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What does Africa really need at this point in time?

Vision!A vision that is hard to achieve but which is achievable.A) It needs to be veeeery simple. Only 5 points. Not more! That way anyone can sing it.It needs to be SMART (Specific Measurable, Attainable, Realistic & Time-bound). Best if it is 5 years.Am not talking about roads, health etc, those are the obligations of any country. A good example would be “Rid the police force of corruption”. That would spawn all kinds of strategies and opportunities. For example, entrepreneurs will install systems to track bribe-peddlers. They can sell ads while at it! Just make it simple as that.Currently my country Kenya has Vision 2030, but ask anyone in the streets of Nairobi and very few will name any two goals in it.B) Then we need to implement the plan in the vision.Portraits: Instead of the president’s portrait, we can have the 5 sentences neatly framed, in bold print, placed above the door of every school dormitory, restaurant, office, shop etc. An example would read “I will not bribe the police today!”.Leaders: Politicians, religious leaders, school teachers need to buy into this vision/dream and own it. Embrace it like it’s their own. Anyone seeking public office needs to declare how he/she will enforce and improve the elements of these 5 points.Citizens: Students, farmers, white-collar, blue-collar, beggars need to buy into this vision. We need to uphold it, read it and remember it in every aspect of our lives everyday like the 10 commandments for 5 years. We need to expect the utmost from everyone, from those who govern to the governed. Anything that violates this vision should be addressed immediately. Anyone going against it should be made to feel like a alien.President: Pres. Paul Kagame, he of Rwanda, has made his country the envy of many in the region. We need a visionary strong-man. Not many will agree with this. Western democracy was largely instilled by enlightened founder-fathers(and mums) working together for a future they envisioned. Africa has few if any. Corrupt establishments don’t have time for fairness or justice. A visionary strongman can pave the way by installing the vision. Afterwards(hoping he doesn’t adjust the law to stay in power), a more civil leader can follow-up as the citizens hold him up to account.C) Let go the colonialists: “He who feeds you, controls you” The French, UK et al are deeply entrenched and it’s not for their benevolence. Forgive democracy, self interest always trumps justice. That’s not to mean a ban on imports from France, UK et al. It means fair competition to protect Africa’s young industries. African problems can be solved by Africans themselves. Thomas Sankara led the way(I admire him). By the way, the French sponsored his assasination for obvious reasons. And they surely didn’t send their forces to Mali to face danger in a land far far away just to “save it”. Mali: The forgotten warD) Women rights: It can’t be stressed enough. Women need equal opportunities and rights in every culture and religion across the continent. Women need to be encouraged to partake in traditionally patriarchal activities.Note: Am not blaming the western world for Africa’s problems but rather Africa’s “help me” dependence on the western world.—————-One good example of a plan that worked well was digital TV migration. Complaints here and there but the point is “It worked!”

Do you believe an addictive personality is curable?

I can only answer this question in relation to internet gaming disorder (IGD), which I researched around this time last year. The short answer is yes and no. There are medical and psychological treatments available, which work for some people, and the addition can be uprooted, but not for others. There is still insufficient body of research to categorically confirm or invalidate such claims. If you’re interested in IGD, I’ve pasted a synthesis paper I wrote last year.Can psychological theories explain why some people develop an internet gaming disorder (IGD) and others don’t? What implications do those theories have for reducing the harm associated with IDG?Online gaming addiction remains the subject of academic debate focusing on the condition’s prevalence and diagnostic criteria. The Diagnostic and Statistical Manual of Mental Disorders (DSM-5) identifies Internet Gaming Disorder (IGD) as a provisional disorder due to insufficient clinical research (APA, 2013). Whilst a neurologically evidenced link between substance and behavioural addictions has been identified, more systematic investigation is required. This essay critically evaluates psychological theories that explain why some people remain at greater risk of developing IGD and discusses implications for reducing the harm associated with online gaming addiction. Behavioural, cognitive and social theories are applied to explore IGD’s internal and external risk factors.IGD belongs within a wider compulsive-impulsive spectrum of online computer disorders, alongside social