Games Addiction: A Comprehensive Overview

Felix Reer, T. Quandt
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引用次数: 2

Abstract

The study of addictive media use has a rather long tradition in media effects research and constitutes an interdisciplinary field that brings together scholars from communication science, psychology, psychiatry, and medicine. While older works focused on radio, film, or television addiction, newer studies have often examined the excessive use of interactive digital media and its consequences. Since the introduction of affordable home computer systems in the 1980s and 1990s, especially the pathological use of digital games (games addiction) has been discussed and investigated intensively. However, early research on the topic suffered from considerable methodological limitations, which made it difficult to assess the spread of the problem objectively. These limitations notwithstanding, the American Psychiatric Association (APA) decided to include the addictive use of digital games (Internet gaming disorder) as a “condition for further study” in its diagnostical manual, the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, 5th edition), in 2013. A few years later, the World Health Organization (WHO) officially acknowledged addictive game use as a diagnosable mental condition (gaming disorder) by listing it in the 11th edition of the International Classification of Diseases (ICD-11). Some scholars viewed the decisions of the APA and the WHO with skepticism, arguing that healthy players may be stigmatized, while others greeted them as important prerequisites to facilitate appropriate therapies. Despite the question of whether the inclusion of disordered game use in the manuals of the APA and the WHO has greater advantages than disadvantages, it definitely triggered a research boom. New scales testing the APA and the WHO criteria were developed and applied in international studies. Representative studies were conducted that indicated that at least a small percentage of players seemed to show playing patterns that indeed could be considered problematic. Further, the correlates of gaming disorder have been examined extensively, showing that the addictive use of digital games is associated with particular demographics, motivations, and personality aspects as well as with other diverse impairments, such as physical and psychological health issues and problems in the social and working lives of affected players. However, the debate about the accuracy of the definitions and diagnostic criteria postulated by the APA and the WHO has not ended, and more high-quality research is needed to further improve the understanding of the causes, consequences, and specifics of gaming disorder. In addition, new aspects and innovations, such as micropayments, loot boxes, and highly immersive technologies such as virtual reality or augmented reality systems, may expose gamers to new risks that future debates and research need to consider.
游戏成瘾:全面概述
对媒体成瘾的研究在媒体效应研究中有着相当长的传统,并且构成了一个跨学科领域,汇集了来自传播科学、心理学、精神病学和医学的学者。以前的研究主要集中在广播、电影或电视成瘾上,而较新的研究则经常研究过度使用交互式数字媒体及其后果。自从20世纪80年代和90年代家庭电脑系统问世以来,人们对数字游戏的病态使用(游戏成瘾)进行了深入的讨论和研究。然而,关于这一主题的早期研究在方法上受到相当大的限制,这使得很难客观地评估问题的蔓延程度。尽管存在这些限制,美国精神病学协会(APA)还是决定在2013年的诊断手册DSM-5(精神疾病诊断与统计手册,第5版)中将数字游戏成瘾(网络游戏障碍)作为“进一步研究的条件”。几年后,世界卫生组织(WHO)正式将游戏成瘾列为一种可诊断的精神疾病(游戏障碍),并将其列入第11版《国际疾病分类》(ICD-11)。一些学者对美国心理协会和世界卫生组织的决定持怀疑态度,认为健康的球员可能会被污名化,而另一些人则认为这是促进适当治疗的重要先决条件。尽管在APA和WHO的手册中加入游戏障碍是否利大于弊存在疑问,但它确实引发了一场研究热潮。开发了测试APA和世卫组织标准的新量表,并将其应用于国际研究。有代表性的研究表明,至少有一小部分玩家表现出的游戏模式确实有问题。此外,游戏障碍的相关性已经得到了广泛的研究,表明数字游戏的成瘾使用与特定的人口统计、动机和个性方面以及其他各种障碍有关,例如受影响玩家的生理和心理健康问题以及社交和工作生活中的问题。然而,关于美国心理学会和世界卫生组织所提出的定义和诊断标准的准确性的争论还没有结束,需要更多高质量的研究来进一步提高对游戏障碍的原因、后果和特点的理解。此外,新的方面和创新,如微支付、战利品箱和虚拟现实或增强现实系统等高度沉浸式技术,可能会给玩家带来新的风险,未来的辩论和研究需要考虑这些风险。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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