Jory Deleuze

Jory Deleuze
Le Beau Vallon · Scientific Research and Publication Department

PhD in Psychological Sciences

About

34
Publications
46,467
Reads
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1,128
Citations
Introduction
Graduated from the Université catholique de Louvain (UCL) in 2011 with a Master's degree in Psychological Sciences, specializing in neuropsychology, I then completed a University Certificate in 2012 in research orientation (courses and internship). Between 2013 and 2018 I redirected myself towards the realization of a PhD thesis on the problem of addiction to online video games under the supervision of professors Joël Billieux and Pierre Maurage. Since 2018 I have been working at Le Beau Vallon as psychologist coordinator of the Department of Clinical Research and Scientific Publications. The main objective is to facilitate the links between research and clinical work within the departments, as well as to develop research carried out internally, from the preparation of a research project
Additional affiliations
March 2017 - March 2017
Université Catholique de Louvain - UCLouvain
Position
  • Lecturer
Description
  • Seminar presented as a part of the class “Clinical psychology of addictions” [Psychologie Clinique des Assuétudes¬] (Prof. Pierre Maurage). Topic: Behavioral addictions and the case of online video games (2h).
May 2014 - June 2014
Hôpitaux Universitaires de Genève
Position
  • Research Internship
October 2013 - September 2017
Université Catholique de Louvain - UCLouvain
Position
  • PhD Student
Description
  • My thesis was entitled "Can Internet Gaming Disorder criteria distinguish high engagement from addiction?"
Education
September 2009 - September 2011

