Academic literature on the topic 'Internet Gaming Addiction'

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Journal articles on the topic "Internet Gaming Addiction"

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Petruzelka, Benjamin, Jaroslav Vacek, Beata Gavurova, Matus Kubak, Roman Gabrhelik, Vladimir Rogalewicz, and Miroslav Bartak. "Interaction of Socioeconomic Status with Risky Internet Use, Gambling and Substance Use in Adolescents from a Structurally Disadvantaged Region in Central Europe." International Journal of Environmental Research and Public Health 17, no. 13 (July 3, 2020): 4803. http://dx.doi.org/10.3390/ijerph17134803.

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Background and aims: The current level of knowledge concerning the effect of socioeconomic status (SES) on internet use, gambling, and substance use in structurally disadvantaged regions is scarce. The objective of this study was an investigation of the relationship between SES and risky internet use, gambling and substance use in a structurally disadvantaged region in Central Europe. Methods: A cross-sectional survey was conducted among high school students (n = 1063) in a Czech structurally disadvantaged region in autumn 2017. Binary Logistic Regression models were applied to data from the modified Excessive Internet Use scale (mEIUS), a standard tool for measuring the risk of addictive behavior on the internet and the risk of excessive gaming. Other data were collected using the Lie/Bet (problematic gambling), CAGE (acronym of the key words: cut, angry, guilty and eye-opener), and the Cannabis Abuse Screening Test (CAST) (problematic alcohol/cannabis use) tools. Results: There were statistically significant differences between at-risk and not-at-risk groups in addictive behavior on the internet and gaming, while none were found in problematic gambling. Individual dimensions of SES showed significant effects on substance use. Regarding parenting styles, significant differences were found only in the risk of addictive behavior on the internet or gaming between the authoritarian and authoritative styles. Being engaged in behavioral addictions with one´s parents increased the odds of the behavioral addiction risk and decreased the odds of the substance addiction risk. Engagement with one´s parents in substance addictions decreased the odds of the behavioral addiction risk and increased the odds of the substance addiction risk. Discussion and Conclusions: The results point at specific relations between SES and the risk of addictive behaviors on the internet and gaming within structurally disadvantaged regions. The results of SES and/or structurally disadvantaged region measures obtained in research, policy-making, and care-provision may improve the focus of actions taken.
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Freeman, Cindy Burkhardt. "Internet Gaming Addiction." Journal for Nurse Practitioners 4, no. 1 (January 2008): 42–47. http://dx.doi.org/10.1016/j.nurpra.2007.10.006.

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Sattar, Pirzada, and Sriram Ramaswamy. "Internet Gaming Addiction." Canadian Journal of Psychiatry 49, no. 12 (December 2004): 871–72. http://dx.doi.org/10.1177/070674370404901225.

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Starcevic, Vladan, and Elias Aboujaoude. "Internet addiction: reappraisal of an increasingly inadequate concept." CNS Spectrums 22, no. 1 (February 2, 2016): 7–13. http://dx.doi.org/10.1017/s1092852915000863.

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This article re-examines the popular concept of Internet addiction, discusses the key problems associated with it, and proposes possible alternatives. The concept of Internet addiction is inadequate for several reasons. Addiction may be a correct designation only for the minority of individuals who meet the general criteria for addiction, and it needs to be better demarcated from various patterns of excessive or abnormal use. Addiction to the Internet as a medium does not exist, although the Internet as a medium may play an important role in making some behaviors addictive. The Internet can no longer be separated from other potentially overused media, such as text messaging and gaming platforms. Internet addiction is conceptually too heterogeneous because it pertains to a variety of very different behaviors. Internet addiction should be replaced by terms that refer to the specific behaviors (eg, gaming, gambling, or sexual activity), regardless of whether these are performed online or offline.
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Wang, Chong-Wen, Cecilia L. W. Chan, Kwok-Kei Mak, Sai-Yin Ho, Paul W. C. Wong, and Rainbow T. H. Ho. "Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study." Scientific World Journal 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/874648.

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This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.
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Lopez-Fernandez, Olatz, and Daria J. Kuss. "Preventing Harmful Internet Use-Related Addiction Problems in Europe: A Literature Review and Policy Options." International Journal of Environmental Research and Public Health 17, no. 11 (May 27, 2020): 3797. http://dx.doi.org/10.3390/ijerph17113797.

