117 results on '"internet gaming disorder (igd)"'
Search Results
2. Prevalence and Correlates of Internet Gaming Disorder among Undergraduate Medical Students.
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El-Shabrawy, Amany, Youssef, Amira, Al Nasr Soliman, Eman Seif, and fouad, Eman
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GAMING disorder , *COMPULSIVE behavior , *MEDICAL students , *INTERNET addiction , *MENTAL health , *ADDICTIONS - Abstract
Background: Internet gaming disorder (IGD) is a worldwide psychological illness that can cause substantial suffering and impairment of gamers' mental and physical health. It refers to a form of addiction that the excessive use of video games that involves a lack of control over the habit and that leads to physical, social and emotional problems. In this study, we evaluated the IGD prevalence among undergraduate students aiming at improving the effectiveness of the prevention programs against this great problem as well as early intervention for this major public health problem. Methods: This cross-sectional study included 627 medical students who were selected randomly from lectures or rounds and interviewed for assessment. All participants were subjected to semi-structured psychiatric interviews and internet gaming disorder 9-Item Short Scale. Results: Gaming addiction is significantly associated with uncontrollable internet use, affection of study hours, presence and higher frequency of distraction in attention, decrease in academic grades and poorer grades. Conclusion: The findings reveal alarming rates of excessive internet use and gaming addiction; this behavioral addiction is intricately linked to disruptions in study habits, attention-related challenges, adverse academic outcomes and elevated levels of depression, anxiety, and stress. [ABSTRACT FROM AUTHOR]
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- 2024
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3. A Cross-sectional Study on Internet Gaming Disorder and Its Association with Personality Traits in Engineering Students.
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Mohamed Imran H, Chowdhury, Sharan Roy, Reddy, Indla Ramasubba, and Maji, Sayan
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FIVE-factor model of personality , *GAMING disorder , *PERSONALITY , *INTERNET access , *ENGINEERING schools , *EXTRAVERSION - Abstract
Background: In the field of psychiatry and mental health, Internet gaming disorder (IGD) is a relatively new concept. In the past few decades, as online gaming and internet usage became increasingly prevalent, this became a topic of concern and research. Therefore, this study aims to estimate the prevalence of IGD and its association with personality traits among students. Methods and material: The present cross-sectional study was conducted at an Engineering college in Nunna, Andhra Pradesh. The planned duration of the study was 12 months, from March 2020 to March 2021. However, it was extended until August 2021 due to the COVID-19 pandemic lockdown, as colleges were closed indefinitely until further instructions. In the current study, a total of 170 students (first year to final year) from an engineering college, aged between 19 and 25 years, were included. Students who provided informed consent or expressed willingness to participate in the study through a self-structured questionnaire and those who had internet access or experience with online gaming in the past 12 months were included. The demographic profile, including age, sex, academic year, accommodation status, and departmental course was studied. Also, the device used for gaming was examined. Results: The gender distribution in the given population indicates that approximately 65.88% are males and 34.12% are females, for a total of 170 individuals studied. In that 18 participants (10.58%) were found to have IGD. Among 18 participants with IGD, 14 were males and 4 were females. The gender prevalence for male and female participants was calculated separately and found to be 12.5% for males, and 6.9% for females which is almost a ratio of 2:1. The summary explores the relation between the Big Five personality traits and IGD. The current study subjects were categorized as low, medium, or high for each trait based on their IGD status (positive or negative). Significant correlations were determined between extraversion and IGD (p =.02), conscientiousness and IGD (p =.02), and neuroticism and IGD (p =.02). Conclusion: The current study findings suggest that the overall prevalence of IGD among college students is 10.58% with a higher prevalence among males, IGD is positively connected with neuroticism and negatively correlated with extraversion and conscientiousness. This implies that certain characteristics, either alone or in combination, may raise the likelihood of individuals developing an IGD. [ABSTRACT FROM AUTHOR]
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- 2024
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4. Cognitive, Metacognitive, Motivational, and Emotional Predictors of the Intensity of Internet Gaming Disorder among Adolescents.
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Akbari, Mehdi, Mohammadaliha, Nima, Mohammadkhani, Shahram, Seydavi, Mohammad, and Griffiths, Mark D.
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GAMING disorder , *IRANIANS , *EMOTION regulation , *MENTAL depression , *METACOGNITION , *LONELINESS , *METACOGNITIVE therapy - Abstract
Internet gaming disorder (IGD) is multifaceted and can have significant negative consequences. The present study examined the contribution of cognitive, metacognitive, motivational, and emotional factors as predictors for IGD severity. In a cross-sectional study, 703 Iranian adolescents (36.8% females, mean age = 16.98 years [SD = 1.23]) completed an online survey. Hierarchical regression analysis showed that the cognitive, metacognitive, motivational, and emotional factors predicted 7.8%, 17.4%, 1.4%, and 1.9% of the variance in IGD symptoms, respectively. The findings indicated that the cognitive factors including some maladaptive cognitions, such as cognitive salience, regret, and perfectionism, and metacognitive factors including some maladaptive metacognitions (negative metacognitions regarding the uncontrollability of online gaming and negative metacognitions regarding the dangers of online gaming) were significant predictors of IGD severity, highlighting their importance in understanding and predicting problematic gaming behaviors. Although contributing to the variance in IGD, motivational factors (escape, coping, and skill development) and emotional factors including emotion regulation (especially reappraisal) played relatively smaller roles compared to cognitive and metacognitive factors. Of the examined predictive factors, metacognitions were the most important predictor of IGD severity. Exploratory moderator analyses showed significant interactions between three predictors of IGD (reappraisal, negative metacognitions, and cognitive salience) with loneliness, stress, anxiety, and depressive symptoms. Reappraisal was the most frequent predictor and had a significant interaction with these variables. Other predictors independently impacted IGD irrespective of the level of loneliness, stress, anxiety, or depressive symptoms. Based on these findings, special attention to metacognitive, cognitive, emotional, and motivational factors is suggested in the treatment of IGD. [ABSTRACT FROM AUTHOR]
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- 2024
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5. Abnormal Granger causal connectivity based on altered gray matter volume and associated neurotransmitters of adolescents with internet gaming disorder revealed by a multimodal neuroimaging study
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Xiaoyu Niu, Mengzhe Zhang, Xinyu Gao, Jinghan Dang, Jieping Sun, Qiuying Tao, Yan Lang, Weijian Wang, Yarui Wei, Shaoqiang Han, Huayan Xu, Yingkun Guo, Jingliang Cheng, and Yong Zhang
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Internet gaming disorder (IGD) ,Adolescents ,Gray matter volume (GMV) ,Voxel-based morphometry (VBM) ,Granger causality analysis (GCA) ,Neurotransmitter ,Neurophysiology and neuropsychology ,QP351-495 - Abstract
Although prior studies have revealed alterations in gray matter volume (GMV) among individuals with internet gaming disorder (IGD). The brain's multifaceted functions hinge crucially on the intricate connections and communication among distinct regions. However, the intricate interaction of information between brain regions with altered GMV and other regions, and how they synchronize with various neurotransmitter systems, remains enigmatic. Therefore, we aimed to integrate structural, functional and molecular data to explore the GMV-based Granger causal connectivity abnormalities and their correlated neurotransmitter systems in IGD adolescents. Voxel-based morphometry (VBM) analysis was firstly performed to investigate GMV differences between 37 IGD adolescents and 35 matched controls. Brain regions with altered GMV were selected as seeds for further Granger causality analysis (GCA). Two-sample t tests were performed using the SPM12 toolkit to compare the GMV and Granger causal connectivity between IGD and control groups (GRF corrected, Pvoxel
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- 2024
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6. Could the Construct of Modern-Type Depression Predict Internet Gaming Disorder in Italian Video Gamers? A Case–Control Study.
