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INTERNET GAMING DISORDER A Guide to “Video Game Addiction” Mary-Kate Harty, LPC
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Page 1: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

INTERNET GAMING DISORDER

A Guide to “Video Game Addiction”

Mary-Kate Harty, LPC

Page 2: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

INTERNET GAMING DISORDER: DEFINITION

Internet Gaming Disorder (IGD) as defined by the DSM-V:

Repetitive use of Internet-based games, often with other players, that

leads to significant issues with functioning. Five of the following

criteria must be met within one year:

Page 3: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

IGD CRITERIA

Preoccupation or obsession with Internet games.

Withdrawal symptoms when not playing Internet games.

A build-up of tolerance–more time needs to be spent playing the games.

The person has tried to stop or curb playing Internet games, but has failed to do so.

The person has had a loss of interest in other life activities, such as hobbies.

A person has had continued overuse of Internet games even with the knowledge of how much they impact a person’s life.

The person lied to others about his or her Internet game usage.

The person uses Internet games to relieve anxiety or guilt–it’s a way to escape.

The person has lost or put at risk an opportunity or relationship because of Internet games.

Page 4: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

HAZARDOUS GAMING DISORDER

Hazardous Gaming Disorder was added to the ICD-11 by the World Health Organization in 2018

It is defined as “a pattern of gaming behavior (“digital-gaming” or “video-gaming”) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.”

The decision to include this in the ICD-11 by the WHO came after consulting 66 professionals in 25 countries over the past few years. These professionals were chosen as experts in their respective fields including: from psychiatry, clinical psychology, internal medicine, family practice, child study, epidemiology, neurobiology, and public health (King, 2019).

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Mobile Online Battle Arena

TYPES OF GAMES

League of Legends (MOBA)

-100 Million Players/Month

-Toxic Community (Tyler)

-Steps in the right Direction

Defense of the Ancients

(MOBA)

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MASSIVE MULTIPLAYER ONLINE ROLEPLAYING

GAME

World Of Warcraft

(MMORPG)

Deaths Associated with WoW:

-24 Year Old Wu Tai from Shanghai

-Rebeca Christie From New Mexico

-HBO Documentary Love Child

Everquest (MMORPG)

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OPEN WORLD ROLEPLAYING GAME

Skyrim (OWRPG)

The Witcher ( OWRPG)

Page 8: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

FIRST PERSON SHOOTERS

Call of Duty (FPS)

Halo (FPS)

Page 9: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

MOBILE GAMES

Angry Birds

Clash of Clans

Candy Crush

https://www.youtube.com/w

atch?v=4Vjyhu9L2Sg

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WHAT MAKES THESE GAMES SO ADDICTING?

Admiration for prowess

Role playing (fantasy)

Endless play, real time

No pause button

Peer driven; pressure to play

Time Intensive

Challenging, stimulating, fun

Interesting storylines, graphics, and music

Page 11: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

REWARDING ASPECTS OF GAMING

Intermittent Reinforcement

Social Reinforcement (competition, cooperation, social standing, friendships, community)

Sexual/Romantic stimulation

Fantasy Persona (sexy, God-like, etc)

Disinhibition through anonymity

Intellectual stimulation/challenge/sense of accomplishment/fun

Page 12: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

SO HOW DO WE DETERMINE ADDICTION?

Page 13: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

G A M I N G A D D I C T I O N I S D E T E R M I N E D S I M I L A R LY T O B I O L O G I C A L

A D D I C T I O N

Salience—This occurs when online gaming becomes the most important activity in the

person’s life and dominates their thinking (preoccupations and cognitive distortions), feelings

(cravings) and behavior (deterioration of functioning). For instance, even if the person is not

actually gaming online they will be thinking about the next time that they will be.

Mood modification—This refers to the emotions that people report as a result

of engaging in online gaming and can be seen as a coping strategy (i.e. they experience an

“buzz” or a “high” from getting ‘their fix’ of playing or even a tranquilizing feel of

“escape” or “numbing”).

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Tolerance—This is the process where increasing amounts of online gaming are

required to achieve the former mood modifying effects. This basically means that for

someone engaged in online gaming, they gradually build up the amount of the time they

spend online engaged in the behavior.

