Pub Date : 2023-12-01DOI: 10.1097/cxa.0000000000000187
Paige Muir, S. Nolan
{"title":"Universal Access to Opioid Agonist Therapy in Residential Treatment Settings: The Time Is Now","authors":"Paige Muir, S. Nolan","doi":"10.1097/cxa.0000000000000187","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000187","url":null,"abstract":"","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"57 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139192005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-12-01DOI: 10.1097/cxa.0000000000000186
{"title":"Further Insights for Our Practice–Wishes for a Kinder 2024","authors":"","doi":"10.1097/cxa.0000000000000186","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000186","url":null,"abstract":"","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"4 3","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139191215","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1097/cxa.0000000000000183
Jan Slattery, Isaac Romkey, Igor Yakovenko
ABSTRACT Objective: The purpose of this study was to investigate potential gambling and gaming-related traits and motivations as predictors of increased loot box purchasing to identify risk factors for engagement with this potentially addictive element of video games. Methods: This study investigated whether impulsivity, completionism (ie, a need to collect in-game items), perceived social pressure, and an overall desire to have one’s gaming avatar look a certain way contribute to increased monthly loot box spending. It was hypothesized that impulsivity would predict increased loot box spending over and above age and gender, and that the sequential addition of completionism, perceived social pressure, and desire to have one’s game avatar look a certain way, will predict increased monthly loot box spending over and above antecedent variables. Results: A total of 601 adult video game players recruited via an online survey panel were analyzed. A large proportion of participants spent $0 on loot boxes. Thus, a gamma hurdle model to investigate binary endorsement of loot box purchasing and changes in monthly loot box spending. All the hypothesized variables significantly predicted binary endorsement, but not changes in monthly loot box spending. Conclusion: The findings highlight the nuance of how players engage in predatory gambling mechanics of video games such as loot boxes. A risk factors related to addiction like impulsivity and factors aligned with video game-related motivations may predict the decision to purchase a loot box, but perhaps not continued spending. Objectif: L’objectif de cette étude était d'étudier les traits de caractère et les motivations liés aux jeux d’argent et de hasard en tant que prédicteurs de l’augmentation des achats de coffres de butin afin d’identifier les facteurs de risque d’engagement avec cet élément des jeux vidéo qui peut créer une dépendance. Méthodes: Cette étude a cherché à savoir si l’impulsivité, l’achèvement (c’est-à-dire le besoin de collecter des objets dans le jeu), la pression sociale perçue et le désir général d’avoir un avatar de jeu d’une certaine façon contribuent à l’augmentation des dépenses mensuelles pour les coffres de butin. L’hypothèse est qu’au-delà de l'âge et du sexe, l’impulsivité prédit l’augmentation des dépenses en coffres de butin et que l’ajout séquentiel de l’achèvement, de la pression sociale perçue et du désir de donner une certaine apparence à l’avatar du jeu permettrons de prédire l’augmentation des dépenses mensuelles en coffres de butin au-delà des variables antécédentes. Résultats: Un total de 601 joueurs de jeux vidéo adultes recrutés par le biais d’un panel d’enquête en ligne a été analysé. Une grande partie des participants ont dépensé 0 $ pour des coffres à butin. Ainsi, un modèle de hurdle gamma a permis d'étudier l’endossement binaire de l’achat de coffres de butin et l'évolution des dépenses mensuelles en coffres de butin. Toutes les variables hypothétiques ont permis