networking, messaging and online pornography addiction (Kuss & Griffiths, 2012; Ferguson & Ceranoglu, 2013). The disorders are characterised by excessive use, which leads to lost sense of time; withdrawal, with feelings of tension, anger, guilt or depression; tolerance, with a need to increase the quality of gaming equipment or hours played; and negative repercussions, following social isolation and mental and physical exhaustion (Block, 2008).Excessive online gaming in itself is not a pathological behaviour. Many virtual hobbies are considered normal, even if initial excitement results in the loss of control, mood modification and longing for more of the same activity (Beranuy et al., 2013). Turner et al. (2012) give examples of previous generations’ preoccupations with comic books or television, which resulted in moral panics, yet did not develop into addictions. Decisively, it is the persistent nature of one’s inability to control the habit, despite the many associated problems, that makes internet gaming pathological (Lemmens et al., 2009).IGD’s pathological status is upheld when the syndrome model of addiction is applied and biochemical and neuronal factors are considered. First, IGD sufferers have the same genetic polymorphisms as alcohol addicts (Blum et al., 1990), cocaine addicts (Noble et al., 1993) and pathological gamblers (Comings et al., 1996). Second, Kalivas and Volkow (2005) demonstrated that brains of IGD addicts respond to rewards in exactly the same way as substance addicts’ brains. Brain functional imaging studies consistently show the same neurobiological mechanism behind urges and cravings in pathological gamers and substance addicts (Ko et al., 2009). Finally, the success of pharmacological treatment in alleviating IGD symptoms supports the disorder’s biochemical basis. Thus, substance and behavioural addictions might be one single addiction type with different opportunistic expressions.However, diagnostic analogies with substance addictions can produce spuriously high prevalence estimates, as they lack severity and time-based dimensions and do not consider the context of game use (Ferguson et al., 2011). In addition, pathological gamers usually have other underlying problems, combined with poor time management skills, which makes IGD appear as a symptom, rather than the cause of the problem (Wood, 2008). Finally, cultural differences exist between substance and behavioural addictions; whilst alcohol or drug addicts are aware of legal and social constraints on their usage, playing games is not likely to land someone in trouble (Christakis, 2010).Despite the problematic diagnostic criteria, certain demographic characteristics of IGD can be discerned. The mean age of UK and US gamers in 2004 was 27.9 years of age (Griffiths, Davies & Chappell, 2004) and 25 years of age in 2008 for Asian players (Yee, 2007). Gamers are usually male college graduates who live in urban areas (Achab et al., 2011). Although age in itself is not a risk factor, the age of onset of online gaming is, with earlier exposure increasing the IGD risk (Achab et al., 2011), particularly when already existing comorbidities can be identified. Kuss and Griffiths (2012) suggest that an IGD diagnosis process should start with screening for anxiety disorders, e.g. GAD, panic disorder and phobias; ADHD; and psychosomatic symptoms. This supports Huang et al.’s (2010) conviction that IGD meets diagnostic criteria for Axis I and II disorders, especially anxiety, ADHD and impulse control disorders, with additional correlation between pathological gaming and substance use disorders.However, overlapping diagnostic criteria create a risk of eliminating IGD, or explaining it purely in the light of existing labels (Young, 2009). For most people, computers are work and study tools, with occasional entertainment value; thus, clinicians diagnosing mental health disorders might fail to ask questions about computer use. Block (2008) reports that an average American mental health patient has 1.5 diagnoses, with 86% of all DSM-IV diagnoses comorbid with some form of internet addiction. As more than three quarters of mental health patients show some comorbidity with IGD, it is difficult to justify the status of IGD as a unique disorder.An important exemption, however, are attention disorders. Although Bioulac et al. (2008) found no relationship between frequency or duration of play between ADHD children and internet gamers, Yoo et al. (2004) demonstrated that teenagers with ADHD score highly on Internet addiction and vice versa. Significantly, Ferguson and Ceranoglu (2013) showed that in adolescents, pathological gaming is a result of attention difficulty, but not the other way round. Whilst those with impulse dysregulation difficulty find it easy to become immersed in video game play, pathological gamers do not typically develop impulse dysregulation as a consequence of their addiction. This shows IGD cannot be explained in the light of the attention disorder label.Similarly, lower psychosocial wellbeing and