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Bäcklund C, Elbe P, Gavelin HM, Sörman DE, Ljungberg JK. Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis. J Behav Addict 2022; 11:667-688. [PMID: 36094861 PMCID: PMC9872536 DOI: 10.1556/2006.2022.00053] [Citation(s) in RCA: 12] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/11/2022] [Revised: 06/24/2022] [Accepted: 07/12/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms. Specifically, to (1) explore what gaming motivation questionnaires and classifications are used in studies on gaming disorder symptoms and (2) investigate the relationship between motivational factors and symptoms of gaming disorder. METHOD An electronic database search was conducted via EBSCO (MEDLINE and PsycINFO) and the Web of Science Core Collection. All studies using validated measurements on gaming disorder symptoms and gaming motivations and available correlation coefficients of the relationship between gaming disorder and gaming motivations were included. The meta-analyses were conducted using a random-effects model. RESULTS In total, 49 studies (k = 58 independent sub-samples), including 51,440 participants, out of which 46 studies (k = 55 sub-samples, n = 49,192 participants) provided data for the meta-analysis. The synthesis identified fourteen different gaming motivation instruments, seven unique motivation models, and 26 motivational factors. The meta-analysis showed statistically significant associations between gaming disorder symptoms and 23 out of 26 motivational factors, with the majority of the pooled mean effect sizes ranging from small to moderate. Moreover, large heterogeneity was observed, and the calculated prediction intervals indicated substantial variation in effects across populations and settings. Motivations related to emotional escape were robustly associated with gaming disorder symptoms. DISCUSSION AND CONCLUSIONS The present meta-analysis reinforces the importance of motivational factors in understanding problematic gaming behavior. The analysis showed significant heterogeneity in most outcomes, warranting further investigation. REGISTRATION DETAIL PROSPERO (CRD42020220050).
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Corresponding author. E-mail:
| | - Pia Elbe
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Department of Radiation Sciences, Umeå Center for Functional Brain Imaging (UFBI), Umeå University, Sweden
| | | | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
| | - Jessica K. Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
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Gerdner A, Håkansson A. Prevalence and comorbidity in a Swedish adolescent community sample - gambling, gaming, substance use, and other psychiatric disorders. BMC Psychiatry 2022; 22:594. [PMID: 36068500 PMCID: PMC9450242 DOI: 10.1186/s12888-022-04218-1] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/01/2022] [Accepted: 08/18/2022] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND This study investigates a broad spectrum of psychiatric disorders, substance use disorders, gambling, and internet gaming disorders in Swedish 18-year-old boys and girls with the aim of estimating the prevalence of disorders and comorbidity. METHODS We used a two-phase design with screening to detect candidates for clinical interviews. Screening included 949 adolescents (55.6% girls), out of which 758 adolescents (57.0% girls) were selected for interview with at least one of four instruments: M.I.N.I., ADDIS, NODS and IGDS. Of these, 387 (61.2% girls) were interviewed. Gender separated prevalence was estimated on the assumption that those selected but not interviewed had the same distribution as those interviewed based on similar outcomes above screening cut-offs. Comorbidity between types of disorders was estimated on similar assumptions. In addition, comorbidity between dyads of the ten most common specified disorders was calculated based on recorded data without these assumptions. RESULTS We estimated that 14.6% met the criteria of a substance use disorder (SUD), mostly concerning alcohol and more frequent in girls than in boys. Those meeting the criteria lifetime of at least one of 16 other psychiatric disorders were 26.7%, more than twice as frequent in girls compared to boys, and with depression being the most common disorder. Gambling and gaming disorders were found almost exclusively in boys, of which 5.8% met the criteria for gambling, and 2.3% for gaming disorders. Of girls with a SUD, 40% also had a psychiatric disorder, while on the other hand more than 28% of girls with a psychiatric disorder also had a SUD. In boys with a SUD, 22% had another psychiatric disorder, while 15% of those with a psychiatric disorder also had a SUD. CONCLUSIONS Psychiatric comorbidity is common in SUDs in adolescents, which calls for screening and diagnostic efforts in young patients presenting with symptoms of SUDs. Girls with SUDs are at higher risk of also suffering from psychiatric conditions. Gambling and gaming disorders appear in a substantial minority of adolescents and warrant further study of their comorbidity. Since prevalences and comorbidity were estimated on the assumptions mentioned, some caution in interpreting the results is needed.
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Affiliation(s)
- Arne Gerdner
- School of Health and Welfare, Department of Social Work, Jönköping University, Box 1026, 551 11, Jönköping, Sweden.
| | - Anders Håkansson
- grid.4514.40000 0001 0930 2361Department of Medical Sciences Lund, Lund University, Psychiatry, Lund, Sweden
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153
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Sherer J, Levounis P. Technological Addictions. Curr Psychiatry Rep 2022; 24:399-406. [PMID: 35792965 DOI: 10.1007/s11920-022-01351-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 05/27/2022] [Indexed: 11/26/2022]
Abstract
PURPOSE OF REVIEW Modern methods of communication and engagement, such as social media, video games, and online shopping, use a variety of behavioral techniques to encourage and reward frequent use, opening the door to addiction. The technological addictions (TAs) are a set of disorders that accompany the technological advances that define the digital age. The TAs are an active source of research in the literature, with promising treatment options already available. RECENT FINDINGS There are promising therapeutic and psychopharmacologic treatments for a broad range of TAs. Stimulants, antidepressants, and cognitive therapies may all be effective for internet gaming disorder (IGD). Cognitive therapies may be effective for other TAs, such as social media addiction (SMA), online shopping addiction (OSA), and online porn addiction. Society's dependence on addictive technologies will only increase. Many of the TAs can be addressed with medication and therapy, with more research and literature developing at a rapid pace.
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Key Words
- Cybersex – online sexual activity, experienced alone or with others, that may involve technologies such as apps, webcams, or virtual reality that is not necessarily indicative of a disorder
- Internet addiction (IA) – an antiquated term which referred to addiction to the internet broadly speaking. It has largely been replaced with more specific terms
- Internet gaming disorder (IGD) – persistent overuse videogames leading to clinically significant impairment or distress played alone or with others online
- Online shopping addiction (OSA) – problematic shopping behavior via the internet that may be excessive, compulsive, and that causes economic, social, and emotional consequences
- Social media addiction (SMA) – preoccupation with social media, evidenced by irresistible urges to use and increasing time spent using online platforms, resulting in impairment or distress
- Technological addictions (TAs) – behavioral addictions that result from overutilization of modern technologies, many of which are necessary parts of everyday life today
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Affiliation(s)
- James Sherer
- New York University Grossman School of Medicine, 462 1st Ave, NB20N11, New York, NY, 10016, USA.
| | - Petros Levounis
- Rutgers New Jersey Medical School, 357 West 29th Street, 3A, New York, NY, 10001, USA
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Yamamoto N, Morimoto Y, Kinoshita H, Kumazaki H, Honda S, Iwanaga R, Imamura A, Ozawa H. Game-related behaviors among children and adolescents after school closure during the COVID-19 pandemic: A cross-sectional study. PCN REPORTS : PSYCHIATRY AND CLINICAL NEUROSCIENCES 2022; 1:e37. [PMID: 38868689 PMCID: PMC11114390 DOI: 10.1002/pcn5.37] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/14/2022] [Revised: 06/27/2022] [Accepted: 07/18/2022] [Indexed: 06/14/2024]
Abstract
Aim Increased exposure to digital gaming content among youth in recent years has raised serious health concerns. Social restrictions such as school closures, imposed worldwide because of the ongoing COVID-19 pandemic, may increase exposure to gaming and lead to addictive gaming behavior in young people. In this study, we investigated gaming behaviors among Japanese students during COVID-19 school closures. Methods Students completed questionnaires regarding their living conditions, game-related behaviors, diagnosis of Internet addiction, psychological difficulties, and the impact of the COVID-19 pandemic. We compared differences between the responses of potentially at risk for gaming disorder (potentially at risk for gaming disorder; defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder [PGD]) students who met the criteria for a diagnosis of gaming disorder in ICD-11 MMS and those of control students. Logistic regression analysis was performed to predict the extent of factors contributing to potential gaming disorder. Results Four thousand and forty-eight participants completed the survey. Compared with control students (93%), potentially at risk for gaming disorder (defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder, PGD) students (7%) reported playing games for longer times, spending more money on in-game purchases, were of younger age at the start of game playing, showed a tendency toward Internet dependence, practised school avoidance or absenteeism, and demonstrated the need for psychological support. Moreover, participants in the PGD group reported more anxiety about COVID-19 than control participants, as well as an increase in game-playing time and amount of money spent on games during the COVID-19 pandemic. Conclusion These results indicate that young people classified as having a gaming disorder not only exhibit characteristic game-related behaviors but may be psychologically and socially vulnerable and need special support, especially during the ongoing COVID-19 pandemic.
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Affiliation(s)
- Naoki Yamamoto
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Yoshiro Morimoto
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Hirohisa Kinoshita
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Hirokazu Kumazaki
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Sumihisa Honda
- Unit of Medical ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Ryoichiro Iwanaga
- Unit of Medical ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Center for Child Mental Health Care and EducationNagasaki UniversityNagasakiJapan
| | - Akira Imamura
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
- Department of Psychiatric Rehabilitation ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Hiroki Ozawa
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
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Pape M, Reichrath B, Bottel L, Herpertz S, Kessler H, Dieris-Hirche J. Alexithymia and internet gaming disorder in the light of depression: A cross-sectional clinical study. Acta Psychol (Amst) 2022; 229:103698. [PMID: 35939974 DOI: 10.1016/j.actpsy.2022.103698] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/22/2021] [Revised: 07/12/2022] [Accepted: 08/02/2022] [Indexed: 11/16/2022] Open
Abstract
BACKGROUND Social and emotional deficits are assumed to be involved in the development and maintenance of internet gaming disorder (IGD). Alexithymia refers to a personality construct, which is characterized by deficits in emotional awareness and processing. The constructs of alexithymia and depression share similarities, and depression is a common comorbidity of IGD patients. The aim of this study was to analyze the relationship between alexithymia and IGD when controlling for depression symptom severity. Moreover, we compared alexithymia traits of IGD patients with those of non-pathological video gamers. METHODS In a cross-sectional study n = 38 male IGD patients (EG) were recruited at specialized healthcare services in Germany. In addition, n = 39 male non-pathological video gamers (CG) were recruited via social media and bulletin board announcement. Both groups completed questionnaires measuring alexithymia (TAS-20), depression symptom severity (BDI) and IGD severity (s-IAT). RESULTS Alexithymia and depression symptom severity both predicted IGD severity. Yet, when including both factors in multiple regression analysis, only alexithymia predicted IGD severity. The prevalence of alexithymia in the EG was 34.2 % (n = 13). None of the non-pathological video gamers scored above the cut-off indicating alexithymia. IGD patients showed higher traits of alexithymia in general and on each subscale, irrespective of whether or not they were currently consuming video games. As previously observed, depression symptom severity was significantly greater in IGD patients compared to healthy video gamers. Yet, group differences in alexithymia traits remained stable, with a ~29 % decrease of effectiveness in the relationship, when controlling for depression symptom severity and sociodemographic factors. CONCLUSION The results reveal that alexithymia is associated with and predicts IGD severity independently of depression symptom severity. Moreover, alexithymia is highly prevalent in IGD patients.
