models/ theories Flashcards

1
Q

cognitive behavioural theory

A

(Dong & Potenza, 2014)

The Cognitive-Behavioral Theory (CBT) focuses on how thoughts and behaviors are interconnected and how negative or maladaptive thoughts can lead to problematic behaviors, such as gaming addiction.

Core Concept: In the context of gaming addiction, this theory suggests that an individual’s thoughts (cognitions) about gaming may lead to excessive playing. For example, if someone believes that playing video games is the only way to relieve stress or feel better, this belief can lead them to overindulge in gaming to the detriment of other aspects of their life (e.g., work, relationships, health).

Mechanisms:
Cognitive distortions (e.g., thinking that gaming is the only thing that brings joy or that the player needs to escape reality) contribute to overuse.
Negative reinforcement: The person plays games to escape unpleasant emotions or to avoid real-life challenges, and gaming provides temporary relief, reinforcing the behavior.

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2
Q

cognitive theory 2

A

The Cognitive Behavioral Model of Gaming Addiction (IGD) explains how cognitive and motivational factors drive excessive gaming. Central to this model is reward-seeking, where individuals with IGD experience heightened pleasure from gaming, making them more likely to play for longer periods (Dong et al., 2013b). This is linked to executive control, or the ability to manage impulses. In IGD, reduced control leads to difficulty resisting the urge to game excessively (Dong et al., 2010). Additionally, decision-making deficits, like prioritizing immediate rewards over long-term consequences, contribute to the addiction (Pawlikowski & Brand, 2011).

For example, a player may feel a sense of achievement while gaming, which drives them to keep playing and neglect other responsibilities like work or school. The combination of reward-seeking, impaired control, and poor decision-making reinforces the addiction.

In summary, the model suggests that gaming addiction is driven by enhanced reward sensitivity, reduced cognitive control, and poor decision-making, and treatment may focus on improving these cognitive functions (Dong et al., 2013).

also Tom might have distorted beliefs (e.g., “I’m only valuable if I am a top player”)

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3
Q

compensatory use theory

A

(Kardefelt-Winther, 2014)
The Compensatory Use Theory is based on the idea that gaming addiction may serve as a coping mechanism for individuals who are seeking to compensate for something missing or unsatisfactory in their real lives.

Core Concept: People might turn to gaming as a way to fill a gap or compensate for unfulfilled needs in their offline lives. For example, someone who feels lonely or inadequate in their social life may immerse themselves in video games to feel better or to experience a sense of accomplishment and recognition that they don’t get in real life.

Key Factors:

Emotional or social deficits: Individuals who struggle with low self-esteem, loneliness, or depression may compensate by spending more time in virtual worlds where they can experience validation and achievement.
Escapism: Gaming becomes a way to escape reality when someone feels powerless or dissatisfied with real-world interactions.
Intervention: In this context, therapy would focus on identifying the underlying emotional or social issues and helping the individual to find healthier ways of addressing those needs outside of gaming, like building real-world relationships or enhancing their social support system.

Escape and coping motivation strongly connected to GD alongside
fantasy, achievement/competition and social motivation (Ropovik
et al., 2023)
* Poor coping style (avoidance based)
* Beliefs and rules about gaming
* Gaming to meet self esteem (King & Delfabbro, 2014)
* Gaming as social acceptance

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4
Q

I-PACE model

A

(Brand et al., 2016)
The I-PACE Model is a more comprehensive model that explains gaming addiction by focusing on the interaction between personal factors, emotions, cognition, and behavior.

Core Concept: The I-PACE model posits that gaming addiction arises from the interaction of four key components:

Person: Individual characteristics, such as personality traits, self-esteem, and vulnerability to stress, play a role in susceptibility to addiction.

Affect (Emotions): Negative emotions like anxiety, depression, or stress might drive a person to seek escape through gaming, especially when the individual uses gaming as a way to regulate emotions.

Cognition: Thoughts, beliefs, and attitudes about gaming, like viewing it as a source of control, achievement, or escapism, contribute to gaming addiction. Cognitive biases, such as overestimating the rewards of gaming, are also relevant here.

Execution (Behavior): This is the actual behavior of gaming itself. The execution of playing games, especially when it becomes compulsive, perpetuates the cycle.
Interaction: According to the model, these four factors interact and reinforce each other. For instance, a person with certain personality traits (e.g., introversion or high anxiety) might develop certain cognitive patterns (e.g., “I need to game to feel better”), and these patterns can drive excessive gaming as a way to cope with emotions.

Intervention: The I-PACE model suggests that a multifaceted approach should be used in treatment, addressing all four components. This might involve cognitive-behavioral strategies, emotional regulation training, addressing personal vulnerabilities, and promoting healthier gaming habits.

Recent meta-analysis (Ropovik et al., 2023) found that depression,
anxiety (social) and ADHD were moderately-to-strongly related to GD.
As were impulsivity, low self-esteem, loneliness and perceived stress

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5
Q

summary of the models-

A

Cognitive-Behavioral Theory focuses on how negative thoughts and beliefs about gaming can reinforce addiction.

Compensatory Use suggests that gaming fills a void or compensates for unmet emotional or social needs.

I-PACE Model views addiction as a complex interaction between personal traits, emotions, thoughts, and gaming behavior.

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