loneliness, risk factors for IGD, are due to a shift in social interactions from real to virtual life (Lemens et al., 2011). Positive correlations have been established between pathological gaming, social phobia and depression with somatic pain symptoms, although depression is typically specific to substance addictions (Walther et al., 2012). Likened to pathological gambling, online gaming is also described as “a silent epidemic” (Suisa, 2011, p.12), understood within the framework of sociocultural pathology that, nonetheless, must not be confused with mood disorders.A better way to explain IGD involves application of a theoretical framework based on combined behavioural, cognitive and social models, which present IGD as a continuum condition with risk factors acting as triggers relevant at any stage of online gaming development into a fully-brown addiction (Kuss & Griffiths, 2012). The specific risk factors can be broadly categorised into internal influences, e.g. personality traits, motivations for playing and pathophysiology factors; and external influences, e.g. structural game characteristics. The two main types of influences will be analysed in turn.A range of personality traits associated with IGD can be subsumed under three main traits: introversion, neuroticism and impulsivity (Kuss & Griffiths, 2012). Not unique to IGD, their etiological value is difficult to assess, especially, as the causality direction is not clear and a third variable might be at play, e.g. increased health-risk behaviours (Sublette & Mullan, 2012). In addition, experimentation with parts of one’s core personality leads to skewed personality tests’ results, e.g. after an introverted neurotic individual with emotional problems and low self-worth had successfully adopted vocal leadership roles in a game and their new identity’s personality comes to life during completion of a study questionnaire (Yee, 2007).Examples of the causality direction difficulty are studies into pathological gaming and aggressiveness and impulsivity. A broad link between IGD and aggressiveness was suggested by Anderson and Bushman (2001) without specifying the causality direction, or explaining the mechanisms involved. It was speculated that aggressive individuals are attracted to internet games to release negative emotions and to gain control over impulsivity. Later on, Desai et al. (2010) found positive correlation between teenage IGD and participation in fights, alongside regular cigarette smoking, drug use, and depression. It would appear that aggression in gaming does play a normative function.Chumbley and Griffiths (2006) demonstrated that impulsivity does not predict nor lead to gaming addiction and, if it does, another contributing factor is responsible. More recently, Kim et al. (2008), Grant et al. (2010) and Mehroof and Griffiths (2010) documented that impulsivity and aggression are significantly associated with IGD, and any additional factor would be of phenomenological nature, i.e. to do with intentionality of the gaming experience, rather than its compulsivity.In a study by Walther et al. (2012) that looked at shared personality traits between gaming addiction, gambling addiction and substance abuse, aggression and irritability were only associated with problematic computer gaming, whilst high impulsivity with both substance and behavioural addictions. Shared personality traits are only one way of explaining etiology of gaming addiction. Scales used to measure addiction, substance-based and behavioural, are not without internal validity problems, as some only relate to substance use, or behaviour dependency.Another internal risk factor for IGD is motivation for playing, particularly if dysfunctional coping, socialisation and personal satisfaction reasons are considered. Escape from reality in order to cope with negative emotions is the most common incentive (Hussain & Griffiths, 2009). Escapism is positively correlated with the motivation of mechanics, i.e. high investment of time and energy to play as best as one can. Mechanics accurately predicts IGD development, alongside occupational and social problems due to wasted time (Kuss et al., 2012). Beranuy et al. (2013) show how escapism can end in dissociation and the gamer’s inability to sustain relationships with individuals other than virtual ones. Dissociation also serves as a motivational factor to continue gaming (Caplan et al., 2009). Thus, entertainment and playfulness value of early online gaming experience cannot be underestimated.Motivations behind pathological gaming can also be conceptualised using the Theory of Planned Behaviour (TPB). Behaviour is determined by intention, a function of attitude, subjective norm (SN) and perceived behavioural control (PBC) (Ajzen, 1991). Haagsma et al. (2013) undertook a six-month longitudinal study and found that PBC, i.e. one’s perception of the level of difficulty involved in stopping gaming, had the highest predicting power of IGD. Those who had positive attitudes towards gaming and low PBC reported an