Gaming Addiction and Compulsive buying Flashcards Preview

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Flashcards in Gaming Addiction and Compulsive buying Deck (39)
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1
Q

What are the types of gaming?

A

Recreational and social gaming
online single and multiplayer games (e.g., WoW)
Offline (digital device games)
Nongambling games

2
Q

What are the potential benefits of gaming?

A

Educational (e.g., learning to drive)
Rehabilitation (e.g., retraining the brain post injury)
Cognitive (e.g., maintenance of cognitive functioning in older adults or being part of a community for ostracized kids)

3
Q

What would be considered excessive gaming?

A

Think of the normal curve, when it becomes more than the average person’s level of gaming it can be considered excessive

4
Q

Can a game be considered an intoxicant?

A

The research is controversial

5
Q

What are some mental health consequences of excessive internet gaming?

A

Depression, Anxiety, ADHD, Addiction

6
Q

What are some behavioural consequences of excessive internet gaming?

A

Violence/crime, accident/injury, online risky behaviour

7
Q

What are some physical health consequences of excessive internet gaming?

A

Vision, Musculoskeletal problems, sleep problem/Insomnia, sudden death. Physical problems from lack of exercise. Not eating healthy or malnourished from not eating enough. Failure to attend to personal hygiene.

8
Q

What are some functional consequences of excessive internet gaming

A

Cognitive function, familial/social problems, academic problems, occupational problems

9
Q

In terms of video games, what might be causing the behavioural addiction?

A

In video games, gaming stimiuli (e..g, defeating an enemy, sounds, visuals) may activate the brain reward systems and become reinforcing

10
Q

What are the criteria for a gaming disorder in the DSM5?

A
  • Preoccupation with internet games
  • withdrawals and symptoms when internet gaming is taken away
  • tolerance
  • unsuccessful attempts to control
  • loss of interest in other areas of life
  • continued use despite knowledge of psychological problems
  • use of gaming to escape or relieve a negative mood
  • has jeopardized or lost a significant relationship, job or career because of participation in internet games
11
Q

What is the criteria for a gaming disorder in the ICD-11?

A

Pattern of persistent or recurrent gaming behaviour (digital gaming or video gaming) manifested by…

  1. Impaired control over gaming
  2. Increased priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities
  3. Continuation or escalation of gaming despite the occurrence of negative consequences
12
Q

What is the game transfer phenomenon?

A

When virtual worlds bleed into real life
Carry over effects from video games into real life
One gamer saw a list of potential responses pop up after he was insulted. People with severe GTP are more likely to have problematic or addictive gaming habits. People who score high on this variable also score high on internet gaming disorder scales

13
Q

What are the issues with gaming disorder?

A

The quality of the research base is low, clinical studies are scarce and suffer from low sample sizes. The current operationalization of the construct leans too heavily on substance use and gambling criteria. No consensus on symptomatology and assessment of problematic gambling.

14
Q

What might moral panics around the harms of video gaming result in?

A

Premature application of a clinical diagnosis and the treatment of abundant false positive cases, especially among children and adolescents. Research will be locked into a confirmatory approach rather than the exploration of the boundaries of normal vs. pathological gaming. The healthy majority of gamers will be affected by stigma and perhaps even changes in policy

15
Q

Is addictive gaming rare or common?

A

relatively rare, not everyone will exhibit the exact same symptoms

16
Q

What is the prevalence of excessive gaming in Asia?

A

Prevalence of problematic internet use among adolescents in six Asian countries (china, hong kong, Japan, South Korea, Malaysia and the phillipines) was between 6% and 21% (relatively high, Gambling is around 1%) . In China, several surveys have been conducted, with prevalence rates for internet addiction between 10% and 15%. In a large random sample survey of Chinese adolescents, the prevalence of internet addiction was 10%

17
Q

What is the prevalence in North America and Europe?

A

Prevalence of online gambling disorder is low overall. But has a wide range from under 1% to 10% Most studies find prevalence rates in youth between 1% and 5%

18
Q

What is the prevalence of gaming disorder in general?

A

The prevalence in 37 cross sectional studies widely ranged from 0.7 to 27.5%. Higher among males than females in the vast majority of studies Tended to be higher among younger rather than older people. Geographical region (Asia, Europe, Australia) made little difference to prevalence

19
Q

What are the biological aspects of gaming?

A

Neurobiology of gaming addiction. Molecular level: Internet and gaming addiction are linked to a reward system deficiency, as indicated by low dopaminergic activity. Neurocircuitry level: prolonged use of the Internet and gaming has been found to result in alterations in neuromorphometry (neuroadaptations) Behavioral level: Internet and gaming addiction negatively impact on cognitive functioning

20
Q

What are the psychological aspects of gaming

A

Types and vulnerable factors: Emotional vulnerability (depression and anxiety), Socializing need (harm avoidant, social phobic and narcissism), impulsivity/aggression (Lack of executive control, neuro developmental mismatch, ADHD/conduct/anti social)

21
Q

What are the social aspects of gaming?