摘要目的:本研究的目的是调查潜在的赌博和游戏相关特征和动机,作为增加战利品盒购买的预测因素,以确定电子游戏中这种潜在成瘾元素的参与风险因素。方法:该研究调查了冲动性、复杂性(游戏邦注:即收集游戏道具的需求)、感知到的社交压力以及希望自己的游戏角色呈现某种样子的整体愿望是否会导致每月战利品箱消费的增加。假设冲动性可以预测年龄和性别之外的战利品盒消费增加,而复杂主义、感知到的社会压力和对游戏角色的某种渴望的连续增加,将预测每月增加的战利品盒消费,而不是之前的变量。结果:通过在线调查小组对601名成人电子游戏玩家进行了分析。很大一部分参与者在战利品盒上花费0美元。因此,我们需要一个伽玛障碍模型来研究战利品盒购买的二元认可和每月战利品盒消费的变化。所有假设变量都能显著预测二元背书,但不能预测每月战利品箱消费的变化。结论:这些发现突出了玩家如何参与电子游戏(如战利品箱)的掠夺性赌博机制的细微差别。与上瘾相关的风险因素,如冲动和与电子游戏相关的动机可能会预测购买战利品盒的决定,但可能不会持续消费。目的:确定确定的目标、确定的因素、确定的动机、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素、确定的因素。交换交换:交换交换和交换交换(交换交换和交换交换),交换交换和交换交换(交换交换和交换交换),交换交换和交换交换,交换交换和交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换,交换交换。L ' hypothise est qu ' au- delacom de L ' ge et du sexe, L ' impulse vitvite pracimdit ' augmentation des dancies en coffres de butin et que L ' ajent sancient de L ' achement, L ' press sociale perpue et du dancies de donner, L ' avatar du jejepermetrons de prachims ' augmentation des dancies men ' suelles en coffres de butin au- delacom des variables and samacimente。成年男性和成年女性总共有601名男性和成年女性,他们分别是男性和女性,他们是男性和女性。一场盛大的派对要求参与者不要花费10美元购买咖啡或咖啡。例如,如果你有一个障碍,你就会得到一个许可,你就会得到一个许可,你就会得到一个许可,你就会得到一个许可,你就会得到一个许可,你就会得到一个许可,你就会得到一个许可。这些变量中,假设的变项是:前程的变项是:前程的变项是:前程的变项;前程的变项是:前程的变项。结论:不同年龄的人对不同年龄的人有不同的看法,不同年龄的人对不同年龄的人有不同的看法,不同年龄的人有不同的看法。unteur de risque livier, comme l ' impulse vitest,以及unteres livers sur les motivation, unteres livers aux jeux viden, unteres livers, unteres livers, unteres livers, unteres livers, unteres livers, unteres livers, unteres livers, unteres livers, unteres livers, unteres livers, unteres livers。
{"title":"Impulsivity and Video Game–related Motives as Predictors of Video Game Loot Box Use","authors":"Jan Slattery, Isaac Romkey, Igor Yakovenko","doi":"10.1097/cxa.0000000000000183","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000183","url":null,"abstract":"ABSTRACT Objective: The purpose of this study was to investigate potential gambling and gaming-related traits and motivations as predictors of increased loot box purchasing to identify risk factors for engagement with this potentially addictive element of video games. Methods: This study investigated whether impulsivity, completionism (ie, a need to collect in-game items), perceived social pressure, and an overall desire to have one’s gaming avatar look a certain way contribute to increased monthly loot box spending. It was hypothesized that impulsivity would predict increased loot box spending over and above age and gender, and that the sequential addition of completionism, perceived social pressure, and desire to have one’s game avatar look a certain way, will predict increased monthly loot box spending over and above antecedent variables. Results: A total of 601 adult video game players recruited via an online survey panel were analyzed. A large proportion of participants spent $0 on loot boxes. Thus, a gamma hurdle model to investigate binary endorsement of loot box purchasing and changes in monthly loot box spending. All the hypothesized variables significantly predicted binary endorsement, but not changes in monthly loot box spending. Conclusion: The findings highlight the nuance of how players engage in predatory gambling mechanics of video games such as loot boxes. A risk factors related to addiction like impulsivity and factors aligned with video game-related motivations may predict the decision to purchase a loot box, but perhaps not continued spending. Objectif: L’objectif de cette étude était d'étudier les traits de caractère et les motivations liés aux jeux d’argent et de hasard en tant que prédicteurs de l’augmentation des achats de coffres de butin afin d’identifier les facteurs de risque d’engagement avec cet élément des jeux vidéo qui peut créer une dépendance. Méthodes: Cette étude a cherché à savoir si l’impulsivité, l’achèvement (c’est-à-dire le besoin de collecter des objets dans le jeu), la pression sociale perçue et le désir général d’avoir un avatar de jeu d’une certaine façon contribuent à l’augmentation des