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Orsolini, Laura, Longo, Giulio, Bellagamba, Silvia, Kato, Takahiro A., and Volpe, Umberto
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GAMING disorder , *VIDEO gamers , *ITALIANS , *CASE-control method , *MENTAL depression - Abstract
A new postmodern depression type, named "Modern-Type Depression" (MTD), is emerging in Western countries. MTD is often underdiagnosed, mainly due to potentially higher comorbidity with technology-based addictions, including Internet Gaming Disorder (IGD). However, the definition of the relationship between MTD and IGD is still controversial, as few data have been published thus far. In particular, there are no data specifically investigating the prevalence of MTD within Italian young subjects with IGD, as well as their mutual association. Hence, within the SWATCH (Social Withdrawal and TeCno-mediated mental Health issues) project, our study aimed to identify the prevalence of MTD in a sample of Italian young adults who play video games by providing a clinical characterization of MTD within a group of IGD individuals (IGD+) versus a group without IGD (IGD−) who play video games. Our cross-sectional case–control study recruited a sample of 543 Italian young video-gaming players (aged 18–35) from the larger SWATCH database, stratified as IGD+ versus IGD−. Subjects were administered the 22-item Tarumi's Modern-Type Depression Trait Scale (TACS-22), the Motives for Online Gaming Questionnaire (MOGQ), and the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Around 21.7% of the total sample was represented by MTD individuals, while within the IGD sample, around 34% of subjects had MTD. Within the MTD group, significantly higher scores at IGDS-9SF (p < 0.001), MOGQ "Escape from reality" (p < 0.001), "Fantasy" (p < 0.001), and MOGQ total score (p = 0.003) were found compared to MTD−. According to the multivariate regression model, controlled for sex and age, higher scores in the TACS-22 were positively predicted by the total score of IGDS9-SF (p = 0.003), the MOGQ "Escape from Reality" subscale (p = 0.014), and MOGQ "Fantasy" (p = 0.011), and negatively predicted by the MOGQ "Competition" subscale (p = 0.035) [F (4538) = 17.265; p < 0.001]. Our findings suggested that MTD displays a strong association with IGD. Video-gaming players who do not have IGD appear to be less prone to MTD; this suggests that further studies could be carried out to specifically investigate whether pathological use of video games could also be determined by the presence of MTD. [ABSTRACT FROM AUTHOR]
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- 2024
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7. Static and dynamic changes of intrinsic brain local connectivity in internet gaming disorder
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Xiaoyu Niu, Xinyu Gao, Mengzhe Zhang, Jinghan Dang, Jieping Sun, Yan Lang, Weijian Wang, Yarui Wei, Jingliang Cheng, Shaoqiang Han, and Yong Zhang
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Internet gaming disorder (IGD) ,Dynamic ,Intrinsic local connectivity ,Regional homogeneity (ReHo) ,Resting-state functional magnetic resonance imaging (rs-fMRI) ,Psychiatry ,RC435-571 - Abstract
Abstract Background Studies have revealed that intrinsic neural activity varies over time. However, the temporal variability of brain local connectivity in internet gaming disorder (IGD) remains unknown. The purpose of this study was to explore the alterations of static and dynamic intrinsic brain local connectivity in IGD and whether the changes were associated with clinical characteristics of IGD. Methods Resting-state functional magnetic resonance imaging (rs-fMRI) scans were performed on 36 individuals with IGD (IGDs) and 44 healthy controls (HCs) matched for age, gender and years of education. The static regional homogeneity (sReHo) and dynamic ReHo (dReHo) were calculated and compared between two groups to detect the alterations of intrinsic brain local connectivity in IGD. The Internet Addiction Test (IAT) and the Pittsburgh Sleep Quality Index (PSQI) were used to evaluate the severity of online gaming addiction and sleep quality, respectively. Pearson correlation analysis was used to evaluate the relationship between brain regions with altered sReHo and dReHo and IAT and PSQI scores. Receiver operating characteristic (ROC) curve analysis was used to reveal the potential capacity of the sReHo and dReHo metrics to distinguish IGDs from HCs. Results Compared with HCs, IGDs showed both increased static and dynamic intrinsic local connectivity in bilateral medial superior frontal gyrus (mSFG), superior frontal gyrus (SFG), and supplementary motor area (SMA). Increased dReHo in the left putamen, pallidum, caudate nucleus and bilateral thalamus were also observed. ROC curve analysis showed that the brain regions with altered sReHo and dReHo could distinguish individuals with IGD from HCs. Moreover, the sReHo values in the left mSFG and SMA as well as dReHo values in the left SMA were positively correlated with IAT scores. The dReHo values in the left caudate nucleus were negatively correlated with PSQI scores. Conclusions These results showed impaired intrinsic local connectivity in frontostriatothalamic circuitry in individuals with IGD, which may provide new insights into the underlying neuropathological mechanisms of IGD. Besides, dynamic changes of intrinsic local connectivity in caudate nucleus may be a potential neurobiological marker linking IGD and sleep quality.
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- 2023
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8. Static and dynamic changes of intrinsic brain local connectivity in internet gaming disorder.
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Niu, Xiaoyu, Gao, Xinyu, Zhang, Mengzhe, Dang, Jinghan, Sun, Jieping, Lang, Yan, Wang, Weijian, Wei, Yarui, Cheng, Jingliang, Han, Shaoqiang, and Zhang, Yong
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GAMING disorder ,FUNCTIONAL magnetic resonance imaging ,SLEEP quality ,MOTOR cortex ,CAUDATE nucleus - Abstract
Background: Studies have revealed that intrinsic neural activity varies over time. However, the temporal variability of brain local connectivity in internet gaming disorder (IGD) remains unknown. The purpose of this study was to explore the alterations of static and dynamic intrinsic brain local connectivity in IGD and whether the changes were associated with clinical characteristics of IGD. Methods: Resting-state functional magnetic resonance imaging (rs-fMRI) scans were performed on 36 individuals with IGD (IGDs) and 44 healthy controls (HCs) matched for age, gender and years of education. The static regional homogeneity (sReHo) and dynamic ReHo (dReHo) were calculated and compared between two groups to detect the alterations of intrinsic brain local connectivity in IGD. The Internet Addiction Test (IAT) and the Pittsburgh Sleep Quality Index (PSQI) were used to evaluate the severity of online gaming addiction and sleep quality, respectively. Pearson correlation analysis was used to evaluate the relationship between brain regions with altered sReHo and dReHo and IAT and PSQI scores. Receiver operating characteristic (ROC) curve analysis was used to reveal the potential capacity of the sReHo and dReHo metrics to distinguish IGDs from HCs. Results: Compared with HCs, IGDs showed both increased static and dynamic intrinsic local connectivity in bilateral medial superior frontal gyrus (mSFG), superior frontal gyrus (SFG), and supplementary motor area (SMA). Increased dReHo in the left putamen, pallidum, caudate nucleus and bilateral thalamus were also observed. ROC curve analysis showed that the brain regions with altered sReHo and dReHo could distinguish individuals with IGD from HCs. Moreover, the sReHo values in the left mSFG and SMA as well as dReHo values in the left SMA were positively correlated with IAT scores. The dReHo values in the left caudate nucleus were negatively correlated with PSQI scores. Conclusions: These results showed impaired intrinsic local connectivity in frontostriatothalamic circuitry in individuals with IGD, which may provide new insights into the underlying neuropathological mechanisms of IGD. Besides, dynamic changes of intrinsic local connectivity in caudate nucleus may be a potential neurobiological marker linking IGD and sleep quality. [ABSTRACT FROM AUTHOR]
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- 2023
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9. Resting-state heart rate variability, level of stress and resilience in internet gaming disorder and alcohol use disorder.
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Jong Hu Park, So Young Yoo, Hye Yoon Park, and Jung-Seok Choi
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ALCOHOLISM ,GAMING disorder ,SEX addiction ,PSYCHOLOGICAL resilience - Abstract
Stress and resilience are involved in the pathophysiology of addictive disorders, and heart rate variability (HRV) is an index of an individual's global capability to regulate psychological responses. In this study, we aimed to identify transdiagnostic and disorder-specific markers in people with addictive disorders by analyzing resting-state HRV and associations with the levels of stress and resilience. We compared relevant data between patients with internet gaming disorder (IGD) and/or alcohol use disorder (AUD) and healthy controls (HCs). In all, 163 adults aged 18-35 years (53 with IGD, 49 with AUD, 61 HCs) participated. The levels of stress and resilience were measured using the Psychosocial Wellbeing Index and the Connor-Davidson Resilience Scale, respectively. The HRV was obtained from each participant during a 5 min resting-state. The IGD and AUD patients exhibited increased levels of stress and decreased resilience compared to the HCs. Patients with either addictive disorder exhibited a lower standard deviation of the normal-to-normal beat interval (SDNN) index [SDNNi] compared to HCs even after adjusting for clinical variables such as depression, anxiety, and impulsivity. In multiple comparison tests among the three groups, the AUD group had lower HRV than HCs, but no differences were observed among the groups after adjusting for the clinical variables. The HRV indices were correlated with the levels of stress, resilience, and disease severity. In conclusion, IGD and AUD patients exhibit lower HRV as indicated by the SDNNi compared to HCs, revealing their vulnerability to stress as well as a common transdiagnostic marker of addiction. [ABSTRACT FROM AUTHOR]
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- 2023
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10. Gaming behavior disorder and its association with social phobia during COVID-19 pandemic: A cross-sectional study among the young Arabs.
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Shaheen, Nour, Shaheen, Ahmed, Elmasry, Mohamed, Abdelwahab, Omar Ahmed, Mohamed, Abdelrahman, Swed, Sarya, Rababah, Ala’ Abdala, Meshref, Mostafa, Zaki, Ahmed, and Shoib, Sheikh
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SOCIAL phobia ,GAMING disorder ,ADDICTIONS ,BEHAVIOR disorders ,COVID-19 pandemic ,SOCIAL media - Abstract
Background: Gaming addiction is a compulsive mental health condition that can have severe negative consequences on a person’s life. As online gaming has increased during the COVID-19 pandemic, studies have shown a heightened risk of mental health issues. This study aims to assess the prevalence of severe phobia and addiction to online gaming among Arab adolescents and identify risk factors associated with these disorders. Methods: This cross-sectional study was conducted across 11 Arab nations. Participants were recruited using convenience sampling through an online survey distributed on social media platforms in 11 Arab countries. The survey included demographic questions, the Nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9) to measure participants’ online gaming addiction, the Social Phobia Scale (SPS), and questions assessing the impact of the COVID-19 pandemic on the prevalence of internet gaming addiction. The data were analyzed using SPSS win statistical package version 26. Results: Out of 2,458 participants, 2,237 were included in the sample due to nonresponse and missing data. The average age of the participants was 19.9± 4.8years, and the majority were Egyptian and unmarried. 69% of the participants reported playing more than usual since the COVID-19 pandemic, as they were confined to their homes. Higher social phobia scores were associated with being single, male, and Egyptian. Participants from Egypt and those who felt that the pandemic significantly increased their gaming time had higher scores for online gaming addiction. Several major criteria, such as playing hours per day and beginning gaming at an early age, were associated with a higher level of online gaming addiction with social phobia. Conclusion: The study’s findings suggest that there is a high prevalence of internet gaming addiction among Arab adolescents and young adults who play online games. The results also indicate a significant association between social phobia and several sociodemographic factors, which may inform future interventions and treatments for individuals with gaming addiction and social phobia. [ABSTRACT FROM AUTHOR]
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- 2023
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11. Personality traits and psychopathology in adolescents with videogame addiction.
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SÁNCHEZ-LLORENS, MARTA, MARÍ-SANMILLÁN, MARÍA ISABEL, BENITO, ANA, RODRÍGUEZ-RUIZ, FRANCESC, CASTELLANO-GARCÍA, FRANCISCA, ALMODÓVAR, ISABEL, and HARO, GONZALO
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PERSONALITY ,GAMING disorder ,GENDER dysphoria ,ADOLESCENT psychopathology ,ADJUSTMENT disorders ,NOSOLOGY ,ADDICTIONS - Abstract
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- 2023
12. Abnormal Granger causal connectivity based on altered gray matter volume and associated neurotransmitters of adolescents with internet gaming disorder revealed by a multimodal neuroimaging study.