Withdrawal symptoms—These are the unpleasant feeling states and/or

physical effects that occur when online gaming is discontinued or suddenly reduced (e.g.,

the shakes, moodiness, irritability, etc.).

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Conflict—This refers to the conflicts between the gamer and those around them

(interpersonal conflict), conflicts with other activities (job, schoolwork, social life, hobbies

and interests) or from within the individual themselves (feelings of loss of control) which

are concerned with spending too much time engaged in online gaming.

Relapse—This is the tendency for repeated reversions to earlier patterns of

online gaming to recur and for even the most extreme patterns typical of excessive

online gaming be quickly restored after periods of abstinence or control. (Griffith,

2008)

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IGD-20 TEST

The IGD-20 Test was the first standardized psychometric tool to assess Internet

Gaming Disorder (IGD) according to the nine Internet Gaming Disorder (IGD) criteria

as suggested by the American Psychiatric Association.

The IGD-20 Test has a total of 20 questions and tests for IGD according to the six

criteria well-established in behavioral addictions: ‘Salience‘, ‘Mood Modification‘, ‘Tolerance‘,

and ‘Withdrawal Symptoms‘, ‘Conflict’, and ‘Relapse‘.

The IGD-20 Test has also been shown to be reliable according to several indicators

of reliability including: Construct validity (i.e., factorial, convergent); (ii) criterion-related

validity; (iii) concurrent validity, (iv) cross-cultural validity. (Griffiths, 2010)

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IGD S9-SF

A test to determine severity of addiction once IGD has been

established

Test is scored by using a 5 point Likert scale. Scores range from 9-

45 with higher scores being indicative of higher severity of the

disorder

Scores that are 36 and higher indicate extreme severity of

symptoms (Lemmens et al. 2009)

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Is this person Addicted? Is this person addicted?

CASE STUDIES

David, 21 Jeremy, 38

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Minimal detrimental effects to life

or functioning

Once securing employment was

able to reduce hours played

Took socializing in game into reality

In Short: Dave's life allowed for

excessive gaming

Unable to be reliable at work due to excessive gaming

Unable to reduce playing time, in fact playing time increased as a result of neg. consequences

Unable to relieve stress except for gaming

In Short: Jeremy lacked ability to function with the amount he was gaming

CONTEXT IN IGD

David, 21 Jeremy, 38

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W H A T A R E N E G A T I V E C O N S E Q U E N C E S T O E XC E S S I V E G A M I N G ?

Page 21: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

• Decrease in Limbic Resonance (capacity to develop and feel empathy)

• Effective Communication of Thoughts, Feelings and Needs

• External Boundaries

• Learning to Read Social Cues

• Handling Conflict

• Ability to self soothe

• Aggression (cyber bullying, class disruption, etc.)

NEGATIVE CONSEQUENCES

• Lack of exercise, leading to poor posture, underdevelopment of musculature, weight problems, lack of desire for exercise

• Poor nutrition

• Eye, back and tendon strains

• Lack of fine motor skills leading to being developmentally delayed

• Obesity/Sedentary Lifestyle

• Sleep deprivation

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GAMING ADDICTION AND GAMBLING

Page 23: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

MICRO TRANSACTIONS

Micro transactions in games allow players to spend real currency in order to obtain additional content such as power ups, new character costumes, and the ability to clear levels with minimal effort

These transactions are found in many games but are most common in mobile games that are initially free to play but eventually require additional items to continue to play

In 2017 the game company Blizzard reports it made more than 4 billion dollars in micro transactions alone

(King, 2018)

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LOOT BOXES

Loot Boxes are in game reward systems that can be purchased with real currency and provide a randomized reward

These loot boxes have been psychologically related to slot machines (low risk of reward/no skill required)

Loot boxes have been outlawed in certain countries (Such as Belgium and The Netherlands) as it has been determined it is a legal form of predatory gambling for minors. They currently do not meet the US legal definition of gambling (Drummond, 2018)

Opskins and the resale of loot box items

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Atrophy of grey matter in

frontal lobe (impulse control)

Atrophy of Insula (Empathy

and ability to read social cues)

Reduced Cortical Thickness

(Possible cognitive impairments)

GAMING ADDICTION AND THE BRAIN

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R E C O M M E N D E D B Y T H E A M E R I C A N AC A D E M Y O F P E D I AT R I C S

