Gaming Disorder: a Virtual Addiction · VG vs. Sleep • Insufficient sleep strongly predicts...

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Gaming Disorder: a Virtual Addiction Paul Weigle, MD CT Council on Problem Gambling Hilton Garden Inn October 30 th , 2019

Transcript of Gaming Disorder: a Virtual Addiction · VG vs. Sleep • Insufficient sleep strongly predicts...

Page 1: Gaming Disorder: a Virtual Addiction · VG vs. Sleep • Insufficient sleep strongly predicts depression, anxiety, & suicidality (Matamura ‘14) • IGD triple sleep deprivation

Gaming Disorder: a Virtual Addiction

Paul Weigle, MD

CT Council on Problem Gambling

Hilton Garden Inn

October 30th, 2019

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No Disclosures

The speaker and planners, of

this event have no financial

conflicts of interest in regards

to the content of this program

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Pleasure of pleasures! hot fever of hope and fear! inexpressible unjaded passions! how fiercely beautiful thou art, O Gaming!

Lord Edward Lytton The Last Days of Pompeii, 1836

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Gaming Disorder is an official

diagnosis in ICD-11

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Agenda

• Mental health effects

• Why VG?

• Diagnosis

• Epidemiology

• Treatment

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What Happens When its Time to Stop?

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Worldwide Sales (in Billions)

1991 – $12

2001 - $35

2013 - $82

2019 - ~$152

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How Much Do Youth Play Video Games?

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How Much Do Kids Play?

• Quadrupled since ‘00 (Common Sense Media Survey

‘15)

• 61 % play VG on a given

day average 2 hrs 13 min

• Boys > girls

• 14% boys & 5% girls

play VG 4 - 10 hrs/day

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Who Plays Video Games?

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Adults Play Too

• 74% gamers are adult (ESA, ‘15)

• Average gamer 33

years old (ESA ‘18)

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Why Are Video Games Habit Forming?

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Be All You Can’t Be

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Pretend 2.0

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Escapism

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Flow: state of being fully

immersed in activity, feeling focus &

enjoyment

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What Does Video Game Flow Look Like?

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No Stopping Cues

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Psychological Needs

Self determination theory

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Autonomy

Need to control the course of our lives

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Competence

Need to feel effective in dealing with environment

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Relatedness

Need to feel connected with others

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Excessive Play Counterproductive (Wu ’13 & Zhang ‘19)

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Persuasive Design• Behavioral Game Design

• Variable & Fixed Ratio

Reinforcement

• Research Labs

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Loot Boxes

• Randomized in-game rewards

• Some sold for $

• Some rewards can sold to other players for $

• 45% meet criteria for gambling (Drummond ‘18)

• Illegal in Belgium and Netherlands

• Legally not gambling in US

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How Do Video Games Affect Mental Health?

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Online Habits & Mental Health

• TV & Movies

• Video Games

• Computers

• Smartphones

Source: Przyblyski ’17 &

Twenge ‘18

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https://www.scientificamerican.com/sciam/cache/file/BB46146E-1F49-4F96-84002A3DB36504F4_source.jpg

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VG Displace Healthy Habits

• Socializing

IRL

• Exercise

• Academics

• Sleep

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Relationships IRL

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PS3

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Exercise & Diet

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Academics% of 12th graders who read a book for

pleasure almost every day

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Twenge ‘19

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VG vs. Sleep

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PS3

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VG vs. Sleep

• Insufficient sleep

strongly predicts

depression, anxiety, &

suicidality (Matamura ‘14)

• IGD triple sleep

deprivation (Rehbein ’10,

Achab ’11, & Lam ‘14)

• Displacement

• Arousal

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Addiction

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Excessive pattern of compulsive behavior

leading to impairment & associated

symptoms

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Online Addictions

Any can become

addictive if

sufficiently

reinforcing:

• Gaming

• Social Media

• Pornography

• Gambling

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Internet Gaming Disorder

• Condition requiring further study (2013)

• Pattern of excessive play

• Impairment or distress

• Additional symptoms

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1. Increasing Time Playing

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2. Preoccupation

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3. Loss of Interest in Other Hobbies

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4. Withdrawal

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5. Can’t Cut Down

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6. Continue Despite Psychosocial Problem

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7. Lies

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8. Threatens Relationship or Education

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9. Play to Alleviate Negative Mood

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VG Addiction Testimony

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Additional Symptoms

• Substance use disorder

requires 2 of 9

• Gambling disorder

requires 4 of 9

• IGD requires 5 of 9

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Internet Gaming Disorder Prevalence

• 1 – 5% (Muller ’14, Lemmens ’15, Rehbien ’15,

Pontes ’16, Przybylski ’17 & Wu ’18)

• Greater in SE Asia (Saunders ‘17)

Source: Sussman, Stahl & Weigle ‘18

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Who Gets Addicted to VG?

