Ko, C.-H.C.-H.KoChen, S.-H.S.-H.ChenWang, C.-H.C.-H.WangTsai, W.-X.W.-X.TsaiSUE-HUEI CHEN2021-01-272021-01-272019https://www.scopus.com/inward/record.url?eid=2-s2.0-85074298981&partnerID=40&md5=3db9af31f3da76f825c15ad305956d1ahttps://scholars.lib.ntu.edu.tw/handle/123456789/542635Objectives: The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) includes the diagnostic criteria for Internet gaming disorder (IGD). This study evaluated (1) the screening, diagnostic, and prevalence-estimated cutoff points of the Chen Internet Addiction Scale–Gaming Version (CIAS-G) for IGD in the DSM-5; and (2) the differences in the CIAS-G and subscale scores among individuals with IGD, regular gamers (RGs), and other control subjects. Methods: We recruited 69 participants with IGD, 69 RGs, and 69 healthy participants based on diagnostic interviews conducted by a psychiatrist according to DSM-5 IGD criteria. All participants completed the CIAS-G and were assessed using the clinical global impression scale. Results: The optimal screening and diagnostic cutoff points were 68 or more (sensitivity, 97.1%; specificity, 76.8%) and 72 or more (sensitivity, 85.5%; specificity, 87.0%) for IGD based on DSM-5 criteria, respectively. The 76 or more cutoff point had the highest number needed to misdiagnose and was the optimal prevalence estimated cutoff point. Conclusions: The screening cutoff point could be used to identify individuals with IGD for further diagnostic interviewing to confirm the diagnosis in the clinical setting or for two-stage epidemiological evaluation. The diagnostic cutoff point provides a provisional diagnosis of IGD when diagnostic interviewing is unavailable. The prevalence-estimated cutoff point could be used to estimate the prevalence of IGD in large-scale epidemiological investigations when further diagnostic interviewing is impractical. The clinical and epidemiological utility of CIAS-G warrants further study. ? 2019 by the authors. Licensee MDPI, Basel, Switzerland.[SDGs]SDG3adult; epidemiology; Internet; psychology; young population; adult; adulthood; Article; behavior disorder assessment; case control study; Chen Internet Addiction Scale Gaming Version; Clinical Global Impression scale; controlled study; diagnostic error; diagnostic test accuracy study; diagnostic value; DSM-5; female; game addiction; human; major clinical study; male; prevalence; sensitivity and specificity; young adult; addiction; Diagnostic and Statistical Manual of Mental Disorders; severity of illness index; video game; Adult; Behavior, Addictive; Case-Control Studies; Diagnostic and Statistical Manual of Mental Disorders; Female; Humans; Male; Prevalence; Severity of Illness Index; Video Games; Young AdultThe clinical utility of the chen internet addiction scale - gaming version, for internet gaming disorder in the DSM-5 among young adultsjournal article10.3390/ijerph162141412-s2.0-85074298981