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Internet use-related addiction problems are increasingly being recognized on a European scale due to international health organizations considering gaming addiction. In April 2013, the American Psychiatric Association recognized Internet Gaming Disorder in the fifth Diagnostic and Statistical Manual of Mental Disorders, and in April 2018, the World Health Organization included Gaming Disorder in the eleventh International Classification of Diseases. However, findings on these problems within this period are lacking in Europe, and a preventive approach is missing globally. A detailed critical literature review was conducted using PsycINFO and Web of Science in this five-year period. A total of 19 studies were reviewed and problems identified were: generalized Internet addiction and online gaming and gambling addictions across seven European countries (i.e., Spain, Germany, France, Italy, Greece, The Netherlands, and Denmark). The individuals with problematic use were found to be educated adolescents, usually young males with comorbid disorders, and gaming and gambling disorders were implicated in the most severe cases. Cognitive behavioral therapy was the main treatment, sometimes combined with a systemic approach for adolescents. Prevalence, high-risk populations, and factors contributing to these addiction problems are discussed, and a set of policy options are developed for this region. The implications for early detection, diagnosis, treatment, and prevention in Europe are considered.
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Chia, Doris X. Y., and Melvyn W. B. Zhang. "A Scoping Review of Cognitive Bias in Internet Addiction and Internet Gaming Disorders." International Journal of Environmental Research and Public Health 17, no. 1 (January 6, 2020): 373. http://dx.doi.org/10.3390/ijerph17010373.

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Internet addiction and Internet gaming disorders are increasingly prevalent. Whilst there has been much focus on the use of conventional psychological approaches in the treatment of individuals with these addictive disorders, there has also been ongoing research exploring the potential of cognitive bias modification amongst individuals with Internet and gaming addiction. Some studies have documented the presence of cognitive biases and the effectiveness of bias modification for Internet addiction and gaming disorders. However, there have not been any reviews that have synthesized the findings related to cognitive biases for Internet addiction and Internet gaming disorders. It is important for us to undertake a scoping review as an attempt to map out the literature for cognitive biases in Internet addiction and gaming disorders. A scoping review was undertaken, and articles were identified using a search through the following databases: PubMed, MEDLINE, and PsycINFO. Six articles were identified. There were differences in the methods of ascertaining whether an individual has an underlying Internet or gaming addiction, as several different instruments have been used. With regards to the characteristics of the cognitive bias assessment task utilized, the most common task used was that of the Stroop task. Of the six identified studies, five have provided evidence documenting the presence of cognitive biases in these disorders. Only one study has examined cognitive bias modification and provided support for its effectiveness. Whilst several studies have provided preliminary findings documenting the presence of cognitive biases in these disorders, there remains a need for further research evaluating the effectiveness of bias modification, as well as the standardization of the diagnostic tools and the task paradigms used in the assessment.
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Yuh, Jongil. "Aggression, social environment, and Internet gaming addiction among Korean adolescents." Social Behavior and Personality: an international journal 46, no. 1 (January 9, 2018): 127–38. http://dx.doi.org/10.2224/sbp.6664.

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I investigated whether or not aggression and social factors (i.e., family relationships and commitment to school) predict Internet gaming addiction in Korean adolescents, and I examined the mediating role of aggression in the relationship between these variables. Participants comprised 263 Korean male high school students, who completed surveys that measured aggression, family relationships, commitment to school, and Internet gaming addiction. The results showed that aggression, family conflict, and a lower commitment to school significantly predicted Internet gaming addiction. Aggression partially mediated the relationship between family conflict and Internet gaming addiction. Thus, when adolescents are receiving help for an Internet gaming addiction it is advisable to pay close attention to their aggression and social relationships. Theoretical and practical implications are discussed.
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Wu, Lu-lu, Marc N. Potenza, Nan Zhou, Hedy Kober, Xin-hui Shi, Sarah W. Yip, Jia-hua Xu, et al. "Efficacy of single-session transcranial direct current stimulation on addiction-related inhibitory control and craving: a randomized trial in males with Internet gaming disorder." Journal of Psychiatry & Neuroscience 46, no. 1 (January 1, 2020): E111—E118. http://dx.doi.org/10.1503/jpn.190137.

