CHARACTERIZED AS “PERSISTENT AND RECURRENT USE OF THE INTERNET TO ENGAGE IN GAMES, OFTEN WITH OTHER PLAYERS, LEADING TO CLINICALLY SIGNIFICANT IMPAIRMENT.

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CHARACTERIZED AS “PERSISTENT AND RECURRENT USE OF THE INTERNET TO ENGAGE IN GAMES, OFTEN WITH OTHER PLAYERS, LEADING TO CLINICALLY SIGNIFICANT IMPAIRMENT OR DISTRESS…”(DSM-V, 2013) Internet Gaming Disorder

DSM-5 IGD was included in the appendix of DSM-5 (American Psychiatric Association, 2013) as a condition warranting further study.

9 Criteria for Diagnosis preoccupation with Internet games; withdrawal symptoms when Internet gaming is discontinued; tolerance: the need to spend increasing amounts of time engaged in Internet gaming; unsuccessful attempts to control participation in Internet gaming; loss of interest in hobbies and entertainment as a result of, and with the exception of, Internet gaming; continued excessive use of Internet games despite knowledge of psychosocial problems; deception of family members, therapists, or others regarding the amount of Internet gaming; use of Internet gaming to escape or relieve a negative mood; and loss of a significant relationship, job, or educational or career opportunity because of participation in Internet games. 5 or more of the criteria must apply for diagnosis to occur.

Links to Other Disorders Problematic Internet gaming behavior has historically proven difficult to classify consistently, whether as an emerging primary mental health disorder or as a maladaptive coping mechanism of another mental health disorder such as social anxiety (Weinstein & Lejoyeux, 2010). The IGD classification is most similar in nature to pathological gambling (or “gambling disorder” in the DSM-5).

Prevalence highest among male adolescents ages 12 to 20 living in Asian countries (especially China and South Korea) an Asian population study showed the prevalence in year-olds was 8.4% for males and 4.5% for females A study of ages year olds from Spain and Great Britain indicated 7.7% of Spanish and 14.6% of British adolescents were pathological game players In USA 8.5% of subjects ages 8-18 (4:1 male >female) were found to be problematic internet and video game users

Diagnosis Various scales have been developed to access excessive video gaming use and the nine criteria proposed by the DSM-V but no one diagnostic scale is being used exclusively to diagnose IGD.

Types of Games Massively Multiplayer Online Role-Playing Games (MMORPGs) are the most popular (46% of online gamers play these. Examples included:  World of Warcraft  Destiny  Final Fantasy Players play online with other gamers.

What Makes MMORPG’s Popular these games offer a variety of incentives for play relative to other game genres including achieving goals, leveling up and increased status in the game the social element is particularly important for gamers because it is an integral component of the enjoyment of playing immersion in the game is denoted by exploring the game and “hidden” game content, role-playing via one’s avatar, customization of one’s online character, and escapism

Online Gamers Unmasked What They Really Look Like

MMORPGs and Addiction MMORPGs, are more addictive than any other types of both offline and online games because: they reward players on partial reinforcement schedules, leading to maintenance of play they are tailored to gamers young and old, male and female motivations of achievement, socializing, and escapism are predictive of addictive play

Benefits of Playing Shooting Games in MODERATION include: 1. Better eye sight: able to resolve small detail in the context of clutter, are better able to resolve different levels of gray 2. Show increased attention when there is a conflict in thinking 3. Show an increase in ability to track objects

Negative Outcomes due to Excessive Play Loneliness Satisfaction with Life Self-esteem Prosocial Behaviour Aggression But one wonders if these factors are the cause or effect of video game addiction.

IGD and the Developing Adolescent Brain Brain studies indicate IGA is a behavioral addiction that may share similar neurobiological abnormalities with other addictive disorders. Using brain imaging Daphne Bavelier showed three parts of the brain are more efficient in people who play video games. These are: parietal cortex which is known to control the orientation of attention. the frontal lobe, which controls how we sustain attention the anterior cingulate, which controls how we allocate and regulate attention and resolve conflict

Treatment Options IGD is a new disorder consideration, treatment options are still being developed but might include: Cognitive-behavioural therapy Counselling Psychotherapy Pharmacological treatment South Korea hospitalizes those with IGD Japan has “fasting camps” where all technology is cut off Europe has outpatient clinics for behavioural addicts Effectiveness of these treatments has not been sufficiently studied to date.

Our Role as CEA’s This disorder can negatively effect students as young as 8 years old. Behavioural changes include: increased irritability and inattention, decreased prosocial behaviours, sleepiness, preoccupation with a video game, lowered verbal memory, grades may be effected. Be aware of these warning signs and be willing to bring them to the attention of the Resource teacher and/or school counsellor.

References Feng, Q., Chen, X., Sun, J., Zhou, Y., Sun, Y., Ding, W., &... Du, Y. (2013). Voxel-level comparison of arterial spin-labeled perfusion magnetic resonance imaging in adolescents with internet gaming addiction. Behavioral And Brain Functions: BBF, 9(1), 33. doi: / Internet Gaming Disorder and DSM-5. (n.d.). Retrieved February 1, 2015, from Kuss, D. J. (2013). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 6, 125–137. doi: /PRBM.S39476 Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The Internet Gaming Disorder Scale. Psychological Assessment, doi: /pas Transcript of "Your brain on video games" (n.d.). Retrieved February 8, 2015, from uage=en#t