Internet gaming disorder

网络游戏障碍
  • 文章类型: Case Reports
    在过去的几十年里,越来越多的文学领域专注于hikikomori,一种被描述为一种病理性社会退缩或社会孤立的现象,持续超过6个月,导致严重的功能障碍和/或痛苦。尽管最初被认为是一种文化约束综合征,hikikomori综合征后来在不同国家获得了更广泛的认可,从试图在理想主义世界避难,当未达到社会成功标准时,适应不良的应对策略会使多种精神疾病复杂化,例如焦虑症,严重的抑郁症,网络成瘾,网络游戏障碍(IGD)和自闭症谱系障碍(ASD)。在这个框架中,社会交往中的困难,在解决问题的策略和社会情感互惠中,可能导致社交退缩和类似hikikomori的行为。在这项工作中,我们描述了两例患者,其中潜在的自闭症谱系的存在可能代表了对发展可能的全面的hikikomori伴IGD病例的脆弱性的迹象.
    During the last few decades, a growing field of literature is focusing on hikikomori, a phenomenon described as a form of pathological social withdrawal or social isolation that lasts for more than 6 months leading to significant functional impairment and/or distress. Despite initially considered a culture-bound syndrome, hikikomori syndrome later gained a wider recognition in different countries, ranging from an attempt to take refuge in an idealistic world, when society success\' standards are not reached, to a maladaptive coping strategy complicating several psychiatric illnesses such as anxiety disorders, major depression, internet addiction, internet gaming disorder (IGD) and autism spectrum disorder (ASD). In this framework, difficulties in social interaction, in problem solving strategies and socio-emotional reciprocity, may lead to social withdrawal and hikikomori-like behaviors. In this work, we described two cases of patients where the presence of underlying autism spectrum may have represented a sign of vulnerability towards the development of a possible full-blown case of hikikomori with IGD.
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  • 文章类型: Case Reports
    背景:在过去的十年中,视频游戏产业呈指数级增长,涉及世界上大约25亿年轻人。据报道,游戏成瘾的全球患病率为3.5%,在普通人群中为0.21%至57.5%。此外,在最近的COVID-19大流行期间,学校关闭和留在家中的措施也进一步增加了长时间和加剧玩电子游戏的机会。对IGD和精神病之间的关系知之甚少,文学仍然稀缺。精神病患者的一些特征,特别是那些患有首发精神病(FEP)的人,可能表明这些人将特别容易发展IGD。
    方法:我们报告2例年轻的网络游戏障碍患者,经历抗精神病药物治疗的早发性精神病。
    结论:尽管很难显示IGD精神病理学改变的具体机制,很明显,过度接触电子游戏可能是诱发精神病的危险因素,尤其是在青春期等脆弱年龄段。临床医生应该意识到,在非常年轻的人中,与游戏障碍特别相关的精神病发作的风险更高。
    BACKGROUND: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD.
    METHODS: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy.
    CONCLUSIONS: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people.
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  • 文章类型: Journal Article
    网络游戏的混乱越来越多地归咎于影响年轻人的主要心理问题。动作视频游戏对于受虐狂来说是令人愉快的。练习束缚和其他导致疼痛和缺氧的行为的视频游戏琐事本质上可能是受虐狂,以提高玩家满意度。窒息会导致窒息的快感,一种危险的,有时致命的性受虐狂形式。用结扎材料收缩颈部是引起缺氧的常见方法。本案例研究的主题是在线视频游戏的强迫性玩家。在受虐狂行为期间,连同它的录音,他无意中死了。鉴于他是裸体的,他脖子上有一条绑带,他的手腕和腿被绑着,他的阴囊上有两个固定织物的夹子,血友病被确定是他死亡的原因。在死亡现场,既没有发现色情材料,也没有发现经常使用这种行为的证据。随着录音,受试者的手机闪光灯是帮助与昏暗的灯光,他可能一直在录像这些受虐狂的行为作为视频游戏任务的一部分。尸检的结果,间接证据,警方调查和证人陈述都支持意外死亡。
    The disorder of internet gaming is increasingly being blamed on major psychological problems affecting youth. Action video games are enjoyable for masochists. Video game chores that practise bondage and other acts that cause pain and anoxia may be masochistic in nature in order to promote player satisfaction. Asphyxia will result in pleasure in asphyxiophilia, a dangerous and occasionally lethal form of sexual masochism. Constriction of the neck with ligature materials is a frequent method of causing hypoxia. The subject of this case study was a compulsive player of online video games. During the masochistic act, along with a recording of it, he unintentionally died. Given that he was naked, had a ligature around his neck, had his wrists and legs bound, and had two fabric-holding clamps on his scrotum, asphyxiophilia was determined to be the cause of his death. At the scene of death, neither pornographic materials nor proof of frequent use of this kind of behaviour were discovered. Along with recording, the subject\'s cell phone\'s flash was on to help with the dim lighting and he may have been videotaping these masochistic acts as part of a videogame task. The results of the autopsy, circumstantial evidence, police inquiry and witness accounts all support accidental death.
