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Addictive Behaviors 64 (2017) 357–362

Contents lists available at ScienceDirect

Addictive Behaviors

journal homepage: www.elsevier.com/locate/addictbeh

Treatment with the Self-Discovery Camp (SDiC) improves Internet


gaming disorder
Hiroshi Sakuma ⁎, Satoko Mihara, Hideki Nakayama, Kumiko Miura, Takashi Kitayuguchi, Masaki Maezono,
Takuma Hashimoto, Susumu Higuchi
National Hospital Organization Kurihama Medical and Addiction Center, 5-3-1 Nobi, Yokosuka, Kanagawa 2390841, Japan

H I G H L I G H T S

• We devised a therapeutic residential camp for Internet gaming disorder.


• This Self-Discovery Camp led to decreased gaming time at a 3-month follow-up.
• Problem recognition and self-efficacy scores similarly increased after the camp.
• Onset age of Internet gaming disorder and problem recognition were correlated.

a r t i c l e i n f o a b s t r a c t

Article history: Introduction: Internet gaming disorder (IGD) is a novel behavioral addiction that influences the physical, mental,
Received 8 June 2015 and social aspects of health due to excessive Internet gaming. One type of intensive treatment for IGD is the ther-
Received in revised form 3 June 2016 apeutic residential camp (TRC), which comprises many types of therapies, including psychotherapy,
Accepted 9 June 2016 psychoeducational therapy, and cognitive behavioral therapy. The TRC was developed in South Korea and has
Available online 10 June 2016
been administered to many patients with IGD; however, its efficacy in other countries remains unknown. We in-
vestigated the efficacy of the Self-Discovery Camp (SDiC), a Japanese version of a TRC, and the correlations be-
Keywords:
Behavioral addiction
tween individual characteristics and outcome measures.
Onset Methods: We recruited 10 patients with IGD (all male, mean age = 16.2 years, diagnosed using the DSM-5) to
Internet spend 8 nights and 9 days at the SDiC. We measured gaming time as well as self-efficacy (using the Stages of
Cognitive behavioral therapy Change Readiness and Treatment Eagerness Scale, a measure of therapeutic motivation and problem recogni-
Video game tion).
Results: Total gaming time was significantly lower 3 months after the SDiC. Problem recognition and self-efficacy
towards positive change also improved. Furthermore, there was a correlation between age of onset and problem
recognition score.
Conclusions: Our results demonstrate the effectiveness of the SDiC for IGD, especially regarding gaming time and
self-efficacy. Additionally, age of onset may be a useful predictor of IGD prognosis. Further studies with larger
sample sizes and control groups, and that target long-term outcomes, are needed to extend our understanding
of SDiC efficacy.
© 2016 Elsevier Ltd. All rights reserved.

1. Introduction has shown that only a small proportion of heavy gamers are likely to de-
velop IGD (Baggio et al., 2016; Mentzoni et al., 2011). Patients with IGD
Internet gaming disorder (IGD) is a behavioral addiction character- immerse themselves in online games and present difficulties in physi-
ized by compulsive overuse of and dependence on various types of on- cal, mental, and social aspects of health (American Psychiatric
line gaming, such as massively multiplayer online role-playing games Association, 2013; Kim et al., 2016). Recently, IGD has gained promi-
(MMORPGs) and first-person shooting games. Demographic research nence alongside the development of information technologies and In-
ternet services (Griffiths, Kuss, & King, 2012).
IGD is characterized not only by compulsive overuse, but also by
Abbreviations: SDiC, Self-Discovery Camp; IGD, Internet gaming disorder; TRC,
therapeutic residential camp.
similarities with other behavioral addictions (Fauth-Buhler & Mann,
⁎ Corresponding author. 2015; Kuss, 2013). There are several arguments concerning whether In-
E-mail address: YRS02723@nifty.com (H. Sakuma). ternet/computer overuse can become an addiction (Griffiths, 2004,

http://dx.doi.org/10.1016/j.addbeh.2016.06.013
0306-4603/© 2016 Elsevier Ltd. All rights reserved.
358 H. Sakuma et al. / Addictive Behaviors 64 (2017) 357–362

