Reference : Internet gaming addiction: The case of massively multiplayer online role playing games
Parts of books : Contribution to collective works
Social & behavioral sciences, psychology : Treatment & clinical psychology
Internet gaming addiction: The case of massively multiplayer online role playing games
Billieux, Joël mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
Deleuze, Jory []
Griffiths, Mark []
Kuss, Daria []
The Textbook of Addiction Treatment: International Perspectives
El-Guebaly, N.
Galanter, M.
Carrá, G.
New York
[en] Internet gaming disorder is one of the main types of Internet-related disorders.
Recently, and despite inconsistencies in classification and limited data regarding
the etiology of the condition, Internet gaming disorder has been included in
Sect. 3 (research appendix) of the DSM-5. The focus of the current chapter was
the dysfunctional involvement in a specific type of video game which has some
inherent characteristics reinforcing its addictive nature: Massively Multiplayer
Online Role-Playing Games (MMORPGs). MMORPGs are indeed one of the
most recent and popular types of video games played worldwide, and problematic
and uncontrolled involvement in playing MMORPGs is the most frequently
reported activity by people seeking help for an Internet-related problem. In this
chapter, we first described the specific structural characteristics of MMORPGsthemselves (e.g., permanent world, reinforcement schedule, advancement
systems, interface favoring social exchanges) and explained how they can
increase their “addictive potential”. Then, the main psychological factors
(motives to play, impulsivity traits) were reviewed alongside neurobiological
features (e.g., changes in neural circuitry involved in controlled regulation of
behavior and reward drive) related to the development and maintenance
of MMORPG addiction. The few available studies having tested the efficacy of
treatments targeting Internet and video game addictions were also briefly considered.
Limitations of existing data are emphasized, and avenues for further research
proposed (both at the theoretical and clinical levels).

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