Preface |
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ix | |
Acknowledgments |
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xi | |
About the authors |
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xiii | |
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xv | |
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xvii | |
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1 An introduction to gaming and IGD |
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1 | (22) |
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Introduction and overview |
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1 | (1) |
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2 | (2) |
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4 | (1) |
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4 | (1) |
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Recent gaming innovations |
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5 | (7) |
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Research methodologies for IGD |
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12 | (2) |
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Prevalence of problem gaming and IGD |
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14 | (1) |
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15 | (1) |
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Addressing the skill gap in IGD care |
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15 | (1) |
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Aim and coverage of this book |
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16 | (1) |
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Summary: The procession of simulacra |
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16 | (1) |
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17 | (6) |
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2 Theories and models of IGD |
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23 | (30) |
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Introduction and overview |
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23 | (1) |
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24 | (2) |
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Addiction components: Does one size fit all? |
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26 | (1) |
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Gaming as an addiction: Studies in the arcade arts |
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27 | (1) |
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Gambling tools to study gaming |
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28 | (1) |
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Problem gaming: A brief history of "time" |
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29 | (1) |
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DSM-5 classification of IGD |
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30 | (1) |
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Challenges in adapting addiction concepts: The case of "tolerance" |
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31 | (2) |
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33 | (5) |
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38 | (3) |
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41 | (3) |
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The need for a behavioral analysis |
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44 | (1) |
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Taking a stance on IGD and gaming |
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44 | (1) |
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45 | (1) |
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46 | (7) |
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3 Risk and protective factors for IGD |
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53 | (26) |
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Introduction and overview |
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53 | (2) |
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How does gaming actually cause harm? |
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55 | (2) |
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57 | (4) |
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61 | (3) |
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64 | (2) |
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Profiles of problem gamers |
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66 | (3) |
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Applying profiles to person-centered treatment |
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69 | (1) |
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Summary: The risk of the robots |
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70 | (1) |
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71 | (8) |
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4 Cognitive features of IGD |
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79 | (26) |
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Introduction and overview |
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79 | (1) |
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80 | (1) |
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How does gaming differ from gambling? |
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80 | (3) |
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Is gaming a rational choice? |
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83 | (2) |
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The human-game interaction |
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85 | (2) |
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Gaming and decision-making biases |
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87 | (1) |
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Other cognitive approaches |
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88 | (1) |
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Introducing gaming-specific beliefs |
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89 | (1) |
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A new framework for gaming-related beliefs |
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90 | (3) |
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Normalizing digital possessions |
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93 | (1) |
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94 | (1) |
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95 | (1) |
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Shifting gaming-related beliefs with abstinence |
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95 | (3) |
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Summary: Thinking, fast and skilled |
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98 | (1) |
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99 | (6) |
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5 Screening and assessment of IGD |
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105 | (32) |
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Introduction and overview |
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105 | (2) |
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Avoiding "overpathologizing" |
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107 | (1) |
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Early screening inconsistencies |
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107 | (2) |
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Internet gaming disorder---DSM-5 IGD criteria revisited |
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109 | (1) |
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Gaming disorder---Beta draft ICD-11 description |
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110 | (1) |
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Hazardous gaming---Beta draft ICD-11 description |
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110 | (1) |
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Assessment of gaming pattern and associated problems |
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110 | (7) |
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117 | (1) |
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118 | (1) |
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Reasons for seeking treatment |
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119 | (1) |
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Treatment goals and expectations |
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120 | (1) |
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Treatment history and outcome |
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121 | (1) |
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121 | (1) |
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Gaming problems: Misuse or mischief? |
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121 | (1) |
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Screening: Choosing the right tools |
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122 | (1) |
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Some common pitfalls in screening |
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122 | (2) |
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Recommended screening tools |
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124 | (1) |
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The Internet Gaming Disorder Scale |
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125 | (1) |
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Gaming Motivation Scale (GAMS) |
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126 | (2) |
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Gaming-Contingent Self-Worth Scale (GCSW) |
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128 | (1) |
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Internet Gaming Cognition Scale (IGSC) |
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129 | (1) |
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Internet Gaming Withdrawal Scale (IGWS) |
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129 | (1) |
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Summary: A lamentation of swans |
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130 | (1) |
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131 | (6) |
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6 Case formulation for IGD |
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137 | (26) |
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Introduction and overview |
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137 | (2) |
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139 | (1) |
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What is the core psychopathology of IGD? |
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140 | (1) |
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Models of gaming disorder revisited |
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141 | (1) |
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142 | (1) |
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Introducing a framework for case formulation |
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143 | (1) |
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Early experiences and family factors |
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143 | (2) |
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Core beliefs: The self, the world, and others |
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145 | (1) |
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Intermediate beliefs: Conditional assumptions, rules, and attitudes |
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145 | (1) |
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Triggers: Why an addiction to games specifically? |
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146 | (1) |
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What functions does IGD serve? |
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147 | (1) |
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Intrapersonal functions of gaming |
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147 | (2) |
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Interpersonal functions of gaming |
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149 | (1) |
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Other maintenance factors |
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150 | (1) |
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151 | (1) |
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Shane: An adolescent client with IGD |
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152 | (3) |
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Chris: An adult client with IGD |
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155 | (2) |
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Summary: Framing the gaming |
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157 | (1) |
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158 | (5) |
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163 | (38) |
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Introduction and overview |
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163 | (1) |
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The big picture on treatment evidence |
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164 | (9) |
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Drugs or therapy: Which is more effective? |
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173 | (1) |
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How can the evidence base be improved? |
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173 | (1) |
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Treatment aims: Taking control of the game? |
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174 | (2) |
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176 | (2) |
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Psychoeducation: The main themes |
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178 | (3) |
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What should gamers expect when they game less often? |
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181 | (1) |
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Addressing fear of missing out |
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181 | (2) |
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Tailoring therapy to the individual |
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183 | (1) |
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Behavioral approaches to IGD |
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183 | (3) |
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Cognitive approaches for IGD |
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186 | (1) |
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187 | (1) |
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Managing realistic beliefs |
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188 | (3) |
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191 | (1) |
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Family-based approaches for adolescents |
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191 | (2) |
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Residential and camp approaches |
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193 | (1) |
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Summary: The call of duty of care |
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194 | (1) |
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195 | (6) |
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8 Prevention and harm reduction for IGD |
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201 | (42) |
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Introduction and overview |
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202 | (1) |
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203 | (1) |
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204 | (4) |
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Global understanding of prevention evidence |
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208 | (1) |
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A focus on school-based programs |
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209 | (5) |
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Examining technological measures |
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214 | (2) |
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The policy response: The role of the authorities |
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216 | (1) |
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217 | (1) |
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218 | (2) |
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Current regulatory approaches |
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220 | (1) |
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Barriers to regulating devices |
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221 | (1) |
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Transparency and ethical game design |
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221 | (1) |
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Prevention in action: Regional case examples |
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222 | (5) |
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What governments should consider |
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227 | (1) |
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Harm reduction strategies |
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228 | (4) |
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The perspectives of gamers |
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232 | (2) |
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Industry and social responsibility |
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234 | (1) |
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Industry-academia collaboration |
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234 | (1) |
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Summary: Real-time strategy |
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235 | (1) |
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236 | (7) |
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9 Future directions for IGD |
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243 | (26) |
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Introduction and overview |
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243 | (2) |
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245 | (3) |
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248 | (2) |
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Gaming bias among professionals |
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250 | (1) |
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Future research priorities and objectives |
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251 | (7) |
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Other ways to expand the field |
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258 | (1) |
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259 | (2) |
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261 | (8) |
Index |
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269 | |