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Affiliation(s)
- Magdalena Pape
- Department of Psychosomatic Medicine and Psychotherapy, LWL-University Hospital, Ruhr University Bochum, Germany.
| | - Benedict Reichrath
- Heinrich Heine University, Department of Clinical Psychology, Düsseldorf, Germany
| | - Laura Bottel
- Department of Psychosomatic Medicine and Psychotherapy, LWL-University Hospital, Ruhr University Bochum, Germany
| | - Stephan Herpertz
- Department of Psychosomatic Medicine and Psychotherapy, LWL-University Hospital, Ruhr University Bochum, Germany
| | - Henrik Kessler
- Department of Psychosomatic Medicine and Psychotherapy, LWL-University Hospital, Ruhr University Bochum, Germany
| | - Jan Dieris-Hirche
- Department of Psychosomatic Medicine and Psychotherapy, LWL-University Hospital, Ruhr University Bochum, Germany
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156
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Kovačić Petrović Z, Peraica T, Kozarić-Kovačić D, Palavra IR. Internet use and internet-based addictive behaviours during coronavirus pandemic. Curr Opin Psychiatry 2022; 35:324-331. [PMID: 35855504 DOI: 10.1097/yco.0000000000000804] [Citation(s) in RCA: 16] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
PURPOSE OF REVIEW The COVID-19 outbreak profoundly influenced human lives on different levels. This narrative review aims to present recent data relating to the COVID-19 pandemic and internet use and internet-based addictive behaviours [problematic Internet use (PIU), Internet addiction, Internet gaming disorder, problem gambling or gambling disorder, social media addiction including smartphone use disorder, problematic pornography use, and compulsive buying]. RECENT FINDINGS During the COVID-19 pandemic, the prevalence of Internet use and Internet-based addictive behaviours increased in all age groups. The COVID-19 pandemic and related containment measures were been associated with increased levels of stress, anxiety, and depression in the general population, especially among children and adolescents, which are the vulnerable groups for the development of mental disorders during the crisis. Furthermore, the fear resulting from the disease, the 'lockdown' measures, high levels of uncertainty regarding the future, and financial insecurity increased levels of loneliness, PIU, and Internet addiction. SUMMARY Longitudinal researches focused on the negative impacts of Internet use in prolonged stress situations on mental health, vulnerable groups, and quality of life (QoL) are needed to help clinicians and policymakers to reduce adverse consequences. Prevention programs for Internet use and Internet-based addictive behaviours must be customized to meet the needs of children, adolescents, and adults. Also, treatment programs must be tailored to the needs of patients with different Internet-based addictions.
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Affiliation(s)
- Zrnka Kovačić Petrović
- Department of Psychiatry and Psychological Medicine, University of Zagreb School of Medicine
- Department of Addiction, University Hospital Vrapče
| | - Tina Peraica
- Department of Psychiatry, Referral Centre for Stress-Related Disorders of the Ministry of Health, University Hospital Dubrava, Zagreb
- Department of Forensic Sciences, University of Split, Split
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Abstract
Modern technology rewards constant engagement and discourages sparing use, opening the door to unhealthy use and even addiction. The technological addictions (TAs) are a newly described set of disorders that come with the technological advances that define the new era. Internet gaming disorder (IGD) is already codified as a proposed diagnosis in the 5th Edition of the Diagnostic and Statistical Manual (DSM-5) of the American Psychiatric Association. Others, such as social media addiction (SMA), are in the earlier stages of our understanding. This article provides an overview of the more common TAs including their evaluation and treatment techniques.
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Affiliation(s)
- James Sherer
- New York University Grossman School of Medicine, 462 1st Avenue, #NB20N11, New York, NY 10016, USA.
| | - Petros Levounis
- Rutgers New Jersey Medical School, 357 West 29th Street, #3A, New York, NY 10001, USA
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158
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Bajaj A, Blum K, Bowirrat A, Gupta A, Baron D, Fugel D, Nicholson A, Fitch T, Downs BW, Bagchi D, Dennen CA, Badgaiyan RD. DNA Directed Pro-Dopamine Regulation Coupling Subluxation Repair, H-Wave® and Other Neurobiologically Based Modalities to Address Complexities of Chronic Pain in a Female Diagnosed with Reward Deficiency Syndrome (RDS): Emergence of Induction of “Dopamine Homeostasis” in the Face of the Opioid Crisis. J Pers Med 2022; 12:jpm12091416. [PMID: 36143203 PMCID: PMC9503998 DOI: 10.3390/jpm12091416] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/13/2022] [Revised: 08/27/2022] [Accepted: 08/27/2022] [Indexed: 11/16/2022] Open
Abstract
Addiction is a complex multifactorial condition. Established genetic factors can provide clear guidance in assessing the risk of addiction to substances and behaviors. Chronic stress can accumulate, forming difficult to recognize addiction patterns from both genetic and epigenetic (environmental) factors. Furthermore, psychological/physical/chemical stressors are typically categorized linearly, delaying identification and treatment. The patient in this case report is a Caucasian female, aged 36, who presented with chronic pain and partial disability following a surgically repaired trimalleolar fracture. The patient had a history of unresolved attention deficit disorder and an MRI scan of her brain revealed atrophy and functional asymmetry. In 2018, the patient entered the Bajaj Chiropractic Clinic, where initial treatment focused on re-establishing integrity of the spine and lower extremity biomechanics and graduated into cognitive behavior stabilization assisted by DNA pro-dopamine regulation guided by Genetic Addiction Risk Severity testing. During treatment (2018–2021), progress achieved included: improved cognitive clarity, focus, sleep, anxiety, and emotional stability in addition to pain reduction (75%); elimination of powerful analgesics; and reduced intake of previously unaddressed alcoholism. To help reduce hedonic addictive behaviors and pain, coupling of H-Wave with corrective chiropractic care seems prudent. We emphasize the importance of genetic assessment along with attempts at inducing required dopaminergic homeostasis via precision KB220PAM. It is hypothesized that from preventive care models, a new standard is emerging including self-awareness and accountability for reward deficiency as a function of hypodopaminergia. This case study documents the progression of a patient dealing with the complexities of an injury, pain management, cognitive impairment, anxiety, depression, and the application of universal health principles towards correction versus palliative care.
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Affiliation(s)
- Anish Bajaj
- Bajaj Chiropractic Clinic, New York, NY 10010, USA
| | - Kenneth Blum
- Division of Addiction Research & Education, Center for Psychiatry, Medicine, and Primary Care, (Office of the Provost), Western University Health Sciences, Pomona, CA 91766, USA
- The Kenneth Blum Institute on Behavior & Neurogenetics, Austin, TX 78701, USA
- Correspondence:
| | - Abdalla Bowirrat
- Department of Molecular Biology, Adelson School of Medicine, Ariel University, Ariel 40700, Israel
| | - Ashim Gupta
- Future Biologics, Lawrenceville, GA 30043, USA
| | - David Baron
- Division of Addiction Research & Education, Center for Psychiatry, Medicine, and Primary Care, (Office of the Provost), Western University Health Sciences, Pomona, CA 91766, USA
| | - David Fugel
- Bajaj Chiropractic Clinic, New York, NY 10010, USA
| | | | - Taylor Fitch
- Bajaj Chiropractic Clinic, New York, NY 10010, USA
| | - B. William Downs
- Department of Psychiatry, South Texas Veteran Health Care System, Audie L. Murphy Memorial VA Hospital, Long School of Medicine, University of Texas Medical Center, San Antonio, TX 78229, USA
| | - Debasis Bagchi
- Department of Pharmaceutical Sciences, Southern University College of Pharmacy, Houston, TX 77004, USA
| | - Catherine A. Dennen
- The Kenneth Blum Institute on Behavior & Neurogenetics, Austin, TX 78701, USA
| | - Rajendra D. Badgaiyan
- Department of Psychiatry, South Texas Veteran Health Care System, Audie L. Murphy Memorial VA Hospital, Long School of Medicine, University of Texas Medical Center, San Antonio, TX 78229, USA
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159
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Yang CY, Chang FC, Rutherford R, Chen WY, Chiu CH, Chen PH, Chiang JT, Miao NF, Chuang HY, Tseng CC. Excessive Gaming and Online Energy-Drink Marketing Exposure Associated with Energy-Drink Consumption among Adolescents. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:10661. [PMID: 36078377 PMCID: PMC9518090 DOI: 10.3390/ijerph191710661] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/21/2022] [Revised: 08/22/2022] [Accepted: 08/23/2022] [Indexed: 06/15/2023]
Abstract
In this study, we examined excessive online gaming by adolescents and the resultant effects of their exposure to the online marketing of energy drinks and alcohol, and whether marketing literacy could serve as a mitigating factor. This cross-sectional study was conducted in 2020. Data were obtained from a sample of 2613 seventh-grade students from 30 middle schools in Taiwan. A self-administered questionnaire was conducted. The results showed that nearly 18% of the adolescent respondents had used energy drinks, while 75% reported seeing energy-drink advertisements on the internet in the past year. Multiple regression results indicated that factors such as being male, reporting excessive gaming, being exposed to higher levels of online energy-drink marketing, and reporting alcohol use were positively associated with energy-drink consumption. A higher level of online energy-drink marketing-affective literacy, however, was negatively associated with energy-drink consumption. In conclusion, factors that predicted energy-drink consumption among adolescents included excessive gaming and exposure to online energy-drink marketing, but marketing-affective literacy tended to lessen the impact of such advertising.
