Studies have shown that regular video game use might improve cognitive and social skills. In cont... more Studies have shown that regular video game use might improve cognitive and social skills. In contrast, other studies have documented the negative outcomes of excessive gaming visa -vis health and socio-professional spheres. Both positive and negative outcomes of video game use were linked to their structural characteristics (i.e., features that make the game appealing or are inducements for all gamers to keep playing regularly). The current study tested whether active video gamers from main genres (massively multiplayer online role-playing games, online first person shooter, multiplayer online battle arena) differed in a laboratory task that measured inhibitory control. Eighty-one gamers performed the Hybrid-Stop Task, assessing restraint (go/no-go trials) and cancellation (stop-signal trials) processes of a prepotent response. They completed additional self-reported questionnaires measuring demographics, problematic video game use, impulsivity traits, and depressive symptoms. Results showed that when confounding variables were controlled for, participants who favored online first person shooter were characterized by accelerated motor responses yet reduced abilities to cancel a prepotent response. No differences between groups were identified regarding the restraint process. The findings of this pilot study might have clear implications for video gaming research by supporting the critical importance of distinguishing between video game genres when considering their specific potential benefits and detrimental effects.
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it... more Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.
ABSTRACT During the last decade, Massively Multiplayer Online games (MMO) have gained a particula... more ABSTRACT During the last decade, Massively Multiplayer Online games (MMO) have gained a particular interest. With dozen of millions users playing every day, the prevalence rate for the excessive and problematic usage of MMO is varying from 5 to 15%. Defined in the DSM-5 as Internet Gaming Disorder, the negative repercussions on health and on both family and professional spheres can be heavy. Several studies have highlighted the role of impaired inhibition capacities on the onset and maintenance of problematic behavior. More specifically, the inhibition of prepotent response identified and defined by Friedman and Miyake (2004) as the ability to deliberately suppress automatic behaviors has been reported impaired among excessive players. Another cognitive mechanism that was related to excessive online gambling is decision making abilities. It has thus been proposed that excessive gamers have difficulties to balance short term benefits with future outcomes (e.g., neglecting relationships) The aim of our study is to compare inhibitory control and decision making skills in problematic and non-problematic gamers (previous studies often compared problematic gamers with non-gamers). A secondary objective of the study will be to compare proportion of problematic versus non-problematic players according to the main types of MMOs (MMORPGs, FPS, MOBA).
ABSTRACT Chemical and behavioral addictions are highly prevalent in our societies. Nevertheless, ... more ABSTRACT Chemical and behavioral addictions are highly prevalent in our societies. Nevertheless, studies investigating a large panel of addictive behaviors in a community sample are lacking from the current literature on the topic. The aim of the current study is to explore addictive behaviors prevalence, characteristics, and interrelations in a sample of French speaking adults from the general population. Both substances (alcohol, tobacco, cannabis, drugs) and behaviors (gambling, Internet, buying, sport, work, mobile phone, eating) were considered. Several features of these addictive behaviors (involved in the triggering of the behaviors) were considered, namely, frequency, loss of control, hedonic aspects, craving, impact upon the daily living, and emotional contexts. 770 subjects answered to the online survey. Descriptive results will be presented for each conducts and their related features (prevalence, comorbidities, specific characteristics associated with each addictive behaviors). Our study thus provides a detailed overview of the current conducts' prevalence along with their co-occurrences. It also sheds some lights on how these behaviors may have an impact upon the daily living, and eventually turn into problematic behaviors. A particular emphasis is set on some behavioral conducts, like Internet gaming which is particularly salient.
Background and aims: Multiplayer Online Battle Arena (MOBA) games have become the most popular ty... more Background and aims: Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role Playing Games (MMORPGs) and First-Person Shooter (FPS) games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states, but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends’ gamers (currently the most popular MOBA game). Method: Thirty-six League of Legends’ gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsivity Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results: Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusion: Despite the preliminary nature of the results and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.
While addictions to substances such as alcohol, tobacco, and other drugs have been extensively in... more While addictions to substances such as alcohol, tobacco, and other drugs have been extensively investigated, interest
has been growing in potential non-substance-related addictive behaviors (e.g., excessive gambling, buying
or playing video games). In the current study, we sought to determine the prevalence and characteristics of a
wide range of addictive behaviors in a general population sample and to identify reliable subgroups of individuals
displaying addictive behaviors.
Seven hundred seventy participants completed an online survey. The survey screened for the presence and characteristics
of the main recognized substance and behavioral addictions (alcohol, tobacco, cannabis, other drugs,
gambling, compulsive shopping, intensive exercise, Internet and mobile phone overuse, intensive work involvement,
and overeating) in a three-month period. Key aspects of addiction were measured for each reported behavior,
including negative outcomes, emotional triggers (positive and negative emotional contexts), search for
stimulation or pleasure, loss of control, and cognitive salience.
