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E-grāmata: Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention

(Professor, University of Adelaide, Australia), (Senior Research Associate, University of Adelaide, Australia)
  • Formāts: EPUB+DRM
  • Izdošanas datums: 18-Jul-2018
  • Izdevniecība: Academic Press Inc
  • Valoda: eng
  • ISBN-13: 9780128129258
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  • Formāts: EPUB+DRM
  • Izdošanas datums: 18-Jul-2018
  • Izdevniecība: Academic Press Inc
  • Valoda: eng
  • ISBN-13: 9780128129258
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Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches.
  • Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction
  • Provides screening approaches for measuring excessive gaming
  • Details a structured clinical interview approach for assessing gaming disorder
  • Provides evidence-based clinical strategies for prevention and treatment
  • Covers cognitive behavioral therapy and harm reduction strategies
Preface ix
Acknowledgments xi
About the authors xiii
List of figures
xv
List of tables
xvii
1 An introduction to gaming and IGD
1(22)
Introduction and overview
1(1)
What are video games?
2(2)
What are MMOs and MOBAs?
4(1)
Other popular game types
4(1)
Recent gaming innovations
5(7)
Research methodologies for IGD
12(2)
Prevalence of problem gaming and IGD
14(1)
Why does IGD matter?
15(1)
Addressing the skill gap in IGD care
15(1)
Aim and coverage of this book
16(1)
Summary: The procession of simulacra
16(1)
References
17(6)
2 Theories and models of IGD
23(30)
Introduction and overview
23(1)
Defining addiction
24(2)
Addiction components: Does one size fit all?
26(1)
Gaming as an addiction: Studies in the arcade arts
27(1)
Gambling tools to study gaming
28(1)
Problem gaming: A brief history of "time"
29(1)
DSM-5 classification of IGD
30(1)
Challenges in adapting addiction concepts: The case of "tolerance"
31(2)
Prototypical IGD models
33(5)
Model comparisons
38(3)
Are we overcompensating?
41(3)
The need for a behavioral analysis
44(1)
Taking a stance on IGD and gaming
44(1)
Summary: Human modeling
45(1)
References
46(7)
3 Risk and protective factors for IGD
53(26)
Introduction and overview
53(2)
How does gaming actually cause harm?
55(2)
Individual differences
57(4)
External factors
61(3)
Gaming-related factors
64(2)
Profiles of problem gamers
66(3)
Applying profiles to person-centered treatment
69(1)
Summary: The risk of the robots
70(1)
References
71(8)
4 Cognitive features of IGD
79(26)
Introduction and overview
79(1)
IGD: The first criterion
80(1)
How does gaming differ from gambling?
80(3)
Is gaming a rational choice?
83(2)
The human-game interaction
85(2)
Gaming and decision-making biases
87(1)
Other cognitive approaches
88(1)
Introducing gaming-specific beliefs
89(1)
A new framework for gaming-related beliefs
90(3)
Normalizing digital possessions
93(1)
Games store memories
94(1)
Metacognitions in IGD
95(1)
Shifting gaming-related beliefs with abstinence
95(3)
Summary: Thinking, fast and skilled
98(1)
References
99(6)
5 Screening and assessment of IGD
105(32)
Introduction and overview
105(2)
Avoiding "overpathologizing"
107(1)
Early screening inconsistencies
107(2)
Internet gaming disorder---DSM-5 IGD criteria revisited
109(1)
Gaming disorder---Beta draft ICD-11 description
110(1)
Hazardous gaming---Beta draft ICD-11 description
110(1)
Assessment of gaming pattern and associated problems
110(7)
Functional analysis
117(1)
Developmental profile
118(1)
Reasons for seeking treatment
119(1)
Treatment goals and expectations
120(1)
Treatment history and outcome
121(1)
Case formulation
121(1)
Gaming problems: Misuse or mischief?
121(1)
Screening: Choosing the right tools
122(1)
Some common pitfalls in screening
122(2)
Recommended screening tools
124(1)
The Internet Gaming Disorder Scale
125(1)
Gaming Motivation Scale (GAMS)
126(2)
Gaming-Contingent Self-Worth Scale (GCSW)
128(1)
Internet Gaming Cognition Scale (IGSC)
129(1)
Internet Gaming Withdrawal Scale (IGWS)
129(1)
Summary: A lamentation of swans
130(1)
References
131(6)
6 Case formulation for IGD
137(26)
Introduction and overview
137(2)
Classification
139(1)
What is the core psychopathology of IGD?
