L4: Gaming Disorder Flashcards

(29 cards)

1
Q

What is the definition of Gaming Disorder?

A

Unable to control or stop gaming, gaming more important than anything else, gaming despite negative consequences

This definition reflects the criteria set by the ICD-11 and DSM-5.

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2
Q

What percentage of gamers showed improvements in gaming according to the National Centre for Gaming Disorders?

A

64%

This improvement was measured by IGD20.

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3
Q

What is the average age at which individuals are referred for gaming disorder treatment?

A

21 years

The average age when gaming became a problem is 15 years.

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4
Q

According to the ICD-11 criteria, how long must symptoms of Gaming Disorder be present for diagnosis?

A

At least 12 months.

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5
Q

ICD-11 Gaming Disorder Criteria

WHO (2018)

A
  • Impaired control over gaming
  • Increasing priority given to gaming over other interests
  • Continuation or escalation despite negative consequences
  • Pattern may be continuous, episodic or recurrent
  • Impairment in personal, family, social, educational, occupational or other important areas of functioning

Present for at least 12 months

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6
Q

Name some key symptoms of Gaming Disorder as per DSM-5 criteria.

A

Preoccupation with games, withdrawal symptoms when gaming is taken away, need to spend increasing time gaming, loss of interest in previous hobbies, unsuccessful attempts to control gaming

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7
Q

According to the DSM-5, how many symptoms and how long do they have to be displayed for a diagnosis?

A

5 or more out of the 9 symptoms
Present for over 12 months

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8
Q

Gaming motivations

A
  • Escapism / avoidance of feelings
  • Reward / achievement
  • Connection/ communication/ acceptance
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9
Q

What brain system is activated during gaming?

A

Limbic system

This system is associated with reward and pleasure.

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10
Q

Why are teens more susceptible to a gaming disorder?

A

Prefrontal cortex (control impulses and self-regulation) is still developing, yet the limbic system is fully active

more sensitive to rewards, and struggle to resist and control urges

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11
Q

How does the limbic system react to gaming?

A
  • Limbic system is activated during / or thinking of gaming
  • Releases dopamine
  • Brain learns to associate gaming with dopamine release
  • Repeatedly activating these circuits in the limbic system changes neural connections
  • Circuits respond to anticipation of gaming, releases dopamine = craving

dopamine – hormone associated with reward and pleasure

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12
Q

What is a key factor that makes gaming addictive?

A

Powerful graphics and equipment, immersive and novel experience.
Schedules, ratios and intervals of when rewards are given

These elements contribute to the appeal of gaming.

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13
Q

How is a gaming disorder reinforced?

A

Positive Reinforcement - Rewards that strengthen the conditioned response e.g. getting to the next level \

Negative Reinforcement: stimuli (e.g. stress) removed when desired response (e.g. entertainment) has been obtained – gaming to avoid negative feelings and responses

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14
Q

What does the Cognitive-Behavioural Model suggest about problematic gaming?

Who developed it?

A

Stimulus-driven behaviours (reward-seeking) override cognitive control (self-control)

This model emphasises the role of cognitive distortions (irrational beliefs e.g. Gaming is the only thing I’m good at’) and reinforcement loops (positive and negative)

(Dong & Potenza, 2014)

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15
Q

Fill in the blank: Gaming as a coping mechanism is described in the _______ Model.

A

Compensatory Use.

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16
Q

Explain the Compensatory Use Model

Who developed it?

A

Gaming as a coping mechanism / compensatory disorder

Compensating for real-life problems (e.g. school/ work stress, physical difficulties, isolation) or negative affective states (e.g. anxiety, depression)

  • Motivation driven by psychosocial problems - unmet needs are filled by gaming

(Kardefelt-Winther, 2014)

17
Q

What factors are included in the I-PACE Model?

A
  • Person factors (neuroticism and impulsivity)
  • Affective and motivational factors (stress, anxiety)
  • Cognitive factors (attention, perception)
  • Execution factors (environmental factors and social norms)

This model highlights the interaction of various vulnerability factors leading to problematic gaming.

18
Q

What is the I-PACE?

Who developed it?

A

Interaction of Person-Affect-Cognition-Execution Model

Multiple predisposing or vulnerability factors that come together and interact, leading to problematic gaming

(Brand et al., 2016)

19
Q

A college student, Gari, spends 10+ hours a day playing a popular RPG, affecting her grades and social life. Explain this with the Cognitive Behavioural Model

A

Gari might have distorted beliefs (e.g., “I’m only valuable if I am a top player”) and reinforcement loops (dopamine-driven rewards in-game).

(Dong & Potenza, 2014)

20
Q

A college student, Gari, spends 10+ hours a day playing a popular RPG, affecting her grades and social life. Explain this with the Compensatory Use Model

A

Gari might be escaping stress from exams or social rejection by immersing herself in a world where she feels more in control

(Kardefelt-Winther, 2014)

21
Q

A college student, Gari, spends 10+ hours a day playing a popular RPG, affecting her grades and social life. Explain this with the I-PACE model

A

Gari’s personality traits (impulsivity, high competitiveness), emotional responses (stress, loneliness), and cognitive biases interact to push her toward excessive gaming over time

Brand et al., 2016)

22
Q

What are additional risk factors of gaming disorder?

A
  • ADHD and autism
  • Depression
  • Anxiety (especially social anxiety)
  • Emotion dysregulation
  • Poor family functioning
  • Low self-esteem
  • Loneliness
  • Complex trauma / history of adverse experiences

(Ropovik et al., 2023) - Meta-analysis

23
Q

What is the IGD-20?

A

A standardised scale to measure Internet Gaming Disorder based on DSM-5 criteria.

It was developed by Pontes et al. in 2014.

24
Q

What type of therapy focuses on managing triggers and cravings related to gaming?

A

Cognitive Behavioural Therapy (CBT).

25
Pharmocotherapy treatment of Gaming disorders
Psychotropic drugs – usually used for treatment of depression or ADHD Studies found significant decreases in gaming time and GD symptoms (Han et al., 2009, 2010)
26
What is the Iceberg model in relation to gaming disorder?
Helps understand that gaming behavior is only the 'tip of the iceberg' with underlying factors beneath that contribute to and continur the problem ## Footnote Recognising these underlying factors is essential for effective treatment.
27
What is a common family factor that can contribute to gaming difficulties?
Transitional stages such as divorce or bereavement.
28
What approach does the National Centre for Gaming Disorders recommend for treatment?
An integrative approach focusing on the individual and family system. Help find reason and motivations for change
29
How can CBT help treat gaming disorder?
* Identif and manage triggers and cravings * Reduce social isolation * Awareness and challenging cognitions * Self-esteem and role identity development * Developing emotional and behavioural coping skills * Development of values/goals and future self