The components of addiction model operationally defines addictive activity as any behavior that presents what I believe are the six main components of addiction (that is, these are the subjective experiences that people report as a result of participating in online games and can be seen as a coping strategy (i.e., my. Increasing amounts of online games are required to achieve the above mood-modifying effects. For someone who participates in online games, this means a gradual build-up of the amount of time they spend online, involved in the behavior. The theory of excessive appetite of addictions shares overlapping components with the general theory of addiction model, including learning processes in which people associate addictive behavior with relief from negative affect (i.
Jacobs (3) argued that coping with negative emotions by participating in addictive behavior is a key factor in maintaining addictions. It is important to note that CMAT is empirically based on the empirical demonstration that component vulnerabilities are important etiological and maintenance factors of addictive behaviors and can be addressed in treatment. Finally, a strength of the addiction component model (4) is to provide a model that reduces the similarities of addictions to six main components. A working model of the component model of addiction treatment that represents the vulnerabilities of the components and the corresponding intervention possibilities.
In addition, studies are needed to determine whether the vulnerabilities of the listed components represent important mechanisms that explain the effectiveness of treatment in a variety of addictive disorders. Future directions will involve the creation of an assessment tool that has clinical validity to help treatment providers determine which component vulnerabilities are the most important for treatment to target.