2015). For instance, some claim that IGD simply characterizes other as- attention-deficit hyperactivity disorder (ADHD) or developmental dis-
pects of existing mental disorders (Blaszczynski, 2006; Shaffer, Hall, & orders is also unknown. Verifying the treatment effects and feasibility
Vander Bilt, 2000). However, researchers have generally reached the of TRC can help to spur further exploration of the effective treatment
consensus that the overuse of or addiction to Internet gaming can be a of IGD.
psychiatric issue (Petry, Rehbein, Ko, & O'Brien, 2015). The Kurihama Medical and Addiction Center has contributed to both
Although the prevalence of IGD varies according to country, culture, the treatment and research of Internet addiction in Japan (Tohyama,
and social background, many studies suggest that IGD typically occurs Yokoyama, Matsushita, & Higuchi, 2014). In this study, we implemented
more in younger ages. Approximately 1.5–3% of children aged 13– a Japanese version of the TRC, the “Self-Discovery Camp” (SDiC), and de-
16 years in the Netherlands may have IGD (Van Rooij, Schoenmakers, signed a measure of its efficacy.
Vermulst, Van Den Eijnden, & Van De Mheen, 2011). Studies from This study estimated the effectiveness of the SDiC for IGD and con-
other countries have shown similar results that IGD has “peak ages” firmed whether the effects are durable over time. We also examined
(Bakken, Wenzel, Gotestam, Johansson, & Oren, 2009; Papay et al., the correlations between participants' individual characteristics and
2013; Rehbein, Kleimann, & Mossle, 2010; Wang et al., 2014). outcome measures.
Since IGD commonly occurs in adolescents or young adults, it means
that their addictive behavior can critically affect their social develop- 2. Methods
ment and interaction. For instance, individuals with severe IGD typically
spend a long time gaming, occasionally exceeding 30 h or more a week 2.1. Participants
(Bouna-Pyrrou, Muhle, Kornhuber, & Lenz, 2015). Furthermore, they
tend to exhibit aggressive tendencies, which can influence their social Participants were 10 males diagnosed with IGD according to DSM-5
well-being (Lemmens, Valkenburg, & Peter, 2011), and exhibit impaired criteria. They also fulfilled Griffith's six components of addiction: sa-
sleep quality (Carli et al., 2013). Patients with IGD also often exhibit lience, mood modification, tolerance, withdrawal, conflict, and relapse
symptoms or comorbidities such as hostility, social phobia, anxiety, (Griffiths, 2005). More specifically, our inclusion criteria were as fol-
depression. lows: 1) satisfied both Griffith's six components of addiction and the
Typically, individuals with addictions have a high risk of comorbidi- DSM-5 IGD criteria through an interview by one our center's psychia-
ties (Hogue, Henderson, & Schmidt, 2016; Marquez-Arrico, Lopez-Vera, trists and 2) spoke Japanese. The exclusion criteria were as follows: 1)
Prat, & Adan, 2016). Comorbidities such as developmental disorders or have a substance use disorder or a past history of one, 2) have severe
anxiety disorders impair of the use of coping strategies and lower self- mental or somatic symptoms that influenced continuous attendance
efficacy in addictive disorders (Hermsen et al., 2016). Moreover, comor- of the program (e.g. severe cognitive or intellectual dysfunction, severe
bidities are related to the severity of IGD (Baggio et al., 2016; Han, Kim, depression, suicidal tendency, severe diabetes), as determined by the
Bae, Renshaw, & Anderson, 2015; Wei, Chen, Huang, & Bai, 2012). physician in charge; 3) have not provided oral and written agreement
It is important to provide effective treatment to patients with IGD to participate (both themselves and their parents or representatives);
that tend to have comorbidities. Since IGD is a novel disease, there is and 4) are considered by their physician in charge to be at risk for dete-