- Author
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Niu, Xiaoyu, Zhang, Mengzhe, Gao, Xinyu, Dang, Jinghan, Sun, Jieping, Tao, Qiuying, Lang, Yan, Wang, Weijian, Wei, Yarui, Han, Shaoqiang, Xu, Huayan, Guo, Yingkun, Cheng, Jingliang, and Zhang, Yong
- Abstract
Although prior studies have revealed alterations in gray matter volume (GMV) among individuals with internet gaming disorder (IGD). The brain's multifaceted functions hinge crucially on the intricate connections and communication among distinct regions. However, the intricate interaction of information between brain regions with altered GMV and other regions, and how they synchronize with various neurotransmitter systems, remains enigmatic. Therefore, we aimed to integrate structural, functional and molecular data to explore the GMV-based Granger causal connectivity abnormalities and their correlated neurotransmitter systems in IGD adolescents. Voxel-based morphometry (VBM) analysis was firstly performed to investigate GMV differences between 37 IGD adolescents and 35 matched controls. Brain regions with altered GMV were selected as seeds for further Granger causality analysis (GCA). Two-sample t tests were performed using the SPM12 toolkit to compare the GMV and Granger causal connectivity between IGD and control groups (GRF corrected, P voxel <0.005, P cluster <0.05). Then, GMV-based Granger causal connectivity was spatially correlated with PET- and SPECT-derived maps covering multifarious neurotransmitter systems. Multiple comparison correction was performed using false discovery rate (FDR). Compared with controls, IGD adolescents showed higher GMV in the caudate nucleus and lingual gyrus. For the GCA, IGD adolescents showed higher Granger causal connectivity from insula, putamen, supplementary motor area (SMA) and middle cingulum cortex (MCC) to the caudate nucleus, and lower Granger causal connectivity from superior/inferior parietal gyrus (SPG/IPG) and middle occipital gyrus (MOG) to the lingual gyrus. Besides, GMV-based Granger causal connectivity of IGD adolescents were associated with the dopaminergic, serotonergic, GABAergic and noradrenaline systems. This study revealed that the caudate nucleus and lingual gyrus may be the key sites of neuroanatomical changes in IGD adolescents, and whole-brain Granger causal connectivity abnormalities based on altered GMV involved large brain networks including reward, cognitive control, and visual attention networks, and these abnormalities are associated with a variety of neurotransmitter systems, which may be associated with higher reward sensitivity, cognitive control, and attention control dysfunction. [ABSTRACT FROM AUTHOR]
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- 2024
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13. Gaming behavior disorder and its association with social phobia during COVID-19 pandemic: A cross-sectional study among the young Arabs
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Nour Shaheen, Ahmed Shaheen, Mohamed Elmasry, Omar Ahmed Abdelwahab, Abdelrahman Mohamed, Sarya Swed, Ala’ Abdala Rababah, Mostafa Meshref, Ahmed Zaki, and Sheikh Shoib
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Online Gaming Behavior Disorder ,social phobia disorder ,gaming behavior ,COVID-19 pandemic ,DSM-5 ,Internet Gaming Disorder (IGD) ,Psychiatry ,RC435-571 - Abstract
BackgroundGaming addiction is a compulsive mental health condition that can have severe negative consequences on a person’s life. As online gaming has increased during the COVID-19 pandemic, studies have shown a heightened risk of mental health issues. This study aims to assess the prevalence of severe phobia and addiction to online gaming among Arab adolescents and identify risk factors associated with these disorders.MethodsThis cross-sectional study was conducted across 11 Arab nations. Participants were recruited using convenience sampling through an online survey distributed on social media platforms in 11 Arab countries. The survey included demographic questions, the Nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9) to measure participants’ online gaming addiction, the Social Phobia Scale (SPS), and questions assessing the impact of the COVID-19 pandemic on the prevalence of internet gaming addiction. The data were analyzed using SPSS win statistical package version 26.ResultsOut of 2,458 participants, 2,237 were included in the sample due to non-response and missing data. The average age of the participants was 19.9 ± 4.8 years, and the majority were Egyptian and unmarried. 69% of the participants reported playing more than usual since the COVID-19 pandemic, as they were confined to their homes. Higher social phobia scores were associated with being single, male, and Egyptian. Participants from Egypt and those who felt that the pandemic significantly increased their gaming time had higher scores for online gaming addiction. Several major criteria, such as playing hours per day and beginning gaming at an early age, were associated with a higher level of online gaming addiction with social phobia.ConclusionThe study’s findings suggest that there is a high prevalence of internet gaming addiction among Arab adolescents and young adults who play online games. The results also indicate a significant association between social phobia and several sociodemographic factors, which may inform future interventions and treatments for individuals with gaming addiction and social phobia.
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- 2023
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14. Editorial: Risks of 'cyber-relationships' in adolescents and young people
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Joana Jaureguizar, Iratxe Redondo, Juan Manuel Machimbarrena, and Sebastian Wachs
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social media ,adolescent and youth ,cyber violence ,internet gaming disorder (IGD) ,cyberbullying ,internet use and impact ,Psychology ,BF1-990 - Published
- 2023
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15. ADHD, Gaming Disorder, and Beyond
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Tsappis, Michael, Rich, Michael, Kavanaugh, Jill R., and Schonwald, Alison, editor
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- 2020
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16. Social Bullying Among Undergraduates: The Roles of Internet Gaming Disorder, Risk-Taking Behavior, and Internet Addiction.
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Nwanosike, Chinonso L., Ujoatuonu, Ikechukwu V. N., Kanu, Gabriel C., Ike, Obinna O., and Okeke, Tochukwu J.
- Abstract
An issue that affects the academic engagement, performance, health and wellbeing of university undergraduates is bullying. Substantial literature has examined the predictors of bullying perpetration, but there is little research on the contributions of internet-related factors and the propensity to take risks in bullying. We examined the roles of IGD, risk-taking behavior, and internet addiction in social bullying. Four instruments were used for data collection, namely: Young Adult Social Behavior Scale (YASB), the Internet Gaming Disorder Scale (IGDS9-SF), Domain-Specific Risk-Taking Scale, and the Internet Addiction Test (IAT) Scale. Participants were 552 undergraduate students from the University of Nigeria, Nsukka consisting of 143 males and 409 females (age range = 17–32 years; M = 21.45; SD = 2.71). Results of regression analysis showed that gaming disorder (GD) and risk-taking behavior had positive associations with social bullying. Thus, the more people grow addicted to internet gaming and takes more risks, the more they are likely to become bullies. Internet addiction had no significant association with social bullying. Efforts should be made to minimize the rate of dysfunctional internet use, GD and risk-taking behaviors of undergraduates in order to curtail bullying perpetration [ABSTRACT FROM AUTHOR]
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- 2022
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17. The withdrawal-related affective, gaming urge, and anhedonia symptoms of internet gaming disorder during abstinence.
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JU-YU YEN, PAI-CHENG LIN, HUNG-CHI WU, and CHIH-HUNG KO
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GAMING disorder , *ANHEDONIA , *AFFECT (Psychology) , *HEART beat , *DRUG withdrawal symptoms - Abstract
Aim: The study explores IGD withdrawal-related presentations, including autonomic reaction, affective symptoms, anhedonia, and gaming urge during abstinence from gaming. We prospectively evaluated these withdrawal-related symptoms (WRS) and gaming craving during abstinence from gaming. Methods: We examined 69 individuals with IGD and 69 regular gamers and evaluated their WRS (using an exploratory questionnaire), affective and behavioral WRS (using the Questionnaire on Gaming Urge-Brief Version gaming disorder questionnaire), and heart rate. All the participants attempted to abstain from gaming before our assessment. Subsequently, some participants’ WRS and gaming craving before they engaged in gaming were prospectively evaluated. Results: In the IGD group, 85.5% experienced gaming WRS, including affective, anhedonia, and gaming urge symptoms. They could relieve these symptoms through gaming. The IGD group experienced more severe gaming WRS, gaming craving, and a higher heart rate than the regular gamer group. Gaming urge was most associated WRS of IGD. Participants with IGD experienced more severe gaming cravings when their gaming abstinence before the assessment was shorter. WRS attenuated at night and the following morning when they maintained their gaming abstinence after assessment. Conclusion: Individuals with IGD experience withdrawal-related affective, anhedonia, and gaming urge symptoms and a higher heart rate during abstinence. The WRS attenuated in 1 day. Most participants agreed that these symptoms could be relieved through gaming. Further prospective evaluation by objective assessment in an adequate sample was required to understand gaming withdrawal symptoms comprehensively. [ABSTRACT FROM AUTHOR]
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- 2022
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18. Social Bullying Among Undergraduates: The Roles of Internet Gaming Disorder, Risk-Taking Behavior, and Internet Addiction
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Chinonso L. Nwanosike, Ikechukwu V. N. Ujoatuonu, Gabriel C. Kanu, Obinna O. Ike, and Tochukwu J. Okeke
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internet addiction ,internet gaming disorder (IGD) ,risk-taking behavior ,social bullying ,undergraduate students ,Psychology ,BF1-990 - Abstract
An issue that affects the academic engagement, performance, health and wellbeing of university undergraduates is bullying. Substantial literature has examined the predictors of bullying perpetration, but there is little research on the contributions of internet-related factors and the propensity to take risks in bullying. We examined the roles of IGD, risk-taking behavior, and internet addiction in social bullying. Four instruments were used for data collection, namely: Young Adult Social Behavior Scale (YASB), the Internet Gaming Disorder Scale (IGDS9-SF), Domain-Specific Risk-Taking Scale, and the Internet Addiction Test (IAT) Scale. Participants were 552 undergraduate students from the University of Nigeria, Nsukka consisting of 143 males and 409 females (age range = 17–32 years; M = 21.45; SD = 2.71). Results of regression analysis showed that gaming disorder (GD) and risk-taking behavior had positive associations with social bullying. Thus, the more people grow addicted to internet gaming and takes more risks, the more they are likely to become bullies. Internet addiction had no significant association with social bullying. Efforts should be made to minimize the rate of dysfunctional internet use, GD and risk-taking behaviors of undergraduates in order to curtail bullying perpetration.
