In relation to any one substance or behaviour, critically evaluate how psychological
theories can explain why some people might develop an addiction to that substance or
behaviour. What implications do those theories have for reducing the harm associated
with such addiction?
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Internet gaming disorder (IGD) is a continuous concern in modern-day society, as more
people are becoming addicted to gaming each year (Stevens et al., 2020). IGD is a pattern of
gaming behaviour characterised by impaired control over gaming, which leads to an
excessive focus on games and neglecting other activities; it is suggested that people with
this condition continue despite the negative consequences (WHO, 2022). IGD was identified
as a disorder needing further investigation in 2013 (American Psychiatric Association, 2022).
Worldwide, the prevalence of IGD was between 0.7% -27.5% for adults (Mihara & Higuchi,
2017). This is lower than the prevalence of substance use such as alcohol and cigarettes as
they have the highest prevalence (Sussman et al., 2014). There are nine core criteria for IGD
which are Pre-occupation, withdrawal symptoms, tolerance, unsuccessful attempts to control
participation, loss of interest in other activities, continued excessive use, deception of others
regarding the amount of gaming, use of internet gaming to escape or relieve a negative
mood and loss of a significant relationship (American Psychiatric Association, 2022). This
essay will go on to explain why one may get addicted to internet gaming through theories
and models. First mentioning the cognitive behavioural mechanism model that has three
domains that can explain IGD (Dong and Potenza, 2014). This will be analysed by other
research that has been conducted, following the CBM the cognitive behavioural therapy will
outline how it is aimed to reduce the symptoms. Secondly, the social learning theory (SLT)
will be mentioned with its four processes to help explain why someone may become
addicted to IGD this will also be analysed. After that, it will be evaluated. Followed by group
therapy as the supporting intervention. Lastly, the self-determination theory (SDT) will be
introduced and analysed. Then evaluated with psychotherapy being the recommended
intervention to reduce the symptoms. Following that there will be a brief conclusion looking
at all theories and interventions concluding which theory and intervention would be best.
, The cognitive behavioural mechanism (CBM) has three domains that may explain IGD (Dong
and Potenza, 2014). The first domain is reward and motivation. This domain suggests that
the individual with IGD has an increased reward sensitivity and decreased loss of sensitivity
in both mild and serve winning situations (Dong et al., 2011; Dong et al., 2012). According to
this model, online behaviours may be perceived as rewarding due to feelings of control and
immediate accomplishment (Dong et al, 2011; Shi et al., 2019). Therefore, explaining why
the addiction can develop. This is further supported by Hu et al., (2018) with 70% of their
participants reporting that they felt they had a sense of control and subsequently enjoyed
themselves more. It is worth noting that Hu et al., (2018) had a significant amount of data
missing from 68 participants, making this study for a small amount of the population. A
study has found that having a larger number of participants can help generalise the findings
with most participants being male (Yan et al., 2021). Research has also shown that around
75% have bonded and made new friends online, thus feeling that sense of control in their
life (Cole and Griffiths, 2007). Furthermore, this demonstrates that an increased reward
sensitivity can cause the individual to feel that they are motivated and in control thus
causing them to play more and more (Choi and Kim., 2004; Lee et al, 2012). This can provide
why the individual can develop IGD.
The second domain is behavioural control, which is related to executive inhibition
(Diamond, 2013). It is suggested that in this domain, control is put forward to endorse
cognitive and behavioural control over motivational drive, this may encourage individuals to
inhibit desires and control (Goldstein and Volkow, 2011; Sofuoglu et al., 2013). Recent
research has shown that internet gaming composts of two crucial factors; Positive urgency"
and "immersion" which control and dominate a gamer's attitudes (Billieux et al, 2011). This
furthermore supports the second domain and can help psychologists understand why an
individual may become addicted to gaming. Cyders and Smith (2008) suggest that positive
urgency causes the individual to act rashly out of euphoria, this then makes it harder for
them to stop. Immersion in virtual reality realms when faced with negative affect to avoid
real-life problems is once again one of the primary motivators for gamers (Billieux et al,
2011; Cyders and Smith 2008). However, it is worth highlighting that both studies used only
male participants therefore, the results cannot be generalised to the population.
Alternatively, Eastin & Griffiths used both female and male participants and found thatmore
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