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Guerra & Eggen 529 Gaming Addiction Paper V2
Guerra & Eggen 529 Gaming Addiction Paper V2
Guerra & Eggen 529 Gaming Addiction Paper V2
This paper on gaming addiction will focus on history, mental health and trauma factors,
treatment theories, interventions, harm reduction, and medical and psychiatric support. A
summary of findings from the literature on gaming addiction will also be provided. An
exploration of Internet gaming disorder is included in the Diagnostic and Statistical Manual of
Mental Disorders (5th ed.; DSM–5; American Psychiatric Association [APA], 2013) as one of
the addictions stemming from Internet addiction. Cultural and ethical considerations will be
History
After the creation of the Internet in 1969, Dr. Ivan Goldberg, as a parody of the DSM,
created a fictional problem called “Internet addiction disorder.” Internet addiction is compulsive
Internet use that results in negative consequences (Alderson, 2020). The introduction of the
Internet generated a few causes of concern. Internet gaming addiction has been researched
(Alderson, 2020). This research has found that there are gamers who spend hours playing online
It is important to note that gaming addiction is under the umbrella of Internet addiction
(Alderson, 2020). Kimberley Young, one of the first researchers to address the phenomenon of
Internet addiction, proposed five types of addictions stemming from Internet addiction
(Alderson, 2020). Types of addictions identified were computer games, cybersex, cyber-
relationships, information overload and net compulsions (Alderson, 2020). Other researchers
view Internet addictions on a spectrum (Alderson, 2020). Using a spectrum emphasizes the
importance of distinguishing between addictions to the Internet and addictions on the Internet
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(Alderson, 2020). Research on the spectrum of addiction types has failed to find broader support.
The belief that other addictions stem from Internet addiction is more accepted (Alderson, 2020).
One of the controversies surrounding Internet gaming addiction is its exact nature
(Alderson, 2020). The addictive properties of a game, its genre, and the amount of time spent
playing all contribute. According to Alderson (2020), the most played games associated with
Internet gaming disorder (IGD) are role-playing, first-person shooter, and real-time strategy
games. The most popular consoles, Xbox, Nintendo and PlayStation, are designed to be played
online and have also contributed to the development of problematic use (Alderson, 2020). The
DSM-5 has considered gaming addiction as a possible disorder and labelled it as Internet gaming
disorder (IGD) (APA, 2013). This may demonstrate the slow recognition of behavioural
addictions, especially with the recent inclusion of gambling disorder in the DSM-5 as the only
non-substance-related disorder.
entertainment, and online friendships. A study by von der Heiden et al. (2019) found that
individuals who use gaming as a distraction have a more general negative affect and low life
satisfaction. They also prefer solitude and lack social support. While playing video games,
however, they exhibit a more general positive affect (von der Heiden et al., 2019). In contrast,
individuals who play to improve real-life abilities have more online connections and have higher
levels of general positive affect (von der Heiden et al., 2019). It is important to note the benefits
of playing video games, such as improved social connection (Alderson, 2020). Acknowledging
the benefits emphasizes the importance that not all players or highly engaged players are not
necessarily the ones experiencing IGD. Kuss (2013) mentioned gaming addiction as a public
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health concern in Southeast Asia, to which Japan has responded by creating “fast camps”. These
fasting camps target the individual to be completely cut off from technology (Kuss, 2013) but
also raise the idea that a lack of acceptance of gaming addiction may further stigmatize the
behaviour and contribute to higher rates of addiction. It also highlights the ethical and cultural
nuances of gaming disorder. As mentioned before, there are benefits to playing video games, and
Trauma is another factor to consider when determining the origin of addiction (Oskenbay
et al., 2016). There are two main mechanisms involved in computer game addiction: the need to
escape from reality and the acceptance of the role of the other (Oskenbay et al., 2016).
Contributing factors to the addiction include personality features among adolescents such as
searching for new experiences, aggression and anxiety, antisocial coping strategies, emotional
alienation and low communicative competence (Oskenbay et al., 2016). Individuals who have
become disconnected from their emotions and body have a skewed perception of the world and a
negative view of themselves (Maté, 2012). When the trauma is unresolved, masking it with
Treatment Theories
(Busner & Targum, 2007). There are a few different scales used within video game addiction
treatment. The most current examples include the Internet Gaming Disorder Scale Short Form
(IGDS-SF; Lemmens et al., 2015) and the Game Addiction Scale for Adolescents (GASA;
Lemmens et al., 2009), and the Internet Gaming Disorder Test (IGD-20; Pontes et al., 2014). The
variation in these scales is based on the behaviours measured and the populations targeted.
