Griffiths, M.D. and Király, O. and Pontes, Halley and Demetrovics, Z. (2015) An overview of problematic gaming. In: Aboujaoude, E. and Starcevic, V. (eds.) Mental Health in the Digital Age. Oxford University Press, pp. 27-45. ISBN 9780199380183.
Abstract
This chapter presents issues surrounding the definition and conceptualization of problematic gaming, discusses its history, and reviews research into its epidemiology, associated factors, and treatment. A noticeable shift in the mode of video game play has occurred from “pay-to-play” arcade video games and stand-alone video games to online massively multiplayer video games. Many terms have been proposed to describe the excessive and detrimental use of video games, which in severe cases has compulsive or addictive characteristics similar to those seen in substance addiction. There are large inconsistencies in the prevalence rates of problematic gaming. Young males and university students appear to be at greatest risk. Studies have demonstrated an association of problematic gaming with numerous personality dimensions and traits and psychiatric disorders—neuroticism, aggression and hostility, sensation seeking, and attention deficit and hyperactivity disorder. Treatment interventions for problematic gaming include cognitive-behavioral therapy, other psychological treatments, and pharmacotherapy.
Metadata
Item Type: | Book Section |
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School: | Birkbeck Faculties and Schools > Faculty of Science > School of Psychological Sciences |
Depositing User: | Administrator |
Date Deposited: | 19 Apr 2021 10:58 |
Last Modified: | 07 Aug 2023 16:14 |
URI: | https://eprints.bbk.ac.uk/id/eprint/43491 |
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