Internet Gaming Disorder and Internet Use Disorder: Is That Real?
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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. -
Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium
Women's Experimental Autobiography from Counterculture Comics to Transmedia Storytelling: Staging Encounters Across Time, Space, and Medium Dissertation Presented in partial fulfillment of the requirement for the Degree Doctor of Philosophy in the Graduate School of Ohio State University Alexandra Mary Jenkins, M.A. Graduate Program in English The Ohio State University 2014 Dissertation Committee: Jared Gardner, Advisor Sean O’Sullivan Robyn Warhol Copyright by Alexandra Mary Jenkins 2014 Abstract Feminist activism in the United States and Europe during the 1960s and 1970s harnessed radical social thought and used innovative expressive forms in order to disrupt the “grand perspective” espoused by men in every field (Adorno 206). Feminist student activists often put their own female bodies on display to disrupt the disembodied “objective” thinking that still seemed to dominate the academy. The philosopher Theodor Adorno responded to one such action, the “bared breasts incident,” carried out by his radical students in Germany in 1969, in an essay, “Marginalia to Theory and Praxis.” In that essay, he defends himself against the students’ claim that he proved his lack of relevance to contemporary students when he failed to respond to the spectacle of their liberated bodies. He acknowledged that the protest movements seemed to offer thoughtful people a way “out of their self-isolation,” but ultimately, to replace philosophy with bodily spectacle would mean to miss the “infinitely progressive aspect of the separation of theory and praxis” (259, 266). Lisa Yun Lee argues that this separation continues to animate contemporary feminist debates, and that it is worth returning to Adorno’s reasoning, if we wish to understand women’s particular modes of theoretical ii insight in conversation with “grand perspectives” on cultural theory in the twenty-first century. -
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 . -
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. -
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. -
Dopamine and Opioid Neurotransmission in Behavioral Addictions: a Comparative PET Study in Pathological Gambling and Binge Eating
Neuropsychopharmacology (2017) 42, 1169–1177 © 2017 American College of Neuropsychopharmacology. All rights reserved 0893-133X/17 www.neuropsychopharmacology.org Dopamine and Opioid Neurotransmission in Behavioral Addictions: A Comparative PET Study in Pathological Gambling and Binge Eating Joonas Majuri*,1,2,3, Juho Joutsa1,2,3, Jarkko Johansson3, Valerie Voon4, Kati Alakurtti3,5, Riitta Parkkola5, Tuuli Lahti6, Hannu Alho6, Jussi Hirvonen3,5, Eveliina Arponen3,7, Sarita Forsback3,7 and Valtteri Kaasinen1,2,3 1 2 3 Division of Clinical Neurosciences, Turku University Hospital, Turku, Finland; Department of Neurology, University of Turku, Turku, Finland; Turku PET Centre, University of Turku, Turku, Finland; 4Department of Psychiatry, University of Cambridge, Cambridge, UK; 5Department of Radiology, University of Turku and Turku University Hospital, Turku, Finland; 6Department of Health, Unit of Tobacco, Alcohol and Gambling, National Institute 7 of Health and Welfare, Helsinki, Finland; Turku PET Centre, Åbo Akademi University, Turku, Finland Although behavioral addictions share many clinical features with drug addictions, they show strikingly large variation in their behavioral phenotypes (such as in uncontrollable gambling or eating). Neurotransmitter function in behavioral addictions is poorly understood, but has important implications in understanding its relationship with substance use disorders and underlying mechanisms of therapeutic efficacy. Here, we compare opioid and dopamine function between two behavioral addiction phenotypes: pathological gambling (PG) and binge 11 18 eating disorder (BED). Thirty-nine participants (15 PG, 7 BED, and 17 controls) were scanned with [ C]carfentanil and [ F]fluorodopa 11 positron emission tomography using a high-resolution scanner. Binding potentials relative to non-displaceable binding (BPND) for [ C] 18 carfentanil and influx rate constant (Ki) values for [ F]fluorodopa were analyzed with region-of-interest and whole-brain voxel-by-voxel 11 analyses. -
Neurobiologic Advances from the Brain Disease Model of Addiction
The new england journal of medicine Review Article Dan L. Longo, M.D., Editor Neurobiologic Advances from the Brain Disease Model of Addiction Nora D. Volkow, M.D., George F. Koob, Ph.D., and A. Thomas McLellan, Ph.D. his article reviews scientific advances in the prevention and From the National Institute on Drug treatment of substance-use disorder and related developments in public Abuse (N.D.V.) and the National Institute of Alcohol Abuse and Alcoholism (G.F.K.) policy. In the past two decades, research has increasingly supported the — both in Bethesda, MD; and the Treat- T ment Research Institute, Philadelphia view that addiction is a disease of the brain. Although the brain disease model of addiction has yielded effective preventive measures, treatment interventions, and (A.T.M.). Address reprint requests to Dr. Volkow at the National Institute on Drug public health policies to address substance-use disorders, the underlying concept Abuse, 6001 Executive Bld., Rm. 5274, of substance abuse as a brain disease continues to be questioned, perhaps because Bethesda, MD 20892, or at nvolkow@ the aberrant, impulsive, and compulsive behaviors that are characteristic of addic- nida . nih . gov. tion have not been clearly tied to neurobiology. Here we review recent advances in N Engl J Med 2016;374:363-71. the neurobiology of addiction to clarify the link between addiction and brain func- DOI: 10.1056/NEJMra1511480 Copyright © 2016 Massachusetts Medical Society. tion and to broaden the understanding of addiction as a brain disease. We review findings on the desensitization of reward circuits, which dampens the ability to feel pleasure and the motivation to pursue everyday activities; the increasing strength of conditioned responses and stress reactivity, which results in increased cravings for alcohol and other drugs and negative emotions when these cravings are not sated; and the weakening of the brain regions involved in executive func- tions such as decision making, inhibitory control, and self-regulation that leads to repeated relapse.