intention to continue excessive gaming. The SN, i.e. perceived expectations of others, only played a role in initial stages of addiction. These findings have practical implications for treatment, as the TPB can be used as a screening tool to determine excessive gamers’ intentions for future behaviour, before it becomes pathological.Little research exists into genetic predisposition to IGD. However, Grant et al. (2010) found that pathological internet users, including internet gamers, show higher frequencies of the long arm allele of the serotonin transporter gene 5HTTLPR. They explained their findings in terms of associated greater harm avoidance, i.e. excessive shyness, pessimism and fearfulness, linked to escapism in IGD. Caplan et al. (2009) demonstrated that poor social skills, introversion, shyness and social anxiety are positively correlated with IGD.In contrast to genetics, pathophysiology, i.e. the correlation between gaming addiction and physical changes in the brain, explains IGD risk factors more confidently. fMRI studies reveal the same brain activation processes in substance and behavioural addicts, including pathological gamers and gamblers. Significantly greater neural activation takes place in the left occipital lobe, parahippocampal gyrus, dorsolateral prefrontal cortex, nucleus accumbens, right orbitofrontal cortex, bilateral anterior cingulate, medial frontal cortex, and the caudate nucleus (Ko et al., 2009; Kuss & Griffiths, 2012). Ko et al. (2009) concluded that the urge in IGD and craving in substance dependence share the same neurobiological mechanism. Similarly, Han et al. (2007) reported higher occurrence of two polymorphisms in the dopaminergic system, the area linked to substance addictions.The specific neural activations in the brain cannot be denied potential etiological status; they show that risk factors can be physiological and biochemical in nature, not simply psychosocial. However, to date, it has not been established whether the changes in the brain are specific to IGD, substance addictions, or any activity that results in arousal. Furthermore, pathophysiological findings do not specify whether the changes are causes or effects of IGD.The second category of IGD risk factors are external influences. The highly addictive nature of internet games is due to their construction features that reinforce playing (Kuss & Griffiths, 2012). Offline games lack such structures, e.g. virtual alter-egos (avatars), superior to real-life physical characteristics and characters, adult content, finding rare items located in different online ‘worlds’, and watching games’ cut scenes (Lee & Shin, 2004). Playing online with others is a highly reinforcing activity. Positive reinforcement results in game perseverance, whilst negative reinforcement leads to frustration (Chumbley & Griffiths, 2006).The application of variable ratio reinforcement schedules (Skinner, 1953) gives strongest habitual and repetitive behaviour. Pathological gamers continue responding, even when immediate reinforcement is not offered, hoping that another reward is close-by – the effect of intermittent reinforcement schedules, as part of the partial reinforcement effect theory by Skinner, which particularly affects younger players (Wood, 2008) due to the reinforcing nature of newly found feelings of excitement (Solomon & Corbit, 1974). Behavioural addition can be better understood when the Hedonic Management Model of Addiction (HMMA) is applied (Brown, 1991). Arousal and mood are manipulated using specific activities to achieve pleasure, i.e. good hedonic tone. Addiction is a result of powerful manipulation of the hedonic tone to achieve euphoria. Although the HMMA explains the complex behavioural changes associated with addiction, the theory lacks empirical evidence and fails to explain why gamers might return to addiction after a long period of abstinence.A game genre is a better predictor of the extent of pathological gaming. Fantasy-themed Massively Multiplayer Online Role-Playing Games (MMORPGs), e.g. World of Warcraft or Skyrim, are especially problematic, as they require substantial personal commitment and time investment at the expense of work- or study-related activities (Kuss et al., 2012). Elliott et al. (2012) identified the following addictive elements of MMORPG games: never-ending nature; desirable items to collect and trade; social organisation of in-game groups, with notions of belonging and obligation; and membership based on monthly subscription that encourages excessive playing to secure best value for money. The elements powerfully resonate with Skinner’s reinforcement effect theory.Beranuy et al. (2013) explain why MMORPGs are more addictive than violent first-person shooter (FPS) games, e.g. Call of Duty, or Halo. The FPSs provide entertainment and temporary dissociation, but not more permanent escapism by means of virtual friendships. Through avatars, players interact, cooperate and compete in the game, which facilitates dissociation with real life and online identity