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Affiliation(s)
| | - Fong-Ching Chang
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei 10610, Taiwan
| | - Ru Rutherford
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei 10610, Taiwan
| | - Wen-Yu Chen
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei 10610, Taiwan
| | - Chiung-Hui Chiu
- Graduate Institute of Information and Computer Education, National Taiwan Normal University, Taipei 10610, Taiwan
| | - Ping-Hung Chen
- The Graduate Institute of Mass Communication, National Taiwan Normal University, Taipei 10610, Taiwan
| | - Jeng-Tung Chiang
- Department of Statistics, National Chengchi University, Taipei 11605, Taiwan
| | - Nae-Fang Miao
- School of Nursing, Taipei Medical University, Taipei 11031, Taiwan
| | - Hung-Yi Chuang
- Department of Public Health, Kaohsiung Medical University, Kaohsiung 80708, Taiwan
| | - Chie-Chien Tseng
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei 10610, Taiwan
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Cudo A, Wojtasiński M, Tużnik P, Fudali-Czyż A, Griffiths MD. The Relationship between Depressive Symptoms, Loneliness, Self-Control, and Gaming Disorder among Polish Male and Female Gamers: The Indirect Effects of Gaming Motives. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:10438. [PMID: 36012072 PMCID: PMC9408588 DOI: 10.3390/ijerph191610438] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 08/18/2022] [Accepted: 08/18/2022] [Indexed: 06/15/2023]
Abstract
The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18-48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life.
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Affiliation(s)
- Andrzej Cudo
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Marcin Wojtasiński
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Przemysław Tużnik
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Agnieszka Fudali-Czyż
- Institute of Psychology, The Pedagogical University of Krakow, ul. Podchorążych 2, 30084 Krakow, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK
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161
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Ahmed GK, Abdalla AA, Mohamed AM, Mohamed LA, Shamaa HA. Relationship between time spent playing internet gaming apps and behavioral problems, sleep problems, alexithymia, and emotion dysregulations in children: a multicentre study. Child Adolesc Psychiatry Ment Health 2022; 16:67. [PMID: 35974366 PMCID: PMC9380675 DOI: 10.1186/s13034-022-00502-w] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/25/2022] [Accepted: 07/29/2022] [Indexed: 01/02/2023] Open
Abstract
BACKGROUND Internet gaming addiction (IGA) is a serious condition that can significantly impact personal and social functioning. Many studies of IGA have been conducted in adolescents and young adults, but there are limited data available in children. We investigated the time spent using internet gaming apps in children and its association with behavioral problems, sleep problems, alexithymia, and emotional regulation. METHODS The research populations (N = 564) were categorized based on the number of hours spent using online gaming applications. The Strengths and Difficulties Questionnaire, the Children's Sleep Habits Questionnaire Abbreviated, the Children's Alexithymia Measure (CAM), and the Clinical Evaluation of Emotional Regulation-9 were used to assess all participants. RESULTS Compared to other groups, children who used internet gaming applications for more than 6 h had a higher proportion of abnormal responses on the emotional symptoms and hyperactivity scales. Children who used internet gaming applications for more than 6 h had the poorest sleep quality (75%), while children who used internet gaming applications for 1-2 h had the best (36.7%). Participants who used internet gaming apps for 1-2 h had significantly lower mean total scores on the emotional regulation scale and total CAM, whereas those using internet gaming apps for more than 6 h had the highest mean scores in the CAM. CONCLUSIONS Excessive use of internet gaming apps during childhood may be associated with hyperactivity, peer problems, high socioeconomic level, alexithymia concerns, shorter daytime sleep duration, and a delayed morning wake-up.
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Affiliation(s)
- Gellan K Ahmed
- Department of Neurology and Psychiatry, Faculty of Medicine, Assiut University, Assiut, Egypt.
| | - Alaa A Abdalla
- Department of Neurology and Psychiatry, Faculty of Medicine, Suez Canal University, Ismailia, Egypt
| | | | - Lobna A Mohamed
- Department of Neurology and Psychiatry, Alexandria University, Alexandria, Egypt
| | - Hala A Shamaa
- General Secretariat of Mental Health and Addiction Treatment, Demira Mental Health Hospital, Dakahlya, Egypt
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162
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Hernández-Vásquez A, Vargas-Fernández R, Visconti-Lopez FJ, Comandé D, Bendezu-Quispe G. Prevalence and Factors Associated with Gaming Disorder in Latin America and the Caribbean: A Systematic Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:10036. [PMID: 36011671 PMCID: PMC9408645 DOI: 10.3390/ijerph191610036] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 05/12/2022] [Revised: 07/30/2022] [Accepted: 08/01/2022] [Indexed: 06/15/2023]
Abstract
We aimed to determine the prevalence and factors associated with gaming disorder (GD) in the population of Latin America and the Caribbean (LAC). A systematic review was performed (PROSPERO protocol registration: CRD42021230565). We included studies that identified participants with GD and/or factors associated with this condition, reported the prevalence of GD, or contained data that assisted in its estimation, were published after 2013 (the year of inclusion of GD in the Fifth Edition of the Diagnostic and Statistical Manual of Mental Disorders) and were carried out in a population residing in an LAC country. Evaluation of the quality of the studies was carried out using the Joanna Briggs Institute Critical appraisal checklist tool. A qualitative synthesis of the data was performed. Of the total of 1567 records identified, 25 passed the full-text review phase, and 6 met the selection criteria. These studies were published between 2018 and 2021 and had a cross-sectional design (three in Brazil, one in Ecuador, Mexico, and the other was multi-country, including a LAC country [Peru]). The prevalence of GD ranged from 1.1% to 38.2%. The three studies in Brazil had the highest figures of GD prevalence (20.4-38.2%). Four studies evaluated factors associated with GD. Characteristics regarding the game (type), pattern of use (hours played), as well as gender (higher in men), tobacco and alcohol consumption, poor interpersonal relationships, and the presence of mental disorders were found to be associated with GD in LAC. Evidence on the prevalence and factors associated with GD in LAC is limited. Studies on GD in LAC evaluate different population subgroups, describing a wide prevalence of this condition (present in up to 38 out of 100 evaluated). Characteristics such as the type and hours of use of the games, sociodemographic data, lifestyles, interpersonal relationships, and the presence of mental disorders increase the probability of presenting GD.
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Affiliation(s)
- Akram Hernández-Vásquez
- Centro de Excelencia en Investigaciones Económicas y Sociales en Salud, Vicerrectorado de Investigación, Universidad San Ignacio de Loyola, Lima 15024, Peru
| | | | | | - Daniel Comandé
- Instituto de Efectividad Clínica y Sanitaria (IECS-CONICET), Buenos Aires C1414CPV, Argentina
| | - Guido Bendezu-Quispe
- Centro de Investigación Epidemiológica en Salud Global, Universidad Privada Norbert Wiener, Lima 15046, Peru
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163
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Mazaherizadeh A, Taherifar Z, Farahani H. Psychometric properties of the Farsi version of the gaming disorder scale for adolescents (GADIS-A). BMC Psychol 2022; 10:195. [PMID: 35941709 PMCID: PMC9358919 DOI: 10.1186/s40359-022-00899-1] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/15/2022] [Accepted: 08/02/2022] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND Gaming disorder was added to the 11th version of the international classification of disease by the world health organization in early 2019. Adolescents are the most vulnerable group in this area. Thus, a screening tool for this age range is essential. This study aims to examine the psychometric properties of the gaming disorder scale for adolescents (GADIS-A) in an Iranian male sample. METHODS 260 male students-7th to 12th grade-from Isfahan city in the academic year 2020-2021 were selected using convenience sampling. The participants responded to the Farsi version of the GADIS-A and problematic online game questionnaire (POGQ). Thirty participants answered the scale again to assess the validity of the retest. Pearson's correlation analysis, Cronbach's alpha, and confirmatory factor analysis were used. The data were analyzed by SPSS version 24 and R software packages psych and lavaan. RESULTS Confirmatory factor analysis revealed that the two-factor model, which included cognitive-behavioral symptoms and negative consequences, had good fitness indices. The GADIS-A convergent validity is confirmed by the scale's significant correlation with the POGQ. Cronbach's alpha coefficient was used to determine the scale's validity, which was 0.85 for the full scale and 0.70 and 0.75 for two factors. The validity of the retest after two weeks also showed a correlation of 0.88. CONCLUSION The Farsi version of the gaming disorder scale for adolescents has a two-factor structure and is valid for use in Iran.
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Affiliation(s)
- Ali Mazaherizadeh
- Department of Psychology, Faculty of Psychology and Educational Sciences, University of Tehran, Tehran, Iran
| | - Zahra Taherifar
- Department of Psychology, Faculty of Psychology and Educational Sciences, University of Tehran, Tehran, Iran.
| | - Hojjatollah Farahani
- Department of Psychology, Faculty of Humanities, Tarbiat Modares University, Tehran, Iran
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164
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Imataka G, Sakuta R, Maehashi A, Yoshihara S. Current Status of Internet Gaming Disorder (IGD) in Japan: New Lifestyle-Related Disease in Children and Adolescents. J Clin Med 2022; 11:4566. [PMID: 35956181 PMCID: PMC9369635 DOI: 10.3390/jcm11154566] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2022] [Revised: 07/28/2022] [Accepted: 08/03/2022] [Indexed: 02/01/2023] Open
Abstract
The World Health Organization recognizes internet gaming disorder (IGD) as a disorder that causes problems in daily life as a result of excessive interest in online games. The causes of IGD have become more apparent in recent years. Because of prolonged exposure to games, the mechanisms controlling the reward system, such as the prefrontal cortex, limbic system, and amygdala of the cerebrum, do not function properly in IGD. This mechanism is similar to that of various behavioral addictions, such as gambling addiction. IGD is particularly risky in children and adolescents because it easily causes brain dysfunction, especially in the developing brain. IGD should be regarded as a new lifestyle-related disease in younger individuals, and lifestyle modifications, including counseling and family therapy, are critical for its management.
