Cognitive, emotional, and behavioral determinants involved in the use of video games: Towards a better understanding of excessive gaming for CBT interventions
Autor: | Élise Gorgeu, M. Hautekeete, Pierre Taquet |
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Rok vydání: | 2014 |
Předmět: |
Online and offline
Addiction media_common.quotation_subject medicine.medical_treatment Applied psychology ComputingMilieux_PERSONALCOMPUTING Cognition medicine.disease Cognitive behavioral therapy Psychiatry and Mental health Clinical Psychology Neuropsychology and Physiological Psychology Content analysis Video game addiction medicine Psychology Addictive behavior Social psychology Video game media_common |
Zdroj: | Journal de Thérapie Comportementale et Cognitive. 24:53-62 |
ISSN: | 1155-1704 |
DOI: | 10.1016/j.jtcc.2014.02.001 |
Popis: | Summary Studies on excessive video game use rarely focus on cognitive, emotional, and behavioral experience of video game players. CBTs for pathological gambling accurately address the cognitive processes of gamblers, but the typical functionings of video game players are not widely discussed in video game addiction CBT. This study clarifies these variables through content analysis of individual interviews conducted with frequent and/or excessive video game players. These players are characterized by high weekly gaming time (WGT), numerous years of playing practice and a PVP's score (Problem Video Game Playing Questionnaire) significantly correlated to WGT. These interviews focus on five key moments of the game: “Before”, “During” and “After” the game, and when “Winning” or “Losing”. A wide range of video games is taken into account both online and offline. The results, in conjunction with the existing literature, update variables known to cognitive psychology (various but specific emotions and physical manifestations; anticipatory, relief-oriented and permissive beliefs; attentional resources; etc.) and the dynamic richness of which is demonstrated according to the five playing moments. These specific variables provide a sound basis for studies concerning excessive video games use and for gaming experiences focused CBTs. |
Databáze: | OpenAIRE |
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