formation (Smahel et al., 2008). MMORPG addiction is associated with gradually increased playing time, a loss of control over the behaviour and a narrow focus. The consequences resemble those in substance addictions: salience, mood modification via negative reinforcement, cravings and resultant serious adverse effects. Tolerance and relapse can additionally be present.Caplan’s (2005) Social Skill Model is particularly useful in making predictions about one’s pathological MMORPG gaming behaviour. Poor self-presentational skills result in preference of online interactions over face-to-face communication. Secondly, a media attendance model by Bandura’s (1986) Social Cognitive Theory allows analysis of uses and gratifications in IGD. LaRose and Easton (2002) applied the model and found that media exposure can be predicted from media gratification and that gratification goes beyond entertainment or ‘pass time’ factor. Habit, deficient self-regulation and internet self-efficacy are new gratification dimensions, previously overlooked by researchers.In 2006, 1.2 million South Korean children aged 6-19 were identified by the Korean government as being at risk of gaming addiction, with 80% needing psychotropic medication (Block, 2008). Lee and Shin (2004) refer to IGD in children as deviant behaviour understood in terms of the Self-Control Theory (Vazsonyi & Belliston, 2007). High pressure to achieve at school leaves Korean children stressed and can result in addictive avatar consumption. Parental socialisation is partly to blame, as early inability to satisfy the parents’ expectations of high grades in competitive schools frees children from social control. Once the forces of social control seize to operate, stressed Korean children escape to the virtual world, where their efforts and work pay off, where they find emotional fulfilment and where conformity becomes irrelevant (Vazsonyi & Belliston, 2007).Finally, the style of engagement in video gaming accurately predicts one’s risk of IGD. Using the Self-Determination Theory and the Dualistic Model of Passion, Przybylski et al. (2009) distinguished between harmonious vs. obsessive engagement in gaming. High levels of basic psychological need satisfaction lead to harmonious engagement, where the individual wants to play, whilst low levels foster obsessive passion and a feeling of having to play, which turns into addiction.Few studies have looked at pathological gamers in treatment (Beranuy et al., 2013). Application of pharmacological treatment follows reasoning that, as fMRI studies show the same neurobiological mechanism in pathological gaming and substance dependence (Ko et al., 2009; Huang et al., 2010), then pharmacology used in substance addiction treatment should be equally effective in IGD. For example, bupoprion used for treating drug abuse was shown to be effective in decreasing cravings and cue induced brain activity in pathological gamers (Han et al., 2011).Additional evidence comes from studies into the selective serotonin reuptake inhibitors and naltrexone in pathological gambling (Hung, et al., 2010). Grant et al. (2010) investigated the role of a mu opioid receptor antagonist used in treatment of alcoholism and opioid dependence in treatment of pathological gambling and internet addiction. Results of their study show promise for treatment of both behavioural addictions that share the same pattern of modulation of the dopaminergic mesolimbic pathway, whilst the very pathways were not found in sufferers of obsessive-compulsive disorder (Grant et al., 2010).As many IGD sufferers present Axis I and II disorders that need pharmacologic treatment, the goal is to optimise existing treatment whilst considering the additional symptoms of gaming addiction. Sattar and Ramaswamy (2004) studied an IGD patient who, after three months of receiving 30mg of escitalopram for anxiety and depression, stopped having urges to play online. Similarly, methylphenidate (MPH) appears to be effective in treatment of ADHD and IGD; Huang et al. (2010) reported significant reduction in impulsivity and cravings for excessive playing after 8 weeks of MPH treatment.Non-pharmacological treatment screening is based on the DSM symptoms checklist for substance dependence (Achab et al., 2011) followed by behavioural (BT) and cognitive-behavioural therapies (CBT) or online support groups (Griffiths & Meredith, 2009). CBT has been shown effective in treating compulsive disorders, substance abuse and emotional disorders (Young, 2009). Patients learn how to moderate and control their use of the internet, then use of games (behavioural stage) and how to address maladaptive thoughts (cognitive stage), e.g. distortions “Just a few minutes won’t hurt” (Young, 2007). CBT can be effective after only 8 weeks of treating IGD, where six-month follow-ups show sustained ability to control behaviour and cognitions management (Young, 2007; Du et al., 2010).Less research is available on the effects of psychoanalysis, gestalt or group counselling. Traditional substance addiction