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Affiliation(s)
- George Imataka
- Department of Pediatrics, Dokkyo Medical University, Tochigi 321-0293, Japan
| | - Ryoichi Sakuta
- Child Development and Psychosomatic Medicine Center, Dokkyo Medical University Saitama Medical Center, Saitama 343-8555, Japan
| | - Akira Maehashi
- Faculty of Human Sciences, Waseda University, Saitama 359-1192, Japan
| | - Shigemi Yoshihara
- Department of Pediatrics, Dokkyo Medical University, Tochigi 321-0293, Japan
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165
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Hülquist J, Fangerau N, Thomasius R, Paschke K. Resource-Strengthening Training for Parents of Adolescents with Problematic Gaming (Res@t-P): A Clinical Pilot Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:9495. [PMID: 35954846 PMCID: PMC9368433 DOI: 10.3390/ijerph19159495] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/18/2022] [Revised: 07/29/2022] [Accepted: 07/31/2022] [Indexed: 02/04/2023]
Abstract
Background: Problematic gaming (PG) has become an increasing mental health issue among adolescents during the preceding years. The role of parents and the family environment in the development of PG has been repeatedly emphasized. However, the structured involvement of parents in the therapy is still largely insufficient. Resource-strengthening training for parents of adolescents with PG (Res@t-P) is a new parent-centered 8-week group intervention to fill this substantial gap. The present pilot study aimed to collect first information on its potential effectiveness in improving parental and family factors. Methods: The study was conducted in a clinical setting with N = 43 parents of adolescents with PG, applying a pre- and post-follow-up design. Standardized questionnaires on psychological stress perception, family communication, family functioning, media rules, and adolescent PG symptoms were applied at three measurement points (before, at the end of, and 6 weeks after the training). Conditional growth models were estimated. Results: Over time, an improvement in parental and family aspects as well as a reduction in adolescent PG symptoms could be observed. Conclusions: The results of the present pilot study on the effectiveness of Res@t-P are promising. No causal inferences can be drawn at this stage. A randomized-controlled intervention study is highly warranted.
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Affiliation(s)
| | | | | | - Kerstin Paschke
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Martinistraße 52, 20246 Hamburg, Germany; (J.H.); (N.F.); (R.T.)
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166
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Solly JE, Grant JE, Chamberlain SR. Pharmacological interventions for Problematic Usage of the Internet (PUI): A narrative review of current progress and future directions. Curr Opin Behav Sci 2022; 46:101158. [PMID: 35746944 PMCID: PMC7612886 DOI: 10.1016/j.cobeha.2022.101158] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
Problematic Usage of the Internet (PUI) represents a spectrum of excessive online behaviors and is linked to reduced quality of life and high rates of psychiatric comorbidity, with growing demand for effective treatments. This paper provides a narrative review of pharmacological studies for PUI conducted to date. Most pharmacological treatment trials have focused on bupropion and escitalopram or involved samples with common comorbidities and used current treatments for the relevant comorbid disorders. Overall, there remains a dearth of high-quality evidence, with the current literature lacking control groups, large sample sizes, validated outcome measures, longer term treatment and follow-up periods. The literature cannot at this stage determine evidence-based pharmacological treatments for PUI.
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Affiliation(s)
- Jeremy E Solly
- Cambridgeshire and Peterborough NHS Foundation Trust, Cambridge, UK; Department of Psychiatry, University of Cambridge, UK
| | - Jon E Grant
- University of Chicago, Department of Psychiatry and Behavioral Neuroscience, Chicago, IL, USA
| | - Samuel R Chamberlain
- Department of Psychiatry, Faculty of Medicine, University of Southampton, UK; Southern Health NHS Foundation Trust, Southampton, UK
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167
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Adair C, Luna-Rose H. Insights from an online self-help forum for people with gaming problems. Curr Opin Behav Sci 2022. [DOI: 10.1016/j.cobeha.2022.101157] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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168
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Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19159320. [PMID: 35954678 PMCID: PMC9368282 DOI: 10.3390/ijerph19159320] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 06/24/2022] [Revised: 07/22/2022] [Accepted: 07/23/2022] [Indexed: 02/01/2023]
Abstract
The Swiss Youth and Media Act, which is about to enter into force, is an attempt to provide a legislative framework for video game use. Among other inclusions, the law intends to make providers more accountable by taking measures to protect minors from harm that can be caused by improper use of video games. However, it is a challenge to create a legal framework that can adequately regulate the evolving features of video games. Legislators must find a suitable regulatory approach which takes into account the fact that there is an increasing convergence between video games and gambling, particularly with the introduction of loot boxes. Moreover, there is a need for regulation, including the prohibition of misleading designs, the introduction of additional protection for minors, and the assurance of transparency of transactions. Appropriate policy legislation and consumer-protection measures are needed to protect people using these types of products, particularly children and adolescents. Further work should focus on assessing game characteristics to refine regulatory models to promote safe gaming. Based on experiences from the field of psychoactive substances as well as that of gambling, it is now a matter of developing a matrix of harm with elaborated categories: a tool that makes it possible to evaluate the potential harms of certain game design in an evidence-based manner.
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169
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Boudard M, Alexandre JM, Kervran C, Jakubiec L, Shmulewitz D, Hasin D, Fournet L, Rassis C, Claverie P, Serre F, Auriacombe M. Item Response Theory Analyses of Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) Criteria Adapted to Screen Use Disorder: Exploratory Survey. J Med Internet Res 2022; 24:e31803. [PMID: 35896018 PMCID: PMC9377463 DOI: 10.2196/31803] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/06/2021] [Revised: 02/26/2022] [Accepted: 06/08/2022] [Indexed: 11/23/2022] Open
Abstract
Background Screen use is part of daily life worldwide and morbidity related to excess use of screens has been reported. Some use of screens in excess could indicate a screen use disorder (ScUD). An integrative approach to ScUD could better fit the polymodal reality of screens, and concurrent problems with screens, than a split approach, activity by activity. In that paradigm, a pragmatic and operationalized approach to study a potential ScUD requires the use of common criteria, for all screens and activities done on screens, in a single questionnaire. Objective Our goals were (1) to describe screen uses in a general population sample and (2) to test the unidimensionality, local independence, and psychometric properties of the 9 Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) internet gaming disorder (IGD) criteria adapted to screen use in a community sample. We hypothesized that the 9 DSM-5 IGD criteria adapted to ScUD would show unidimensionality, local independence, and good discrimination, with criteria distributed on the severity continuum. Methods This cross-sectional survey in a French suburban city targeted adults and adolescents. A self-administered questionnaire covered the main types of screens used and their use for various activities in the past month. Presence of ScUD diagnostic criteria in past 12 months was also self-evaluated in the questionnaire. Factor and 2-parameter Item Response Theory analysis were used to investigate the dimensionality, local independence, and psychometric properties of the ScUD criteria. Results Among the 300 participants, 171 (57.0%) were female (mean age 27 years), 297 (99.0%) used screens, 134 (44.7%) reported at least one criterion (potential problem users), and 5 (1.7%) reported 5 or more criteria and endorsed an ScUD. The most endorsed criteria were loss of control (60/300, 20.0%) and preoccupation (52/300, 17.3%). Screen types used and screen activities differed between participants with no ScUD criteria and those with at least one ScUD criterion. The latter were more likely to have a computer as the most used screen type, and more video gaming, communication/social network, and watching news and research of information as activities. Unidimensionality was confirmed by all fit indices. Local independence was confirmed by the absence of residual correlation between the items. Criteria had relatively high factor loading, with loss of interest in other recreational activities having the highest. However, criteria with the lowest factor loading all remained above the cut-offs, sanctioning unidimensionality. Most discriminating criteria were loss of interests, preoccupation, deceive/cover up, and risk/lose relationship/opportunities, which also provided the most information on the measurement of the latent trait. Conclusions We described screen uses in a French community sample and have shown that the adaptation of the DSM-5 IGD to “ScUD” has good psychometric validity and is discriminating, confirming our hypothesis. We suggest to use those criteria to assess potential “ScUD.” Further studies should determine if all criteria are needed and whether others should be added.
