151
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Gaming-contingent self-worth, gaming motivation, and Internet Gaming Disorder. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.03.046] [Citation(s) in RCA: 55] [Impact Index Per Article: 6.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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152
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Wong ILK, Lam MPS. Gaming behavior and addiction among Hong Kong adolescents. ACTA ACUST UNITED AC 2016; 6:6. [PMID: 27630813 PMCID: PMC4998166 DOI: 10.1186/s40405-016-0016-x] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/07/2015] [Accepted: 07/13/2016] [Indexed: 11/26/2022]
Abstract
Objectives Game playing is very popular among Hong Kong teenagers. This study aimed to investigate adolescent gaming behavior and addiction at the Internet cafe, and to explore perceived benefits and harms associated with the activity. Methods A convenient sample of 13 male high school students aged 12–15 years (mean age = 13.6 years) were interviewed at two Internet cafes. Young’s (Caught in the net, Wiley, New York, 1998) criteria of Internet addiction were modified to assess gaming addiction. Results Internet cafes were described as a safe and ideal rendezvous for gamers. The benefits of gaming included fun and satisfaction, fostering social support and teamwork, meeting new friends and becoming sociable, boosting cognitive techniques and intellectual agility, improved responsiveness and quick thinking. Perceived harms of gaming addiction were reduced time and interest in other important activities, poor academic performance, physical harms and emotional distress, disrupted friendship with non-gaming peers, risked family relationship and financial problems. Five interviewees (38.5 %) could be categorized as pathological gamers and two were problem gamers (15.4 %). The psychological factors associated with gaming addiction include low self-esteem, a strong desire for aggressive and exciting experiences, reliance on gaming to kill time and to obtain satisfaction, coping with problems and negative emotions, and obsession with achieving higher rankings in games. The social and environmental risk factors are accessibility to the Internet cafés, aggressive promotional activities at the Internet cafes, peer pressure, family influence and early gaming experiences, perceived parental approval, lack of parental supervision, and poor family relationship. Conclusions The study results throw light on prevention programs.
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Affiliation(s)
- Irene Lai Kuen Wong
- Department of Applied Social Sciences, Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong
| | - Millicent Pui Sze Lam
- Department of Applied Social Sciences, Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong
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153
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Altered resting-state neural activity and changes following a craving behavioral intervention for Internet gaming disorder. Sci Rep 2016; 6:28109. [PMID: 27381822 PMCID: PMC4933876 DOI: 10.1038/srep28109] [Citation(s) in RCA: 36] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/15/2015] [Accepted: 05/31/2016] [Indexed: 01/14/2023] Open
Abstract
Internet gaming disorder (IGD) has become a serious mental health issue worldwide. Evaluating the benefits of interventions for IGD is of great significance. Thirty-six young adults with IGD and 19 healthy comparison (HC) subjects were recruited and underwent resting-state fMRI scanning. Twenty IGD subjects participated in a group craving behavioral intervention (CBI) and were scanned before and after the intervention. The remaining 16 IGD subjects did not receive an intervention. The results showed that IGD subjects showed decreased amplitude of low fluctuation in the orbital frontal cortex and posterior cingulate cortex, and exhibited increased resting-state functional connectivity between the posterior cingulate cortex and dorsolateral prefrontal cortex, compared with HC subjects. Compared with IGD subjects who did not receive the intervention, those receiving CBI demonstrated significantly reduced resting-state functional connectivity between the: (1) orbital frontal cortex with hippocampus/parahippocampal gyrus; and, (2) posterior cingulate cortex with supplementary motor area, precentral gyrus, and postcentral gyrus. These findings suggest that IGD is associated with abnormal resting-state neural activity in reward-related, default mode and executive control networks. Thus, the CBI may exert effects by reducing interactions between regions within a reward-related network, and across the default mode and executive control networks.