treatments combine the pharmacological and non-pharmacological approaches to maximise effects. However, Gooding and Tarrier (2009) call for more systematic review and meta-analyses of all types of interventions to avoid generalising of behavioural addictions’ treatment based on assumed links to substance addictions.An equally pressing matter is prevention of IGD. Despite calls to educate children with pre-existing psychosocial morbidities, Kim (2007) showed that, whilst prevention programmes in schools increase knowledge about online gaming, they do not result in a significant self-control change. This contradicts theoretical premises of the Self-Control and Self-Regulation models, which place IGD within a wider socio-cultural context. As the motivation to decrease playing must come from within the child, the behavioural theories appear more relevant.In summary, whilst internal and external risks are equally important in IGD development, psychological theories tend to explain them in isolation. Although online gaming addiction appears to be firmly fixed within the urban sociocultural context, social theories alone are insufficient in making predictions about one’s pathological gaming behaviour. In contrast, combined behavioural and cognitive approaches originating in Skinner’s and Bandura’s theoretical work show promise for treatment and prevention of IGD, with CBT remaining the most effective treatment for IGD at present.ReferencesAchab, S., Nicolier, M., Mauny, F., Monnin, J., Trojak, B., Vandel, P., Sechter, D., Gorwood, P., & Haffen, E. (2011). Massively multiplayer online role-playing games: comparing characteristics of addict vs. non-addict online recruited gamers in a French adult population. BMC Psychiatry, 11(144).Ajzen, I. (1991). The theory of planned behavior. Organizational Behavior & Human Decision Processes, 50, 179-211.Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.APA (2013). Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5). Arlington, VA: American Psychiatric Association.Bandura, A. (1986). Social Foundations of Thought and Action: A Social Cognitive Theory. London: Prentice Hall.Beranuy, M., Carbonell, X., & Griffiths, M. D. (2013). A Qualitative Analysis of Online Gaming Addicts in Treatment. International Journal of Mental Health and Addiction, 11, 149-161.Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry, 23(2), 134-141.Block, J. J. (2008). Issues for DSM-V: Internet Addiction. American Journal of Psychiatry, 165(3), 306-307.Blum, K., Noble, E. P., Sheridan, P. J., et al. (1990). Allelic association of human dopamine D2 receptor gene in alcoholism. Journal of the American Medical Association, 263, 2055-2060.Brown, R. I. F. (1991). Gaming, gambling and other addictive play. In J. H. Kerr & M. J Apter (Eds.), Adult play: A reversal theory approach (pp.101-118). Amsterdam: Swets & Zeitlinger.Caplan, S. E. (2005). A social skill account of problematic internet use. Journal of Communication, 55, 721-736.Caplan, S. E., Williams, D., & Yee, N. (2009). Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25(6), 1312-1319.Christakis, D. A. (2010). Internet addiction: a 21st century epidemic? BMC Medicine, 8(61), 1741-1744.Chumbley, J. & Griffiths, M. (2006). Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play. CyberPsychology & Behavior, 9(3), 308-316.Desai, R. A., Krishnan-Sarin, S., Cavallo, D., & Potenza, M. N. (2010). Video-gaming among high school students: health correlates, gender differences, and problematic gaming. Pediatrics, 126(6), 1414-1424.Du, Y. S., Jiang, W. & Vance, A. (2010). Longer term effect of randomized, controlled group cognitive behavioural therapy for Internet addiction in adolescent students in Shanghai. Australian & New Zealand Journal of Psychiatry, 44, 129-134.Elliott, L., Ream, G., McGinsky, E., & Dunlap, E. (2012). The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers. International Journal of Mental Health and Addiction, 10, 948-969.Ferguson, C. J., & Ceranoglu, T. A., (2013). Attention Problems and Pathological Gaming: Resolving the ‘Chicken and Egg’ in a Prospective Analysis. Psychiatric Quarterly. Published online on 17 October 2013. Retrieved from Page on christopherjferguson.comFerguson, C. J., Coulson, M., & Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. Journal of Psychiatric Research, 45(12), 1573–1578.Gooding, P., & Tarrier, N. A. (2009). Systematic review and meta-analysis of cognitive-behavioural interventions to reduce problem gambling: hedging our bets? Behaviour Research and Therapy, 47(7), 592-607.Grant, J. E., Potenza, M. N., Weinstein, A. & Gorelick, D. A. (2010). Introduction to Behavioral Addictions. American Journal of Drug and Alcohol Abuse, 36(5), 233-241.Griffiths, M. D, & Meredith, A. (2009). Videogame Addiction and its Treatment. Journal of Contemporary Psychotherapy, 39, 247-253.Haagsma, M. C., King, D. L., Pieterse, M. E., & Peters, O. (2013). 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Were there any great/influential non-anglophone rock bands in the 1960s?

