Internet Gaming Disorder and its associated cognitions and cognitive-related impairments: A systematic review using PRISMA guidelines

Conteúdo do artigo principal

Halley M. Pontes
Mark D. Griffiths

Resumo

Background: Empirical research studies have highlighted the need to investigate the underlying cognitions and cognitive variables in relation to Internet Gaming Disorder (IGD). However, little is known about the possible cognitive-related impairments associated with IGD. Objectives: The present paper extends previous research and uncovers additional key general cognitive-related outcomes of IGD via a systematic review of the empirical literature. Methods: The PRISMA (Preferred Reporting Item for Systematic Reviews and Meta-analysis) guidelines were adopted. Internet-based bibliographic searches were conducted via seven major electronic databases (i.e., PsycARTICLES, PsycINFO, Web of Science, Core Collection BIOSIS Citation Index, MEDLINE, SciELO Citation Index, and PubMed) to access studies examining the association between IGD and cognitive outcomes. Results: A total of 17 empirical studies meeting the inclusion criteria that investigated the relationships between IGD and cognitions and/or cognitive-related outcomes were identified. Seven distinct cognitions and another ten distinct cognitiverelated impairments associated with IGD were identified. Conclusion: The present review found empirical evidence supporting the association of IGD with particular types of cognitions and specific cognitiverelated impairments.

Downloads

Não há dados estatísticos.

Detalhes do artigo

Como Citar
Pontes, H. M., & Griffiths, M. D. (2015). Internet Gaming Disorder and its associated cognitions and cognitive-related impairments: A systematic review using PRISMA guidelines. Revista Argentina De Ciencias Del Comportamiento, 7(3), 102–118. https://doi.org/10.32348/1852.4206.v7.n3.9236
Seção
Sección especial: Videojuegos y cognición

Referências

Allely, C. (2014). The association of ADHD symptoms to self-harm behaviours: a systematic PRISMA review. BMC Psychiatry, 14(1), 133. doi: 10.1186/1471-244X-14-133

American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed.). Arlington, VA: Author.

Bailey, K., West, R., & Kuffel, J. (2013). What would my avatar do? Gaming, pathology, and risky decision making. Frontiers in psychology, 4, 609. doi: 10.3389/fpsyg.2013.00609

Brand, M., Young, K. S., & Laier, C. (2014). Prefrontal control and Internet addiction: A theoretical model and review of neuropsychological and neuroimaging findings. Frontiers in Human Neuroscience, 8(375). doi: 10.3389/fnhum.2014.00375

Caplan, S. E., & High, A. C. (2006). Beyond Excessive Use: The Interaction between Cognitive and Behavioral Symptoms of Problematic Internet Use. Communication Research Reports, 23(4), 265-271. doi: 10.1080/08824090600962516

Charlton, J. P. (2002). A factor‐analytic investigation of computer ‘addiction’and engagement. British Journal of Psychology, 93(3), 329-344. doi: 10.1348/000712602760146242

Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior, 23(3), 1531-1548. doi: 10.1016/j.chb.2005.07.002

Dantzker, M. L., & Hunter, R. (2011). Research Methods for Criminology and Criminal Justice (Third Edition). London: Jones & Bartett Learning.

Dauriat, F. Z., Zermatten, A., Billieux, J., Thorens, G., Bondolfi, G.,

Zullino, D., & Khazaal, Y. (2011). Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey. European Addiction Research, 17(4), 185-189. doi: 10.1159/000326070

Davis, R. A. (2001). A cognitive-behavioral model of pathological Internet use. Computers in Human Behavior, 17(2), 187-195. doi: 10.1016/S0747-5632(00)00041-8

Decker, S. A., & Gay, J. N. (2011). Cognitive-bias toward gaming-related words and disinhibition in World of Warcraft gamers. Computers in Human Behavior, 27(2), 798-810. doi: 10.1016/j.chb.2010.11.005

Gosling, S. D., Vazire, S., Srivastava, S., & John, O. P. (2004). Should we trust web-based studies? A comparative analysis of six preconceptions about internet questionnaires. American Psychologist, 59(2), 93. doi: 10.1037/0003-066X.59.2.93

Griffiths, M. D. (2010a). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8(1), 119-125. doi: 10.1007/s11469-009-9229-x