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The basis for the majority of these scales is a biopsychosocial approach. In general, most
interventions are on this basis; however, the mix of these three factors varies. For example, the
problems, deception, displacement and conflict. A short-form version of the GASA (GASA-SF)
measures salience, tolerance, mood modification, relapse, withdrawal, conflict and problems
using seven questions (Goswami & Singh, 2022). The categories of tolerance, withdrawal and
problems directly overlap between the IGDS-SF and the GASA-SF. Many of the remaining
categories ask the same question. For example, under salience, the GASA asks, “did you think
about playing a game all day long” (Goswami & Singh, 2022, p. 167)? Compare this to “have
there been periods when all you could think of was the moment you could play a game” (Lemens
et al., 2015). The efficacy of interventions can be partially measured using these scales. For
Overall, these two scales only differ in their target audience, mature versus adolescent.
This is reflected in the language used (Goswami & Singh, 2022; Lemens et al., 2015). A
significant reason for the similarities is the scales attempt to replicate the DSM-5 criteria for
internet gaming disorder. There are cultural implications of using these scales to measure IGD.
Most IGD scales are normed using South Korean populations (Costa & Kuss, 2019). Therefore,
anyone from outside this group may not be appropriately scored. Should an individual be given
treatment unnecessarily or denied treatment based on their GASA or IGDS score, it would
Considering the biopsychosocial model in the context of culture has implications for treatment
and counselling. A variety of behavioural impacts are produced at a biopsychosocial level (Baum
& Posluszny, 1999; Leventhal et al., 2008). Three primary examples are emotions or patterns of
behaviours, the impact of disease from a risk or protection perspective, and the cultural impacts
of how a disorder such as IGD is interpreted, cared for, and observed as its progression and
manifestation. This cultural aspect is critical from a counselling point of view (Hatala, 2012).
Often culture is defined narrowly. Within the biopsychosocial model, there can be a tendency to
focus too heavily on the distinctions between the three areas of biology, psychology, and
The tendency to place an individual in the centre of a series of concentric circles forms
one theory on the biopsychosocial model and culture. This means that while the interaction
between the individual, their biology, and the disease is often observed, other interaction
between their sociology and its impact on psychological issues can be missed (Suls & Rothman,
2004). This problem can be exacerbated when biopsychosocial factors are further delineated into
heredity, ecology, consciousness, sociology, biology, cultural factors, and religion. With the
biopsychosocial approach, Hatala et al. (2012) urge the intersection of all cultural factors be
Interventions
CBT is a standard individual intervention used for IGD. Sessions for individual CBT
range from eight to ten sessions in length (Costa & Kuss, 2019). Sessions are typically between
one to two hours and focus on individuals learning to determine what emotions they are
experiencing. Specific focus is placed on cognitive distortions that inhibit the individual from
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correctly perceiving reality. Further along in the process, coping skills are introduced to correct
these cognitive distortions (Orzack et al., 2006). Coping skills are essential in preventing relapse
as they can be relied upon when conditions in the individual’s life change (Young, 2007).
CBT is effective in an IGD context because it helps the individual find what thoughts
support their continued gaming use as an escape from reality (Griffiths & Meredith, 2009). CBT
alone is often not enough to solve the problem. Although it can help to examine underlying
emotional motives, this is only an initial step. In addition to coping skills, other techniques aid
finding gaming alternatives. Under the biopsychosocial model, gaming serves to fulfil needs in
their life that are not being met (Orzack et al. 2006). The first goal of CBT therapy is to ensure
the individual understands that psychological factors underlie their addiction. One approach is
MI is also beneficial in helping the individual to take control of changing their habits.
This is the second step of an overall treatment approach to IGD. Another helpful intervention in
the intermediary stage between psychoeducation and recovery is sleep hygiene. This process has
psycho-educative components, especially in teaching the individual the harms of poor sleep
hygiene (Eickhoff et al., 2015). Sleep deprivation is associated with poor mood, low focus,
inability to concentrate, and anger. In extreme cases, it can cause symptoms mirroring psychosis
and ADHD (Petrovsky et al., 2014; Cassoff, 2012). The stimulation from excessive exposure to
screens and video games is destabilizing to circadian rhythms (Eickhoff et al., 2015).
Additionally, the time spent playing games can begin to take away from time usually
spent sleeping. Once the individual is convinced sleep hygiene is beneficial to their treatment, in
combination with the beforementioned CBT goals, specific methods to improve sleep quality can
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be introduced. A non-exhaustive list includes eye coverings, ways to dampen sound, and scented
candles, as interventions to be applied while sleeping (Herscher et al., 2021). Before sleeping,
reducing screen time at least one hour before bed, non-caffeinated beverages, and relaxing music
are all beneficial. Reduction in screen time will naturally improve sleep. Combined with sleep
hygiene, reducing other sleep deprivation symptoms will accelerate recovery. Once this process
begins, making contracts to plan how much time will be spent playing video games and making
lists of alternative activities can aid recovery (Costa & Kuss, 2019).
