Internet-video Gaming: Symptoms, Epidemiology, Neurophysiology and Interventional Aspects

T. Archer, K. Wentz
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引用次数: 3

Abstract

Excessive perseverance with video-internet game usage, or alternatively Internet Gaming Disorder, presents a condition that, despite the potential utility of the underlying technology, augurs an assemblage of poor health and well-being, psychiatric liability and psychosocial perturbation with concomitant regional brain disturbance accompanied by incremental and inexorable prerequisites for appropriate interventions and eventual prevention. The tendency within the pathological expressions of disorder is for vulnerability to reside among the young, e.g., adolescents, rather than the older adults, over gender. Symptom-profiles of the condition incorporate varied, allconsuming and protracted problems ranging from cognitive-affective dysfunctions to biopsychological abnormalities such as sleep disturbances and fatigue. Escalating prevalence and epidemiological entanglement describe a putative framework of loneliness, introversion, neuroticism and impulsivity interspersed with expressions of depression, anxiety, sensation seeking, anger, a singular lack of assertiveness and the hazardous indications of ADHD propensity. Neurophysiological, brain regional and biomarker modifications underlying disorder pathophysiology appear more-or-less attuned to the symptomatic expressions of both diagnosed patients and those found to use excessive gaming, unconstrained from age-level: child, adolescent or young adult. Interventional strategies have centred upon the distinction of individual symptom-profiles, the description of withdrawal symptoms and related tolerance and the administration of coping strategies and resourceful behaviors, as for example implied by the “Craving Behavioral intervention”.
网络视频游戏:症状、流行病学、神经生理学和介入方面
过度沉迷于视频网络游戏,或者说是网络游戏障碍,呈现出一种状况,尽管潜在的技术有潜在的效用,但它预示着健康状况不佳、福祉不佳、精神疾病和社会心理紊乱,伴随着区域性大脑紊乱,伴随着适当干预和最终预防的渐进和不可阻挡的先决条件。在障碍的病理表现中,有一种倾向是,在性别问题上,易受伤害的是年轻人,例如青少年,而不是老年人。这种疾病的症状包括各种各样的、消耗性的和长期的问题,从认知情感功能障碍到生物心理异常,如睡眠障碍和疲劳。不断上升的患病率和流行病学纠缠描述了一个假定的框架,即孤独、内向、神经质和冲动,夹杂着抑郁、焦虑、寻求感觉、愤怒、缺乏自信和ADHD倾向的危险迹象。神经生理学、大脑区域和生物标志物的改变,潜在的疾病病理生理学似乎或多或少地与确诊患者和发现过度使用游戏的患者的症状表达相一致,不受年龄水平的限制:儿童、青少年或年轻人。干预策略的重点是区分个人症状概况、描述戒断症状和相关的耐受性,以及管理应对策略和机智行为,例如"渴望行为干预"所暗示的。
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