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154
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Trajectories of abstinence-induced Internet gaming withdrawal symptoms: A prospective pilot study. Addict Behav Rep 2016; 4:24-30. [PMID: 29511720 PMCID: PMC5835835 DOI: 10.1016/j.abrep.2016.06.002] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/21/2016] [Revised: 06/08/2016] [Accepted: 06/08/2016] [Indexed: 11/20/2022] Open
Abstract
Internet Gaming Disorder (IGD) is positioned in the appendix of the DSM-5 as a condition requiring further study. The IGD criteria refer to withdrawal symptoms, including irritability, anxiety, or sadness, that follow cessation of Internet gaming (APA, 2013). The aim of this study was to prospectively examine the nature of Internet gaming withdrawal symptoms, if they occur, under gaming abstinence conditions. This study employed a repeated-measures protocol to examine the cognitive-affective reactions of participants undertaking an 84-h Internet gaming abstinence period. The sample included individuals who met the IGD criteria as well as those who regularly played Internet games but did not meet the IGD criteria. Outcome variables included affect (positive and negative), psychological distress (depression, anxiety, stress), and Internet gaming withdrawal symptoms (craving/urge, thoughts about gaming, inability to resist gaming). A total of 24 participants (Mage = 24.6 years, SD = 5.8) were recruited from online gaming communities, and completed a series of online surveys before, during, and after abstaining from Massively Multiplayer Online (MMO) games. Both the IGD group and the non-IGD group experienced an abstinence-induced decline in withdrawal symptomatology, negative affect, and psychological distress. The IGD group experienced its largest decline in withdrawal symptomatology within the first 24 h of abstinence. These preliminary data suggest that gaming withdrawal symptoms may follow, at least initially, negative linear and quadratic trends. Further prospective work in larger samples involving longer periods of abstinence is required to verify and expand upon these observations.
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155
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Pearcy BT, Roberts LD, McEvoy PM. Psychometric Testing of the Personal Internet Gaming Disorder Evaluation-9: A New Measure Designed to Assess Internet Gaming Disorder. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2016; 19:335-41. [DOI: 10.1089/cyber.2015.0534] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
| | - Lynne D. Roberts
- School of Psychology and Speech Pathology, Curtin University, Perth, Australia
| | - Peter M. McEvoy
- School of Psychology and Speech Pathology, Curtin University, Perth, Australia
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156
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Abstract
Cognitive constructs provide conceptual frameworks for transpathological characterization and improved phenotyping of apparently disparate psychiatric groups. This dimensional approach can be applied to the examination of individuals with behavioral addictions, for example, towards gambling, video-games, the internet, food, and sex, allowing operationalization of core deficits. We use this approach to review constructs such as impulsivity, compulsivity, and attention regulation, which may be most relevant, applicable, and successful for the understanding and subsequent treatment of the addictions.
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157
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Kim N, Hughes TL, Park CG, Quinn L, Kong ID. Resting-State Peripheral Catecholamine and Anxiety Levels in Korean Male Adolescents with Internet Game Addiction. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2016; 19:202-8. [PMID: 26849530 PMCID: PMC4799709 DOI: 10.1089/cyber.2015.0411] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
Abstract
The purpose of this study was to compare the resting-state plasma catecholamine and anxiety levels of Korean male adolescents with Internet game addiction (IGA) and those without IGA. This cross-sectional comparative study was conducted with 230 male high school students in a South Korean city. Convenience and snowball sampling methods were employed, and data were collected using (1) participant blood samples analyzed for dopamine (DA), epinephrine (Epi), and norepinephrine (NE) and (2) two questionnaires to assess IGA and anxiety levels. Using SPSS 15.0, data were analyzed by descriptive analysis, χ2-tests, t-tests, and Pearson's correlation tests. The plasma Epi (t = 1.962, p < 0.050) and NE (t = 2.003, p = 0.046) levels were significantly lower in the IGA group than in the non-IGA group; DA levels did not significantly differ between the groups. The mean anxiety level of the IGA group was significantly higher compared with the non-IGA group (t =−6.193, p < 0.001). No significant correlations were found between catecholamine and anxiety levels. These results showed that excessive Internet gaming over time induced decreased peripheral Epi and NE levels, thus altering autonomic regulation, and increasing anxiety levels in male high school students. Based on these physiological and psychological effects, interventions intended to prevent and treat IGA should include stabilizing Epi, NE, and anxiety levels in adolescents.
