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dc.creatorBorges, Guilhermees_ES
dc.creatorOrozco, Ricardoes_ES
dc.creatorBenjet, Corinaes_ES
dc.creatorMartínez Martínez, Kalina I.es_ES
dc.creatorVargas Contreras, Eunicees_ES
dc.creatorJiménez Pérez, Ana Luciaes_ES
dc.creatorPeláez Cedrés, Alvaro Julioes_ES
dc.creatorHernández Uribe, Praxedis Cristinaes_ES
dc.creatorCovarrubias Díaz Couder, María Anabelles_ES
dc.creatorGutierrez-Garcia, Raúl A.es_ES
dc.creatorQuevedo Chavez, Guillermo E.es_ES
dc.creatorAlbor, Yesicaes_ES
dc.creatorMendez, Enrique
dc.creatorMedina-Mora, María Elenaes_ES
dc.creatorMortier, Philippees_ES
dc.creatorRumpf, Hans-Juergenes_ES
dc.date2019
dc.date.accessioned2022-08-02T20:42:31Z
dc.date.available2022-08-02T20:42:31Z
dc.date.issued2019es_ES
dc.identifierJC024es_ES
dc.identifier.issn2062-5871es_ES
dc.identifier.urihttp://repositorio.inprf.gob.mx/handle/123456789/7564
dc.identifier.urihttps://doi.org/10.1556/2006.8.2019.62es_ES
dc.identifier.urihttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC7044582/es_ES
dc.descriptionBackground and aims: DSM-5 includes Internet gaming disorder (IGD) as a condition for further study. While online and offline gaming may produce undesired negative effects on players, we know little about the nosology of IGD and its prevalence, especially in countries with emerging economies. Methods: A self-administered survey has been employed to estimate prevalence of DSM-5 IGD and study the structure and performance of an instrument in Spanish to measure DSM-5 IGD among 7,022 first-year students in 5 Mexican universities that participated in the University Project for Healthy Students (PUERTAS), part of the World Health Organization's World Mental Health International College Student Initiative. Results: The scale for IGD showed unidimensionality with factor loadings between 0.694 and 0.838 and a Cronbach's α = .816. Items derived from gaming and from substance disorders symptoms mixed together. We found a 12-month prevalence of IGD of 5.2% in the total sample; prevalence was different for males (10.2%) and females (1.2%), but similar for ages 18-19 years (5.0%) and age 20+ (5.8%) years. Among gamers, the prevalence was 8.6%. Students with IGD were more likely to report lifetime psychological or medical treatment [OR = 1.8 (1.4-2.4)] and any severe role impairment [OR = 2.4 (1.7-3.3)]. Adding any severe role impairment to the diagnostic criteria decreased the 12-month prevalence of IGD to 0.7%. Discussion and conclusions: Prevalence of DSM-5 IGD and the performance of diagnostic criteria in this Mexican sample were within the bounds of what is reported elsewhere. Importantly, about one in every seven students with IGD showed levels of impairment that would qualify them for treatment under DSM-5.es_ES
dc.formatPDFes_ES
dc.language.isoenges_ES
dc.publisherAkadémiai Kiadóes_ES
dc.relation8(4)714–724es_ES
dc.rightsAcceso Cerradoes_ES
dc.titleDSM-5 Internet gaming disorder among a sample of Mexican first-year college studentses_ES
dc.typeArtículoes_ES
dc.contributor.affiliationInstituto Nacional de Psiquiatría Ramón de la Fuente Muniz, Ciudad de México, Mexicoes_ES
dc.contributor.emailguibor@imp.edu.mx; guilhermelgborges@gmail.comes_ES
dc.relation.jnabreviadoJ BEHAV ADDICTes_ES
dc.relation.journalJournal of Behavioral Addictionses_ES
dc.identifier.placeHungríaes_ES
dc.date.published2019es_ES
dc.identifier.organizacionInstituto Nacional de Psiquiatría Ramón de la Fuente Muñizes_ES
dc.identifier.eissn2063-5303es_ES
dc.identifier.doi10.1556/2006.8.2019.62es_ES
dc.subject.kwGaminges_ES
dc.subject.kwDSM-5es_ES
dc.subject.kwMexicoes_ES
dc.subject.kwCollege studentses_ES
dc.subject.kwEpidemiologyes_ES


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