Gaming Flashcards
1
Q
history
A
- developed by a computer scientist in the 50s but wasn’t commercially marketed until the 70s
- the first successful video game commercially and by popularity was PONG
- the video gaming industry in Canada is $3B and in the world its $150B
2
Q
what were the demographics like in the past compared to now?
A
- past: males in their teens or early 20s were the most common video game players
- now: 56% are male while 44% are female
Ages:
26% under 18
30% between 18-35
17% between 36-49
27% 50+
3
Q
is it recognized as being part of the DSM? where is it recognized?
A
- NOT recognized as part of the DSM as a diagnosable psychiatric condition but it was included in the “Condition for Further Study” list with possible diagnosing criteria
- recognized by WHO and ICD 11 that includes gaming disorder as a diagnosable mental health disorder
4
Q
what is the prevalence of this disorder?
A
- prevalence is from 1-5% of the general pop for gaming disorder and prevalence up to 10% of the general pop as problem gamers
- APA indicates that only 1% of the general pop would be considered to qualify for gaming disorder
- DSM doesn’t distinguish gaming disorder from problem gaming - rather it suggests there’s a severity that exists on a continuum like GUD and SUD
5
Q
finding for gaming disorder
A
- associated with increased dopaminergic activity in the VTA-NA pathway
- self-reported cravings increase with gaming disorder are shown slides related to gaming
- personality characteristics are very similar to GUD and SUD (higher neuroticism, and lower in extraversion, agreeableness and conscientiousness) - high in shyness and loneliness
- those with gaming disorder show an attentional bias
6
Q
treatment
A
- many similarities between GUD and SUD so uses things like MI, CBT, relapse prevention and mindfulness