Developmental Age

How Much? Non-violent TV

Hand-held devices

Non-violent video games

Violent video games

Online violent video games

0-2 years none never never never never never

3-5 years 1 hour/day OK never never never never

6-12 years 2 hours/day OK never never never never

13-18 years 2 hours/day OK OK limit to 30 minutes/day never

Page 27: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

FREQUENT CO-OCCURINGDISORDERS

Asperger’s Syndrome (Autism Spectrum Disorder)

ADD/ADHD

Depression

Anxiety

PTSD

Other Addictions

Bipolar Disorder

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“A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems” (Gentile 2009)

Page 29: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

POSITIVES OF VIDEO GAMES

Increased motor controls

Intellectual Stimulation

Possible prosocial behaviors

“The rise of multi-player experiences online has given way to a new form of socializing in which players work together to solve problems. But studies have shown games can also be the catalyst for friends to gather in person: roughly 70 percent of all players play with friends at least some of the time Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively” (Granic, 2011)

Page 30: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

WHAT IS CONTRIBUTING TO THIS EPIDEMIC?

Page 31: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

Lack of Official Recognition of IGD

Pressure from those industries that make money from those who are addicted to various aspects of the Internet Lack of affordable, available after-school activities

Loss of family time due to overworked parents, single parents

Lack of an mental health system with practitioners who understand how to treat IGD

A culture that idealizes all things digital

Lack of training in addiction treatment in general and for behavioral addictions in particular

Lack of resources, like 12-steps for IGD

Our own societal norms: we are immersed in our culture’s attitudes about digital media, we are users of it, and we may think it’s extremely beneficial in our lives

THE IGD EPIDEMIC

Societal Contributions Challenges for Clinicians

Page 32: Internet Gaming Disorder - RECOVERY 360...A culture that idealizes all things digital Lack of training in addiction treatment in general and for behavioral addictions in particular

TREATMENT

Become familiar with the culture in order to validate

Behavioral Interventions

Inpatient Facilities (Restart Life)

Clinical Trials of Bupropion

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REFERENCES

Granic, I., PhD, Lobel, A., PhD, & Engels, R., PhD. (2011). The Benefits of Playing Video Games. American Psychologist, 69(1).

Pontes, H. M., & Griffiths, M. D. (2017). The development and psychometric evaluation of the Internet Disorder Scale (IDS-15). Addictive Behaviors, 64, 261-268. doi: 10.1016/j.addbeh.2015.09.003

Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 Internet Gaming Disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 45, 137-143. doi:10.1016/j.chb.2014.12.006

Fuster, H., Carbonell, X., Pontes, H. M., & Griffiths, M. D. (2016). Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test. Computers in Human Behavior, 56, 215-224. doi:10.1016/j.chb.2015.11.050

Han, D. H., Hwang, J. W., & Renshaw, P. F. (2010). Bupropion sustained release treatment decreases craving for video games and cue-induced brain

King, D. L. (2019). Not Playing Around: Gaming Disorder in the International Classification of Diseases (ICD-11). Journal of Adolescent Health, 5-7.

King DL, Delfabbro PH. Predatory monetization features in video games (e.g.,

‘loot boxes’) and Internet gaming disorder. Addiction 2018. https://doi.org/

10.1111/add.14286.

activity in patients with Internet video game addiction. Experimental and Clinical Psychopharmacology, 18(4), 297-304. doi:10.1037/a0020023

Hawi, N. S., & Samaha, M. (2017). Validation of the Arabic Version of the Internet Gaming Disorder-20 Test. Cyberpsychology, Behavior, and Social Networking, 20(4), 268-272. doi:10.1089/cyber.2016.0493

KING, D. D. (2018). INTERNET GAMING DISORDER: Theory, assessment, treatment, and prevention. S.l.: ELSEVIER ACADEMIC PRESS.

Tear, M. J., & Nielsen, M. (december 2014). Video games and prosocial behavior: A study of the effects of non-violent, violent and ultra-violent gameplay [Abstract]. Computers in Human Behavior, 21, 8-13.

Drummond, A., & Sauer, J. D. (2018). Video Game loot Boxes are Psychologically Akin to Gambling. Nature of Human Behavior. Retrieved from www.Nature.com/nathumbehav.


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