still insufficient evidence of therapeutic outcomes for IGD. However, rioration of symptoms if they attend the SDiC.
there is a concordance on the efficacy of psychosocial or All participants were recruited from our center's population of inpa-
psychoeducational therapies for IGD. Hall and Parsons (2001) reported tients and outpatients with IGD. They were all diagnosed with IGD by
that cognitive behavioral therapy (CBT) is effective for college student psychiatrists in our center's addiction department during their first
patients. Furthermore, according to a review by King, Delfabbro, visit to our center, prior to being recruited. Seven outpatients had re-
Griffiths, and Gradisar (2011), there are many reports of non- ceived regular counseling by a psychiatrist before attending the SDiC.
pharmacotherapeutic treatments for IGD, most of which focus on CBT, However, their obsessive gaming continued despite this counseling,
motivational interviewing, and counseling. and all of them satisfied the DSM-5's criteria for IGD at baseline. Three
The treatment or therapeutic effects described in these reports vary inpatients, also evaluated by psychiatrists, started their treatment in
widely. For instance, one study reported that the therapeutic effects of our center's outpatient clinic. However, their frequency of obsessive
CBT were sustained in 78% of those patients 6 months later (Young, gaming and aggressive behavior increased, so they were admitted to
2013). However, according to King et al.'s (2011) review, despite the our center within 1 month before the SDiC. The clinical characteristics
large number of extant reports on IGD treatment, the efficacy of existing are shown in Table 1. We received applications from male participants
treatments remains inconclusive. only. From both medical records and the baseline interview, we found
Many of the studies that have focused on IGD are from Southeast that all of the participants were absorbed in MMORPGs. This type of
Asia (e.g., South Korea, Taiwan, and China; Wölfling, Beutel, Dreier, &
Müller, 2014). In these countries, various therapeutic approaches are
Table 1
continually being developed. South Korea has been administering a gov- Participants' characteristics.
ernment-provided therapeutic residential camp (TRC) as one option for
Participants
treatment (Koo, Wati, Lee, & Oh, 2011). The TRC involves 11 nights and
12 days of camp-style residence and intervention comprising occupa- Characteristics N = 10
tional therapy, exercise therapy, CBT, and recreational activities. Age (years), mean ± SD 16.2 ± 2.15
Most patients with IGD have their own gaming environment (e.g., Inpatient 3
personal computer or gaming console in their house). It is difficult to Outpatient 7
Onset age of Internet/gaming (years), 9.1 ± 4.0
provide therapy while a patient is immersed in gaming in his or her
mean ± SD
own house. Consequently, the TRC has many advantages: 1) patients Onset age (years), mean ± SD 13.6 ± 0.89
can maintain a distance from their gaming environment while in thera- Treatment history (years), mean ± SD 0.8 ± 1.23
py, 2) patients are able to experience interpersonal relationships with 5 = attention deficit hyperactivity
disorder
other attendees and staff without electronic devices, and 3) patients
Comorbidity 1 = pervasive developmental
are subjected to intensive psychoeducation and CBT. The beneficial out- disorder
comes of TRC for IGD have been confirmed (Koo et al., 2011). 4 = none
Although the basis of a treatment program has been established, the Note: SD = standard deviation. The estimated onset age was identified as the age when
efficacy of TRC in countries other than Korea has not yet been examined. they had satisfied at least one item of the 5th edition of The Diagnostic and Statistical Man-
Furthermore, the efficacy of TRC for patients with comorbidities such as ual of Mental Disorders criteria.
H. Sakuma et al. / Addictive Behaviors 64 (2017) 357–362 359

