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Video game addiction : ウィキペディア英語版
Video game addiction

Video game addiction is hypothesized to be an excessive or compulsive use of computer games or video games, which interferes with a person's everyday life. Video game addiction may present itself as compulsive game-playing; social isolation; mood swings; diminished imagination; and hyper-focus on in-game achievements, to the exclusion of other events in life.〔(【引用サイトリンク】title=Computer Game Addiction )〕 In May 2013, the American Psychiatric Association (APA) proposed criteria for video game addiction in the ''Diagnostic and Statistical Manual of Mental Disorders'', concluding that there was insufficient evidence to include it as an official mental disorder. However, proposed criteria for "Internet Gaming Disorder" are included in Section 3, Conditions for Further Study. While Internet Gaming Disorder is proposed as a disorder, it is still discussed how much this disorder is caused by the gaming activity itself, or whether it is to some extent an effect of other disorders. Although there have been various research proving the addictiveness of video games, counterarguments also abound: For example, while research suggest people who play violent video games for an extended period of time show increase with their aggressive behavior and hostility, such claims are disputed by multiple sources. Such sources also claim that individuals who play nonviolent games showed no difference in their aggression or hostility.
== Preliminary diagnosis and symptoms ==

The American Psychiatric Association decided that enough evidence exists to propose the potential disorder of video game addiction as a "condition requiring further study" in the ''Diagnostic and Statistical Manual of Mental Disorders'' as Internet Gaming Disorder.〔Petry, Nancy. et. al. 2014: An international consensus for assessing internet gaming disorder using the new DSM-5 approach (An international consensus for assessing internet gaming disorder using the new DSM-5 approach - Petry - 2014 - Addiction - Wiley Online Library ) (Access via Researchgate )〕 Video game addiction is a broader concept than internet gaming addiction, but most video game addiction is associated with internet gaming. APA suggests, like Khan, the effects (or symptoms) of video game addiction may be similar to those of other proposed psychological addictions. Video game addiction may be like compulsive gambling, an impulse control disorder. APA explains why internet gaming disorder has been proposed as a disorder:
:This decision was based upon the large number of studies of this condition and the severity of its consequences. .... Because of the distinguishing features and increased risks of clinically significant problems associated with gaming in particular, the Workgroup recommended the inclusion of only internet gaming disorder in Section 3 of the DSM-5.
Excessive use of video games may have some or all of the symptoms of drug addiction or other proposed psychological addictions.
Some players become more concerned with their interactions in the game than in their broader lives. Players may play many hours per day, neglect personal hygiene, gain or lose significant weight due to playing, disrupt sleep patterns to play resulting in sleep deprivation, play at work, avoid phone calls from friends, or lie about how much time they spend playing video games.〔〔 In one extreme instance, it was reported that a seventeen-year-old boy would play for periods of up to 15 hours, skipping meals and only stopping when he blacked out.
APA has developed 9 criteria for characterising the proposed internet gaming disorder:〔
# Pre-occupation. Do you spend a lot of time thinking about games even when you are not playing, or planning when you can play next?
# Withdrawal. Do you feel restless, irritable, moody, angry, anxious or sad when attempting to cut down or stop gaming, or when you are unable to play.
# Tolerance. Do you feel the need to play for increasing amounts of time, play more exciting games, or use more powerful equipment to get the same amount of excitement you used to get?
# Reduce/stop. Do you feel that you should play less, but are unable to cut back on the amount of time you spend playing games?
# Give up other activities. Do you lose interest in or reduce participation in other recreational activities (hobbies, meetings with friends) due to gaming?
# Continue despite problems. Do you continue to play games even though you are aware of negative consequences, such as not getting enough sleep, being late to school/work, spending too much money, having arguments with others, or neglecting important duties?
# Deceive/cover up. Do you lie to family, friends or others about how much you game, or try to keep your family or friends from knowing how much you game?
# Escape adverse moods. Do you game to escape from or forget about personal problems, or to relieve uncomfortable feelings such as guilt, anxiety, helplessness or depression?
# Risk/lose relationships/opportunities. Do you risk or lose significant relationships, or job, educational or career opportunities because of gaming?
One of the most commonly used instruments for the measurement of addiction, the PVP Questionnaire (Problem Video Game Playing Questionnaire) was presented as a quantitative measure, not as a diagnostic tool.
According to Griffiths "all addictions (whether chemical or behavioral) are essentially about constant rewards and reinforcement". Griffiths proposed that addiction has six components:〔 salience, mood modification, tolerance, withdrawal, conflict, and relapse. But, APA's 9 criteria for diagnosing internet gaming disorder were made by taking point of departure in 8 different diagnostic/measuring tools proposed in other studies. Thus, APA's criteria attempt to condensate the scientific work on diagnosing internet gaming disorder.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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