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Background: Transcranial direct current stimulation (tDCS) of the dorsolateral prefrontal cortex (dlPFC) may reduce substance use and other addictive behaviours. However, the cognitive mechanisms that underpin such effects remain unclear. Impaired inhibitory control linked to hypoactivation of the prefrontal cortex may allow craving-related motivations to lead to compulsive addictive behaviours. However, very few studies have examined whether increasing the activation of the dlPFC via anodal tDCS could enhance inhibitory control over addiction-related distractors. The current study aimed to enrich empirical evidence related to this issue. Methods: Thirty-three males with Internet gaming disorder underwent active (1.5 mA for 20 minutes) and sham tDCS 1 week apart, in randomized order. We assessed inhibitory control over gaming-related distractors and craving pre- and post-stimulation. Results: Relative to sham treatment, active tDCS reduced interference from gaming-related (versus non-gaming) distractors and attenuated background craving, but did not affect cue-induced craving. Limitations: This study was limited by its relatively small sample size and the fact that it lacked assessments of tDCS effects on addictive behaviour. Future tDCS studies with multiple sessions in larger samples are warranted to examine the effects on addictive behaviours of alterations in addiction-related inhibitory control. Conclusion: These findings demonstrate that stimulation of the dlPFC influences inhibitory control over addiction-related cues and addiction-related motivation. This is the first empirical study to suggest that enhanced inhibitory control may be a cognitive mechanism underlying the effects of tDCS on addictions like Internet gaming disorder. Our finding of attenuated background craving replicated previous tDCS studies. Intriguingly, our finding of distinct tDCS effects on 2 forms of craving suggests that they may have disparate underlying mechanisms or differential sensitivity to tDCS. Clinical Trials No.: NCT03352973
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Lopez-Fernandez, Olatz. "Generalised Versus Specific Internet Use-Related Addiction Problems: A Mixed Methods Study on Internet, Gaming, and Social Networking Behaviours." International Journal of Environmental Research and Public Health 15, no. 12 (December 19, 2018): 2913. http://dx.doi.org/10.3390/ijerph15122913.

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The field of technological behavioural addictions is moving towards specific problems (i.e., gaming disorder). However, more evidence of generalised versus specific Internet use-related addiction problems (generalised pathological Internet use (GPIU) vs. specific pathological Internet use (SPIU)) is still needed. This mixed methods study aimed to disentangle GPIU from SPIU. A partially mixed sequential equal status study design (QUAN→QUAL) was undertaken. First, through an online survey, which adapted the compulsive Internet use scale (CIUS) for three types of problems (i.e., generalised Internet use, and specific online gaming and social networking). Second, potential problem users’ perceptions of the evolution of these problems (aetiology, development, consequences, and factors) were ascertained, through semi-structured interviews, together with their opinion on present Internet gaming disorder (IGD) criteria adapted to each problem studied. Findings showed the CIUS remains valid and reliable for GPIU and SPIUs examined; a prevalence between 10.8% and 37.4% was estimated for potential at-risk problem gamers and Internet users, respectively, who reported their preference for maintaining their virtual lives. Half of the sample had a risk of a unique or mixed profile of these problems. Moreover, device patterns, gender, and age issues emerged, such as problem gamers being proportionally equal male and female young or middle-aged adults. GPIU was highly associated with problem social networking use, and weakly with problematic gaming, but both SPIUs were independent. Concerning addictive symptoms, salience, deception, and tolerance required redefinition, especially for SPIUs, while better-valued IGD criteria applied to GPIU and SPIUs were: Risk relationships or opportunities, give up other activities, withdrawal, and continue despite problems. Thus, although problems studied are present as risk behaviours, SPIUs seem to cover the addictive symptomatology in those categorised as potential problem users, online gaming being the most severe behavioural addiction problem.
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Dissertations / Theses on the topic "Internet Gaming Addiction"

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Pontes, Halley de Oliveira Miguel. "The psychometrics of Internet addiction and Internet Gaming Disorder : a step towards measurement unification." Thesis, Nottingham Trent University, 2017. http://irep.ntu.ac.uk/id/eprint/30943/.

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Previous research on gaming addiction and Internet addiction (IA) has relied on inconsistent definitions and theoretical frameworks to define these constructs, and has negatively impacted on their assessment. However, the American Psychiatric Association (APA) included 'Internet Gaming Disorder' (IGD) as a tentative disorder in need of further investigation in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Following this preliminary recognition of gaming addiction as potential disorder, unification and standardisation in the field in terms of assessment became possible given that the DSM-5 provided a set of official criteria defining IGD that could be implemented in future research. The research in this thesis substantially contributes to knowledge by (i) systematically reviewing the inconsistencies in the psychometric assessment of IGD and IA, (ii) developing a new potentially unifying standardised psychometric assessment framework for both disorders, and (iii) identifying potential risk factors for IGD and IA. A cross-sectional design was employed across all empirical studies (Study 1, N = 1,003; Study 2, N = 1,060; Study 3, N = 1,105; Study 4, N = 1,100), and the data were analysed using structural equation modelling (i.e., measurement model and latent profile analysis), alongside traditional bivariate statistical modelling. The results indicated that, at a theoretical level, the use of inconsistent assessment tools to investigate IGD and IA has hindered progress in the field. At an empirical level, the Internet Gaming Disorder Test (IGD-20 Test) and the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) were developed to assess IGD, and the Internet Disorder Scale (IDS-15) and the Internet Disorder Scale–Short Form (IDS9-SF) were developed to assess IA based on the IGD conceptualisation provided by the APA in the DSM-5. Overall, the research in this thesis confirms the usefulness of the utilisation of the IGD framework and the psychometric tools developed as a potential avenue to overcome the shortcomings related to previous heterogeneity issues in the assessment of both IGD and IA.
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Welsh-Morgan, Bryan. "The Impact of Online Games such as World of Warcraft on Today's Youth." UOIT, 2010. http://hdl.handle.net/10155/64.