game is very popular, and many individuals with IGD engage in receiving support (Easton, Swan, & Sinha, 2000; Hunter-Reel,
MMORPGs (Billieux et al., 2013). McCrady, Hildebrandt, & Epstein, 2010). SOCRATES comprises 19
The ethics committee of the Kurihama Medical and Addiction Center items. Responses are scored on a 5-point Likert scale from 1 (strongly
approved this study, and all participants and their parents provided disagree) to 5 (strongly agree) and are summed for each of the following
written informed consent prior to participation. domains: recognition, ambivalence, and taking steps. Recognition as-
sesses one's acknowledgement of their addictive behavior and whether
2.2. The SDiC they aspire to change. Ambivalence measures the extent of ambition
one has, with or without the influence of addiction. Taking steps esti-
The camp was held over 8 nights and 9 days in the National Central mates self-efficacy and the extent one takes action towards ceasing ad-
Children's Center, Gotenba City, Japan, in August 2014. The SDiC was dictive behavior. This domain is known to be a predictor of cessation of
commissioned by the Japan Ministry of Education, Culture, Sports, Sci- or reduction in addictive behavior (Burrow-Sanchez & Lundberg, 2007;
ence and Technology (MEXT). The National Institution for Youth Educa- Demmel, Beck, Richter, & Reker, 2004; Sklar, Annis, & Turner, 1997;
tion contributed management, and the Kurihama Medical and Sklar & Turner, 1999). A Japanese version of SOCRATES was developed
Addiction Center collaborated in the camp's design and execution. All (Matsumoto, Imamura, Kobayashi, Chiba, & Wada, 2009) and its validity
participants stayed in the dormitory for the duration of the program. has been confirmed (Kobayashi et al., 2010).
They were not allowed to bring PCs, mobile phones, gaming machines,
or any other digital equipment. The SDiC comprised 14 sessions of CBT 2.4. Statistical analysis
with clinical psychologists, 3 medical lectures provided by doctors, 8
sessions of personal counseling, and a workshop entitled, “Our relation- A Wilcoxon rank sum test was used for a statistical analysis of con-
ship with the Internet.” We chose non-pharmacotherapeutic ap- tinuous variables such as gaming time, and for ordinal scale variables
proaches that had been studied and deemed effective by previous (i.e., each SOCRATES item). Spearman's rank correlation coefficients
studies (King et al., 2011). The SDiC also involved outdoor cooking, a were used to assess the association between variables. We considered
walk rally, trekking, and woodworking. The goals of these activities p-values less than 0.05 to be statistically significant. The effect size
were 1) to foster awareness of health, wellness, and a well-regulated was measured using Cohen's d (Rosenthal, 1994). SPSS Statistics version
life; 2) to experience communication without the Internet or digital de- 17 for Windows was used for all statistical analyses (SPSS Inc., Chicago,
vices; and 3) to collaborate with others and solve problems. IL).
College student volunteers were recruited as mentors. All of them
were majoring in education and were confirmed to have no current psy- 3. Results
chiatric diseases. They were responsible for motivating each participant
to remain in the program. The therapeutic program was conducted by Table 2 displays the results of the SDiC. Specifically, the median
the Kurihama Medical and Addiction Center and the activity program hours of gaming time per day decreased (−3.18, 95% confidence inter-
was planned by the National Institution for Youth Education. All partic- val (CI) = −8.49 to 0.46) with a large effect size (d = 1.15). The median
ipants were guaranteed that they could withdraw from the program hours of gaming per week also decreased (−27.04, 95% CI = −49.70 to
any time they wished. −4.40), again with a large effect size (d = 1.26). However, the gaming
time in days per week remained consistent.
2.3. Assessments Concerning SOCRATES scores, we observed no significant differences
in the recognition (baseline: 24.6, Evaluation Point 1: 26.9, p = 0.45,
We evaluated participants at baseline (prior to the SDiC) and con- mean improvement score: 2.3) and ambivalence subscales (baseline:
ducted endpoint assessments immediately after the SDiC (Evaluation 12.8, Evaluation Point 1: 14, p = 0.28, mean improvement score: 1.2)
Point 1) and 3 months later (Evaluation Point 2). Since self-efficacy between the baseline and Evaluation Point 1. However, the taking-
scores are likely affected by many real-life events, self-efficacy was mea- steps subscale scores improved significantly (baseline: 19.4, Evaluation
sured only immediately after the SDiC. In contrast, gaming time was ex- Point 1: 27, p = 0.012, mean improvement score: 7.6, 95% CI: 3.40 to
pected to be zero immediately following the SDiC; therefore, the 11.80).
assessment of gaming time was delayed 3 months to evaluate whether We also investigated the correlations between the study variables. A
the intervention effects continued in participants' everyday lives. moderately large, positive correlation existed between onset age and
recognition scores (r = 0.781, p = 0.008).
2.3.1. Characteristics
Participants' characteristics are shown in Table 1. Although six par- 4. Discussion
ticipants had a psychiatric comorbidity, their symptoms did not inter-
fere with the SDiC program. All participants were students (1 in The total time of Internet use per day and per week in hours was sig-
college and 9 in junior high school or high school). IGD diagnosis and es- nificantly reduced 3 months after the SDiC (evaluation point 2) com-
timated age of onset were determined by our center's psychiatrists pared to baseline. Particularly, the effect size of improving gaming
using semi-structured interviews prior to their treatment. time hours per week was large. This finding supports that our interven-
tion led to an improvement in addictive behavior and that its beneficial
2.3.2. Internet use/gaming time effects were sustained 3 months later.
Internet use and/or gaming time per day (in hours) and per week (in In contrast to the improvement of gaming time and self-efficacy,
hours and days) was assessed at baseline and 3 months after the SDiC gaming days per week did not improve. In other words, participants
(evaluation point 2). The data were collected by questionnaire and were still gaming almost daily. This finding may reflect two aspects of
checked during an interview with a clinical psychologist. their conflicting motivations: 1) participants are still attracted to gam-
ing, but 2) they want to be able to control their behavior and pursue it
2.3.3. Self-efficacy in a healthy way. The improvement of addictive behavior requires a cer-
We used the Stages of Change Readiness and Treatment Eagerness tain period. Participants may have shortened their overall gaming time;
Scale (SOCRATES) to measure self-efficacy. This scale, developed by however, gaming still seems to play an important role in their lives.
Miller and Tonigan (1996), is frequently used to assess the outcome of Participants' taking-steps scores also improved significantly after the
non-pharmacotherapeutic approaches to treating addictive disorders. SDiC. This suggests an increase in self-efficacy, or the sense that one can
It assesses the degree of problem recognition and the necessity of solve problems. In general, addictive disorders tend to decrease
360 H. Sakuma et al. / Addictive Behaviors 64 (2017) 357–362