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Affiliation(s)
- Mathieu Boudard
- Sanpsy (Sleep Addiction and Neuropsychiatry), CNRS (Centre National de la Recherche Scientifique), UMR (Unité Mixte de Recherche) 6033, University of Bordeaux, Bordeaux, France.,Pôle Interétablissement d'Addictologie, Centre Hospitalier Charles Perrens and Centre Hospitalier Universitaire de Bordeaux, Bordeaux, France
| | - Jean-Marc Alexandre
- Sanpsy (Sleep Addiction and Neuropsychiatry), CNRS (Centre National de la Recherche Scientifique), UMR (Unité Mixte de Recherche) 6033, University of Bordeaux, Bordeaux, France.,Pôle Interétablissement d'Addictologie, Centre Hospitalier Charles Perrens and Centre Hospitalier Universitaire de Bordeaux, Bordeaux, France
| | - Charlotte Kervran
- Sanpsy (Sleep Addiction and Neuropsychiatry), CNRS (Centre National de la Recherche Scientifique), UMR (Unité Mixte de Recherche) 6033, University of Bordeaux, Bordeaux, France.,MéRISP (Methods for population health intervention research), BPH (Bordeaux Population Health), INSERM (Institut National de la Santé et de la Recherche Médicale) Unité 1219, University of Bordeaux, Bordeaux, France
| | - Louise Jakubiec
- Sanpsy (Sleep Addiction and Neuropsychiatry), CNRS (Centre National de la Recherche Scientifique), UMR (Unité Mixte de Recherche) 6033, University of Bordeaux, Bordeaux, France.,Pôle Interétablissement d'Addictologie, Centre Hospitalier Charles Perrens and Centre Hospitalier Universitaire de Bordeaux, Bordeaux, France
| | - Dvora Shmulewitz
- Department of Psychiatry, Columbia University, New York, NY, United States
| | - Deborah Hasin
- Department of Psychiatry, Columbia University, New York, NY, United States
| | - Lucie Fournet
- Sanpsy (Sleep Addiction and Neuropsychiatry), CNRS (Centre National de la Recherche Scientifique), UMR (Unité Mixte de Recherche) 6033, University of Bordeaux, Bordeaux, France.,Pôle Interétablissement d'Addictologie, Centre Hospitalier Charles Perrens and Centre Hospitalier Universitaire de Bordeaux, Bordeaux, France
| | - Christophe Rassis
- Sanpsy (Sleep Addiction and Neuropsychiatry), CNRS (Centre National de la Recherche Scientifique), UMR (Unité Mixte de Recherche) 6033, University of Bordeaux, Bordeaux, France.,Pôle Interétablissement d'Addictologie, Centre Hospitalier Charles Perrens and Centre Hospitalier Universitaire de Bordeaux, Bordeaux, France
| | | | - Fuschia Serre
- Sanpsy (Sleep Addiction and Neuropsychiatry), CNRS (Centre National de la Recherche Scientifique), UMR (Unité Mixte de Recherche) 6033, University of Bordeaux, Bordeaux, France.,Pôle Interétablissement d'Addictologie, Centre Hospitalier Charles Perrens and Centre Hospitalier Universitaire de Bordeaux, Bordeaux, France
| | - Marc Auriacombe
- Sanpsy (Sleep Addiction and Neuropsychiatry), CNRS (Centre National de la Recherche Scientifique), UMR (Unité Mixte de Recherche) 6033, University of Bordeaux, Bordeaux, France.,Pôle Interétablissement d'Addictologie, Centre Hospitalier Charles Perrens and Centre Hospitalier Universitaire de Bordeaux, Bordeaux, France
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170
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Alfaifi AJ, Mahmoud SS, Elmahdy MH, Gosadi IM. Prevalence and factors associated with Internet gaming disorder among adolescents in Saudi Arabia: A cross-sectional study. Medicine (Baltimore) 2022; 101:e29789. [PMID: 35777010 PMCID: PMC9239651 DOI: 10.1097/md.0000000000029789] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/05/2023] Open
Abstract
This study aimed to assess the prevalence of internet gaming disorder (IGD) and its associated factors among a sample of adolescents in the Faifa governorate in the south of Saudi Arabia. This was a cross-sectional study targeting intermediate and secondary school adolescent students in the Faifa governorate. Multistage sampling was performed to reach the required sample, where 9 schools were randomly selected, followed by the distribution of the questionnaire to all students at all levels. IGD was assessed using a validated Arabic version of the 20-item IGD scale. A chi-square test was used to evaluate the presence of statistical differences between sample demographic data and IGD. Four hundred and fifty students participated in the current study, where 132 (29.3%) of them were classified as having IGD. The prevalence of IGD was associated with gender, year of study, maternal education status, and the number of hours spent online and playing with friends (P values 0.05). Analysis of the IDG items among the current sample indicated that most were at the conflict stage of IGD. The IGD level identified in our sample is high compared to the published literature. Faifa is a mountainous region and, due to its geographical nature, there are limited public entertainment areas. Adolescents tend to spend more time at home, where they may be more exposed to IGD. This suggests the need for strategies to ensure early identification of those at risk of IGD and to provide preventive and treatment options for these students.
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Affiliation(s)
- Amal J Alfaifi
- Jazan Heatlh Affairs, Ministry of Health, Jazan, Saudi Arabia
| | - Samy S Mahmoud
- Department of Family and Community Medicine, Faculty of Medicine, Jazan University, Jazan, Saudi Arabia
| | - Mona H Elmahdy
- Department of Family and Community Medicine, Faculty of Medicine, Jazan University, Jazan, Saudi Arabia
| | - Ibrahim M Gosadi
- Department of Family and Community Medicine, Faculty of Medicine, Jazan University, Jazan, Saudi Arabia
- *Correspondence: Ibrahim M Gosadi, Faculty of Medicine, Jazan University, P.O. Box 2349. Jazan 82621, Saudi Arabia (e-mail: )
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171
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Exploring Internet gaming disorder: an updated perspective of empirical evidence (from 2016 to 2021). Compr Psychiatry 2022; 116:152319. [PMID: 35526417 DOI: 10.1016/j.comppsych.2022.152319] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/15/2021] [Revised: 04/07/2022] [Accepted: 04/13/2022] [Indexed: 02/06/2023] Open
Abstract
BACKGROUND AND AIMS Since the acceptance of Internet gaming disorder (IGD) as a "disorder due to addictive behaviors", research has proliferated exponentially. The present review focuses on the conceptualization of IGD, its diagnosis and assessment, associated factors and existing prevention and treatment plans to address it. RESULTS AND CONCLUSIONS The discrepancies between the diagnostic criteria for IGD proposed by the two central diagnostic entities, as well as the questioning of their clinical validity, have generated multiple proposals for the diagnosis and psychometric evaluation of IGD. Likewise, there have been numerous suggestions to prevent this pathology, with the involvement of governments, the gaming industry and health institutions. Finally, multiple treatment plans have been proposed, both pharmacological and psychological, although only the efficacy of cognitive behavioral therapy has been tested. It is essential, therefore, to delve deeper into this disorder by addressing the central limitations of the current literature.
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172
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Sprong ME, Chamarro A, Polonsky M, Pechek AA, Pilcher C, Griffiths MD, Buono FD. The Spanish Version of the Video Game Functional Assessment-Revised. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:458-464. [PMID: 35594309 DOI: 10.1089/cyber.2021.0325] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
It is estimated that 16.8 million in Spain (41% female) are involved in gaming, and approximately 8.3% of Spanish gamers are problematic gamers (i.e., endorsing five or more of the nine criteria for Internet Gaming Disorder [IGD]). Given the high prevalence of IGD in Spain, this study evaluated construct validity and concurrent validity of the Spanish Version of the Video Game Functional Assessment-Revised (SP-VGFA-R), by examining the correlational coefficients with the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). A total of 434 adults 18 years of age or older participated in the study (15.1% female). Results showed that the SP-VGFA-R was positively and significantly associated with the IGDS9-SF (bivariate coefficients ranging from 0.411 to 0.610). Four distinct factors in the SP-VGFA-R were identified in confirmatory factor analysis, including (a) social attention, (b) tangible/intangible rewards, (c) escape/avoidance of demands or pain, and (d) sensory stimulation. Other findings showed that IGDS9-SF scores increased as (a) the escape/avoidance of demands or pain function increased and (b) two or more function scores increased. The SP-VGFA-R can be used in combination with the IGDS9-SF to assess Spanish gamers with IGD internationally, and to develop evidence-based behavioral interventions.
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Affiliation(s)
- Matthew E Sprong
- Clinical Mental Health Counseling, Lock Haven University, Lock Haven, Pennsylvania, USA
| | - Andres Chamarro
- Department of Psychology, Autonomous University of Barcelona, Barcelona, Spain
| | - Maxim Polonsky
- Clinical and Community Research, Yale School of Medicine, New Haven, Connecticut, USA
| | - Ashley A Pechek
- Clinical Mental Health Counseling, Lock Haven University, Lock Haven, Pennsylvania, USA
| | - Cindy Pilcher
- Clinical Mental Health Counseling, Lock Haven University, Lock Haven, Pennsylvania, USA
| | - Mark D Griffiths
- Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Frank D Buono
- Department of Psychiatry, Yale School of Medicine, New Haven, Connecticut, USA
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Cudo A, Dobosz M, Griffiths MD, Kuss DJ. The Relationship Between Early Maladaptive Schemas, Depression, Anxiety and Problematic Video Gaming Among Female and Male Gamers. Int J Ment Health Addict 2022:1-28. [PMID: 35789815 PMCID: PMC9244023 DOI: 10.1007/s11469-022-00858-2] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 06/10/2022] [Indexed: 12/20/2022] Open
Abstract
The present study investigated the relationship between problematic video gaming (PVG) and early maladaptive schemas (EMSs) among male and female gamers. Additionally, the present study investigated depression and anxiety as mediators in the relationship between EMSs and PVG. The study comprised 673 videogame players (391 female gamers) aged from 18 to 38 years. PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Depression and anxiety symptoms were assessed using the Hospital Anxiety and Depression Scale (HADS). EMS dimensions were assessed using the Young Schema Questionnaire (YSQ-S3). Results suggested that EMSs such as practical incompetence/dependence were positively related to PVG. The findings showed gender differences in these relationships. The vulnerability to harm or illness, enmeshment and subjugation schemas were positively related to PVG among male gamers. However, depression and anxiety did not mediate the relationship between EMSs and PVG. These findings may contribute to a better understanding of mechanisms related to PVG development, which are associated with maladaptive schemas. Supplementary Information The online version contains supplementary materials available at 10.1007/s11469-022-00858-2.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
| | - Mateusz Dobosz
- The Psychological and Psychotherapeutic Care Center for Children and Youth in Klimkówka, ul. Kasztanowa 30, 38-480 Klimkówka, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham, NG1 4FQ UK
| | - Daria J. Kuss
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham, NG1 4FQ UK
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174
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Masaeli N, Billieux J. Is Problematic Internet and Smartphone Use Related to Poorer Quality of Life? A Systematic Review of Available Evidence and Assessment Strategies. CURRENT ADDICTION REPORTS 2022; 9:235-250. [PMID: 35729927 PMCID: PMC9187501 DOI: 10.1007/s40429-022-00415-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/10/2022] [Indexed: 12/19/2022]
Abstract
Purpose of Review Previous studies have explored the links between problematic Internet use (PIU) or problematic smartphone use (PSU) and quality of life (QOL). In this systematic review, we (i) describe the instruments used to assess QOL or health-related quality of life (HRQOL) in these studies, (ii) critically examine the content validity of the instruments used, and (iii) examine the relationships between PIU, PSU, QOL, and HRQOL. Recent Findings We identified 17 PIU and 11 PSU studies in a systematic search. Evidence suggests that PIU and PSU negatively correlate with either QOL or HQOL and most of their domains (especially mental and physical health). Multiple instruments were used to assess QOL or HRQOL in these studies. Our analysis showed an important heterogeneity in the domains covered by these instruments. Summary Because of the widespread prevalence of PIU and PSU, which tend to be linked with lower QOL or HRQOL, in particular poor mental and physical health, a more systematic public health campaign is required to target the healthy use of these communication devices. Prevention programs should also target vulnerable individuals, focusing on the most affected domains of QOL and HRQOL (i.e., physical and psychological health). Among the existing instruments, the World Health Organization Quality of Life for adults and the Pediatric Quality of Life Inventory for adolescents (aged 13-18 years) proved to be the most relevant, although new measurement instruments are needed to target domains that are specifically relevant in the context of PIU and PSU (e.g., physical and psychological health domains such as sleep, loneliness, and quality of familial relations).