dépenses mensuelles pour les coffres de butin. L’hypothèse est qu’au-delà de l'âge et du sexe, l’impulsivité prédit l’augmentation des dépenses en coffres de butin et que l’ajout séquentiel de l’achèvement, de la pression sociale perçue et du désir de donner une certaine apparence à l’avatar du jeu permettrons de prédire l’augmentation des dépenses mensuelles en coffres de butin au-delà des variables antécédentes. Résultats: Un total de 601 joueurs de jeux vidéo adultes recrutés par le biais d’un panel d’enquête en ligne a été analysé. Une grande partie des participants ont dépensé 0 $ pour des coffres à butin. Ainsi, un modèle de hurdle gamma a permis d'étudier l’endossement binaire de l’achat de coffres de butin et l'évolution des dépenses mensuelles en coffres de butin. Toutes les variables hypothétiques ont permis","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135737390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1097/cxa.0000000000000181
Emma V. Ritchie, Karli Rapinda, Jeffrey D. Wardell, Hyoun S. Kim, Matthew T. Keough
ABSTRACT Objectives: The objective of this study was to longitudinally study engagement in video gaming throughout the first 11 months of the COVID-19 pandemic using latent growth curve modeling. Methods: A total of 332 Canadian adults ( M age =33.79, 60.8% men) who played video games were recruited from the crowdsourcing site Prolific. Participants responded to 4 waves of surveys (spaced 3 mo apart) from April 2020 to March 2021. The main outcome of interest was time spent gaming, measured in hours spent gaming in the past 30 days before each assessment wave. Results: Latent growth curve modelling showed that participants reported high initial levels of gaming, but progressively declined in gaming activity across the subsequent waves. Being male, living with others, experiencing a decrease in income because of COVID-19, endorsement of disordered gaming symptoms, game preference, and solitary gaming were significant predictors of increased gaming at the outset of the pandemic. However, only age was related to longer-term declines in gaming during the pandemic, such that older participants’ gaming decreased at a more accelerated rate. Conclusions: This study suggests that gaming declined over the course of the pandemic and was not a problematic behaviour on average among a community sample of Canadian adults during the COVID-19 pandemic. Objectifs: L’objectif de cette étude était d'étudier longitudinalement l’engagement dans les jeux vidéo au cours des onze premiers mois de la pandémie de COVID-19 en utilisant la modélisation de la courbe de croissance latente. Méthodes: Au total, 332 adultes canadiens (âge=33,79, 60,8% d’hommes) jouant à des jeux vidéo ont été recrutés sur le site de recrutement Prolific. Les participants ont répondu à quatre vagues d’enquêtes (espacées de 3 mois) d’avril 2020 à mars 2021. Le principal résultat d’intérêt était le temps passé à jouer, mesuré en heures passées à jouer au cours des 30 derniers jours précédant chaque vague d'évaluation. Résultats: La modélisation de la courbe de croissance latente a montré que les participants ont signalé des niveaux initiaux élevés de jeu, mais ont progressivement diminué leur activité de jeu au cours des vagues suivantes. Le fait d'être un homme, de vivre avec d’autres personnes, de subir une baisse de revenu en raison du COVID-19, d’endosser des symptômes de troubles du jeu, les préférences de jeux et de jouer en solitaire étaient des facteurs prédictifs significatifs d’une augmentation de l’activité de jeu au début de la pandémie. Cependant, seul l'âge était lié à une diminution à plus long terme du jeu pendant la pandémie, de sorte que le temps de jeu des participants plus âgés diminuait à un rythme plus rapide. Conclusions: Cette étude, prise parmi un échantillon communautaire d’adultes canadiens pendant la pandémie de COVID-19, suggère qu’en moyenne, le jeu a diminué au cours de la pandémie et n’a pas été un comportement problématique.
