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Dr.V.Jaikumar,AP, IMH 
Visiting Consultant 
@Manashasthra
A Case Summary 
 Mr.X is IX standard student and was doing well in 
academics till 8 the standard. 
 From 9 the standard his academic performance 
deteriorated. 
 He started increasingly to become glued to the 
computer monitor playing online games. 
 He spends the entire day from dawn to dusk playing 
video games. 
 He stopped going to school. 
 If the internet connection is cut he gets aggressive 
and breaks the TV. 
 He demands his parents to give their credit card for 
upgrades in the games.
AVAILABILITY 
 With the popularity of high-tech devices (computer, 
tablet, and smartphone) and internet use in recent 
years, playing online or offline games has become a 
popular activity, especially among young people 
 The ubiquitous presence of these devices compounds 
the issue by increasing the access to anywhere and 
anytime.
Introduction to Gaming Addiction 
 Gaming addiction is getting onto adolescents. Many 
adolescents are getting into this problem. 
 It has been reported that 8% of American teenagers are 
pathological gamers 
 The type of video game called Massively Multiplayer 
Online Role-Playing Games (MMORPGs) is more addictive 
than others. 
 The motivation for gaming, when it is escapism,it leads to 
more dangerous addiction. 
 The Gaming addiction short scale ( GAS) can be used for 
measuring the severity of addiction.
Psychiatric comorbidity 
 Also some of them might have baseline childhood 
psychiatric disorder like an autistic spectrum disorder 
when the magnitude of the challenge increases. 
 Whether the autism and social isolation led to the 
gaming addiction or is it the gaming addiction which 
resulted in a social isolation is a chick and egg puzzle 
to be solved. 
 Also underlying anxiety and depressive symptoms 
might be there which has to be treated.
PREVALENCE 
 A few studies have examined the prevalence of video gaming addiction 
, but the reported data varied greatly across countries. 
 Choo et al. reported a prevalence of 8.7% among Singaporean youth 
 Salguero and Morán found a similar rate of 9.9% among Spanish 
adolescents . 
 A study using a national sample of American youth aged 8 to 18 years 
indicated a prevalence of 8.0% [5]. 
Rehbein and colleagues [4] found among German adolescents a 
prevalence of 1.7%, but another study [15] reported a lower prevalence 
of 0.2%. 
 Haagsma et al. reported a prevalence of 3.3% among adolescents and 
young adults in the Netherlands [16]. 
 India-24.8% Internet addiction among adolescents in Bombay.(IJP “13)
DSM-V 
 . However, the term “internet addiction” is not 
endorsed in the recently published fifth edition of 
the Diagnostic and Statistical Manual of Mental 
Disorders (DSM-5). 
 Instead, the term “internet gaming disorder” has been 
included in the third section of theDSM-5 as a 
condition warranting more clinical research and 
experience before it might be considered a formal 
disorder [14]. 
 Thus, scientific studies on internet or video gaming 
addiction are indeed needed
Inclusion in DSM-V 
 Though the DSM has for the first time incorporated 
the diagnosis of gaming addiction disorder in DSM-V, 
the diagnosis is yet to enter our diagnostic cognitions. 
 The diagnosis has features similar to pathological 
gambling and impulse control disorders.
Challenges 
 The psychiatric community needs to equip itself 
adequately to deal with modern psychic parasite. 
 It is very challenging to treat these patients as there is 
no way to completely cut the internet connection. 
 There is a need to evolve exclusive deaddiction centres 
for adolescents as the parents usually from higher 
socio economic status who do not want to put their 
children to be put in an alcohol and drug 
rehabilitation centre along with others who might 
teach these children many “bad habits”.
International Scenario 
 Countries like Korea where this problem is rampant has 
more than 100 exclusive gaming deaddiction centers. 
 In china, the government monitors video games by asking 
everyone to provide resident identity numbers during log 
in. After 3 hours of play the players lose their points by half. 
After 5 hours of play their points are completely erased. 
 .Comparatively, the problem in our country is at a budding 
stage. Having said that, we have to prepared to face an 
increasing magnitude of this issue in the days to come. The 
Indian government also may need to intervene with 
external restrictions in the future.
