Shopping, Gaming & Addiction: Will the DSM Recognize More Behavioral Addictions?

by Chief Editor

Beyond Gambling: Are Shopping, Gaming, and Social Media the Next Addictions?

Researchers are actively debating whether to broaden the definition of addiction to include behaviors beyond substance leverage. Currently, gambling disorder is the only officially recognized behavioral addiction in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). But, emerging research suggests compulsive shopping, excessive gaming, and even constant social media use could soon join the list.

The Case for Compulsive Shopping as an Addiction

A recent study published in Comprehensive Psychiatry compared compulsive shoppers to those who shop impulsively and those who engage in planned shopping. Researchers found that compulsive buyers exhibited behaviors strongly linked to addiction, including using shopping for emotional gratification, experiencing distress when unable to shop, and demonstrating lower self-esteem alongside higher levels of anxiety, and depression. They also showed reduced self-control.

A recent study found that problematic shopping met at least some of the criteria for addiction. (Image credit: hoozone via Getty Images)

What Defines an Addiction?

Defining addiction is key. Dr. Nathan Carroll, a board-certified psychiatrist, explains that an addiction is characterized by significant disruption to a person’s life. “When a behavior becomes so all-encompassing and so obsessive that you get functional impairment across multiple domains — socially, occupationally, educationally — that’s where it becomes an addiction,” he said.

The DSM-5 currently outlines specific criteria for gambling disorder, including frequent thoughts about gambling, the demand to gamble with increasing amounts, and attempts to control or stop gambling. These criteria involve experiencing distress and impairment in multiple life areas.

Griffiths’ Six Key Criteria for Addiction

Behavioral addiction researcher Mark Griffiths identifies six key criteria that apply to both substance and behavioral addictions:

  1. Salience: The behavior dominates a person’s life.
  2. Mood modification: The behavior is used to alter feelings.
  3. Tolerance: Increasing amounts of the behavior are needed for the same effect.
  4. Withdrawal: Stopping the behavior causes negative symptoms.
  5. Conflict: The behavior harms relationships, work, or education.
  6. Relapse: Repeatedly returning to the behavior after attempts to stop.

The Future of Behavioral Addiction in the DSM

Internet gaming disorder is already recognized as a condition requiring further research in the DSM-5. Experts believe the growing body of evidence will lead to its full recognition in the DSM-6. The World Health Organization’s International Classification of Diseases 11th Revision already includes gambling disorder, gaming disorder, and compulsive sexual behavior disorder.

Whereas there’s growing support for recognizing more behavioral addictions, some experts caution against pathologizing normal behaviors. There is also a need for more research into effective treatments before classifying additional behaviors as disorders.

FAQ

Q: What is the difference between a habit and an addiction?
A: An addiction significantly disrupts multiple areas of a person’s life, causing distress and impairment, while a habit may be frequent but doesn’t necessarily have the same negative consequences.

Q: Is gaming addiction a real thing?
A: Research suggests that for some individuals, gaming can develop into an addiction, leading to significant problems in their lives. It is currently under review for inclusion in the DSM-6.

Q: What are the potential benefits of recognizing behavioral addictions?
A: Recognition can help individuals identify a problem, seek treatment, and reduce the stigma associated with these conditions.

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