Internet and Video Game Addictions Diagnosis, Epidemiology, and Neurobiology
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Prevalence of Risk for Substance-Related and Behavioral Addictions Among University Students in Turkey
THE TURKISH JOURNAL ON ADDICTIONS www.addicta.com.tr ORIGINAL RESEARCH Prevalence of Risk for Substance-Related and Behavioral Addictions Among University Students in Turkey Esma Akpınar Aslan1 , Sedat Batmaz1 , Zekiye Çelikbaş1 , Oğuzhan Kılınçel2 , Gökben Hızlı Sayar3 , Hüseyin Ünübol3 1Department of Psychiatry, Tokat Gaziosmanpasa University School of Medicine, Tokat, Turkey 2Department of Child Development, İstanbul Gelişim University, İstanbul, Turkey 3Department of Psychiatry, Üsküdar University School of Medicine, İstanbul, Turkey ORCID iDs of the authors: E.A.A. 0000-0003-4714-6894; S.B. 0000-0003-0585-2184; Z.Ç. 0000-0003-4728-7304; O.K. 0000-0003-2988- 4631; G.H.S. 0000-0002-2514-5682; H.Ü. 0000-0003-4404-6062. Main Points • Men were found to be at higher risk for potential alcohol dependence, pathological gambling, gam- ing addiction, and sex/pornography addiction. • Mild nicotine addiction, problematic internet use and possible smartphone addiction, food addic- tion, and gaming addiction were higher in the age group of 18-24 years than in older students. • Screening for addiction risk in young people is crucial for effective prevention, early diagnosis, and treatment. • The screening programs and treatment targeting men and women, and different age groups need to be designed selectively. Abstract This study aims to investigate the prevalence of risk for substance-related and behavioral addictions among university students in Turkey. In total, 612 students were included in this study, and they completed an online questionnaire consisting of the Fagerström Test for Nicotine Dependence, the Alcohol Use Disorders Identifica- tion Test, the Drug Abuse Screening Test, the Smartphone Addiction Scale-Short Version, the Young’s Internet Addiction Test-Short Form, the South Oaks Gambling Screen, and the Burden of Behavioral Addiction Form. -
Short Note on Dark Side of Addiction
lism and D OPEN ACCESS Freely available online o ru h g o lc D A e p f e o n l d a e Journal of n r n c u e o J ISSN: 2329-6488 Alcoholism & Drug Dependence Editorial Short Note on Dark Side of Addiction Richard Samson* Department of Psychology, Faculty of Pharmacy, University of Michigan, 500 S State St, Ann Arbor, MI 48109, United States ABSTRACT Addiction is a biopsychosocial disorder characterized by repeated use of drugs, or repetitive engagement in a behavior such as gambling, despite harm to self and others. According to the "brain disease model of addiction," while a number of psychosocial factors contribute to the development and maintenance of addiction, a biological process that is induced by repeated exposure to an addictive stimulus is the core pathology that drives the development and maintenance of an addiction. Many scholars who study addiction argue that the brain disease model is incomplete and misleading. Emotions are "feeling" states and classic physiological emotive responses that are interpreted based on the history of the organism and the context. Motivation is a persistent state that leads to organized activity. Both are intervening variables and intimately related and have neural representations in the brain. The present thesis is that drugs of abuse elicit powerful emotions that can be interwoven conceptually into this framework. Keywords: Allostasis; Corticotropin-releasing factor; Dynorphin; Extended amygdala; Incentive salience; Opponent process INTRODUCTION clinical research in humans and preclinical studies involving ΔFosB have identified compulsive sexual activity – specifically, any form The brain disease model posits that addiction is a disorder of the of sexual intercourse – as an addiction (i.e., sexual addiction). -
What's the Problem in Problem Gaming Enevold, Jessica
What's the Problem in Problem Gaming Enevold, Jessica; Thorhauge, Anne-Mette; Gregersen, Andreas 2018 Document Version: Publisher's PDF, also known as Version of record Link to publication Citation for published version (APA): Enevold, J., Thorhauge, A-M., & Gregersen, A. (Eds.) (2018). What's the Problem in Problem Gaming. Nordicom. http://www.nordicom.gu.se/sites/default/files/publikationer-hela- pdf/whats_the_problem_in_problem_gaming.pdf Total number of authors: 3 Creative Commons License: CC BY-NC-ND General rights Unless other specific re-use rights are stated the following general rights apply: Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Read more about Creative commons licenses: https://creativecommons.org/licenses/ Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. LUND UNIVERSITY PO Box 117 221 00 Lund +46 46-222 00 00 What’s the Problem in Problem Gaming? Nordic Research Perspectives Research Gaming? Nordic in Problem the Problem What’s WHAT’S THE PROBLEM IN PROBLEM GAMING? is a valuable contribution to the debates about young people’s gaming habits and the highly contested con- cept of video game addiction. -
