scholarly journals Phenomenological analysis of maladaptive daydreaming associated with internet gaming addiction: a case report

2021 ◽  
Vol 34 (2) ◽  
pp. e100419
Author(s):  
Prerna Sharma ◽  
Ananya Mahapatra

Maladaptive daydreaming (MD) is an immersive fantasy activity that leads to distress and socio-occupational dysfunction. MD has many features suggestive of behavioural addiction, but research exploring the phenomenology of this clinical construct is limited. MD has also been purported to be a maladaptive strategy to cope with distress, but often leads to uncontrollable absorption in fantasy world, social withdrawal and neglected aspects of everyday life. In this paper, we report the case of a 16-year-old boy who developed internet gaming disorder and MD after experiencing cyberbullying from his peers. The patient engaged in vivid, fanciful imagery that lasted for hours, leading to social dysfunction and academic deterioration. Baseline assessment revealed a Maladaptive Daydreaming Scale-16 score of 65 (cut-off 50) and an Internet Gaming Test-20 score of 86 (cut-off 71). The patient was managed primarily with psychological intervention. The therapy focused on behaviour modification and cognitive restructuring. Patients in clinical setting should be questioned about MD when presenting with excessive use of technology or other forms of behavioural addictions. Further studies are necessary to determine the biopsychosocial factors of MD and its correlates. There is also a need to study treatment and management approaches for treating MD.

2017 ◽  
Author(s):  
Andrew K Przybylski ◽  
Netta Weinstein ◽  
Kou Murayama

In this editorial we advance the idea that the future of Internet Gaming Addiction research must be guided by open science practice.


2019 ◽  
Vol 35 (5) ◽  
pp. 284-289
Author(s):  
Jennifer Leigh Johnson ◽  
Phillip Matthew Edwards

Technology is pervasive in society and reaches across all age-groups. The use of technology in youth has risen steadily in the past two decades through access to television, internet, computers, social media, and gaming in various formats. Due to this increased exposure and access, concerns have developed among mental health and healthcare providers regarding gaming addiction in youth. The American Psychiatric Association mentioned internet gaming disorder in the 2013 publication of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.). While not recognized as a specific diagnosis at the time of publication, there was a call for further research and evaluation of this phenomenon. Research indicates there are negative impacts on academic performance, social development, and self-concept in game-addicted youth. The purpose of this article is to provide the school nurse with information needed to recognize and care for youth at risk for and those experiencing gaming addiction. The school nurse is poised to provide nursing care in the school setting to educate, prevent, and help manage youth with gaming addiction risks and experiences, as part of an interdisciplinary team.


2019 ◽  
Vol 6 (2) ◽  
pp. 167-174
Author(s):  
M Arsyad Subu ◽  
Peni Rahmawati ◽  
Imam Waluyo ◽  
Rinto Agustino

   The development of electronic media, especially gadgets that are increasingly sophisticated in recent years such as the use of the internet, playing games online or offline is a popular activity in teenagers. Generally teenagers make several reasons to use the internet or play games as entertainment, reduce emotions, escape from reality, seek challenges and happiness. This study was to determine the relationship between internet gaming addiction and body mass index in adolescents aged 12-15 years of junior high school at kramat jati district, east jakarta,2018. This research is a further analysis of previous study conducted two weeks in July 2018. Sample were 315 adolescent aged 12-15 years old in KramatJati, East Jakarta were include in this study. Internet Gaming Disorder Scale-Short Form (IGDS9-SF) were used to measure internet gaming addiction and measurement of Body Mass Index. From the result of research, adolescent with low internet gaming addiction 177 students (70.8%) and normal body mass index 126 students (50.4%), with the results of the correlation r = -0.036 and p = 0.566. The results of internet gaming addiction with body mass index in adolescent has a weak relationship, and inversely proportional.


