Psychology 2028 Final Lecture Study Notes

Lecture Overview

  • This lecture is the final one for Psychology 2028.

  • Previous discussions revolved around behaviors that fit into diagnostic categories as per DSM-5, focusing particularly on gambling.

  • The lecture will explore other behaviors sometimes categorized as addictions, although they might not yet have formal recognition in DSM-5.

Behavioral Addictions and Diagnostic Recognition

  • Concept of Behavioral Addictions: These are behaviors previously called addictions, often examined for diagnostic inclusion similar to substance use disorders.

  • Examples of behavioral addictions often cited include:

    • Sex addiction

    • Pornography addiction

    • Social media addiction

Gaming Use Disorder

  • Recognition by ICD: While not yet recognized in DSM-5, gaming use disorder is acknowledged in the ICD-11 (International Classification of Diseases) published by the World Health Organization for use outside North America.

    • DSM-5, however, includes gaming in Section 3 as a condition for further study.

  • Possible trends suggest that gaming and social media addiction may become recognized in DSM-6.

  • Investigative reports and articles have noted concerns linking internet gaming to substance use disorders.

History of Internet Gaming

  • Origins of computer-based video games date back to the late 1950s, although they became more popular much later.

  • Early gaming involved cumbersome equipment and primitive graphics.

  • Pong: The first commercially successful video game, which involved a simple two-player tennis-type gaming experience.

  • The emergence and expansion of video gaming have included various types—from wartime to racing and educational games.

Industry Growth

  • Canada’s gaming industry generates an estimated 3extbillion3 ext{ billion} annually.

  • The global video gaming market is valued at approximately 150extbillion150 ext{ billion} yearly.

  • An estimated 4extbillion4 ext{ billion} gamers globally represent around half of the world’s population.

Demographic Shifts

  • Historically, video gamers were predominantly young males in their teens to twenties.

    • There remains a slight male-to-female ratio in younger demographics, with greater female participation in older groups.

  • Age distribution shows a leveling of participation across age categories, suggesting video games reach a wider audience than previously considered.

Prevalence of Gaming Disorders

  • Estimations of prevalence rates for problematic gaming include:

    • Between 1 ext{%} and 5 ext{%} of the general population experiences such issues, while up to 10 ext{%} can be classified as problem gamers.

    • Challenges exist in obtaining accurate data due to the lack of recognized diagnostic criteria in DSM-5.

    • Statistics show around 40 ext{%} of North America engages in gaming, with around 3 ext{%} suffering clinically significant problems.

  • International comparisons reveal significantly higher gaming prevalence rates in countries like China (up to 60 ext{%}) and even higher problem gaming percentages (up to 70 ext{%}).

Proposed Diagnostic Criteria for Gaming Use Disorder

  • DSM-5 Considerations: Although DSM-5 does not officially recognize gaming disorder, it suggests potential criteria similar to those for substance use disorders:

    • Impaired control over the gaming.

    • Social dysfunction due to excessive gaming.

    • Risky use patterns.

    • Evidence of tolerance and withdrawal; attempts to cut back or control usage are often unsuccessful.

  • ICD-11 Definition: Gaming disorder involves impaired control, prioritizing gaming over other activities, continued gaming despite negative consequences, with severity enough to impair functioning over a 12-month period.

  • Acknowledgment from mental health professionals indicates a need for further study to formally recognize these behaviors.

Neurobiological and Psychological Aspects of Gaming Addiction

  • Dopaminergic Activity: Gaming produces substantial increases in dopamine levels; comparable to substance use concerning engaging satisfaction and addictive qualities.

  • Craving Responses: Individuals with high gaming involvement report increased cravings when presented with gaming stimuli, indicating physiological responses similar to those observed in substance use disorders.

  • Brain Activation: Studies show brain changes that mirror activities associated with established substance use disorders.

Personality Correlates

  • Certain personality traits are often observed in gaming use disorder patients, including:

    • Low levels of conscientiousness and agreeableness.

    • High levels of neuroticism.

    • Lower levels of extraversion, indicating social isolation tendencies.

Cognitive Distortions

  • Common cognitive distortions affecting individuals with gaming disorders include:

    • Filtering out positive experiences and focusing only on negatives (e.g., negative urgency).

    • Polarized thinking: viewing situations in black and white (all or nothing).

    • Overgeneralization: attributing failures to entire self-worth rather than specific actions.

    • Catastrophizing and personalization of events leading to undue blame.

Treatment Approaches for Gaming Use Disorder

Motivational Interviewing (MI)

  • Core Principles:

    • Express empathy through reflective listening.

    • Develop discrepancies between client’s goals and behaviors without confrontation.

    • Build client self-efficacy regarding their ability to change.

  • MI serves as a bridge to motivate individuals towards recognizing and seeking broader therapeutic applications and understanding the need for change in behavior.

Cognitive Behavioral Therapy (CBT)

  • Aims to restructure thoughts, emotions, and behaviors connected with substance use and gambling behavior.

  • Focus includes:

    • Identifying negative automatic thoughts (ANTs) that lead to problematic behaviors.

    • Restructuring interpretations of events through functional analysis of incidents leading to substance use.

  • CBT also emphasizes emotional regulation, providing tools to manage stresses and triggers that lead to lapses.

Relapse Prevention

  • Understanding that relapse is a common outcome of treatment requires reframing how individuals view relapses:

    • Understanding what triggers lapses.

    • Developing coping strategies to deal with triggers effectively.

    • Transform lapses from perceived failures to learning opportunities, enhancing resilience and recovery pathways.

    • Addressing the abstinence violation effect, which can perpetuate feelings of failure and hopelessness if relapse is viewed too harshly.

Mindfulness Training

  • Teaches individuals to accept urges without acting on them, promoting skills such as urge surfing. This process allows individuals to acknowledge their cravings or distressing thoughts and let them pass without yielding to impulsiveness.

Final Thoughts

  • The course has covered substantial information on substance use and gaming disorders, treatments modalities, and considerations for future research.

  • The speaker encourages continued exploration into the field due to the need for dedicated professionals in treating these disorders.

  • Best wishes for final examinations were extended to students, concluding the course.