Prevalence and Predictors of Video Game Addiction: a Study Based on a National Representative Sample of Gamers
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Nottingham Trent Institutional Repository (IRep) Int J Ment Health Addiction DOI 10.1007/s11469-015-9592-8 Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers Charlotte Thoresen Wittek1 & Turi Reiten Finserås1 & Ståle Pallesen2 & Rune Aune Mentzoni2 & Daniel Hanss3 & Mark D. Griffiths4 & Helge Molde1 # The Author(s) 2015. This article is published with open access at Springerlink.com Abstract Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N=3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associ- ated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified. Keywords Video game addiction . -
The Battle Is On! Enabling the Digital Media Home Network INDUSTRY
INDUSTRY NOTE May 16, 2007 Robert C. Adams, CFA Digital Media Technology 415.962.4553, [email protected] Wireless Technology Jason Tsai 415.318.7069, [email protected] Erik Rasmussen 415.318-7074, [email protected] The Battle Is On! Enabling the Digital Media Home Network FOR DISCLOSURE INFORMATION, REFER TO MONTGOMERY & CO.’S FACTS & DISCLOSURES ON PAGES 18 & 19 Digital Media Technology & Wireless Technology May 16, 2007 INVESTMENT SUMMARY The battle for the digital media The battle for superiority in the next great digital media market opportunity—the digital multimedia home network is on. home network—is on. And, like all great digital media markets, this one just makes good intuitive sense. Digital media consumers worldwide have a great appetite for digital content and they have a desire to move that content around the home. We believe that, necessitated by the continuing adoption of the digital video recorder (DVR) and other content storage technologies, accelerated by the rapid ramp of digital and high-definition television technologies, and enabled by the deep pockets of the telcos and cable operators, this market is poised for significant growth over the next several years and represents one of the largest-volume semiconductor opportunities in the digital media component space to date. The digital media networked The digital multimedia home network opportunity has been necessitated by the increasing ability of home—a function of recording... the consumer to record (or download) and display video content. Over the last several years consumers, especially in North America, have grown fond of recording content and storing it to hard drive solutions. -
Hovedoppgave Video Game Addiction
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by NORA - Norwegian Open Research Archives DET PSYKOLOGISKE FAKULTET Ψ Video Game Addiction among Young Adults in Norway: Prevalence and Health HOVEDOPPGAVE profesjonsstudiet i psykologi Anette Addington Arnesen Vår 2010 Abstract The present study sought to investigate video game addiction among Norwegian adults aged 16-40 years. Video game addiction has not yet been classified as a disorder in the DSM or ICD systems, and its existence is debated in the field. A central issue in this study was whether or not excessive video game playing should be considered an addiction. It is concluded that video game addiction does appear to be a valid term, which can be applied to a small subgroup of gamers. Prevalence is estimated to range from 0.6% to 4.0% of young adults, depending on whether a polythetic, monothetic or core criteria approach to defining addiction is adopted. Compared to respondents who did not engage in video game play, addicted gamers were found to score lower on a measure of life satisfaction, and higher on measures of anxiety, depression and symptoms of insomnia. However, the levels were all within the non-pathological range. Also, addicted gamers were found to spend significantly more time playing video games than non-addicted gamers, but contrary to what was expected, addicted gamers did not seem to prefer MMORPGs over other games. Abstract Denne studien undersøkte videospillavhengighet blant nordmenn i alderen 16-40 år. Videospillavhengighet har foreløpig ikke blitt klassifisert som en forstyrrelse i DSM- eller ICD-systemet, og på feltet diskuteres det hvorvidt en slik forstyrrelse kan sies å eksistere. -
Process Addictions