This is a huge area, there were several that are somewhat influential but only being discovered by anglophone listeners by reissue of old albums in the last 20 years, others that were commercially successful and influential include Kraftwerk, Tangerine Dream, the Scorpions, Focus & Golden Earring. Non rock artists also exerted an influence, Ravi Shankar on Jazz and raga/psychedelic rock, Bob Marley & the Wailers would have major influence in the 70s, in the 60s Jacques Brel was widely covered including by some Rock artists.This answer also includes non anglophone artists as well as bands, a handful who moved to anglophone areas but mainly those that remained based in their country of origin. One who moved was Alexis Korner who helped kick off the British (amplified) Blues Rock boom was born in Paris to an Austrian Jewish father and a Greek mother. He arrived in London during WW2 and became a naturalised British citizen. Amplified Blues Rock was the template followed by the Rolling Stones and everyone and first recorded in the UK by Alexis Korner’s Blues Incorporated -R&B From the Marquee in 1962.Netherlands:Golden Earring from Holland were formed in 1961, they would have international success in the 70s. Focus & the poppier Shocking Blue (covered by Nirvana) also had some international success.Golden Earring - MoontanOther Nederbeat groups include Q65 & the Outsiders are not unlike the Pretty Things and also went from R&B beginnings to Psychedelia. This was one of the strongest R&B scenes outside UK/USA. Sweden also had a strong R&B/Beat scene, the Tages being the best known exponent.Q65 - The Life l Live - Anti Authoritarian Dutch R&BThe OutsidersBrazil:Bossa Nova was the last Brazilian music trend to breakout out worldwide before the Beatles.There’s a whole host of late 60s Tropicália bands & artists from Brazil including Os Mutantes, Maria Bethania, Gilberto Gil, Gal Costa, Tom Zé and a host of others who have influenced artists like David Byrne of Talking Heads, Beck, Tortoise, Bebel Gilberto, Arturo Lindsay & others. Many collaborated on the album the “movement” was named after Tropicália. This is like the Beatles/Jefferson Airplane mixed with very Brazilian influences and was part of the MPB phase of Brazilian popular music. Many of the male Tropicália artists were kicked out of the country by the Brazilian military junta then in power.Earlier Jorge Ben Jor wrote Mas Que Nada and was part of the mid 60s Música Popular Brasileira (MPB) along with artists including Chico Buraque and Dominguinhos. International artists were listening Jorge Ben having a tune “borrowed” by Rod Stewart in the 70s. Samba Rock would follow in the early 70s.The Story of Tropicalia in 20 AlbumsJorge Ben - Ponta de Lança Africana - African FunkJamaica:Endless Ska and Reggae Artists including the Wailers, Toots & the Maytals, Jimmy Cliff, the Pioneers and others started in the 60s. Hugely influential in the 70s mainstream artists including Eric Clapton, Rolling Stones & the Police would cover or record reggae style tracks. Punk and UK ska acts would cover ska & Reggae from The Clash to Stiff Little Fingers, Madness & the Specials. US acts including Rancid & No Doubt also have a notable ska influence. Reggae’s influence on Hip-Hop is another answer entirely, the Jamaican born DJ Kool Herc for one was influenced by 60s Jamaican Soundsystems and is one of the earliest innovators in Hip Hop, “toasting” is another.Hungary:Omega, one of the longest formed rock bands were formed in 1962.The Girl with the Pearl’s Hair (1970)Locomotiv GT was a great Hungarian band also formed in 1969 (thank you @George Rabel )Gábor Szabó fled Hungary in 1956 after the revolution. A jazz guitarist he incorpoeated the Beatles, pop & rock into his music in the late 60s and is an early Jazz-Pop fusionist which would lead to Jazz-Rock fusion. Carlos Santana covered his Gypsy