Additionally, some researchers have used criteria from various different behavioural addictions such as internet addiction or exercise addiction. Others have been based on the DSM-IV criteria of substance use dependence, or have combined these two approaches and used criteria from both pathological gambling and substance use dependence. For instance, some studies, adapted the definition of pathological gambling from the Diagnostic and Statistical Manual of Mental Disorders (4th ed. These problems may be partially explained by the lack of agreement amongst researchers on how to approach the assessment of the phenomenon. In addition to these issues, most psychometric tools developed for assessing behavioural addictions (including gaming addiction) have either used an ad hoc cut-off point or lacked a strong empirical base for establishing such cut-off points. Moreover, this problem may be also reflected by the heterogeneity of nomenclatures used by researchers to address the same phenomenon including such terms as video game addiction, computer game playing dependence, internet addiction disorder, video game dependency, problematic online gaming, and pathological video-game use. Despite the proliferation of research on gaming behaviour over the last few years, , the field has been hindered by the use of inconsistent and non-standardised criteria to assess and identify problematic and/or addictive video game use. Official bodies such as the American Psychiatric Association and numerous scholars – have suggested the need for unification and consensus for the assessment of gaming addiction if this phenomenon is to be considered as an independent clinical entity in the future. Over the last decade, there has been growing worldwide concern from researchers about ‘gaming addiction’.
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