Table 2
The changes between baseline and each evaluation point.

Baseline Evaluation Point 1 Evaluation Point 2

Mean (SD) Mean (SD) Mean (SD) p Effect size (Cohen's d)

Amount of gaming time Gaming time (hour/day) 9.96 (2.95) 6.78 (2.57) 0.044 1.15
Gaming time (hour/week) 71.35 (23.84) 44.31 (18.76) 0.024 1.26
Gaming days (days/week) 6.79 (0.63) 6.56 (0.83) 0.18 0.31
SOCRATES Recognition 24.6 (7.32) 26.9 (4.53) 0.28 0.38
Self-efficacy Ambivalence 12.8 (3.85) 14 (2.58) 0.45 0.37
Taking Steps 19.4 (6.87) 27 (8.22) 0.012 1.00

Note: SOCRATES = Stages of Change Readiness and Treatment Eagerness Scale, Evaluation Point 1 = immediately after the Self-Discovery Camp ended, Evaluation Point 2 = three months
after the Self-Discovery Camp ended, SD = standard deviation.

individuals' self-efficacy (DiClemente, Fairhurst, & Piotrowski, 1995; gaming from an early age. An earlier onset age is known to be associated
Strecher, DeVellis, Becker, & Rosenstock, 1986). Furthermore, the with lower levels of problem recognition, less awareness of problematic
more symptoms they experience, the greater the social impairment. In- behavior, and an increased rate of substance use disorders such as alco-
dividuals with addiction are apt to become isolated and withdraw from hol or drug dependence (Hingson, Heeren, & Winter, 2006; Johnson,
social relationships (e.g., social roles or family membership), which can Cloninger, Roache, Bordnick, & Ruiz, 2000; Robins & Przybeck, 1985).
in turn decrease their sense of competency in dealing with problems Early onset is also a predictor of the severity of both alcohol use disorder
(Bandura, Barbaranelli, Caprara, & Pastorelli, 1996). Thus, the progress (Schuckit & Smith, 2011) and substance use disorder (Chen, Storr, &
in taking-steps scores may have resulted from the program instilling Anthony, 2009). This is perhaps related to the fact that motivated be-
an increased sense of competency in how participants dealt with havior and decision-making develops concomitantly with reward pro-
difficulties. cessing in adolescents (Ernst, Pine, & Hardin, 2006; Yaxley et al.,
The SDiC, which is a combination of non-pharmacotherapeutic treat- 2011); as such, the increased impulsivity and heightened response to
ment with an activity program, might have enhanced participants' mo- rewards characteristic of those with early-onset alcohol use disorder
tivation to improve IGD symptoms by increasing their awareness of the may weaken their decision-making ability (Finn, Mazas, Justus, &
problem and their confidence in solving it. The deepening of motivation Steinmetz, 2002; Mazas, Finn, & Steinmetz, 2000). Our findings do indi-
during CBT or personal counseling alone may have been effective cate that there is a similarity between IGD and other addictions. Onset
(Young, 2013); however, the formation of a fellowship and a sense of age might be a prognostic indicator of problem recognition, such that
unity with the support staff and other participants also likely contribut- early onset age may predict poorer problem recognition. Therefore, fig-
ed to this improvement, especially in the taking-steps domain. It is uring out how to protect children from Internet gaming addiction may
known that self-help groups are an effective source of support for indi- be key to IGD prevention. However, it would be rash to make any con-
viduals recovering from addiction (Humphreys, Blodgett, & Wagner, clusions regarding these similarities between IGD and other addictions,
2014; Lee & Mysyk, 2004; Petry & Armentano, 1999; Sussman, 2010). so further exploration of these similarities in a more direct way is
In the context of the SDiC, the increased interactions similar to those needed.
in a self-help group environment most likely influenced participants' The main limitations of this study are the possibility of selection bias,
taking-steps scores. Rice, Hagler, and Tonigan (2014) reported that im- single-group threat, and the small sample size.
provement in taking-steps scores predicted self-help group attendance. First, all participants joined the SDiC voluntarily, which means we
Thus, it is possible that participants who showed improved scores in cannot eliminate the possibility of selection bias—it may be that only
taking-steps scores will implement more therapeutic behaviors (e.g., re- those participants who were ready to change or to undergo treatment
