游戏障碍研究的现状和未来方向

IF 0.6 Q4 SUBSTANCE ABUSE
Sophie G. Coelho, Jenna L. Vieira, Matthew T. Keough, Hyoun S. Kim
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Acknowledging the potential for gaming to become problematic, gaming disorder is now recognized as an addictive disorder in the International Classification of Diseases 11 and is characterized by impaired control over gaming, continuation of gaming despite negative consequences, and the prioritization of gaming over other life interests.5 The Diagnostic and Statistical Manual of Mental Disorders similarly highlights internet gaming disorder as a recommended condition for further study, with its diagnostic criteria mirroring those of other addictive disorders.6 Recent data suggest that approximately three percent of adolescents and adults globally meet the criteria for gaming disorder––comparable to the prevalence of some substance use disorders and exceeding that of gambling disorder.7,8 Together, these formal recognitions and high prevalence estimates have precipitated a burgeoning field of research seeking to understand the biological, psychological, and social factors subserving risk for and protection against gaming disorder,9–11 and its convergence with other addictive disorders.12 Still, with the continuing expansion of the global gaming market and the concomitant broadening of the gaming population, new empirical data incorporating multidisciplinary and cross-cultural perspectives are needed to understand for whom and in what contexts the risk for gaming disorder may be heightened. To this end, we are pleased to introduce this special issue in the Canadian Journal of Addiction, featuring 5 papers describing recent advances in gaming disorder research. NEUROBIOLOGICAL AND PSYCHOLOGICAL CORRELATES OF GAMING DISORDER Mounting evidence suggests that gaming disorder, though a behavioural addiction, may have important neurobiological underpinnings. Mestre-Bach and Potenza13 consolidate this evidence, providing a narrative review of studies investigating the neural correlates of gaming disorder and its treatment. Neural correlates of gaming disorder identified were both structural and functional. Structurally, Mestre-Bach and Potenza present evidence for differences in grey matter volume and white matter integrity in several brain regions, including those implicated in cognitive control, attention, and emotion regulation––functions that, they argue, may contribute to the presentation of hallmark characteristics of addiction, including impulsivity, reward sensitivity, and self-medication. Functionally, the authors present findings from both resting state and task-based fMRI studies that support differences in activity and functional connectivity in brain regions and networks associated with functions such as response inhibition, decision-making, and cue reactivity. Mestre-Bach and Potenza also summarize the extant literature on neural correlates of gaming disorder treatment, propounding evidence that structural and functional changes in frontostriatal and subcortical regions and networks may be associated with gaming disorder recovery following both pharmacological and psychological interventions. This review underscores the importance of further study of the neurobiological underpinnings of gaming disorder to inform its prevention, maintenance, and treatment. CONTEXTUAL CORRELATES OF GAMING DISORDER Critical to a fulsome understanding of gaming disorder is consideration of the cultural context in which it is studied. de Andrade et al14 outline the theoretical and pragmatic challenges in the study and treatment of gaming disorder in Brazil, which houses the largest gaming market in South America. The authors note that cross-culturally, the very concept of gaming disorder is poorly defined, attributable to considerable variability in the activities that are considered “games” and degrees of impairment that constitute a “disorder.” They caution that this obscurity in the conceptualization of gaming disorder may lead to the overpathologization of benign gaming. The authors also describe pragmatic limitations to gaming disorder research and treatment in Brazil, including inadequate resources, regional inequality in research productivity, and a dearth of gaming-specific treatment programs. de Andrade et al conclude with proposed solutions to these challenges for researchers, clinicians, and policymakers. The early months of the COVID-19 pandemic also represented an important context in which gaming patterns were of particular interest. In a longitudinal study of 332 Canadian adults, Ritchie et al15 examined changes in time spent gaming across the first 9 months of the COVID-19 pandemic. Latent growth curve modelling revealed high levels of gaming at the start of the pandemic, which declined overtime. For older participants, time spent gaming decreased at a more accelerated rate. Findings suggest that for the average community-based Canadian adult, gaming trajectories were not problematic during the initial waves of the COVID-19 pandemic, though further research examining subsequent pandemic waves is needed. GAMING-GAMBLING CONVERGENCE AND GAMING DISORDER An emerging concern among gaming disorder researchers