Harm Reduction
Harm reduction is an approach aimed at reducing the harm from addictive behaviour but
does not require complete abstinence (Canadian Mental Health Association, n.d.) In the context
of video game addiction, understanding why video gaming is important in an individual's life is
critical. It can reveal internal and external factors that have created or perpetuated the current
behaviour. This aligns with the bio-psycho-social addiction model (Alderson, 2020). Internal
factors such as poor socialization or external factors such as inherently addictive video game
External harm reduction methods suggested for internet gaming disorder are age
restriction, convenience reduction, advertising and education, and warning labels (Shi et al.,
2017; Potenza et al., 2019; Kristiansen & Trabjerg, 2017). Age restrictions are the most heavily
researched approach, including age verification, use of fines, and availability restriction (Shi et
al., 2017). Any restrictions based on a person's identity, in this case, children, have the potential
and services such as video games has issues. There is a requirement to weigh the risks and
benefits before implementing such changes. Some countries, such as the Netherlands, have
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already instituted some of these policies (Prati, 2019). From a cultural perspective, regulation is
more common than in a country like the United States or Canada (Dogruel et al., 2013). For
legislated harm reduction methods to be effective, ethical, and culturally sensitive, they will need
Activities and habits for internal harm reduction have also been researched (Xu et al.,
2012). For example, attention switching offers other activities to divert an IGD sufferer's
attention away from video games (Xu et al., 2012). Dissuasion involves the efforts of others to
change the individual's gaming habits and how the sufferer views these attempts. They can be
more successful if the individual believes they are being coaxed rather than forced or reasoned
with rather than coerced (Turel et al., 2011). Monitoring is a related factor that looks at how the
individual views their parent’s or partner’s relationship with their video gaming (Xu et al., 2012).
Observability of electronic gaming devices has been shown to positively affect recovery from
IGD (Park et al., 2007). The final factors, rationalization and education, involve teaching the
individual how their behaviour is problematic for them and their significant others (Xu et al.,
2012). This is similar to the CBT approaches discussed earlier (Costa & Kuss, 2019).
Further medication and psychiatric resources have been researched in the literature
regarding treating IGD symptoms (Zajac et al., 2020). This study has seen the effects of
medications used to treat ADHD and depression (bupropion and methylphenidate) decrease IGD
symptoms significantly (Zajac et al., 2020). Additionally, combining CBT psychotherapy with
medication has improved IGD symptoms and time spent on video gaming (Zajac et al., 2020).
From an ethical standpoint assessing the basis for medication use and other possible client
disorders is essential. The presence of these factors may also contribute to IGD. As IGD is only
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found in the appendix to the DSM-5, assessing what gaming looks like for the client before
making a diagnosis is vital (5th ed.; DSM–5; American Psychiatric Association [APA], 2013).
Beginning with the invention of the Internet, this paper explored the progression of
internet addiction and a secondary addiction under this umbrella, gaming addiction. Research on
Internet gaming addiction has led to increased scrutiny over gaming and what benefits and
downsides it presents. The DSM-5 has labelled it as Internet gaming disorder (IGD) in its fifth
edition (APA, 2013). Escapism, entertainment, and online friendship were three themes central
to gaming addiction explored. Benefits such as improved social connection were also
highlighted ethical and cultural nuances with gaming disorder. Acceptance of gaming addiction
may further stigmatize the behaviour. In turn, it can contribute to higher addiction rates. Beyond
general mental health concerns, specific trauma-related concerns were raised, including the
origin of addiction, the need to escape from reality, and the acceptance of the role of the other.
The first area touched on was treatment theories to manage the issues associated with gaming
addiction. The benefits of efficient and effective measurement tools in the context of treatment
were brought to light. Ethical concerns over the inappropriate application of scales developed in
a specific cultural context were also discussed. This was elaborated on by a closer look at culture
and the biopsychosocial perspective. Concerns were raised regarding behavioural impacts,
emotions or patterns of behaviours, the impact of disease from a risk or protection perspective,
and the cultural impacts of disease interpretation and care in observing disease progression. By
highlighting the risks of defining culture too narrowing and not considering its impacts on all
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aspects of the biopsychosocial model, the impetus for considering the intersection of all cultural
psycho-educative components, such as sleep hygiene. Harm reduction was also outlined to reveal
internal and external factors influencing its development. External harm reduction methods
suggested included age restriction, convenience reduction, advertising and education, and
warning labels. External restrictions require considering risks and benefits to be evaluated before
implementation. Some countries, such as the Netherlands, have instituted some of these policies.
Internal activities like attention switching, dissuasion, monitoring, rationalization and education
were also introduced as effective treatment methods. The paper concluded with medical support
like bupropion and methylphenidate, and medication-assisted CBT psychotherapy. Ethically the
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