational functioning, and is known to be
ance during assessment and treatment.
associated with many psychiatric pro-
blems.2,3,13,14,58 Some may argue that Internet gam-
ing may not be as addictive as alcohol, cigarettes, or
Future research regarding the proposed illicit drugs. Nonetheless, stricter regulations are
typology of IGD applied to these substances, while opportunities for
gaming are ubiquitous, especially with the introduc-
In this paper, we have proposed a typology for IGD
tion and availability of smartphones. The detrimen-
to help clinicians and researchers explain the com-
tal consequences of IGD do not remain at the
plexity of the clinical manifestations of IGD. While
individual level, but may also extend to the level of
the typology is based on a theory-derived pathway
society.6 With the increasing number of households
in which predisposing vulnerabilities, motives, and
that have high-speed Internet access around the
gaming patterns are interlinked to IGD, the distinc-
globe, Internet-related problems are anticipated to
tive main features of each subtype were explained
grow continuously; gaming is a major component
with relevant empirical research findings. However,
that induces Internet addiction.73 IGD is particularly
our proposed typology is still subject to further vali-
alarming as young populations are more predis-
dation through future research. Specifically, there
posed to IGD.5 Due to neurodevelopmental mis-
are two main issues to be resolved. First, it is
match, adolescents’ top-down control is relatively
unclear whether the three types are clinically dis-
deficient,51,74 which may render the young more
crete groups or if they overlap. In clinical practice,
prone to this type of addiction.
emotionally vulnerable IGD patients and covert,
Herein, a typology of three distinct IGD groups
socially conditioned patients may not be distin-
has been proposed: ‘impulsive/aggressive,’ ‘emotion-
guishable, given that loneliness, a psychological
ally vulnerable,’ and ‘socially conditioned’ gamers.
trait of the covert, socially conditioned type, and
To enable the application of typology in real-life
depressive mood, a psychological trait of the emo-
practice, we argue that maintaining simplicity while
tionally vulnerable type, are usually highly corre-
also not compromising the legitimacy of classifica-
lated. Likewise, impulsive/aggressive IGD patients
tion is essential. The first two groups correspond to
and overt, socially conditioned patients who are
the ‘antisocial, impulsive’ and the ‘emotionally vul-
overachievers and seek admiration from others may
nerable’ problem gamblers in the pathway model in
appear similarly and share certain personality traits.
GD.27 The ‘impulsive/aggressive’ group may lack
Hence, validation of this typology requires further
frontal executive control or have high inner-tension
clinical observation of the proposed subtypes that
to release their aggression. They may prefer games
will be subject to scientific investigation. The sec-
with more aggressive or violent features, such as
ond issue concerns potential differences in the
first-person shooter games. Their decreased executive
severity of IGD by subtype. In our current classifica-
control may stem from mismatched neurodevelop-
tion system, we do not suggest that any subtype
ment or psychiatric comorbidities, such as ADHD or
manifests or would possibly manifest a higher or
conduct disorder. In the latter cases, treating the pri-
lower severity of IGD than the others. However, it
mary psychiatric disorders may also enhance the
would be useful for clinicians to determine whether
treatment response for gaming problems. The ‘emo-
the severity of IGD differs according to subtype, as
tionally vulnerable’ group may utilize Internet gam-
this distinction would have implications for the
ing mainly for mood-modification purposes. For
mode, intensity, and setting of effective treatments.
these types, an intervention that addresses the
Research that examines the relative effects of differ-
underlying depression or external stressors may
ent psychiatric comorbidities or personality traits
improve the treatment response. The ‘socially condi-
on the severity levels of IGD may provide insight
tioned’ group, both of the covert subtype (high
into which subtype is more likely to manifest a
harm avoidance and social anxiety) and the overt
higher severity of IGD, thus requiring more inten-
subtype (narcissistic), may prefer games with
sive clinical intervention.

© 2016 The Authors


Psychiatry and Clinical Neurosciences © 2016 Japanese Society of Psychiatry and Neurology
488 S-Y. Lee et al. Psychiatry and Clinical Neurosciences 2017; 71: 479–491

socializing features, such as teamwork or an avenue Form and declare no potential conflicts of interest.
to gain fame and social recognition. Social isolation Although Dr Lee’s research has been supported by a
has been identified as an important risk factor for grant from the Ministry of Health and Welfare,
IGD; therefore, we viewed that being connected to Republic of Korea (HM15C1124), the funder had
others, one of the main features of Internet gaming, no role in the design or conduct of this research.
is a major motive for gaming that contributes to the
development of IGD. We speculate that gamers may
have already been ‘socially conditioned’ due to past AUTHOR CONTRIBUTIONS
adverse social experiences that took place before the S.Y.L. drafted the manuscript and figures. H.K.L.
emergence of the gaming problems. conceptualized and supervised the writing of the
Identification and appropriate treatment of IGD are manuscript. H.C. further developed the concept and
difficult tasks due to the pleomorphic clinical presen- took part in writing the manuscript.
tations of IGD. More factors are involved than just
game-related factors, such as the genres, designs, and
contents of the games that are played. With regard to REFERENCES
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