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Yu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.

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Collie, Christin. "Gaming Behaviors in Day-to-Day Life: Exploring a Problematic Gaming Behavior Scale." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etd/3496.

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Growing concern for the problematic use of video games has prompted new research in a now growing field of literature. Internet Gaming Disorder (IGD) is a proposed behavioral addiction in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5). To examine the proposed criteria for IGD, a self-report problematic gaming behavior scale (PGBS) was developed for adults residing in the United States. One hundred eighty-nine participants completed an online questionnaire comprised of demographic items, general gaming information, the PGBS, and the Internet Gaming Disorder-20 Test (IGD-20 Test). Statistical analyses conducted at the conclusion of the study were consistent with previous research on the PGBS. Cronbach’s alpha was .908 for the 19-item PGBS, one item was removed to improve reliability. Exploratory factor analysis strongly indicated a 1-factor structure to the PGBS. Logistic regression models were fit to analyze the predictive value of the PGBS total score. The PBGS total score did not predict positive endorsement of any of the four outcome items.
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Wiberg, Magnus, and Victor Lundblad. "Man skola spela! : En enkätstudie om hur gymnasieelevers onlinespelsvanor samvarierar med skolprestation och socialt umgänge." Thesis, Linköpings universitet, Socialt arbete, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110012.

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I det moderna samhället har internet och spelande av olika slag som sker genom internet blivit alltmer populära aktiviteter. I takt med den explosionsartade utvecklingen har även problematiskt beteende följt i form av onlinespelsmissbruk, som blivit ett så pass omfattande problem att det idag omnämns som diagnosen ”Internet Gaming Disorder”, IGD. Företeelsen har dock inte enbart blivit mer framträdande vad gäller aktiviteten i sig utan också gällande mängden forskning som görs inom området. Den population som studeras flitigast och där onlinespelandet är som mest framträdande är bland yngre människor och främst bland pojkar och män. Mycket av den forskning som genomförts har behandlat onlinespelandets påverkan på individen samt dess inverkan på skola och utbildning. Syftet med denna studie är därför att undersöka huruvida onlinespelandet hos tredjeårselever på gymnasiet samvarierar med dennes självupplevda sociala umgänge samt skolprestation. Studien är genomförd utifrån en kvantitativ metod där en enkätundersökning utfördes inom åtta olika program på fyra av Norrköpings gymnasieskolor. Totalt besvarade 99 gymnasieelever enkäten. Studien analyseras med ett socialkonstruktivistiskt perspektiv för att söka förstå bakomliggande aspekter av onlinespelandet genom att diskutera sociala grupperingar och kategoriseringar som sker genom social interaktion. Studiens resultat stämmer ur flera avseenden överens med tidigare forskning där det tydligt går att se att killar spelar mer än tjejer. Studien visar även ett samband mellan onlinespelande och skola på så sätt att individer engagerade i spel bland annat visar en tendens till minskat intresse för studier.
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Denti, Elisabetta. "Habitudes et addiction à internet chez les adolescents italiens : impact sur la fonction visuelle d'un protocole de dramathérapie." Thesis, Sorbonne Paris Cité, 2017. http://www.theses.fr/2017USPCB018.