{"title":"A Longitudinal Study of Gaming Patterns During the First 11 Months of the COVID-19 Pandemic","authors":"Emma V. Ritchie, Karli Rapinda, Jeffrey D. Wardell, Hyoun S. Kim, Matthew T. Keough","doi":"10.1097/cxa.0000000000000181","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000181","url":null,"abstract":"ABSTRACT Objectives: The objective of this study was to longitudinally study engagement in video gaming throughout the first 11 months of the COVID-19 pandemic using latent growth curve modeling. Methods: A total of 332 Canadian adults ( M age =33.79, 60.8% men) who played video games were recruited from the crowdsourcing site Prolific. Participants responded to 4 waves of surveys (spaced 3 mo apart) from April 2020 to March 2021. The main outcome of interest was time spent gaming, measured in hours spent gaming in the past 30 days before each assessment wave. Results: Latent growth curve modelling showed that participants reported high initial levels of gaming, but progressively declined in gaming activity across the subsequent waves. Being male, living with others, experiencing a decrease in income because of COVID-19, endorsement of disordered gaming symptoms, game preference, and solitary gaming were significant predictors of increased gaming at the outset of the pandemic. However, only age was related to longer-term declines in gaming during the pandemic, such that older participants’ gaming decreased at a more accelerated rate. Conclusions: This study suggests that gaming declined over the course of the pandemic and was not a problematic behaviour on average among a community sample of Canadian adults during the COVID-19 pandemic. Objectifs: L’objectif de cette étude était d'étudier longitudinalement l’engagement dans les jeux vidéo au cours des onze premiers mois de la pandémie de COVID-19 en utilisant la modélisation de la courbe de croissance latente. Méthodes: Au total, 332 adultes canadiens (âge=33,79, 60,8% d’hommes) jouant à des jeux vidéo ont été recrutés sur le site de recrutement Prolific. Les participants ont répondu à quatre vagues d’enquêtes (espacées de 3 mois) d’avril 2020 à mars 2021. Le principal résultat d’intérêt était le temps passé à jouer, mesuré en heures passées à jouer au cours des 30 derniers jours précédant chaque vague d'évaluation. Résultats: La modélisation de la courbe de croissance latente a montré que les participants ont signalé des niveaux initiaux élevés de jeu, mais ont progressivement diminué leur activité de jeu au cours des vagues suivantes. Le fait d'être un homme, de vivre avec d’autres personnes, de subir une baisse de revenu en raison du COVID-19, d’endosser des symptômes de troubles du jeu, les préférences de jeux et de jouer en solitaire étaient des facteurs prédictifs significatifs d’une augmentation de l’activité de jeu au début de la pandémie. Cependant, seul l'âge était lié à une diminution à plus long terme du jeu pendant la pandémie, de sorte que le temps de jeu des participants plus âgés diminuait à un rythme plus rapide. Conclusions: Cette étude, prise parmi un échantillon communautaire d’adultes canadiens pendant la pandémie de COVID-19, suggère qu’en moyenne, le jeu a diminué au cours de la pandémie et n’a pas été un comportement problématique.","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135737651","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1097/cxa.0000000000000178
Gemma Mestre-Bach, Marc N. Potenza
ABSTRACT Objectives: Here, we aimed to consider the neural factors associated with internet gaming disorder (IGD), as well as the associations between these factors and existing treatments for the disorder. Methods: A narrative review was conducted. Results: Pharmacological as well as psychological treatments for IGD may be associated with specific changes in multiple brain areas and circuits. In particular, frontostriatal and subcortical regions and pathways appear relevant to IGD and its treatment. Conclusions: Neuroimaging holds promise for identifying specific mechanisms underlying IGD interventions. However, to date, firm conclusions are difficult to draw and more research examining neural mechanisms of empirically supported treatments for IGD is needed. Objectifs: Nous avons cherché à examiner les facteurs neuronaux associés au trouble du jeu sur internet (TJI), ainsi que les associations entre ces facteurs et les traitements existants pour ce trouble. Méthodes: Une étude narrative a été réalisée. Résultats: Les traitements pharmacologiques et psychologiques du TJI peuvent être associés à des changements spécifiques dans de multiples zones et circuits cérébraux. En particulier, les régions et voies fronto-striatales et sous-corticales semblent pertinentes pour le TJI et son traitement. Conclusions: La neuro-imagerie est prometteuse pour l’identification des mécanismes spécifiques qui sous-tendent les interventions du TJI. Cependant, à ce jour, il est difficile de tirer des conclusions définitives et il est nécessaire de poursuivre les recherches sur les mécanismes neuronaux des traitements empiriques du TJI.