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Affiliation(s)
- Nahyun Kim
- Keimyung University College of Nursing, Daegu, Korea
| | - Tonda L. Hughes
- University of Illinois at Chicago, College of Nursing, Chicago, Illinois
| | - Chang G. Park
- University of Illinois at Chicago, College of Nursing, Chicago, Illinois
| | - Laurie Quinn
- University of Illinois at Chicago, College of Nursing, Chicago, Illinois
| | - In Deok Kong
- Department of Physiology, Yonsei University Wonju College of Medicine, Wonju, Korea
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158
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Cross-cultural adaptation and evaluation of the psychometric properties of the Brazilian version of the Video Game Addiction Test. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2015.09.019] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/09/2023]
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159
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160
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The measurement of maladaptive cognitions underlying problematic video-game playing among adults. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2015.09.017] [Citation(s) in RCA: 29] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
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161
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GRIFFITHS MARKD, VAN ROOIJ ANTONIUSJ, KARDEFELT-WINTHER DANIEL, STARCEVIC VLADAN, KIRÁLY ORSOLYA, PALLESEN STÅLE, MÜLLER KAI, DREIER MICHAEL, CARRAS MICHELLE, PRAUSE NICOLE, KING DANIELL, ABOUJAOUDE ELLIAS, KUSS DARIAJ, PONTES HALLEYM, FERNANDEZ OLATZLOPEZ, NAGYGYORGY KATALIN, ACHAB SOPHIA, BILLIEUX JOËL, QUANDT THORSTEN, CARBONELL XAVIER, FERGUSON CHRISTOPHERJ, HOFF RANIA, DEREVENSKY JEFFREY, HAAGSMA MARIAC, DELFABBRO PAUL, COULSON MARK, HUSSAIN ZAHEER, DEMETROVICS ZSOLT. Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014). Addiction 2016; 111:167-75. [PMID: 26669530 PMCID: PMC5699464 DOI: 10.1111/add.13057] [Citation(s) in RCA: 235] [Impact Index Per Article: 29.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/09/2015] [Revised: 06/27/2015] [Accepted: 07/12/2015] [Indexed: 12/21/2022]
Abstract
This commentary paper critically discusses the recent debate paper by Petry et al. (2014) that argued there was now an international consensus for assessing Internet Gaming Disorder (IGD). Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not provide a true and representative international community of researchers in this area. This paper critically discusses and provides commentary on (i) the representativeness of the international group that wrote the ‘consensus’ paper, and (ii) each of the IGD criteria. The paper also includes a brief discussion on initiatives that could be taken to move the field towards consensus. It is hoped that this paper will foster debate in the IGD field and lead to improved theory, better methodologically designed studies, and more robust empirical evidence as regards problematic gaming and its psychosocial consequences and impact.
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Affiliation(s)
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - SOPHIA ACHAB
- University Hospitals of Geneva, Geneva, Switzerland
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162
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Kaptsis D, King DL, Delfabbro PH, Gradisar M. Withdrawal symptoms in internet gaming disorder: A systematic review. Clin Psychol Rev 2015; 43:58-66. [PMID: 26704173 DOI: 10.1016/j.cpr.2015.11.006] [Citation(s) in RCA: 124] [Impact Index Per Article: 13.8] [Reference Citation Analysis] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/23/2015] [Revised: 11/06/2015] [Accepted: 11/13/2015] [Indexed: 01/22/2023]
Abstract
Internet gaming disorder (IGD) is currently positioned in the appendix of the DSM-5 as a condition requiring further study. The aim of this review was to examine the state of current knowledge of gaming withdrawal symptomatology, given the importance of withdrawal in positioning the disorder as a behavioral addiction. A total of 34 studies, including 10 qualitative studies, 17 research reports on psychometric instruments, and 7 treatment studies, were evaluated. The results indicated that the available evidence on Internet gaming withdrawal is very underdeveloped. Internet gaming withdrawal is most consistently referred to as 'irritability' and 'restlessness' following cessation of the activity. There exists a concerning paucity of qualitative studies that provide detailed clinical descriptions of symptoms arising from cessation of internet gaming. This has arguably compromised efforts to quantify withdrawal symptoms in empirical studies of gaming populations. Treatment studies have not reported on the natural course of withdrawal and/or withdrawal symptom trajectory following intervention. It is concluded that many more qualitative clinical studies are needed, and should be prioritised, to develop our understanding of gaming withdrawal. This should improve clinical descriptions of problematic internet gaming and in turn improve the quantification of IGD withdrawal and thus treatments for harmful internet gaming.
