Abstract
Video gaming is a popular pastime worldwide; however, what happens when gaming becomes compulsive and problematic? How do parents, policymakers, or practitioners begin to articulate and address this emerging disorder? This chapter explores video gaming disorder as a behavioral addiction, distinguishing healthy engagement from pathological gaming and examining societal and individual factors that define excessive use. Using frameworks like the DSM-5 and ICD-11, it outlines criteria for identifying gaming disorder and differentiates it from substance and other behavioral addictions. Psychological models, including the I-PACE (interaction of person-affect-cognition-execution) framework and dual-process theory, explain cognitive and neurobiological mechanisms driving gaming disorder. Key risk factors, such as impulsivity, internalizing comorbidities, environmental stressors, and gender disparities, are analyzed alongside gaming's unique, addictive potential, shaped by reward structures and psychological satisfaction. The chapter also addresses effective communication strategies for parents, policymakers, and practitioners when engaging with affected individuals. Recommendations emphasize gamified interventions, improving parental gaming literacy, and nuanced public health campaigns. By highlighting these approaches, the analysis underscores the importance of interdisciplinary collaboration in tackling the challenges of gaming disorder within an increasingly digital world.
| Original language | English |
|---|---|
| Title of host publication | The Handbook of Mental Health Communication |
| Publisher | John Wiley and Sons Inc. |
| Pages | 167-180 |
| Number of pages | 14 |
| ISBN (Electronic) | 9781394179909 |
| ISBN (Print) | 9781394179862 |
| DOIs | |
| State | Published - 2 Apr 2025 |
Bibliographical note
Publisher Copyright:© 2025 John Wiley & Sons, Inc. Published 2025 by John Wiley & Sons, Inc.
Keywords
- Behavioral addiction
- Communication
- Compulsive media use
- Digital media
- Gaming disorder
- I-PACE
- Media psychology
- Video games