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). Internet gaming disorder [IGD] was included in Section III of the DSM-5 as a potentially addictive behavior to be considered for further research ( Griffiths, King, & Demetrovics, 2014a ; Király, Griffiths, & Demetrovics, 2015 ). These fundamental changes
B Dintcheff 2005 Shared predictors of youthful gambling, substance use, and delinquency Psychology of Addictive Behaviors 19 2
://www.psychologytoday.com/articles/200508/you-me-and-porn-make-three . S. Fisher 1994 Identifying video game addiction in children and adolescents Addictive
Introduction Gambling and gaming disorders have been designated as “disorders due to addictive behaviors” in the eleventh edition of the International Classification of Diseases (ICD-11) ( World Health Organization, 2019 ). Although there has been
( Adams, 2009 ; Hausenblas & Downs, 2002a ), studies concerning the potential overlap between EXD and other addictive behaviors are still more than scarce. Lejoyeux et al. (2008) investigated EXD and its relation to other addictions among clients of a
addictive behavior. Finally, we sought to identify awareness and utilization of treatment and support services to the homeless population in relation to gambling. Methods Participants Participants ( n = 72
Psychology of Addictive Behaviors 16 76 79 . Market Quest Research Group Inc. 2005 Newfoundland and Labrador Gambling Prevalence Study
. , Jones , S. L. , Haylett , S. , Stephenson , G. M. , Lefever , R. M. H. & Lefever , R. ( 2003 ). The shorter PROMIS Questionnaire further validation of a tool for simultaneous assessment of multiple addictive behaviours . Addictive Behaviors
Abstract
Background and aims
Some online gamers may encounter difficulties in controlling their gaming behavior. Previous studies have demonstrated beneficial effects of transcranial direct current stimulation (tDCS) on various kinds of addiction. This study investigated the effects of tDCS on addictive behavior and regional cerebral metabolic rate of glucose (rCMRglu) in problematic online gamers.
Methods
Problematic online gamers were randomized and received 12 sessions of either active (n = 13) or sham tDCS (n = 13) to the dorsolateral prefrontal cortex over 4 weeks (anode F3/cathode F4, 2 mA for 30 min, 3 sessions per week). Participants underwent brain 18F-fluoro-2-deoxyglucose positron emission tomography scans and completed questionnaires including the Internet Addiction Test (IAT), Brief Self-Control Scale (BSCS), and Behavioral Inhibition System/Behavioral Activation System scales (BIS/BAS) at the baseline and 4-week follow-up.
Results
Significant decreases in time spent on gaming (P = 0.005), BIS (P = 0.03), BAS-fun seeking (P = 0.04), and BAS-reward responsiveness (P = 0.01), and increases in BSCS (P = 0.03) were found in the active tDCS group, while decreases in IAT were shown in both groups (P < 0.001). Group-by-time interaction effects were not significant for these measures. Increases in BSCS scores were correlated with decreases in IAT scores in the active group (β = −0.85, P < 0.001). rCMRglu in the left putamen, pallidum, and insula was increased in the active group compared to the sham group (P for interaction < 0.001).
Discussion and conclusions
tDCS may be beneficial for problematic online gaming potentially through changes in self-control, motivation, and striatal/insular metabolism. Further larger studies with longer follow-up period are warranted to confirm our findings.