Griffiths, M. D. (2010b). The use of online methodologies in data collection for gambling and gaming addictions. International Journal of Mental Health and Addiction, 8(1), 8-20. doi: 10.1007/s11469-009-9209-1

Griffiths, M. D., King, D. L., & Demetrovics, Z. (2014). DSM-5 internet gaming disorder needs a unified approach to assessment. Neuropsychiatry, 4(1), 1-4. doi: 10.2217/npy.13.82

Haagsma, M. C., Caplan, S. E., Peters, O., & Pieterse, M. E. (2013). A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years. Computers in Human Behavior, 29(1), 202-209. doi: 10.1016/j.chb.2012.08.006

Higgins, J. P. T., & Green, S. (2011). Cochrane Handbook for Systematic Reviews of Interventions. Version 5.1.0 [updated March 2011]. Retrieved from www.cochrane-handbook.org.

Hilgard, J., Engelhardt, C. R., & Bartholow, B. D. (2013). Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES). Frontiers in psychology, 4. doi: 10.3389/fpsyg.2013.00608

Huanhuan, L., & Su, W. (2013). The role of cognitive distortion in online game addiction among Chinese adolescents. Children and Youth Services Review, 35(9), 1468-1475. doi: 10.1016/j.childyouth.2013.05.021

Impey, M., & Heun, R. (2012). Completed suicide, ideation and attempt in attention deficit hyperactivity disorder. Acta Psychiatrica Scandinavica, 125(2), 93-102. doi: 10.1111/j.1600-0447.2011.01798.x

Joinson, A. N. (2001). Knowing me, knowing you: Reciprocal self-disclosure in Internet-based surveys. CyberPsychology & Behavior, 4(5), 587-591. doi: 10.1089/109493101753235179

King, D. L., & Delfabbro, P. H. (2014a). The cognitive psychology of Internet Gaming Disorder. Clinical Psychology Review, 34(4), 298-308. doi: 10.1016/j.cpr.2014.03.006

King, D. L., & Delfabbro, P. H. (2014b). Internet Gaming Disorder Treatment: A Review of Definitions of Diagnosis and Treatment Outcome. Journal of Clinical Psychology, 70(10), 942-955. doi: 10.1002/jclp.22097

King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33(3), 331-342. doi: 10.1016/j.cpr.2013.01.002

Király, O., Nagygyörgy, K., Koronczai, B., Griffiths, M. D., & Demetrovics, Z. (2014). Assessment of Problematic Internet Use and Online Video Gaming. In V. Starcevic & E. Aboujaoude (Eds.), Mental Health in the Digital Age: Grave Dangers, Great Promise. Oxford: Oxford University Press.

Kuss, D. J., & Griffiths, M. D. (2012). Internet Gaming Addiction: A Systematic Review of Empirical Research. International Journal of Mental Health and Addiction, 10(2), 278-296. doi: 10.1007/s11469-011-9318-5

Kuss, D. J., Griffiths, M. D., Karila, L., & Billieux, J. (2014). Internet Addiction: A Systematic Review of Epidemiological Research for the Last Decade. Current Pharmaceutical Design, 20(25), 4026-4052. doi: 10.2174/13816128113199990617

Lam, L. T. (2014). Internet Gaming Addiction, Problematic Use of the Internet, and Sleep Problems: A Systematic Review. Current Psychiatry Reports, 16(4), 1-9. doi: 10.1007/s11920-014-0444-1

Li, D., Liau, A., & Khoo, A. (2011). Examining the influence of actual-ideal self-discrepancies, depression, and escapism, on pathological gaming among massively multiplayer online adolescent gamers. Cyberpsychology, Behavior, and Social Networking, 14(9), 535-539. doi: 10.1089/cyber.2010.0463

Littel, M., van den Berg, I., Luijten, M., van Rooij, A. J., Keemink, L., & Franken, I. H. A. (2012). Error processing and response inhibition in excessive computer game players: an event-related potential study. Addiction Biology, 17(5), 934-947. doi: 10.1111/j.1369-1600.2012.00467.x

Liu, M., & Peng, W. (2009). Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games). Computers in Human Behavior, 25(6), 1306-1311. doi: 10.1016/j.chb.2009.06.002

