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For many people the concept of addiction involves taking drugs. Therefore it is perhaps unsurprising that most official definitions concentrate on drug ingestion. Despite such definitions, there is now a growing movement which views a number of behaviours as potentially addictive, including many behaviours which do not involve the ingestion of a drug. But do behavioural addictions really exist? Answers this question by examining the various commonalities (psychological, sociological and cultural) between excessive behaviours (behavioural and chemical) and by drawing on the author’s own work into fruit- machine addiction. Concludes that addictions are not just restricted to drug-ingestion behaviours and that evidence is growing that excessive behaviours of all types do seem to have many commonalities.
Cognitive-behavioral therapy (CBT) is rationalized to be a highly appropriate treatment modality for problem and addicted users of video games. Drawing on available empirical research in this and allied areas (e.g., problem gambling), this paper presents some preliminary treatment techniques that may be well suited to the known features, correlates, and consequences of video game addiction. These techniques involve monitoring video game use, setting appropriate goals, and overcoming problem cognitions that intensify and maintain video game use. Specialized knowledge of the structural and situational characteristics that develop and maintain problem video game playing is also provided. While problem video game playing appears to resemble pathological gambling in many ways, some distinct phenomenological aspects of video game playing prevent a direct translation of gambling CBT programs to video game players. It is suggested that further research is needed to provide further guide- lines and treatment techniques for video game players who suffer problems with their behavior. There is also need for greater funding for more basic and applied research on problem video game players.
Following considerable pressure from special interest groups arguing that our Addictions Working Group had to address the problem of gambling we commi- sione the following report from professor Mark Griffiths. There is evidence that gambling contributes to high levels of family breakdown and is closely linked to other addictions such as alcohol and drugs
It is almost certainly the case that many educational psychologists do not consider fruit machine addiction as a contributory factor in a child or adolescent's behaviour problems. This article attempts to ‘plug the gap’ and provide a brief overview of some of the major findings and implications in the area of adolescent fruit machine addiction. Fruit machine addiction is more of a problem to children and adolescents than any other form of gambling because it is the only commercial form of gambling legally available for them to gamble on. The worst effects of fruit machine addiction can include truancy, poor schoolwork, criminal behaviour and aggressive behaviour. These are all issues of primary concern to educational psychologists and they should perhaps be aware that a small proportion of behavioural problems may be due to this ‘hidden’ addiction.
The recent commentary paper by Ryding and Kaye Journal of Mental Health and Addiction (doi 10.1007/s11469-017-9811-6, 2017) rightly claimed that Binternet addiction^ (IA) is a conceptual minefield and raised some important issues for researchers and treatment providers working in the online addiction field. In the present commentary paper, some of the assertions made by Ryding and Kaye are briefly critiqued and extended. More specifically, the present paper (i) examines IA and Internet-based addictions and argues that IA is now a misnomer, (ii) examines IA and its relationship to Internet Gaming Disorder (IGD) and argues IA and IGD are two completely different constructs, and that IGD is a sub-type of gaming disorder rather than a sub-type of IA, (iii) argues that the time spent engaging in online activities is not a good criterion for assessing online addictions and that the context of use is far more important criterion, and (iv) argues that those researchers working in the IA field can learn a lot from the problem gambling field in collecting robust data. More specifically, one of the innovative ways forward could be to build strategic partnerships with commercial online companies to analyze their behavioral tracking data.
Relatively few studies in Europe report prevalence rates for probable pathological gambling but the results from these studies suggest broadly similar rates. For example, the current prevalence rates of probable pathological gambling (scoring 5 or more on the DSM-IV) in Great Britain was 0.3%, in Sweden 0.3%, in Iceland 0.6%, in Norway 0.3% and in Denmark 0.1%. Results from studies in different European countries suggest that problem gambling among adolescents is considerably higher than among adults. Although problem gambling among adolescent samples tends to be higher than in adult samples, many of the participants used in these studies are either local surveys and/or use opportunistic or non-representative samples. However, in countries where there have been large samples with good representation (e.g., Great Britain), the problem gambling prevalence rate among adolescents is at least four to five times higher than in the adult population. In terms of problem gambling by type of gambling, there appear to be some consistent trends across European jurisdictions that have done research. Prevalence studies in Europe have tended to report that problem gamblers are most likely to be electronic gaming machine (EGM) players including Estonia, Germany, Holland, Norway, Sweden and Switzerland. Other studies have also found similar results with adolescents reporting that the main type of problem gambling among adolescents is related to EGM play (e.g., Great Britain, Iceland and Lithuania).
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