3,233 results on '"GAMING disorder"'
Search Results
2. Intentional objects and experience ―Response to my critics.
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Jauernig, Anja
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NEWTON'S law of gravitation , *GAMING disorder , *MENTAL representation , *PHILOSOPHY of mind , *DREAMS , *IMAGINATION , *GRATITUDE , *IDEALISM , *SKEPTICISM - Abstract
This article is a response to critics of the author's book on intentional objects and experience. The author clarifies their definition of intentional objects and addresses concerns raised by the critics. They argue that intentional objects, including appearances, are fully mind-dependent and exist in virtue of being represented by finite minds. The author also discusses the historical and contemporary use of intentional objects in philosophy and defends the usefulness of their account for explaining the nature of appearances. They address criticisms regarding the ontological status of intentional objects and the representation of empirical reality in Kantian philosophy, acknowledging alternative perspectives and the limitations of their own argument. The text concludes by discussing objections and responses to the author's account of experience in relation to Kantian philosophy, providing explanations and justifications while respecting diverse perspectives. [Extracted from the article]
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- 2024
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3. Multimodal analysis of cortical activation in young male adults with internet gaming disorder: A resting state EEG-fNIRS study.
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Altınkaynak, Miray, Yeşilbaş, Demet, Batbat, Turgay, Güven, Ayşegül, Uğurgöl, Elif, Demirci, Esra, İzzetoğlu, Meltem, and Dolu, Nazan
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GAMING disorder , *NEAR infrared spectroscopy , *HYBRID systems , *YOUNG adults , *PREFRONTAL cortex - Abstract
Internet gaming disorder (IGD) has become increasingly prevalent worldwide and is recognized as a significant public health concern because of its negative consequences on individuals mental and physical health, social relationships, academic performance and overall well-being. While research on IGD has gained significant momentum in the past decade, the neural substrates underlying this disorder remains unclear. This study aims to investigate resting-state cortical activation in male subjects with IGD using a concurrent functional near infrared spectroscopy (fNIRS) and electroencephalography (EEG) hybrid system. Twenty-two male individuals with IGD (18–23 years old) and twenty-two male healthy, age-matched healthy controls were included in the study. Mean oxygenation of the prefrontal cortex (PFC) and whole head neural activity were measured using fNIRS and EEG respectively, during eyes-open and eyes-closed conditions at the resting state. EEG signals were decomposed into distinct frequency sub-bands with wavelet transform, followed by the analysis of the power spectral density within each band. Mean oxygenation of PFC is measured using a multichannel fNIRS system. Results revealed that the individuals with IGD had significantly higher beta power in the frontal region compared to the control group. Individuals with IGD showed significantly increased PFC oxygenation compared to healthy controls. Additionally, both frontal beta power and PFC oxygenation were significantly correlated with IGD severity. However, there were no significant correlations observed between oxygenation and beta powers. This study is the first to examine resting-state cortical activation using multimodal EEG-fNIRS system in young adults with IGD. Moreover, it provides an important contribution to the understanding of the underlying neural mechanisms of IGD and offer new insights for the diagnosis and intervention of the disorder using multimodal EEG-fNIRS system. Further studies should aim to replicate the findings of this study using a larger and more culturally diverse sample to support the neurophysiological basis of IGD. • This is the first study to combine EEG and fNIRS in investigating neural correlates of Internet Gaming Disorder (IGD). • Resting-state EEG beta power and fNIRS prefrontal cortex oxygenation are potential biomarkers for identifying IGD. • Higher beta powers and increased oxygenation in the frontal region were significantly correlated with IGD severity. [ABSTRACT FROM AUTHOR]
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- 2024
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4. Gaming Disorder and Depression Among Chinese Left-Behind Adolescents: Interactions of Family, School, and Personality Factors.
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Qingqi Liu, Jingjing Li, and Xiaoshi Jin
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GAMING disorder , *PERSONALITY , *CHINESE people , *TEENAGE girls , *TEACHER-student relationships , *DEPRESSION in adolescence , *MEDIATION (Statistics) - Abstract
Gaming disorder and depression of Chinese adolescents have aroused widespread concern. Although there is a close relationship between gaming disorder and depression among ordinary adolescents, few studies have examined this relationship among Chinese left-behind adolescents (adolescents left in rural areas while parents work in urban areas for at least six months annually) from the perspective of environment-individual interactions. This study aimed to analyze whether family, school, and personality factors could interact in predicting left-behind adolescents' gaming disorder and depression. A cross-sectional questionnaire study was conducted between June and December 2020 in four high schools in Central China. A total of 618 left-behind adolescents between 11 and 15 years of age completed the anonymous survey. The results found that gaming disorder acted as a mediator linking parental neglect to depression. Teacher-student relationships and trait self-control uniquely weakened the predictive effect of parental neglect on gaming disorder and the mediating effect of gaming disorder between parental neglect and depression. The three-way interaction of parental neglect, teacher-student relationships, and trait selfcontrol also showed a significant effect on left-behind adolescents' depression through gaming disorder. The protective role of teacher-student relationships on the mediation of gaming disorder was stronger for left-behind adolescents with lower trait selfcontrol, and the protective role of trait self-control on the mediation of gaming disorder was stronger for left-behind adolescents with lower teacher-student relationships. The results promote a better understanding of how family, school, and personality interact to predict left-behind adolescents' gaming disorder and depression. The findings can inform specific practical suggestions for preventing and intervening in gaming disorder and depression. [ABSTRACT FROM AUTHOR]
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- 2024
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5. Internalizing Personality Traits and Coping Motivations for Gaming During the COVID-19 Pandemic: A Cross-Lagged Panel Mediation Analysis.
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Lewinson, Rebecca E., Wardell, Jeffrey D., Katz, Joel, and Keough, Matthew T.
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COVID-19 pandemic , *PERSONALITY , *ANXIETY sensitivity , *GAMING disorder , *PSYCHOLOGICAL vulnerability - Abstract
Anxiety sensitivity and hopelessness are two traits that have been previously linked to increased gaming problems. Research in the early stages of the COVID-19 pandemic showed that emotionally vulnerable individuals were turning to video games as a means of coping with their distress. However, more research is needed on the longterm and enduring pathways from internalizing traits to time spent gaming during COVID-19, after the lockdowns and preventative measures had been lifted. As such, the current study employs a multi-wave longitudinal study that predicted that those participants who experience high levels of anxiety sensitivity or hopelessness would use gaming as a means to cope with their emotional discomfort, resulting in increased gaming behaviours. A sample of 1,001 American gamers (Mage = 38.43, SD = 12.11, 53.2% female) completed three surveys through Mechanical Turk, with the first occurring in July 2021, and subsequent surveys spaced three months apart. This study measured participants' baseline anxiety sensitivity and hopelessness using the Substance Use Risk Profile. At each time point, participants were asked to recall their average time spent gaming over the past month using a Timeline Follow-Back method, and answer questions related to their coping motivations for gaming using the Motives for Online Gaming Questionnaire. Coping motives consistently predicted time spent gaming at the next timepoint. Furthermore, we found evidence that high levels of anxiety sensitivity at baseline predicted greater future time spent gaming at Time 3, through greater coping motives at Time 2. Hopelessness was correlated with coping motives and time spent gaming at baseline, but did not relate to these variables across time. Anxious individuals who were gaming to cope during the COVID-19 pandemic may be at higher risk for excessive gaming. This may be particularly true for individuals who are higher in anxiety sensitivity. Future research should aim to understand how the relationships between anxiety sensitivity, coping motivations, and time spend gaming exist in the context of symptoms of gaming disorder and functional impairments that exist due to excessive gaming. [ABSTRACT FROM AUTHOR]
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- 2024
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6. Relationship between video game addiction and bladder/bowel dysfunction in children.
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Tiryaki, Öznur, Menekşe, Dilek, and Çınar, Nursan
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GAMING disorder ,GAMES ,BLADDER diseases ,FECAL incontinence ,BLADDER - Abstract
Copyright of Biomédica: Revista del Instituto Nacional de Salud is the property of Instituto Nacional de Salud of Colombia and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2024
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7. Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players.
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Bäcklund, Christian, Sörman, Daniel Eriksson, Röhlcke, Sebastian, and Nyström, Markus B. T.
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GAMING disorder ,PERSONALITY disorders ,PERSONALITY ,ONE-way analysis of variance ,VIDEO games - Abstract
This study explored the relationship between the big five personality traits and gaming disorder symptoms (GDS) in a sample of Dota 2 players. Recent research has indicated that the relationship between personality traits and GDS may depend on the video game genre investigated. However, the association between GDS and personality has yet to be investigated within a specific game, which may be even more relevant to explore as each game offers unique gameplay mechanics that can influence player behavior differently. Thus, the present study investigated the relationship between the big five personality traits and GDS in a sample of video game players from a specific game, DOTA 2 (n = 321, M = 23.25 years, SD = 4.51). Multiple linear regression was used to analyze GDS formatted as a composite score, and one-way Analysis of Variance (ANOVA) were further conducted for analyses in which gamers were classified into normal gamers (i.e., less than three criteria endorsed), moderate-risk gamers (i.e., four criteria endorsed), and high-risk gamers (i.e., all criteria endorsed). The analysis of the composite score showed a significant relationship between neuroticism, conscientiousness, agreeableness, and GDS. Analyses of the gaming classifications revealed that neuroticism was the most crucial factor concerning differentiating moderate-risk and high-risk from normal gamers. The findings and their practical implications are further discussed. [ABSTRACT FROM AUTHOR]
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- 2024
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8. Prevalence of video gaming disorder in Saudi Arabia: a school-based national study.
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Alfaleh, Amjad, Alzaher, Abrar, Alkattan, Abdullah, Alabdulkareem, Khaled, and Ibrahim, Mona H.
