Cracking the code of gaming disorder: Effective communication for parents, children, and policymakers

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

2 Scopus citations

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 languageEnglish
Title of host publicationThe Handbook of Mental Health Communication
PublisherJohn Wiley and Sons Inc.
Pages167-180
Number of pages14
ISBN (Electronic)9781394179909
ISBN (Print)9781394179862
DOIs
StatePublished - 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

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