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Affiliation(s)
- Nassim Masaeli
- South Tehran Branch, Islamic Azad University, Tehran, Iran
| | - Joël Billieux
- Institute of Psychology, University of Lausanne (UNIL), Lausanne, Switzerland
- Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
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Li L, Mamun MA, Al-Mamun F, Ullah I, Hosen I, Zia SA, Poorebrahim A, Pourgholami M, Lin CY, Pontes HM, Griffiths MD, Pakpour AH. A network analysis of the Internet Disorder Scale-Short Form (IDS9-SF): A large-scale cross-cultural study in Iran, Pakistan, and Bangladesh. CURRENT PSYCHOLOGY 2022; 42:1-10. [PMID: 35698487 PMCID: PMC9177408 DOI: 10.1007/s12144-022-03284-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/26/2022] [Indexed: 12/11/2022]
Abstract
The Internet Disorder Scale-Short Form (IDS9-SF) is a validated instrument assessing internet disorder which modified the internet gaming disorder criteria proposed in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, the relationships between the nine items in the IDS9-SF are rarely investigated. The present study used network analysis to investigate the features of the IDS9-SF among three populations in Bangladesh, Iran, and Pakistan. Data were collected (N = 1901; 957 [50.3%] females; 666 [35.0%] Pakistani, 533 [28.1%] Bangladesh, and 702 [36.9%] Iranians) using an online survey platform (e.g., Google Forms). All the participants completed the IDS9-SF. The central-stability-coefficients of the nine IDS9-SF items were 0.71, 0.89, 0.96, 0.98, 0.98, 1.00, 0.67, 0.79, and 0.91, respectively. The node centrality was stable and interpretable in the network. The Network Comparison Test (NCT) showed that the network structure had no significant differences among Pakistani, Bangladeshi, and Iranian participants (p-values = 0.172 to 0.371). Researchers may also use the IDS9-SF to estimate underlying internet addiction for their target participants and further explore and investigate the phenomenon related to internet addiction. Supplementary Information The online version contains supplementary material available at 10.1007/s12144-022-03284-8.
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Affiliation(s)
- Li Li
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Mohammed A. Mamun
- CHINTA Research Bangladesh, Savar, Dhaka, Bangladesh
- Department of Public Health, University of South Asia, Dhaka, Bangladesh
- Department of Public Health, Daffodil International University, Dhaka, Bangladesh
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
| | - Firoj Al-Mamun
- CHINTA Research Bangladesh, Savar, Dhaka, Bangladesh
- Department of Public Health, University of South Asia, Dhaka, Bangladesh
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
| | - Irfan Ullah
- Kabir Medical College, Gandhara University, Peshawar, Pakistan
| | - Ismail Hosen
- CHINTA Research Bangladesh, Savar, Dhaka, Bangladesh
| | | | - Ali Poorebrahim
- Guilan University of Medical Sciences, Rasht, Islamic Republic of Iran
| | | | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, 70101 Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, UK
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Amir H. Pakpour
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
- Department of Nursing, School of Health and Welfare, Jönköping University, Barnarpsgatan 39, 55111 Jönköping, Sweden
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176
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Dang L, Chen JH, Zhou H, Spada MM, Wu AM. Validation of the metacognitions about online gaming scale (MOGS) among Chinese gamers. Addict Behav 2022; 129:107255. [PMID: 35091197 DOI: 10.1016/j.addbeh.2022.107255] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/27/2021] [Revised: 01/10/2022] [Accepted: 01/17/2022] [Indexed: 11/01/2022]
Abstract
With the largest online gamer population worldwide and a heightened rate of Internet Gaming Disorder (IGD), China has a long-lasting need to identify salient correlates of IGD and provide corresponding assessment tools to support cost-effective IGD screening and interventions. To respond to such a need, the present study aimed to validate the Metacognitions about Online Gaming Scale (MOGS) among Chinese gamers to provide an additional tool for promoting studies investigating metacognition, a promising and newly emerged correlate of IGD, in China. To evaluate the psychometric properties of MOGS, we collected data from 1340 Chinese university students with gaming experiences (59.3% female, Mage = 19.84 years), in which 262 of them also participated in the one-month retest. Our results indicated that the Chinese version of MOGS has a two-factor structure and satisfactory reliabilities (α = 0.90 and 0.92, ICC = 0.60 and 0.64, AVE = 0.56 and 0.70, ρc = 0.88 and 0.92). Moreover, MOGS's convergent validity was evidenced by the expected, positive associations with generic metacognitions, stress, and IGD tendency (r (1338) = 0.29-0.55, p < 0.001) as well as significant MOGS differences between probable IGD and non-IGD gamers (p < 0.001). A 6-item, short-form MOGS, which displayed equivalent psychometric soundness as its full-scale counterpart, was also developed. As the first study to validate MOGS among Chinese gamers, the present study attested to the readiness of this measure in facilitating further studies of gaming-specific metacognitions for early identification of and tailored interventions for high-risk gamers in China.
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177
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Pallavicini F, Pepe A, Mantovani F. The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:334-354. [PMID: 35639118 DOI: 10.1089/cyber.2021.0252] [Citation(s) in RCA: 18] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested that video games for many individuals have helped to cope with such difficult life experience. However, other research indicates that gaming may have had harmful effects. Within this context, this systematic review aimed to describe the literature on the effects of video games during the early stages of the COVID-19 crisis on stress, anxiety, depression, loneliness, and gaming disorder (GD), examining the study characteristics and outcomes. A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was preregistered in the International Platform of Registered Systematic Review and Meta-Analysis Protocols (INPLASY)-INPLASY202180053. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [("video game*") OR ("computer game*") OR ("gaming")] AND [("COVID-19")]. Twenty-four studies met the inclusion criteria. Four research explored the effects of playing video games during the COVID-19 pandemic on stress, anxiety, and depression. Four studies investigated loneliness, while 18 research investigated game disorder. Video games, especially augmented reality and online multiplayer ones, mitigated stress, anxiety, depression, and loneliness among adolescents and young adults during stay-at-home restrictions. However, in the case of at-risk individuals (i.e., particularly male youths), playing video games had detrimental effects.
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Affiliation(s)
- Federica Pallavicini
- Department of Human Sciences for Education "Riccardo Massa," University of Milano Bicocca, Milan, Italy
| | - Alessandro Pepe
- Department of Human Sciences for Education "Riccardo Massa," University of Milano Bicocca, Milan, Italy
| | - Fabrizia Mantovani
- Department of Human Sciences for Education "Riccardo Massa," University of Milano Bicocca, Milan, Italy
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178
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Reed GM, First MB, Billieux J, Cloitre M, Briken P, Achab S, Brewin CR, King DL, Kraus SW, Bryant RA. Emerging experience with selected new categories in the ICD-11: complex PTSD, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder. World Psychiatry 2022; 21:189-213. [PMID: 35524599 PMCID: PMC9077619 DOI: 10.1002/wps.20960] [Citation(s) in RCA: 53] [Impact Index Per Article: 26.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/06/2023] Open
Abstract
Among the important changes in the ICD-11 is the addition of 21 new mental disorders. New categories are typically proposed to: a) improve the usefulness of morbidity statistics; b) facilitate recognition of a clinically important but poorly classified mental disorder in order to provide appropriate management; and c) stimulate research into more effective treatments. Given the major implications for the field and for World Health Organization (WHO) member states, it is important to examine the impact of these new categories during the early phase of the ICD-11 implementation. This paper focuses on four disorders: complex post-traumatic stress disorder, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder. These categories were selected because they have been the focus of considerable activity and/or controversy and because their inclusion in the ICD-11 represents a different decision than was made for the DSM-5. The lead authors invited experts on each of these disorders to provide insight into why it was considered important to add it to the ICD-11, implications for care of not having that diagnostic category, important controversies about adding the disorder, and a review of the evidence generated and other developments related to the category since the WHO signaled its intention to include it in the ICD-11. Each of the four diagnostic categories appears to describe a population with clinically important and distinctive features that had previously gone unrecognized as well as specific treatment needs that would otherwise likely go unmet. The introduction of these categories in the ICD-11 has been followed by a substantial expansion of research in each area, which has generally supported their validity and utility, and by a significant increase in the availability of appropriate services.
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Affiliation(s)
- Geoffrey M Reed
- Department of Psychiatry, Columbia University Vagelos College of Physicians and Surgeons, New York, NY, USA
| | - Michael B First
- Department of Psychiatry, Columbia University Vagelos College of Physicians and Surgeons, New York, NY, USA
- New York State Psychiatric Institute, New York, NY, USA
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Center for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals, Lausanne, Switzerland
| | - Marylene Cloitre
- National Center for PTSD Dissemination and Training Division, VA Palo Alto Health Care, Menlo Park, CA, USA
- Department of Psychiatry and Behavioral Sciences, Stanford University, Stanford, CA, USA
| | - Peer Briken
- Institute for Sex Research and Forensic Psychiatry, University Medical Center Hamburg-Eppendorf, Hamburg, Germany
| | - Sophia Achab
- Outpatient Treatment Unit for Addictive Behaviors ReConnecte, Geneva University Hospitals, Geneva, Switzerland
- Psychological and Sociological Research and Training Unit, Department of Psychiatry, University of Geneva, Geneva, Switzerland
| | - Chris R Brewin
- Department of Clinical, Educational and Health Psychology, University College London, London, UK
| | - Daniel L King
- College of Education, Psychology, and Social Work, Flinders University, Adelaide, SA, Australia
| | - Shane W Kraus
- Department of Psychology, University of Nevada, Las Vegas, NV, USA
| | - Richard A Bryant
- School of Psychology, University of New South Wales, Sydney, NSW, Australia
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179
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Abstract
Problematic internet use parallels drug addiction, but the mechanisms are not yet clear.