Latent class analysis allowed us to identify three theoretically and clinically relevant subgroups of individuals. The
first class groups problematic users, i.e., addiction-prone individuals. The second class groups at-risk users who
frequently engage in potentially addictive behaviors to regulate emotional states (especially overinvolvement
in common behaviors such as eating, working, or buying). The third class groups individuals who are not
prone to addictive behaviors.
The existence of different groups in the population sheds new light on the distinction between problematic and
non-problematic addiction-like behaviors.
Internet gaming disorder is one of the main types of Internet-related disorders. Recently, and de... more Internet gaming disorder is one of the main types of Internet-related disorders. Recently, and despite inconsistencies in classification and limited data regarding the etiology of the condition, Internet gaming disorder has been included in
Sect. 3 (research appendix) of the DSM-5. The focus of the current chapter was the dysfunctional involvement in a specific type of video game which has some inherent characteristics reinforcing its addictive nature: Massively Multiplayer Online Role-Playing Games (MMORPGs). MMORPGs are indeed one of the
most recent and popular types of video games played worldwide, and problematic and uncontrolled involvement in playing MMORPGs is the most frequently reported activity by people seeking help for an Internet-related problem. In this chapter, we first described the specific structural characteristics of MMORPGs themselves (e.g., permanent world, reinforcement schedule, advancement systems, interface favoring social exchanges) and explained how they can increase their “addictive potential”. Then, the main psychological factors
(motives to play, impulsivity traits) were reviewed alongside neurobiological features (e.g., changes in neural circuitry involved in controlled regulation of behavior and reward drive) related to the development and maintenance of MMORPG addiction. The few available studies having tested the efficacy of
treatments targeting Internet and video game addictions were also briefly considered. Limitations of existing data are emphasized, and avenues for further research proposed (both at the theoretical and clinical levels).
Studies have shown that regular video game use might improve cognitive and social skills. In cont... more Studies have shown that regular video game use might improve cognitive and social skills. In contrast, other studies have documented the negative outcomes of excessive gaming visa -vis health and socio-professional spheres. Both positive and negative outcomes of video game use were linked to their structural characteristics (i.e., features that make the game appealing or are inducements for all gamers to keep playing regularly). The current study tested whether active video gamers from main genres (massively multiplayer online role-playing games, online first person shooter, multiplayer online battle arena) differed in a laboratory task that measured inhibitory control. Eighty-one gamers performed the Hybrid-Stop Task, assessing restraint (go/no-go trials) and cancellation (stop-signal trials) processes of a prepotent response. They completed additional self-reported questionnaires measuring demographics, problematic video game use, impulsivity traits, and depressive symptoms. Results showed that when confounding variables were controlled for, participants who favored online first person shooter were characterized by accelerated motor responses yet reduced abilities to cancel a prepotent response. No differences between groups were identified regarding the restraint process. The findings of this pilot study might have clear implications for video gaming research by supporting the critical importance of distinguishing between video game genres when considering their specific potential benefits and detrimental effects.
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it... more Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming. The act of formalizing this disorder, even as a proposal, has negative medical, scientific, public-health, societal, and human rights fallout that should be considered. Of particular concern are moral panics around the harm of video gaming. They might result in premature application of diagnosis in the medical community and the treatment of abundant false-positive cases, especially for children and adolescents. Second, research will be locked into a confirmatory approach, rather than an exploration of the boundaries of normal versus pathological. Third, the healthy majority of gamers will be affected negatively. We expect that the premature inclusion of Gaming Disorder as a diagnosis in ICD-11 will cause significant stigma to the millions of children who play video games as a part of a normal, healthy life. At this point, suggesting formal diagnoses and categories is premature: the ICD-11 proposal for Gaming Disorder should be removed to avoid a waste of public health resources as well as to avoid causing harm to healthy video gamers around the world.
ABSTRACT During the last decade, Massively Multiplayer Online games (MMO) have gained a particula... more ABSTRACT During the last decade, Massively Multiplayer Online games (MMO) have gained a particular interest. With dozen of millions users playing every day, the prevalence rate for the excessive and problematic usage of MMO is varying from 5 to 15%. Defined in the DSM-5 as Internet Gaming Disorder, the negative repercussions on health and on both family and professional spheres can be heavy. Several studies have highlighted the role of impaired inhibition capacities on the onset and maintenance of problematic behavior. More specifically, the inhibition of prepotent response identified and defined by Friedman and Miyake (2004) as the ability to deliberately suppress automatic behaviors has been reported impaired among excessive players. Another cognitive mechanism that was related to excessive online gambling is decision making abilities. It has thus been proposed that excessive gamers have difficulties to balance short term benefits with future outcomes (e.g., neglecting relationships) The aim of our study is to compare inhibitory control and decision making skills in problematic and non-problematic gamers (previous studies often compared problematic gamers with non-gamers). A secondary objective of the study will be to compare proportion of problematic versus non-problematic players according to the main types of MMOs (MMORPGs, FPS, MOBA).
