Efficacy of intervention for gaming addiction among adolescents

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Sweta Kumari, Dr Dhiksha

Abstract

The inclusion of Internet Gaming Disorder in the appendix of the updated version of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) encourages further research. According to the American Psychiatric Associations the criteria for diagnosis of gaming addiction is based on pathological gambling or the substance dependence. Research suggests that individuals with gaming addiction experience similar symptoms like a substance addict. Online games are more appealing to children and adolescents than the other age groups. The cause of gaming disorder is not yet fully identified. Most research indicates that the aspects that may be involved are the game’s built-in reward system may be the cause of the gaming disorder. Covid 19 has had a major impact on adolescents and children mental health alongside with developmental stress due to lockdown. Studies reports there was an increase in gaming and internet use with Impact on psychosocial wellbeing among Adolescents. Very few studies are focusing on prevention of gaming addiction, therefore it is an urgent need to introduce preventive intervention and treatment for gaming addiction. The relationship with excessive playing of video games and psychological factors are motives to play and individual differences in self-control. Specific achievement, desire to gain power, progress rapidly, accumulating wealth, symbols and status are the major motives. Another psychological factor is uncontrolled drive to look for achievement or to kill boredom, anxiety, and dysphoria. Other potential psychological factor is individuals’ self-esteem which is boosted in game in the form of rewards. Adolescents who are addicted to gaming are found to be irritable, feels nervous, feels exhausted, and mostly in bad mood. Some of the positive effects if gaming is in moderation are reduction in fatigue and stress, it also helps in increase self-confidence, and improves visual attention skills. The program goal is to reduce the symptoms among adolescents for gaming addiction and improve mental health wellbeing.

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