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En 2017, il n'est plus nécessaire de se rappeler un numéro de téléphone par cœur, de patienter gentiment pour goûter les fruits et légumes de saison ou d'attendre quelqu’un à la gare avec impatience sans avoir eu de ses nouvelles : les émotions sont d'avantage liées à des moyens de communication bien plus immédiats. Le rythme naturel du temps qui passe dans nos vies semble s’apparenter pour l'homme (et pour la femme) du nouveau millénaire, davantage à une accélération effrénée et constante, une course contre le temps, dans l'illusion d'un monde instantané, hyper-rapide, super efficace : un monde « smart ». De cette manière, plutôt que d'écouter et de respecter le rythme naturel de notre respiration, de notre corps, nous choisissons à chaque instant de courir toujours plus vite, dans l'illusion omnipotente de gagner la course contre le temps, l'infaillible gardien de notre existence. Nous exprimons le désir d'être constamment connecté, créant l'illusion de l'hyper-présence. L'évolution technologique a radicalement transformé notre style de vie, notre manière de communiquer, notre propre expérience humaine et émotive. Si d'un côté la révolution technologique à laquelle nous appartenons, et dont nous continuons à en être les acteurs a permis la transformation globale des processus de communication de masse, celle-ci a en même temps permis l'émergence de nouvelles fragilités et la manifestation évidente de psychopathologies en relation à Internet. C’est à partir de la consultation de plus de 240 articles scientifiques internationaux et avec les données fournies sur la prévalence de ces nouvelles formes d’addiction en Asie (le continent technologiquement plus avancé et concerné à ce sujet), que le comité scientifique APA (American Psychiatric Association – Société Américaine de Psychiatrie) a décidé d’introduire l’Internet Gaming Disorder dans la dernière version du DSM, en Mai 2013. Le domaine de l’addiction à Internet est une frontière extrêmement emmêlée et complexe qui représente un nœud névralgique des discussions d'une partie de la communauté scientifique internationale. Voraces et habiles consommatrices des nouvelles technologies, les nouvelles générations sont particulièrement exposées au risque de développer ces nouvelles formes de dépendance. Il est nécessaire que la communauté scientifique internationale s'interroge sur de nouvelles stratégies d'intervention pour pouvoir intercepter et accueillir ces formes de malaise juvénile, qu’elle sache les définir pour les identifier et les soigner grâce à des protocoles d'intervention pour répondre de manière toujours plus efficace aux besoins réels des ces jeunes consommateurs. D'où l’intérêt de développer des projets de recherche portant sur ce sujet. Cette thèse, décrit donc un problème en émergence et la proposition d’une approche thérapeutique possible face à ces nouvelles formes d’addiction avec les arts thérapies, plus précisément avec la dramathérapie. Le cadre expérimental de cette thèse s’articule en deux parties : la première partie correspond à l’étude des répercussions physiologiques notamment sur la variation des compétences visuelles par rapport à un usage abusif ou addictif des écrans. Cette étude, qui constitue la principale expérience psychopédagogique de prévention de cette thèse, a été adressée à 250 adolescents italiens sains. La deuxième partie est une expérience clinique de prise en charge des addictions à Internet, auprès d’un public de 13 adolescents et jeunes adultes atteints du syndrome d’Asperger, addictifs aux jeux vidéo. Un dernier projet de dramathérapie adressé à des adolescents et des jeunes adultes, souffrant d’addiction aux substances constitue l’ouverture du regard clinique face aux comorbidités possibles qui caractérisent la pratique clinique de notre champ d’étude. (...)
In 2017, there is no longer a need to remember a phone number by heart, wait for the right time to taste seasonal fruit or vegetables, or wait for someone at the station without having news briefly before hugging him on the train quay Emotions are more closely related to much more immediate communication flows. The natural rhythm of time flowing in our lives seems to be synonymous for the man (and the woman) of the new millennium of a frantic and constant acceleration against time, in the illusion of a flashy world, super-fast, super-efficient: a smart world. In this way, instead of listening to and respecting the natural rhythm of our breath, our body, we choose at any time to run faster and faster, in the omnipotent illusion of winning the race against time, the unreliable guardian of our existence. We express the desire to be constantly connected, creating the illusion of hyper-presence. Technological development has radically changed our lifestyle, our way of communicating, our human and emotional, individual and collective experience. On the one hand, the technological revolution has allowed the global transformation of the mass communication process and is an inexhaustible source of knowledge and discovery; not to be demonized but to be explored with intelligence and curiosity; it has at the same time led to the emergence of new vulnerabilities and manifestations of Internet-related psychopathological discomfort. It is through the consultation of over 240 international scientific articles and data on the prevalence of these new forms of dependence in Asia (the continent most technologically advanced and involved in this regard), that the American Psychiatric Association (APA) decided to introduce the Internet Gaming Disorder in its latest version of the DSM (Diagnostic and Statistical Manual of Mental Disorders) in May 2013. The field of Internet addiction is an extremely tangled and complex border that represents a nerve node discussion in part of the international scientific community. Voracious consumers and clever users of new technologies, that is the new generations, seem to be particularly at risk of developing these dependencies. This is why it is important to develop research projects and it is urgent to propose psycho-educational prevention projects for the adolescent population. This thesis describes an emergency problem and the proposal of a possible approach facing these new addiction forms through arts therapies, more precisely through dramatherapy. The experimental part of this thesis is articulated in two parts: the first one corresponds to the study of physiological repercussion on variations of visual skills related to the use or abuse of screen use.This study, that represents the psycho pedagogical and prevention experience of this thesis, was addressed to 250 Italian sound teenagers. The second part consists of a clinical experience of cure of Internet addiction addressed to 13 video games addicted adolescents and young adults with Asperger syndrome. A further project of dramatherapy addressed to drugs addicted adolescents and young adults represents a clinical perspective in front of possible comorbidities that characterize the clinical practice in our field of study. The dramatherapy approach in the field of prevention and cure of web related addictions is considered regarding two important aspects: the recovery and reclamation of the body and sensory experience (size altered in the virtual experience facing the monitors) and the possibility to expose the person to a gaming experience through a shared transitional space. The body dimension, completely abandoned or altered in the virtual experience, is recovered and exalted through dramatherapy. The therapeutical approach is born, grows and develops in the body. In our view the stage represents the appropriate mediation between the virtual space of the abuse and real space of existence. (...)
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Frost, Mattias, and Andreas Johansson. "Socialsekreterares arbete med dataspelsberoende ungdomar." Thesis, Högskolan Dalarna, Socialt arbete, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29679.