{"title":"Neuroimaging Correlates of Internet Gaming Disorder: Can We Achieve the Promise of Translating Understanding of Brain Functioning Into Clinical Advances?","authors":"Gemma Mestre-Bach, Marc N. Potenza","doi":"10.1097/cxa.0000000000000178","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000178","url":null,"abstract":"ABSTRACT Objectives: Here, we aimed to consider the neural factors associated with internet gaming disorder (IGD), as well as the associations between these factors and existing treatments for the disorder. Methods: A narrative review was conducted. Results: Pharmacological as well as psychological treatments for IGD may be associated with specific changes in multiple brain areas and circuits. In particular, frontostriatal and subcortical regions and pathways appear relevant to IGD and its treatment. Conclusions: Neuroimaging holds promise for identifying specific mechanisms underlying IGD interventions. However, to date, firm conclusions are difficult to draw and more research examining neural mechanisms of empirically supported treatments for IGD is needed. Objectifs: Nous avons cherché à examiner les facteurs neuronaux associés au trouble du jeu sur internet (TJI), ainsi que les associations entre ces facteurs et les traitements existants pour ce trouble. Méthodes: Une étude narrative a été réalisée. Résultats: Les traitements pharmacologiques et psychologiques du TJI peuvent être associés à des changements spécifiques dans de multiples zones et circuits cérébraux. En particulier, les régions et voies fronto-striatales et sous-corticales semblent pertinentes pour le TJI et son traitement. Conclusions: La neuro-imagerie est prometteuse pour l’identification des mécanismes spécifiques qui sous-tendent les interventions du TJI. Cependant, à ce jour, il est difficile de tirer des conclusions définitives et il est nécessaire de poursuivre les recherches sur les mécanismes neuronaux des traitements empiriques du TJI.","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135737391","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1097/cxa.0000000000000184
{"title":"Characteristics of Seekers of Couple Therapy for Alcohol Use or Gambling Disorder: Erratum","authors":"","doi":"10.1097/cxa.0000000000000184","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000184","url":null,"abstract":"","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135737392","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1097/cxa.0000000000000182
Devin J. Mills, Wen Li Anthony, Uibin Lee, Lia Nower
ABSTRACT Two of the most popular recreational activities, video gaming and gambling, have converged in a number of different ways including through (1) social casino gaming, (2) loot boxes, (3) skin betting, (4) esports betting, and (5) play-to-earn video gaming. These convergences have brought about concerns, surrounding the increased risk of problems related to excessive use. The present paper reviews the current literature across these 5 areas of convergence, summarizing the implications for policy and future research. The findings from our review generally underscore the modest to strong increase in risk for harms due to these convergences that has important policy implications for regulation. However, much of the research continues to draw from convenience sampling and cross-sectional study designs. Therefore, though concerns regarding continued convergence persist, there is a strong need for further research in this area that utilizes more rigorous methods and employs a broader assessment of both video gaming and gambling engagement. Deux des activités récréatives les plus populaires, les jeux vidéo et les jeux d’argent, ont convergé de différentes manières, notamment par le biais : (1) des jeux de casino sociaux, (2) des coffres de butin, (3) des paris Skin, (4) des paris sportifs en ligne, et (5) des jeux vidéo où l’on gagne de l’argent. Ces convergences ont suscité des inquiétudes quant au risque accru de problèmes liés à une utilisation excessive. Le présent document passe en revue la littérature actuelle dans ces cinq domaines de convergence, en résumant les implications pour la politique et la recherche future. Les résultats de notre examen soulignent généralement l’augmentation modeste à forte du risque de dommages due à ces convergences, qui a d’importantes implications politiques pour la réglementation. Toutefois, une grande partie de la recherche continue de s’appuyer sur des échantillonnages de commodité et des études transversales. Par conséquent, bien que les inquiétudes concernant la poursuite de la convergence persistent, il est absolument nécessaire de poursuivre les recherches dans ce domaine en utilisant des méthodes plus rigoureuses et en procédant à une évaluation plus large des jeux vidéo et de l’engagement dans les jeux d’argent.