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GAMING disorder ,ADVENTURE games ,VIDEO gamers ,VIDEO games ,LEISURE - Abstract
Background: Video gaming is a popular leisure activity among adolescents. Those who play excessively are in danger of educational and social drawbacks and may become addicted to video gaming. Several published studies determined the prevalence of GD among children in specific Saudi regions. However, the current study assessed the national prevalence of video gaming disorder (GD) and its risk factors among school students in Saudi Arabia. Methods: A school-based survey was conducted among adolescents in all regions of Saudi Arabia during the academic year 2021–2022. A multistage stratified cluster sampling technique was used to select the school students. An Arabic-validated version of the 9-item dichotomous (yes/no) GD Scale based on the DSM-5 criteria was used to determine GD prevalence among the students. The score ranged from zero to nine (0–9). Participants who scored five or more were deemed as having GD. Students who scored less than five were classified as normal gamers (score 0–1) or risky gamers (score 2–4). Results: We recruited 5332 school students. Their mean age was 15.5 ± 1.7 years, and almost half of them were males (50.7%). According to the GD score, the prevalence of normal gamers was 39.08% (N = 1714), risky gamers 40.47% (N = 1775), and those with GD was, 20.45% (N = 897). Logistic regression was performed to determine the association between video gaming disorder and all the gathered variables, which include age, educational grade, sex, types of video gaming, and categories of video games played. The results showed that nationality, age, educational grade, sex, using only mobile devices to play, and playing puzzle and sports games were not associated with video gaming disorder. On the other hand, it was revealed that using tablets, game consoles, PCs; having multiple devices; and playing online, fighting, car racing, war, and adventure games were significantly linked to GD. Conclusion: The prevalence of GD was 20.45% among Saudi school students who play video games. Utilizing more than one type of gaming device and playing games in the fighting, war, and multiplayer categories via an online connection were significantly linked to having GD. To limit video gaming addiction, we encourage screening, diagnosing, and treating disordered video gamers early. In addition, governmental authorities and video game companies should discuss and revise numerous policy measures to minimize the accessibility of video games, limit the harms and risks related to them, and assist video gamers in becoming effective members of society. [ABSTRACT FROM AUTHOR]
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- 2024
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9. Comorbidity among symptoms of internet gaming disorder, social withdrawal, and depression in 3430 young people in Hong Kong: A network analysis.
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Fong, Ted C.T., Junus, Alvin, Wen, Ming, and Yip, Paul S.F.
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YOUNG adults , *GAMING disorder , *COMORBIDITY , *WITHDRAWAL (Psychology) , *SYMPTOMS , *SOCIAL isolation - Abstract
The present study aimed to examine the comorbidity among symptoms of internet gaming disorder (IGD), social withdrawal, and depression using the network perspective. An online survey recruited 3430 young people in Hong Kong (mean age = 19.4 years, 80.5 % male) via gaming channels in 2019. The participants completed the 9-item IGD Scale, Hikikomori Questionnaire, and Patient Health Questionnaire-9. Network analysis was conducted using R to estimate the central symptoms of IGD and depression in individual networks and identified the bridge symptoms in combined network of IGD, social withdrawal, and depressive symptoms. All network models showed high stability. 'Withdrawal', 'Loss of control', and ' Tolerance ' were the central IGD symptoms, while ' Depressed mood ' and ' Self-blame/guilt ' were the central depressive symptoms. The bridge symptoms were ' Gaming as escape or mood relief ' from IGD cluster, ' Depressed mood ' and ' Self-blame/guilt ' from depression cluster, and ' Marked social isolation at home ' and ' Significant distress due to social isolation ' from social withdrawal cluster. The combined network showed no significant differences in network structure and global strength across gender and age groups. The cross-sectional sample only indicated undirected associations between the symptoms in the three clusters and could not model the intra-individual variation. The present study provided the first results on the comorbidity among IGD, social withdrawal, and depression at a symptom level among Chinese young people via network analysis. The bridge symptoms highlight potential targets for interventions of comorbidity among the disorders. • We examined comorbidity among IGD, hikikomori, and PHQ-9 in 3430 Chinese young people. • Network analysis found 'Withdrawal' and 'Tolerance' as the central IGD symptoms. • 'Gaming as escape or mood relief' was the bridge symptom for IGD in combined network. • 'Depressed mood' and 'Self-blame/guilt' are central and bridge symptoms for PHQ-9. • We identified the bridge symptoms as potential targets of interventions among gamers. [ABSTRACT FROM AUTHOR]
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- 2024
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10. Validation of the Expected Social Acceptance via Internet Gaming Scale (ESAIGS) Among Adolescent Internet Gamers in China.
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Yu, Yanqiu, Mo, Phoenix K. H., Zhang, Jianxin, Li, Jibin, and Lau, Joseph T. F.
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GAMING disorder , *SOCIAL acceptance , *CONFIRMATORY factor analysis , *EXPLORATORY factor analysis , *VIDEO games - Abstract
The outcome expectancy of social acceptance via internet gaming potentially contributes to internet gaming disorder (IGD) among adolescents. To better understand the relationship, this study developed and validated the 6-item Expected Social Acceptance via Internet Gaming Scale (ESAIGS) among 2339 adolescent internet gamers via a classroom survey in Guangzhou and Chengdu, China from October to December 2018. The prevalence of IGD was 18.0%. By using two half-split subsamples, exploratory and confirmatory factor analyses identified and confirmed a unidimensional structure of the ESAIGS, respectively. The ESAIGS showed satisfactory internal consistency, test–retest reliability, composite reliability, and absence of ceiling effect, although a slight-to-moderate floor effect was observed. It also demonstrated convergent and concurrent validity showing significant positive correlations with the three external variables (IGD, internet gaming time, and perceived rewards of internet gaming). Hence, the validated ESAIGS can be applied to assess expected social acceptance via internet gaming among adolescents in China. [ABSTRACT FROM AUTHOR]
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- 2024
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11. Harmful compared to what? The problem of gaming and ambiguous causal questions.
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Magnusson, Kristoffer, Johansson, Fred, and Przybylski, Andrew K.
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COMPULSIVE behavior , *INTERNET addiction , *MENTAL health , *ATTRIBUTION (Social psychology) , *VIDEO games , *PSYCHOSOCIAL factors - Abstract
Background and aims: There has been much concern regarding potential harmful effects of video game‐play in the past 40 years, but limited progress in understanding its causal role. This paper discusses the basic requirements for identifying causal effects of video game‐play and argues that most research to date has focused upon ambiguous causal questions. Methods: Video games and mental health are discussed from the perspective of causal inference with compound exposures; that is, exposures with multiple relevant variants that affect outcomes in different ways. Results: Not only does exposure to video games encompass multiple different factors, but also not playing video games is equally ambiguous. Estimating causal effects of a compound exposure introduces the additional challenge of exposure‐version confounding. Conclusions: Without a comparison of well‐defined interventions, research investigating the effects of video game‐play will be difficult to translate into actionable health interventions. Interventions that target games should be compared with other interventions aimed at improving the same outcomes. [ABSTRACT FROM AUTHOR]
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- 2024
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12. Pathways from Family Functioning to Internet Gaming Disorder: The Mediating Role of the Dark Triad.
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Calaresi, Danilo, Verrastro, Valeria, Giordano, Fiorenza, Gullo, Janine, and Saladino, Valeria
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GAMING disorder , *PERSONALITY , *MANIPULATIVE behavior , *STEPFAMILIES , *TRANSITION to adulthood , *MACHIAVELLIANISM (Psychology) - Abstract
With internet gaming disorder (IGD) becoming more common, there are growing worries about the health of those it affects. This study examines how traits like Machiavellianism, psychopathy, and narcissism might connect family functioning to IGD. The research involved 1190 young adults who answered an online survey, sharing their personal experiences. To examine the mediation effects, latent variable structural equation modeling (SEM) was used, revealing complex relationships among the variables under investigation. Although all direct and indirect paths were statistically significant, the mediation effects of narcissism were positive only when Machiavellianism and psychopathy were not included as parallel mediators, but negative otherwise. The findings suggest that individuals with strong family functioning could be less likely to internalize manipulative behaviors and show a lack of empathy, traits that could contribute to their involvement in IGD. The results underscore the importance of recognizing the multifaceted nature of this phenomenon and provide valuable insights for developing comprehensive strategies to prevent and tackle IGD. Therefore, prevention and intervention efforts should consider the combined influences of family functioning, personality traits, and individual and contextual factors in the online environment to effectively address this problem. [ABSTRACT FROM AUTHOR]
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- 2024
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13. Confounding analysis with gaming aspects in predicting psychological distress of esports players.
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Lee, Soon Li and Tam, Cai Lian
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GAMING disorder , *PSYCHOLOGICAL distress , *VIDEO games , *CONFOUNDING variables , *PERFORMANCE management - Abstract
This research aimed to explore the interplay between the central and peripheral aspects of gaming and their correlation with internet gaming disorder (IGD) in predicting indicators of psychological distress. The study proposed that the core and peripheral characteristics of gaming serve as confounding variables affecting the direct relationship between IGD and psychological distress. Employing a longitudinal design spanning two distinct timeframes, the research involved 100 esports players from Malaysia, all of whom had participated in at least one official tournament. The outcomes revealed that both the core and peripheral attributes of gaming significantly predicted stress, anxiety, and depression. However, IGD exhibited a significant predictive association only with stress. Notably, the study also detected the confounding effects of core and peripheral characteristics in the direct link between IGD and stress. These results imply that core and peripheral gaming traits should be interpreted as individual differences that amplify susceptibility to IGD and its associated psychological distress indicators. Moreover, the findings suggested that IGD might not be a prominent concern for esports players, potentially due to their training in performance management as athletes. The paper explores further implications stemming from these findings. [ABSTRACT FROM AUTHOR]
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- 2024
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14. Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation.