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Dataspelsberoende är ett relativt nytt och växande problem bland barn och ungdomar, som kan innebära negativa konsekvenser för deras familjerelationer samt skolgång. Syftet med denna studie är att undersöka hur socialsekreterare arbetar med och resonerar kring ungdomar som lever med dataspelsberoende. För att uppnå syftet har vi tillämpat en kvalitativ ansats med semistrukturerade intervjuer som metod. Sex intervjuer genomfördes. Det insamlade materialet har analyserats med en kroppsorienterad respektive en handlingsorienterad förklaringsmodell för drogbruk och beroende, ett teoretiskt ramverk baserat på konflikter mellan sociala roller och institutioner, samt tidigare forskning om dataspelsberoende. Resultatet av vår studie är att socialsekreterare i stor utsträckning likställer dataspelsberoende med andra typer av beroendeproblematik. Orsaken till dataspelsberoende beskrivs som komplicerat och innefattar en kombination av sociala, psykologiska och biologiska faktorer. Behandling riktas främst mot de dataspelsberoende ungdomarnas föräldrar i form av stöd i föräldraförmåga och gränssättning av ungdomen. Socialsekreterarna uppger att de saknar kunskap om dataspelsberoende.
The purpose of this study is to examine how social workers work with adolescents with gaming addiction, and how the social workers talks about the adolescents. We have applied a qualitative approach with semi-structured interviews as a method. Six interviews were held. The material has been analyzed using a body oriented model of explanation regarding drug use and addiction, an action oriented model of explanation regarding drug use and addiction, a theoretic framework based on conflict between social roles and social institutions, and former research. The result of our study is that social workers tend to equate gaming addiction with other types of addiction. The cause of internet gaming disorder is described as complicated, with a combination of social, psychological and biological factors. Treatment is mostly aimed towards parents, in order to support parental ability and boundaries. Social workers describe a lack of knowledge regarding gaming addiction.
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Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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Razavioun, Popak, and Daria Muhammad. "Personlighetsdrag och Psykisk ohälsa relaterat till Datorspelsberoende hos ungdomar : En kvantitativ mediationsstudie på gymnasieelever." Thesis, Linnéuniversitetet, Institutionen för psykologi (PSY), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-75032.

