Gaming Flashcards

1
Q
A
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2
Q

What are the ICD 11 criteria for Gaming Disorder?

A
  • Impaired control over gaming
  • Increasing priority given to gaming over other interests
  • Continuation or escalation despite negative consequences
  • Pattern may be continuous, episodic or recurrent
  • Impairment in personal, family, social, educational, occupational or other important areas of functioning
  • Normally evident over period of 12 months, although may be shortened if all diagnostic criteria being met and symptoms are severe

The ICD 11 criteria establish a framework for diagnosing Gaming Disorder.

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3
Q

What functions does gaming serve for individuals?

A
  • Escapism/avoidance of feelings
  • Reward/achievement
  • Connection/communication/acceptance

These functions highlight why gaming can be appealing and potentially addictive.

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4
Q

What are some different genres of games?

A
  • Sandbox: Minecraft / Grand Theft Auto
  • Real-time strategy (RTS): Starcraft / Total War
  • Shooters (FPS and TPS): Call of Duty / Apex Legends / Overwatch
  • Multiplayer online battle arena (MOBA): Fortnite / League of Legends / PUBG
  • Role-playing (MMORPGs, ARPG, and More): World of Warcraft / Final Fantasy
  • Simulation and sports: CityVille / FIFA / Rocket League
  • Puzzlers and party games: Candy Crush / Mario Party
  • Gacha: Genshin Impact / Fire Emblem

The variety of genres illustrates the diverse gaming landscape.

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5
Q

What factors contribute to gaming addiction?

A
  • Technology: powerful graphics & equipment, immersive and novel experience
  • Contingencies and Schedules: rules governing when ‘reward’ is given
  • Ratios & Intervals: Variable reward schedules produce highest rates of activity
  • Positive Reinforcement: Rewards that strengthen the conditioned response
  • Negative Reinforcement: Stimuli removed when desired response has been obtained

These factors explain how gaming can become addictive through psychological mechanisms.

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6
Q

What part of the brain is activated during gaming?

A

Parts of the limbic system are activated, releasing dopamine, which is associated with reward and pleasure

The limbic system’s involvement indicates the neurological basis for gaming’s appeal.

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7
Q

What are the three prominent models for conceptualizing Gaming Disorder?

A
  • Cognitive-behavioural model (Dong & Potenza, 2014)
  • Compensatory Use model (Kardefelt-Winther, 2014)
  • I-PACE (Interaction of Person-Affect-Cognition-Execution) model (Brand et al., 2016)

These models provide frameworks for understanding the mechanisms behind Gaming Disorder.

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8
Q

Describe the Cognitive-behavioural model of Gaming Disorder.

A
  • Stimulus-driven behaviour and reward seeking overtakes cognitive control
  • Decision Making and Motivation-seeking (craving) drives to experience pleasure and reduce negative affective states
  • Executive function issues: attentional bias, reduced inhibitory control, cognitive inflexibility, emotion regulation difficulties, poor decision making

This model highlights how cognitive processes can be disrupted in gaming addiction.

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9
Q

What does the Compensatory Use model suggest about gaming?

A
  • Gaming is a coping mechanism for real-life problems or negative affective states
  • Unhealthy motivation to game triggered by psychosocial problems
  • Escape and coping motivation is connected to Gaming Disorder alongside fantasy, achievement, competition, and social motivation
  • Poor coping style and beliefs about gaming contribute to excessive gaming

This model emphasizes the psychological needs that gaming may fulfill.

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10
Q

Explain the I-PACE model of Gaming Disorder.

A
  • Multiple predisposing or vulnerability factors leading to Gaming Disorder
  • Person factors: genetic and personality traits
  • Affective and Motivational factors: stress, anxiety, depression
  • Cognitive factors: attention, perception, decision-making
  • Execution factors: environmental factors and societal norms

The I-PACE model integrates various influences on gaming behavior.

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11
Q

What is the average age at referral for treatment at the National Centre for Gaming Disorders?

A

21 years

This statistic provides insight into the demographic characteristics of individuals seeking help.

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12
Q

What percentage of gamers showed improvements in gaming as measured by IGD20?

A

64%

This reflects the effectiveness of interventions at the National Centre for Gaming Disorders.

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13
Q

What are some validated screening tools for gaming-related problems?

A
  • IGD-20 (Pontes et al., 2014)
  • IGDS9-SF (Pontes et al., 2015)
  • GDT (Pontes et al., 2019)

These tools help assess the severity and consequences of gaming behavior.

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14
Q

What does the Iceberg model illustrate in relation to gaming difficulties?

A

The visible behavior (gaming) is just the ‘tip of the iceberg’; underlying factors cause and sustain the behavior

Understanding underlying factors can guide effective interventions.

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15
Q

What are key components of Cognitive Behavioural Therapy for gaming addiction?

A
  • Stimulus control
  • Identifying and managing triggers & cravings
  • Reducing social isolation
  • Awareness and monitoring of cognitions
  • Developing emotional and behavioral coping skills

CBT techniques are crucial for addressing gaming addiction.

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16
Q

What are common familial factors in the development of gaming difficulties?

A
  • Transitional stages
  • Attachment issues
  • Broken trust within family
  • Boundaries and power dynamics

These factors can complicate the treatment and understanding of gaming disorders.

17
Q

What does the 5Ps formulation include?

A
  • Presenting problem
  • Predisposing factors
  • Precipitating factors
  • Perpetuating factors
  • Protective factors

The 5Ps formulation is a structured approach to understanding problems.