Treatment 
 The lack of specific treatment is also frustrating from 
the therapist point of view,
Game addicts Anonymous 
 The 12 AA steps which has been adapted for various 
forms of addictive disorders can be used productively 
in the management of gaming addiction as well.
CONCERNS 
 Even sudden deaths have been reported among people 
addicted to games while actually playing the video 
game. 
 Parents have neglected their children to die while 
ironically growing virtual children..This shows the 
severity of the problem 
 The other concern is that the games increase violence 
in the kids. Even one gaming child actually shot a 
parent with a real gun and killed him.
Brandon Crisp 
 The disappearance and death of Brandon Crisp, a 15 
year old who left his Barrie, Ontario home after his 
Xbox 360 was taken from him, fueled nation-wide 
concern towards video game addiction and obsession. 
 Parents across Canada grew fearful that their own 
children were as dangerously enraptured as Brandon 
with computer and console games
Why? 
 People usually play video games for entertainment, 
excitement, challenge seeking, emotional coping, and 
escaping from reality to virtuality to fulfill their 
unsatisfied needs or motivations
ADVERSE EFFECTS 
 Insomnia 
 limited leisure activities 
 attention problems 
 poor academic performance 
 anxiety, depressive symptoms 
 deterioration of interpersonal relationships, 
 family conflicts, 
 youth violence or crimes, 
 lower self-esteem 
 lower satisfaction with daily life [6]
ADVERSE EFFECTS 
 Video game addiction may lead to particularly serious 
health problems in adolescents as they are 
experiencing significant physical and psychosocial 
changes and lack self-regulation . 
 Worldwide, addiction to video games is becoming a 
serious concern among youth players [10].
 Given the vulnerability of adolescents who are facing 
developmental challenges, a good understanding of 
video gaming activities among this group would be 
helpful for tailoring effective education or prevention 
programs to promote their health
FUTURE TRENDS 
 There is a need to accept this diagnosis and plunge 
into research about it. 
 Studies have to be conducted about the efficacy of 
specific drugs in the condition. 
 Also the topic has to be given preference in the 
psychiatric conferences and workshops. Debates and 
discussions need to be conducted in this topic
Gaming addiction final

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Gaming addiction final

  • 1. Dr.V.Jaikumar,AP, IMH Visiting Consultant @Manashasthra
  • 2. A Case Summary  Mr.X is IX standard student and was doing well in academics till 8 the standard.  From 9 the standard his academic performance deteriorated.  He started increasingly to become glued to the computer monitor playing online games.  He spends the entire day from dawn to dusk playing video games.  He stopped going to school.  If the internet connection is cut he gets aggressive and breaks the TV.  He demands his parents to give their credit card for upgrades in the games.
  • 3. AVAILABILITY  With the popularity of high-tech devices (computer, tablet, and smartphone) and internet use in recent years, playing online or offline games has become a popular activity, especially among young people  The ubiquitous presence of these devices compounds the issue by increasing the access to anywhere and anytime.
  • 4. Introduction to Gaming Addiction  Gaming addiction is getting onto adolescents. Many adolescents are getting into this problem.  It has been reported that 8% of American teenagers are pathological gamers  The type of video game called Massively Multiplayer Online Role-Playing Games (MMORPGs) is more addictive than others.  The motivation for gaming, when it is escapism,it leads to more dangerous addiction.  The Gaming addiction short scale ( GAS) can be used for measuring the severity of addiction.
  • 5.
  • 6.
  • 7. Psychiatric comorbidity  Also some of them might have baseline childhood psychiatric disorder like an autistic spectrum disorder when the magnitude of the challenge increases.  Whether the autism and social isolation led to the gaming addiction or is it the gaming addiction which resulted in a social isolation is a chick and egg puzzle to be solved.  Also underlying anxiety and depressive symptoms might be there which has to be treated.
