scholarly journals FROM MARIJUANA TO INTERNET AND VIDEO GAMING ADICTION- A CASE REPO

2021 ◽  
Vol 10 (5) ◽  
pp. 55-58
Author(s):  
Lavinia-Alexandra Moroianu ◽  
Marius Moroianu ◽  
Anamaria Ciubara

Marijuana is the most widely used psychoactive substance after coffee and it is used for both medical and recreational purposes. It has been known since ancient times and it seems to have been part of the mixture that was put in the pipe of “peace” by Native Americans. Marijuana is psychically addictive, but in its case, there is no physical addiction as in the case of high-risk drugs (heroin) and over 70% of consumers do not recognize marijuana addiction. This substance can induce an acute psychotic episode and the onset of schizophrenia. Usually, the patient’s family is the one who asks for help in their case. We chose to present the clinical case of a patient, initially, marijuana addicted, who, after stopping it, developed an internet gaming disorder addiction. The digital environment is constantly evolving, growing exponentially at a considerable rate and online networks mean creating connections between people, minds and memories, regardless of their location in space and time. Many of us have different passions but there are also people who take these passions to the extreme as is the case with our patient who has developed an addiction to video games. Thus, we can conclude that one addiction can be replaced by another one in a very short time.

2021 ◽  
Vol 11 (3) ◽  
pp. 518-527
Author(s):  
Jireh Phuah Rong Yao ◽  
Viswanath Sundar ◽  
Vinodhkumar Ramalingam

INTRODUCTION: Mobile video gaming among university students has increased rapidly, more than before the COVID-19 pandemic. This is very concerning as this could spark various problems, such as musculoskeletal pain and gaming disorders. OBJECTIVES:  The present study is to identify the predictors of mobile video gaming on musculoskeletal pain among university students in Selangor, Malaysia. PARTICIPANTS AND METHODS: This study was conducted online using a self-reported online questionnaire via Google Form and sent to university students in Selangor, Malaysia. Participants' gaming addiction was measured using the Ten Item Internet Gaming Disorder Test (IGDT-10) questionnaire, and the prevalence of musculoskeletal pain was assessed by the Modified Nordic Musculoskeletal Questionnaire (MNMQ). The data was analyzed using SPSS version 25. A descriptive and binomial linear regression test was used to predict the variables. The statistical significance was set at p < 0.05, and odds ratios were calculated with confidence intervals of 95%. RESULTS: The prevalence of Internet Gaming Disorder among university students in Selangor, Malaysia is 1.8% (n=3). The neck region (74.2%) was the most commonly reported body region with musculoskeletal pain, followed by the shoulder region (60.7 %), lower back region (55.8 %), and upper back region (50.9 %). The body position was the only predictor of mobile video gaming with musculoskeletal pain (p = 0.002) in the lower back region. CONCLUSION: According to the findings of this study, the prevalence of Internet Gaming Disorder (IGD) among university students was low and not addicted to gaming in the Covid-19 lockdown. We also found that participants who sat while playing mobile video games were more likely to develop low back pain. However, one of the limiting factors could be prolonged sitting in virtual classes during the lockdown, which causes low back pain.


2021 ◽  
Author(s):  
Bhavneet Walia ◽  
Jeeyoon Kim ◽  
Ignatius Ijere ◽  
Shane Sanders

UNSTRUCTURED We conducted a survey of 835 individuals who regularly play video games to determine the relationship between Video Gaming (VG) intensity of use and hedonic experience of the user. We divide the sample into four quartiles by self-reported VG addictive symptom level (from the Internet Gaming Disorder Scale) and conduct polynomial regressions separately for each quartile. We find that the higher VG addictive symptom level groups experience a U-shaped (curvilinear) relationship between hedonic experience and intensity of play, whereas groups with lower VG addictive symptom levels exhibit no such relationship. Due to sensitization and tolerance, we conclude that high-symptom groups experience frustration and disappointment until achieving excessive dopamine release, at which point their hedonic experience improves in additional play. Conversely, low-symptom groups experience no such fall-and-rise pattern. Members of the latter group play the game for the direct experience; therefore, their hedonic experience is more directly related to events occurring in the game than to the increasingly-elusive pursuit of excessive dopamine release. We also find that high-symptom groups spend substantially more time and money to support VG use and are much more likely to engage in VG use at the expense of other important activities, such as work, sleep, and eating.