and policymakers is the gamblification of video games; that is, the incorporation of (often) paid, gambling-like features in video games, as well as gambling activities in which bets are wagered on the outcomes of video games. This phenomenon, known as convergence, has important implications for gaming disorder, which Mills et al16 articulate in a narrative review. The authors discuss gaming-gambling convergence in terms of social casino gaming, loot boxes, skin betting, esports betting, and play-to-earn video gaming. Their review suggests that these areas of convergence confer modest to strong increases in risk for gaming disorder and related harms, as well as migration to gambling and problem gambling. Mills and colleagues highlight important directions for future research on gaming-gambling convergence, including extending existing research using longitudinal study designs, as well as investigating the gaming- and gambling-related outcomes of watching other players engage in gambling-like gaming activities (eg, opening loot boxes). Loot boxes describe paid virtual containers within video games that contain randomized items of varying values. In requiring players to wager money on a chance-based outcome of uncertain value, loot boxes are perhaps the clearest depiction of gaming-gambling convergence and have amassed considerable concern as a potentially addictive element of video games. In a sample of 608 crowdsourced gamers, Slattery and Yakovenko17 investigated gaming-related and gambling-related traits and motivations as potential predictors of increased loot box purchasing. The authors found that when controlling for impulsivity, completionism (the need to collect in-game items) and perceived social pressure were associated with greater spending on loot boxes, underscoring the importance of social and contextual factors in shaping gamers’ engagement with gambling-like features in video games. CONCLUSION AND FUTURE DIRECTIONS The articles featured in this special issue provide novel insight into the individual and contextual correlates of gaming disorder, and point to several important directions for future research. First, review articles included in this issue note the lack of longitudinal studies in the gaming disorder research literature. Such study designs are needed to elucidate the neurobiological and psychosocial antecedents of gaming disorder, as well as its long-term individual-level and population-level consequences. Second, as the gaming market continues to expand, gamers will likely become an increasingly heterogeneous group. Person-centered analytic techniques, such as latent variable mixture and growth mixture modelling, would be beneficial in characterizing this heterogeneity to reveal distinct subgroups and gaming trajectories among gamers and people with gaming disorder. Third, further research is needed to clarify the very construct of gaming disorder. This research should focus on theory building using bottom-up, person-centered approaches that incorporate perspectives from both experts and people with lived experience. Moreover, an improved conceptualization of gaming disorder should consider cross-cultural variation in gaming and problem gaming. Collectively, these future research directions will advance the understanding of gaming disorder and inform its prevention and intervention.","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"40 1","pages":"0"},"PeriodicalIF":0.6000,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Current and Future Directions in Gaming Disorder Research\",\"authors\":\"Sophie G. Coelho, Jenna L. Vieira, Matthew T. Keough, Hyoun S. Kim\",\"doi\":\"10.1097/cxa.0000000000000185\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The global video gaming market has surged in recent years. 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Acknowledging the potential for gaming to become problematic, gaming disorder is now recognized as an addictive disorder in the International Classification of Diseases 11 and is characterized by impaired control over gaming, continuation of gaming despite negative consequences, and the prioritization of gaming over other life interests.5 The Diagnostic and Statistical Manual of Mental Disorders similarly highlights internet gaming disorder as a recommended condition for further study, with its diagnostic criteria mirroring those of other addictive disorders.6 Recent data suggest that approximately three percent of adolescents and adults globally meet the criteria for gaming disorder––comparable to the prevalence of some substance use disorders and exceeding that of gambling disorder.7,8 Together, these formal recognitions and high prevalence estimates have precipitated a burgeoning field of research seeking to understand the biological, psychological, and social factors subserving risk for and protection against gaming disorder,9–11 and its convergence with other addictive disorders.12 Still, with the continuing expansion of the global gaming market and the concomitant broadening of the gaming population, new empirical data incorporating multidisciplinary and cross-cultural perspectives are needed to understand for whom and in what contexts the risk for gaming