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Risk Factors

• Boys

• Heavy gaming

• Poor social skills

• Impulsive (Gentile ’11 & Jeong ‘19)

• Poor emotional regulation (Gentile ‘11 & Dang ‘19)

• Poor family relations (Su ‘18)

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What Games are Addictive?

• Computer & console games

• Fantasy/RPG games, shooters, &

real-time strategy games (Smythe 07,

Kim ‘10, Elliot ‘12, & Eichenbaum ’15)

• Motivation: achievement & immersion (Lehenbauer-Baum ‘15)

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Gaming vs Gambling• Gaming (IGD) high in novelty seeking & risk

aversion

• Gambling (GD) high in sensation seeking,

low in risk aversion

• IGD younger, earlier onset, >ADHD &

aggression, <nicotine (Nuria ‘17)

• IGD more impulsive than GD (Choi ‘14)

• IGD < conscientiousness & extraversion vs

GD, both high in neuroticism (Muller ‘14)

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Biological Correlates

• Gambling -

abnormalities in

brain structure &

function

• VG addicts -

similar

abnormalities in

29 studies

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Dopamine & Addiction

• Recreation drug use causes release spike

in striatum & nucleus accumbens

• VG play causes same spike (Koepp ‘98, Hoeft

’08 & Weinstein ‘10)

• Drug addicts decrease sensitivity of

reward systems

• IGD - same abnormality (Weinstein ’10, Kim

’11 & Hou ‘12)

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Morphological Changes

• Drug addicts show brain

matter loss including

diminished orbitofrontal

cortex

• IGD show similar pattern (Dong ‘12, Han ’12, Lin ‘12, Hong

’13, Weng ’13, Yuan ’13 & Wang

‘15)

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Cognitive Changes

• Impaired response

inhibition

• Cognitive bias

• Executive dysfunction

• Identical in IGD (Van Holst

’12, Zhou ’13, Wang ’15, & Yao

‘15)

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Sequelae

• Depression (Gentile ‘11)

• Anxiety

• Insomnia

• School failure (Lam ’10, Achab

’11 & Gentile ’11)

• Worsened family relations(Gentile ‘11 & Su ‘18)

• Decreased supervision

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Family Guidance

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Talking With Families About VG Habits

• Parents as role models

• Make time for sleep, socializing, exercise,

family, schoolwork & chores

• Tech-free times & areas

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Parental Monitoring

• Restrictive – limits

• Active – coplay & discuss

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Parent Monitoring

• Decreasing total screen time improves sleep, school

performance & BMI (Tiberio ’14 & Gentile ’14)

• Decreasing screen violence improves behavior (Gentile ’14)

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Activities

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Treatment

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• Therapy

• Medication

• Comorbidities

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Psychotherapy

• Modeled on substance

abuse tx

• CBT (King ‘17)

• Motivational interviewing

• Group & family

• Harm reduction

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Psychotherapy

• Thirty clinical trials showed positive results (King ‘17)

• Evidence limited

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Therapy Techniques

• Denial

• Personal inventory

• Practice the opposite

• Goals

• Abstinence

• Peer group

• Prevent enabling

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Medication

• ADHD

• Antidepressants

• No FDA Approval

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ADHD Medications

• 62 children w ADHD

methylphenidate X8 weeks -

VG play & addiction

decreased (Han ‘09)

• 86 teens w IGD improved

methylphenidate =

atomoxetine X12 weeks (Park

‘16)

• IGD change correlated w

ADHD

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Bupropion For IGD & MDD

• 50 adults

• 8-week OL showed benefit (Han ‘12)

• 65 teens

• 8-week OL showed benefit

• Bupropion plus group CBT >

bupropion alone (Kim ‘12)

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Escitalopram vs Bupropion For IGD & MDD

• 30 adults DB randomized 12

weeks (Nam ‘17)

• Improvement equal

• 119 w IGD 6 week RCT (Song ‘16)

• Bupropion > escitalopram >

waiting list

• Bupropion improved attention &

impulsivity

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Specialized Treatment Facilities

• Outpatient: The Center For Internet & Technology Addiction, East Hartford

• Inpatient: Internet Addiction Inpatient Program @ Bradford Regional Medical Center, PA

• Residential: reStart, Seattle

• Wilderness: VG & Internet Addiction Treatment Program, UT

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VG Addiction in China & S. Korea

• #1 public health threat

• Laws limit play

• Hundreds of detox & residential facilities

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Conclusions

• Youth VG engagement increasing

• VG habit-forming by design

• Excessive play often displaces healthy activities

• 1-4% develop Gaming Disorder

• Parental monitoring is preventative

• Pathology & treatment similar to SUD

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