Author(s):  
Xavier Cabonell-Sánchez

This article consists of a reflection on the clash between the interests of the video gaming industry and the health of consumers as defined by the World Health Organization and the American Psychiatric Association. The article discusses the history of the self-regulation of the tobacco, alcohol and gambling industries, then goes on to discuss the extent to which video games may gain establishment acceptance as sports, much as bridge and chess did before them. The article concludes that the category of sport can serve as a mediating force between the industry and the health of gamers.


2021 ◽  
Vol 46 ◽  
Author(s):  
Roberta Biolcati ◽  
Stefano Passini ◽  
Virginia Pupi

The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributing to a common discourse concerning its risk profiles. Specifically, the study aims to assess the prevalence of addicted gamers among Italian online and offline gamers, accounting for gender and to investigate the mediation role of gaming motives on the relationship between personality risk traits and IGD. A total of 627 videogame players (55% women; mean age 27 years) recruited from social networking sites took part in the study and filled a questionnaire including gaming characteristics, the Internet Gaming Disorder Scale (IGDS9-SF), the Substance Use Risk Profile Scale (SURPS) and the Motives for Online Gaming Questionnaire (MOGQ). The prevalence rate of Internet gaming disorder was 5.3%. Hopelessness was the personality dimension that most differentiates gaming addicts from non-addicts. Results of the mediation model suggested that Hopelessness was both directly and indirectly (via escape, fantasy and recreational motives) associated with IGD. The motivations Escape and Fantasy also mediate between Anxiety sensitivity and IGD while Competition mediate between Sensation seeking trait and IGD. The evidence suggests that IGD is motivated by psychological mechanisms similar to those compelling substance abuse, but with its own unique features.RésuméCette étude a pour but d’améliorer notre connaissance de la dépendance au jeu sur Internet (DJI) afin d’enrichir le discours sur ses profils de risque. Elle vise plus précisément à évaluer la prévalence des joueurs dépendants parmi les joueurs italiens en ligne et hors ligne, en tenant compte du genre et en examinant le rôle de médiation des raisons qui motivent la pratique des jeux dans la relation entre les traits de personnalité présentant des risques et la DJI. En tout, 627 joueurs de jeux vidéo (55 % de femmes d’une moyenne d’âge de 27 ans) recrutés sur des sites de réseaux sociaux ont participé à l’étude et rempli un questionnaire comprenant des caractéristiques liées au jeu, l’échelle de la dépendance au jeu sur Internet (IGDS9-SF), l’échelle de profil de risque de consommation de substances psychoactives (SURPS) et le questionnaire sur les raisons de jouer en ligne (MOGQ). Le taux de prévalence de la dépendance au jeu sur Internet s’établissait à 5,3 %. Le désespoir constituait l’aspect de la personnalité qui distinguait le plus les personnes dépendantes au jeu des personnes non dépendantes. Les résultats du modèle de médiation donnaient à penser que le désespoir était associé directement et indirectement (raisons liées à la fuite, à l’imaginaire et aux loisirs) à la DJI. Les raisons Fuite et Imaginaire assurent la médiation entre la sensibilité à l’anxiété et la DJI, tandis que la concurrence assure la médiation entre la recherche de sensations et la DJI. Tout indique que la DJI est motivée par des mécanismes psychologiques similaires à ceux qui incitent à la toxicomanie, mais possède ses propres caractéristiques.


2019 ◽  
Vol 6 (1) ◽  
pp. 45 ◽  
Author(s):  
Devin J. Mills ◽  
Wen Li ◽  
Loredana Marchica

<em>No research has examined whether the effect of high negative affect and poor life satisfaction on Internet Gaming Disorder (IGD) is explained by gaming to cope or is dependent upon users’ passion for video gaming. An online sample of adults (N = 969 adults; 60.5% male) reported their passion for video games, positive and negative affect, life satisfaction, and IGD severity. A latent profile analysis on the passion subscales yielded four subgroups: (1) minimally passionate; (2) moderately passionate; (3) harmoniously passionate (HP); and (4) Obsessively Passionate (OP) video game users. Although negative affect was directly and indirectly associated with greater IGD through gaming to cope in the overall sample, a follow-up moderated-mediation model revealed that gaming to cope did not mediate the association between negative affect and IGD for OP users, but did for HP users. The implications for future research on the mechanisms of IGD are discussed.</em>


Author(s):  
Olivier Phan ◽  
Constance Prieur ◽  
Céline Bonnaire ◽  
Ivana Obradovic