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Bäcklund, Christian, Sörman, Daniel Eriksson, Gavelin, Hanna M., Király, Orsolya, Demetrovics, Zsolt, and Ljungberg, Jessica K.
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MULTITRAIT multimethod techniques , *SATISFACTION , *COMPULSIVE behavior , *RESEARCH funding , *MENTAL illness , *RESEARCH methodology evaluation , *PERSONALITY , *PSYCHOMETRICS , *CONCEPTUAL structures , *VIDEO games - Abstract
Introduction: The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM‐5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD‐11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten‐Item Internet Gaming Disorder Test (IGDT‐10), and the Five‐Item Gaming Disorder Test (GDT‐5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits. Methods: A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91). Results: The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one‐factor model of the GDT, IGDT‐10, and GDT‐5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT‐10, and GDT‐5, indicating that gaming disorder symptoms are measured equally across the subgroups. Conclusion: These findings demonstrate that the IGDT‐10, GDT‐5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden. [ABSTRACT FROM AUTHOR]
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- 2024
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15. The dynamics of problematic gaming in e-sports through the lens of FIFA gaming.
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Tham, Samuel M. and Kelling, Kimberly
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INTERNET addiction , *CROSS-sectional method , *COMPULSIVE behavior , *CRONBACH'S alpha , *RESEARCH funding , *INVESTMENTS , *GAMBLING , *DESCRIPTIVE statistics , *MOTIVATION (Psychology) , *SURVEYS , *ATTITUDE (Psychology) , *CONCEPTUAL structures , *FACTOR analysis , *VIDEO games , *TIME - Abstract
This research looks at the relationship between gamer roles, motivations, and their association with problematic gaming. Particularly, attitudes, flow, and sunk cost were explored within EA Sport's FIFA, a popular eSports video game that features loot boxes. Loot boxes are purchases made within video games that yield random in-game items, akin to gambling. eSports are popular video games that have attracted fandom, spectators, and audiences often streamed online. This study conducted an online survey (n = 200) of FIFA gamers. Participants were screened to ensure they played FIFA's Ultimate Teams game mode which features the predominant use of loot boxes. Attitudes and flow predicted problematic gaming. Sunk cost was also found to be highly associated with problematic gaming. Importantly, two emergent gaming roles (manager and trader) were explored and discussed in this study. These roles that gamers adopt within the game are defined by gamer motivations. This provides knowledge regarding the impact of loot boxes and its association with problematic gaming. The findings from this research suggest that the gamer roles of trader and manager in FIFA are dynamic, such that sunk cost is greater for those that lean more toward trading, which is associated with problematic gaming. Additionally, games like FIFA as an eSport may create a sense of normalcy for competitive online games that utilize gambling style mechanics. [ABSTRACT FROM AUTHOR]
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- 2024
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16. Social Information Processing and Executive Functions in Male Children and Adolescents with Internet Gaming Disorder.
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Turan, Serkan, Çıray, Remzi Oğulcan, Tunçtürk, Mustafa, Halac, Eren, Bilgic, Berrin, Ağaç, Nilay, and Ermiş, Çağatay
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GAMING disorder , *EXECUTIVE function , *TEENAGE boys , *SOCIAL processes , *PATHOLOGICAL psychology , *CHILD psychopathology - Abstract
In recent years, in addition to its clinical importance, interest in the social-cognitive aspect of internet gaming disorder (IGD) has increased. This study aimed to investigate autistic traits, executive functions, and self-regulation abilities of patients with IGD. Eighty-seven male patients with IGD and eighty-three male healthy controls (HC) were included in the study. All patients were diagnosed with IGD as per the diagnostic criteria of Diagnostic and Statistical Manual of Mental Disorders-5. Healthy controls without any comorbid psychiatric diagnosis were recruited from the community. The Brief Rating Inventory of Executive Function (BRIEF) and the Social Responsiveness Scale (SRS) were implemented to evaluate autistic traits, executive functions, and self-regulation skills. The Beck Depression Inventory (BDI), Screen for Child Anxiety and Related Disorders and Internet Gaming Disorder Scale—Short-Form were used to evaluate psychopathology. The effect size of the impairments in executive functions and self-regulation skills was large (Cohen's d = 1.0–2.0). IGD groups had higher levels of autistic traits compared to healthy controls (d = 1.0–1.4). The differences in BDI and BRIEF scores remained significant in logistic regression analysis. Age at illness-onset, total severity of anxiety, and autistic traits were found as significant correlates of deficits in executive functions among patients with IGD. The results of this study supported the higher autistic traits and poorer executive function skills of patients with IGD. Deficits in executive functions were associated with autistic traits and younger age-onset of the illness. [ABSTRACT FROM AUTHOR]
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- 2024
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17. Comprehensive analysis including in‐game spending and violent game playing in patients with internet gaming disorder.
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Minami, Haruka, Shirai, Toshiyuki, Okada, Shohei, Miyachi, Masao, Tanifuji, Takaki, Okazaki, Satoshi, Horai, Tadasu, Mouri, Kentaro, Otsuka, Ikuo, and Hishimoto, Akitoyo
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GAMING disorder , *SLEEP quality , *PATH analysis (Statistics) , *JAPANESE people , *REGRESSION analysis , *INTERNET gambling - Abstract
Aim Methods Results Conclusion Internet gaming disorder (IGD) is receiving increasing attention. In particular, violent gameplay or in‐game spending affects the psychiatric conditions and economic difficulties of patients. We conducted regression analysis and path analysis to investigate the associations between a comprehensive list of factors in patients with IGD, including the degree of internet or gaming dependence, developmental problems, family background, severity of depression, sleeping habits, in‐game spending, and first‐person shooter (FPS) and third‐person shooter (TPS) game playing.The participants were 47 Japanese individuals (39 males and 8 females) aged ≤20 years diagnosed with IGD with complete data from the internet addiction test, autism spectrum quotient, Quick Inventory of Depressive Symptomatology, and Pittsburgh Sleep Quality Index. All participants were asked whether their parents have divorce history, whether they have siblings, whether they play FPS or TPS games, and whether they engage in in‐game spending. Firstly, we compared these factors between males and females; secondly, we conducted regression analysis and path analysis in male patients.As for simple comparison between sex, female patients showed greater severity of IGD and depressive score. In regression analysis of male patients, significant associations were found between FPS or TPS game playing and in‐game spending. We also created path diagrams.The results of the comprehensive analyses suggest the possibility that bidirectional synergistic effects could be achieved by gradually reducing both violent game playing and in‐game spending. The concept of internet dependence has a wide range of meanings, and for each subtype, it is important to consider the background that led to the dependence to make individualized environmental adjustments and provide psychotherapy. [ABSTRACT FROM AUTHOR]
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- 2024
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18. Outcome assessment of different reward stimuli in Internet gaming disorder by event-related potentials.
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Zhang, Mengyue, Zhao, Chenyue, Mao, Ziyu, Zhang, Meng, and Xing, Xiaoli
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REWARD (Psychology) , *GAMING disorder , *EVOKED potentials (Electrophysiology) , *ECONOMIC stimulus - Abstract
An imbalance in sensitivity to different types of reward stimuli may be an important cause of addiction that is mainly manifested in high sensitivity to addictive substance rewards and blunting of natural rewards. However, contradictions remain in the research results on the sensitivity of individuals with Internet gaming disorder (IGD) to different reward stimuli. Based on participants' neural responses to win and loss feedback (in door task), the event-related potential (ERP) technique was used to investigate the effects of different types of reward stimuli on the assessment of reward-processing outcomes in individuals with IGD. The results showed that in the gain condition, the FB-P3 amplitude induced by game stimuli in the IGD group was significantly higher than that in the control group, and the FN amplitude induced by money stimuli was significantly lower than that in the control group. However, the FB-P3 and FN amplitudes induced by food were not significantly different from those in the control group. In the loss condition, there were no between-group differences in the FB-P3 and FN amplitudes evoked by the three reward stimuli. This indicates that the IGD group showed increased hedonic responses to game stimuli and decreased hedonic responses to money but no differences in hedonic responses to food during the reward assessment phase. Therefore, heightened sensitivity to game rewards and diminished sensitivity to monetary rewards during outcome assessment may play a crucial role in the development of IGD. [ABSTRACT FROM AUTHOR]
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- 2024
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19. Conceptualization and validation of the TILT questionnaire: relationship with IGD and life satisfaction.
