Gaming Addiction and Compulsive buying Flashcards
What are the types of gaming?
Recreational and social gaming
online single and multiplayer games (e.g., WoW)
Offline (digital device games)
Nongambling games
What are the potential benefits of gaming?
Educational (e.g., learning to drive)
Rehabilitation (e.g., retraining the brain post injury)
Cognitive (e.g., maintenance of cognitive functioning in older adults or being part of a community for ostracized kids)
What would be considered excessive gaming?
Think of the normal curve, when it becomes more than the average person’s level of gaming it can be considered excessive
Can a game be considered an intoxicant?
The research is controversial
What are some mental health consequences of excessive internet gaming?
Depression, Anxiety, ADHD, Addiction
What are some behavioural consequences of excessive internet gaming?
Violence/crime, accident/injury, online risky behaviour
What are some physical health consequences of excessive internet gaming?
Vision, Musculoskeletal problems, sleep problem/Insomnia, sudden death. Physical problems from lack of exercise. Not eating healthy or malnourished from not eating enough. Failure to attend to personal hygiene.
What are some functional consequences of excessive internet gaming
Cognitive function, familial/social problems, academic problems, occupational problems
In terms of video games, what might be causing the behavioural addiction?
In video games, gaming stimiuli (e..g, defeating an enemy, sounds, visuals) may activate the brain reward systems and become reinforcing
What are the criteria for a gaming disorder in the DSM5?
- Preoccupation with internet games
- withdrawals and symptoms when internet gaming is taken away
- tolerance
- unsuccessful attempts to control
- loss of interest in other areas of life
- continued use despite knowledge of psychological problems
- use of gaming to escape or relieve a negative mood
- has jeopardized or lost a significant relationship, job or career because of participation in internet games
What is the criteria for a gaming disorder in the ICD-11?
Pattern of persistent or recurrent gaming behaviour (digital gaming or video gaming) manifested by…
- Impaired control over gaming
- Increased priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities
- Continuation or escalation of gaming despite the occurrence of negative consequences
What is the game transfer phenomenon?
When virtual worlds bleed into real life
Carry over effects from video games into real life
One gamer saw a list of potential responses pop up after he was insulted. People with severe GTP are more likely to have problematic or addictive gaming habits. People who score high on this variable also score high on internet gaming disorder scales
What are the issues with gaming disorder?
The quality of the research base is low, clinical studies are scarce and suffer from low sample sizes. The current operationalization of the construct leans too heavily on substance use and gambling criteria. No consensus on symptomatology and assessment of problematic gambling.
What might moral panics around the harms of video gaming result in?
Premature application of a clinical diagnosis and the treatment of abundant false positive cases, especially among children and adolescents. Research will be locked into a confirmatory approach rather than the exploration of the boundaries of normal vs. pathological gaming. The healthy majority of gamers will be affected by stigma and perhaps even changes in policy
Is addictive gaming rare or common?
relatively rare, not everyone will exhibit the exact same symptoms
What is the prevalence of excessive gaming in Asia?
Prevalence of problematic internet use among adolescents in six Asian countries (china, hong kong, Japan, South Korea, Malaysia and the phillipines) was between 6% and 21% (relatively high, Gambling is around 1%) . In China, several surveys have been conducted, with prevalence rates for internet addiction between 10% and 15%. In a large random sample survey of Chinese adolescents, the prevalence of internet addiction was 10%
What is the prevalence in North America and Europe?
Prevalence of online gambling disorder is low overall. But has a wide range from under 1% to 10% Most studies find prevalence rates in youth between 1% and 5%
What is the prevalence of gaming disorder in general?
The prevalence in 37 cross sectional studies widely ranged from 0.7 to 27.5%. Higher among males than females in the vast majority of studies Tended to be higher among younger rather than older people. Geographical region (Asia, Europe, Australia) made little difference to prevalence
What are the biological aspects of gaming?
Neurobiology of gaming addiction. Molecular level: Internet and gaming addiction are linked to a reward system deficiency, as indicated by low dopaminergic activity. Neurocircuitry level: prolonged use of the Internet and gaming has been found to result in alterations in neuromorphometry (neuroadaptations) Behavioral level: Internet and gaming addiction negatively impact on cognitive functioning
What are the psychological aspects of gaming
Types and vulnerable factors: Emotional vulnerability (depression and anxiety), Socializing need (harm avoidant, social phobic and narcissism), impulsivity/aggression (Lack of executive control, neuro developmental mismatch, ADHD/conduct/anti social)
What are the social aspects of gaming?
IGD is associated with problems with peers, being bullied and bullying others, and having friends who are addicted to video games. Low social self efficacy, loneliness and reduced family relationship quality have been reported to be associated with IGD. People with IGD are more likely to live in a socially isolated environments compared to those without IGD (e.g., living with one parent, or low parental supervision
Low SES and living in rural areas associated with IGD.
What can happen among those whose lives are dominated by online gaming?
Among people whose lives are dominated by online gaming (i.e., spend 10 or more hours per day gaming), they experience problems due to
Sleep deprivation, day–night reversal, dehydration, malnutrition, seizures, and pressure sores.
Irritability, physical aggression, depression, and a range of social, academic, and vocational problems. Death (in extreme cases; e.g., when binge gaming) cause by deep vein thrombosis
What are some societal consequences of gaming?
The socioeconomic loss due to excessive Internet use in the Republic of Korea was estimated at between 1.5 and 4.5 billion US dollars in 2009. In Korea, “Internet addiction” mostly from gaming has been identified as the largest health problem experienced by young people. In one European population-based study, individuals with online gaming addiction reported inability to work or fulfill normal activities on 7.5 days in the last 12 months which compared with 4.1 days for depression, 7.5 days for social phobia, and 7.2 days for cardiovascular conditions
Is compulsive buying recognizes as a behavioural addiction?
No, not in the DSM-5 or ICD