Among adolescents, heavy video game use and socializing online may be valued socially by peers, depending on gender and age, which can increase life satisfaction. However, heavy video gaming may also be linked to symptoms of Internet Gaming Disorder, which can decrease life satisfaction. Overall, when symptoms of Internet Gaming Disorder are present, do subjects experience decreased or increased life satisfaction, all other things being equal? The aim of this study was to explore the association between Internet Gaming Disorder symptoms and life satisfaction, while controlling for gender, age, and other conditions that may impact life satisfaction. More than 2000 adolescents filled out an anonymous questionnaire at school, and 43 patients in a care center filled out the same questionnaire. Sociodemographic characteristics, family life conditions, use of screens (videos, video games, and social networks), mental health screenings, and a life satisfaction measure were collected. Distribution of participants’ characteristics was provided, and stratified multivariate analyses by young male, older male, young female, and older female school populations were carried out. Results suggested that Internet Gaming Disorder symptoms had similar prevalence before and after the age of 15 in males (21% vs. 19%) and in females (6% vs. 7%) respectively and was significantly associated with decreased life satisfaction in older males, even after adjusting for parental support, depression, and economic conditions. Associations between symptoms of Internet Gaming Disorder and life satisfaction may be different depending on adolescent gender and age group.


Psihologija ◽  
2020 ◽  
Vol 53 (3) ◽  
pp. 307-318
Author(s):  
Alexandra Maftei ◽  
Violeta Enea

Online video gaming has been endorsed as a potential addictive behavior with negative psychological and functional consequences and has been extensively studied among adolescents and young individuals. The aim of this cross-sectional study was to estimate the prevalence of symptoms of the Internet Gaming Disorder (IGD) in a sample of 278 Romanian early adolescents (aged 10 to 14, 52.5% females) and their parents, and to examine the role of parental styles of parents in predicting the symptoms of IGD in their children. Statistical analyses showed that 31 (22%) adolescents had clinically relevant symptoms of IGD. A logistic regression model revealed that a dominant permissive style of parents was substantially related to symptoms of IGD in their children. Findings highlight a strong correlation between parenting styles and symptoms of IGD, emphasizing the importance of parental involvement in both the prevention and development of IGD in early adolescence.


2020 ◽  
Vol 129 ◽  
pp. 31-39
Author(s):  
Vladan Starcevic ◽  
Tae Young Choi ◽  
Tae Ho Kim ◽  
Seo-Koo Yoo ◽  
Sujin Bae ◽  
...  

2018 ◽  
Vol 18 (1) ◽  
pp. 93
Author(s):  
Fanni Bányai ◽  
Ágnes Zsila ◽  
Zsolt Demetrovics ◽  
Orsolya Király

Napjainkban a videojátékokkal való időtöltés az egyik legnépszerűbb szabadidős tevékenység a fiatalok körében. Ennek elterjedésével párhuzamosan nőtt a tudományos érdeklődés a játékok káros hatásai, illetve azok problémás használata iránt, mely jelenség a köznyelvben csak “játékfüggőségként” ismert. A kutatások rámutattak arra, hogy a játékosok kis része jelentős pszichológiai ártalmaktól szenved számos életterületen (például családi, társas, munkahelyi/tanulmányi). Tanulmányunk célja áttekintést nyújtani a problémás játékhasználat újabb elméleti megközelítéseiről, diagnosztikai kritériumairól és méréséről. A definíciót és a kritériumokat övező tudományos viták mellett bemutatjuk a kezelési eljárásokat és programokat, valamint felvázoljuk a jövőbeli kutatási irányzatok lehetőségeit is. --- Problematic video gaming: Novel approaches in theory and practice These days spending time playing video games is one of the most popular leisure-time activities among young people. With the growth of interest in video games research has begun to focus on the negative effects of usage in addition to problematic use, which is commonly known as "game addiction". Research has pointed out that a small number of gamers suffer from severe functional and psychological harm in several aspects of their lives (for instance, family, social, work/study). The aim of our study is to provide an overview of the novel theoretical approaches, diagnostic criteria and assessment of problematic gaming. Besides describing the scientific debates concerning the definition and criteria, we present the treatment methods and programs, and draw a picture of the possibilities for future directions in research. Keywords: problematic gaming, gaming disorder, addiction, Internet Gaming Disorder (IGD), interactive media


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