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Bu sayfa, 26. Dünya Psikiyatri Kongresi'nde sunulan çalışmanın yapay zekâ desteğiyle hazırlanmış Türkçe özetidir. Çalışmanın sahibi sunan yazarlardır; atıf için orijinal kaynağa başvurun.

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Beyond total gaming time and gaming disorder: evaluating the 'red box, green box' method in the International Gaming Study

BEYOND TOTAL GAMING TIME AND GAMING DISORDER – EVALUATING THE “RED BOX, GREEN BOX’ METHOD FROM THE INTERNATIONAL GAMING STUDY

Sunan: Gary C. Chan

Ülke: Australia

Oturum: 2810 - PARALLEL SHORT ORAL POSTER SESSIONS: ADDICTIONS & SUBSTANCE USE - Part I

Tarih: Thu, 24.09.2026

'Red box' hours, which measure time spent gaming instead of fulfilling responsibilities, showed better discrimination in identifying high risk of gaming disorder than total gaming time and 'green box' hours spent gaming during free time.

The aim was to examine whether the 'red box, green box' method, which distinguishes gaming during free time (green box) from gaming instead of fulfilling responsibilities such as work, education, sleep, or social commitments (red box), outperforms conventional total gaming time in screening for gaming disorder (GD) risk when used alongside the Gaming Disorder Identification Test (GADIT). Data were drawn from the International Gaming Study 2024, a cross-sectional online study of 1522 adults who played video games in Australia, China, Indonesia, the Netherlands, and the USA (48.6% female; mean age 34.8). Gaming disorder risk was screened using the GADIT, which is based on ICD-11 criteria, with 16.3% of participants scoring 5 or above and classified as high-risk; gaming time was measured as total weekly hours, red box hours, and green box hours, missing data were handled using multiple imputation by chained equations (MICE), and screening performance was compared using ROC analyses. According to the poster results, red box hours showed the highest accuracy in identifying high GD risk (area under the curve, AUC = 0.72; 95% CI [0.69-0.76]), followed by the red box proportion (AUC = 0.71; 95% CI [0.68-0.74]), total weekly gaming hours (AUC = 0.58; 95% CI [0.54-0.62]), and green box hours (AUC = 0.56; 95% CI [0.52-0.60]). The conference abstract also reported that participants at high GD risk had significantly more red box hours than those at low risk (mean 13.64, SD 16.49 versus mean 6.10, SD 11.46; p < 0.001); the AUC values reported in the abstract for green box and total hours differ slightly from those in the poster, and the poster values have been used here. The authors conclude that red box hours have moderate discriminatory power and outperform total gaming time and green box hours. Clinically, the findings suggest that brief risk screening may benefit from asking about the functional context of gaming—that is, which responsibilities gaming displaces—rather than asking only about gaming time.

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APA 7: Chan, G. C., et al. (2026, September 24). Beyond total gaming time and gaming disorder – evaluating the “red box, green box’ method from the international gaming study [Poster presentation]. 26th WPA World Congress of Psychiatry (WCP 2026), Stockholm, Sweden. https://cslide.ctimeetingtech.com/wcp26/attendee/eposter/file/1759

Vancouver: Chan GC, et al. Beyond total gaming time and gaming disorder – evaluating the “red box, green box’ method from the international gaming study [poster]. 26th WPA World Congress of Psychiatry (WCP 2026); 2026 Sep 23-26; Stockholm, Sweden. Available from: https://cslide.ctimeetingtech.com/wcp26/attendee/eposter/file/1759

Yazar adları ve başlık biçimi kongre sisteminden otomatik oluşturulmuştur; kullanmadan önce orijinal posterle karşılaştırın.

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Sitenin son güncellemesi: 8 Kasım 2026 · Site editörü: Doç. Dr. Alişan Burak Yaşar, info@alisanburak.com