papers Flashcards
accessing the national centre for gaming disorders
sharman et al., 2022-
Gaming Disorder (GD) is a newly recognized condition characterized by impaired control over gaming, prioritization over other activities, and continued excessive gaming despite negative consequences. While it was identified as a condition for further study in the DSM-5 (2013), it was officially included in the ICD-11 (2018). However, debate continues about its classification, measurement, and whether it should be considered a distinct mental disorder.
The National Centre for Gaming Disorders (NCGD), the first NHS clinic for GD, opened in London in 2019. Between 2019 and June 2021, it received 236 referrals, primarily young males (89.8%) with a mean age of 18.47 years. Most were referred by family members (52.3%) or self-referred (13.3%). Gaming Disorder severity was measured using the IGDT-20, with 40% of assessed gamers scoring above the diagnostic threshold (≥71). The most commonly identified problematic games included Fortnite (14.8%), Minecraft (14.1%), and Call of Duty (13.3%).
Many gamers presented with comorbid psychiatric conditions, including ADHD (11.7%), depression (10.9%), autism (8.6%), and anxiety (6.3%). Additionally, 18% reported suicidal ideation, 15.6% had self-harmed, and 9.4% had attempted suicide. Other issues included substance misuse (6.3%), financial difficulties (28.9%), aggression (41.4%), and physical violence (24.2%). 30.5% of gamers reported issues related to malnourishment or weight gain due to gaming.
While controversy remains over the classification and assessment of GD, this study highlights the significant social, psychological, and health-related consequences associated with excessive gaming. Future research will focus on treatment outcomes and the underlying mechanisms of this emerging disorder.
understanding gaming disorders and approach to treatment-
succesful treatment in the clinic-Lockwood et al., 2024
The clinic’s successful treatments for gaming disorder (GD) include:- the clininc opened in 2019
Cognitive Behavioral Therapy (CBT):
Thought Challenging: Identifying and challenging unhelpful thoughts (e.g., permission-giving thoughts).
Behavioral Activation: Encouraging activities like walking or playing an instrument to replace gaming.
Stimulus Control: Limiting access to gaming (e.g., giving the phone to a family member).
Mindfulness and Emotion Regulation:
Mindfulness: Using DBT techniques to observe and manage urges.
Compassion-Focused Therapy: Reducing self-criticism and promoting self-compassion.
Family Involvement:
Parent Workshops: Educating families on managing gaming at home and improving communication.
Family Therapy: Strengthening family relationships and addressing systemic issues.
Relapse Prevention:
Developing strategies for handling stress (e.g., academic pressure) without turning to gaming.
These treatments focus on managing emotions, improving family dynamics, and providing coping strategies, leading to reduced gaming and better overall functioning.
7 factor system-
. Further work has suggested that a 7-factor system best categorises the motivations to game and includes social, escape, competition, coping, skill development, fantasy, and recreation (Demetrovics et al., 2011). Role-playing within a game allows an emotional attachment to develop towards characters and story lines, creating a level of immersion and freedom within play. Achievement and success in-game boosts esteem and may replace the absence of these needs being met in real life. The social dependency from and to other players online creates pressure to meet team needs and offers community and connection without fear of judgement. Research suggests that greater GD severity is associated with greater psychological need satisfaction in-game, and lower satisfaction in real life (Allen & Anderson, 2018;
prevalaence-
Critically, the pattern of gaming behaviour must be of sufficient severity to result in significant impairment in personal, family, social, educational, or occupational functioning. It is thought to have a point prevalence of 1.4% (Kim et al., 2022), yet few specialist services exist which suggests a significant unmet clinical need.
autism and gaming disorder-
Eltahir et al., 2024-
Systematic review examining autism and gaming and internet addiction.
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A total of 31 studies representing more than 90,000 participants were reviewed.
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Individuals with autism at greater risk of gaming disorder than neurotypical individuals.
Gaming often serves as an emotional escape, which may be particularly appealing for individuals with autism who may struggle with social interaction and emotional regulation. This escapism can be linked to higher rates of GD in autistic individuals.
Parenting Styles and Family Dynamics:
Negative parenting, lack of rules around gaming, and parental stress associated with autism may contribute to higher rates of problematic gaming. Some studies suggest that higher parental control can protect against IA, but this effect is more significant during younger childhood years. The need for early intervention focusing on family dynamics and addressing parental stress is essential.
Gender and Age:
Male adolescents with autism are particularly at risk for GD, though age and gender do not consistently correlate with IA. GD rates may also persist into adulthood for many individuals with autism, indicating long-term risk.
Measurement Challenges:
Studies often struggle to differentiate between behaviors related to autism, like restricted interests, and behaviors indicative of addiction. This overlap complicates the understanding of how autism influences GD and IA risk.
self esteem + characters-
link between depression and gaming disorder
low self esteem, people use gaming to become someone else and escape.- Li 2011
blasi 2019- using video games to escape!