Publications

Publications (34)
Article
Background. From the theory of compensatory Internet use, escapism through videogames may constitute a coping strategy that is sometimes helpful but, in some cases, maladaptive. Yet, evidence supporting this view has, to date, been gathered only through the use of explicit self-reported questionnaires, which are known to be biased. Accordingly, the...
Article
Full-text available
Background and aims The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence supporting their validity remains scarce. This study compared online gamers who do or do not endorse IGD criteria regarding self-control-related abil...
Article
Full-text available
While addictions to substances such as alcohol, tobacco, and other drugs have been extensively investigated, interest has been growing in potential non-substance-related addictive behaviors (e.g., excessive gambling, buying or playing video games). In the current study, we sought to determine the prevalence and characteristics of a wide range of ad...
Article
Full-text available
Rationale Visuo-perceptive deficits in severe alcohol use disorder (SAUD) remain little understood, notably regarding the respective involvement of the two main human visual streams, i.e., magnocellular (MC) and parvocellular (PC) pathways, in these deficits. Besides, in healthy populations, low-level visual perception can adapt depending on the na...
Article
Visuospatial impairments have long been reported in Severe Alcohol Use Disorder but remain poorly understood, notably regarding the involvement of magnocellular (MC) and parvocellular (PC) pathways. This empirical gap hampers understanding the implications of these visual changes, especially since the MC and PC pathways are thought to sustain centr...
Article
Background: Dominant theoretical models consider that attentional biases (AB) towards alcohol-related stimuli play a key role in the development and maintenance of alcohol use disorder (AUD). Their assessment has however showed high inconsistencies and has been mostly based on unreliable behavioral measures. This study evaluated the presence and ex...
Article
While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player × game relationships in GD has received limited attention. This review aimed to: (1) identify game types associated with GD symptomatology; and (2) evaluate individual differences (e.g., age, personality, depression) in the relat...
Data
This PDF contains the complete CISBA in its original French version. There is currently no English version. Any interested person can propose to make a translation. If you plan to use this inventory, feel free to adapt, update or complete it.There is no cut-off score or official composite score, this inventory aims to have a fairly broad overview o...
Article
Full-text available
Background and aims: The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the DSM-5, adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. T...
Article
Full-text available
The use of social network sites (SNSs) has grown dramatically. Numerous studies have shown that SNS users may suffer from excessive use, associated with addictive-like symptoms. With a focus on the popular SNS Facebook (FB), our aims in the current study were twofold: First, to explore the heterogeneity of FB usage and determine which kind of FB ac...
Article
Full-text available
FREE ACCESS ONLINE: https://onlinelibrary.wiley.com/doi/abs/10.1111/add.14388 Note: Consortium list in supplementary file. Dr. King conceived of the letter and wrote the first draft. Joel Billieux, Paul Delfabbro, Marc Potenza, John Saunders, and Dan Stein made substantial edits to multiple versions of the letter. Additional feedback from unnamed...
Article
Full-text available
Although it has been proposed that problematic Internet use (PIU) may represent a dysfunctional coping strategy in response to negative emotional states, there is a lack of experimental studies that directly test how individuals with PIU process emotional stimuli. In this study, we used an emotional Stroop task to examine the implicit bias toward p...
Preprint
Video games have become the most popular leisure activity around the world, sometimes mobilizing millions of players on a daily basis. However, accumulating evidence suggests that excessive use of video games is associated to a wide range of negative consequences. In 2013, the American Psychiatric Association included in the fifth edition of the Di...
Conference Paper
Full-text available
Background and Aims: Previous studies have found associations between specific gaming motives (escapism, achievement, social) and problematic video gaming. Furthermore, it has also been reported that escape, competition, and fantasy motives mediated between psychiatric distress and problematic online gaming (POG). The present study tested the media...
Preprint
Full-text available
We greatly appreciate the care and thought that is evident in the ten commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and se...
Article
Full-text available
We greatly appreciate the care and thought that is evident in the ten commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games isrelated to life problems. We believe that understanding this population and the nature and sev...
Article
The interest in studying addictive use of online sexual activities (OSA) has grown sharply over the last decade. Despite the burgeoning number of studies conceptualizing the excessive use of OSA as an addictive disorder, few have tested its relations to impulsivity, which is known to constitute a hallmark of addictive behaviors. To address this mis...
Conference Paper
Full-text available
Background and aims: The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a brief instrument developed to assess Internet Gaming Disorder as proposed in the DSM-5. The first psychometric analyses carried out among a large sample of Hungarian online gamers demonstrated that the IGDT-10 is a valid and reliable instrument. The present study aimed t...
Article
Full-text available
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research b...
Conference Paper
Background and aims: The study of Internet-related disorders recently made a step forward in the acknowledgment of excessive online gaming as a potential condition with the proposal of tentative criteria of “Internet Gaming Disorder (IGD)” in Section 3 of the DSM-5. The construct being in need for further validation or rejection, the purpose of thi...
Conference Paper
Background and aims: There is a need to explore mobile phone use patterns for entertainment and related addictive characteristics. A cross-national study between Belgium and Finland was conducted to explore this relationship. The aim was to examine whether adults play games excessively through smartphones as well as to identify the role of differen...
Article
Full-text available
Background and aims: Video gaming addiction or problematic game use are heterogeneous concepts. Players differ widely in their involvement in games in terms of motivations and consequences. World of Warcraft (WoW) is one of the most played massive multiplayer online role playing games and characterization of Wow players involvement in the game is m...
Article
Full-text available
Background and aims: Facebook is the most used online social networking service. Previous studies have assessed a potential addictive use of Facebook, but so far none of those papers, to our knowledge, described precisely what people are actually doing on this service (e.g., video-games, friends-relatives monitoring, etc.), and the risk factors ass...
Conference Paper
Full-text available
Background and aims: Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video game worldwide, overtaking Massively Multiplayer Online Role Playing Games (MMORPGs) and First Person Shooter (FPS) games. However, empirical studies focusing on the use and abuse of MOBA are still very limited, particularly regarding impuls...
Article
Full-text available
Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly reg...
Chapter
Full-text available
Internet gaming disorder is one of the main types of Internet-related disorders. Recently, and despite inconsistencies in classification and limited data regarding the etiology of the condition, Internet gaming disorder has been included in Sect. 3 (research appendix) of the DSM-5. The focus of the current chapter was the dysfunctional involvement...
Article
Full-text available
In WHO Meeting report Public Health Implications of Excessive Use of the Internet, Computers, Smartphones and Similar Electronic Devices http://apps.who.int/iris/bitstream/10665/184264/1/9789241509367_eng.pdf
Conference Paper
Chemical and behavioral addictions are highly prevalent in our societies. Nevertheless, studies investigating a large panel of addictive behaviors in a community sample are lacking from the current literature on the topic. The aim of the current study is to explore addictive behaviors prevalence, characteristics, and interrelations in a sample of F...
Conference Paper
During the last decade, Massively Multiplayer Online games (MMO) have gained a particular interest. With dozen of millions users playing every day, the prevalence rate for the excessive and problematic usage of MMO is varying from 5 to 15%. Defined in the DSM-5 as Internet Gaming Disorder, the negative repercussions on health and on both family and...
Article
Full-text available
L'alcoolo-dépendance est le trouble mental le plus répandu. Elle a des répercussions importantes sur les plans psychologique, physiologique, économique et social. La prise en charge de ce trouble demeure cependant peu efficace, avec un taux de rechute de 75 % durant les six mois post-traitement. Dévelop-per et valider de nouvelles interventions psy...

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Cited By

Projects

Projects (3)
Project
Prevalence and characteristics of addictive behaviors. Psychological predictors and cognitive substrates of addictive behaviors (online role-playing games, tobacco smoking, gambling, shopping / buying, internet use). Questioning the concepts of addiction and behavioral addiction. A process-based and integrative approach of addictive (problematic) behaviors
Project
A cognitive approach to alcohol-dependent persons : cognitive deficits, cognitive biases, beliefs/attitudes
Archived project
The articles included in this project constitute all the studies carried out during the doctoral thesis carried out between 2013 and 2018 at the Université catholique de Louvain (UCL, Belgium).