{"title":"Implications of the Increasing Convergence of Video Gaming and Gambling: A Narrative Review","authors":"Devin J. Mills, Wen Li Anthony, Uibin Lee, Lia Nower","doi":"10.1097/cxa.0000000000000182","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000182","url":null,"abstract":"ABSTRACT Two of the most popular recreational activities, video gaming and gambling, have converged in a number of different ways including through (1) social casino gaming, (2) loot boxes, (3) skin betting, (4) esports betting, and (5) play-to-earn video gaming. These convergences have brought about concerns, surrounding the increased risk of problems related to excessive use. The present paper reviews the current literature across these 5 areas of convergence, summarizing the implications for policy and future research. The findings from our review generally underscore the modest to strong increase in risk for harms due to these convergences that has important policy implications for regulation. However, much of the research continues to draw from convenience sampling and cross-sectional study designs. Therefore, though concerns regarding continued convergence persist, there is a strong need for further research in this area that utilizes more rigorous methods and employs a broader assessment of both video gaming and gambling engagement. Deux des activités récréatives les plus populaires, les jeux vidéo et les jeux d’argent, ont convergé de différentes manières, notamment par le biais : (1) des jeux de casino sociaux, (2) des coffres de butin, (3) des paris Skin, (4) des paris sportifs en ligne, et (5) des jeux vidéo où l’on gagne de l’argent. Ces convergences ont suscité des inquiétudes quant au risque accru de problèmes liés à une utilisation excessive. Le présent document passe en revue la littérature actuelle dans ces cinq domaines de convergence, en résumant les implications pour la politique et la recherche future. Les résultats de notre examen soulignent généralement l’augmentation modeste à forte du risque de dommages due à ces convergences, qui a d’importantes implications politiques pour la réglementation. Toutefois, une grande partie de la recherche continue de s’appuyer sur des échantillonnages de commodité et des études transversales. Par conséquent, bien que les inquiétudes concernant la poursuite de la convergence persistent, il est absolument nécessaire de poursuivre les recherches dans ce domaine en utilisant des méthodes plus rigoureuses et en procédant à une évaluation plus large des jeux vidéo et de l’engagement dans les jeux d’argent.","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135737393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1097/cxa.0000000000000185
Sophie G. Coelho, Jenna L. Vieira, Matthew T. Keough, Hyoun S. Kim
The global video gaming market has surged in recent years. Valued at more than $200 billion CAD and continuing to expand, gaming now constitutes the largest entertainment industry.1 Indeed, a growing global population of more than 3 billion adults now report playing video games.2 Although an innocuous pastime for most, for a subpopulation of gamers, gaming may become excessive. Excessive gaming contributes to a variety of adverse outcomes, including impaired academic and social functioning, increased aggressive and oppositional behaviours, reduced sleep quality, and poorer overall physical and mental health.3,4 Consequently, an understanding of its risk factors is critical. Acknowledging the potential for gaming to become problematic, gaming disorder is now recognized as an addictive disorder in the International Classification of Diseases 11 and is characterized by impaired control over gaming, continuation of gaming despite negative consequences, and the prioritization of gaming over other life interests.5 The Diagnostic and Statistical Manual of Mental Disorders similarly highlights internet gaming disorder as a recommended condition for further study, with its diagnostic criteria mirroring those of other addictive disorders.6 Recent data suggest that approximately three percent of adolescents and adults globally meet the criteria for gaming disorder––comparable to the prevalence of some substance use disorders and exceeding that of gambling disorder.7,8 Together, these formal recognitions and high prevalence estimates have precipitated a burgeoning field of research seeking to understand the biological, psychological, and social factors subserving risk for and protection against gaming disorder,9–11 and its convergence with other addictive disorders.12 Still, with the continuing expansion of the global gaming market and the concomitant broadening of the gaming population, new empirical data incorporating multidisciplinary and cross-cultural perspectives are needed to understand for whom and in what contexts the risk for gaming disorder may be heightened. To this end, we are pleased to introduce this special issue in the Canadian Journal of Addiction, featuring 5 papers describing recent advances in gaming disorder research. NEUROBIOLOGICAL AND PSYCHOLOGICAL CORRELATES OF GAMING DISORDER Mounting evidence suggests that gaming disorder, though a behavioural addiction, may have important neurobiological underpinnings. Mestre-Bach and Potenza13 consolidate this evidence, providing a narrative review of studies investigating the neural correlates of gaming disorder and its treatment. Neural correlates of gaming disorder identified were both structural and functional. Structurally, Mestre-Bach and Potenza present evidence for differences in grey matter volume and white matter integrity in several brain regions, including those implicated in cognitive control, attention, and emotion regulation––functions that, they argue, may contribute to the prese