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- 2022
- Full Text
- View/download PDF
19. me THE DIAGNOSIS OF VIDEO GAME ADDICTION IN THE DSM-5 AND THE ICD-11: CHALLENGES AND OPPORTUNITIES FOR CLINICIANS
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Xavier Carbonell
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internet gaming disorder (igd) ,gaming disorder (gd) ,video game addiction ,dsm-5 ,icd-11 ,Psychology ,BF1-990 - Abstract
Internet gaming disorder (IGD) (formerly known as video game addiction) is characterized by a pattern of persistent and recurring video game behavior leading to clinically significant impairment or distress for a period of 12 months. The objective of the following state-of-the-art analysis is to comment on the challenges and opportunities of the DSM-5 and ICD11 regarding the diagnosis of IGD that is still being developed. With this purpose in mind, possible technological addictions that are not included in the DSM-5 are reviewed and some of their advantages, challenges, and opportunities are commented on, including severity of effects, age of the most affected population, freemium vs. pay-to-play games, the risk of pathologizing daily life, e-Sports, and the health services portfolio.
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- 2020
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20. Cumulative Family Risk and Internet Gaming Disorder Among Adolescents: A Serial Mediating Model of Personal Growth Initiative and Gratitude
- Author
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Xiong Gan, Guo-Xing Xiang, Hao Li, Shao-Hua Wang, Xin Jin, and Cong-Shu Zhu
- Subjects
cumulative family risk ,internet gaming disorder (IGD) ,personal growth initiative ,gratitude ,serial mediating effect ,adolescent ,Public aspects of medicine ,RA1-1270 - Abstract
In the digital era, playing internet games enriches the entertainment forms for young generations. At the same time, it also raises some social issues, and internet gaming disorder (IGD) is one of them. Abundant studies demonstrate that IGD is harmful to individual physiological and psychological health. Therefore, it is necessary to figure out the reasons and mechanisms behind this phenomenon. Based on the ecological systems theory, the present study investigated the cumulative effect of family risks on adolescent IGD and the serial mediating effects of personal growth initiative (PGI) and gratitude in a chain mediation model. Using random cluster sampling, a sample of 600 Chinese adolescents was recruited to complete the questionnaire. Results of regression analysis suggested that cumulative family risks could positively predict IGD among adolescents. Moreover, PGI and gratitude mediated the relationship between cumulative family risk and IGD, separately, and sequentially. These findings may provide some guidance for the prevention and intervention to prevent or reduce IGD in adolescents.
- Published
- 2022
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- View/download PDF
21. Mental health predictors of Internet Gaming Disorder: a longitudinal study.
- Author
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Borges G, Orozco R, Gutierrez-Garcia R, Albor Y, Pérez ALJ, Valdés-García KP, Mansur PMB, Díaz-Couder MAC, and Benjet C
- Abstract
Objective: We aim to evaluate whether a wide range of baseline mental disorders predict Internet Gaming Disorder (IGD) one to three years later, among university students., Methods: Prospective cohort study with a follow-up period of one to three years (September 2018-June 2022) in 6 Mexican universities. Participants were first-year university students (N=2,144) free of symptoms indicative of IGD at entry (baseline). Ten mental disorders (bipolar, major depressive disorder, generalized anxiety disorder, panic disorder, alcohol use disorder, drug use disorder, binging and/or purging, intermittent explosive disorder, psychotic experiences, attention deficit hyperactivity disorder) at baseline were the main risk factors for IGD at the end of the follow-up. We used Cox regression to model the IGD incidence rate., Results: Any mental disorder at baseline was associated with an increase in 2.33 times (1.26-4.31) the rate of IGD 1 to 3 years later. Several individual disorders were associated with rates of IGD in multiple models, with comorbid conditions diminishing most of these associations., Conclusions: Only major depressive disorder and bipolar disorder remained associated with a new case of IGD. Discrepant results from available longitudinal studies on the role of specific mental disorders in the development of IGD needs to be further investigated., Competing Interests: The authors report no conflicts of interest.
- Published
- 2024
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- View/download PDF
22. Editorial: Risks of "cyber-relationships" in adolescents and young people.
- Author
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Jaureguizar, Joana, Redondo, Iratxe, Manuel Machimbarrena, Juan, and Wachs, Sebastian
- Subjects
CYBERBULLYING ,YOUNG adults ,TEENAGERS ,QUALITY of life ,GAMING disorder ,INTERNET addiction - Published
- 2023
- Full Text
- View/download PDF
23. CAJAS BOTÍN, JUEGOS DE AZAR Y VIDEOJUEGOS: UNA REVISIÓN SISTEMÁTICA.
- Author
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Murias, Pablo, Grande-Gosende, Aris, García-Fernández, Gloria, and Ramón Fernández-Hermida, José
- Subjects
- *
COMPULSIVE gambling , *COMPULSIVE gamblers , *VIDEO games , *GAMING disorder , *PILLAGE - Abstract
Background: Loot boxes are items in video games that that contain rewards (virtual or monetary) appreciated by players. Loot boxes can be bought with real money and the result is random. Currently, there is controversy about whether the use of loot boxes is related to problematic gaming or problems similar to those caused by gambling. The aim of this systematic review was to analyse the empirical studies that have studied the relationship between loot boxes, problem gambling and problem gaming. Method: A search was conducted in Medline, ScienceDirect, Scopus and WoS. A total of 22 articles met the inclusion criteria. Results: A significant relationship was found among loot box engagement, problem gambling and problem gaming. In addition, the more a player spent on loot boxes, the more severe their problem gambling. Conclusions: Loot box spending can increase problem gambling, and problem gamblers may show a preference for videogames with loot boxes. The need is highlighted for longitudinal studies to clarify the direction of the relationship among loot box engagement, problem gambling and problem gaming. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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- View/download PDF
24. The role of repetitive transcranial magnetic stimulation (rTMS) in the treatment of behavioral addictions: Two case reports and review of the literature.
- Author
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CUPPONE, D., GÓMEZ PÉREZ, L. J., CARDULLO, S., CELLINI, N., SARLO, M., SOLDATESCA, S., CHINDAMO, S., MADEO, G., and GALLIMBERTI, L.
- Subjects
- *
TRANSCRANIAL magnetic stimulation , *COMPULSIVE behavior , *SEX addiction , *INTERNET addiction , *TREATMENT of addictions - Abstract
Background: Several behaviors, besides consumption of psychoactive substances, produce short-term reward that may lead to persistent aberrant behavior despite adverse consequences. Growing evidence suggests that these behaviors warrant consideration as nonsubstance or "behavioral" addictions, such as pathological gambling, internet gaming disorder and internet addiction. Case presentation: Here, we report two cases of behavioral addictions (BA), compulsive sexual behavior disorder for online porn use and internet gaming disorder. A 57-years-old male referred a loss of control over his online pornography use, started 15 years before, while a 21-years-old male university student reported an excessive online gaming activity undermining his academic productivity and social life. Both patients underwent a highfrequency repetitive transcranial magnetic stimulation (rTMS) protocol over the left dorsolateral prefrontal cortex (l-DLPFC) in a multidisciplinary therapeutic setting. A decrease of addictive symptoms and an improvement of executive control were observed in both cases. Discussion: Starting from these clinical observations, we provide a systematic review of the literature suggesting that BAs share similar neurobiological mechanisms to those underlying substance use disorders (SUD). Moreover, we discuss whether neurocircuit-based interventions, such as rTMS, might represent a potential effective treatment for BAs. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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- View/download PDF
25. A Behavior Analytic Perspective on Treatment of Problem Gaming and Problem Social Media Use.
- Author
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Hassan, Mahfuz and Kyonka, Elizabeth G. E.
- Subjects
- *
SOCIAL problems , *SOCIAL media , *BEHAVIOR analysts , *STIMULUS & response (Psychology) , *FUNCTIONAL analysis - Abstract
To characterize treatment studies for some forms of problematic internet use and identify ways behavior analysts might contribute, we reviewed published treatment studies for two subtypes of problematic internet use, problem gaming and problem social media use. Our search identified 41 treatment studies for problem gaming and none for problem social media use. Problem gaming treatment studies used a range of pharmaceutical, psychotherapeutic, and other treatment approaches and a variety of methods to measure problem gaming. None of the treatment approaches were primarily behavior analytic. Because there is no published research that focuses in particular on treating problem social media use, any research on interventions for problem social media use would be a novel contribution. Behavior analytic approaches could help to clarify the mechanisms involved in gaming, social media use, and related behaviors, and to differentiate problematic from healthy use. Behavior analysts could also contribute to this field by recording response patterns directly, developing standardized functional assessment questionnaires, and applying functional analysis to problem gaming and problem social media use. This is an emerging area of study that presents many opportunities for behavior-analytic research and practice. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
26. A Case Report of Internet Gaming Disorder Treated With Bupropion and Cognitive Behavioral Therapy.
- Author
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Sravanthi K, Nihal NG, Raju NN, and Mane S
- Abstract
Gaming disorder is a growing concern, recognized by the World Health Organization and included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) as internet gaming disorder (IGD) for further study. This case report describes a 13-year-old boy diagnosed with IGD according to the proposed DSM-5 criteria. The patient exhibited excessive gaming behavior leading to impaired academic performance and social interaction. Treatment included medication with bupropion and cognitive behavioral therapy (CBT) resulting in significant improvement in gaming habits and social functioning. This case highlights the effectiveness of a combined approach for managing IGD and emphasizes the need for further research to optimize treatment strategies., Competing Interests: Human subjects: Consent was obtained or waived by all participants in this study. Conflicts of interest: In compliance with the ICMJE uniform disclosure form, all authors declare the following: Payment/services info: All authors have declared that no financial support was received from any organization for the submitted work. Financial relationships: All authors have declared that they have no financial relationships at present or within the previous three years with any organizations that might have an interest in the submitted work. Other relationships: All authors have declared that there are no other relationships or activities that could appear to have influenced the submitted work., (Copyright © 2024, Sravanthi et al.)
