Gaming Disorder: How to Translate Behavioral Neuroscience Into Public Health Advances

  • PDF / 828,116 Bytes
  • 11 Pages / 595.276 x 790.866 pts Page_size
  • 46 Downloads / 166 Views

DOWNLOAD

REPORT


ADDICTIONS (M POTENZA AND E DEVITO, SECTION EDITORS)

Gaming Disorder: How to Translate Behavioral Neuroscience Into Public Health Advances Stephanie Antons 1,2

&

Silke M. Müller 1,2

&

Magnus Liebherr 1,2,3

&

Matthias Brand 1,2

Accepted: 31 August 2020 # The Author(s) 2020

Abstract Purpose of Review Gaming disorder (GD), meanwhile classified as a mental disorder in both DSM-5 and ICD-11, is a current public health issue. Theoretical models assume core psychological processes, such as cue reactivity, craving, reward processing, decision-making, cognitive biases, inhibitory control, and stress relief, to be crucially involved in the development and maintenance of GD. This review summarizes neuroscientific findings on these processes in the context of GD as well as treatments and intervention programs addressing these processes. Recent Findings We identified overlaps regarding the involvement of neural structures and networks related to psychological processes which may be targeted by public health programs. Complex interactions between executive control, salience, reward, and habit networks are crucially linked to processes involved in GD and public health programs respectively. Summary We point at the difficulties of making one to one assignments of neural networks to psychological processes or interventions. Furthermore, new treatment and prevention programs of GD are discussed pointing at possible future directions for neuroscientific research and treatment programs for GD. Keywords Videogaming . Prevention . Intervention . Neurobiology

Introduction With the inclusion of the diagnostic criteria for Internet gaming disorder in section III of the fifth edition of the Diagnostic and Statistical Manual of mental Disorders (DSM-5) and the inclusion of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11), problematic online gaming behavior has been officially acknowledged as a disorder to which particular attention should be paid with regard to public health. Core features of GD are diminished control over the behavior, priority given to gaming, and This article is part of the Topical Collection on Addictions * Stephanie Antons [email protected] 1

General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Forsthausweg 2, 47057 Duisburg, Germany

2

Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany

3

Department of Neuroscience, Karolinska Institute, Stockholm, Sweden

continuation of gaming despite adverse consequences of gaming resulting in functional impairment [1]. Prevalence estimates vary substantially across studies but are considered as average about 9.97% (SD = 8.41; calculated using data from the systematic review by Darvesh et al. [2]) of the general population and are considered widely similar for adults, adolescents, and children. Although the variance in prevalence estimates can be explained by methodological and cultural aspects, they show impressively that GD is a