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Bonilla, Iván, Chamarro, Andrés, Birch, Phil, Sharpe, Benjamin T., Martín-Castellanos, Adrián, Muriarte, Diego, and Ventura, Carles
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LIFE satisfaction ,GAMING disorder ,EXPLORATORY factor analysis ,CONFIRMATORY factor analysis ,PSYCHOLOGICAL factors ,SPORTS psychology - Abstract
Currently, the study of esports is growing within the field of psychology. Among the different variables attracting interest -- including stress or psychological factors associated with performance -- an emerging concept known as tilt is gaining prominence in the literature. However, this construct has yet to be operationalized or defined. Thus, the present study aims to address this gap by defining and conceptualizing TILT while devising and validating a questionnaire to measure the construct in esports players. The initial phase of the study comprised 27 interviews conducted with professional players (n = 6), semi-professionals (n = 8), amateurs (n = 8), and coaches (n = 5) to characterize the concept of tilt. Following these interviews, a definition of tilt was formulated, and a panel of five experts in sports psychology and esports proposed a comprehensive set of 53 items. A total of 488 participants (278 males, 210 females), aged 18-50 (mean age = 26.9 years, SD = 7.57), completed the survey, including the 53 tilt items, a questionnaire measuring toxic behavior, and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The tilt construct is primarily characterized as a state of frustration escalating into anger, resulting in diminished performance, attention, and recurring negative thoughts about errors. Its onset typically coincides with stressful situations, persisting for approximately 30 min. Through an Exploratory Factor Analysis (EFA), 18 items were retained and categorized into two factors: Causes (7 Items) and Consequences (11 Items) of tilt. The entire questionnaire yielded a Cronbach's α of 0.922, with the first and second factors showing values of 0.854 and 0.890, respectively. Confirmatory factor analysis (CFA) revealed an acceptable fit for the 2-factor solution. Correlations with related constructs, such as Toxic Behavior and IGD, provided preliminary evidence of external validity. Empirical evidence for the validity and internalCurrently, the study of esports is growing within the field of psychology. Among the different variables attracting interest -- including stress or psychological factors associated with performance -- an emerging concept known as tilt is gaining prominence in the literature. However, this construct has yet to be operationalized or defined. Thus, the present study aims to address this gap by defining and conceptualizing TILT while devising and validating a questionnaire to measure the construct in esports players. The initial phase of the study comprised 27 interviews conducted with professional players (n = 6), semi-professionals (n = 8), amateurs (n = 8), and coaches (n = 5) to characterize the concept of tilt. Following these interviews, a definition of tilt was formulated, and a panel of five experts in sports psychology and esports proposed a comprehensive set of 53 items. A total of 488 participants (278 males, 210 females), aged 18-50 (mean age = 26.9 years, SD = 7.57), completed the survey, including the 53 tilt items, a questionnaire measuring toxic behavior, and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The tilt construct is primarily characterized as a state of frustration escalating into anger, resulting in diminished performance, attention, and recurring negative thoughts about errors. Its onset typically coincides with stressful situations, persisting for approximately 30 min. Through an Exploratory Factor Analysis (EFA), 18 items were retained and categorized into two factors: Causes (7 Items) and Consequences (11 Items) of tilt. The entire questionnaire yielded a Cronbach's α of 0.922, with the first and second factors showing values of 0.854 and 0.890, respectively. Confirmatory factor analysis (CFA) revealed an acceptable fit for the 2-factor solution. Correlations with related constructs, such as Toxic Behavior and IGD, provided preliminary evidence of external validity. Empirical evidence for the validity and internal consistency of the Tilt Scale is robust, indicating its potential utility in future research on the psychological experiences of esports players. consistency of the Tilt Scale is robust, indicating its potential utility in future research on the psychological experiences of esports players. [ABSTRACT FROM AUTHOR]
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- 2024
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20. Examining Anxiety and Insomnia in Internship Students and Their Association with Internet Gaming Disorder.
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Alshammari, Tahani K., Rogowska, Aleksandra M., Alobaid, Anan M., Alharthi, Noor W., Albaker, Awatif B., and Alshammari, Musaad A.
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GAMING disorder , *MENTAL health of students , *PEARSON correlation (Statistics) , *GENERALIZED anxiety disorder , *MEDICAL students , *COMPULSIVE gambling - Abstract
Background: Internships are a mandatory graduation requirement to help medical students transition to the work environment. Some individuals are prone to anxiety in an unfamiliar environment, which is a public concern among young adults. Here, we investigated the mechanism between internet gaming disorder and anxiety and insomnia among internship students. Methods: A convenient sample of 267 internship students was collected in a cross-sectional study module between 17 July and 27 December 2022. The survey contained a 7-item Generalized Anxiety Disorder (GAD-7), Athens Insomnia Scale (AIS), and Internet Gaming Disorder Scale—Short-Form (IGDS9-SF). The association was estimated using Pearson's correlations, and network analysis was performed to characterize these associations. Results: Our results indicate that about 60% of participants exhibited mild to severe anxiety and insomnia, while 2.28% showed symptoms of internet gaming disorder. Also, we found a moderate association between anxiety and insomnia. An item-level analysis indicated that GAD_1 "feeling anxious" and GAD_5 "unable to sit still" are essential for gaming, and that GAD_2 "uncontrollable worrying" is crucial for insomnia. This indicated an interplay between these items, supported by our centrality analysis, where we found that GAD_1 and GAD_2 depicted high centrality. Conclusions: We found high rates of anxiety and insomnia in internship students and the association between selected symptoms of anxiety and insomnia. At the same time, low rates of internet gaming disorder could be attributed to a lack of time for entertainment and an increased awareness of its risks. Given these findings, an awareness of anxiety and insomnia risk should be emphasized. [ABSTRACT FROM AUTHOR]
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- 2024
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21. Psychological adjustment, choice of game genre and living arrangements among adolescents with and without IGD.
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PV, Shimil and Kanwar, Palak
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PSYCHOLOGICAL adaptation ,GAMING disorder ,TEENAGERS ,VIDEO games ,ROLEPLAYING games - Abstract
In India, the prevalence of internet gaming disorders ranges from 8 to 9%. Adolescents are more likely to become addicted to online games. This study compares teenage gamers with and without Internet Gaming Disorder (IGD) in terms of game genre, psychosocial adjustment, and living conditions with a sample of 80 in each group. The results demonstrate that adolescents with this disorder had significantly higher scores for depression, anxiety, and psychosocial deterioration than adolescents without gaming disorder. Even though the prevalence of males is high, both genders do not significantly differ from one another in psychological adjustment. Another finding is that adolescents with gaming disorders play multiplayer online role-play games and Battle Royal games more frequently than average players. The prevalence of this disorder is also influenced by living conditions; teenagers who stay in hostels or pay guest rooms are more likely to develop a gaming addiction. [ABSTRACT FROM AUTHOR]
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- 2024
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22. Cognitive-behavioral statuses in depression and internet gaming disorder of adolescents: A transdiagnostic approach.
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She, Rui, Lin, Jiaxi, Wong, Kei Man, and Yang, Xue
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GAMING disorder , *TEENAGE girls , *DEPRESSION in adolescence , *INTERNET gambling , *SECONDARY school students , *MENTAL depression , *TEENAGERS - Abstract
To investigate the comorbidity of adolescent depression and Internet gaming disorder (IGD) and their shared and unique cognitive-behavioral factors (i.e., self-esteem, dysfunctional attitudes, hopelessness, and coping), a large-scale school-based survey was conducted among 3147 Chinese secondary school students in Hong Kong. Probable depression and IGD were screened using the Centre for Epidemiological Studies-Depression Scale and DSM-5 IGD checklist, respectively. Multinomial logistic regression was performed to identify the associations between different condition statuses and cognitive-behavioral factors. Four groups were identified, including comorbidity group (having probable depression and IGD), IGD group (having probable IGD alone), depression group (probable depression alone), and healthy group (neither condition). Comorbidity group showed the worst cognitive-behavioral statuses, followed by depression group and then IGD group. Compared with healthy group, those with lower self-esteem and higher hopelessness and dysfunctional attitudes were more likely to be classified into depression group and comorbidity group, while maladaptive coping was positively associated with all three disorder groups. The results suggest that depression and IGD may share common cognitive-behavioral mechanisms (e.g., maladaptive coping) but also own their uniqueness regarding specific factors (e.g., hopelessness and self-esteem). A transdiagnostic intervention approach targeting the common factors may effectively address the comorbidity. [ABSTRACT FROM AUTHOR]
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- 2024
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23. Influence of reinforcement learning on the inhibitory control of Internet gaming disorder.
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Zhang, Mengyue, Zhao, Chenyue, Zhang, Meng, Mao, Shuangshuang, Yang, Mengyao, Mao, Ziyu, and Xing, Xiaoli
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- *
GAMING disorder , *RESPONSE inhibition , *REINFORCEMENT learning , *CONTROL (Psychology) , *REWARD (Psychology) - Abstract
Reward processing dysfunction and inhibition control deficiency have been observed in Internet gaming disorder (IGD). However, it is still unclear whether the previous reinforcement learning depends on reward/punishment feedback influences on the cognitive inhibitory control of IGD. This study compared the differences between an IGD group and healthy people without game experiences in the probability selection task and the subsequent stop signal task by the method of behavioral experiments, in order to explore whether the reward learning ability is impaired in the IGD group. We also discuss the influence of previous reward learning on subsequent inhibition control. The results showed that (1) during the reward learning phase, the IGD group's accuracy was significantly lower than that of the control group; (2) compared with the control group, the IGD group's reaction times were longer in the transfer phase; (3) for no‐go trials of the inhibitory control phase after reward learning, the accuracy of the reward‐related stimulation in the IGD group was lower than that of punishment‐related or neutral stimulation, but there was no significant difference among the three conditions in the control group. These findings indicated that the reinforcement learning ability of the IGD group was impaired, which further caused the abnormal response to reinforcement stimuli. [ABSTRACT FROM AUTHOR]
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- 2024
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24. Gaming disorder test: Assessing psychometric properties, prevalence, temporal stability, and invariance using a Czech two-time-point longitudinal sample.
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Siřínková, Dita, Blinka, Lukas, and Montag, Christian
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GAMING disorder , *PSYCHOMETRICS , *CONFIRMATORY factor analysis , *STRUCTURAL equation modeling , *LIFE satisfaction - Abstract
In 2019, Gaming Disorder (GD) was acknowledged as an official diagnosis by the World Health Organization. The Gaming Disorder Test (GDT) is the most widely used tool to measure GD; however, due to its novelty, various measurement properties are still unexplored, and the number of validated language variants is still limited. The present study is the first to assess the psychometric properties of the Czech version of the GDT. Further, it focuses on its temporal prevalence and stability, gaming genre invariance, and criterion validity. A large-scale sample of adult Czech gamers collected at two points within nine months was analysed – T1 N = 5356; T2 N = 6077; longitudinal sample N = 1430. Confirmatory factor analysis (CFA), structural equation modelling (SEM), and multigroup CFA were employed to assess the measurement invariance. The study confirmed the one-factor structure of the GDT and showed that it is invariant across preferred gaming genres and the time of data collection. It showed a negative relationship with life satisfaction and a positive relationship with anxiety, even when controlling for their mutual relationships. The prevalence in the longitudinal sample was equal to or below 1.9% in each wave, but only 0.5% in the longitudinal sample (hence n = 7 participants fulfilled in both waves the criteria for GD). The study suggests that the Czech version of the GDT has good psychometric properties, including temporal stability and invariance across gaming genres, so it is suitable for the survey type and epidemiological investigation of the ICD-11's Gaming Disorder. [ABSTRACT FROM AUTHOR]
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- 2024
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25. Assessing Autistic Traits, Hikikomori Tendencies, Pathological Videogaming, and Eating Disorders in University Students: Are Pathological Videogaming and Eating Disorders Gender-Specific Manifestations of the Autism Spectrum?