2020 ◽  
Vol 11 ◽  
Author(s):  
Syeda Raiha ◽  
Guochun Yang ◽  
Lingxiao Wang ◽  
Weine Dai ◽  
Haiyan Wu ◽  
...  

Converging evidence indicates that addiction involves impairment in reward processing systems. However, the patterns of dysfunction in different stages of reward processing in internet gaming addiction remain unclear. In previous studies, individuals with internet gaming disorder were found to be impulsive and risk taking, but there is no general consensus on the relation between impulsivity and risk-taking tendencies in these individuals. The current study explored behavioral and electrophysiological responses associated with different stages of reward processing among individuals with internet gaming disorders (IGDs) with a delayed discounting task and simple gambling tasks. Compared to the healthy control (HC) group, the IGD group discounted delays more steeply and made more risky choices, irrespective of the outcome. As for the event-related potential (ERP) results, during the reward anticipation stage, IGDs had the same stimulus-preceding negativity (SPN) for both large and small choices, whereas HCs exhibited a higher SPN in large vs. small choices. During the outcome evaluation stage, IGDs exhibited a blunted feedback-related negativity for losses vs. gains. The results indicate impairment across different stages of reward processing among IGDs. Moreover, we found negative correlation between impulsivity indexed by BIS-11 and reward sensitivity indexed by SPN amplitude during anticipation stage only, indicating different neural mechanisms at different stages of reward processing. The current study helps to elucidate the behavioral and neural mechanisms of reward processing in internet gaming addiction.


2021 ◽  
Vol 26 (5) ◽  
pp. 861-883
Author(s):  
Hiromi Seno

As the number of internet users appears to steadily increase each year, Internet Gaming Disorder (IGD) is bound to increase as well. The question how this increase will take place, and what factors have the largest impact on this increase, naturally arises. We consider a system of ordinary differential equations as a simple mathematical model of the population dynamics about the internet gaming. We assume three stages about the internet gamer’s state: moderate, addictive, and under treatment. The transition of the gamer’s state between the moderate and the addictive stages is significantly affected by the social nature of internet gaming. As the activity of social interaction gets higher, the gamer would be more likely to become addictive. With the inherent social reinforcement of internet game, the addictive gamer would hardly recontrol his/herself to recover to the moderate gamer. Our result on the model demonstrates the importance of earlier initiation of a system to check the IGD and lead to some medical/therapeutic treatment. Otherwise, the number of addictive gamers would become larger beyond the socially controllable level.


2020 ◽  
Vol 6 (1) ◽  
pp. 101-116
Author(s):  
Almina P. Ramos ◽  
Claudette A. Agnes

The excessive use of Internet in online gaming afflicted several adolescent students in such a way that they found it hard to control their gaming behaviour anymore. There were a lot of studies done as to the causes of this modern-day addiction but there was scarcity on the therapy program that will address the problematic thoughts and feelings associated with this behaviour. This study aimed to devise a Behaviour Modification Therapy (BMT) program that will reduce the frequency, intensity, and duration of their online gaming. In developing the therapy, a mixed method of quantitative and qualitative research using sequential explanatory design was utilized. This was composed of collection and analysis of quantitative data through pre-test on Internet Gaming Disorder (IGD) 20-Test; compilation of qualitative data through related literatures and studies, Focused Group Discussions (FGD) and Training Needs Analysis (TNA). The data were used as bases in designing the eight (8) sessions of BMT. The respondents included in this research were the 11-19 years old public high school students who experienced excessive internet gaming. After the therapy sessions the post test on the (IGD) 20-Test was administered and the t-Test was used to find the difference. The Behaviour Modification Therapy was helpful and efficacious in reducing the IGD symptoms of the respondents. This can be adapted as psychotherapy for IGD.


2018 ◽  
Author(s):  
Bruno Schivinski ◽  
Magdalena Brzozowska-Woś ◽  
Erin M. Buchanan ◽  
Mark D. Griffiths ◽  
Halley M. Pontes

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