ABSTRACT Chemical and behavioral addictions are highly prevalent in our societies. Nevertheless, ... more ABSTRACT Chemical and behavioral addictions are highly prevalent in our societies. Nevertheless, studies investigating a large panel of addictive behaviors in a community sample are lacking from the current literature on the topic. The aim of the current study is to explore addictive behaviors prevalence, characteristics, and interrelations in a sample of French speaking adults from the general population. Both substances (alcohol, tobacco, cannabis, drugs) and behaviors (gambling, Internet, buying, sport, work, mobile phone, eating) were considered. Several features of these addictive behaviors (involved in the triggering of the behaviors) were considered, namely, frequency, loss of control, hedonic aspects, craving, impact upon the daily living, and emotional contexts. 770 subjects answered to the online survey. Descriptive results will be presented for each conducts and their related features (prevalence, comorbidities, specific characteristics associated with each addictive behaviors). Our study thus provides a detailed overview of the current conducts' prevalence along with their co-occurrences. It also sheds some lights on how these behaviors may have an impact upon the daily living, and eventually turn into problematic behaviors. A particular emphasis is set on some behavioral conducts, like Internet gaming which is particularly salient.
Background and aims: Multiplayer Online Battle Arena (MOBA) games have become the most popular ty... more Background and aims: Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role Playing Games (MMORPGs) and First-Person Shooter (FPS) games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states, but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends’ gamers (currently the most popular MOBA game). Method: Thirty-six League of Legends’ gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsivity Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results: Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusion: Despite the preliminary nature of the results and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.
While addictions to substances such as alcohol, tobacco, and other drugs have been extensively in... more While addictions to substances such as alcohol, tobacco, and other drugs have been extensively investigated, interest
has been growing in potential non-substance-related addictive behaviors (e.g., excessive gambling, buying
or playing video games). In the current study, we sought to determine the prevalence and characteristics of a
wide range of addictive behaviors in a general population sample and to identify reliable subgroups of individuals
displaying addictive behaviors.
Seven hundred seventy participants completed an online survey. The survey screened for the presence and characteristics
of the main recognized substance and behavioral addictions (alcohol, tobacco, cannabis, other drugs,
gambling, compulsive shopping, intensive exercise, Internet and mobile phone overuse, intensive work involvement,
and overeating) in a three-month period. Key aspects of addiction were measured for each reported behavior,
including negative outcomes, emotional triggers (positive and negative emotional contexts), search for
stimulation or pleasure, loss of control, and cognitive salience.
Latent class analysis allowed us to identify three theoretically and clinically relevant subgroups of individuals. The
first class groups problematic users, i.e., addiction-prone individuals. The second class groups at-risk users who
frequently engage in potentially addictive behaviors to regulate emotional states (especially overinvolvement
in common behaviors such as eating, working, or buying). The third class groups individuals who are not
prone to addictive behaviors.
The existence of different groups in the population sheds new light on the distinction between problematic and
non-problematic addiction-like behaviors.
Internet gaming disorder is one of the main types of Internet-related disorders. Recently, and de... more Internet gaming disorder is one of the main types of Internet-related disorders. Recently, and despite inconsistencies in classification and limited data regarding the etiology of the condition, Internet gaming disorder has been included in
Sect. 3 (research appendix) of the DSM-5. The focus of the current chapter was the dysfunctional involvement in a specific type of video game which has some inherent characteristics reinforcing its addictive nature: Massively Multiplayer Online Role-Playing Games (MMORPGs). MMORPGs are indeed one of the
most recent and popular types of video games played worldwide, and problematic and uncontrolled involvement in playing MMORPGs is the most frequently reported activity by people seeking help for an Internet-related problem. In this chapter, we first described the specific structural characteristics of MMORPGs themselves (e.g., permanent world, reinforcement schedule, advancement systems, interface favoring social exchanges) and explained how they can increase their “addictive potential”. Then, the main psychological factors
(motives to play, impulsivity traits) were reviewed alongside neurobiological features (e.g., changes in neural circuitry involved in controlled regulation of behavior and reward drive) related to the development and maintenance of MMORPG addiction. The few available studies having tested the efficacy of
treatments targeting Internet and video game addictions were also briefly considered. Limitations of existing data are emphasized, and avenues for further research proposed (both at the theoretical and clinical levels).
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Papers by Jory Deleuze
Method: Thirty-six League of Legends’ gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsivity Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire).
Results: Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement.