Defining, Identifying and Treating Process Addictions PRESENTED BY SUSAN L. ANDERSON, LMHC, NCC, CSAT - C Definitions Process addictions – a group of disorders that are characterized by an inability to resist the urge to engage in a particular activity. Behavioral addiction is a form of addiction that involves a compulsion to repeatedly perform a rewarding non-drug-related behavior – sometimes called a natural reward – despite any negative consequences to the person's physical, mental, social, and/or financial well-being. Behavior persisting in spite of these consequences can be taken as a sign of addiction. Stein, D.J., Hollander, E., Rothbaum, B.O. (2009). Textbook of Anxiety Disorders. American Psychiatric Publishers. American Society of Addiction Medicine (ASAM) As of 2011 ASAM recognizes process addictions in its formal addiction definition: Addiction is a primary, chronic disease of pain reward, motivation, memory, and related circuitry. Dysfunction in these circuits leads to characteristic biological, psychological, social, and spiritual manifestations. This is reflected in an individual pathologically pursuing reward and/or relief by substance use and other behaviors. Addictive Personality? An addictive personality may be defined as a psychological setback that makes a person more susceptible to addictions. This can include anything from drug and alcohol abuse to pornography addiction, gambling addiction, Internet addiction, addiction to video games, overeating, exercise addiction, workaholism and even relationships with others (Mason, 2009). Experts describe the spectrum of behaviors designated as addictive in terms of five interrelated concepts which include: patterns habits compulsions impulse control disorders physiological addiction Such a person may switch from one addiction to another, or even sustain multiple overlapping addictions at different times (Holtzman, 2012). -
Geoffrey R. Loftus Elizabeth F. Loftus
VIDEO GAMES _-________________-_I_______ GEOFFREYR. LOFTUS 6 ELIZABETH F. LOFTUS Basic Books, Inc., Publishers New York Why Video Games Are Fun clearly. “Pac-Man hooks only those people who confuse victory with slow defeat.’” Why do people find the games so compelling? In this chap- ter we will illustrate how the psychological concepts of rein- forcement, cognitive dissonance, and regret help explain the process of video game addiction. Althoughvery few psychologi- cal studies deal directly with the issue of why video games are fun, we found one that does. At the end of this chapter, we’ll l describe it. Pac-Man, by Way of Example In describing how experimental psychologists might view and explain video game behavior, it’s useful to have one exam- ple to rely on throughout. Because it has been one of the most popular games, we’ve chosen Ellen Goodman’s nemesis, Pac- Man. For the benefit of any readers who have beenliving Syndicated columnist Ellen Goodman has described her own somewhere besides Earth for the past few years, we’ll provide initiation into video games. One cloudy day she was waiting for a brief description of Pac-Man here. an airplane in the Detroit airport. She had time on her hands The game Pac-Man gets its name from the Japanese term and thought she would try a quick game of Pac-Man. Before paku paku, which means “gobble gobble.” The character Pac- she knew it, she was hooked; Pac-Man took her for every last Man is a little yellow creature who looks like he’s smiling. -
Digital Media: Rise of On-Demand Content 2 Contents
Digital Media: Rise of On-demand Content www.deloitte.com/in 2 Contents Foreword 04 Global Trends: Transition to On-Demand Content 05 Digital Media Landscape in India 08 On-demand Ecosystem in India 13 Prevalent On-Demand Content Monetization Models 15 On-Demand Content: Music Streaming 20 On-Demand Content: Video Streaming 28 Conclusion 34 Acknowledgements 35 References 36 3 Foreword Welcome to the Deloitte’s point of view about the rise key industry trends and developments in key sub-sectors. of On-demand Content consumption through digital In some cases, we seek to identify the drivers behind platforms in India. major inflection points and milestones while in others Deloitte’s aim with this point of view is to catalyze our intent is to explain fundamental challenges and discussions around significant developments that may roadblocks that might need due consideration. We also require companies or governments to respond. Deloitte aim to cover the different monetization methods that provides a view on what may happen, what could likely the players are experimenting with in the evolving Indian occur as a consequence, and the likely implications for digital content market in order to come up with the various types of ecosystem players. most optimal operating model. This publication is inspired by the huge opportunity Arguably, the bigger challenge in identification of the Hemant Joshi presented by on-demand content, especially digital future milestones about this evolving industry and audio and video in India. Our objective with this report ecosystem is not about forecasting what technologies is to analyze the key market trends in past, and expected or services will emerge or be enhanced, but in how they developments in the near to long-term future which will be adopted. -
Proposed Gaming Addiction Behavioral Treatment Method*