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Affiliation(s)
- Dean Kaptsis
- School of Psychology, Flinders University, Australia
| | - Daniel L King
- School of Psychology, The University of Adelaide, Australia
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163
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Electrophysiological correlates of problematic Internet use: Critical review and perspectives for future research. Neurosci Biobehav Rev 2015; 59:64-82. [DOI: 10.1016/j.neubiorev.2015.10.005] [Citation(s) in RCA: 28] [Impact Index Per Article: 3.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2015] [Revised: 10/09/2015] [Accepted: 10/12/2015] [Indexed: 12/19/2022]
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164
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Zhang JT, Ma SS, Yip SW, Wang LJ, Chen C, Yan CG, Liu L, Liu B, Deng LY, Liu QX, Fang XY. Decreased functional connectivity between ventral tegmental area and nucleus accumbens in Internet gaming disorder: evidence from resting state functional magnetic resonance imaging. Behav Brain Funct 2015; 11:37. [PMID: 26582309 PMCID: PMC4652358 DOI: 10.1186/s12993-015-0082-8] [Citation(s) in RCA: 30] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/28/2014] [Accepted: 11/05/2015] [Indexed: 01/01/2023] Open
Abstract
Background Internet gaming disorder (IGD) has become an increasing mental health problem worldwide. Decreased resting-state functional connectivity (rsFC) between the ventral tegmental area (VTA) and the nucleus accumbens (NAcc) has been found in substance use and is thought to play an important role in the development of substance addiction. However, rsFC between the VTA and NAcc in a non-substance addiction, such as IGD, has not been assessed previously. The current study aimed to investigate: (1) if individuals with IGD exhibit alterations in VTA-NAcc functional connectivity; and (2) whether VTA-NAcc functional connectivity is associated with subjective Internet craving. Methods Thirty-five male participants with IGD and 24 healthy control (HC) individuals participated in resting-state functional magnetic resonance imaging. Regions of interest (left NAcc, right NAcc and VTA) were selected based on the literature and were defined by placing spheres centered on Talairach Daemon coordinates. Results In comparison with HCs, individuals with IGD had significantly decreased rsFC between the VTA and right NAcc. Resting-state functional connectivity strength between the VTA and right NAcc was negatively correlated with self-reported subjective craving for the Internet. Conclusions These results suggest possible neural functional similarities between individuals with IGD and individuals with substance addictions. Electronic supplementary material The online version of this article (doi:10.1186/s12993-015-0082-8) contains supplementary material, which is available to authorized users.
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Affiliation(s)
- Jin-Tao Zhang
- State Key Laboratory of Cognitive Neuroscience and Learning, IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China. .,Center for Collaboration and Innovation in Brain and Learning Sciences, Beijing Normal University, Beijing, China.
| | - Shan-Shan Ma
- State Key Laboratory of Cognitive Neuroscience and Learning, IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China.
| | - Sarah W Yip
- CASA Columbia, Department of Psychiatry, Yale University School of Medicine, New Haven, CT, USA.
| | - Ling-Jiao Wang
- State Key Laboratory of Cognitive Neuroscience and Learning, IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China.
| | - Chao Chen
- State Key Laboratory of Cognitive Neuroscience and Learning, IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China.
| | - Chao-Gan Yan
- Key Laboratory of Behavioral Science and Magnetic Resonance Imaging Research Center, Institute of Psychology, Chinese Academy of Sciences, Beijing, China. .,The Nathan Kline Institute for Psychiatric Research, Orangeburg, NY, USA. .,Department of Child and Adolescent Psychiatry/NYU Langone Medical Center Child Study Center, New York University, New York, NY, USA.