ceived treatment, accepted advice) or show reduced addictive behav- took part in this study. Furthermore, all participants underwent psychi-
iors in the future. atric treatment prior to attending the SDiC. An evaluation of the effects
Six of the ten participants also had a developmental disorder, which of prior psychiatric treatment was not carried out, making it is difficult
was mainly ADHD. One of ADHD's symptoms—namely, decreased exec- to estimate and exclude the magnitude of the effects of this treatment
utive functioning, including self-control—can affect the severity of IGD on our outcomes.
(Han, Han, et al., 2015). Such individuals tend to concentrate on stimu- Second, single-group threats due to the lack of a control group may
lating phenomena, and treatment of such symptoms requires a certain have influenced our results. Although we administered the SOCRATES
amount of time. Moreover, all participants were male and in their ado- immediately after the SDiC, we could not eliminate the possibility of sin-
lescence. Japanese adolescents use electronic devices not only for gam- gle-group threat. In particular, participants' posttest answers may have
ing, but also for communication and assistance with school activities. been affected by their pretest answers, or they might have felt pressure
Consequently, it may be difficult for these individuals to avoid playing to choose the better options when responding to the questionnaire at
games while still relying on these devices, especially if they have posttest.
ADHD or another developmental disorder. Nevertheless, participants' Third, we could only recruit 10 participants, which is clearly insuffi-
amount of gaming time decreased significantly 3 months after the cient for robust statistical evidence. As sample size is a critical factor for
SDiC. This finding supports the sustained efficacy of the SDiC program. ensuring the concreteness of statistical test results, a larger sample size
Furthermore, although half of the SDiC participants had ADHD, their in a future study would be essential.
gaming time and taking steps scores similarly improved. In general, A fourth limitation was that we did not recruit any female partici-
the inattention and hyperactivity symptoms of ADHD make individuals pants. Thus, it is unclear whether our findings can apply to female IGD
afflicted with it highly distracted. However, the intensive series of ther- patients. Further studies including women will be needed. However, it
apies in the SDiC might have reduced this distraction through repetition. should be noted that male IGD patients tend to show a higher preva-
In addition, promotive interactions with other participants and mentors lence of IGD, more severe symptoms, lower self-esteem, and lower sat-
may have enhanced their learning. isfaction in daily life compared with female patients (Haghbin,
Participants' recognition scores positively correlated with onset age. Shaterian, Hosseinzadeh, & Griffiths, 2013; Ko, Yen, Chen, Chen, & Yen,
The lower the onset age, the more participants' recognition of addictive 2005). Therefore, female IGD patients may not require such an intensive
behavior decreased. This may reflect a strong attachment to Internet treatment as the SDiC.
H. Sakuma et al. / Addictive Behaviors 64 (2017) 357–362 361

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tion was carried out by Satoko Mihara, Takashi Kitayuguchi, and Kumiko Miura. Literature practices in cognitive behavior therapy. Journal of Mental Health Counseling, 23,
review was conducted by Hideki Nakayama. Masaki Maezono and Takuma Hashimoto 312–327. http://dx.doi.org/10.1007/s11469-015-9622-6.
conducted and carried out statistical analyses. Hiroshi Sakuma wrote the first draft of Han, J. W., Han, D. H., Bolo, N., Kim, B., Kim, B. N., & Renshaw, P. F. (2015a). Differences in
the manuscript. All authors contributed to and have approved the final manuscript. functional connectivity between alcohol dependence and internet gaming disorder.
Addiction Behavior, 41, 12–19. http://dx.doi.org/10.1016/j.addbeh.2014.09.006.
Han, D. H., Kim, S. M., Bae, S., Renshaw, P. F., & Anderson, J. S. (2015b). Brain connectivity
Conflict of interest and psychiatric comorbidity in adolescents with internet gaming disorder. Addiction
The authors declare no conflict of interest. Biology. http://dx.doi.org/10.1111/adb.12347.
Hermsen, L. A., van der Wouden, J. C., Leone, S. S., Smalbrugge, M., van der Horst, H. E., &
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