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Affiliation(s)
- Matthias Brand
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany.,Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
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180
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Cabeza-Ramírez LJ, Rey-Carmona FJ, Del Carmen Cano-Vicente M, Solano-Sánchez MÁ. Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach. Sci Rep 2022; 12:7904. [PMID: 35551493 PMCID: PMC9098150 DOI: 10.1038/s41598-022-11985-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2022] [Accepted: 05/03/2022] [Indexed: 11/24/2022] Open
Abstract
The enormous expansion of the video game sector, driven by the emergence of live video game streaming platforms and the professionalisation of this hobby through e-sports, has spurred interest in research on the relationships with potential adverse effects derived from cumulative use. This study explores the co-occurrence of the consumption and viewing of video games, based on an analysis of the motivations for using these services, the perceived positive uses, and the gamer profile. To that end, a multilayer perceptron artificial neural network is developed and tested on a sample of 970 video game users. The results show that the variables with a significant influence on pathological gaming are the motivation of a sense of belonging to the different platforms, as well as the positive uses relating to making friends and the possibility of making this hobby a profession. Furthermore, the individual effects of each of the variables have been estimated. The results indicate that the social component linked to the positive perception of making new friends and the self-perceived level as a gamer have been identified as possible predictors, when it comes to a clinical assessment of the adverse effects. Conversely, the variables age and following specific streamers are found to play a role in reducing potential negative effects.
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Affiliation(s)
- L Javier Cabeza-Ramírez
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain.
| | - Francisco José Rey-Carmona
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain
| | - Ma Del Carmen Cano-Vicente
- Department of Statistics, Econometrics, Operations Research, Business and Applied Economics, Faculty of Law, Business and Economics Sciences, University of Córdoba, Puerta Nueva s/n, 14071, Córdoba, Spain
| | - Miguel Ángel Solano-Sánchez
- Department of Applied Economics, Faculty of Social Sciences (Melilla Campus), University of Granada, Calle Santander, 1, 52005, Melilla, Spain
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181
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Lam YT, Cheng C. Parental Depression and Leisure Activity Engagement on Children's Gaming Disorder: A Dyadic Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19105880. [PMID: 35627422 PMCID: PMC9140680 DOI: 10.3390/ijerph19105880] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/04/2022] [Revised: 05/09/2022] [Accepted: 05/10/2022] [Indexed: 12/02/2022]
Abstract
Nowadays, playing both online and offline video games is a popular leisure activity among youngsters, but excessive gaming activity engagement may lead to gaming disorder that disrupts daily functioning. Identifying risk and protective factors of this emerging problem is thus essential for devising prevention and intervention strategies. This mixed-method, cross-sectional study aimed to examine the roles of parental depressive symptoms and children’s leisure activity engagement on children’s gaming disorder symptoms. Furthermore, the moderating roles of risky and protective leisure activity engagement were investigated. The sample comprised 104 parent-child dyads recruited from a population-based survey (parents: Mage = 45.59 years, SD = 6.70; children: Mage = 11.26 years; SD = 4.12). As predicted, parental depressive symptoms and children’s gaming activity engagement were positively associated with children’s gaming disorder symptoms, whereas children’s literacy activity engagement was negatively associated with these symptoms. Moreover, engagement in these two types of leisure activity moderated the association between parental depressive symptoms and children’s gaming disorder symptoms in distinct manners, further indicating literacy activities as beneficial and gaming activities as risk-enhancing. These new findings imply that parental depressive symptoms and children’s leisure activity engagement should be considered when designing parent-based programs for gaming disorder prevention and intervention.
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182
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Larrieu M, Billieux J, Decamps G. Problematic gaming and quality of life in online competitive videogame players: Identification of motivational profiles. Addict Behav 2022; 133:107363. [PMID: 35689906 DOI: 10.1016/j.addbeh.2022.107363] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/26/2021] [Revised: 03/28/2022] [Accepted: 05/05/2022] [Indexed: 11/01/2022]
Abstract
BACKGROUND Online competitive practice of video games has recently known a significant worldwide expansion. However, this practice can be associated to problematic use and deterioration of quality of life depending on multiple determinants, among which motivation is central. The purpose of this study was to identify motivational clusters and to compare them regarding quality of life, problematic use of video game, and personality traits. METHODS Participants (N = 256) in this cross-sectional study were recruited through specialized websites to complete self-reported questionnaires assessing motivation to play online (MOGQ), personality (BFI-Fr), quality of life (WHOQOL-BREF), and problematic gaming (IGD-Scale). A hierarchical clustering analysis and intergroup comparative analyses were conducted. FINDINGS Three motivational clusters were identified ("recreational", "competitive" and "escapers"). "Competitive" and "escapers" players reported higher IGD scores than the "recreational" players (p <.001). However, "escapers" players had lower psychological health scores (p <.001), were more neurotic (p <.001), and less extroverted (p <.001) than the others. Based on IGD scores, "competitive" and "escapers" players were considered as problematic albeit only "escapers" exhibited a functional impairment. Therefore, engaged and problematic players cannot be differentiated with IGD scores. DISCUSSION IGD scores were insufficient to differentiate between players at risk of evolution toward pathological states (i.e., "escapers" players) and those whose strong engagement is not detrimental to their quality of life (i.e., "competitive" players). Consequently, considering both psychological health and motivation is necessary to assess the problematic nature of competitive videogame practice. Better definitions and assessment tools are essential in order to avoid over-diagnosis of non-pathological gaming behavior.
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183
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Warburton WA, Parkes S, Sweller N. Internet Gaming Disorder: Evidence for a Risk and Resilience Approach. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19095587. [PMID: 35564981 PMCID: PMC9103383 DOI: 10.3390/ijerph19095587] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/07/2022] [Revised: 04/27/2022] [Accepted: 04/28/2022] [Indexed: 11/16/2022]
Abstract
Although previous research has noted a range of factors that predict developing Problematic Video Game Use (PVGU) and Internet Gaming Disorder (IGD), few studies have looked at risk and protective factors together, and there is scant empirical evidence examining whether risk for PVGU or IGD increases or decreases as risk or protective factors accumulate in the individual. The aim of the current study was to examine both issues using predictors from three demonstrated PVGU and IGD risk categories: executive dysfunction, unmet needs in everyday life, and unhelpful family environment. In a survey of N = 866 12–17-year-old school students, the risk/protective factors that most strongly predicted severity of IGD symptomology and meeting IGD diagnostic criteria were self-control and social exclusion. Other significant predictors included impulsivity, self-esteem, mastery, control of one’s external environment, and better parent-child attachment quality. Trend analyses revealed a linear increase in the risk of PVGU as risk and net-risk factors accumulated, and a decrease as protective and net-protective factors accumulated. Thus, a net accumulation of issues around impulse control and unmet needs in everyday life may predispose adolescents to PVGU or IGD. Results support a ‘risk and resilience’ approach to adolescent screen-based disorders and suggest potential benefits to a risk factor focus in treatment.
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184
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Chang CI, Fong Sit H, Chao T, Chen C, Shen J, Cao B, Montag C, Elhai JD, Hall BJ. Exploring subtypes and correlates of internet gaming disorder severity among adolescents during COVID-19 in China: A latent class analysis. CURRENT PSYCHOLOGY 2022; 42:1-12. [PMID: 35505828 PMCID: PMC9050178 DOI: 10.1007/s12144-022-03133-8] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 04/19/2022] [Indexed: 12/14/2022]
Abstract
The WHO recently included Gaming Disorder as a psychiatric diagnosis. Whether there are distinct groups of adolescents who differ based on severity of gaming disorder and their relationships with other mental health and addictive behavior outcomes, including problematic smartphone use (PSU), remains unclear. The current study explored and identified subtypes of Internet Gaming Disorder (IGD) severity and estimated the association between these subtypes and other disorders. Participants completed online questionnaires assessing the severity of IGD, PSU, depression, and anxiety during COVID-19. We conducted a latent class analysis of IGD symptoms among 1,305 Chinese adolescents (mean age = 15.2; male = 58.5%) from 11 secondary schools in Macao (SAR), China. Multinomial logistic regression estimated correlates of latent class membership and PSU. A 4-class model adequately described the sample subgroups. Classes were labeled as normative gamers (30.9%), occasional gamers (42.4%), problematic gamers (22.7%), and addictive gamers (4.1%). Relative to normative gamers, PSU severity, depression, and being male were significantly higher among problematic gamers, addictive gamers, and occasional gamers. Only problematic gamers showed significant positive associations with anxiety severity compared to the other groups. The study revealed the differences in severity of gaming disorder and its association with psychopathology outcomes. Application in screening for IGD and comorbidity is discussed. Supplementary Information The online version contains supplementary material available at 10.1007/s12144-022-03133-8.