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Carpita, Barbara, Nardi, Benedetta, Giovannoni, Federico, Parri, Francesca, Cerofolini, Gianluca, Bonelli, Chiara, Massimetti, Gabriele, Pellecchia, Enza, Pini, Stefano, Cremone, Ivan Mirko, and Dell'Osso, Liliana
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COLLEGE curriculum , *AUTISM spectrum disorders , *DIETARY patterns , *GAMING disorder , *EATING disorders - Abstract
In the previous literature, specific attention has been paid to investigate autism spectrum symptoms and traits in university students. In this framework, we aimed to evaluate the presence and correlates of autistic traits, hikikomori tendencies, altered eating behaviors, and pathological videogaming in a sample of Italian university students enrolled in bachelor's degree courses. A total of 1192 students were recruited via an online survey and assessed with the Hikikomori Questionnaire-25, the Adult Autism Subthreshold Spectrum Questionnaire, the Eating Attitude test-26, and the Assessment of Internet and Computer Game Addiction. Our results highlighted significant differences in the prevalence of autistic traits, social withdrawal tendencies, altered eating habits, and pathological videogame use in university students based on gender, age, parents' level of instruction, and field of study. A significant effect of the presence of autistic traits and gender on the scores obtained with the other questionnaires was reported. Our results not only support the role of autistic traits as a vulnerability factor for the development of a set of psychopathological conditions but also suggest that gender could modulate this vulnerability, supporting the hypothesis of gender-specific phenotypes in the autism spectrum. [ABSTRACT FROM AUTHOR]
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- 2024
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26. Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations.
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Isorna Folgar, Manuel, Faílde Garrido, José M., Dapía Conde, María D., and Braña Rey, Fátima
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GAMING disorder , *VIDEO game reviewing , *BEHAVIORAL assessment , *PROSOCIAL behavior , *VIDEO games - Abstract
Video game addiction among adolescents, particularly those with ADHD, is a significant concern. To gather more insights into video game usage patterns in this population, we investigated levels of potentially problematic use, passion, motivations, and emotional/behavioral symptoms in adolescents with and without ADHD. Our cross-sectional, multicenter study involved 2513 subjects (Age M = 15.07; SD = 2.82) from 24 schools in Galicia (Spain), including 158 (6.3%) diagnosed with ADHD. We employed an ad hoc questionnaire covering sociodemographic data and ADHD diagnosis, the Questionnaire of Experiences Associated with Video Games (CERV), the scale of passion for video games, reasons for playing video games Questionaire (VMQ), and emotional/behavioral problems assessment (SDQ). Results indicated heightened vulnerability in adolescents with ADHD, manifesting in longer usage durations and higher problematic use scores. Interestingly, ADHD medication did not affect internet gaming disorder development. Motivations for gaming differed between groups, with the ADHD cohort showing distinctions in cognitive development, coping, and violent reward. Additionally, the ADHD group exhibited greater emotional/behavioral symptoms, hyperactivity, and reduced prosocial behavior. [ABSTRACT FROM AUTHOR]
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- 2024
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27. Determinants associated with internet gaming disorder in female medical students: a logistic regression analysis using a random sampling survey.
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Kharb, Aakanksha, Garg, Sunny, Sharma, Vineet, Yadav, Mohini, and Bagri, Rinki
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GAMING disorder , *MEDICAL students , *LOGISTIC regression analysis , *STATISTICAL sampling , *HELP-seeking behavior - Abstract
Background: Internet gaming disorder (IGD) is a momentously growing issue of all ages, and medical students are not immune from the ever-increasing online gaming vogue. The Indian context is little comprehended, necessitating further research on the magnitude and variables. This study aims to determine the prevalence and risk variables of IGD among female medical students. This cross-sectional survey was conducted from March to May 2023 on 512 female (a calculated sample size) medical undergraduate students enrolled in a tertiary center located in a rural area of North India. A stratified random sampling technique was used to choose the participants. The study included a semi-structured questionnaire containing socio-demographic and personal details and gaming characteristics. It also includes a standardized tool, i.e., the Gaming Disorder and Hazardous Gaming Scale (GDHGS) to assess the outcome. The Binary logistic regression analysis was used to investigate the determinants of the dependent variable. Results: Among the participants, only 236 (46.1%) were identified as gamers. The mean age of the gamers was 21.09 (SD = 1.65) years. Among the gamers, around 31 (13.1%) medical undergraduate students had IGD. The Binary logistic regression analysis identified a few significant determinants of IGD such as dissatisfaction with academic performance (COR = 24.8), playing internet games for more than 2 h per day (COR = 5.9), playing paid games (COR = 2.8), and playing games daily (COR = 4.99). Conclusion: IGD is highly prevalent among professional medical college students, and its propensity is linked with poor academic performance, using paid games, and spending long hours and days on gaming. Thus, administrators should identify at-risk students and help them in seeking therapy. [ABSTRACT FROM AUTHOR]
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- 2024
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28. Psychometric properties of the Turkish version of the gaming disorder scale for adolescents (GADIS-A).
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Başdaş, Öznur, Özbey, Harun, and Bayat, Meral
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This methodological study established the Turkish validity and reliability of the Gaming Disorder Scale for Adolescents (GADIS-A). The study was conducted with 378 adolescents studying in primary and secondary education institutions in the central districts of a province in Turkey affiliated with the Provincial Directorate of National Education. Data were collected using an adolescent information form and GADIS-A. An ethics committee approved the study, and permission was obtained from the institution. Confirmatory Factor Analysis (CFA) showed that the scale had factor loadings of 0.511 to 0.768, the Goodness of Fit indices of >0.87, and the RMSEA index of <0.10. The total scale had a Cronbach's alpha of 0.860. The results show that GADIS-A is a valid and reliable measure for the Turkish sample. GADIS-A, a highly valid and reliable scale, can be used as a measurement tool in national and international screening programs. • The validity and reliability stages of the study show that the GADIS-A is a valid, reliable measurement tool. • GADIS-A can assist healthcare professionals in the early diagnosis of pathological players according to ICD-11. • GADIS-A can be used as a measurement tool in descriptive and experimental research. [ABSTRACT FROM AUTHOR]
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- 2024
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29. The Relationship Between Students' Digital Game Addiction and Their Attitudes and Habits Towards Reading.
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KAMAN, Şafak and BULUT, Aydın
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GAMING disorder ,STUDENT attitudes ,SCHOOL children ,CHILDHOOD attitudes ,YOUNG adults ,HABIT ,MIDDLE school student attitudes - Abstract
This article discusses a study that examined the relationship between middle school students' digital game addiction and their attitudes and habits towards reading. The study found that as students' addiction to digital games increased, their attitudes and habits towards reading decreased. The study also found that male students had higher levels of game addiction and lower reading attitude levels compared to female students. The findings suggest that digital game addiction can have a negative impact on academic success and that parents and schools should regulate children's game playing. [Extracted from the article]
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- 2024
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30. Prevalence, Correlates, and Comorbidities Among Young Adults Who Screened Positive for ADHD in South Korea During the COVID-19 Pandemic.
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Park, SongEun and Park, Subin
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LONELINESS ,COVID-19 pandemic ,YOUNG adults ,GAMING disorder ,MENTAL health surveys ,ATTENTION-deficit hyperactivity disorder - Abstract
Objective: This study examined the prevalence, associated factors, and psychiatric comorbidities of adult ADHD during the COVID-19 pandemic by analyzing nationally representative data. Methods: Among the 5,511 respondents of the 2021 National Mental Health Survey, South Korea, 2,764 (18–49 years) were selected. The Korean versions of the Adult ADHD Self-Report Scale, Composite International Diagnostic Interview, and Structured Clinical Interview for Internet Gaming Disorder were used as diagnostic assessments. Results: The 6-month prevalence of positive screens for adult ADHD was 3.1%. In individuals aged 18 to 29 years exhibiting adult ADHD symptoms, high prevalence rates of alcohol use, depression, and Internet gaming disorders were observed in the last 12 months. Adults who screened positive for ADHD reported significantly lower life satisfaction and resilience, and higher loneliness and social isolation (vs. non-ADHD group). Conclusion: Adult ADHD symptoms significantly influenced mental well-being, highlighting the need for an appropriate treatment/prevention system, particularly for individuals aged 18 to 29 years. [ABSTRACT FROM AUTHOR]
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- 2024
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31. Perceived parental psychological control and the risk of internet gaming disorder in adolescents: a cross-sectional study.
