Clinical validation of the C-VAT 2.0 assessment tool for gaming disorder: A sensitivity analysis of the proposed DSM-5 criteria and the clinical characteristics of young patients with ‘video game addiction’

2017 ◽  
Vol 64 ◽  
pp. 269-274 ◽  
Author(s):  
Antonius J. van Rooij ◽  
Tim M. Schoenmakers ◽  
Dike van de Mheen
Author(s):  
Mark D. Griffiths ◽  
Halley M. Pontes

The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (arcade video game addiction), 1990s (home console video game addiction), and 2000s and beyond (online video game addiction). The chapter also overviews the features of gaming addiction, its prevalence rates, demographics and gaming addiction, negative consequences of excessive video game use, Internet gaming disorder and the DSM-5, and treatment of gaming addiction. Based on the published evidence, particularly from studies conducted in the past decade, it appears that, in extreme cases, excessive gaming can have potentially damaging effects on individuals who appear to display compulsive and/or addictive behavior similar to other more traditional addictions. However, the field has been hindered by the use of inconsistent and nonstandardized criteria to assess and identify problematic and/or addictive video game use.


2013 ◽  
Vol 25 (3) ◽  
pp. 118-128 ◽  
Author(s):  
Florian Rehbein ◽  
Dirk Baier

In recent years, a variety of epidemiological studies have provided empirical data on the prevalence of video game addiction (GA) in different age groups. However, few studies investigated the causes of GA and could explain why video game playing as a widespread phenomenon leads to a comparatively small percentage of addicted players. Additionally, the existing longitudinal studies mainly consider psychological trait variables and neglect the possible explanatory value of predictors in socialization regarding media availability, media use, and family and everyday school life. In this paper, the results of a two-wave longitudinal study comprising a sample of students from Grades 4 to 9 (N = 406) are presented. The data show that 15-year-old video game addicts had already exhibited a number of specific risk factors at the age of 10. Students from single-parent families seem to be particularly at risk, as are students with low experienced school well-being and with a weaker social integration in class. The data also indicate that problematic use of video games in childhood increases the risk of GA in adolescence. Male students are especially vulnerable for developing GA. The results of this study are an important contribution to understanding risk factors for GA in adolescents, thereby laying the groundwork for effective prevention measures.


2014 ◽  
Vol 63 (1) ◽  
pp. 57-71 ◽  
Author(s):  
Igor Lins Lemos ◽  
Paula Rejane Beserra Diniz ◽  
Julio Fernando Prieto Peres ◽  
Everton Botelho Sougey

Objetivo: Realizar revisão sistemática de manuscritos que utilizaram a neuroimagem no estudo da dependência de jogos eletrônicos, a fim de identificar as principais regiões cerebrais alteradas. Métodos: Foram realizadas buscas nos seguintes bancos de dados: ScieELO, BVS, Lilacs, Science Direct On Line e PubMed. Não houve data mínima para a pesquisa, sendo considerados os artigos encontrados até julho de 2013. Os descritores utilizados para a presente revisão sistemática da literatura foram: “PET”, “SPECT”, “MRI”, “DTI”, “EEG”, “imaging”, “neuroimaging”, “spectroscopy”, “functional magnetic ressonance”, “structural magnetic ressonance”, “tractography”, “voxel” e “brain”, individualmente cruzados com os descritores “gaming” e “video game addiction”. Resultados: Dos 52 artigos encontrados, 16 foram selecionados: nove usaram fMRI, quatro usaram sRMI, um usou PET e dois usaram EEG. Em relação às alterações funcionais e estruturais, elas foram mais observadas no lobo frontal (córtex pré-frontal dorsolateral, córtex orbitofrontal, giro pré-frontal, giro frontal médio), parietal, temporal (giro para-hipocampal), núcleos da base, tálamo, ínsula e cerebelo. Conclusão: A despeito dos métodos utilizados, os estudos apontaram convergências quanto às reciprocidades cerebrais. Essas alterações neurais são semelhantes às observadas em pacientes dependentes de substâncias e de internet, especialmente durante o estado de fissura. Apesar de apenas recentemente pesquisas de neuroimagem em dependentes de jogos eletrônicos terem sido realizadas, contamos no momento com achados significativos alinhados à compreensão dos mecanismos neurais associados à dependência de jogos eletrônicos e respectiva inserção como categoria nosológica no âmbito psiquiátrico.


2020 ◽  
Vol 3 (2) ◽  
pp. 71-82
Author(s):  
Asti Adwitiya ◽  
Supra Wimbarti

Adiksi video game menjadi perhatian para peneliti di dunia, ditandai munculnya adiksi video game dalam DSM 5 sebagai internet gaming disorder. Namun kebanyakan penelitian tersebut masih berfokus pada remaja meski saat ini, mayoritas anak-anak juga sudah bermain video game dengan berbagai tingkatan motivasi yang melatarbelakanginya. Orangtua sebagai pihak yang memfasilitasi anak dengan perangkat untuk bermain game perlu memediasi interaksi anak dengan game yang dimainkannya. Penelitian ini bertujuan untuk mengetahui hubungan antara motivasi bermain video game dan mediasi orangtua terhadap kecenderungan adiksi video game. Penelitian ini melibatkan 233 anak berusia 9-12 tahun (110 laki-laki ; 123 perempuan).. Analisis jalur yang dilakukan menunjukkan bahwa mediasi gatekeeping menjadi moderator hubungan antara motivasi bermain dengan kecenderungan adiksi video game.


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