Skip to main content

Table 2 Endorsement rate of each item of the DSM-5 criteria

From: Symptoms of internet gaming disorder among male college students in Nanchong, China

Item description

Total participates

(N = 2533)

IGD

(n = 294)

Yes

No

Yes

1. Feel preoccupied with Internet games.

419 (18.7%)

1820 (81.3%)

251 (85.4%)

2. Feel irritable, anxious, or sad when Internet gaming is taken away.

129 (5.8%)

2110 (94.2%)

167 (56.8%)

3. Spend increasing amounts of time on gaming to achieve satisfaction.

131 (5.9%)

2108 (94.1%)

185 (62.9%)

4. Have made unsuccessful attempts to control your participation in Internet games.

319 (14.2%)

1920 (85.8%)

219 (74.5%)

5. Have lost interests in previous hobbies and entertainment as a result of, and with the exceptions of, Internet games.

112 (5.0%)

2127 (95.0%)

164 (55.8%)

6. Continue to play Internet games excessively despite knowledge of psychosocial problems.

460 (20.5%)

1779 (79.5%)

238 (81.0%)

7. Have deceived others regarding the amount of Internet gaming.

168 (7.5%)

2071 (92.5%)

165 (56.1%)

8. Use Internet games to escape or relieve a negative mood.

793 (35.4%)

1446 (64.6%)

246 (83.7%)

9. Have jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in Internet games.

197 (8.8%)

2042 (91.2%)

179 (60.9%)