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Turan, Nazan, Alkan, Afra, and Çekiç, Yasemin
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GAMING disorder ,CONTROL (Psychology) ,DEVELOPMENTAL psychology ,PSYCHOMETRICS ,FATHERS ,TURKS ,COMPULSIVE gambling ,GAMBLING behavior - Abstract
It is stated that parental psychological control (PC), which appears to hinder psychological development in children and adolescents, is associated with internet gaming disorder (IGD). However, parenting styles and practices vary across cultures. For this reason, to determine the risk of IGD in adolescents who are in the process of psychological development and to prevent it at an early stage, there is a need to better understand the effect of PC on the development of IGD. In this context, this study aims to examine the impact of perceived parental psychological control on the risk of Internet gaming disorder in Turkish adolescents. A cross-sectional design was used. The sample group consisted of 4498 students from eight public high schools in Turkey. Participant Information Form, the Psychological Control Scale, and the Internet Gaming Disorder Scale Short Form were used for collecting data. Univariate logistic regression analysis demonstrated that the risk of IGD increased as maternal disrespect-maternal psychological control and father disrespect scores increased. Paternal psychological control score had no significant effect on IGD risk. In the multivariate model, age, father's education level, spending money on games, time spent playing daily games on weekdays and weekends, and father's psychological score were found to be associated with IGD risk. The effects of maternal disrespect and maternal psychological control scores on the IGD risk varied according to the number of siblings and the education level of the mother. As a result, parental PC was determined to affect the risk of IGD in Turkish adolescents significantly. [ABSTRACT FROM AUTHOR]
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- 2024
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32. Impact of social media addiction on physical and mental health in medical and paramedical undergraduate students of Jamnagar urban area: A cross-sectional analytical study.
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Satapara, Niketkumar, Tank, Samprada, Katariya, Arjun N., and Kagathara, Jimmy
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SOCIAL media addiction ,MENTAL health ,YOUNG adults ,SOCIAL media mobile apps ,UNDERGRADUATES ,GAMING disorder - Published
- 2024
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33. Prevalence of video gaming disorder in Saudi Arabia: a school-based national study
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Amjad Alfaleh, Abrar Alzaher, Abdullah Alkattan, Khaled Alabdulkareem, and Mona H. Ibrahim
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Gaming disorder ,Video gaming ,School adolescents ,Addiction ,Saudi Arabia ,Arctic medicine. Tropical medicine ,RC955-962 ,Public aspects of medicine ,RA1-1270 - Abstract
Abstract Background Video gaming is a popular leisure activity among adolescents. Those who play excessively are in danger of educational and social drawbacks and may become addicted to video gaming. Several published studies determined the prevalence of GD among children in specific Saudi regions. However, the current study assessed the national prevalence of video gaming disorder (GD) and its risk factors among school students in Saudi Arabia. Methods A school-based survey was conducted among adolescents in all regions of Saudi Arabia during the academic year 2021–2022. A multistage stratified cluster sampling technique was used to select the school students. An Arabic-validated version of the 9-item dichotomous (yes/no) GD Scale based on the DSM-5 criteria was used to determine GD prevalence among the students. The score ranged from zero to nine (0–9). Participants who scored five or more were deemed as having GD. Students who scored less than five were classified as normal gamers (score 0–1) or risky gamers (score 2–4). Results We recruited 5332 school students. Their mean age was 15.5 ± 1.7 years, and almost half of them were males (50.7%). According to the GD score, the prevalence of normal gamers was 39.08% (N = 1714), risky gamers 40.47% (N = 1775), and those with GD was, 20.45% (N = 897). Logistic regression was performed to determine the association between video gaming disorder and all the gathered variables, which include age, educational grade, sex, types of video gaming, and categories of video games played. The results showed that nationality, age, educational grade, sex, using only mobile devices to play, and playing puzzle and sports games were not associated with video gaming disorder. On the other hand, it was revealed that using tablets, game consoles, PCs; having multiple devices; and playing online, fighting, car racing, war, and adventure games were significantly linked to GD. Conclusion The prevalence of GD was 20.45% among Saudi school students who play video games. Utilizing more than one type of gaming device and playing games in the fighting, war, and multiplayer categories via an online connection were significantly linked to having GD. To limit video gaming addiction, we encourage screening, diagnosing, and treating disordered video gamers early. In addition, governmental authorities and video game companies should discuss and revise numerous policy measures to minimize the accessibility of video games, limit the harms and risks related to them, and assist video gamers in becoming effective members of society.
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- 2024
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34. Internet Gaming Disorder
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Ko, Chih-Hung, Yen, Ju-Yu, Ng, Chee H., Section editor, Lecic-Tosevski, Dusica, Section editor, Alfonso, César A., Section editor, Salloum, Ihsan M., Section editor, Tasman, Allan, editor, Riba, Michelle B., editor, Alarcón, Renato D., editor, Alfonso, César A., editor, Kanba, Shigenobu, editor, Lecic-Tosevski, Dusica, editor, Ndetei, David M., editor, Ng, Chee H., editor, and Schulze, Thomas G., editor
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- 2024
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35. Computerspielsucht: Eine Männersache? Geschlechterunterschiede bei der exzessiven Nutzung von digitalen Spielen und ihre Ursachen
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Reer, Felix, Hooffacker, Gabriele, editor, and Bigl, Benjamin, editor
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- 2024
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36. 'It's down to you to be more reflective around screen use'.
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Sutton, Jon
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SCIENTIFIC communication , *BUSINESSPEOPLE , *GAMING disorder , *BUSINESS planning , *SCREEN time , *COMPULSIVE gambling - Abstract
In an interview with Pete Etchells, author of "Unlocked: The Real Science of Screen Time (and How to Spend it Better)," he discusses his background in psychology and science communication and his interest in screen time. Etchells criticizes the lack of clear definitions and poor research in the field, particularly in areas like internet addiction and the effects of screen time on well-being. He emphasizes the need for more reflective and contextualized approaches to screen use and highlights the importance of open communication and education about screen use, especially for children. The article also explores the role of technology, screens, and social media in psychology and science communication, cautioning against moral panics and advocating for careful consideration. The author also reflects on the changing landscape of science communication and calls for a more structured and supported approach. [Extracted from the article]
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- 2024
37. The association between internet addiction and sleep quality among medical students in Saudi Arabia.
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Hammad, Mohammad Ahmed, Feheed Alyami, Mohammed Hussain, and Awed, Huda Shaaban
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MEDICAL students ,GAMING disorder ,SLEEP quality ,INTERNET addiction ,PEARSON correlation (Statistics) - Abstract
Background: Sleep is one of the fundamental human needs, essential for maintaining a high quality of life and mental and physical well-being across all age groups. Poor sleep quality often stems from negative lifestyle habits, including excessive internet usage. Therefore, it is important to determine the prevalence of internet gaming disorder among youth in Saudi Arabia and to examine the relationship between internet addiction levels and sleep quality. Methods: Data were collected from 338 medical students in the southern region of Saudi Arabia (mean age = 21.2 years, standard deviation = 3.29 years). Participants completed an online questionnaire comprising the Internet Addiction Test (IAT) and the Pittsburgh Sleep Quality Index (PSQI). Data analysis employed iterations, chi-square tests, Pearson correlation coefficients, and ANOVA. Results: The results revealed that 21% of the participants exhibited severe internet addiction, while 31% displayed moderate internet addiction. Furthermore, the findings indicated a positive correlation between sleep quality and the severity of internet addiction. Sleep quality symptoms explained 75% of the variance in Internet addiction scores, even after controlling for demographic variables. Additional bivariate analyses revealed that individuals who spent six or more hours online daily were more likely to experience symptoms of poor sleep quality and exhibit a higher severity of internet addiction. Additionally, Men were more susceptible to developing internet addiction compared to women. Moreover, students with internet addiction tended to have lower academic achievements. Conclusion: These findings, while exploratory, offer valuable insights into potential interventions, strategies, and programs for mitigating internet addiction and enhancing sleep quality among medical college students. [ABSTRACT FROM AUTHOR]
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- 2024
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38. Prevalence, predictive factors, and impacts of internet gaming disorder among adolescents: A population-based longitudinal study.
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Meng, Yajing, Shi, Xinyi, Cai, Duanfang, Ran, Maosheng, Ye, Anhong, and Qiu, Changjian
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GAMING disorder , *DIGITAL technology , *MEMORY bias , *PANEL analysis , *HIGH school students - Abstract
Internet gaming disorder (IGD) becomes a growing concern during the digital era, especially with the pandemic's social distancing measures. It is essential to comprehend the psychosocial predictors and impacts of IGD. A two-wave annual panel study was conducted in Zigong, China, utilizing regional sampling through school-based surveys involving upper primary school to high school students. Data were collected in October 2020 (T1, N = 94,020) and October 2021 (T2, N = 60,551). Self-report data were collected on demographic information, internet gaming behavior, and other mental health factors. Cross-lagged panel models (CLPM) were employed to estimate the bidirectional relationships between the variables. At T1, 65,643 (72.6 %) participants identified as gamers; at T2, this number decreased to 42,213 (69.7 %). T1 IGD symptoms demonstrated predictability for all T2 psychological variables. Within the framework of the CLPM examining the interplay between IGD symptoms, anxiety symptoms, and hyperactivity/inattention, we uncovered significant reciprocal cross-lagged effects between these variables over time. The relationship between T1 IGD symptoms and T2 anxiety symptoms had age-specific differences, with 13–15-year-old boys displaying the highest coefficient, which decreased for the 16–18 age group. Our study is subject to potential recall bias associated with self-reported retrospective data. Additionally, our analysis assumes temporal ordering between variables, an assumption that may not always hold in complex systems. There are reciprocal relationships between IGD symptoms, anxiety symptoms, and hyperactivity/inattention in adolescents, underscoring the imperative need for comprehensive strategies aimed at addressing the impact of IGD on mental health and overall well-being. • The post-pandemic IGD mean scores in West China dropped from 14.8 to 13.8. • IGD symptoms were associated with broad psychological and behavioral issues at follow-up. • IGD symptoms closely intertwined with inattention, hyperactivity, and anxiety symptoms. [ABSTRACT FROM AUTHOR]
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- 2024
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39. Investigating Parental Factors for Adolescent Problematic Gaming and Social Media Use – A Cross-sectional and Longitudinal Approach.