| | - Lu Liu
- Institute of Developmental Psychology, School of Psychology, Beijing Normal University, Beijing, China.
| | - Ben Liu
- State Key Laboratory of Cognitive Neuroscience and Learning, IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China.
| | - Lin-Yuan Deng
- Faculty of Education, Beijing Normal University, Beijing, China.
| | - Qin-Xue Liu
- Key Laboratory of Adolescent Cyber Psychology and Behavior (CCNU), Ministry of Education, Wuhan, China.
| | - Xiao-Yi Fang
- Institute of Developmental Psychology, School of Psychology, Beijing Normal University, Beijing, China. .,Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, China.
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165
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Conditioned place preferences in humans using secondary reinforcers. Behav Brain Res 2015; 297:15-9. [PMID: 26439185 DOI: 10.1016/j.bbr.2015.09.042] [Citation(s) in RCA: 14] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/09/2015] [Revised: 08/26/2015] [Accepted: 09/28/2015] [Indexed: 11/23/2022]
Abstract
The goal of this experiment was to examine whether a conditioned place preference could be established in humans using a secondary reinforcer that provided little obvious reward to the participants. Two experiments were conducted to answer this question. In Experiment 1, 244 undergraduates were placed into a VR environment consisting of two visually distinct rooms connected by a door. Throughout the experiment, one room was randomly paired with occasional point rewards while the other unique room was never paired with rewards. Participants received thee pairings in each room. After a short break, a test session was administered, and participants were given free access to the entire VR environment and no point rewards were administered. On the test day, we observe that participants displayed a significant CPP for the room paired with points, as evidenced by significant differences in rating each of the rooms in terms of enjoyment. In Experiment 2, 77 undergraduates were tested using a biased conditioning approach in which an initial test session was conducted to obtain the participant's preferred room bias, and then the least-preferred room was designated as the points reward room for each participant. Using this biased conditioning approach, participants spent a significantly greater amount of time in the points-paired room. In this case, participants showed preferences based on explicit and implicit measures. These results suggest new approaches to examine the role of secondary reinforcers in nontraditional addictions such as internet, gaming, and gambling dependencies.
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166
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Yao YW, Wang LJ, Yip SW, Chen PR, Li S, Xu J, Zhang JT, Deng LY, Liu QX, Fang XY. Impaired decision-making under risk is associated with gaming-specific inhibition deficits among college students with Internet gaming disorder. Psychiatry Res 2015; 229:302-9. [PMID: 26168928 DOI: 10.1016/j.psychres.2015.07.004] [Citation(s) in RCA: 69] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/02/2014] [Revised: 05/28/2015] [Accepted: 07/05/2015] [Indexed: 01/28/2023]
Abstract
A growing body of evidence indicates that both inhibition and decision-making deficits play essential roles in the development and maintenance of Internet gaming disorder (IGD). Clarifying whether impaired decision-making among individuals with IGD is related to poor inhibition will advance our understanding of IGD and contribute to intervention development. However, the relationship between these two functions remains unclear. In this study, we sought to systemically examine inhibitory processes, decision-making and the relationship between the two among individuals with IGD. Thirty-four individuals with IGD and 32 matched healthy controls (HCs) were recruited. In comparison to HCs, IGD subjects demonstrated inhibition deficits during performance of the gaming-related Go/No-Go task and impaired decision-making under risk. In addition, errors on No-Go trials during the gaming-related Go/No-Go task were positively associated with decision-making impairments under risk but not under ambiguity among IGD subjects. These results suggest individuals with IGD are impaired in some aspects of inhibition and decision-making functions, and that decision-making deficits under risk are linked to poor inhibition specifically related to gaming cues, which has implications for the development of novel intervention.