disorder may be heightened. To this end, we are pleased to introduce this special issue in the Canadian Journal of Addiction, featuring 5 papers describing recent advances in gaming disorder research. NEUROBIOLOGICAL AND PSYCHOLOGICAL CORRELATES OF GAMING DISORDER Mounting evidence suggests that gaming disorder, though a behavioural addiction, may have important neurobiological underpinnings. Mestre-Bach and Potenza13 consolidate this evidence, providing a narrative review of studies investigating the neural correlates of gaming disorder and its treatment. Neural correlates of gaming disorder identified were both structural and functional. Structurally, Mestre-Bach and Potenza present evidence for differences in grey matter volume and white matter integrity in several brain regions, including those implicated in cognitive control, attention, and emotion regulation––functions that, they argue, may contribute to the presentation of hallmark characteristics of addiction, including impulsivity, reward sensitivity, and self-medication. Functionally, the authors present findings from both resting state and task-based fMRI studies that support differences in activity and functional connectivity in brain regions and networks associated with functions such as response inhibition, decision-making, and cue reactivity. Mestre-Bach and Potenza also summarize the extant literature on neural correlates of gaming disorder treatment, propounding evidence that structural and functional changes in frontostriatal and subcortical regions and networks may be associated with gaming disorder recovery following both pharmacological and psychological interventions. This review underscores the importance of further study of the neurobiological underpinnings of gaming disorder to inform its prevention, maintenance, and treatment. CONTEXTUAL CORRELATES OF GAMING DISORDER Critical to a fulsome understanding of gaming disorder is consideration of the cultural context in which it is studied. de Andrade et al14 outline the theoretical and pragmatic challenges in the study and treatment of gaming disorder in Brazil, which houses the largest gaming market in South America. 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This phenomenon, known as convergence, has important implications for gaming disorder, which Mills et al16 articulate in a narrative review. The authors discuss gaming-gambling convergence in terms of social casino gaming, loot boxes, skin betting, esports betting, and play-to-earn video gaming. Their review suggests that these areas of convergence confer modest to strong increases in risk for gaming disorder and related harms, as well as migration to gambling and problem gambling. Mills and colleagues highlight important directions for future research on gaming-gambling convergence, including extending existing research using longitudinal study designs, as well as investigating the gaming- and gambling-related outcomes of watching other players engage in gambling-like gaming activities (eg, opening loot boxes). Loot boxes describe paid virtual containers within video games that contain randomized items of varying values. In requiring players to wager money on a chance-based outcome of uncertain value, loot boxes are perhaps the clearest depiction of gaming-gambling convergence and have amassed considerable concern as a potentially addictive element of video games. In a sample of 608 crowdsourced gamers, Slattery and Yakovenko17 investigated gaming-related and gambling-related traits and motivations as potential predictors of increased loot box purchasing. The authors found that when controlling for impulsivity, completionism (the need to collect in-game items) and perceived social pressure were associated with greater spending on loot boxes, underscoring the importance of social and contextual factors in shaping gamers’ engagement with gambling-like features in video games. CONCLUSION AND FUTURE DIRECTIONS The articles featured in this special issue provide novel insight into the individual and contextual correlates of gaming disorder, and point to several important directions for future research. 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引用次数: 0

摘要

近年来,全球视频游戏市场迅猛发展。游戏的价值超过2000亿加元,而且还在不断扩大,现在已经成为最大的娱乐产业事实上,全球有超过30亿成年人在玩电子游戏尽管对大多数人来说,游戏是一种无害的消遣,但对于一小部分玩家来说,游戏可能会变得过度。过度游戏会导致各种不良后果,包括学业和社交功能受损,增加攻击性和对立行为,降低睡眠质量,以及整体身心健康状况恶化。3,4因此,了解其风险因素是至关重要的。认识到游戏的潜在问题,游戏障碍现在在国际疾病分类中被认为是一种成瘾障碍,其特征是对游戏的控制受损,不顾负面后果继续玩游戏,以及将游戏置于其他生活兴趣之上《精神疾病诊断与统计手册》同样强调,网络游戏障碍是一种值得进一步研究的推荐疾病,其诊断标准反映了其他成瘾障碍的诊断标准最近的数据表明,全球约有3%的青少年和成年人符合游戏障碍的标准——与某些物质使用障碍的患病率相当,超过了赌博障碍的患病率。7,8总之,这些正式的认可和高流行率的估计促成了一个新兴的研究领域,旨在了解生物、心理和社会因素对游戏障碍的风险和保护,9-11及其与其他成瘾障碍的融合尽管如此,随着全球游戏市场的不断扩大和游戏人口的不断扩大,我们需要新的经验数据,结合多学科和跨文化的视角,来了解谁以及在什么情况下游戏障碍的风险可能会增加。为此,我们很高兴在《加拿大成瘾杂志》上推出这一期特刊,其中有5篇论文描述了游戏障碍研究的最新进展。越来越多的证据表明,尽管游戏成瘾是一种行为成瘾,但它可能有重要的神经生物学基础。mestret - bach和Potenza13巩固了这一证据,对研究游戏障碍及其治疗的神经相关研究进行了叙述回顾。游戏障碍的神经关联包括结构和功能两方面。从结构上看,mestret - bach和Potenza提供的证据表明,大脑中几个区域的灰质体积和白质完整性存在差异,包括与认知控制、注意力和情绪调节有关的区域——他们认为,这些功能可能有助于呈现成瘾的标志特征,包括冲动、奖励敏感性和自我药物治疗。在功能上,作者介绍了静息状态和基于任务的fMRI研究结果,支持了与反应抑制、决策和线索反应等功能相关的大脑区域和网络的活动和功能连接的差异。mestret - bach和Potenza还总结了现有的关于游戏障碍治疗的神经相关性的文献,提出了在药物和心理干预后,额纹状体和皮层下区域和网络的结构和功能变化可能与游戏障碍康复有关的证据。这篇综述强调了进一步研究游戏障碍的神经生物学基础,为其预防、维持和治疗提供信息的重要性。要充分理解游戏障碍,关键是要考虑研究游戏障碍的文化背景。de Andrade等人14概述了在巴西研究和治疗游戏障碍的理论和实践挑战,巴西拥有南美洲最大的游戏市场。作者指出,跨文化,游戏障碍的概念定义不明确,归因于被认为是“游戏”的活动和构成“障碍”的损害程度的相当大的可变性。他们警告说,游戏障碍概念的模糊可能会导致良性游戏的过度病态化。作者还描述了巴西游戏障碍研究和治疗的实际限制,包括资源不足,研究生产力的地区不平等,以及缺乏针对游戏的治疗方案。de Andrade等人最后为研究人员、临床医生和政策制定者提出了应对这些挑战的解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Current and Future Directions in Gaming Disorder Research