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Philippi, Johanna, Simon-Kutscher, Kathrin, Austermann, Maria Isabella, Thomasius, Rainer, and Paschke, Kerstin
- Abstract
Increasing concern has been raised on the addictive potential of digital games and socialmedia platforms, especially in adolescent users. Hence, investigating the etiology of problematic gaming (PG) and problematic social-media use (PSMU) is of great scientific and clinical interest. Parental factors have not been sufficiently addressed yet. Therefore, this study aims to investigate the predictive values of parental demographic, psychological, parenting, and role model factors for adolescent PG/PSMU. In a representative parent-child (10–17 years) sample parental factors and adolescent PG/PSMU were assessed cross-sectionally (N dyads = 1221) and longitudinally (N dyads = 659) using online-questionnaires at two measurement points 14 months apart. Parental factors included parental media-use patterns, sociodemographic aspects, (digital) emotion regulation, stress perception, (digital) parental self-efficacy, and media rules. Best subset linear regression models were estimated to identify parental factors with greatest predictive values. These were included in prospective linear regression analyses. At the cross-sectional level, 18% of model variance predicting PG and 24% predicting PSMU could be explained by parental media-use patterns, media rules, and (digital) parental self-efficacy after controlling for adolescent age. Longitudinally, 33% of variance in the PG model and 34% of variance of the PSMU model could be explained by parental media-use patterns and parental self-efficacy after controlling for adolescent age and baseline PG/PSMU. This study is the first to differentially investigate parental factors in the context of adolescent PG/PSMU in a prospective representative parent-child study. Aspects of digital parental role modeling and parenting could be identified as promising anchors for prevention and treatment. [ABSTRACT FROM AUTHOR]
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- 2024
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40. The prevalence and possible risk factors of gaming disorder among adolescents in China
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Lina Zhang, Jiaqi Han, Mengqi Liu, Cheng Yang, and Yanhui Liao
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Gaming disorder ,Prevalence ,Possible risk factors ,Adolescents, China ,Psychiatry ,RC435-571 - Abstract
Abstract Background Nowadays, moderate gaming behaviors can be a pleasant and relaxing experiences among adolescents. However, excessive gaming behavior may lead to gaming disorder (GD) that disruption of normal daily life. Understanding the possible risk factors of this emerging problem would help to suggest effective at preventing and intervening. This study aimed to investigate the prevalence of GD and analyze its possible risk factors that adolescents with GD. Methods Data were collected between October 2020 and January 2021. In total, a sample of 7901 students (4080 (52%) boys, 3742 (48%) girls; aged 12–18 years) completed questionnaires regarding the Gaming-Related Behaviors Survey, Gaming Disorder Symptom Questionnaire-21 (GDSQ-21); Behavioral Inhibition System and Behavioral Activation System Scale (BIS/BAS Scale); Emotion Regulation Questionnaire (ERQ); Short-form Egna Minnenav Barndoms Uppfostran for Chinese (s-EMBU-C); and Adolescent Self-Rating Life Events Checklist (ASLEC). Results The prevalence of GD was 2.27% in this adolescent sample. The GD gamers were a little bit older (i.e., a higher proportion of senior grades), more boys, with more gaming hours per week in the last 12 months, with more reward responsiveness, maternal rejecting and occurrence of negative life events (e.g., interpersonal relationships, being punished and bereavement factors). Conclusion These possible risk factors may influence the onset of GD. Future research in clinical, public health, education and other fields should focus on these aspects for provide target prevention and early intervention strategies.
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- 2024
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41. The mediating effect of dispositional mindfulness on the association between UPPS-P impulsivity traits and gaming disorder among Asia-Pacific young adults
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Anson Chui Yan Tang, Regina Lai-Tong Lee, Paul Hong Lee, Keiko Tanida, Shun Chan, Simon Ching Lam, Jennifer Nailes, Joy P. Malinit, Jose Ronilo G. Juangco, Qing Wang, Jason Ligot, and Lorna Kwai Ping Suen
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Dispositional mindfulness ,Impulsivity ,Gaming disorder ,Young adult ,UPPS-P ,Psychiatry ,RC435-571 - Abstract
Abstract Background Little evidence is available to verify the mediating effect of dispositional mindfulness on the association between gaming disorder and various impulsivity traits. The present study aimed to investigate the mediating effect of dispositional mindfulness on the association between the five UPPS-P impulsivity traits and the risk of gaming disorder among young adults. Methods It was an inter-regional cross-sectional study using online survey in Australia, Japan, The Philippines and China. Impulsivity measured by the UPPS-P Impulsive Behavior Scale–Short version; dispositional mindfulness measured by the Mindfulness Attention Awareness Scale; and the risk of gaming disorder measured by the Internet Gaming Disorder Scale were collected in the focal regions. Structural equation modeling was performed by SPSS AMOS version 26 to verify the study hypotheses. Bootstrapped 95% confidence interval was reported. Statistical significance was indicated by the p-value below 0.05. Results Among the 1,134 returned questionnaires, about 40% of them aged 18–20 years and 21–23 years, respectively. 53.8% were male. 40.7% had been playing digital and video games for over 10 years. The prevalence of gaming disorder was 4.32%. The model fitness indices reflected that the constructed model had an acceptable model fit (χ2(118) = 558.994, p
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- 2024
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42. Recent treatment and novel imaging studies evaluating treatment of internet gaming disorder: a narrative review.
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Sharma, Rishi and Weinstein, Aviv M.
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GAMING disorder ,PSYCHOTHERAPY ,TRANSCRANIAL direct current stimulation ,COGNITIVE therapy ,FUNCTIONAL magnetic resonance imaging - Abstract
Internet Gaming Disorder (IGD) is an emerging public health concern; effective treatments are still under development. This mini-review focuses on summarizing the main scientific evidence from psychological, pharmacological, brain imaging, and emerging treatment approaches for IGD. We searched PubMed and Scopus databases using keywords related to IGD and treatment. Cognitive behavioral therapy (CBT) is the most extensively researched psychological treatment for IGD, supported by several randomized controlled trials (RCTs). Other promising approaches include mindfulness, relapse prevention, abstinence protocols, and family therapy. Pharmacological treatments like bupropion and escitalopram have shown benefits, especially when IGD is comorbid with conditions like major depressive disorder. However, the quality of evidence is moderate for psychological interventions but low to moderate for pharmacological approaches. Emerging treatments such as transcranial direct current stimulation (tDCS), repetitive transcranial magnetic stimulation (rTMS), and electroacupuncture have demonstrated efficacy in reducing IGD symptoms and modulating brain activity. Brain imaging techniques like functional magnetic resonance imaging (fMRI) have provided insights into the neural mechanisms underlying IGD and treatment effects, although these studies lack randomized controlled designs. While multimodal approaches show promise, larger, welldesigned RCTs are needed to establish effective IGD treatments. [ABSTRACT FROM AUTHOR]
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- 2024
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43. Effects of memory and attention on the association between video game addiction and cognitive/learning skills in children: mediational analysis.
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Kappi, Amani Ali, El-Etreby, Rania Rabie, Badawy, Ghada Gamal, Ebrahem, Gawhara, and Hamed, Warda El Shahat
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GAMING disorder ,COGNITIVE learning ,EGYPTIANS ,LEARNING ability ,MEMORY ,ATTENTION - Abstract
Background: Video games have become a prevalent source of entertainment, especially among children. Furthermore, the amount of time spent playing video games has grown dramatically. The purpose of this research was to examine the mediation effects of attention and child memory on the relationship between video games addiction and cognitive and learning abilities in Egyptian children. Methods: A cross-sectional research design was used in the current study in two schools affiliated with Dakahlia District, Egypt. The study included 169 children aged 9 to 13 who met the inclusion criteria, and their mothers provided the questionnaire responses. The data collection methods were performed over approximately four months from February to May. Data were collected using different tools: Socio-demographic Interview, Game Addiction Scale for Children (GASC), Children's Memory Questionnaire (CMQ), Clinical Attention Problems Scale, Learning, Executive, and Attention Functioning (LEAF) Scale. Results: There was a significant indirect effect of video game addiction on cognitive and learning skills through attention, but not child memory. Video game addiction has a significant impact on children's attention and memory. Both attention and memory have a significant impact on a child's cognitive and learning skills. Conclusions: These results revealed the significant effect of video game addiction on cognitive and learning abilities in the presence of mediators. It also suggested that attention-focused therapies might play an important role in minimizing the harmful effects of video game addiction on cognitive and learning abilities. [ABSTRACT FROM AUTHOR]
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- 2024
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44. Cross-Cultural Examination of Problematic Internet Use and Associated Psychological Variables: A Comparative Study in Italy, Spain, Ecuador, and Peru.
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Varchetta, Manuel, Tagliaferri, Ginevra, Mari, Emanuela, Quaglieri, Alessandro, Cricenti, Clarissa, and Martí-Vilar, Manuel
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GAMING disorder , *SOCIAL media addiction , *INTERNET addiction , *INTERNET , *ADDICTIONS , *SOCIOCULTURAL factors - Abstract
Background: Several studies focused on the escalating prevalence of Problematic Use of Internet (PUI) and its consequential impact on mental health globally. This study investigates the relationship between PUI and associated psychological variables across different cultural contexts in Italy, Spain, Ecuador, and Peru. Method: A total of 675 participants, aged 18 to 54 (M = 22.73; SD = 4.05), completed measures assessing Internet addiction, social media addiction, Fear of Missing Out, Internet Gaming Disorder, and Phubbing. Results: Significant cultural variations were found, with Italian participants showing higher levels of Internet addiction but lower levels of social media addiction compared to other countries. Fear of Missing Out was higher in Italy, while the Italian sample exhibited lower Internet Gaming Disorder levels compared to Peru. As regards the communication disturbance caused by Phubbing, the Italian sample demonstrated significantly higher scores than the Peruvian sample. Linear regression analyses revealed distinct predictors for problematic Internet use in each country, emphasizing the importance of considering the cultural context in understanding this phenomenon. Conclusions: These findings contribute valuable insights into the interplay of cultural factors, psychological variables, and problematic Internet use, guiding future research and interventions. [ABSTRACT FROM AUTHOR]
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- 2024
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45. Sex differences of neural connectivity in internet gaming disorder and its association with sleep quality: an exploratory fMRI study.
