This responsibility needs to be shared by popular media who are often quick to build a moral panic around gaming behaviors, often based on cherry-picking specific case studies and pieces of research which support their headlines. We argue that rather than stigmatizing gaming per se, the role of scientists and practitioners is to establish a clear-cut distinction between someone who may use games excessively but non-problematically and someone who is experiencing significant impairment in their daily lives as a consequence of their excessive gaming. We outline some ways forward in overcoming issues and concerns in the gaming studies field. All of the responses to our original paper highlighted many conceptual, theoretical, and/or methodological problems with the proposed IGD diagnosis as outlined in the DSM-5. In this paper, we offer responses to the six commentaries to move the scientific field forward. Experts in the field responded to our evaluation of these issues resulting in six commentaries. The current DSM-5 diagnosis of Internet Gaming Disorder (IGD American Psychiatric Association, 2013) has led to a number of issues and concerns that we highlighted in our recent paper (Kuss, Griffiths, & Pontes, 2017). Use of videogames at higher doses was associated with delayed sleep/wake schedules and wake lag, potentially impairing health outcomes.įuture research should examine whether interventions to reduce screen time activities among adults is effective in increasing their sleep duration. Prevalence of sleep disorders was significant. In agreement with previous findings, shortened sleep duration was indeed associated with prolonged video gaming intervals. However, during hypothesis testing, it was found that there is a significant positive association with adult gamers losing hours of sleep (M= 1.86) and video gaming negatively affecting sleeping habits (M=2.07). Pearson correlational analyses revealed a non-significant negative relationship between the total amounts of screening time an individual spent playing video games (ST) and the amount of sleep time (TST). Anxiety (3%) due to a restless mind was also a common concern. The most prevalent sleep disturbances for waking up at night were requiring to use the bathroom (36%), bad dreams (35%), feeling hot (31%), restless legs (22%), headaches (16%), pain (14%), cold (11%), night sweats (10%), coughing (6%), and snoring (2%) respectively. Gamers had self-reported having trouble falling asleep within 30 minutes (M=1.96), were not getting enough night time sleep (M=1.73), displayed daytime sleepiness (M=1.78) and felt dissatisfied with their current sleep pattern (M=1.70). Survey items had acceptable internal consistency (Cronbach's alpha) at 0.858. Findings were analyzed using Pearson correlation and independent sample t-test. 50 males and 50 females were selected by convenient sampling method. The variables were measured using an online survey derived from the Pittsburg Sleep Quality Index (PSQI), Sleep Reduction Screening Questionnaire (SRSQ), Insomnia Severity Index (ISI), and Game Engagement Questionnaire (GEQ). The researcher hoped to find a correlation between adult gamers’ amount of video game usage and their reported quantity as well as quality of sleep. The present study aimed to probe the impact of prolonged video gaming on sleep pattern among an ethnically diverse sample of n=100 active, adult videogamers. Reduced levels of attention, retention, learning and memory are adverse outcomes of sleep disorders. Sleep plays an important role in health and its significance is emphasized.
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