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Många ungdomar spelar datorspel dagligen och trots att många spelar för underhållnings skull finns det dem som utvecklar problem likt missbruksproblematik. Datorspelsberoende är ingen diagnos men ingår i Diagnostic and Statistical Manual of Mental Disorders 5th edition (DSM-5) som ett potentiellt nytt tillstånd som kräver ytterligare forskning. Föreliggande studie syftade till att undersöka vilka personlighetsdrag hos ungdomar som har ett samband med datorspelsberoende och som i sin tur har ett samband med psykisk ohälsa samt hur sambanden ser ut hos pojkar respektive flickor. Studiens övergripande syfte var att bidra med kunskap inom datorspelsberoende för att behandling för denna målgrupp ska kunna bli mer individanpassad. 123 gymnasieelever deltog i en enkätundersökning. Mediationsanalyser gjordes på datamaterialet, som bestod av specifika personlighetsdrag som prediktorvariabel, datorspelsberoende som mediator och psykisk ohälsa som utfallsvariabel. Inga mediationseffekter för det totala stickprovet uppmättes. Resultatet visade på tre medelstora mediationseffekter för pojkar och för flickor visades inget samband mellan prediktor-, mediator- och utfallsvariabel, varpå mediationsanalys inte utfördes på detta stickprov. Studiens resultat indikerar på att det finns en mediationseffekt av datorspelsberoende på relationen mellan specifika personlighetsdrag och psykisk ohälsa hos pojkar, men inte flickor.
Many adolescents play computer games daily and despite the fact that many play for the sake of entertainment, there are those who develop problems similar to addiction problems. Internet gaming addiction is not a diagnosis but it's part of Diagnostic and Statistical Manual of Mental Disorders 5th edition (DSM-5) as a potentially new state that requires further research. This study aimed to investigate which personality traits of young people that have a relationship with Internet gaming addiction and which in turn have a relationship with mental illness and how the relationships between the variables interact in samples with boys and girls. The overall aim of the study was to contribute knowledge in Internet gaming addiction to enable treatment for this target group to become a more individualized treatment. 123 high school students participated in a survey. Mediation analysis were made on the data consisting of specific personality traits as predictor variable, Internet gaming addiction as mediator and mental illness as outcome variable. No mediation effects for the total sample were measured. The results showed 3 medium mediation effects for boys and for girls there was no correlation between predictor, mediator and outcome variables, after which mediation analysis was not performed on this sample. The results of the study indicate that there is a mediation effect of Internet gaming addiction on the relationship between specific personality traits and mental illness for boys, but not girls.
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Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marriage gamed or just one individual gamed (couple-gaming type). Couples in which only one individual gamed (individual-gamer couples) had significantly lower marital satisfaction than all other groups and couples in which both gamed about the same amount of time (equal-gamers) held the highest marital satisfaction of the groups. Prediction models of marital satisfaction were determined for each couple-gaming type. The strongest predictions present in most of the models for marital satisfaction were the frequency that the couple retired to bed at the same time and the frequency that the couple quarreled specifically about gaming. Much MMORPG research has been presented on youth and adults, however to date there is no research on married gamers. Recent research on the video game habits of emerging adults called for further in depth investigation of the implications of video game use in the family formation stage of life.
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Books on the topic "Internet Gaming Addiction"

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McQuade, Samuel C. Internet addiction and online gaming. Edited by Gentry Sarah, Colt James P, and Rogers Marcus K. New York: Chelsea House, 2011.

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Cyber junkie: Escape the gaming and internet trap. Center City, Minn: Hazelden, 2010.

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Frequently asked questions about online gaming addiction. New York: Rosen Pub., 2010.

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Bishop, Jonathan. Psychological and social implications surrounding internet and gaming addiction. Hershey, PA, USA: Information Science Reference, an imprint of IGI Global, 2015.

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Batthyány, Dominik. Rausch ohne Drogen: Substanzungebundene Süchte. Wien: Springer, 2009.

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King, Daniel, and Paul Delfabbro. Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention. Academic Press, 2018.

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Young, Kimberly. Assessment and Treatment of Problem Internet Use. Edited by Jon E. Grant and Marc N. Potenza. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780195389715.013.029_update_001.

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Research over the last decade has identified Internet addiction as a new and often unrecognized clinical disorder that impacts a user’s ability to control online use to the extent that it can cause relational, occupational, and social problems. Symptoms of problem Internet use are compared to criteria used to diagnose other addictions. In particular, pathological gambling is compared to problematic Internet use because of overlapping criteria. This chapter describes the diagnostic and treatment implications of the disorder. As technology is used with great frequency, detection and diagnosis of Internet addiction is often difficult. Symptoms may be masked by legitimate use of the Internet, and clinicians may overlook asking questions about technology use because problem Internet use is still a new and often unrecognized condition. This chapter outlines diagnostic conceptualizations of problem Internet use along with assessment and treatment considerations and the newest inclusion in the DSM-5 for Internet Gaming Disorder.
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Killen, Bruce. Mindful and Compassionate Solutions to Internet Gaming Addiction: A Guide for Parents and Therapists. Author Solutions, Incorporated, 2020.

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Killen, Bruce. Mindful and Compassionate Solutions to Internet Gaming Addiction: A Guide for Parents and Therapists. Author Solutions, Incorporated, 2020.

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Sagan, Meredith, and Timothy Fong. Integrative Approach to Behavioral Addictions: Internet Gaming Disorder (IGD) and Compulsive Buying Disorder (CBD). Edited by Shahla J. Modir and George E. Muñoz. Oxford University Press, 2018. http://dx.doi.org/10.1093/med/9780190275334.003.0010.