Moher, D., Liberati, A., Tetzlaff, J., Altman, D. G., & The Prisma Group. (2009). Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement. PLoS Medicine, 6(7), e1000097. doi: 10.1371/journal.pmed.1000097

Pawlikowski, M., & Brand, M. (2011). Excessive Internet gaming and decision making: do excessive World of Warcraft players have problems in decision making under risky conditions? Psychiatry Research, 188(3), 428-433. doi: 10.1016/j.psychres.2011.05.017

Peng, W., & Liu, M. (2010). Online Gaming Dependency: A Preliminary Study in China. Cyberpsychology, Behavior, and Social Networking, 13(3), 329-333. doi: 10.1089/cyber.2009.0082

Petry, N. M., & O'Brien, C. P. (2013). Internet gaming disorder and the DSM‐5. Addiction, 108(7), 1186–1187. doi: 10.1111/add.12162

Pettit, F. A. (2002). A comparison of World-Wide Web and paper-and-pencil personality questionnaires. Behavior Research Methods, Instruments, & Computers, 34(1), 50-54. doi: 10.3758/BF03195423

Pontes, H. M., & Griffiths, M. D. (2014). Assessment of Internet Gaming Disorder in Clinical Research: Past and Present Perspectives. Clinical Research and Regulatory Affairs, 1-14. doi: 10.3109/10601333.2014.962748

Pontes, H. M., Király, O., Demetrovics, Z., & Griffiths, M. D. (2014). The Conceptualisation and Measurement of DSM-5 Internet Gaming Disorder: The Development of the IGD-20 Test. PLoS ONE, 9(10), e110137. doi: 10.1371/journal.pone.0110137

Reilly, C., & Smith, N. (2013). The Evolving Definition of Pathological Gambling in the DSM-5. National center for responsible gaming, 1-6.

Snodgrass, J. G., Lacy, M. G., Dengah II, H. J., Eisenhauer, S., Batchelder, G., & Cookson, R. J. (2014). A vacation from your mind: Problematic online gaming is a stress response. Computers in Human Behavior, 38, 248-260. doi: 10.1016/j.chb.2014.06.004

Sublette, V. A., & Mullan, B. (2012). Consequences of play: A systematic review of the effects of online gaming. International Journal of Mental Health and Addiction, 10(1), 3-23. doi: 10.1007/s11469-010-9304-3

Suler, J. (2004). The online disinhibition effect. CyberPsychology & Behavior, 7(3), 321-326. doi: 10.1089/1094931041291295

Sun, D.-L., Ma, N., Bao, M., Chen, X.-C., & Zhang, D.-R. (2008). Computer games: A double-edged sword? CyberPsychology & Behavior, 11(5), 545-548. doi: 10.1089/cpb.2007.0145

Wan, C., & Chiou, W. (2007). The Motivations of Adolescents who are Addicted to Online Games: A Cognitive Perspective. Adolescence, 42(165), 179.

West, R., & Bailey, K. (2013). Video Games and Attention. In E. K. Dill (Ed.), The Oxford Handbook of Media Psychology (pp. 403-420). Oxford: Oxford University Press.

Wood, R., & Griffiths, M. D. (2007a). Online data collection from gamblers: Methodological issues. International Journal of Mental Health and Addiction, 5(2), 151-163. doi: 10.1007/s11469-007-9055-y

Wood, R. T. A., & Griffiths, M. D. (2007b). A qualitative investigation of problem gambling as an escape‐based coping strategy. Psychology and Psychotherapy: Theory, Research and Practice, 80(1), 107-125. doi: 10.1348/147608306X107881

Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775. doi: 10.1089/cpb.2006.9.772

Yuan, K., Cheng, P., Dong, T., Bi, Y., Xing, L., Yu, D., Zhao, L., Dong, M., von Deneen, K. M., & Liu, Y. (2013). Cortical thickness abnormalities in late adolescence with online gaming addiction. PLoS ONE, 8(1), e53055. doi: 10.1371/journal.pone.0053055

Zhou, Z., Yuan, G., & Yao, J. (2012). Cognitive biases toward Internet game-related pictures and executive deficits in individuals with an Internet game addiction. PLoS ONE, 7(11), e48961. doi: 10.1371/journal.pone.0048961