Video Games dependence: pathological gaming

Video Games dependence: pathological gaming

By Dr. Kyle Muller

There Patological dependence on video games It has been included in the most recent version of the DSM-5 in “Section 3”, dedicated to the conditions that need further studies and insights.

Specifically we find it under the “Internet Gaming Disorder” label which includes the Video games both online and offline. It must be said that Internet Gaming Disorder is the only other behavioral dependence inserted, together with the pathological gambling, in section 3 of the DSM-5 (American Psychiatric Association, 2013).

THE’Excessive use of video games It is a very frequent phenomenon, especially in teenagers. However, spending time playing is not enough condition to identify clinical malaise or a psychiatric condition. Only part of the excessive players also show symptoms that open up to the possibility of diagnosing an addiction.

Differential diagnosis of video game addiction

It is important to diversify this disorder from the “Internet addiction” and “Gambling Disorder”.

The Primai, or the addiction to the Internet, refers to the negative consequences deriving from any activity that can be carried out online (Young et al., 1999). So not only the excessive and problematic use of online or offline games as in the case of video game addiction.

The second refers to Excessive and problematic involvement with games that provide for betting of money. This does not concern the video gamealthough some of these provide for the possibility of “unlocking” the functions by paying. However, the prerogative of the game remains more.

Symptoms of video game addiction

The working group that has dedicated himself to the study of this phenomenon states that there are still sufficient evidence in support of a specific diagnosis. However, a series of possible are proposed diagnostic criteria from the video game addiction To identify a risk situation:

  1. Strong concern about the game (cognitive salience);
  2. Insulation behaviors when the game is not possible;
  3. Tolerance (need to increase the game time to experiment with satisfaction);
  4. Unsuccessful attempts to control/reduce use;
  5. Loss of interest for other hobbies or activities (behavioral salience);
  6. Excessive use despite the awareness that there is a problem;
  7. Lies regarding the time spent playing;
  8. Use of the game to quell/regular/reduce an unpleasant emotional experience;
  9. Loss or impairment of relevant interpersonal relationships; impairment of school or work performance due to the game.

The DSM-5 considers the presence of 5 of the 9 aforementioned criteria as a threshold to identify clinically relevant situations. Also explicitly states that theDiagnostic label “Video Game Dependence” It welcomes online games (played on the internet) and offline. This is even if the word “Internet” is included in the diagnosis of “Internet Gaming Disorder”.

The authors explain this apparent ambiguity with the need to distinguish the video game addiction from that from gambling (respectively “gaming disorder” and “gambling disorder”).

Diagnostic specifications

The authors of the DSM-5 also perform a series of reflections and theoretical expansions on the different diagnostic criteria presented.

The concern for the game must be present at the time the player is not engaged in the game. It must occur several times a day during the same day.

The increased time spent playing must be explained by an increase in desire for the game. The perception of not being satisfied with gaming sessions of a lower duration should be present. The time increase in the game does not depend only on an increase in free time (e.g. the end of the school).

Other disorders including video games addiction

People with Internet Gaming Disorder They usually show major levels of psychological distress (Starcevic et al., 2011). If compared to non -pathological players, they present greater sleep problems (Achab et al., 2011) and in the adoption (Rehbein et al., 2013).

Depression is the condition that has been observed most in relation to the Video games dependence (Desai et al., 2010; Gentile et al., 2011). It is important to say that approximately 43% of females and 13% of males affected by this addiction report suicidal ideation (Rehbein et al., 2013).

At least three studies have testified the association between the deficit of attention of attention/hyperactivity (DDA/s) and Internet Gaming Disorder, in children, adolescents and young adults (Bioulac et al., 2008; Gentile, 2009; Walther et al., 2012).

Other authors have shown the association between video game addiction And symptoms of anxiety (Gentile et al., 2011; Mentzoni et al., 2011).

Relatively few studies have studied the relationship between Internet Gaming Disorder and other behavioral addictions. Rehbein and his collaborators (2013) report that 26% of the teenagers of their champion of guys dependent on video game also had the internet dependence on the internet (excluding online games).

The studies that finally tried to highlight the long -term inferences of the Video games dependence They spoke of depression and anxiety as two of the main symptomatological consequences of this addiction (Gentile et al., 2011).

Care of video game addiction

There are still no data attesting to the effectiveness of particular treatments for people with this type of dependence. Due to the diagnostic and clinical overlap with other forms of behavioral dependence, it is legitimate to assume that they benefit from cognitive behavioral psychotherapy treatments. These can be integrated by techniques proper to the motivational interview and by the prevention strategies of repercussions useful for addictions in general.

Bibliography

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  • Bioulac, S., Arfi, L., Bouvard, MP (2008). Attention Deficit/Hyperactivity Disorder and Video Games: A comparative study of hyperacative and control children. European Psychiatry. 23, 134-141.
  • Desai, ra. Krishnan-Sarin, S., Cavallo, D., Potenza, Mn (2010). Among High School Students video game: Health Related, Gender Differences, and Problematic Gaming. Pediatrics. 126, El414-E1424.
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  • Rehbein, F., Mòble, T. (2013). Video Game Addiction and Internet Addiction: Is There A need for differentiation? Sucht. 59, 129-142.
  • Starcevic, V., Berle, D., Porter, G., Fenech, P. (2011). Problem Videogame Use and Dimensions of Psychopathology. International Journal of Mental Health Addiction, 9, 248-256.
  • Whalter, B., Morgenstern, M., HaNewinkel, R. (2012). Co-Occurrence of Addictivi Behavors: Personal Factors Related to Substance Use, Gambling and Computer Gaming. European Addiction Research. 18, 167-174.
Kyle Muller
About the author
Dr. Kyle Muller
Dr. Kyle Mueller is a Research Analyst at the Harris County Juvenile Probation Department in Houston, Texas. He earned his Ph.D. in Criminal Justice from Texas State University in 2019, where his dissertation was supervised by Dr. Scott Bowman. Dr. Mueller's research focuses on juvenile justice policies and evidence-based interventions aimed at reducing recidivism among youth offenders. His work has been instrumental in shaping data-driven strategies within the juvenile justice system, emphasizing rehabilitation and community engagement.
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