ADDICTA: THE TURKISH JOURNAL ON ADDICTIONS Received: May 20, 2016 Copyright © 2016 Turkish Green Crescent Society Revision received: July 15, 2016 ISSN 2148-7286 eISSN 2149-1305 Accepted: August 29, 2016 http://addicta.com.tr/en/ OnlineFirst: November 15, 2016 DOI 10.15805/addicta.2016.3.0108 Autumn 2016 3(2) 271–279 Original Article Proposed Gaming Addiction Behavioral Treatment Method* Kenneth Woog1 Computer Addiction Treatment Program of Southern California Abstract This paper proposes a novel behavioral treatment approach using a harm-reduction, moderated play strategy to treat computer/video gaming addiction. This method involves the gradual reduction in game playtime as a treatment intervention. Activities that complement gaming should be reduced or eliminated and time spent on reinforcing activities competing with gaming time should be increased. In addition to the behavioral interventions, it has been suggested that individual, family, and parent counseling can be helpful in supporting these behavioral methods and treating co-morbid mental illness and relational issues. The proposed treatment method has not been evaluated and future research will be needed to determine if this method is effective in treating computer/video game addiction. Keywords Internet addiction • Internet Gaming Disorder • Video game addiction • Computer gaming addiction • MMORPG * This paper was presented at the 3rd International Congress of Technology Addiction, Istanbul, May 3–4, 2016. 1 Correspondence to: Kenneth Woog (PsyD), Computer Addiction Treatment Program of Southern California, 22365 El Toro Rd. # 271, Lake Forest, California 92630 US. Email: [email protected] Citation: Woog, K. (2016). Proposed gaming addiction behavioral treatment method. Addicta: The Turkish Journal on Addictions, 3, 271–279. -
Viewing TTM As a Behavioral Addiction
Viewing TTM as a Behavioral Addiction By Claudia Miles, MFT, Copyright 2003 For the past seven years I have worked almost exclusively with clients who have trichotillomania (TTM), doing both group and individual psychotherapy. I myself suffered from trich from age 3 to age 28, and have been pull-free for nearly 14 years. I learn new things daily about trichotillomania, but I can say with certainty that what has helped me the most in my practice is the use of an addiction model in treatment. It is generally recognized that there two different types of addiction-behavioral addictions (i.e., shopping, gambling, internet use addiction) and substance addictions (i.e., alcoholism, drug addiction, food addiction). Behavioral addictions are, simply put, addictions to behaviors that are ultimately self-destructive, but temporarily pleasurable. In my view, TTM has many of the characteristics of a behavioral addiction: an overwhelming desire to engage in a self-destructive behavior which offers short-term pleasure or relief of tension; remorse following this behavior, the inability to stop engaging in this behavior despite adverse consequences; and great difficulty in stopping in the "middle," or once the behavior has begun. In addition, the puller appears to experience an altered state of consciousness (often called a "trance state"). It is this altered state, or "escape," that seems to me the primary motive. Read the Article... Trichotillomania has been widely misunderstood by the mental health community. First recognized in medical literature in 1889, TTM was once thought to be an obsessive-compulsive disorder, and treated as such, for the most part unsuccessfully. -
Digital Rights Management and Consumer Acceptability
Digital Rights Management and Consumer Acceptability A Multi-Disciplinary Discussion of Consumer Concerns and Expectations State of the Art Report - First Supplement May 2005 by Natali Helberger (ed.), IViR Nicole Dufft, Berlecon Margreet Groenenboom, IViR Kristóf Kerényi, SEARCH Carsten Orwat, FZK-ITAS Ulrich Riehm, FZK-ITAS INDICARE The Informed Dialogue about Consumer Acceptability of DRM Solutions in Europe http://www.indicare.org i Disclaimer This publication is a deliverable of the INDICARE project. INDICARE is financially sup- ported by the European Commission, DG Information Society, as an Accompanying Measure under the eContent Programme (Ref. EDC - 53042 INDICARE/28609). This publication does not express the European Commission’s official views. In its views and opinions the INDICARE project is independent from the European Commission and the views expressed and all recommendations made are those of the authors. Neither the European Commission nor the authors accept liability for the consequences of actions taken on the basis of the information contained in this publication. Copyright This publication is copyright protected and licensed under a Creative Commons License allowing others to copy, distribute, and display the report in its entirety only if a) the au- thor/authors is/are credited; b) it is used for non-commercial purposes only; c) not with respect to derivative works based upon the original report. Comments You are invited to send any comments, critics or ideas you may have on this publication to Natali Helberger ([email protected]) INDICARE Project INDICARE – The Informed Dialogue about Consumer Acceptability of Digital Rights Management Solutions – addresses problems pointed out in the eContent work pro- gramme 2003-2004: “There has been little attention to the consumer side of managing rights.