Weekly Mind Reader: Game Over?

by Denis Storey
July 26, 2024 at 9:12 AM UTC

This week, we’ve got commentary on the opioids legacy, insight into neuropsychological testing, and sex differences in PTSD.

Clinical relevance: This week’s edition of Weekly Mind Reader starts with a review of the latest internet gaming disorder research, a case report of tapentadol-induced hallucinations, and how a TV show can help identify face blindness.

This week’s edition of Weekly Mind Reader starts with a review of the latest internet gaming disorder research, a case report of tapentadol-induced hallucinations, and how a TV show can help identify face blindness.

Understanding Internet Gaming Disorder and Its Impact on Mental Health

With the internet’s global reach, digital gaming has invaded nearly every part of human interaction, making its mark on psychological and social development.

Early research already established a link between play and psychological well-being. It’s also highlighted how play evolves into rituals and games, turning the most mundane of interactions into compelling adventures. Or something like that.

Although video games date back to the 1950s, they didn’t earn popularity until the emergence of arcades in the 1970s. The PC revolution and broadband internet spurred exponential growth in digital gaming in the ensuing decades. It’s now embedded itself firmly into popular culture. Gamification, which influences behavior through game-like elements, is now prevalent in areas such as corporate productivity, fitness, and education.

Constant technological innovations drive the gaming industry’s growth. But ethical concerns continue to crop up regarding the long-term impact of extending consumerism into the human psyche. Modern games incorporate social interaction through profiles and avatars, transforming solitary experiences into interactive ones. Massively multiplayer online role-playing games (MMORPGs) have pushed economic boundaries, influencing daily life and raising questions about their purpose and design.

Excessive gaming characterizes the phenomenon of Internet Gaming Disorder (IGD), leading to significant impairment or distress. Despite guidelines limiting screen time, the distinction between IGD, social media overuse, and other digital health issues remains blurry. IGD often co-occurs with mental health conditions and substance use disorders, complicating the development of effective treatments.

Epidemiological studies show that IGD affects a notable percentage of adolescents, particularly young men. Scientists attribute this prevalence to societal and physiological factors, with games often designed to be engaging enough to maintain interest without inciting distress. The inclusion of social elements in games like MMORPGs exacerbates IGD, especially among those searching for a social connection.

Neurobiological research indicates that IGD shares similarities with other addictions, such as changes in dopamine transporter density. It also shows reduced gray matter in brain regions tied to impulsivity and cognitive control. These findings underscore the need for validated screening tools and comprehensive mental health assessments to identify and manage IGD more effectively.

Future research should explore the optimal use of gaming in therapeutic contexts, such as for ADHD, and investigate other addiction attributes, such as withdrawal and tolerance. Understanding its effects on different age groups and developing effective interventions remain crucial as gaming expands its reach.

IN OTHER PSYCHIATRY AND NEUROLOGY NEWS

  • The Primary Care Companion for CNS Disorders published a case report that details a pair of cases 2 cases of patients who developed tapentadol-induced hallucinations in clear consciousness following nonprescribed intravenous use.
  • Researchers have drafted new criteria for diagnosing Amnestic Neurodegenerative Syndrome, a memory-loss disorder similar to Alzheimer’s.
  • New research provides insights into cognitive challenges, including age-related decline and the effects of psychiatric medications.
  • A new longitudinal study from NUS Medicine shows eating more fruits in midlife can prevent depression later in life.
  • Researchers used “Game of Thrones” to study face blindness and found that familiarity with characters increased brain activity.

Commentary

The Opioid Industryʼs Legacy: A Generation of Prescribed Suffering

The authors discuss the influential and far-reaching effects of messaging from the opioid industry on the opioid use epidemic.

Andrew Kolodny and others

Case Series

Alzheimer Dementia Confirmed by FDG-PET After Negative Neuropsychological Testing: A Case Series

This case series presents several patients who underwent formal neuropsychological testing that did not diagnose dementia, but whose clinical course and neuroimaging findings were consistent with the diagnosis.

Richard Wu and others