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  • 文章类型: Case Reports
    在COVID-19大流行期间,互联网已成为人们日常生活中不可或缺的工具。作为娱乐的主要来源,互联网和视频游戏的使用在青年和成人人群中正在经历快速增长。然而,过度的游戏可能会导致成瘾并对心理健康产生负面影响,导致心理社会幸福感低下,糟糕的社交能力,学业成绩下降。我们报告了一名16岁学生的病例,该学生在大流行期间出现了“典型”的网络游戏障碍(IGD)模式,经过数周的药物治疗和心理干预后,这种情况有所改善。此案例强调,对于心理健康专业人员来说,了解IGD的精神病理学和多模式治疗方法至关重要。
    The internet has become an indispensable tool in people´s daily lives during the COVID-19 pandemic. Internet and video game use are experiencing rapid growth in the youth and adult populations as a major source of entertainment. However, excessive gaming may cause addiction and negatively impact mental health, entailing low psychosocial well-being, poor social skills, and decreased academic achievement. We report the case of a 16-year-old student with a \"typical\" pattern of internet gaming disorder (IGD) developed during the pandemic, which improved after weeks of treatment with pharmacotherapy and psychosocial interventions. This case highlights that it is essential for the mental health professionals to know the psychopathology of IGD and multimodal approaches to treat it.
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  • 文章类型: Case Reports
    背景:在实际的《精神障碍诊断和统计手册》(DSM-5)中,在线或互联网游戏障碍(IGD)目前未被视为精神障碍,虽然它是一种新出现的疾病。非物质相关成瘾通常与物质成瘾有相似之处。因此,重要的是对客户有很好的了解,但也要有良好的耐力。由于电子竞技的兴起,有一个预期的趋势,因此可能有更多的患者患有非物质成瘾。有很多相似之处,例如公差,撤退和社会问题,这是由于在互联网上花费的时间越来越多。病例介绍:为了减少治疗IGD患者的可能抑制作用,我们介绍了一例19岁的青少年男性,他表现出IGD,并表现出与其成瘾相关的社会问题.结论:本文显示了认知行为疗法(CBT)治疗非物质成瘾的重要性和效果。在成功应对成瘾之后,经常报道成瘾的几种变化。在这种情况下,没有班次报告。没有这种转变使我们的案例成为一个独特而独特的案例。这不是多发病案例,这就是为什么我们认为这是一个很好的例子来展示我们所取得的成就,我们是如何实现它的,以及我们可以建立的东西。当然,迫切需要更多的研究和手册。
    Background: Online or internet gaming disorder (IGD) is currently not recognized as a mental disorder in the actual Diagnostic and Statistical Manual of Mental Disorders (DSM-5), although it is an emerging disease. Non-substance-related addictions often have similarities with substance addictions. It is therefore important to have a good understanding of the client but also to have a good endurance. Due to the rise of e-sports, there is an anticipated and therefore possible trend to have many more patients with a non-substance addiction. There are many parallels, for instance tolerance, withdrawal and social problems, resulting from an increasing investment of time spent on the internet. Case presentation: To reduce possible inhibition in treating a patient with IGD, we present a case of a 19-year-old adolescent man who exhibited IGD and showed social problems associated with his addiction. Conclusions: This paper shows the importance and the effects of treating a non-substance addiction with cognitive behavioral therapy (CBT). After having successfully coped with an addiction, several shifts in addiction were often reported. In this case, no shifts were reported. The absence of such shifts makes our case a distinct and unique case. This is not a multimorbidity case, and that is the reason why we think this is an excellent example to show what we achieved, how we achieved it, and what we could establish. Of course, additional research and manuals are urgently needed.
