Exploring the abnormal signal transduction mediated internet addiction and gaming disorders

Author(s):  
Bhumika Chauhan ◽  
Sisir Nandi

: The world is connected by the internet. It is very useful because we use Google to find out any new topic, to search new places, to quest updated research, and to get knowledge for learnng. The person around the world can communicate with each other through the Google video conference talk. Internet is frequently used in smartphones, laptops, desktop, and tablet. Excessive affinity towards internet-based online data collection, downloading pictures, videos, cyber relationships, and social media may produce addiction disorders followed by different symptoms such as behaviors change, mind disturbance, depression, anxiety, loss of appetite hyperactivity, sleeping disorder, headache, visual fatigueness, trafficking of memory, attention-deficit, loss of efficiency in work and social detachment which may be caused by an imbalance of neurotransmitters. This is very difficult to control because of abnormal signal transduction in the brain. The present study is an attempt to discuss internet addiction disorder (IAD), internet gaming disorder (IGD), and give awareness to society to get rid of this addiction.

2018 ◽  
Vol 4 (3-4) ◽  
pp. 215-222 ◽  
Author(s):  
Anurag Tripathi

In the past few years internet addiction (IA) and internet gaming disorder (IGD) have become very frequent, leading to many personality and psychiatric disorders including low self-esteem, impulsivity, poor sleep quality, mood disorder, and suicide. IA has been included in Appendix III of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) as IGD. In addition, IA leads to many neuroanatomical and neurochemical alterations including cortical thinning of various components of the brain and altered dopaminergic reward circuitry. Due to widespread neuropsychiatric and neurobiological implications of IA, multiple therapeutic approaches are needed. Integrative therapy in the form of yoga and mindfulness has proven to be effective in many addiction disorders including IA.


2017 ◽  
Vol 31 (8) ◽  
pp. 979-994 ◽  
Author(s):  
Kristyn Zajac ◽  
Meredith K. Ginley ◽  
Rocio Chang ◽  
Nancy M. Petry

Author(s):  
Chih-Hung Ko ◽  
Sue-Huei Chen ◽  
Chih-Hung Wang ◽  
Wen-Xiang Tsai ◽  
Ju-Yu Yen

Objectives: The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) includes the diagnostic criteria for Internet gaming disorder (IGD). This study evaluated (1) the screening, diagnostic, and prevalence-estimated cutoff points of the Chen Internet Addiction Scale–Gaming Version (CIAS-G) for IGD in the DSM-5; and (2) the differences in the CIAS-G and subscale scores among individuals with IGD, regular gamers (RGs), and other control subjects. Methods: We recruited 69 participants with IGD, 69 RGs, and 69 healthy participants based on diagnostic interviews conducted by a psychiatrist according to DSM-5 IGD criteria. All participants completed the CIAS-G and were assessed using the clinical global impression scale. Results: The optimal screening and diagnostic cutoff points were 68 or more (sensitivity, 97.1%; specificity, 76.8%) and 72 or more (sensitivity, 85.5%; specificity, 87.0%) for IGD based on DSM-5 criteria, respectively. The 76 or more cutoff point had the highest number needed to misdiagnose and was the optimal prevalence estimated cutoff point. Conclusions: The screening cutoff point could be used to identify individuals with IGD for further diagnostic interviewing to confirm the diagnosis in the clinical setting or for two-stage epidemiological evaluation. The diagnostic cutoff point provides a provisional diagnosis of IGD when diagnostic interviewing is unavailable. The prevalence-estimated cutoff point could be used to estimate the prevalence of IGD in large-scale epidemiological investigations when further diagnostic interviewing is impractical. The clinical and epidemiological utility of CIAS-G warrants further study.


Sign in / Sign up

Export Citation Format

Share Document