You are previewing Psychological and Social Implications Surrounding Internet and Gaming Addiction.
O'Reilly logo
Psychological and Social Implications Surrounding Internet and Gaming Addiction

Book Description

Addiction takes many forms and has the potential to impact individuals of all ages, socio-economic statuses, and ethnic backgrounds. Digital addiction has become one of the latest topics of interest among researchers and mental health professionals as individuals become more engrossed in and reliant on digital devices. Psychological and Social Implications Surrounding Internet and Gaming Addiction focuses on the dark side of technology and the ways in which individuals are falling victim to compulsive internet use as well as gaming and gambling addictions. Highlighting socio-cultural, psycho-social, and techno-cultural perspectives on problematic technology use, this critical publication is essential to the research and practical needs of therapists, public administrators, psychologists, students, and researchers interested in compulsive disorders, human behavior, dependency, and other key mental health issues. A pivotal addition to the current mental health research available, this book focuses on topics including, but not limited to, Internet addiction, gaming addiction disorder, gambling, gamification, hypermedia seduction theory, MMORPGs, psychotherapy, and related public policy issues.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board
  6. Foreword
    1. SOCIAL MEDIA IN IDENTITY TRANSFER – WEB PRESENCE IN ORDINARY LIFE
  7. Preface
    1. CONCLUSION
    2. REFERENCES
  8. Section 1: Diagnostic Criteria in the Context of DSM-5
    1. Chapter 1: Internet Gaming Disorder
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. THE RESEARCH STUDY: MATERIAL AND METHODS
      4. 3. RESULTS OF THE STUDY
      5. 4. IMPLICATION AND FUTURE RESEARCH DIRECTIONS
      6. 5. CONCLUSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 2: New Concepts, Old Known Issues
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      5. DISCUSSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
      8. ENDNOTES
    3. Chapter 3: Determining the Risk of Digital Addiction to Adolescent Targets of Internet Trolling
      1. ABSTRACT
      2. INTRODUCTION
      3. DIGITAL ADDICTION
      4. BACKGROUND
      5. DEVISING A MEASUREMENT SCALE FOR ASSESSING RISK TO ADOLESCENTS WITH SDA BASED ON SYMPTOMS OF COMPULSIVE INTERNET USE
      6. IMPLICATIONS AND DIRECTIONS FOR FUTURE RESEARCH
      7. DISCUSSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
  9. Section 2: Psychology and Behaviour Change
    1. Chapter 4: Dangers of Playing with the Virtual Other in Mind
      1. ABSTRACT
      2. INTRODUCTION
      3. AXIOMS OF PSYCHOANALYSIS
      4. HYPOTHESES
      5. MENTAL COMPETENCES TO TURN CHALLENGE INTO DEVELOPMENTAL ADVANTAGE
      6. CONCLUSION
      7. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. APPENDIX: REFERRED GAMES
    2. Chapter 5: Avoiding Adverse Consequences from Digital Addiction and Retaliatory Feedback
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: THE PARTICIPATION CONTINUUM
      4. AN INVESTIGATION INTO USING THE TRANSITIONAL FLOW OF PERSUASION MODEL TO TACKLE DIGITAL ADDICTION
      5. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      6. DISCUSSION
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    3. Chapter 6: “I Can't Do It by Myself”
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THEORETICAL MODEL AND MMORPG ADDICTION TREATMENT
      5. PRE-SCREENING MEASURES
      6. DISCUSSION
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. ADDITIONAL READING
      11. KEY TERMS AND DEFINITIONS
    4. Chapter 7: Cyber-Stalking or Just Plain Talking?
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCEPTUALISING INTERNET ABUSE AS COMPULSIVE FORMS OF CYBER-STALKING AND HARASSMENT
      5. MAIN STUDY
      6. TOWARDS A FRAMEWORK FOR UNDERSTANDING THE RISK OF RAPE-THREAT TROLLS TO SOCIAL MEDIA USERS
      7. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      8. DISCUSSION
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
      11. APPENDIX
  10. Section 3: Theory and Methods
    1. Chapter 8: A Theoretical Model, Including User-Experience, Aesthetics, and Psychology, in the 3D Design Process
      1. ABSTRACT
      2. INTRODUCTION
      3. 1. THE ROLE OF AVATARS
      4. 2. HUMAN – COMPUTER INTERACTION (HCI)
      5. 3. AESTHETICS
      6. 4. PHYSICAL APPEARANCE – CHARACTERISTICS
      7. 5. PSYCHOLOGY
      8. 6. 3D IDENTITY
      9. 7. USER EXPERIENCE
      10. 8. CONCLUSION
      11. REFERENCES
    2. Chapter 9: Using “On-the-Fly Corpus Linguistics” to Systematically Derive Word Definitions Using Inductive Abstraction and Reductionist Correlation Analysis
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. INVESTIGATING ‘ON-THE-FLY CORPUS LINGUISTICS’ VIA CORRELATION ANALYSIS
      5. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      6. DISCUSSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    3. Chapter 10: The Association between Internet Addiction and Psychosocial Variables
