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https://hdl.handle.net/2440/132145
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Type: | Book chapter |
Title: | Video game addiction |
Author: | King, D. Delfabbro, P. |
Citation: | Adolescent Addiction: Epidemiology, Assessment, and Treatment, 2020 / Essau, C., Delfabbro, P. (ed./s), Ch.7, pp.185-213 |
Publisher: | Academic Press |
Publisher Place: | London, United Kingdom |
Issue Date: | 2020 |
ISBN: | 0128186267 9780128186268 |
Editor: | Essau, C. Delfabbro, P. |
Statement of Responsibility: | Daniel L. King, Paul H. Delfabbro |
Abstract: | There is growing recognition that unrestricted screen time, particularly in younger people, can lead to harm and that gaming can be highly time-consuming and addictive for some vulnerable individuals. These developments have led to the recognition of gaming disorder (GD)—sometimes termed “video game addiction”—a disorder characterized by persistent gaming, impaired control, and functional impairment. Treatment approaches to GD have generally been adapted from addiction treatments. Two crucial components of effective treatment for IGD are thought to be strategies that modify clients’ maladaptive beliefs about gaming behavior and help reduce withdrawal and other unpleasant mood states when not gaming. Harm reduction strategies are informed by a public health approach that views gaming as a health behavior (rather than an addiction per se) where gaming is safe at certain low to moderate levels but can become incrementally harmful with increasing use. |
Rights: | © 2020 Elsevier Inc. All rights reserved. |
DOI: | 10.1016/B978-0-12-818626-8.00007-4 |
Published version: | https://www.sciencedirect.com/book/9780128186268/adolescent-addiction |
Appears in Collections: | Psychology publications |
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