  • 8. PREVALENCE  A few studies have examined the prevalence of video gaming addiction , but the reported data varied greatly across countries.  Choo et al. reported a prevalence of 8.7% among Singaporean youth  Salguero and Morán found a similar rate of 9.9% among Spanish adolescents .  A study using a national sample of American youth aged 8 to 18 years indicated a prevalence of 8.0% [5]. Rehbein and colleagues [4] found among German adolescents a prevalence of 1.7%, but another study [15] reported a lower prevalence of 0.2%.  Haagsma et al. reported a prevalence of 3.3% among adolescents and young adults in the Netherlands [16].  India-24.8% Internet addiction among adolescents in Bombay.(IJP “13)
  • 9.
  • 10. DSM-V  . However, the term “internet addiction” is not endorsed in the recently published fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).  Instead, the term “internet gaming disorder” has been included in the third section of theDSM-5 as a condition warranting more clinical research and experience before it might be considered a formal disorder [14].  Thus, scientific studies on internet or video gaming addiction are indeed needed
  • 11.
  • 12. Inclusion in DSM-V  Though the DSM has for the first time incorporated the diagnosis of gaming addiction disorder in DSM-V, the diagnosis is yet to enter our diagnostic cognitions.  The diagnosis has features similar to pathological gambling and impulse control disorders.
  • 13. Challenges  The psychiatric community needs to equip itself adequately to deal with modern psychic parasite.  It is very challenging to treat these patients as there is no way to completely cut the internet connection.  There is a need to evolve exclusive deaddiction centres for adolescents as the parents usually from higher socio economic status who do not want to put their children to be put in an alcohol and drug rehabilitation centre along with others who might teach these children many “bad habits”.
  • 14. International Scenario  Countries like Korea where this problem is rampant has more than 100 exclusive gaming deaddiction centers.  In china, the government monitors video games by asking everyone to provide resident identity numbers during log in. After 3 hours of play the players lose their points by half. After 5 hours of play their points are completely erased.  .Comparatively, the problem in our country is at a budding stage. Having said that, we have to prepared to face an increasing magnitude of this issue in the days to come. The Indian government also may need to intervene with external restrictions in the future.
  • 15. Treatment  The lack of specific treatment is also frustrating from the therapist point of view,
  • 16. Game addicts Anonymous  The 12 AA steps which has been adapted for various forms of addictive disorders can be used productively in the management of gaming addiction as well.
  • 17. CONCERNS  Even sudden deaths have been reported among people addicted to games while actually playing the video game.  Parents have neglected their children to die while ironically growing virtual children..This shows the severity of the problem  The other concern is that the games increase violence in the kids. Even one gaming child actually shot a parent with a real gun and killed him.
  • 18. Brandon Crisp  The disappearance and death of Brandon Crisp, a 15 year old who left his Barrie, Ontario home after his Xbox 360 was taken from him, fueled nation-wide concern towards video game addiction and obsession.  Parents across Canada grew fearful that their own children were as dangerously enraptured as Brandon with computer and console games
  • 19. Why?  People usually play video games for entertainment, excitement, challenge seeking, emotional coping, and escaping from reality to virtuality to fulfill their unsatisfied needs or motivations
  • 20. ADVERSE EFFECTS  Insomnia  limited leisure activities  attention problems  poor academic performance  anxiety, depressive symptoms  deterioration of interpersonal relationships,  family conflicts,  youth violence or crimes,  lower self-esteem  lower satisfaction with daily life [6]
  • 21.
  • 22. ADVERSE EFFECTS  Video game addiction may lead to particularly serious health problems in adolescents as they are experiencing significant physical and psychosocial changes and lack self-regulation .  Worldwide, addiction to video games is becoming a serious concern among youth players [10].
  • 23.  Given the vulnerability of adolescents who are facing developmental challenges, a good understanding of video gaming activities among this group would be helpful for tailoring effective education or prevention programs to promote their health
  • 24. FUTURE TRENDS  There is a need to accept this diagnosis and plunge into research about it.  Studies have to be conducted about the efficacy of specific drugs in the condition.  Also the topic has to be given preference in the psychiatric conferences and workshops. Debates and discussions need to be conducted in this topic