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inadequate motivation in daily life could be a key issue underlying individuals' resistance to treatment, resulting in an isolated life. Restoring a rewarding response to daily life activities other than gaming is essential in helping an individual with GD
substance-based addictions. Converging evidence from animal and human studies indicates that the transition from volitional to addictive and compulsive substance use is accompanied by progressive dysregulations in the motivational circuits of the brain. The
watching motivations (247 verbatim; see Figure 1 ), (b) TV series watching engagement (167 verbatim; see Figure 2 ), and (c) structural characteristics of TV shows (95 verbatim; see Figure 3 ). In the following sections, each main theme and related
; (4) gambling motives; (5) severity of gambling problems; (6) progression of gambling problems (age/telescoping effect); (7) use of help/motivation for treatment; (8) comorbidity; (9) trauma; (10) violence; (11) criminality and delinquency
is dissociable from how much a reward is liked. Wanting may be understood as a motivation to approach, obtain, and consume something desired, whereas liking may be understood as a hedonic response that something may elicit. Generally, wanting and
emotional stimuli and sex-related stimuli would be connected to bigger motivation to correct and quit response ( Draps et al., 2021 ; Gola et al., 2017 ) seemed as the shortening of behavioral results in both groups, but the difference between neutral and
classified as a sexual disorder ( Reed et al., 2022 ). According to this view, CSB represents the upper end of a continuum of sexual drive (i.e., a goal-oriented motivational state of wanting to have a sexual experience that leans individuals toward or pushes
Expanding on the multidisciplinary stakeholder framework to minimize harms for problematic risk-taking involving emerging technologies
Commentary on: Problematic risk-taking involving emerging technologies: A stakeholder framework to minimize harms (Swanton et al., 2019)
and purposeful engagements for those who exhibit excessive use ( Quandt, 2017; Shi, Renwick, Turner, & Kirsh, 2019 ). In video gaming, motivations for use could include desires for achievement, socialization, or immersion ( Yee, 2006 ). Involving a
& Berridge, 1993 ). Thus, the examination of brain responses to Internet gaming cues among IGD may provide insight into one of the most important mechanisms of motivational and compulsive Internet gaming behavior ( Tiffany & Conklin, 2000 ). Cue
control performance can be affected by situational factors such as behavior-specific cues but also by motivational incentives ( Jones, Christiansen, Nederkoorn, Houben, & Field, 2013 ; Leotti & Wager, 2010 ). One further explanation could therefore be