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Affiliation(s)
- Yuan-Wei Yao
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Ling-Jiao Wang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Sarah W Yip
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, USA
| | - Pin-Ru Chen
- School of Psychology, Beijing Normal University, Beijing, China
| | - Song Li
- School of Mathematical Science, Beijing Normal University, Beijing, China
| | - Jiansong Xu
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, USA
| | - Jin-Tao Zhang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China; Center for Collaboration and Innovation in Brain and Learning Sciences, Beijing Normal University, Beijing, China.
| | - Lin-Yuan Deng
- Faculty of Education, Beijing Normal University, Beijing, China
| | - Qin-Xue Liu
- School of Psychology, Central China Normal University, Wuhan, China; Key Laboratory of Adolescent Cyberpsychology and Behavior, Ministry of Education, Wuhan, China
| | - Xiao-Yi Fang
- Institute of Developmental Psychology, Beijing Normal University, Beijing, China.
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167
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Internet Gaming Disorder and the DSM-5: Conceptualization, Debates, and Controversies. CURRENT ADDICTION REPORTS 2015. [DOI: 10.1007/s40429-015-0066-7] [Citation(s) in RCA: 162] [Impact Index Per Article: 18.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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168
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Koc M. Using metaphors to investigate cognition-behavior link in problematic Internet use among college students. Asia Pac Psychiatry 2015; 7:314-22. [PMID: 25264300 DOI: 10.1111/appy.12150] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/30/2014] [Accepted: 08/04/2014] [Indexed: 11/30/2022]
Abstract
INTRODUCTION This study employed metaphor analysis as a novel approach to explore college students' metaphorical representations of the Internet and their associations with problematic Internet use (PIU). It aimed to find out whether normal and problematic Internet users conceive the Internet through the same cognitive framework. METHODS The sample included 370 college students in Turkey. A questionnaire was conducted to gather metaphorical conceptions of the Internet, patterns of Internet usage, and PIU status. Data were analyzed both qualitatively and quantitatively. RESULTS Of the sample, 8.6% were diagnosed with PIU. Home access and entertainment gratification were strong correlates of PIU. Gender and major had no effects on PIU. Participants produced 66 metaphors that were grouped into eight conceptual categories: information source, immensity, basic need, addictive substance, double-edged sword, transporter, mood regulator, and supporter. DISCUSSION PIU was the highest in the addictive substance category, followed by basic need and mood regulator categories, with cigarette, water, and friend being the dominant metaphors in these categories, respectively. Problematic users are less likely to conceptualize the Internet as a supportive entity. Normal users are able to verbalize the good and bad aspects of the Internet, but those negatively affected appear to have lost sight of the most useful function of the Internet.
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Affiliation(s)
- Mustafa Koc
- College of Education, Suleyman Demirel University, Isparta, Turkey
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169
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Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings. Behav Sci (Basel) 2015; 5:372-83. [PMID: 26274977 PMCID: PMC4600142 DOI: 10.3390/bs5030372] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2015] [Accepted: 08/06/2015] [Indexed: 11/17/2022] Open
Abstract
Problematic or addictive digital gaming (including all types of electronic devices) can and has had extremely adverse impacts on the lives of many individuals across the world. The understanding of this phenomenon, and the effectiveness of treatment design and monitoring, can be improved considerably by continuing refinement of assessment tools. The present article briefly overviews tools designed to measure problematic or addictive use of digital gaming, the vast majority of which are founded on the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for other addictive disorders, such as pathological gambling. Although adapting DSM content and strategies for measuring problematic digital gaming has proven valuable, there are some potential issues with this approach. We discuss the strengths and limitations of current methods for measuring problematic or addictive gaming and provide various recommendations that might help in enhancing or supplementing existing tools, or in developing new and even more effective tools.
