Abstract
The current DSM-5 research diagnosis of Internet Gaming Disorder has led to a great number of publications, dealing with the importance of differentiating between normal, extensive and addictive gaming. Online cultures and online social relations have become more and more important for people of all ages and gaming is one of the most common leisure activities of all children and adolescents. How can we distinguish healthy gaming from pathological gaming respecting individual differences and still define the right moment for interventions if they are needed in terms of either prevention or treatment for individuals with internet gaming disorder? Results from our SEYLA (Saving and Empowering Young Lives in Austria)-Study, where baseline data from school-aged adolescents (14–20 years old) has been collected regarding health and well-being in Austrian adolescents indicate that we do not need to prevent children and adolescents from gaming in order to prevent addiction. Instead, we need to support them so that they can play for fun and not as a mechanism to avoid or cope with other problems. Further research from a multiprofessional approach is needed to build a realistic and comprehensive understanding of this ‘gaming-continuum’, because those gamers who experience addiction-related symptoms require professional support without being stigmatized.
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Springer, N., Kapusta, N., Schoof, N. (2019). The Importance of Being Playful. In: Elmenreich, W., Schallegger, R., Schniz, F., Gabriel, S., Pölsterl, G., Ruge, W. (eds) Savegame. Perspektiven der Game Studies. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-27395-8_7
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