Table 3 Thematic distribution between (IGDT-10) scale cutoff-meeting and sub-cutoff treatment-starters.

From: Why do adults seek treatment for gaming (disorder)? A qualitative study

 

Social reasons (f)

Existential reasons (f)

Practical reasons (f)

Self-perceived addiction (f)

Wish for Support (f)

Cutoff met (n = 36)

6 (17%)

5 (14%)

5 (14%)

19 (53%)

18 (50%)

Sub-cutoff (n = 53)

13 (25%)

7 (13%)

15 (28%)

21 (40%)

24 (45%)

Total (N = 89)

19 (21%)

12 (13%)

20 (22%)

40 (45%)

42 (47%)