- Published
- 2024
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27. Impulsivity and Response Inhibition Related Brain Networks in Adolescents With Internet Gaming Disorder: A Preliminary Study Utilizing Resting-State fMRI
- Author
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Jieyu Chen, Xinyi Li, Qun Zhang, Yu Zhou, Rongpin Wang, Chong Tian, and Hui Xiang
- Subjects
internet gaming disorder (IGD) ,prefrontal-striatal circuits ,functional magnetic resonance imaging (fMRI) ,voxel-mirrored homotopic connectivity (VMHC) ,effective connectivity ,Psychiatry ,RC435-571 - Abstract
Background and Aims: Internet gaming disorder (IGD), as a relapse disease, has become a common mental health problem among Asian teenagers. Functional connections in the prefrontal lobo-striatum affect changes in impulsivity and inhibition. Therefore, exploration of the directional connections of the relevant brain regions in the prefrontal-striatal circuit and the synchronization level of the two hemispheres will help us to further understand the neural mechanism of IGD, which can provide guidance for the development of prevention and intervention strategies.Methods: Twenty-two adolescents with IGD, recruited through various channels, composed the IGD group. Twenty-six subjects, matching age, gender, and education level, were included in a recreational internet game users (RGUs) control group. Impulsivity and response inhibition were tested via general questionnaire, the Internet Addiction Test (IAT), the Barratt impulsivity scale-11 (BIS-11), and a Stroop color-word task. A Granger causality analysis (GCA) was used to calculate the directional connection between the prefrontal and striatum with the dorsolateral prefrontal cortex (DLPFC) as a region of interest (ROI). We chose voxel-mirrored homotopic connectivity (VMHC) to determine brain hemisphere functional connectivity in the prefrontal-striatal circuits.Results: We found significant differences in impulsivity between the IGD group and RGU group, with members of the IGD group exhibiting higher impulsivity. Additionally, the response inhibition of adolescents with IGD in the Stroop color-word task was impaired. There was a significant difference in the directed connection of the left DLPFC and dorsal striatum between the IGD group and the RGU group.Conclusions: This study confirmed the role of prefrontal-striatal circuits in the neural mechanism of IGD in adolescents. In the IGD group, bilateral cerebral medial orbitofrontal cortex (mOFC) synchronization was significantly reduced, which indicated that mOFC signal transmission in both hemispheres of the brain might be affected by impulse behavior and impaired response inhibition.
- Published
- 2021
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28. Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers
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Laura Ferraro, Chiara Avanzato, Giuseppe Maniaci, Crocettarachele Sartorio, Marco Daino, Fabio Seminerio, Giada Tripoli, Diego Quattrone, Rosa Lo Baido, Daniele La Barbera, and Caterina La Cascia
- Subjects
internet gaming disorder (igd) ,videogames ,risk-factors ,adolescence ,alexithymia ,playing-time. ,Psychology ,BF1-990 - Abstract
Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 10.6, p0.001), DIF (OR=1.5, 95% C.I.=1.1, 2.1, p=0.003), boredom/loneliness feelings (OR=1.8, 95% C.I.=1.5, 2, p0.001), recent negative events (OR=1.1, 95% C.I.=1, 1.3, p=0.026), and a behavioral addiction (OR=2.1, 95% C.I.=1.2, 3.9, p=0.009) independently increased its risk. Conclusions: Almost one on two players joining online communities presented IGD. Some risk factors were crucial, including TSP, independently from emotional dysregulation.
- Published
- 2020
- Full Text
- View/download PDF
29. Prevalence of Internet Gaming Disorder and Its Association With Personality Traits and Gaming Characteristics Among Chinese Adolescent Gamers
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Zhenjiang Liao, Qiuping Huang, Shucai Huang, Linxiang Tan, Tianli Shao, Ting Fang, Xinxin Chen, Shuhong Lin, Jing Qi, Yi Cai, and Hongxian Shen
- Subjects
internet gaming disorder (IGD) ,internet gaming use characteristics ,personality traits (big five) ,big five model ,Chinese adolescent gamers ,Psychiatry ,RC435-571 - Abstract
Background: Internet gaming is extremely popular in China. However, some players overuse it, with negative outcomes. Knowing the prevalence rate and specific risk factors can provide a better understanding of the etiology of Internet Gaming Disorder (IGD). This study aimed to estimate the prevalence of IGD among Chinese adolescents and its association with their personality traits and Internet gaming characteristics.Methods: A cross-sectional study design was utilized in this study. Participants were recruited from 34 provincial administrative districts in China and consisted of 6,379 adolescent game players aged 15–25 (males/females = 3,701/2,678, mean age: 19.35 ± 1.61). A self-report structured questionnaire containing questions regarding demographic information and Internet gaming use characteristics, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version, was used in the study.Results: The prevalence of IGD among Chinese adolescent game players was 17.0%. All participants were divided into the IGD group (males/females = 751/333, mean age: 19.74 ± 1.85) or the non-IGD group (males/females = 2,950/2,345, mean age: 19.27 ± 1.54). Specifically, twelve factors were significantly associated with IGD (p < 0.001), including neuroticism (β = 0.17), conscientiousness (β = −0.14), Internet gaming time per day (Hour) (β = 0.21), Internet gaming charge per month (Yuan) (β = 0.21), motive: escaping (β = 0.15), motive: sensation seeking (β = 0.13), motive: maintaining (β = 0.08), motive: coping (β = 0.06), having one or two long-term game partners (β = 0.06), male (β = 0.12), undergraduate and above (β = 0.04), and relationship status of couple (β = 0.04).Conclusion: Our findings offer evidence with respect to the prevalence of IGD and its relationships with specific personality traits and Internet gaming characteristics in China. It is necessary for Chinese parents, teachers, and social workers to pay more attention to adolescents' personality traits of high neuroticism and low conscientiousness, long time and high expense they spend on game, as well as their motives.
- Published
- 2020
- Full Text
- View/download PDF
30. Impulsivity and Response Inhibition Related Brain Networks in Adolescents With Internet Gaming Disorder: A Preliminary Study Utilizing Resting-State fMRI.
- Author
-
Chen, Jieyu, Li, Xinyi, Zhang, Qun, Zhou, Yu, Wang, Rongpin, Tian, Chong, and Xiang, Hui
- Subjects
VIDEO games ,STIMULUS & response (Psychology) ,IMPULSIVE personality ,NEURAL circuitry ,TEENAGERS - Abstract
Background and Aims: Internet gaming disorder (IGD), as a relapse disease, has become a common mental health problem among Asian teenagers. Functional connections in the prefrontal lobo-striatum affect changes in impulsivity and inhibition. Therefore, exploration of the directional connections of the relevant brain regions in the prefrontal-striatal circuit and the synchronization level of the two hemispheres will help us to further understand the neural mechanism of IGD, which can provide guidance for the development of prevention and intervention strategies. Methods: Twenty-two adolescents with IGD, recruited through various channels, composed the IGD group. Twenty-six subjects, matching age, gender, and education level, were included in a recreational internet game users (RGUs) control group. Impulsivity and response inhibition were tested via general questionnaire, the Internet Addiction Test (IAT), the Barratt impulsivity scale-11 (BIS-11), and a Stroop color-word task. A Granger causality analysis (GCA) was used to calculate the directional connection between the prefrontal and striatum with the dorsolateral prefrontal cortex (DLPFC) as a region of interest (ROI). We chose voxel-mirrored homotopic connectivity (VMHC) to determine brain hemisphere functional connectivity in the prefrontal-striatal circuits. Results: We found significant differences in impulsivity between the IGD group and RGU group, with members of the IGD group exhibiting higher impulsivity. Additionally, the response inhibition of adolescents with IGD in the Stroop color-word task was impaired. There was a significant difference in the directed connection of the left DLPFC and dorsal striatum between the IGD group and the RGU group. Conclusions: This study confirmed the role of prefrontal-striatal circuits in the neural mechanism of IGD in adolescents. In the IGD group, bilateral cerebral medial orbitofrontal cortex (mOFC) synchronization was significantly reduced, which indicated that mOFC signal transmission in both hemispheres of the brain might be affected by impulse behavior and impaired response inhibition. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
31. Prevalence of Internet Gaming Disorder and Its Association With Personality Traits and Gaming Characteristics Among Chinese Adolescent Gamers.
- Author
-
Liao, Zhenjiang, Huang, Qiuping, Huang, Shucai, Tan, Linxiang, Shao, Tianli, Fang, Ting, Chen, Xinxin, Lin, Shuhong, Qi, Jing, Cai, Yi, and Shen, Hongxian
- Subjects
VIDEO games ,CHINESE people ,SENSATION seeking ,PERSONALITY ,PERSONALITY disorders ,FIVE-factor model of personality - Abstract
Background: Internet gaming is extremely popular in China. However, some players overuse it, with negative outcomes. Knowing the prevalence rate and specific risk factors can provide a better understanding of the etiology of Internet Gaming Disorder (IGD). This study aimed to estimate the prevalence of IGD among Chinese adolescents and its association with their personality traits and Internet gaming characteristics. Methods: A cross-sectional study design was utilized in this study. Participants were recruited from 34 provincial administrative districts in China and consisted of 6,379 adolescent game players aged 15–25 (males/females = 3,701/2,678, mean age: 19.35 ± 1.61). A self-report structured questionnaire containing questions regarding demographic information and Internet gaming use characteristics, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version, was used in the study. Results: The prevalence of IGD among Chinese adolescent game players was 17.0%. All participants were divided into the IGD group (males/females = 751/333, mean age: 19.74 ± 1.85) or the non-IGD group (males/females = 2,950/2,345, mean age: 19.27 ± 1.54). Specifically, twelve factors were significantly associated with IGD (p < 0.001), including neuroticism (β = 0.17), conscientiousness (β = −0.14), Internet gaming time per day (Hour) (β = 0.21), Internet gaming charge per month (Yuan) (β = 0.21), motive: escaping (β = 0.15), motive: sensation seeking (β = 0.13), motive: maintaining (β = 0.08), motive: coping (β = 0.06), having one or two long-term game partners (β = 0.06), male (β = 0.12), undergraduate and above (β = 0.04), and relationship status of couple (β = 0.04). Conclusion: Our findings offer evidence with respect to the prevalence of IGD and its relationships with specific personality traits and Internet gaming characteristics in China. It is necessary for Chinese parents, teachers, and social workers to pay more attention to adolescents' personality traits of high neuroticism and low conscientiousness, long time and high expense they spend on game, as well as their motives. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
32. Measurement instruments of Internet gaming disorder in adolescents and young people according to DSM-5 criteria: a systematic review.