The global video gaming market has surged in recent years. Valued at more than $200 billion CAD and continuing to expand, gaming now constitutes the largest entertainment industry.1 Indeed, a growing global population of more than 3 billion adults now report playing video games.2 Although an innocuous pastime for most, for a subpopulation of gamers, gaming may become excessive. Excessive gaming contributes to a variety of adverse outcomes, including impaired academic and social functioning, increased aggressive and oppositional behaviours, reduced sleep quality, and poorer overall physical and mental health.3,4 Consequently, an understanding of its risk factors is critical. Acknowledging the potential for gaming to become problematic, gaming disorder is now recognized as an addictive disorder in the International Classification of Diseases 11 and is characterized by impaired control over gaming, continuation of gaming despite negative consequences, and the prioritization of gaming over other life interests.5 The Diagnostic and Statistical Manual of Mental Disorders similarly highlights internet gaming disorder as a recommended condition for further study, with its diagnostic criteria mirroring those of other addictive disorders.6 Recent data suggest that approximately three percent of adolescents and adults globally meet the criteria for gaming disorder––comparable to the prevalence of some substance use disorders and exceeding that of gambling disorder.7,8 Together, these formal recognitions and high prevalence estimates have precipitated a burgeoning field of research seeking to understand the biological, psychological, and social factors subserving risk for and protection against gaming disorder,9–11 and its convergence with other addictive disorders.12 Still, with the continuing expansion of the global gaming market and the concomitant broadening of the gaming population, new empirical data incorporating multidisciplinary and cross-cultural perspectives are needed to understand for whom and in what contexts the risk for gaming disorder may be heightened. To this end, we are pleased to introduce this special issue in the Canadian Journal of Addiction, featuring 5 papers describing recent advances in gaming disorder research. NEUROBIOLOGICAL AND PSYCHOLOGICAL CORRELATES OF GAMING DISORDER Mounting evidence suggests that gaming disorder, though a behavioural addiction, may have important neurobiological underpinnings. Mestre-Bach and Potenza13 consolidate this evidence, providing a narrative review of studies investigating the neural correlates of gaming disorder and its treatment. Neural correlates of gaming disorder identified were both structural and functional. Structurally, Mestre-Bach and Potenza present evidence for differences in grey matter volume and white matter integrity in several brain regions, including those implicated in cognitive control, attention, and emotion regulation––functions that, they argue, may contribute to the presentation of hallmark characteristics of addiction, including impulsivity, reward sensitivity, and self-medication. Functionally, the authors present findings from both resting state and task-based fMRI studies that support differences in activity and functional connectivity in brain regions and networks associated with functions such as response inhibition, decision-making, and cue reactivity. Mestre-Bach and Potenza also summarize the extant literature on neural correlates of gaming disorder treatment, propounding evidence that structural and functional changes in frontostriatal and subcortical regions and networks may be associated with gaming disorder recovery following both pharmacological and psychological interventions. This review underscores the importance of further study of the neurobiological underpinnings of gaming disorder to inform its prevention, maintenance, and treatment. CONTEXTUAL CORRELATES OF GAMING DISORDER Critical to a fulsome understanding of gaming disorder is consideration of the cultural context in which it is studied. de Andrade et al14 outline the theoretical and pragmatic challenges in the study and treatment of gaming disorder in Brazil, which houses the largest gaming market in South America. The authors note that cross-culturally, the very concept of gaming disorder is poorly defined, attributable to considerable variability in the activities that are considered “games” and degrees of impairment that constitute a “disorder.” They caution that this obscurity in the conceptualization of gaming disorder may lead to the overpathologization of benign gaming. The authors also describe pragmatic limitations to gaming disorder research and treatment in Brazil, including inadequate resources, regional inequality in research productivity, and a dearth of gaming-specific treatment programs. de Andrade et al