Problematic Compulsive Video Game Playing Choice
An Problematic Compulsive Video Game Playing Choice is a video game playing choice that is an compulsive choice and a problematic choice.
- AKA: Gaming Addiction.
- Context:
- …
- Example(s):
- a choice to play Rush: Extreme Racing for 4+ hours and spend money on it that cut into your welfare.
- …
- Counter-Example(s):
- See: Free Choice, Imagination, Video Game, Compulsive, Social Isolation, Mood Swing, Social Withdrawal, Self-Regulation.
References
2024
- https://www.theguardian.com/games/article/2024/jul/07/video-games-why-are-so-many-young-people-addicted
- NOTES:
- Gaming Addiction affects a significant number of young people, with the NHS treating around 3,000 individuals annually in the UK, highlighting the widespread nature of the issue.
- Gaming Addiction can lead to severe mental health issues, including suicidal thoughts, as illustrated by the case of Jake, whose compulsive gaming resulted in a crisis requiring emergency medical intervention.
- Gaming Addiction often stems from a combination of personal, familial, and social factors, necessitating a multifaceted treatment approach that addresses underlying issues, as evidenced by Jake's therapy journey at the National Centre for Gaming Disorders.
- Gaming Addiction treatment typically involves cognitive behavioral therapy (CBT) to manage gaming habits rather than eliminate them entirely, recognizing the social benefits of gaming for young people, which can be crucial for their overall well-being.
- NOTES:
2021
- (Wikipedia, 2021) ⇒ https://en.wikipedia.org/wiki/video_game_addiction Retrieved:2021-8-16.
- Video game addiction, also known as gaming disorder or internet gaming disorder, is generally defined as the problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences. As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming.
The World Health Organization included gaming disorder in the 11th revision of its International Classification of Diseases (ICD).[1] The American Psychiatric Association (APA), while stating there is insufficient evidence for the inclusion of Internet gaming disorder in the Diagnostic and Statistical Manual of Mental Disorders in 2013, considered it worthy of further study.[2]
Controversy around the diagnosis includes whether the disorder is a separate clinical entity or a manifestation of underlying psychiatric disorders. Research has approached the question from a variety of viewpoints, with no universally standardized or agreed definitions, leading to difficulties in developing evidence-based recommendations.
- Video game addiction, also known as gaming disorder or internet gaming disorder, is generally defined as the problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences. As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming.
- ↑ Material was copied from this source, which is available under a Creative Commons Attribution 4.0 International License.
- ↑ Cite error: Invalid
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2015
- (Griffiths et al., 2015) ⇒ Mark D. Griffiths, Orsolya Király, Halley M. Pontes, and Zsolt Demetrovics. (2015). “An Overview of Problematic Gaming.” Mental health in the digital age: Grave dangers, great promise
2012
- (Collins et al., 2012) ⇒ Emily Collins, Jonathan Freeman, and Tomas Chamarro-Premuzic. (2012). “Personality Traits Associated with Problematic and Non-problematic Massively Multiplayer Online Role Playing Game Use.” Personality and Individual Differences 52, no. 2
- QUOTE: ... When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self-regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use. ...