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019 _a1045662301
_a1046616083
_a1049676705
_a1125927935
_a1192554612
020 _a9780128129258
_q(electronic book)
020 _a0128129255
_q(electronic book)
020 _z9780128129241
_q(paperback)
020 _z0128129247
_q(paperback)
035 _a(OCoLC)1045069012
_z(OCoLC)1045662301
_z(OCoLC)1046616083
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082 0 4 _a616.8914
_223
100 1 _aKing, Daniel L.,
_eauthor.
_934196
245 1 0 _aInternet gaming disorder :
_btheory, assessment, treatment, and prevention /
_cDaniel L. King, Paul H. Delfabbro.
264 1 _aLondon, United Kingdom ;
_aSan Diego, CA :
_bAcademic Press, an imprint of Elsevier,
_c[2019]
264 4 _c�2019
300 _a1 online resource (x, 276 pages) :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
504 _aIncludes bibliographical references and index.
520 _aInternet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches.
588 0 _aPrint version record.
505 0 _aFront Cover; Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention; Copyright; Contents; Preface; Acknowledgments; About the authors; List of figures; List of tables; 1: An introduction to gaming and IGD; Introduction and overview; What are video games?; What are MMOs and MOBAs?; Other popular game types; Recent gaming innovations; Games as a "service"; Monetization schemes; eSports and streaming; Virtual reality; Augmented reality; Social media and smartphone integration; Portability; Research methodologies for IGD; Prevalence of problem gaming and IGD; Why does IGD matter?
505 8 _aAddressing the skill gap in IGD careAim and coverage of this book; Summary: The procession of simulacra; References; 2: Theories and models of IGD; Introduction and overview; Defining addiction; Addiction components: Does one size fit all?; Gaming as an addiction: Studies in the arcade arts; Gambling tools to study gaming; Problem gaming: A brief history of "time"; DSM-5 classification of IGD; Challenges in adapting addiction concepts: The case of "tolerance"; Prototypical IGD models; An early cognitive-behavioral model; A neurocognitive model; A multidimensional or biopsychosocial model.
505 8 _aModel comparisonsAre we overcompensating?; The need for a behavioral analysis; Taking a stance on IGD and gaming; Summary: Human modeling; References; 3: Risk and protective factors for IGD; Introduction and overview; How does gaming actually cause harm?; Individual differences; Gender; Age; Personality traits and personal characteristics; Comorbidity; Deficient self-regulation and decision-making; Low self-esteem and self-efficacy; Low educational achievement/few other interests; External factors; Peer influences; Gaming environment; Familial influences; Relational trauma.
505 8 _aGaming-related factorsTypes of games; Game features; Profiles of problem gamers; Applying profiles to person-centered treatment; Summary: The risk of the robots; References; 4: Cognitive features of IGD; Introduction and overview; IGD: The first criterion; How does gaming differ from gambling?; Is gaming a rational choice?; The human-game interaction; Gaming and decision-making biases; Other cognitive approaches; Introducing gaming-specific beliefs; A new framework for gaming-related beliefs; Beliefs about game reward value and tangibility.
505 8 _aMaladaptive and inflexible rules about gaming behaviorOverreliance on gaming to meet self-esteem needs; Gaming as a method of gaining social acceptance; Normalizing digital possessions; Games store memories; Metacognitions in IGD; Shifting gaming-related beliefs with abstinence; Summary: Thinking, fast and skilled; References; 5: Screening and assessment of IGD; Introduction and overview; Avoiding "overpathologizing"; Early screening inconsistencies; Internet gaming disorder-DSM-5 IGD criteria revisited; Gaming disorder-Beta draft ICD-11 description.
650 0 _aInternet addiction
_xTreatment.
_934197
650 0 _aVideo game addiction
_xTreatment.
_934198
650 0 _aVideo games
_xPsychological aspects.
_934199
700 1 _aDelfabbro, Paul H.
_q(Paul Howard),
_eauthor.
_1https://id.oclc.org/worldcat/entity/E39PCjBKx7kc3w3QRxcDWvDM8y
_934200
758 _ihas work:
_aInternet gaming disorder (Text)
_1https://id.oclc.org/worldcat/entity/E39PCH4gHqRcgg89G4RcCdmjYd
_4https://id.oclc.org/worldcat/ontology/hasWork
776 0 8 _iPrint version:
_aKing, Daniel L.
_tInternet gaming disorder.
_dAcademic Press, [2019]
_z9780128129241
_w(OCoLC)1022779750
856 4 0 _3ScienceDirect
_uhttps://www.sciencedirect.com/science/book/9780128129241
999 _c216476
_d216476