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170
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Lehenbauer-Baum M, Klaps A, Kovacovsky Z, Witzmann K, Zahlbruckner R, Stetina BU. Addiction and Engagement: An Explorative Study Toward Classification Criteria for Internet Gaming Disorder. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:343-9. [DOI: 10.1089/cyber.2015.0063] [Citation(s) in RCA: 51] [Impact Index Per Article: 5.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Mario Lehenbauer-Baum
- Department of Psychology, Sigmund Freud University, Vienna, Austria
- Department of Psychology and Human Development at Peabody College, Vanderbilt University, Nashville, Tennessee
| | - Armin Klaps
- Department of Psychology, Sigmund Freud University, Vienna, Austria
| | | | - Karolin Witzmann
- Department of Psychology, Sigmund Freud University, Vienna, Austria
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171
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Lehenbauer-Baum M, Fohringer M. Towards classification criteria for internet gaming disorder: Debunking differences between addiction and high engagement in a German sample of World of Warcraft players. COMPUTERS IN HUMAN BEHAVIOR 2015. [DOI: 10.1016/j.chb.2014.11.098] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022]
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172
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The Gambling Preferences and Behaviors of a Community Sample of Australian Regular Video Game Players. J Gambl Stud 2015; 32:409-20. [DOI: 10.1007/s10899-015-9535-0] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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173
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Dong G, Lin X, Potenza MN. Decreased functional connectivity in an executive control network is related to impaired executive function in Internet gaming disorder. Prog Neuropsychopharmacol Biol Psychiatry 2015; 57:76-85. [PMID: 25445475 PMCID: PMC4473260 DOI: 10.1016/j.pnpbp.2014.10.012] [Citation(s) in RCA: 95] [Impact Index Per Article: 10.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/12/2014] [Revised: 10/03/2014] [Accepted: 10/19/2014] [Indexed: 12/16/2022]
Abstract
BACKGROUND Resting brain spontaneous neural activities across cortical regions have been correlated with specific functional properties in psychiatric groups. Individuals with Internet gaming disorder (IGD) demonstrate impaired executive control. Thus, it is important to examine executive control networks (ECNs) during resting states and their relationships to executive control during task performance. METHODS Thirty-five IGD and 36 healthy control participants underwent a resting-state fMRI scan and performed a Stroop task inside and outside of the MRI scanner. Correlations between Stroop effect and functional connectivity among ECN regions of interest (ROIs) were calculated within and between groups. RESULTS IGD subjects show lower functional connectivity in ECNs than do HC participants during resting state; functional-connectivity measures in ECNs were negatively correlated with Stroop effect and positively correlated with brain activations in executive-control regions across groups. Within groups, negative trends were found between Stroop effect and functional connectivity in ECNs in IGD and HC groups, separately; positive trends were found between functional connectivity in ECNs and brain activations in Stroop task in IGD and HC groups, separately. CONCLUSIONS Higher functional connectivity in ECNs may underlie better executive control and may provide resilience with respect to IGD. Lower functional connectivity in ECNs may represent an important feature in understanding and treating IGD.
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Affiliation(s)
- Guangheng Dong
- Department of Psychology, Zhejiang Normal University, Jinhua, Zhejiang, PR China.
| | - Xiao Lin
- Department of Psychology, Zhejiang Normal University, Jinhua, Zhejiang, P.R. China
| | - Marc N. Potenza
- Departments of Psychiatry, Neurobiology and Child Study Center, Yale University School of Medicine, New Haven, CT, USA
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174
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Yao YW, Chen PR, Li S, Wang LJ, Zhang JT, Yip SW, Chen G, Deng LY, Liu QX, Fang XY. Decision-making for risky gains and losses among college students with Internet gaming disorder. PLoS One 2015; 10:e0116471. [PMID: 25615595 PMCID: PMC4304794 DOI: 10.1371/journal.pone.0116471] [Citation(s) in RCA: 36] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2014] [Accepted: 12/09/2014] [Indexed: 11/18/2022] Open
Abstract
Individuals with Internet gaming disorder (IGD) tend to exhibit disadvantageous risky decision-making not only in their real life but also in laboratory tasks. Decision-making is a complex multifaceted function and different cognitive processes are involved in decision-making for gains and losses. However, the relationship between impaired decision-making and gain versus loss processing in the context of IGD is poorly understood. The main aim of the present study was to separately evaluate decision-making for risky gains and losses among college students with IGD using the Cups task. Additionally, we further examined the effects of outcome magnitude and probability level on decision-making related to risky gains and losses respectively. Sixty college students with IGD and 42 matched healthy controls (HCs) participated. Results indicated that IGD subjects exhibited generally greater risk taking tendencies than HCs. In comparison to HCs, IGD subjects made more disadvantageous risky choices in the loss domain (but not in the gain domain). Follow-up analyses indicated that the impairment was associated to insensitivity to changes in outcome magnitude and probability level for risky losses among IGD subjects. In addition, higher Internet addiction severity scores were associated with percentage of disadvantageous risky options in the loss domain. These findings emphasize the effect of insensitivity to losses on disadvantageous decisions under risk in the context of IGD, which has implications for future intervention studies.