140(1)
Models of gaming disorder revisited
141(1)
Known unknowns in CBT
142(1)
Introducing a framework for case formulation
143(1)
Early experiences and family factors
143(2)
Core beliefs: The self, the world, and others
145(1)
Intermediate beliefs: Conditional assumptions, rules, and attitudes
145(1)
Triggers: Why an addiction to games specifically?
146(1)
What functions does IGD serve?
147(1)
Intrapersonal functions of gaming
147(2)
Interpersonal functions of gaming
149(1)
Other maintenance factors
150(1)
Clinical case examples
151(1)
Shane: An adolescent client with IGD
152(3)
Chris: An adult client with IGD
155(2)
Summary: Framing the gaming
157(1)
References
158(5)
7 Treatment for IGD
163(38)
Introduction and overview
163(1)
The big picture on treatment evidence
164(9)
Drugs or therapy: Which is more effective?
173(1)
How can the evidence base be improved?
173(1)
Treatment aims: Taking control of the game?
174(2)
Barriers to change
176(2)
Psychoeducation: The main themes
178(3)
What should gamers expect when they game less often?
181(1)
Addressing fear of missing out
181(2)
Tailoring therapy to the individual
183(1)
Behavioral approaches to IGD
183(3)
Cognitive approaches for IGD
186(1)
Behavioral experiments
187(1)
Managing realistic beliefs
188(3)
Relapse prevention
191(1)
Family-based approaches for adolescents
191(2)
Residential and camp approaches
193(1)
Summary: The call of duty of care
194(1)
References
195(6)
8 Prevention and harm reduction for IGD
201(42)
Introduction and overview
202(1)
Gaming as a way of life
203(1)
Types of prevention
204(4)
Global understanding of prevention evidence
208(1)
A focus on school-based programs
209(5)
Examining technological measures
214(2)
The policy response: The role of the authorities
216(1)
The role of parents
217(1)
What parents should know
218(2)
Current regulatory approaches
220(1)
Barriers to regulating devices
221(1)
Transparency and ethical game design
221(1)
Prevention in action: Regional case examples
222(5)
What governments should consider
227(1)
Harm reduction strategies
228(4)
The perspectives of gamers
232(2)
Industry and social responsibility
234(1)
Industry-academia collaboration
234(1)
Summary: Real-time strategy
235(1)
References
236(7)
9 Future directions for IGD
243(26)
Introduction and overview
243(2)
Moral panic attacks
245(3)
Believe IGD or not
248(2)
Gaming bias among professionals
250(1)
Future research priorities and objectives
251(7)
Other ways to expand the field
258(1)
Summary: The endgame
259(2)
References
261(8)
Index 269
Daniel L. King, PhD, MPsych (Clin), is a senior research fellow and registered clinical psychologist in the School of Psychology at the University of Adelaide. He has authored more than 100 peer-reviewed papers on the topic of digital technology-based problems, with a focus on video gaming and simulated gambling activities. He was a 2016 recipient of an Australian Research Council Discovery Early Career Research Award (DECRA) on the topic of maladaptive gaming. He has received four national awards for research achievement, including the 2017 Paul Bourke Award from the Academy of the Social Sciences in Australia (ASSA). He was an invited attendee of the recent World Health Organization (WHO) meetings on the public health implications of gaming and inclusion of Gaming disorder in the ICD-11. Paul H. Delfabbro, PhD, is a professor in Psychology and the deputy head of school in the School of Psychology at the University of Adelaide. He has published extensively in several areas, including the psychology of gambling, child protection, and child welfare and has been a regular advisor to State and Federal Government bodies. He has over 300 publications in these areas including over 200 national and international refereed journal articles. Over the last decade, he has conducted research into the nature of adolescent gambling, examined the psychology and social impacts of gambling, and conducted epidemiological and experimental studies and research into responsible gambling initiatives. His recent research interests have related to the interaction between technology, social media, and gambling as well as the relationship between clinical comorbidity and problem gambling.