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Mingzhe Zhou, Guoqing Gao, Bei Rong, Haomian Zhao, Junhua Huang, Ning Tu, Lihong Bu, Ling Xiao, and Gaohua Wang
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GAMING disorder ,SLEEP quality ,FUNCTIONAL magnetic resonance imaging ,PREFRONTAL cortex ,FUNCTIONAL connectivity - Abstract
Objectives: Sex-specific differences in internet gaming disorder (IGD) neurophysiology remain underexplored. Here we investigated sex-related variability in regional homogeneity (ReHo) and functional connectivity (FC) in IGD and their correlations with sleep quality. Methods: Resting-state functional magnetic resonance imaging (fMRI) scans were performed on 52 subjects with IGD and 50 healthy controls (HCs). Twoway ANOVA was used to examine sex and diagnosis interactions in ReHo and FC, followed by post-hoc analyses to explore FC biomarkers for different sexes. Results: In ReHo analysis, the four groups showed significant sex and diagnosis interactions in the right middle frontal gyrus (rMFG). FC analysis with rMFG as the seed region revealed a significant sex and diagnosis interaction effect in FC of the rMFG with the bilateral postcentral gyrus (PoCG). In male IGD group, FC between the rMFG and the bilateral PoCG correlates strongly with daytime dysfunction score and the Pittsburgh sleep quality inventory (PSQI) total score. Conclusion: These findings emphasize the importance of considering sexual dimorphism in the neurobiology of IGD, which might influence subsequent treatment strategies. [ABSTRACT FROM AUTHOR]
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- 2024
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46. Case report: hikikomori syndrome in Italy and its link with autistic traits and internet gaming disorder.
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Carpita, Barbara, Bonelli, Chiara, Giovannoni, Federico, Parri, Francesca, Gambini, Matteo, Nardi, Benedetta, Amatori, Giulia, Cremone, Ivan Mirko, Pini, Stefano, and Dell'Osso, Liliana
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GAMING disorder ,HYPOCHONDRIA ,AUTISM spectrum disorders ,INTERNET addiction ,SYNDROMES - Abstract
During the last few decades, a growing field of literature is focusing on hikikomori, a phenomenon described as a form of pathological social withdrawal or social isolation that lasts for more than 6 months leading to significant functional impairment and/or distress. Despite initially considered a culture-bound syndrome, hikikomori syndrome later gained a wider recognition in different countries, ranging from an attempt to take refuge in an idealistic world, when society success' standards are not reached, to a maladaptive coping strategy complicating several psychiatric illnesses such as anxiety disorders, major depression, internet addiction, internet gaming disorder (IGD) and autism spectrum disorder (ASD). In this framework, difficulties in social interaction, in problem solving strategies and socio-emotional reciprocity, may lead to social withdrawal and hikikomori-like behaviors. In this work, we described two cases of patients where the presence of underlying autism spectrum may have represented a sign of vulnerability towards the development of a possible full-blown case of hikikomori with IGD. [ABSTRACT FROM AUTHOR]
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- 2024
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47. Impact of gaming disorder on first episode psychosis patients' evolution: Protocol for a multicentered prospective study.
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Huot‐Lavoie, Maxime, Desmeules, Charles, Corbeil, Olivier, Béchard, Laurent, Brodeur, Sébastien, Essiambre, Anne‐Marie, Thériault, Chantale, Anderson, Elizabeth, Bachand, Lauryann, Haider, Zain Al‐Aabideen, Abdel‐Baki, Amal, Khazaal, Yasser, Giroux, Isabelle, Demers, Marie‐France, and Roy, Marc‐André
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GAMING disorder , *PSYCHOSES , *LONGITUDINAL method , *PSYCHIATRIC diagnosis , *MEDICAL records - Abstract
Aims: The objective of this study is to underline the impact of Gaming Disorder on the clinical evolution of patients with First Episode Psychosis. The specific aims of the study are to determine the prevalence of gaming disorder among those patients and assess the consequences of gaming on their clinical trajectory. Methods: This is a prospective multicenter cohort study that will enrol 800 patients diagnosed with a first episode psychosis, with a follow‐up period of up to 3 years. Using a systematic screening procedure for gaming disorder, the clinical staff will assess patients gaming habits at admission and every 6 months thereafter. Information from patients' medical records will also be extracted using the same timeframe. Results: The patients' characteristics at admission and during follow‐up will be presented in the form of descriptive statistics and compared between different subgroups of patients using uni‐ and multivariate logistic regression models. Repeated measures ANCOVA will also be performed to analyse the impact of gaming disorders on patients' clinical path as assessed by the Positive and Negative Syndrome Scale and the Clinical Global Impression scale, considering covariates such as psychiatric diagnosis, pharmacological treatment, age, sex/gender, and duration of untreated psychosis. Conclusion: These findings will guide the development of prevention, detection, and treatment strategies for the comorbidity between gaming disorder and first episode psychosis, ultimately improving the patients' recovery. [ABSTRACT FROM AUTHOR]
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- 2024
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48. Network analysis of additional clinical features of (Internet) gaming disorder.
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Martončik, Marcel, Adamkovič, Matúš, and Ropovik, Ivan
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GAMING disorder , *INTERNET , *OPERATIONAL definitions , *MEASURING instruments ,INTERNATIONAL Statistical Classification of Diseases & Related Health Problems - Abstract
Objectives: There are dozens of screening instruments purporting to measure the (Internet) gaming disorder (IGD/GD). The two prominent diagnostic manuals, DSM‐5 and ICD‐11, list several additional diagnostic or clinical features and problems (e.g., neglect of sleep, neglect of daily duties, health deterioration) that should co‐occur or be caused by the IGD/GD. It remains unclear how specific IGD/GD operationalizations (different screening scales) are related to these functional impairments. Methods: To explore this, data on six measures of IGD/GD (IGDS9‐SF, GDSS, GDT, GAMES test, two self‐assessments) and 18 additional diagnostic features were collected from a sample of 1009 players who play digital games at least 13 h per week. A network approach was utilized to determine which operationalization is most strongly associated with functional impairment. Results: In most of the networks, IGD/GD consistently emerged as the most central node. Conclusion: The similar centrality of IGD/GD, irrespective of its definition (DSM‐5 or ICD‐11) or operationalization, provides support for the valid comparison or synthesis of results from studies that used instruments coming from both DSM‐5 and ICD‐11 ontologies, but only if the goal is to evaluate IGD/GD relationships to other phenomena, not the relationships between the symptoms themselves. [ABSTRACT FROM AUTHOR]
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- 2024
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49. Impact of Social Media Addiction and Internet Gaming Disorder on Sleep Quality: Serial Mediation Analyses.
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Krishnan, Arya and Chew, Peter K. H.
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SLEEP quality , *GAMING disorder , *SOCIAL media addiction , *INTERNET addiction , *SLEEP disorders - Abstract
Poor sleep quality is a concerning and prevalent consequence of social media addiction (SMA) and internet gaming disorder (IGD). Due to the lack of research examining how SMA and IGD lead to poor sleep quality, the current study aimed to understand the relationship between SMA and sleep quality, as well as that between IGD and sleep quality, through impulse control and bedtime procrastination. The study tested the hypotheses that higher levels of SMA and IGD would predict lower levels of impulse control, which would then predict higher levels of bedtime procrastination, leading to poorer sleep quality. A serial mediation analysis was performed with a sample of 221 participants (63.3% females, 34.4% males, and 2.3% prefer not to say) aged 18 to 53 years (M = 23.64, SD = 5.72). Participants completed questionnaires that assessed for social media addiction, internet gaming disorder, impulse control factor, bedtime procrastination, and sleep quality. There was a full serial mediation of impulse control and bedtime procrastination in the relationship between SMA and sleep quality, as well as that between IGD and sleep quality, providing support for the hypotheses. The findings provide the knowledge needed to develop and implement strategies that target impulse control issues and reduce bedtime procrastination to improve sleep quality. [ABSTRACT FROM AUTHOR]
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- 2024
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50. Training in Substance Use Disorders, Part 2: Updated Curriculum Guidelines.
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Crockford, David, Bahji, Anees, Schutz, Christian, Brasch, Jennifer, Buckley, Leslie, Danilewitz, Marlon, Dubreucq, Simon, Mak, Michael, and George, Tony P.
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PSYCHIATRY education , *SUBSTANCE abuse , *TRAINING of medical residents , *ALCOHOLISM , *ARRHYTHMIA , *MYOCARDIAL infarction , *GAMING disorder , *FAMILY psychotherapy , *DRUG withdrawal symptoms - Abstract
This document is a position paper published by the Canadian Journal of Psychiatry, providing updated curriculum guidelines for training in substance use disorders (SUDs) in psychiatry. The paper highlights the limited training in SUDs compared to other psychiatric disorders, despite the increasing prevalence of SUDs in psychiatric care settings. It emphasizes the importance of psychiatry residents developing the necessary knowledge, skills, and attitudes for managing patients with SUDs. The paper also discusses the challenges in training, such as a shortage of experienced faculty and negative attitudes towards patients with SUDs. It provides recommendations for clinical content, seminar content, and clinical rotations and entrustable professional activities (EPAs) related to SUDs. The goal is to promote uniform knowledge, skill, and attitude development for residents nationally. [Extracted from the article]
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- 2024
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