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Affiliation(s)
- Yuan-Wei Yao
- School of Psychology, Beijing Normal University, Beijing, China
| | - Pin-Ru Chen
- School of Psychology, Beijing Normal University, Beijing, China
| | - Song Li
- School of Mathematical Science, Beijing Normal University, Beijing, China
| | - Ling-Jiao Wang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
| | - Jin-Tao Zhang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
- Center for Collaboration and Innovation in Brain and Learning Sciences, Beijing Normal University, Beijing, China
- * E-mail: (JTZ); (XYF)
| | - Sarah W. Yip
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, United States of America
| | - Gang Chen
- Scientific and Statistical Computing Core, National Institute of Mental Health, National Institutes of Health, Department of Health and Human Services, Bethesda, Maryland, United States of America
| | - Lin-Yuan Deng
- Faculty of Education, Beijing Normal University, Beijing, China
| | - Qin-Xue Liu
- School of Psychology, Central China Normal University, Wuhan, China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China
| | - Xiao-Yi Fang
- State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China
- Institute of Developmental Psychology, Beijing Normal University, Beijing, China
- Academy of Psychology and Behavior, Tianjin Normal University, Tianjin, China
- * E-mail: (JTZ); (XYF)
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175
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Sadoughi F, Ebrahimi K. Self esteem and organizational commitment among health information management staff in tertiary care hospitals in Tehran. Glob J Health Sci 2014; 7:328-34. [PMID: 25716374 PMCID: PMC4796407 DOI: 10.5539/gjhs.v7n2p328] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/19/2014] [Accepted: 12/12/2014] [Indexed: 11/30/2022] Open
Abstract
BACKGROUND Self esteem (SE) and organizational commitment (OC)? have significant impact on the quality of work life. AIM This study aims to gain a better understanding of the relationships between SE and OC among health information management staff in tertiary care hospitals in Tehran (Iran). METHODS This was a descriptive correlational and cross sectional study conducted on the health information management staff of tertiary care hospitals in Tehran, Iran. A total of 155 participants were randomly selected from 400 staff. Data were collected by two standard questionnaires. The SE and OC was measured using Eysenck SE scale and Meyer and Allen's three component model, respectively. The collected data were analyzed with the SPSS (version 16) using statistical tests of of independent T-test, Pearson Correlation coefficient, one way ANOVA and F tests. RESULTS The OC and SE of the employees' were 67.8?, out of 120 (weak) and 21.0 out of 30 (moderate), respectively. The values for affective commitment, normative commitment, and continuance commitment were respectively 21.3 out of 40 (moderate), 23.9 out of 40 (moderate), and 22.7 out of 40 (moderate). The Pearson correlation coefficient test showed a significant OC and SE was statistically significant (P<0.05). The one way ANOVA test (P<0.05) did not show any significant difference between educational degree and work experience with SE and OC. CONCLUSION This research showed that SE and OC ?are moderate. SE and OC have strong correlation with turnover, critical thinking, job satisfaction, and individual and organizational improvement. Therefore, applying appropriate human resource policies is crucial to reinforce these measures.
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Affiliation(s)
- Farahnaz Sadoughi
- School of Health Management and Information Science, Iran University of Medical Science, Tehran, Iran.
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176
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King DL, Delfabbro PH. My Facebook family: should adolescent psychiatric evaluation include information about online social networks? Aust N Z J Psychiatry 2014; 48:805-8. [PMID: 24965583 DOI: 10.1177/0004867414542031] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Affiliation(s)
- Daniel L King
- School of Psychology, The University of Adelaide, Adelaide, Australia
| | - Paul H Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, Australia
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177
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