Internet Gaming Disorder

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Southern New Hampshire University *

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Psychology

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Dec 6, 2023

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pptx

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Internet Gaming Disorder: Addictions concentration BY: SAVANNAH FAYTH
Topic Area Internet gaming disorder is also known as IGD. I feel like this day and age we all know someone who is possibly addicted to internet gaming. Be it an adult or a child. Mine is my 30-year-old boyfriend. There are many different ways to play online games. Computers, consoles, VR systems, cell phones and even handheld devices. There is almost always a way to have a game in the palm of your hand now. The APA and DSM-5 say that IGD is a condition that needs further study. This basically means the DSM-5 and APA need further research in order to deem IGD as a unique mental disorder. The notes left about IGD is that gaming must cause significant impairment and or distress in several different aspects of a person’s life. I feel like this study is so important because of video games being such a constant thing in a lot of peoples lives especially a lot of young peoples lives.
Literature Review The WHO deemed that in 2017 the international classification of diseases revised their definition of gaming disorder and that is would indeed be identified as a new disorder. There of course is a debate of whether gaming is an addiction in need to be deemed a mental disorder. There is also speculation on what affects video games have on a person’s cognitive abilities and cognitive development. Biolcati did a study in order to improve the knowledge of IGD. It used gamers that were online and offline in order to look at the mediation roll in gaming motives and its link to personality risk traits and IGD. There were 627 participants that were contacted through social network. These participants used questionnaires that described gaming characteristics, an internet gaming disorder scale, Substance use risk scale, and motives for online gaming questionnaire. There was probability that personality dimensions were different between people that were addicted and people that were not. Hopelessness was that personality trait. This personality trait was both indirectly and directly associated with internet gaming disorder. It is also suggested that IGD can be motivated by things like substance abuse. This article perceives that the most prominent risk factor for IGD is personality. Things like achievement, social connection. And escapism are all risk factors for IGD. The authors in this particular article are wanting to look at different gamer features, gaming characteristics, and the prevalence rate among Italian offline and online gamers. All of this looks at accountability for gender.
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Current Study While the studies that have been done all make great points I think they aren’t getting enough gaming detail or data to make their claims plausible. I want to dive in deeper. My hypothesis is that the longer a person games on a weekly basis the more likely they are to pull away from socialization and develop a gaming addiction.
Method 1,000 participants per gaming section ie Xbox, PlayStation, PC and Nintendo. 4,000 participant total split among time played and genres given. Battle Royal, Adventure, Sport, Car racing, and action. Survey to complete after every gaming session from start to finish within 14 day period.
Results Out of 4,000 original participants I believe only 3,400 people will complete this experiment as a whole. The others will have either didn’t complete all of the surveys or they opted out altogether. Overall, I think we will have several participants that are within the 30+ hour a week mark and we will see similarities among these players with their thoughts about gaming, watching other people game and texting their friends about gaming or messaging their gaming buddies on top of playing games while at work or before bed. The other half of our gamers are under the 30 hour a week mark but were still submitting all the information just not as often as the other gamers. Another thing we will see is the higher amount of time that our participants played games the less time they spent with their families and friends because they were to lose in playing games and would lose track of time. The most common theme among the players that played the longer hours was that they answered yes to the question that they avoid planning anything and have cancelled plans in order to game for longer periods of time.
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References Biolcati, R., Pupi, V., & Mancini, G. (2021). Massively Multiplayer Online Role-Playing Game (MMORPG) Player Profiles: Exploring Player’s Motives Predicting Internet Gaming Disorder. International Journal of High-Risk Behaviors and Addiction , In Press (In Press). https://doi.org/10.5812/ijhrba.107530 King, D. L., & Delfabbro, P. H. (2014). The cognitive psychology of Internet gaming disorder. Clinical Psychology Review , 34 (4), 298–308. https://doi.org/10.1016/j.cpr.2014.03.006 Gentile, D. A., Bailey, K., Bavelier, D., Brockmyer, J. F., Cash, H., Coyne, S. M., Doan, A., Grant, D. S., Green, C. S., Griffiths, M., Markle, T., Petry, N. M., Prot, S., Rae, C. D., Rehbein, F., Rich, M., Sullivan, D., Woolley, E., & Young, K. (2017). Internet Gaming Disorder in Children and Adolescents. Pediatrics , 140 (Supplement 2), S81–S85. https://doi.org/10.1542/peds.2016-1758h APA PsycNet . (n.d.). Psycnet.apa.org. https://psycnet.apa.org/record/2014-57712-001