Tao Li, Yiyi Tang
Department of Exercise and Health, Guangdong Vocational Institute of Sport, Guangzhou, China
This research critically explores the trajectory of global gaming disorder research spanning the years 2003 to 2023. The formal recognition of gaming disorder as a legitimate concern by the World Health Organization in 2018 has spurred a discernible upswing in scholarly investigations. Employing a robust methodology, we conducted an exhaustive bibliometric analysis using the Web of Science (WOS) and CiteSpace, delving into diverse facets such as annual publication counts, countries, institutions, journals, keywords, and burst keywords. Our meticulous examination illuminates a substantial surge in publications, particularly noteworthy in the post-2013 period, culminating in a zenith in 2022. China and the United States emerge as pivotal contributors, engaging in collaborative endeavors on a global scale. The dual-map overlay underscores the interdisciplinary character of gaming disorder research, while the burst analysis accentuates the emergence of key keywords such as "depressive symptom" and "sleep quality." Looking forward, this study envisages future research directions, underscoring the significance of multidisciplinary collaborations, longitudinal studies, and cultural considerations within the domain of gaming disorder research. The implications of our findings contribute significantly to a nuanced comprehension of the evolving research landscape, providing valuable insights for shaping future research agendas and guiding interventions in this critical area.
Bibliometric Analysis, CiteSpace, Gaming Disorder
Tao Li, Yiyi Tang. Visualizing the Evolution of Gaming Disorder Research: A Global Literature Mining Analysis. Frontiers in Educational Psychology (2023), Vol. 4, Issue 1: 68-79. https://doi.org/10.38007/JEP.2023.040108.
 Reed, G.M., et al., Emerging experience with selected new categories in the ICD-11: complex PTSD, prolonged grief disorder, gaming disorder, and compulsive sexual behavior disorder. World Psychiatry, 2022. 21(2): p. 189-213.
 Chen, C., Searching for intellectual turning points: progressive knowledge domain visualization. Proc Natl Acad Sci U S A, 2004. 101 Suppl 1(Suppl 1): p. 5303-10.
 King, D.L., K. Wolfling, and M.N. Potenza, Taking Gaming Disorder Treatment to the Next Level. JAMA Psychiatry, 2020. 77(8): p. 869-870.
 Przybylski, A.K., N. Weinstein, and K. Murayama, Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon. Am J Psychiatry, 2017. 174(3): p. 230-236.
 Hawi, N.S., M. Samaha, and M.D. Griffiths, The Digital Addiction Scale for Children: Development and Validation. Cyberpsychol Behav Soc Netw, 2019. 22(12): p. 771-778.
 Yao, Y.W., M.N. Potenza, and J.T. Zhang, Internet Gaming Disorder Within the DSM-5 Framework and With an Eye Toward ICD-11. Am J Psychiatry, 2017. 174(5): p. 486-487.
 Ji, Y. and D.F.K. Wong, Effectiveness of an integrated motivational cognitive-behavioral group intervention for adolescents with gaming disorder: a randomized controlled trial. Addiction, 2023. 118(11): p. 2093-2104.
 Przybylski, A.K., N. Weinstein, and K. Murayama, Open Scientific Practices Are the Way Forward for Internet Gaming Disorder Research: Response to Yao et al. Am J Psychiatry, 2017. 174(5): p. 487.
 Balhara, Y.P.S., et al., A randomized controlled trial to assess the effectiveness of GamE- an e-Health intervention to self-manage gaming with an aim to prevent gaming disorder. Asian J Psychiatr, 2023. 80: p. 103389.
 Ghali, S., et al., A Systematic Review of the Association of Internet Gaming Disorder and Excessive Social Media Use With Psychiatric Comorbidities in Children and Adolescents: Is It a Curse or a Blessing? Cureus, 2023. 15(8): p. e43835.
 Elhai, J.D., et al., Health anxiety related to problematic smartphone use and gaming disorder severity during COVID-19: Fear of missing out as a mediator. Hum Behav Emerg Technol, 2021. 3(1): p. 137-146.
 Petry, N.M., K. Zajac, and M.K. Ginley, Behavioral Addictions as Mental Disorders: To Be or Not To Be? Annu Rev Clin Psychol, 2018. 14: p. 399-423.
 Liang, H., X. Wang, and R. An, Influence of Pokemon GO on Physical Activity and Psychosocial Well-Being in Children and Adolescents: Systematic Review. J Med Internet Res, 2023. 25: p. e49019.
 Pallavicini, F., A. Pepe, and F. Mantovani, The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. Cyberpsychol Behav Soc Netw, 2022. 25(6): p. 334-354.
 Shin, Y.B., et al., Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder. PLoS One, 2018. 13(4): p. e0195677.
 Zhang, M.W. and R.C. Ho, Smartphone applications for immersive virtual reality therapy for internet addiction and internet gaming disorder. Technol Health Care, 2017. 25(2): p. 367-372.
 Blanco, D., et al., Assessment and treatment of mental health conditions in children and adolescents: A systematic scoping review of how virtual reality environments have been used. Clin Child Psychol Psychiatry, 2023: p. 13591045231204082.