对Galanis等人的评论:当年龄可以产生影响时,让我们不要在键盘下扫除暴力

IF 5.2 1区 医学 Q1 PSYCHIATRY
Addiction Pub Date : 2023-06-27 DOI:10.1111/add.16272
Amandine Luquiens, Jorge Lopez Castroman
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引用次数: 0

摘要

在一项精心设计的有趣研究中,Galanis等人[1]调查了游戏健康信息对与游戏障碍相关的污名的影响,使用了三种不同的年轻成年男性(问题玩家、常规玩家和休闲玩家)。游戏障碍的生物医学描述对与这种情况相关的耻辱的影响显然很少,而与诊断确认相关的偏见可能起着更重要的作用。问题玩家小插图描绘了一个年轻的成年男性,主要表现为社交退缩和内化症状,尽管他也脾气暴躁,倾向于与女友争吵。然而,这个小插曲可能与调查参与者先前存在的游戏障碍表征有很大不同。游戏障碍患者具有高度异质性,超过50%寻求治疗的人表现出外化行为[2]。临床表现取决于人的年龄和生活环境。可能是由于儿童和成人护理的组织、地点和环境不同[3],以及方法和监管方面的限制,很少有来自儿童和成人游戏障碍混合样本的数据,也很少有比较儿童和成人临床表现的数据。两种最典型的情况是与父母一起生活的青少年和独立生活的年轻人[4]。在青少年中,亲子冲突是游戏障碍的危险因素[5]。事实上,与父母在过度游戏活动上的冲突是儿童和青少年游戏障碍的常见描述的一部分[6]。通常要求关掉游戏[7]会引发适应不良行为,尤其是冲动攻击,如言语威胁和投掷物品等,这也是儿童和青少年寻求帮助治疗游戏障碍的常见原因[8]。在这种情况下,合并症如注意缺陷多动障碍(ADHD)可能在冲动性攻击中更常见[9]。相反,自20世纪90年代以来,外行一直关注暴力游戏与攻击性之间的联系[10],这可能是由科学耸人听闻的声明[11]所推动的;然而,在最近的研究结果中,它获得了信任,导致科学界鼓励进一步探索这种关联[12,13]。在表现出行为障碍或社交古怪行为的疾病中,经常有耻辱感的报道[14]。此外,对暴力的刻板印象是精神障碍中耻辱的支柱之一[15]。此外,在描述严重精神障碍(包括成瘾障碍)的临床小片段中,通过攻击表现出的危险性与更高的耻辱感有关,这可以通过对社交距离的更大渴望和对惩罚性治疗的更多支持来衡量[16]。因此,未来的研究特别关注青少年游戏障碍的耻辱是有必要的。特别是,外化行为和冲动攻击应该包括在用于评估病耻感的临床小插曲中,这样与这些游戏障碍表现相关的病耻感就不会被低估,并得到进一步的探讨。Amandine Luquiens:写作-原稿(相等)。Jorge Lopez-Castroman:写作、评论和编辑(同等)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Commentary on Galanis et al.: When age could make the difference—let's not sweep violence under the keyboard

In an interesting meticulously designed study, Galanis et al. [1] investigated the effect of gaming health information on stigma related to gaming disorder using three different vignettes of young male adults (problem, regular and casual gamers). The effect of biomedical accounts of gaming disorders on the stigma associated to this condition is apparently scarce, while biases linked to diagnostic confirmation probably play a more important role. The problem gamer vignette depicts a young male adult mainly characterized by social withdrawal and internalization symptoms, although he is also ill-tempered and tends to argue with his girlfriend. However, this vignette could be substantially different from pre-existing representations of gaming disorder among survey participants.

The population with gaming disorder is highly heterogeneous, and more than 50% of people seeking treatment exhibit externalizing behaviour [2]. Clinical presentation depends upon the person's age and living environment. Possibly due to different organization, places and settings of care for children and adults [3], and due to methodological and regulatory constraints, few data are available from mixed samples of children and adults with gaming disorder, and very few data comparing clinical presentations between children and adults are available. The two most typical profiles are adolescents living with their parents and independent young adults living by themselves [4]. In adolescents, parent–child conflict is a risk factor for gaming disorder [5]. Indeed, conflict with parents over excessive gaming activity is part of the usual description of gaming disorder in children and adolescents [6]. Maladaptive behaviour, and in particular impulsive aggression such as verbal threats and throwing objects, triggered by an ordinary request to turn off the game [7], is also a common reason for seeking help for gaming disorder in children and adolescents [8]. Comorbidities such as attention deficit hyperactivity disorder (ADHD) could be more frequent in impulsive aggressions in this context [9]. Conversely, in lay people, a long-standing concern since the 1990s is the link between violent games and aggression [10], possibly boosted by scientific sensationalistic statements [11]; however, it has gained credence in recent findings, leading the scientific community to encourage further exploration of this association [12, 13].

Stigma is frequently reported in illnesses manifesting behavioural disturbances or socially odd behaviour [14]. Moreover, the stereotype of violence is one of the pillars of stigma in mental disorders [15]. Additionally, manifestations of dangerousness through aggression in the clinical vignettes describing severe mental disorders, including addictive disorders, are associated with higher stigma, as measured by greater desire for social distance and increased support for punitive treatment [16]. Future research looking specifically at stigma in adolescents with gaming disorder is therefore warranted. In particular, externalizing behaviours and impulsive aggressions should be included in the clinical vignettes used to assess stigma so that stigma related to these manifestations of gaming disorder is not underestimated and is further explored.

Amandine Luquiens: Writing—original draft (equal). Jorge Lopez-Castroman: Writing—review and editing (equal).

None.

None.

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来源期刊
Addiction
Addiction 医学-精神病学
CiteScore
10.80
自引率
6.70%
发文量
319
审稿时长
3 months
期刊介绍: Addiction publishes peer-reviewed research reports on pharmacological and behavioural addictions, bringing together research conducted within many different disciplines. Its goal is to serve international and interdisciplinary scientific and clinical communication, to strengthen links between science and policy, and to stimulate and enhance the quality of debate. We seek submissions that are not only technically competent but are also original and contain information or ideas of fresh interest to our international readership. We seek to serve low- and middle-income (LAMI) countries as well as more economically developed countries. Addiction’s scope spans human experimental, epidemiological, social science, historical, clinical and policy research relating to addiction, primarily but not exclusively in the areas of psychoactive substance use and/or gambling. In addition to original research, the journal features editorials, commentaries, reviews, letters, and book reviews.
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