{"title":"Current and Future Directions in Gaming Disorder Research","authors":"Sophie G. Coelho, Jenna L. Vieira, Matthew T. Keough, Hyoun S. Kim","doi":"10.1097/cxa.0000000000000185","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000185","url":null,"abstract":"The global video gaming market has surged in recent years. Valued at more than $200 billion CAD and continuing to expand, gaming now constitutes the largest entertainment industry.1 Indeed, a growing global population of more than 3 billion adults now report playing video games.2 Although an innocuous pastime for most, for a subpopulation of gamers, gaming may become excessive. Excessive gaming contributes to a variety of adverse outcomes, including impaired academic and social functioning, increased aggressive and oppositional behaviours, reduced sleep quality, and poorer overall physical and mental health.3,4 Consequently, an understanding of its risk factors is critical. Acknowledging the potential for gaming to become problematic, gaming disorder is now recognized as an addictive disorder in the International Classification of Diseases 11 and is characterized by impaired control over gaming, continuation of gaming despite negative consequences, and the prioritization of gaming over other life interests.5 The Diagnostic and Statistical Manual of Mental Disorders similarly highlights internet gaming disorder as a recommended condition for further study, with its diagnostic criteria mirroring those of other addictive disorders.6 Recent data suggest that approximately three percent of adolescents and adults globally meet the criteria for gaming disorder––comparable to the prevalence of some substance use disorders and exceeding that of gambling disorder.7,8 Together, these formal recognitions and high prevalence estimates have precipitated a burgeoning field of research seeking to understand the biological, psychological, and social factors subserving risk for and protection against gaming disorder,9–11 and its convergence with other addictive disorders.12 Still, with the continuing expansion of the global gaming market and the concomitant broadening of the gaming population, new empirical data incorporating multidisciplinary and cross-cultural perspectives are needed to understand for whom and in what contexts the risk for gaming disorder may be heightened. To this end, we are pleased to introduce this special issue in the Canadian Journal of Addiction, featuring 5 papers describing recent advances in gaming disorder research. NEUROBIOLOGICAL AND PSYCHOLOGICAL CORRELATES OF GAMING DISORDER Mounting evidence suggests that gaming disorder, though a behavioural addiction, may have important neurobiological underpinnings. Mestre-Bach and Potenza13 consolidate this evidence, providing a narrative review of studies investigating the neural correlates of gaming disorder and its treatment. Neural correlates of gaming disorder identified were both structural and functional. Structurally, Mestre-Bach and Potenza present evidence for differences in grey matter volume and white matter integrity in several brain regions, including those implicated in cognitive control, attention, and emotion regulation––functions that, they argue, may contribute to the prese","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135737266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-01DOI: 10.1097/cxa.0000000000000180
Vinicius Oliveira de Andrade, Yago Luksevicius de Moraes, Hermano Tavares
ABSTRACT Background: The video game industry is increasing worldwide and Brazil is the leading market in South America. Abuse of video games has been an international concern for a few decades and the World Health Organization included gaming disorder in the 11th version of the International Classification of Diseases. Method: In this article, we cite some academic works and our own experiences to reflect about obstacles commonly found by researchers, beginning with the lack of a consensual definition of what is gaming. Then, we show some characteristics of the Brazilian scenario regarding research about gaming in general and clinical practices about gaming disorder in particular and discuss how sociopolitical traits may impact them. Conclusions: Finally, we discuss some options to avoid pathologizing normal behaviour and the importance of connections between psychiatrists and other groups from within and outside academia, such as researchers from game design and politicians, respectively. Arrière-plan: L’industrie des jeux vidéo se développe dans le monde entier et le Brésil est le marché principal d’Amérique du Sud. L’abus de jeux vidéo est une préoccupation internationale depuis quelques décennies et l’Organisation mondiale de la santé a inclus le trouble du jeu dans la 11e version de la classification internationale des maladies. Mèthode: Dans cet article, nous passons en revue certains obstacles fréquemment rencontrés par les chercheurs, à commencer par l’absence de définition consensuelle de ce qu’est le jeu. Ensuite, nous montrons certaines caractéristiques du scénario brésilien concernant la recherche sur le jeu en général et les pratiques cliniques sur le trouble du jeu en particulier, et nous discutons de la manière dont les caractéristiques sociopolitiques peuvent les influencer. Conclusion: Enfin, nous discutons de certaines options pour éviter de pathologiser un comportement normal et de l’importance des liens entre les psychiatres et d’autres groupes à l’intérieur et à l’extérieur du monde universitaire, tels que respectivement les chercheurs en conception de jeux et les politiciens.