A

IGD is associated with problems with peers, being bullied and bullying others, and having friends who are addicted to video games. Low social self efficacy, loneliness and reduced family relationship quality have been reported to be associated with IGD. People with IGD are more likely to live in a socially isolated environments compared to those without IGD (e.g., living with one parent, or low parental supervision
Low SES and living in rural areas associated with IGD.

22
Q

What can happen among those whose lives are dominated by online gaming?

A

Among people whose lives are dominated by online gaming (i.e., spend 10 or more hours per day gaming), they experience problems due to
Sleep deprivation, day–night reversal, dehydration, malnutrition, seizures, and pressure sores.
Irritability, physical aggression, depression, and a range of social, academic, and vocational problems. Death (in extreme cases; e.g., when binge gaming) cause by deep vein thrombosis

23
Q

What are some societal consequences of gaming?

A

The socioeconomic loss due to excessive Internet use in the Republic of Korea was estimated at between 1.5 and 4.5 billion US dollars in 2009. In Korea, “Internet addiction” mostly from gaming has been identified as the largest health problem experienced by young people. In one European population-based study, individuals with online gaming addiction reported inability to work or fulfill normal activities on 7.5 days in the last 12 months which compared with 4.1 days for depression, 7.5 days for social phobia, and 7.2 days for cardiovascular conditions

24
Q

Is compulsive buying recognizes as a behavioural addiction?

A

No, not in the DSM-5 or ICD

25
Q

What is shopping?

A

Everyone shops
Its how we get necessities (e.g., food and clothing) and luxury items (e.g., home décor)
In 2016, Americans spent over 4.8 trillion on retail purchases alone
In the last decade, it is easier to buy things within 24 hours (e.g., online shopping)
In 2016, Canadians psent 19.2 billion dollars on internet purchases

26
Q

When does shopping turn into compulsive buying?

A

What differentiates regular shopping versus a more problematic behaviour is excessive preoccupation and low impulse control. There has to be some sort of functional impairment. The purchase alleviates distress and/or produces euphoria

27
Q

History of compulsive buying

A

In 1915, A German psychiatrist, Emil Kraepelin, was the first to describe compulsive buying as an impulsive insanity. People suffering from compulsive buying experience repetitive, irresistible, and overpowering urges to purchase goods. In general, the goods are inexpensive and useless, Income has relatively little to do with compulsive buying

28
Q

What are the 4 phases of compulsive buying?

A

Anticipation: thoughts and urges start. They may focus on a specific item or the act of shopping itself
Preparation: research and decision making taking place. A person may look into sales or debate about where to go shopping
Shopping: shopping happens. This is the so-called “thrill of the hunt” the person gets a “high” while doing it’
Spending: something, or many things, are purchased. The person is sad that the shopping experience is over and may be disappointed about how much they’ve spent afterwards.

29
Q

What are the clinical symptoms of CBD?

A

Excessive preoccupation with shopping. Poor impulse control (i.e., urges that can only be satisfied when a purchase is made)
Mood modification
(Buyers high or dampen unpleasant emotions or negative mood)
Guilt and remorse in response to shopping
Adverse consequences due to shopping (e.g., marital conflict and financial problems)

30
Q

What is the richmond compulsive buying scale?

A

involves questions about obsessive compulsive buying and impulsive buying

31
Q

What is the Online shopping addiction scale 2017?

A

Assesses Salience, tolerance, Mood modification
Withdrawal,
Relapse, Conflict

32
Q

What is the prevalence of compulsive buying?

A

Because of differences in measures and sampling frames used, the prevalence of compulsive buying disorder (CBD) is uncertain. A 2006 study showed that 5.8% of respondents to a telephone survey in the US have CBD. Studies have shown that CBD is more prevalent among women and has its onset in the late teens and early adulthood

33
Q

What did a recent meta analysis indicate about the prevalence of compulsive buying?

A

the prevalence of compulsive buying ranged from approximately 5% to 16%

34
Q

What are some biological antecedents of CBD?

A

Familial history of CBD, SUDs, and emotional disorders. Suggests that CBD may be heritable. Thought to increase DA in the brain
However, biological research on CBD is lacking, Need twin studies and biological studies on genes as well as neurobiological studies

35
Q

What are some psychological antecedents of CBD?

A
Perfectionistic traits
Materialism
Impulsiveness
Low self esteem
Negative affect and stress (e.g., mood disorders)
36
Q

What is the escape theory of materialism?

A
  1. Falling short of ones standards
  2. Self blame
  3. Focus on the self (ie., acutely high self awareness)
  4. Experience aversive negative emotions
  5. Deconstructed state characterized by cognitive narrowing
  6. Impulsive behavior to bring short term relief
37
Q

What are some social antecedents?

A

Accesibility of shopping (e.g., shopping channels, the internet)
Ease and availability of credit cards
ACEs: Emotional neglect, Dysfunctional household (mental illness and SUDs)
Parents who use money and/or gifts are a means of positive reinforcement

38
Q

What is a cognitive behavioural model of CBD?

A

Phase 1: antecedents, phase 2: triggers, Phase ;3: buying, Phase 4: post-purchase

39
Q

What are effects of GTP on the game transfer phenomenon scale?

A

Altered perceptions (visual, body, auditory submodalities) Automatic mental processes modality, actions and behaviours modality.