      1. ABSTRACT
      2. WHAT IS INTERNET ADDICTION?
      3. WHO ARE ADDICTED TO INTERNET AND PERMANENT OR TEMPORARY?
      4. EFFECTS OF THE INTERNET ADDICTION
      5. INTERNET ADDICTION AND PSYCHOSOCIAL VARIABLES
      6. CONCLUSION AND IMPLICATIONS FOR FUTURE RESEARCH
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    4. Chapter 11: The Impacts of Alcohol on E-Dating Activity
      1. ABSTRACT
      2. INTRODUCTION
      3. INVESTIGATION THE IMPACTS OF ALCOHOL ON E-DATING ACTIVITY
      4. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      5. DISCUSSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
  11. Section 4: Public Policy Issues
    1. Chapter 12: Consulting the British Public in the Digital Age
      1. ABSTRACT
      2. INTRODUCTION
      3. DIS(CONNECTED) CITIZENSHIP? AN EXPLORATION OF KEY CONCEPTS
      4. UNDERSTANDING ONLINE AND OFFLINE PARTICIPATION: THE PSYCHOLOGY BEHIND HUMAN-COMPUTER INTERACTIONS
      5. TECHNOLOGY- AND INTERNET-BASED ADDICTIONS: KEY DEFINITIONS AND CONCEPTS
      6. TECHNOLOGY ADDICTION, DIGITISED ENVIRONMENTS, AND PUBLIC ENGAGEMENT: DIAGNOSTIC CRITERIA
      7. GOVERNANCE, ICTs AND PUBLIC ENGAGEMENT IN THE EUROPEAN UNION
      8. RESEARCH METHODOLOGY
      9. e-CONSULTATION: TWO-WAY GOVERNANCE IN THE DIGITAL AGE?
      10. UNDERSTANDING POLITICAL PARTICIPATION ONLINE
      11. PUBLIC ADMINISTRATION AND ICT POLICY IN THE UNITED KINGDOM
      12. THE NO.10 DOWNING STREET e-PETITIONS INITIATIVE
      13. RECONFIGURING GOVERNMENT-CITIZEN RELATIONS THROUGH e-PETITIONS
      14. DESIGNING PUBLIC POLICY FOR e-DEMOCRACY IN THE UK
      15. CONCLUSION
      16. REFERENCES
      17. ADDITIONAL READING
      18. KEY TERMS AND DEFINITIONS
      19. ENDNOTES
    2. Chapter 13: Responsible Gambling Laws' Contributions to Behaviour Change in Problem Gamblers in Online Poker
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RESEARCH METHODS
      5. IMPLICATIONS AND FUTURE RESEARCH DIRECTIONS
      6. DISCUSSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    3. Chapter 14: The Games People Play
      1. ABSTRACT
      2. INTRODUCTION
      3. e-GOVERNMENT: DEFINTION AND SCOPE
      4. e-GOVERNMENT MODELS OF DELIVERY
      5. FROM HUMAN FACTORS TO HUMAN ACTORS: THE PSYCHOLOGY BEHIND HUMAN-COMPUTER INTERACTIONS
      6. UNDERSTANDING ACTOR BEHAVIOUR IN THE PUBLIC SPHERE
      7. DIGITAL ADDICTION: KEY DEFINITIONS AND CONCEPTS
      8. DIGITAL AND PUBLIC ENGAGEMENT: FORETELLING ELECTRONIC AGGRESSION IN DIGITISED ENVIRONMENTS
      9. RESEARCH METHODOLOGY
      10. ANALYTICAL FRAMEWORK: THE ECOLOGY OF GAMES
      11. ASSESSING PROJECT OUTCOME: THE DESIGN-ACTUALITY GAP MODEL
      12. DIGITISING PROPERTY TAX RECORDS IN BANGALORE, INDIA: EXAMINING ACTOR ATTITUDES AND PERCEPTIONS
      13. IDENTIFYING GAMES THAT IMPACT THE PLANNING AND UPTAKE OF ICTs IN BUREAUCRACIES
      14. PUBLIC SECTOR REFORM GAMES: PROCESS RE-ENGINEERING AND e-GOVERNMENT
      15. EXPLORING THE CASE OF THE GREATER BANGALORE CITY MUNICIPAL CORPORATION (BBMP)
      16. WHAT’S IN A GAME? DISCUSSING e-GOVERNMENT SUCCESS AND FAILURE
      17. CONCLUSION
      18. REFERENCES
      19. ADDITIONAL READING
      20. KEY TERMS AND DEFINITIONS
      21. ENDNOTES
  12. Compilation of References
  13. About the Contributors