摘要背景:电子游戏产业在全球范围内都在增长,而巴西是南美洲的主要市场。几十年来,滥用电子游戏一直是国际关注的问题,世界卫生组织(World Health Organization)将游戏障碍列入了第11版《国际疾病分类》。方法:在本文中,我们将引用一些学术著作和我们自己的经验来反映研究人员普遍发现的障碍,首先是缺乏对游戏的共识定义。然后,我们展示了巴西关于游戏研究的一些特征,特别是关于游戏障碍的临床实践,并讨论了社会政治特征如何影响他们。结论:最后,我们讨论了一些避免将正常行为病态化的选择,以及精神科医生与学术界内外其他团体(如游戏设计研究人员和政治家)之间联系的重要性。重新计划:将和·············将·············《关于变性变性人的规定》包括《变性人的问题》、《关于变性人的问题的国际规定》、《关于变性人的国际规定》和《关于变性人的国际规定》。方法:如上文所述,由于某些原因,某些障碍阻碍了战斗部和其他战斗部的交换和交换,因此无法确定战斗部和其他战斗部的交换。因此,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人认为,有些人是影响者。结论:最后,我们讨论了某些选择,例如,不符合正常行为的病理学人的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格,不符合正常行为的人格。
{"title":"Theoretical and Pragmatical Challenges in Game Studies in Brazil","authors":"Vinicius Oliveira de Andrade, Yago Luksevicius de Moraes, Hermano Tavares","doi":"10.1097/cxa.0000000000000180","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000180","url":null,"abstract":"ABSTRACT Background: The video game industry is increasing worldwide and Brazil is the leading market in South America. Abuse of video games has been an international concern for a few decades and the World Health Organization included gaming disorder in the 11th version of the International Classification of Diseases. Method: In this article, we cite some academic works and our own experiences to reflect about obstacles commonly found by researchers, beginning with the lack of a consensual definition of what is gaming. Then, we show some characteristics of the Brazilian scenario regarding research about gaming in general and clinical practices about gaming disorder in particular and discuss how sociopolitical traits may impact them. Conclusions: Finally, we discuss some options to avoid pathologizing normal behaviour and the importance of connections between psychiatrists and other groups from within and outside academia, such as researchers from game design and politicians, respectively. Arrière-plan: L’industrie des jeux vidéo se développe dans le monde entier et le Brésil est le marché principal d’Amérique du Sud. L’abus de jeux vidéo est une préoccupation internationale depuis quelques décennies et l’Organisation mondiale de la santé a inclus le trouble du jeu dans la 11e version de la classification internationale des maladies. Mèthode: Dans cet article, nous passons en revue certains obstacles fréquemment rencontrés par les chercheurs, à commencer par l’absence de définition consensuelle de ce qu’est le jeu. Ensuite, nous montrons certaines caractéristiques du scénario brésilien concernant la recherche sur le jeu en général et les pratiques cliniques sur le trouble du jeu en particulier, et nous discutons de la manière dont les caractéristiques sociopolitiques peuvent les influencer. Conclusion: Enfin, nous discutons de certaines options pour éviter de pathologiser un comportement normal et de l’importance des liens entre les psychiatres et d’autres groupes à l’intérieur et à l’extérieur du monde universitaire, tels que respectivement les chercheurs en conception de jeux et les politiciens.","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135737013","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-06-01DOI: 10.1097/cxa.0000000000000176
el-Guebaly Nady
{"title":"Seeking Empirical Evidence for the Role of Pets","authors":"el-Guebaly Nady","doi":"10.1097/cxa.0000000000000176","DOIUrl":"https://doi.org/10.1097/cxa.0000000000000176","url":null,"abstract":"","PeriodicalId":54014,"journal":{"name":"Canadian Journal of Addiction","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44302816","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}