L4: Gaming Disorder Flashcards
(29 cards)
What is the definition of Gaming Disorder?
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.
What percentage of gamers showed improvements in gaming according to the National Centre for Gaming Disorders?
64%
This improvement was measured by IGD20.
What is the average age at which individuals are referred for gaming disorder treatment?
21 years
The average age when gaming became a problem is 15 years.
According to the ICD-11 criteria, how long must symptoms of Gaming Disorder be present for diagnosis?
At least 12 months.
ICD-11 Gaming Disorder Criteria
WHO (2018)
- 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
Name some key symptoms of Gaming Disorder as per DSM-5 criteria.
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
According to the DSM-5, how many symptoms and how long do they have to be displayed for a diagnosis?
5 or more out of the 9 symptoms
Present for over 12 months
Gaming motivations
- Escapism / avoidance of feelings
- Reward / achievement
- Connection/ communication/ acceptance
What brain system is activated during gaming?
Limbic system
This system is associated with reward and pleasure.
Why are teens more susceptible to a gaming disorder?
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
How does the limbic system react to gaming?
- 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
What is a key factor that makes gaming addictive?
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.
How is a gaming disorder reinforced?
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
What does the Cognitive-Behavioural Model suggest about problematic gaming?
Who developed it?
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)
Fill in the blank: Gaming as a coping mechanism is described in the _______ Model.
Compensatory Use.
Explain the Compensatory Use Model
Who developed it?
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)
What factors are included in the I-PACE Model?
- 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.
What is the I-PACE?
Who developed it?
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)
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
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)
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
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)
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
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)
What are additional risk factors of gaming disorder?
- 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
What is the IGD-20?
A standardised scale to measure Internet Gaming Disorder based on DSM-5 criteria.
It was developed by Pontes et al. in 2014.
What type of therapy focuses on managing triggers and cravings related to gaming?
Cognitive Behavioural Therapy (CBT).