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

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    https://www.riss.kr/link?id=M15083431

    • 저자
    • 발행사항

      London, United Kingdom : Academic Press/Elsevier, c2018

    • 발행연도

      2018

    • 작성언어

      영어

    • 주제어
    • DDC

      616.8914 판사항(22)

    • ISBN

      9780128129241 (pbk.)

    • 자료형태

      일반단행본

    • 발행국(도시)

      England

    • 서명/저자사항

      Internet gaming disorder : theory, assessment, treatment, and prevention / Daniel L. King, Paul H. Delfabbro.

    • 형태사항

      x, 276 p. : ill. ; 23 cm.

    • 일반주기명

      Includes bibliographical references and index.

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    목차 (Table of Contents)

    • CONTENTS
    • Preface = ix
    • Acknowledgments = xi
    • About the authors = xiii
    • List of figures = xv
    • CONTENTS
    • Preface = ix
    • Acknowledgments = xi
    • About the authors = xiii
    • List of figures = xv
    • List of tables = xvii
    • 1 An introduction to gaming and IGD = 1
    • Introduction and overview = 1
    • What are video games? = 2
    • What are MMOs and MOBAs? = 4
    • Other popular game types = 4
    • Recent gaming innovations = 5
    • Research methodologies for IGD = 12
    • Prevalence of problem gaming and IGD = 14
    • Why does IGD matter? = 15
    • Addressing the skill gap in IGD care = 15
    • Aim and coverage of this book = 16
    • Summary : The procession of simulacra = 16
    • References = 17
    • 2 Theories and models of IGD = 23
    • Introduction and overview = 23
    • Defining addiction = 24
    • Addiction components : Does one size fit all? = 26
    • Gaming as an addiction : Studies in the arcade arts = 27
    • Gambling tools to study gaming = 28
    • Problem gaming : A brief history of "time" = 29
    • DSM-5 classification of IGD = 30
    • Challenges in adapting addiction concepts : The case of "tolerance" = 31
    • Prototypical IGD models = 33
    • Model comparisons = 38
    • Are we overcompensating? = 41
    • The need for a behavioral analysis = 44
    • Taking a stance on IGD and gaming = 44
    • Summary : Human modeling = 45
    • References = 46
    • 3 Risk and protective factors for IGD = 53
    • Introduction and overview = 53
    • How does gaming actually cause harm? = 55
    • Individual differences = 57
    • External factors = 61
    • Gaming-related factors = 64
    • Profiles of problem gamers = 66
    • Applying profiles to person-centered treatment = 69
    • Summary : The risk of the robots = 70
    • References = 71
    • 4 Cognitive features of IGD = 79
    • Introduction and overview = 79
    • IGD : The first criterion = 80
    • How does gaming differ from gambling? = 80
    • Is gaming a rational choice? = 83
    • The human-game interaction = 85
    • Gaming and decision-making biases = 87
    • Other cognitive approaches = 88
    • Introducing gaming-specific beliefs = 89
    • A new framework for gaming-related beliefs = 90
    • Normalizing digital possessions = 93
    • Games store memories = 94
    • Metacognitions in IGD = 95
    • Shifting gaming-related beliefs with abstinence = 95
    • Summary : Thinking, fast and skilled = 98
    • References = 99
    • 5 Screening and assessment of IGD = 105
    • Introduction and overview = 105
    • Avoiding "overpathologizing" = 107
    • Early screening inconsistencies = 107
    • Internet gaming disorder-DSM-5 IGD criteria revisited = 109
    • Gaming disorder-Beta draft ICD-11 description = 110
    • Hazardous gaming-Beta draft ICD-11 description = 110
    • Assessment of gaming pattern and associated problems = 110
    • Functional analysis = 117
    • Developmental profile = 118
    • Reasons for seeking treatment = 119
    • Treatment goals and expectations = 120
    • Treatment history and outcome = 121
    • Case formulation = 121
    • Gaming problems : Misuse or mischief? = 121
    • Screening : Choosing the right tools = 122
    • Some common pitfalls in screening = 122
    • Recommended screening tools = 124
    • The Internet Gaming Disorder Scale = 125
    • Gaming Motivation Scale (GAMS) = 126
    • Gaming-Contingent Self-Worth Scale (GCSW) = 128
    • Internet Gaming Cognition Scale (IGSC) = 129
    • Internet Gaming Withdrawal Scale (IGWS) = 129
    • Summary : A lamentation of swans = 130
    • References = 131
    • 6 Case formulation for IGD = 137
    • Introduction and overview = 137
    • Classification = 139
    • What is the core psychopathology of IGD? = 140
    • Models of gaming disorder revisited = 141
    • Known unknowns in CBT = 142
    • Introducing a framework for case formulation = 143
    • Early experiences and family factors = 143
    • Core beliefs : The self, the world, and others = 145
    • Intermediate beliefs : Conditional assumptions, rules, and attitudes = 145
    • Triggers : Why an addiction to games specifically? = 146
    • What functions does IGD serve? = 147
    • Intrapersonal functions of gaming = 147
    • Interpersonal functions of gaming = 149
    • Other maintenance factors = 150
    • Clinical case examples = 151
    • Shane : An adolescent client with IGD = 152
    • Chris : An adult client with IGD = 155
    • Summary : Framing the gaming = 157
    • References = 158
    • 7 Treatment for IGD = 163
    • Introduction and overview = 163
    • The big picture on treatment evidence = 164
    • Drugs or therapy : Which is more effective? = 173
    • How can the evidence base be improved? = 173
    • Treatment aims : Taking control of the game? = 174
    • Barriers to change = 176
    • Psychoeducation : The main themes = 178
    • What should gamers expect when they game less often? = 181
    • Addressing fear of missing out = 181
    • Tailoring therapy to the individual = 183
    • Behavioral approaches to IGD = 183
    • Cognitive approaches for IGD = 186
    • Behavioral experiments = 187
    • Managing realistic beliefs = 188
    • Relapse prevention = 191
    • Family-based approaches for adolescents = 191
    • Residential and camp approaches = 193
    • Summary : The call of duty of care = 194
    • References = 195
    • 8 Prevention and harm reduction for IGD = 201
    • Introduction and overview = 202
    • Gaming as a way of life = 203
    • Types of prevention = 204
    • Global understanding of prevention evidence = 208
    • A focus on school-based programs = 209
    • Examining technological measures = 214
    • The policy response : The role of the authorities = 216
    • The role of parents = 217
    • What parents should know = 218
    • Current regulatory approaches = 220
    • Barriers to regulating devices = 221
    • Transparency and ethical game design = 221
    • Prevention in action : Regional case examples = 222
    • What governments should consider = 227
    • Harm reduction strategies = 228
    • The perspectives of gamers = 232
    • Industry and social responsibility = 234
    • Industry-academia collaboration = 234
    • Summary : Real-time strategy = 235
    • References = 236
    • 9 Future directions for IGD = 243
    • Introduction and overview = 243
    • Moral panic attacks = 245
    • Believe IGD or not = 248
    • Gaming bias among professionals = 250
    • Future research priorities and objectives = 251
    • Other ways to expand the field = 258
    • Summary : The endgame = 259
    • References = 261
    • Index = 269
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