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In recent years, awareness and concern has grown within the psychological and medical communities regarding “behavioral addictions”: these are defined as the compulsive performance of otherwise normal everyday activities such as sex, gambling, use of the Internet and online video games, and shopping. This chapter examines 3 such addictive disorders: gambling disorder, compulsive buying disorder (CBD), and Internet gaming disorder (IGD), exploring their definitions, prevalence, diagnoses, consequences, and treatment. All 3 disorders share similar neurobiological mechanisms, acting on the pleasure centers of the brain and having potentially severe social, mental, and psychological repercussions, including loss of interest in life and withdrawal symptoms as intense as those felt by substance abusers when quitting drugs. Certain pharmaceuticals, CBT, and treatment principles similar to those followed by substance abusers, as well as various non-traditional modalities such as acupuncture and yoga, all have shown promise in treating these disorders.
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Book chapters on the topic "Internet Gaming Addiction"

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Ko, Chih-Hung, Gin-Chung Liu, and Ju-Yu Yen. "Functional Imaging of Internet Gaming Disorder." In Internet Addiction, 43–63. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-07242-5_3.

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Ko, Chih-Hung, and Ju-Yu Yen. "Functional Imaging Study of Internet Gaming Disorder." In Internet Addiction, 59–80. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-46276-9_4.

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Han, Doug Hyun, Sun Mi Kim, and Perry F. Renshaw. "Functional Brain Changes in Response to Treatment of Internet Gaming Disorder." In Internet Addiction, 93–108. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-46276-9_6.

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Han, Doug Hyun, Sun Mi Kim, and Perry F. Renshaw. "Functional Brain Changes in Response to Treatment of Internet Gaming Disorder." In Internet Addiction, 77–91. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-07242-5_5.

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Pontes, Halley M., Daria J. Kuss, and Mark D. Griffiths. "Psychometric Assessment of Internet Gaming Disorder in Neuroimaging Studies: A Systematic Review." In Internet Addiction, 181–208. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-46276-9_11.

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Kaye, Linda K., Daria J. Kuss, and Hans-Jürgen Rumpf. "Conceptual and Methodological Considerations of Gaming Disorder and Internet Gaming Disorder." In Textbook of Addiction Treatment, 967–77. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36391-8_68.

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Billieux, Joël, Jory Deleuze, Mark D. Griffiths, and Daria J. Kuss. "Internet Gaming Addiction: The Case of Massively Multiplayer Online Role-Playing Games." In Textbook of Addiction Treatment: International Perspectives, 1515–25. Milano: Springer Milan, 2014. http://dx.doi.org/10.1007/978-88-470-5322-9_105.

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Doan, Andrew P., Kathryn Yung, Paulette Cazares, and Warren P. Klam. "Internet Gaming Disorder and Internet Addiction Disorder: Future Careers in Research, Education, and Treatment." In Career Paths in Telemental Health, 53–61. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-23736-7_4.

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Griffiths, Mark. "Gambling Addiction on the Internet." In Internet Addiction, 91–111. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2012. http://dx.doi.org/10.1002/9781118013991.ch6.

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Yu, Hongsik. "Development of an Internet Gaming Addiction Scale Based on the DSM-5’s Nine Diagnostic Criteria with South Korean Gamer Samples." In Transnational Contexts of Development History, Sociality, and Society of Play, 211–36. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-43820-7_8.

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Conference papers on the topic "Internet Gaming Addiction"

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Subu, Muhammad Arsyad, Nabeel Al-Yateem, Imam Waluyo, Jacqueline Maria Dias, Syed Azizur Rahman, Rinto Agustino, Iqbal Shaikh Ahamed, and Amina Al Marzooqi. "Relationship between Internet Gaming Addiction and Body Mass Index Status among Indonesian Junior High School Students." In 2021 IEEE 45th Annual Computers, Software, and Applications Conference (COMPSAC). IEEE, 2021. http://dx.doi.org/10.1109/compsac51774.2021.00200.

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Reports on the topic "Internet Gaming Addiction"

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Does an internet gaming disorder prospectively predict psychiatric symptoms? ACAMH, November 2020. http://dx.doi.org/10.13056/acamh.13943.

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A minority of children and adolescents develop addiction-like engagement in gaming that is associated with impaired function.1 Preliminary data suggest that affected children with these symptoms, indicating an Internet Gaming Disorder (IGD), might present with more symptoms of common psychiatric disorders than those without an IGD.
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