- Author
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BERNALDO-DE-QUIRÓS, MÓNICA, LABRADOR-MÉNDEZ, MARTA, SÁNCHEZ-IGLESIAS, IVÁN, and LABRADOR, FRANCISCO J.
- Subjects
VIDEO games ,TEENAGERS ,CROSS-cultural differences - Abstract
Copyright of Adicciones is the property of Sociedad Cientifica Espanola de Estudios sobre el Alcohol 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.)
- Published
- 2020
33. EL DIAGNÓSTICO DE ADICCIÓN A VIDEOJUEGOS EN EL DSM-5 Y LA CIE-11: RETOS Y OPORTUNIDADES PARA CLÍNICOS.
- Author
-
Carbonell, Xavier
- Abstract
Copyright of Papeles del Psicólogo is the property of Consejo General de Colegios Oficiales de Psicologos 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.)
- Published
- 2020
- Full Text
- View/download PDF
34. Editorial: Risks of “cyber-relationships” in adolescents and young people
- Author
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Psicología Clínica y de la Salud y Metodología de Investigación, Psicología evolutiva y de la educación, Psikologia Klinikoa eta Osasunaren Psikologia eta Ikerketa Metodologia, Bilakaeraren eta hezkuntzaren psikologia, Jaureguizar Alboniga-Mayor, Joana, Redondo Rodríguez, Iratxe, Machimbarrena Garagorri, Juan Manuel, Wachs, Sebastian, Psicología Clínica y de la Salud y Metodología de Investigación, Psicología evolutiva y de la educación, Psikologia Klinikoa eta Osasunaren Psikologia eta Ikerketa Metodologia, Bilakaeraren eta hezkuntzaren psikologia, Jaureguizar Alboniga-Mayor, Joana, Redondo Rodríguez, Iratxe, Machimbarrena Garagorri, Juan Manuel, and Wachs, Sebastian
- Published
- 2023
35. Is the Clinical Version of the Iowa Gambling Task Relevant for Assessing Choice Behavior in Cases of Internet Addiction?
- Author
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Ching-Hung Lin, Chao-Chih Wang, Jia-Huang Sun, Chih-Hung Ko, and Yao-Chu Chiu
- Subjects
Internet addiction (IA) ,Internet gaming disorder (IGD) ,Iowa gambling task (IGT) ,expected value ,gain–loss frequency ,prominent deck B phenomenon ,Psychiatry ,RC435-571 - Abstract
Objective: A critical issue in research related to the Iowa gambling task (IGT) is the use of the alternative factors expected value and gain–loss frequency to distinguish between clinical cases and control groups. When the IGT has been used to examine cases of Internet addiction (IA), the literature reveals inconsistencies in the results. However, few studies have utilized the clinical version of IGT (cIGT) to examine IA cases. The present study aims to resolve previous inconsistencies and to examine the validity of the cIGT by comparing performances of controls with cases of Internet gaming disorder (IGD), a subtype of IA defined by the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders.Methods: The study recruited 23 participants with clinically diagnosed IGD and 38 age-matched control participants. Based on the basic assumptions of IGT and the gain–loss frequency viewpoint, a dependent variables analysis was carried out.Results: The results showed no statistical difference between the two groups in most performance indices and therefore support the findings of most IGT-IA studies; in particular, expected value and gain–loss frequency did not distinguish between the IGD cases and controls. However, the participants in both groups were influenced by the gain–loss frequency, revealing the existence of the prominent deck B phenomenon.Conclusion: The findings provide two possible interpretations. The first is that choice behavior deficits do not constitute a characteristic feature of individuals who have been diagnosed with IGD/IA. The second is that, as the cIGT was unable to distinguish the choice behavior of the IGD/IA participants from that of controls, the cIGT may not be relevant for assessing IGD based on the indices provided by the expected value and gain–loss frequency perspectives in the standard administration of IGT.
- Published
- 2019
- Full Text
- View/download PDF
36. Methodological Inertia and Neoliberal Bias in the Scientific Discourse on Internet Gaming Disorder.
- Author
-
GELŪNAS, BENEDIKTAS
- Abstract
Copyright of Culture & Society: Journal of Social Research / Kultūra ir Visuomenė: Socialinių Tyrimų Žurnalas is the property of Vytautas Magnus University 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.)
- Published
- 2019
- Full Text
- View/download PDF
37. Is the Clinical Version of the Iowa Gambling Task Relevant for Assessing Choice Behavior in Cases of Internet Addiction?
- Author
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Lin, Ching-Hung, Wang, Chao-Chih, Sun, Jia-Huang, Ko, Chih-Hung, and Chiu, Yao-Chu
- Subjects
INTERNET addiction ,COMMUNICATION addiction disorder ,MENTAL illness ,DECISION making ,INTERNET - Abstract
Objective: A critical issue in research related to the Iowa gambling task (IGT) is the use of the alternative factors expected value and gain–loss frequency to distinguish between clinical cases and control groups. When the IGT has been used to examine cases of Internet addiction (IA), the literature reveals inconsistencies in the results. However, few studies have utilized the clinical version of IGT (cIGT) to examine IA cases. The present study aims to resolve previous inconsistencies and to examine the validity of the cIGT by comparing performances of controls with cases of Internet gaming disorder (IGD), a subtype of IA defined by the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders. Methods: The study recruited 23 participants with clinically diagnosed IGD and 38 age-matched control participants. Based on the basic assumptions of IGT and the gain–loss frequency viewpoint, a dependent variables analysis was carried out. Results: The results showed no statistical difference between the two groups in most performance indices and therefore support the findings of most IGT-IA studies; in particular, expected value and gain–loss frequency did not distinguish between the IGD cases and controls. However, the participants in both groups were influenced by the gain–loss frequency, revealing the existence of the prominent deck B phenomenon. Conclusion: The findings provide two possible interpretations. The first is that choice behavior deficits do not constitute a characteristic feature of individuals who have been diagnosed with IGD/IA. The second is that, as the cIGT was unable to distinguish the choice behavior of the IGD/IA participants from that of controls, the cIGT may not be relevant for assessing IGD based on the indices provided by the expected value and gain–loss frequency perspectives in the standard administration of IGT. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
38. Lipidomic profiles disturbed by the internet gaming disorder in young Korean males.
- Author
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Lee, Chang-Wan, Lee, Deokjong, Lee, Eun Mi, Park, Soo Jin, Ji, Dong Yoon, Lee, Do Yup, and Jung, Young-Chul
- Subjects
- *
VIDEO games , *LINEAR statistical models , *RECEIVER operating characteristic curves , *LIPID metabolism , *REGRESSION analysis , *LECITHIN - Abstract
Abstract Internet Gaming Disorder (IGD) is characterized by uncontrollable and persistent playing of internet games despite the occurrence of negative consequences. Although there is a worldwide treatment demand, IGD still doesn't have an explicit biomarker. The primary goal of the study is to characterize lipidomic profiles specific to internet gaming disorder (IGD) based on liquid-chromatography Orbitrap mass-spectrometry (LC Orbitrap MS). Primarily, a total of 19 lipids were significantly dys-regulated in the IGD group compared to healthy controls. The lipidomic feature was mainly characterized by various types of phosphatidylcholines (PCs) and lyso-phosphatidylcholines (LysoPCs). Subsequent multivariate statistical model and linear regression model prioritized two LysoPCs (C16:0 and C18:0) for potential biomarker. Receiver operating characteristic (ROC) analysis demonstrated excellent performance of the combined lipid set for discriminating the IGD group from healthy controls (AUC: 0.981, 95% confidence interval: 0.958–1.000). Additional evaluation with potential confounders and clinical parameters suggested robustness and potential applicability of the outcome as biomarkers which may aid diagnosis. Highlights • Lipid profiles revealed lipid metabolism dys-regulation by internet gaming disorder. • Discovery of biomarker cluster in combination with LysoPC 16:0 and LysoPC 18:0 • Validation of biomarker recomposite by evaluation of potential confounding effects. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
39. Analysis of latent profiles and characteristic differences in adolescent Mental Health Literacy for Internet Gaming Disorder.
- Author
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JI-YOUNG YOON, JONGSERL CHUN, and SOO-YOUNG BHANG
- Subjects
- *
GAMING disorder , *HEALTH literacy , *DIGITAL literacy , *MENTAL health , *MENTAL illness - Abstract
Purpose: This study aims to identify the latent subtypes through Mental Health Literacy (MHL) for Internet Gaming Disorder (IGD) in adolescents and confirm the differences between the subtypes in demographics, Internet usage time, the number of prevention education for IGD or problematic smartphone usage, mental health, and addiction level. Methods: For this study, secondary data was used from the 2019 smart digital media survey for youth, conducted in a district in Seoul, by the Nowon Community Addiction Center. Altogether, 1,936 middle and high school students (14-18 years old) were analyzed. Thirteen items of the MHL questionnaire were used as classification criteria for latent profile analysis (LPA). Thereafter, the difference in characteristics between the classified subtypes was confirmed by One-way ANOVA and Chi-square Test through variables such as mental health and addiction level. Results: Three latent subtypes of MHL for IGD in adolescents were identified as: "low perception-prefer traditional resources" type (12.4%), "moderate perception-prefer family resources" type (49.3%), and "high perception-prefer professional resources" type (38.3%). In addition, it was confirmed that there were differences between subtypes in terms of gender, age, Family Affluence Scale, e-learning time in weeks, mental health problems, smartphone addiction risk scores, and IGD scores. Conclusion: Based on the results, practical interventions are required including customized prevention considering the differences in characteristics among three types of adolescent MHL. [ABSTRACT FROM AUTHOR]
