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Internet gaming disorder : theory, assessment, treatment, and prevention /

Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for client...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: King, Daniel L. (Autor), Delfabbro, Paul H. (Paul Howard) (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: London, United Kingdom ; San Diego, CA : Academic Press, an imprint of Elsevier, [2019]
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Front Cover; Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention; Copyright; Contents; Preface; Acknowledgments; About the authors; List of figures; List of tables; 1: An introduction to gaming and IGD; Introduction and overview; What are video games?; What are MMOs and MOBAs?; Other popular game types; Recent gaming innovations; Games as a "service"; Monetization schemes; eSports and streaming; Virtual reality; Augmented reality; Social media and smartphone integration; Portability; Research methodologies for IGD; Prevalence of problem gaming and IGD; Why does IGD matter?
  • Addressing the skill gap in IGD careAim and coverage of this book; Summary: The procession of simulacra; References; 2: Theories and models of IGD; Introduction and overview; Defining addiction; Addiction components: Does one size fit all?; Gaming as an addiction: Studies in the arcade arts; Gambling tools to study gaming; Problem gaming: A brief history of "time"; DSM-5 classification of IGD; Challenges in adapting addiction concepts: The case of "tolerance"; Prototypical IGD models; An early cognitive-behavioral model; A neurocognitive model; A multidimensional or biopsychosocial model.
  • Model comparisonsAre we overcompensating?; The need for a behavioral analysis; Taking a stance on IGD and gaming; Summary: Human modeling; References; 3: Risk and protective factors for IGD; Introduction and overview; How does gaming actually cause harm?; Individual differences; Gender; Age; Personality traits and personal characteristics; Comorbidity; Deficient self-regulation and decision-making; Low self-esteem and self-efficacy; Low educational achievement/few other interests; External factors; Peer influences; Gaming environment; Familial influences; Relational trauma.
  • Gaming-related factorsTypes of games; Game features; Profiles of problem gamers; Applying profiles to person-centered treatment; Summary: The risk of the robots; References; 4: Cognitive features of IGD; Introduction and overview; IGD: The first criterion; How does gaming differ from gambling?; Is gaming a rational choice?; The human-game interaction; Gaming and decision-making biases; Other cognitive approaches; Introducing gaming-specific beliefs; A new framework for gaming-related beliefs; Beliefs about game reward value and tangibility.
  • Maladaptive and inflexible rules about gaming behaviorOverreliance on gaming to meet self-esteem needs; Gaming as a method of gaining social acceptance; Normalizing digital possessions; Games store memories; Metacognitions in IGD; Shifting gaming-related beliefs with abstinence; Summary: Thinking, fast and skilled; References; 5: Screening and assessment of IGD; Introduction and overview; Avoiding "overpathologizing"; Early screening inconsistencies; Internet gaming disorder-DSM-5 IGD criteria revisited; Gaming disorder-Beta draft ICD-11 description.