Daniel King

Dr. Daniel King


Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 October 2020 in Australian & New Zealand Journal of Psychiatry
Verified
Journal Article
Open access
PDF file
MSMatthew William Richard Stevens
Matthew William Richard Stevens
DDDiana Dorstyn
Diana Dorstyn
PDPaul H Delfabbro
Paul H Delfabbro
DKDaniel King
Daniel King
Background: Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. Method: Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection. Results: The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]); this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent sampling criteria (e.g. stratified random sampling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent samples, lower cut-off scores and smaller sample size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females. Conclusion: The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and sampling issues.

1 July 2020 in Comprehensive Psychiatry
Verified
Journal Article
Open access
OKOrsolya Király
Orsolya Király
Marc PotenzaMarc Potenza
Marc Potenza
DSDan J. Stein
Dan J. Stein
DKDaniel King
Daniel King
DHDavid Hodgins
David Hodgins
ZDZsolt Demetrovics
Zsolt Demetrovics
As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and “staying at home” to curb its spread and impact. The fear resulting from the disease, the ‘lockdown’ situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies in crises like the COVID-19 pandemic is considerable. Moreover, the importance of information and communications technology (ICT) is even higher in the present crisis than usual. ICT has been crucial in keeping parts of the economy going, allowing large groups of people to work and study from home, enhancing social connectedness, providing greatly needed entertainment, etc. Although for the vast majority ICT use is adaptive and should not be pathologized, a subgroup of vulnerable individuals are at risk of developing problematic usage patterns. The present consensus guidance discusses these risks and makes some practical recommendations that may help diminish them.

1 June 2020 in Journal of Behavioral Addictions
Verified
Journal Article
Open access
PDF file
DKDaniel King
Daniel King
PDPaul H. Delfabbro
Paul H. Delfabbro
JBJoel Billieux
Joel Billieux
MPMarc N. Potenza
Marc N. Potenza
Stay-at-home mandates and quarantines related to the coronavirus (COVID-19) pandemic have led to greatly increased participation in online gaming. Initiatives such as #PlayApartTogether that promote gaming for socializing and stress reduction may achieve positive outcomes. Although gaming can be a healthy coping strategy for the majority, it can also pose risks to some vulnerable individuals. Protracted periods of social isolation and technology-based activity pose the danger of solidifying unhealthy lifestyle patterns, leading to difficulties to readaptation when the COVID-19 crisis has passed. Balanced and effective approaches to gaming during the COVID-19 pandemic are needed to support physical and psychological wellbeing.

1 September 2017 in Journal of Behavioral Addictions
Verified
Journal Article
Open access
JSJohn B. Saunders
John B. Saunders
WHWei Hao
Wei Hao
JLJiang Long
Jiang Long
DKDaniel King
Daniel King
KMKarl Mann
Karl Mann
VPVladimir Poznyak
Vladimir Poznyak
Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%–15% among young people in several Asian countries and of 1%–10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive ...

1 April 2013 in Clinical Psychology Review
Verified
Journal Article
Closed access
DKDaniel King
Daniel King
MHMaria C. Haagsma
Maria C. Haagsma
PDPaul H. Delfabbro
Paul H. Delfabbro
MGMichael Gradisar
Michael Gradisar
Mark D GriffithsMark D Griffiths
Mark D Griffiths

16 December 2015 in Addiction
Verified
Journal Article
Closed access
PDF file
Mark D GriffithsMark D Griffiths
Mark D Griffiths
ARAntonius J. van Rooij
Antonius J. van Rooij
DKDaniel Kardefelt‐Winther
Daniel Kardefelt‐Winther
VSVladan Starcevic
Vladan Starcevic
OKOrsolya Király
Orsolya Király
ZDZsolt Demetrovics
Zsolt Demetrovics