- Published
- 2023
40. O impacto dos videojogos na saúde mental: Qual a importância de jogar com amigos e do suporte social online?
- Author
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Silva, Pedro Freitas Sousa and Matos, Marta
- Subjects
Suporte social online ,Depressão -- Depression ,Ciências Médicas::Ciências da Saúde [Domínio/Área Científica] ,Online videogames ,Perturbação com videojogos (IGD) ,Videojogos online ,Ciências Sociais::Psicologia [Domínio/Área Científica] ,3700 Sport psychology and leisure ,Internet gaming disorder (IGD) ,Online social support ,3000 Social psychology - Abstract
O gaming é referido como o principal hobby na população jovem portuguesa e considerado uma oportunidade de interação social. O presente trabalho visa explorar a perspetiva das relações sociais aplicada aos videojogos. A Organização Mundial de Saúde (2018) decretou a perturbação com videojogos (IGD) um problema de saúde mental, mas no período pandémico esta foi uma atividade que permitia manter o distanciamento e simultaneamente a interação. Este estudo parte da interrogação se jogar videojogos online foi utilizado como uma forma de estar em relação com outros, e se existiram fatores protetores do tempo passado a jogar: as pessoas com quem se joga (amigos reais/online) e suporte obtido online. Participaram 212 indivíduos (M=33.62). Responderam a questões sociodemográficas, hábitos gaming, suporte social online, IGD e depressão. Os resultados indicam que jogadores reportavam mais suporte instrumental online e que quem jogava com amigos virtuais reportava mais suporte de estima emocional online. Jogar com amigos “reais” não se revelou um fator protetor; e jogar com amigos “online” não se revelou um fator de risco, na relação entre o tempo a jogar com a depressão e com o IGD. Finalmente, concluiu-se que o tempo passado a jogar está significativamente associado com maior nível de depressão e que o suporte informativo tem um papel protetor na associação entre o tempo a jogar e depressão. Estes resultados contribuíram para um maior aprofundamento e compreensão sobre do fenómeno gaming, reforçando a necessidade de investigação nesta área em constante progresso. Gaming is referred to as the main hobby among Portuguese young people and is considered an opportunity for social interaction. This paper aims to explore the social relations perspective applied to video games. The World Health Organization (2018) has declared video game disorder (IGD) a mental health problem, but in the pandemic period this was an activity that allowed for maintaining detachment and interaction at the same time. This study starts from the question whether playing online video games was used as a way to be in relationship with others, and whether there were protective factors of the time spent playing: the people with whom one plays (real/online friends) and support obtained online. A total of 212 individuals participated (M=33.62). They answered sociodemographic questions, gaming habits, online social support, IGD, and depression. Results indicate that gamers reported more instrumental support online and that those who played with virtual friends reported more emotional esteem support online. Gaming with "real" friends did not prove to be a protective factor; and gaming with "online" friends did not prove to be a risk factor, in the relationship between time spent gaming with depression and with IGD. Finally, it was concluded that time spent playing is significantly associated with higher levels of depression and that information support plays a protective role in the association between time spent playing and depression. These results contributed to a deeper understanding of the gaming phenomenon, reinforcing the need for research in this constantly evolving area.
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- 2022
41. A problémás videojáték-használat újabb elméleti és gyakorlati megközelítései.
- Author
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Bányai, Fanni, Zsila, Ágnes, Demetrovics, Zsolt, and Király, Orsolya
- Abstract
These days spending time playing video games is one of the most popular leisure-time activities among young people. With the growth of interest in video games research has begun to focus on the negative effects of usage in addition to problematic use, which is commonly known as “game addiction”. Research has pointed out that a small number of gamers suffer from severe functional and psychological harm in several aspects of their lives (for instance, family, social, work/study). The aim of our study is to provide an overview of the novel theoretical approaches, diagnostic criteria and assessment of problematic gaming. Besides describing the scientific debates concerning the definition and criteria, we present the treatment methods and programs, and draw a picture of the possibilities for future directions in research. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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42. Exploratory metabolomics of biomarker identification for the internet gaming disorder in young Korean males.
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Cho, Yeo Ul, Lee, Deokjong, Lee, Jung-Eun, Kim, Kyoung Heon, Lee, Do Yup, and Jung, Young-Chul
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INTERNET addiction , *VIDEO games , *METABOLOMICS , *KOREANS , *GAS chromatography/Mass spectrometry (GC-MS) , *DIAGNOSIS , *DISEASES - Abstract
The main aim of the current research is to characterize the molecular dynamics related to internet gaming disorder (IGD) using non-targeted plasma metabolite profiling based on gas-chromatography time-of-flight mass spectrometry (GC-TOF MS). IGD is a psychiatric disorder instigated by excessive and prolonged internet gaming, which shared many pathological symptoms with attention deficit hyperactivity disorder (ADHD). The prevalence of the disorder has been rapidly increased particularly in East Asia countries (5.9% in South Korea) compared to Europe or North America (0.3–1.0% in United States and 1.16% in Germany). Thus we comparably explored the correlation between plasma metabolites and internet addiction severity in IGD patients, and potential biomarker composite in combination with clinical parameters. The systematic metabolite profiling of 54 blood samples (normal user, N = 28 and IGD, N = 24) identified a total of 104 metabolites out of 1212 metabolic feature, and revealed unique relation of co-linearly regressed set of plasma metabolites (arabitol, myo -inositol, methionine, pyrrole-2-carboxylic acid, and aspartic acid) with internet addiction severity scale (R = 0.795). In addition, orthogonal partial least squared discriminant analysis (OPLS-DA) and receiver operating characteristic (ROC) analysis identified the potential biomarker cluster that simultaneously discriminated the different types of the psychiatric status. The potential biomarker re-composite was comprehensively evaluated by a receiver operating characteristic (ROC) analysis where the AUCs were 0.890, 0.880, 1.000, and 0.935 for control, IGD, AD and IGD + AD, respectively ( N = 18, 19, 5, and 10) against the others. This exploratory method may provide robustness of predictive diagnosis in population screening of IGD. The identified metabolic features, the relatedness with clinical parameters, and the putative biochemical linkage will hopefully aid future pathological studies in IGD. [ABSTRACT FROM AUTHOR]
- Published
- 2017
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43. A Family Systems Approach to the Understanding and Treatment of Internet Gaming Disorder.
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Day, Isaiah
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- *
GAMING disorder , *MENTAL illness , *SYMPTOMS , *SUBSTANCE-induced disorders , *COGNITIVE ability , *THERAPEUTICS - Abstract
The Diagnostic and Statistical Manual of Mental Disorders, fifth edition, proposed criteria for Internet gaming disorder (IGD) share similar symptomology with substance use disorders (SUDs), so counselors have adopted individual, cognitive–behavioral models from SUD research to apply to IGD. Studies of these cognitive–behavioral treatments reveal that symptoms return as clients leave treatment. Systemic interventions lower rates of relapse in SUD. Thus, it shall be proposed that Steinglass’s systemic-motivational therapy, designed initially for treatment of SUD, could have similar effects on relapse rates when applied to an analogous issue of IGD. [ABSTRACT FROM AUTHOR]
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- 2017
- Full Text
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44. The validity and psychometric properties of the Japanese version of the Compulsive Internet Use Scale (CIUS).
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Roseline Kim Fong Yong, Akiomi Inoue, and Norito Kawakami
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- *
PSYCHOMETRICS , *INTERNET addiction , *JAPANESE people , *COMORBIDITY , *PATHOLOGICAL psychology , *HEALTH - Abstract
Background: Prolonged Internet use is often associated with reduced social involvement and comorbid psychopathologies, including depression, anxiety, attention-deficit/hyperactivity disorder, and obsessive- compulsive disorder. Asian countries where Internet access is widely available have high reported levels of Internet addiction. As Internet use has changed drastically since concerns about Internet addiction were first raised, the results of recent studies may be inaccurate because the scales they employed to measure Internet addiction were formulated for different Internet usage from the present. It is thus necessary to develop more-up-todate scales to assess problematic private use of the Internet. Methods: The Compulsive Internet Use Scale (CIUS) was translated into Japanese. An online sample whose ages and sexes reflected that of the national population of Internet users was recruited to test the scale's reliability and validity. Correlations between the scale and Internet-related parameters (such as time spent online, motivation for going online, and applications used) and psychosocial factors (such as psychological distress symptoms and loneliness) were examined. Psychometric properties were examined by the split-half method using both exploratory and confirmatory factor analysis. Model fits were compared across gender. Results: CIUS was found to have a high reliability and good concurrent, correlation and construct validity. Both exploratory and confirmatory factors revealed that the one-factor solution yielded a satisfactory result across gender. However, the three-factor structural model in which compulsiveness was gauged by "excessive absorption", "difficulty in setting priorities", and "mood regulation" gave the best fit of the model for the general population as well as across gender. Conclusions: Compulsive Internet behavior in Japan can be assessed in terms of absorption, priorities, and mood. CIUS is a valid scale for screening compulsive Internet behavior in the general Japanese population regardless of age and gender. [ABSTRACT FROM AUTHOR]
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- 2017
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45. Internet Gaming Disorder Does Not Predict Mood, Anxiety or Substance Use Disorders in University Students: A One-Year Follow-Up Study
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Guilherme Borges, Corina Benjet, Ricardo Orozco, Yesica Albor, Eunice V. Contreras, Iris R. Monroy-Velasco, Praxedis C. Hernández-Uribe, Patricia M. Báez-Mansur, María A. Covarrubias Diaz Couder, Guillermo E. Quevedo-Chávez, Raúl A. Gutierrez-García, and Nydia Machado
- Subjects
substance use disorders ,longitudinal ,Health, Toxicology and Mutagenesis ,internet gaming disorder (IGD) ,depression ,Public Health, Environmental and Occupational Health ,epidemiology ,anxiety ,Mexico - Abstract
We seek to evaluate whether Internet Gaming Disorder (IGD) among university students in Mexico during their first year at university predicts a long list of mental disorders a year later, controlling for baseline mental health disorders as well as demographics. This is a prospective cohort study with a one-year follow-up period conducted during the 2018–2019 academic year and followed up during the 2019–2020 academic year at six Mexican universities. Participants were first-year university students (n = 1741) who reported symptoms compatible with an IGD diagnosis at entry (baseline). Outcomes are seven mental disorders (mania, hypomania, and major depressive episodes; generalized anxiety disorder and panic disorder; alcohol use disorder and drug use disorder), and three groups of mental disorders (mood, anxiety, and substance use disorders) at the end of the one-year follow-up. Fully adjusted models, that included baseline controls for groups of mental disorders, rendered all associations null. The association between baseline IGD and all disorders and groups of disorders at follow-up was close to one, suggesting a lack of longitudinal impact of IGD on mental disorders. Conflicting results from available longitudinal studies on the role of IGD in the development of mental disorders warrant further research.