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  • 文章类型: Case Reports
    Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included in 2013 Internet gaming disorder (IGD) as a condition for further study, and in 2018, the World Health Organization included gaming disorder (GD) as a mental disorder in the International Classification of Disease (ICD-11). We aim to compare disorders of gaming in both diagnostic systems using a sample of young adults in Mexico.
    Self-administered survey to estimate the prevalence of DSM-5 IGD and ICD-11 GD in 5 Mexican universities; 7,022 first-year students who participated in the University Project for Healthy Students, part of the World Health Organization World Mental Health International College Student Initiative. Cross-tabulation, logistic regression, and item response theory were used to inform on 12- month prevalence of DSM-5 IGD and ICD-11 GD, without and with impairment.
    The 12-month prevalence of DSM-5 IGD was 5.2% (95% CI, 4.7 to 5.8), almost twice as high as the prevalence using the ICD-11 GD criteria (2.7%; 95% CI, 2.4 to 3.1), and while adding an impairment requirement diminishes both estimates, prevalence remains larger in DSM-5. We found that DSM-5 cases detected and undetected by ICD-11 criteria were similar in demographics, comorbid mental disorders, service use, and impairment variables with the exception that cases detected by ICD-11 had a larger number of symptoms and were more likely to have probable drug dependence than undetected DSM-5 cases.
    DSM-5 cases detected by ICD-11 are mostly similar to cases undetected by ICD-11. By using ICD-11 instead of DSM-5, we may be leaving (similarly) affected people underserved. It is unlikely that purely epidemiological studies can solve this discrepancy and clinical validity studies maybe needed.
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  • 文章类型: Case Reports
    网络游戏障碍(IGD)一直是一个有争议的实体,关于其作为独立精神障碍的临床相关性有各种观点。这场辩论还包括关于有问题的游戏之间的关系的讨论,各种精神疾病,以及人格特质和维度。本文概述了受两名青少年住院患者治疗启发的基于发展理论的互联网游戏滥用模型。这两个临床小插曲说明了不同的发育途径:通过社交焦虑的发展的“内在化途径”,情绪和行为回避;以及具有低水平情绪调节策略和冲动性的“外部化途径”。在这两种临床情况下,依恋问题在理解IGD风险和维持因素的具体关联方面发挥了关键作用,游戏行为可能被视为这两个年轻人适应不良自我调节策略的特定形式。这些临床观察结果支持这样的假设,即青少年游戏使用有问题的应该用发展的方法来看待,包括情感发展的关键方面,这些方面代表了治疗干预的重要目标。
    Internet gaming disorder (IGD) has been a controversial entity with various opinions about its clinical relevance as an independent mental disorder. This debate has also included discussions about the relationships between problematic gaming, various psychiatric disorders, and personality traits and dimensions. This paper outlines a developmental-theory based model of Internet gaming misuse inspired by the treatment of two adolescent inpatients. The two clinical vignettes illustrate distinct developmental pathways: an \"internalized pathway\" via the development of social anxiety, emotional and behavioral avoidance; and an \"externalized pathway\" with a low level of emotional regulation strategies and impulsivity. In both clinical cases, attachment issues played a key role to understand the specific associations of risk and maintaining factors for IGD, and gaming behaviors may be seen as specific forms of maladaptive self-regulatory strategies for these two youths. These clinical observations support the assumption that gaming use problematic in adolescents should be viewed with a developmental approach, including key aspects of emotional development that represent significant targets for therapeutic interventions.
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  • 文章类型: Journal Article
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    文章类型: Case Reports
    Internet gaming disorder (IGD) is not currently a recognized diagnosis in the Diagnostic and Statistical Manual for Mental Disorders-5 (DSM-5). However, IGD has been noted to warrant further research for possible future inclusion in the DSM. In many ways, IGD strongly resembles substance and gambling addictions. Such characteristics include tolerance, withdrawal, and social and occupational neglect resulting from increased time invested in video game use and acquisition. The use of similar or closely related media is also seen, which mirrors the natural course of substance and gambling addictions. We present a case of a 22-year-old man who exhibited IGD and problems associated with pornography use. This case report exemplifies the sequelae of IGD. Our paper also reviews the possible mechanisms of behavioral addiction, as well as the status of IGD as a potential subcategory of behavioral addiction. Additional research is needed to determine if IGD co-occurs with problematic use of pornography.
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