conclude with proposed solutions to these challenges for researchers, clinicians, and policymakers. The early months of the COVID-19 pandemic also represented an important context in which gaming patterns were of particular interest. In a longitudinal study of 332 Canadian adults, Ritchie et al15 examined changes in time spent gaming across the first 9 months of the COVID-19 pandemic. Latent growth curve modelling revealed high levels of gaming at the start of the pandemic, which declined overtime. For older participants, time spent gaming decreased at a more accelerated rate. Findings suggest that for the average community-based Canadian adult, gaming trajectories were not problematic during the initial waves of the COVID-19 pandemic, though further research examining subsequent pandemic waves is needed. GAMING-GAMBLING CONVERGENCE AND GAMING DISORDER An emerging concern among gaming disorder researchers and policymakers is the gamblification of video games; that is, the incorporation of (often) paid, gambling-like features in video games, as well as gambling activities in which bets are wagered on the outcomes of video games. This phenomenon, known as convergence, has important implications for gaming disorder, which Mills et al16 articulate in a narrative review. The authors discuss gaming-gambling convergence in terms of social casino gaming, loot boxes, skin betting, esports betting, and play-to-earn video gaming. Their review suggests that these areas of convergence confer modest to strong increases in risk for gaming disorder and related harms, as well as migration to gambling and problem gambling. Mills and colleagues highlight important directions for future research on gaming-gambling convergence, including extending existing research using longitudinal study designs, as well as investigating the gaming- and gambling-related outcomes of watching other players engage in gambling-like gaming activities (eg, opening loot boxes). Loot boxes describe paid virtual containers within video games that contain randomized items of varying values. In requiring players to wager money on a chance-based outcome of uncertain value, loot boxes are perhaps the clearest depiction of gaming-gambling convergence and have amassed considerable concern as a potentially addictive element of video games. In a sample of 608 crowdsourced gamers, Slattery and Yakovenko17 investigated gaming-related and gambling-related traits and motivations as potential predictors of increased loot box purchasing. The authors found that when controlling for impulsivity, completionism (the need to collect in-game items) and perceived social pressure were associated with greater spending on loot boxes, underscoring the importance of social and contextual factors in shaping gamers’ engagement with gambling-like features in video games. CONCLUSION AND FUTURE DIRECTIONS The articles featured in this special issue provide novel insight into the individual and contextual correlates of gaming disorder, and point to several important directions for future research. First, review articles included in this issue note the lack of longitudinal studies in the gaming disorder research literature. Such study designs are needed to elucidate the neurobiological and psychosocial antecedents of gaming disorder, as well as its long-term individual-level and population-level consequences. Second, as the gaming market continues to expand, gamers will likely become an increasingly heterogeneous group. Person-centered analytic techniques, such as latent variable mixture and growth mixture modelling, would be beneficial in characterizing this heterogeneity to reveal distinct subgroups and gaming trajectories among gamers and people with gaming disorder. Third, further research is needed to clarify the very construct of gaming disorder. This research should focus on theory building using bottom-up, person-centered approaches that incorporate perspectives from both experts and people with lived experience. Moreover, an improved conceptualization of gaming disorder should consider cross-cultural variation in gaming and problem gaming. Collectively, these future research directions will advance the understanding of gaming disorder and inform its prevention and intervention.
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来源期刊
CiteScore
1.70
自引率
0.00%
发文量
0
期刊介绍: The Canadian Journal of Addiction/Journal Canadien d’Addiction (CJA-JCA) is the official publication of the Canadian Society of Addiction Medicine. It is a peer-reviewed journal devoted to practical clinical research, management and treatment issues related to addictive disorders and their behaviors. The journal publishes broad-spectrum, patient-oriented coverage of all aspects of addiction, directed toward an audience of addiction medicine clinicians, primary care providers, psychiatrists, clinical psychologists, pharmacists, and other healthcare practitioners involved in alleviating the consequences of the misuses of alcohol and licit and illicit drugs as well as addictive behaviors. CJA is intended to portray the Canadian experience but also welcomes international submissions relevant to Canadian practice.
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