Queen.Germany:Many influential bands of 60s origin, Can, Kraftwerk, Cluster, Neu, Faust, - hugely influential on certain 70s rock eg Brian Eno/David Bowie/PIL/the Fall. Popol Vuh formed in 1969 would have an influence on New Age & Ambient music and likewise Tangerine Dream formed in 1967 on electronic music and commercially successfulMaybe the most influential Ralph Hütter and Florian Schneider of Kraftwerk first met in 1968 releasing a 1970 Album as Organisation before forming Kraftwerk whose mimimalist synthesised pop-rock has had huge influence on new wave, electro pop, techno, early electro rap and much else.The Scorpions were formed in the 1965 and would become one of the earliest metal bands.Denmark:Savage Rose - still performing, radical female fronted political rock bandGreeceAphrodites Child with Vangelis & Demis RoussosFour HorsemenBelgium:The non-rock Jacques Brel is probaly the most covered 60s Francophone singer-songwriter, his songs covered by Scott Walker, David Bowie, the Sensational Alex Harvey Band, Neil Diamond, Judy Collins, Joan Baez & Frank Sinatra and many more. Leonard Cohen has certainly listened.'It made me invent a new way of playing': How Django Reinhardt inspired Black Sabbath's Tony Iommi | Something Else!France:Magma - Opera Rock, anything l’ve heard is bonkers. Gong would become essentially a French Band.Brigitte Fontaine - radical experimental pop-rock and an influence on Sonic Youth, Kim Gordon, Stereolab & Björk.Serge Gainsbourg flirted with psychedelic & orchestrated rock in the late 60s, he’s an institution in France. He has influenced Jarvis Cocker of Pulp, Mick Harvey ex the Bad Seeds, Nick Cave, Stereolab, Beck, Tindersticks and numerous others.Other French artists including Jaques Dutronc, who’s considered kind of like a French Ray Davies. Et Moi, Et Moi, Et Moi and Mini, Mini, Mini are early singles with psychedelic touches but released in 1966. And there’s much more.L’idole has a nice hookJaques Dutronc - Il est Cinq Heures, Paris s’éveille - The Parisian “Waterloo Sunset”Michel Polnareff also incorporated elements of psychedelia & pop-rock into his work and is admired by Paul Weller. He’s more emotive than Dutronc and maybe most similar to Donovan heading towards Elton John, these artists are only offered as comparisons, both artists were highly original.La Poupee qui fait Non (1966)Que a tué Grand-Maman from the Polnareff’s album which is considered a classicEarlier some of the female French yé-yé singers sang some tougher R&B, all still quite pop. Sylvie Vartan, France Gall et al.France Gall - Laisser Tomber les Filles (Leave the Girls Alone)Françoise Hardy was hugely successful in France, Germany, Italy, Spain and even managed a couple of UK Top 40 hits, orchestrated pop was more her style but it was more pop-rock by the end of the 60s. Cat Power, Stereolab, Blur, Air have listened & collaborated.Spain;Los Bravos were a Spanish beat band with a German singer. Black is Black was their big hit worldwide hit. They are that rare example of a non English speaking rock band that were successful at the time but are not influential.In Spain, in addition to Los Bravos, they had Los Brincos, Los Angeles, Los Fórmula V and many more excellent bands (& thank you again @George Rabel )There are a whole load of other musical traditions in Spain. Guitarist Paco de Lucia would develop the Nuevo Flamenco style and has played with John Mc Laughlin & Larry Coryell. La Rumba Catalana was also popular.Some atypical “Gypsy” rhumba incorporated psychedelic touches.Anatolian RockErkin Koray, the Turkish Guitarist is probaly the best known exponent. Anything l’ve heard is wonderful.A paragraph on a few non anglophone countries does none any justice, whole continents have been left out but hopefully this will be an introduction to a new artist for someone.

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