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- 2023
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46. Targeted exome sequencing for the identification of a protective variant against Internet gaming disorder at rs2229910 of neurotrophic tyrosine kinase receptor, type 3 (NTRK3): A pilot study.
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JEONG-YU KIM, JO-EUN JEONG, JE-KEUN RHEE, HYUN CHO, JI-WON CHUN, TAE-MIN KIM, SAM-WOOK CHOI, JUNG-SEOK CHOI, and DAI-JIN KIM
- Subjects
- *
GAMING disorder , *PROTEIN-tyrosine kinases , *NEUROTRANSMITTERS - Abstract
Background and aims: Internet gaming disorder (IGD) has gained recognition as a potential new diagnosis in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders, but genetic evidence supporting this disorder remains scarce. Methods: In this study, targeted exome sequencing was conducted in 30 IGD patients and 30 control subjects with a focus on genes linked to various neurotransmitters associated with substance and non-substance addictions, depression, and attention deficit hyperactivity disorder. Results: rs2229910 of neurotrophic tyrosine kinase receptor, type 3 (NTRK3) was the only single nucleotide polymorphism (SNP) that exhibited a significantly different minor allele frequency in IGD subjects compared to controls (p = .01932), suggesting that this SNP has a protective effect against IGD (odds ratio = 0.1541). The presence of this potentially protective allele was also associated with less time spent on Internet gaming and lower scores on the Young's Internet Addiction Test and Korean Internet Addiction Proneness Scale for Adults. Conclusions: The results of this first targeted exome sequencing study of IGD subjects indicate that rs2229910 of NTRK3 is a genetic variant that is significantly related to IGD. These findings may have significant implications for future research investigating the genetics of IGD and other behavioral addictions. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
47. Striatum morphometry is associated with cognitive control deficits and symptom severity in internet gaming disorder.
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Cai, Chenxi, Yuan, Kai, Yin, Junsen, Feng, Dan, Bi, Yanzhi, Li, Yangding, Yu, Dahua, Jin, Chenwang, Qin, Wei, and Tian, Jie
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ANTHROPOMETRY ,BASAL ganglia ,BEHAVIOR ,CEREBRAL dominance ,COGNITION disorders ,COMPARATIVE studies ,COMPULSIVE behavior ,GAMBLING ,INTERNET ,MAGNETIC resonance imaging ,NEUROPSYCHOLOGICAL tests ,RESEARCH methodology ,MEDICAL cooperation ,RESEARCH ,THREE-dimensional imaging ,EVALUATION research ,EXECUTIVE function - Abstract
Internet gaming disorder (IGD), identified in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-V) Section III as a condition warranting more clinical research, may be associated with impaired cognitive control. Previous IGD-related studies had revealed structural abnormalities in the prefrontal cortex, an important part of prefrontal-striatal circuits, which play critical roles in cognitive control. However, little is known about the relationship between the striatal nuclei (caudate, putamen, and nucleus accumbens) volumes and cognitive control deficit in individuals with IGD. Twenty-seven adolescents with IGD and 30 age-, gender- and education-matched healthy controls participated in this study. The volume differences of the striatum were assessed by measuring subcortical volume in FreeSurfer. Meanwhile, the Stroop task was used to detect cognitive control deficits. Correlation analysis was used to investigate the relationship between striatal volumes and performance in the Stroop task as well as severity in IGD. Relative to controls, the IGD committed more incongruent condition response errors during the Stroop task and showed increased volumes of dorsal striatum (caudate) and ventral striatum (nucleus accumbens). In addition, caudate volume was correlated with Stroop task performance and nucleus accumbens (NAc) volume was associated with the internet addiction test (IAT) score in the IGD group. The increased volumes of the right caudate and NAc and their association with behavioral characteristics (i.e., cognitive control and severity) in IGD were detected in the present study. Our findings suggest that the striatum may be implicated in the underlying pathophysiology of IGD. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
48. Neurophysiological Markers of Internet Gaming Disorder: A Literature Review of Electroencephalography Studies
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Samiksha Pandey, Zain I Warriach, and Saima Kashif
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Behavioral addiction ,chemical and pharmacologic phenomena ,Electroencephalography ,Immunoglobulin D ,stomatognathic system ,hemic and lymphatic diseases ,medicine ,Psychology ,Pathological ,Psychiatry ,N100 ,treatment ,biology ,medicine.diagnostic_test ,business.industry ,General Engineering ,biomarkers ,gaming disorder(gd) ,internet gaming disorder (igd) ,hemic and immune systems ,electroencephalography (eeg) ,Review article ,biology.protein ,Biomarker (medicine) ,The Internet ,Preventive Medicine ,event-related potential (erp) ,medicine.symptom ,business ,Clinical psychology - Abstract
Pathological online gaming is a relatively newer psychiatric disorder. It is the second behavioral addiction (after internet gambling disorder) included in the Diagnostic and Statistical Manual of Psychiatric Disorders (DSM), 5th edition as “Internet Gaming Disorder” (IGD). Recent research is showing high morbidity associated with IGD, thus encouraging researchers to find valid and reliable biomarkers of IGD. So that, early diagnosis and proper treatment could limit the high disability level accompanying excessive online gaming. As electroencephalography (EEG) is a non-invasive and relatively easily available diagnostic technique, we aimed at collecting EEG studies that investigated EEG changes associated with IGD, with a specific focus on finding diagnostic and predictive neurophysiological biomarkers of IGD. We searched PubMed and Google Scholar for EEG studies of IGD. We eliminated those EEG studies that were not focused on finding biomarkers. Scale for the Assessment of Narrative Review Articles (SANRA) is followed in the writing of this review article. Our results showed that increased slow-wave resting-state activity and reduced P300 and N100 can serve as useful IGD diagnostic markers of IGD. Moreover, increased resting-state theta activity can be a predictive biomarker of IGD. Lastly, increased late low potentials (LLPs) can be specific trait markers of cue-induced cravings in IGD.
- Published
- 2021
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49. The prefrontal dysfunction in individuals with Internet gaming disorder: a meta-analysis of functional magnetic resonance imaging studies.
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Meng, Yajing, Deng, Wei, Wang, Huiyao, Guo, Wanjun, and Li, Tao
- Subjects
- *
MAGNETIC resonance imaging , *HIGH resolution imaging , *META-analysis , *GAMBLING behavior , *ADDICTIONS , *BRAIN imaging - Abstract
With the advancement in high-resolution magnetic resonance imaging ( MRI) technology and automated analysis, studies on functional MRI ( fMRI) made it possible to identify the functional activity of brain in vivo in individuals with Internet gaming disorder ( IGD), and to explore the underpinning neuroscience basis of IGD. Yet, no available literature has systemically reviewed the fMRI studies of IGD using meta-analyses. This study reviewed 61 candidate articles and finally selected 10 qualified voxel-wise whole-brain analysis studies for performing a comprehensive series of meta-analyses employing effect size signed differential mapping approach. Compared with healthy controls, subjects with IGD showed a significant activation in the bilateral medial frontal gyrus ( MFG) and the left cingulate gyrus, as well as the left medial temporal gyrus and fusiform gyrus. Furthermore, the on-line time of IGD subjects was positively correlated with activations in the left MFG and the right cingulated gyrus. These findings implicate the important role of dysfunctional prefrontal lobe in the neuropathological mechanism of IGD. Considering the overlapped role of prefrontal lobe in the reward and self-regulatory system, our results provided supportive evidence for the reclassification of IGD as a behavioural addiction. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
50. The Influence of Parental Knowledge and Basic Psychological Needs Satisfaction on Peer Victimization and Internet Gaming Disorder among Chinese Adolescents: A Mediated Moderation Model
- Author
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Qiang Xing, Chengfu Yu, Qingqi Liu, Qiao Liang, and Pei Chen
- Subjects
China ,Adolescent ,peer victimization ,Health, Toxicology and Mutagenesis ,education ,internet gaming disorder (IGD) ,Protective factor ,basic psychological needs satisfaction (BPNS) ,lcsh:Medicine ,050109 social psychology ,chemical and pharmacologic phenomena ,Personal Satisfaction ,parental knowledge ,Article ,Developmental psychology ,Moderated mediation ,Humans ,0501 psychology and cognitive sciences ,Association (psychology) ,Set (psychology) ,Crime Victims ,health care economics and organizations ,Internet ,business.industry ,Mechanism (biology) ,lcsh:R ,05 social sciences ,Public Health, Environmental and Occupational Health ,social sciences ,Risk factor (computing) ,Behavior, Addictive ,Video Games ,Peer victimization ,The Internet ,business ,Psychology ,human activities ,Internet Addiction Disorder ,050104 developmental & child psychology - Abstract
Ample evidence indicates that peer victimization is a crucial risk factor for adolescent internet gaming disorder (IGD), however, little is known about the mechanisms underlying this association. Based on the risk-buffering model and self-determination theory, this study tested whether parental knowledge moderated the relationship between peer victimization and adolescent IGD and whether this moderating effect was mediated by basic psychological needs satisfaction (BPNS). A sample of 3080 adolescents (Meanage = 14.51, SD = 1.97) anonymously responded to a set of questionnaires. The results revealed that the positive association between peer victimization and adolescent IGD was stronger among adolescents with parents who had low-level parental knowledge than for those with high-level parental knowledge. Moreover, this moderating effect was mediated by BPNS. These findings highlight that parental knowledge is an important protective factor against IGD for adolescents who experience peer victimization and BPNS is one mechanism that explains how this effect works.
- Published
- 2021
- Full Text
- View/download PDF
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