ALTERED STATES OF CONSCIOUSNESS IN GAMBLING AND INTERNET GAMING DISORDERS AS A RISK FACTOR FOR ADDICTION

T. Zinchenko, E. Shatochin
{"title":"ALTERED STATES OF CONSCIOUSNESS IN GAMBLING AND INTERNET GAMING DISORDERS AS A RISK FACTOR FOR ADDICTION","authors":"T. Zinchenko, E. Shatochin","doi":"10.36315/2022inpact062","DOIUrl":null,"url":null,"abstract":"\"In GD and IGD, both at the preclinical level of problem game and at the clinical level of pathological game, altered states of consciousness are observed during the game and shortly before. In the scientific literature, they are called flow-state, dark flow, game trance, game intoxication, and so on. During these states, the person loses touch with reality, the real life situation completely detached from life's problems and concerns, and associated emotional experiences and is transformed into the space of the game. Self-identification is disrupted, as a result of which the player identifies with the game character, the avatar-hero of the game, or with the network character. In addition, the perception of time and memory of events during the game is disrupted. These states themselves become very desirable and attractive to players and contribute to the emergence of a pathological desire to constantly participate in the game in order to repeat an unusual experience. In this review of research, based on the materials of numerous researches and own clinical practice, it is demonstrated that such altered states of consciousness can contribute to the formation of addiction, lead to negative psychosocial consequences and comorbid psychopathology. It also shows how the game industry induces such states with certain psychotechnical methods. Materials from clinical and neurobiological studies were used for the analysis. Electronic literature search was conducted using PubMed, PsychINFO, ScienceDirect, Web of Science and Google Scholar.\"","PeriodicalId":120251,"journal":{"name":"Psychological Applications and Trends","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Psychological Applications and Trends","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36315/2022inpact062","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

"In GD and IGD, both at the preclinical level of problem game and at the clinical level of pathological game, altered states of consciousness are observed during the game and shortly before. In the scientific literature, they are called flow-state, dark flow, game trance, game intoxication, and so on. During these states, the person loses touch with reality, the real life situation completely detached from life's problems and concerns, and associated emotional experiences and is transformed into the space of the game. Self-identification is disrupted, as a result of which the player identifies with the game character, the avatar-hero of the game, or with the network character. In addition, the perception of time and memory of events during the game is disrupted. These states themselves become very desirable and attractive to players and contribute to the emergence of a pathological desire to constantly participate in the game in order to repeat an unusual experience. In this review of research, based on the materials of numerous researches and own clinical practice, it is demonstrated that such altered states of consciousness can contribute to the formation of addiction, lead to negative psychosocial consequences and comorbid psychopathology. It also shows how the game industry induces such states with certain psychotechnical methods. Materials from clinical and neurobiological studies were used for the analysis. Electronic literature search was conducted using PubMed, PsychINFO, ScienceDirect, Web of Science and Google Scholar."
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
赌博和网络游戏障碍中意识状态的改变是成瘾的一个危险因素
“在GD和IGD中,无论是在问题游戏的临床前水平,还是在病理游戏的临床水平,在游戏期间和游戏前不久,都观察到意识状态的改变。在科学文献中,它们被称为流态、暗流、游戏恍惚、游戏中毒等。在这些状态中,玩家失去了与现实的联系,现实生活情境完全脱离了生活中的问题和担忧,以及相关的情感体验,并被转化为游戏空间。由于玩家认同游戏角色、游戏中的虚拟英雄或网络角色,自我认同被打乱了。此外,玩家在游戏过程中对时间的感知和对事件的记忆也会受到干扰。这些状态本身对玩家来说变得非常有吸引力,并促使玩家产生一种病态的欲望,即不断参与游戏以重复不寻常的体验。在本文的研究回顾中,基于大量的研究材料和自己的临床实践,证明了这种意识状态的改变可以促进成瘾的形成,导致负面的社会心理后果和共病的精神病理。它还展示了游戏产业是如何通过某些心理技术方法诱导这种状态的。来自临床和神经生物学研究的资料被用于分析。电子文献检索使用PubMed、PsychINFO、ScienceDirect、Web of Science和Google Scholar。”
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
LINKING MODAL AND AMODAL REPRESENTATIONS THROUGH LANGUAGE COMPUTATIONAL MODELS CLINICAL ASSESSMENT IN A PROFESSIONAL SETTING: ARE THERE IMPLICATIONS FOR SELF-REPORTS OF PSYCHOPATHOLOGY? MALADAPTIVE COGNITIONS AND EMOTIONAL REGULATION IN PTSD DOES VACCINE SCARCITY INFLUENCE THE EFFECT OF CONSPIRACY BELIEFS ON INTENTION TO VACCINATE AGAINST COVID-19? SOURCES OF TRANSITION-TO-WORK SELF-EFFICACY: CAREER EXPLORATION AND SOCIAL SUPPORT
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1