Conclusion: Despite the preliminary nature of the results and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.
has been growing in potential non-substance-related addictive behaviors (e.g., excessive gambling, buying
or playing video games). In the current study, we sought to determine the prevalence and characteristics of a
wide range of addictive behaviors in a general population sample and to identify reliable subgroups of individuals
displaying addictive behaviors.
Seven hundred seventy participants completed an online survey. The survey screened for the presence and characteristics
of the main recognized substance and behavioral addictions (alcohol, tobacco, cannabis, other drugs,
gambling, compulsive shopping, intensive exercise, Internet and mobile phone overuse, intensive work involvement,
and overeating) in a three-month period. Key aspects of addiction were measured for each reported behavior,
including negative outcomes, emotional triggers (positive and negative emotional contexts), search for
stimulation or pleasure, loss of control, and cognitive salience.
Latent class analysis allowed us to identify three theoretically and clinically relevant subgroups of individuals. The
first class groups problematic users, i.e., addiction-prone individuals. The second class groups at-risk users who
frequently engage in potentially addictive behaviors to regulate emotional states (especially overinvolvement
in common behaviors such as eating, working, or buying). The third class groups individuals who are not
prone to addictive behaviors.
The existence of different groups in the population sheds new light on the distinction between problematic and
non-problematic addiction-like behaviors.
Sect. 3 (research appendix) of the DSM-5. The focus of the current chapter was the dysfunctional involvement in a specific type of video game which has some inherent characteristics reinforcing its addictive nature: Massively Multiplayer Online Role-Playing Games (MMORPGs). MMORPGs are indeed one of the
most recent and popular types of video games played worldwide, and problematic and uncontrolled involvement in playing MMORPGs is the most frequently reported activity by people seeking help for an Internet-related problem. In this chapter, we first described the specific structural characteristics of MMORPGs themselves (e.g., permanent world, reinforcement schedule, advancement systems, interface favoring social exchanges) and explained how they can increase their “addictive potential”. Then, the main psychological factors
(motives to play, impulsivity traits) were reviewed alongside neurobiological features (e.g., changes in neural circuitry involved in controlled regulation of behavior and reward drive) related to the development and maintenance of MMORPG addiction. The few available studies having tested the efficacy of
treatments targeting Internet and video game addictions were also briefly considered. Limitations of existing data are emphasized, and avenues for further research proposed (both at the theoretical and clinical levels).
Method: Thirty-six League of Legends’ gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsivity Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire).
Results: Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement.
Conclusion: Despite the preliminary nature of the results and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games.
has been growing in potential non-substance-related addictive behaviors (e.g., excessive gambling, buying
or playing video games). In the current study, we sought to determine the prevalence and characteristics of a
wide range of addictive behaviors in a general population sample and to identify reliable subgroups of individuals
displaying addictive behaviors.
Seven hundred seventy participants completed an online survey. The survey screened for the presence and characteristics
of the main recognized substance and behavioral addictions (alcohol, tobacco, cannabis, other drugs,
gambling, compulsive shopping, intensive exercise, Internet and mobile phone overuse, intensive work involvement,
and overeating) in a three-month period. Key aspects of addiction were measured for each reported behavior,
including negative outcomes, emotional triggers (positive and negative emotional contexts), search for
stimulation or pleasure, loss of control, and cognitive salience.
Latent class analysis allowed us to identify three theoretically and clinically relevant subgroups of individuals. The
first class groups problematic users, i.e., addiction-prone individuals. The second class groups at-risk users who
frequently engage in potentially addictive behaviors to regulate emotional states (especially overinvolvement
in common behaviors such as eating, working, or buying). The third class groups individuals who are not
prone to addictive behaviors.
The existence of different groups in the population sheds new light on the distinction between problematic and
non-problematic addiction-like behaviors.
Sect. 3 (research appendix) of the DSM-5. The focus of the current chapter was the dysfunctional involvement in a specific type of video game which has some inherent characteristics reinforcing its addictive nature: Massively Multiplayer Online Role-Playing Games (MMORPGs). MMORPGs are indeed one of the
most recent and popular types of video games played worldwide, and problematic and uncontrolled involvement in playing MMORPGs is the most frequently reported activity by people seeking help for an Internet-related problem. In this chapter, we first described the specific structural characteristics of MMORPGs themselves (e.g., permanent world, reinforcement schedule, advancement systems, interface favoring social exchanges) and explained how they can increase their “addictive potential”. Then, the main psychological factors
(motives to play, impulsivity traits) were reviewed alongside neurobiological features (e.g., changes in neural circuitry involved in controlled regulation of behavior and reward drive) related to the development and maintenance of MMORPG addiction. The few available studies having tested the efficacy of
treatments targeting Internet and video game addictions were also briefly considered. Limitations of existing data are emphasized, and avenues for further research proposed (both at the theoretical and clinical levels).