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Beyond "normative" loss: social context, loss integration, and adaptation to parental bereavement in midlife.

Authors: Baruch L, Ohayon S, Yehene E
Journal: BMC psychology
mental health psychology open access

Abstract

Games are a natural part of human life and provide opportunities to contribute to physical, mental, and psychological development. Digital games, especially educational ones, can positively impact children’s development when played within controlled and appropriate time limits. However, in recent years, with the rapid development of the internet and the widespread availability of devices with internet access, more and more adolescents are turning to online games for entertainment, relaxation, or to establish new social connections [–]. Online games are electronic games played over computer networks in an online environment, which can be experienced solo or in multiplayer mode, and can operate on various digital devices with an internet connection []. Today, online games stand out as one of the most common forms of entertainment on a global scale, with the number of players worldwide expected to reach 1.2 billion by 2030 []. Although playing online games does not lead to Internet Gaming Disorder (IGD) in every individual, in some people, problematic digital gaming behavior can lead to serious psychological, physical, and social issues []. Research has shown that playing online games may be associated with various positive effects [–]. Therefore, moderate gaming is generally considered harmless and may even support individuals’ mental health and cognitive abilities. However, some studies report that excessive gaming behavior, due to its addictive potential, can lead to negative outcomes and the development of IGD [–]. Indeed, IGD has become an increasing global issue in recent years. Due to excessive interest in online games, individuals have devoted significant amounts of time and energy away from their personal lives to gaming []. The World Health Organization (WHO) has officially defined Gaming Disorder in the 11th Revision of the International Classification of Diseases. This disorder is characterized by the individual’s loss of control over gaming, prioritizing gaming over other activities, and continuing or increasing this behavior despite negative consequences []. Similarly, in the most recent revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association (APA) [], it is stated that gaming can be considered a disorder if it leads to significant impairment in the individual’s life or psychological distress, and for a diagnosis, at least five symptoms must persist for one year.