internet gaming addiction
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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.


2021 ◽  
Vol 8 (3) ◽  
Author(s):  
Ms. Rawindar Kaur kaur ◽  
Dr. Ramandeep Kaur Dhillon dhillon

OBJECTIVE: To assess the impact of motivational interviewing on attitude and behavioural outcome among adolescents regarding IGA at selected schools of Patiala city of Punjab. METHODS: This was an experimental research design with two group pre-test post-test control group design. The samples were recruited by opting probability sampling technique. The study samples were the adolescents with age group of 15 to 18 years old who have met the eligibility criteria. Total 300 adolescents were recruited based on power analysis. The research instruments were the Structured Attitude Rating Scale on I GA (SARS-IGA) and Structured Behavioural Outcome check list on IGA (SBOC-IGA). The collected data were organised logically and data was analysed by SPSS-22. RESULTS: The mean difference of experimental group was 18.89 while in control group it was 2.96. F ratio identified as 10.10 which reflected that among both the group, there is significant difference in terms of attitude of adolescents regarding internet gaming addiction. The mean difference of experimental group was 12.80 while in control group it was 4.27. F ratio identified as 10.40 which reflected that among both the group, there is significant difference in terms of behavioural outcome of adolescents regarding internet gaming addiction. The finding suggested that the provided motivational interviewing technique is effective to enhance attitude and behavioural outcome of IGA victims. CONCLUSION: findings of the study suggested that internet gaming disorder or dependency has reached to significant level and motivational interviewing is helping adolescents to improve their attitudes and enhanced their behaviour outcome regarding internet gaming disorders.


2021 ◽  
Vol 7 (1) ◽  
Author(s):  
Ms. Rawindar Kaur kaur ◽  
Dr. Ramandeep Kaur Dhillon dhillon

Internet Gaming addiction is an undeniably common issue, which can have serious outcomes in influenced youngsters and in their families. The standard of conduct is of adequate seriousness to bring about critical disability in close to home, family, social, instructive, word related or other significant spaces of working. The example of gaming conduct might be persistent or roundabout and intermittent. The gaming conduct and different highlights are ordinarily clear over a time of no less than a year for a conclusion to be allotted, albeit the necessary term might be abbreviated if all analytic prerequisites are met and side effects are serious. The gathered evidences brought that such additions created behavioural issues among adolescents and often researchers brought that such addicted person have behavioural problems such as short temper, aggression, conduct disorders, obsessive compulsive disorders, irritation, depression. Researchers strongly believe that internet gaming addition is a serious problem among youths and should be treated on priority.


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.


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.


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