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Affiliation(s)
- Chi Ian Chang
- Department of Psychology, University of Macau, Macau, SAR People’s Republic of China
| | - Hao Fong Sit
- Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong Special Administrative Region People’s Republic of China
| | - Tong Chao
- Department of Psychology, University of Macau, Macau, SAR People’s Republic of China
| | - Chun Chen
- School of Humanities and Social Science, Chinese University of Hong Kong (Shenzhen), Shenzhen, People’s Republic of China
| | - Jie Shen
- Amsterdam School for Cultural Analysis, University of Amsterdam, Amsterdam, The Netherlands
| | - Bolin Cao
- School of Media and Communication, Shenzhen University, Shenzhen, People’s Republic of China
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
- neuSCAN Laboratory, The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
| | - Jon D. Elhai
- Department of Psychology, and Department of Psychiatry, University of Toledo, Toledo, OH USA
| | - Brian J. Hall
- Center for Global Health Equity, New York University (Shanghai), Shanghai, 200122 People’s Republic of China
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185
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Soffer-Dudek N, Theodor-Katz N. Maladaptive Daydreaming: Epidemiological Data on a Newly Identified Syndrome. Front Psychiatry 2022; 13:871041. [PMID: 35573338 PMCID: PMC9091653 DOI: 10.3389/fpsyt.2022.871041] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/07/2022] [Accepted: 04/05/2022] [Indexed: 11/21/2022] Open
Abstract
Background Maladaptive Daydreaming (MD) is a recently identified psychological disorder, characterized by excessively and addictively engaging in vivid, narrative, intensely emotional fantasy activity, at times with the aid of music and/or repetitive movements, causing distress and functional impairment. Over 100,000 self-diagnosed individuals are active online and thousands of them have been researched; yet there are no studies using clinical interviews on large, systematic general (non-MD) samples, to assess the estimated prevalence of this suggested disorder, and establish norms for its main psychometric tool. Methods Four independent Israeli samples (three student samples, and one sample representing the general Jewish-Israeli population; total N = 1,023) self-reported MD. In two samples, those exceeding the cutoff score for suspected MD were invited for a structured clinical interview. Results The skewness of most items of the 16-item Maladaptive Daydreaming Scale (MDS-16) supports the notion of MD as a binary construct rather than a normally distributed trait. In the community sample, 4.2% exceeded the cutoff for suspected MD. Rates were higher when focusing on the young adult age group or student samples (5.5-8.5%), suggesting a likely age effect. Following clinical interviews, only 60% of interviewed respondents met criteria for diagnosis, suggesting a true point-prevalence of 2.5% in the Israeli-Jewish population. Conclusions This is the first systematic clinical evaluation of the prevalence of MD. In an Israeli sample, a point-prevalence of 2.5% was found, like several other internalizing psychiatric syndromes. This result, along with the Non-normal nature of item distribution, both support the validity of MD as a psychological disorder, which should be considered as a potential addition to future psychiatric diagnostic manuals.
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Affiliation(s)
- Nirit Soffer-Dudek
- Consciousness and Psychopathology Laboratory, Department of Psychology, Ben-Gurion University of the Negev, Beer-Sheva, Israel
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186
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Marchica LA, Richard J, Nower L, Ivoska W, Derevensky JL. Problem video gaming in adolescents: An examination of the Pathways Model. INTERNATIONAL GAMBLING STUDIES 2022. [DOI: 10.1080/14459795.2022.2055110] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
- Loredana A. Marchica
- Behaviors, McGill UniversityInternational Center for Youth Gambling and High-Risk, Montreal, Quebec, Canada
- Department of Psychology, The Montreal Children’s Hospital, Montreal, Quebec, Canada
| | - Jérémie Richard
- Behaviors, McGill UniversityInternational Center for Youth Gambling and High-Risk, Montreal, Quebec, Canada
| | - Lia Nower
- Center for Gambling Studies, Rutgers University, New Brunswick, NJ, USA
| | - William Ivoska
- Drug Addiction and Mental Health Services Board of Wood County Ohio, Wood County, OH, USA
| | - Jeffrey L. Derevensky
- Behaviors, McGill UniversityInternational Center for Youth Gambling and High-Risk, Montreal, Quebec, Canada
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King DL, Achab S, Higuchi S, Bowden-Jones H, Müller KW, Billieux J, Starcevic V, Saunders JB, Tam P, Delfabbro PH. Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges. J Behav Addict 2022; 11:243-248. [PMID: 35413005 PMCID: PMC9295227 DOI: 10.1556/2006.2022.00011] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/14/2021] [Revised: 02/18/2022] [Accepted: 03/13/2022] [Indexed: 02/02/2023] Open
Abstract
Gaming activities have conferred numerous benefits during the COVID-19 pandemic. However, some individuals may be at greater risk of problem gaming due to disruption to adaptive routines, increased anxiety and/or depression, and social isolation. This paper presents a summary of 2019-2021 service data from specialist addiction centers in Germany, Switzerland, Japan, and the United Kingdom. Treatment demand for gaming disorder has exceeded service capacity during the pandemic, with significant service access issues. These data highlight the need for adaptability of gaming disorder services and greater resources and funding to respond effectively in future public health crises.
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Affiliation(s)
- Daniel L. King
- College of Education, Psychology and Social Work, Flinders University, Australia
| | - Sophia Achab
- Outpatient Centre for Behavioral Addictions ReConnecte, Addiction Division, Department of Psychiatry, University Hospitals of Geneva, Switzerland
- Clinical and Sociological Research Unit, Department of Psychiatry, Faculty of Medicine, University of Geneva, Switzerland
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Japan
| | - Henrietta Bowden-Jones
- National Centre for Gaming Disorders, United Kingdom
- Faculty of Brain Sciences, University College London, United Kingdom
- Department of Psychiatry, Cambridge University, United Kingdom
| | - Kai W. Müller
- Outpatient Clinic for Behavioral Addictions, Department of Psychosomatic Medicine and Psychotherapy at the University Medical Center, Mainz, Germany
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
| | - Vladan Starcevic
- University of Sydney, Faculty of Medicine and Health, Sydney Medical School, Nepean Clinical School, Sydney, Australia
| | - John B. Saunders
- National Centre for Youth Substance Use Research, The University of Queensland, Brisbane, Australia
| | - Philip Tam
- The Psych Matters Clinic, Concord, Sydney, Australia
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Wei Q, Zhang S, Pan Y, Hu H, Chen F, Yin W, Lin Q, Pan S, Tham C, Wu J. Epidemiology of gaming disorder and its effect on anxiety and insomnia in Chinese ethnic minority adolescents. BMC Psychiatry 2022; 22:260. [PMID: 35413829 PMCID: PMC9006600 DOI: 10.1186/s12888-022-03894-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/09/2021] [Accepted: 03/28/2022] [Indexed: 12/22/2022] Open
Abstract
BACKGROUND The growing popularity and frequency of online game use have resulted in a large number of studies reporting various mental problems associated with game abuse in adolescents. In this article, we examined the prevalence of gaming disorder (GD) and explored the associations of GD with anxiety and insomnia symptoms in minority youth in China. METHODS A total of 1494 students completed the Problematic Online Gaming Questionnaire Short-Form (POGQ-SF), the Generalized Anxiety Disorder 7-item questionnaire (GAD-7), and Athens Insomnia Scale (AIS). Chi-square and binary logistic regression analyses were used to explore the associations between gaming disorder and anxiety/insomnia. RESULTS A total of 356 (23.83%) respondents reported that they had gaming disorder. Chi-square analysis showed that gender, grade, marital status of parents and exercise situation were significantly associated with GD. Binary logistic regression analysis showed that those who had GD were at significantly higher risk for anxiety and insomnia than those without GD. CONCLUSION We found a high incidence of GD and a positive association among anxiety, insomnia and GD. Thus, special attention should be paid to those who have suffered from GD. It is worth addressing the adverse effects of GD on anxiety and insomnia.
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Affiliation(s)
- Qiaoyue Wei
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Shengjie Zhang
- grid.256607.00000 0004 1798 2653Department of Graduate Management, Guangxi Medical University Cancer Hospital, 71 Hedi Road, Nanning, 530021 China
| | - Yuli Pan
- grid.418332.fDepartment of Guangxi Zhuang Autonomous Region Center for Disease Control and Prevention, 18 Jinzhou Road, Nanning, 530028 China
| | - Hong Hu
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Fenglan Chen
- grid.256607.00000 0004 1798 2653Department of Guangxi Medical University Wuming Hospital, 26 Yongning Road, 530199 Nanning, China
| | - Wenwen Yin
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Qinghong Lin
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Shuibo Pan
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Chingyuan Tham
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Junduan Wu
- Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021, China.
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Syvertsen A, Ortiz de Gortari AB, King DL, Pallesen S. Problem mobile gaming: The role of mobile gaming habits, context, and platform. NORDIC STUDIES ON ALCOHOL AND DRUGS 2022; 39:362-378. [PMID: 36003120 PMCID: PMC9379297 DOI: 10.1177/14550725221083189] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/03/2021] [Accepted: 02/09/2022] [Indexed: 12/28/2022] Open
Abstract
Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where students in upper secondary schools were recruited to a survey about mobile gaming. The age of the respondents ranged from 16 to 23 years (n = 519; 52.4% men; mean age = 17.2 years, SD = 1.1). Methods: We examined (1) gaming frequency, gaming contexts, and in-game spending in relation to PG; (2) gaming context in relation to academic achievement and sleep quality; and (3) PG according to gaming platform (i.e., playing on mobile, console/computer, or mixed platforms) with Kruskal−Wallis tests, chi-square tests and Spearman rank-order correlations. Results: PG was positively associated with mobile gaming hours per week (η2 = .02, p < .01), minutes per session (η2 = .03, p < .001), making in-app purchases (Cramer's V = .15, p < .05), and gaming during homework (Cramer's V = .14, p < .05). Statistically significant associations were found between mobile gaming in bed and later sleep midpoint for weekdays (rs = .18, p < .001) and weekends (rs = .11, p < .05). Mixed platform gamers had increased likelihood of PG, console/computer gamers had increased likelihood of being at risk for PG, and mobile gamers had lower risk for PG (Cramer's V = .18, p < .001). Conclusion: Future studies should include specific measures of mobile gaming as it appears implicated in problem gaming, albeit to a lesser degree than console and computer gaming.
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Affiliation(s)
| | | | | | - Ståle Pallesen
- University of Bergen, Norway; and North-West University, Vanderbijlpark, South Africa
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190
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Müller SM, Wegmann E, Oelker A, Stark R, Müller A, Montag C, Wölfling K, Rumpf HJ, Brand M. Assessment of Criteria for Specific Internet-use Disorders (ACSID-11): Introduction of a new screening instrument capturing ICD-11 criteria for gaming disorder and other potential Internet-use disorders. J Behav Addict 2022; 11. [PMID: 35394924 PMCID: PMC9295242 DOI: 10.1556/2006.2022.00013] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/27/2021] [Revised: 01/11/2022] [Accepted: 03/13/2022] [Indexed: 11/19/2022] Open
Abstract
Background and aims With the inclusion of gaming disorder in the ICD-11, diagnostic criteria were introduced for this relatively new disorder. These criteria may also be applied to other potential specific Internet-use disorders, which may be classified in ICD-11 as other disorders due to addictive behaviors, such as online buying-shopping disorder, online pornography-use disorder, social-networks-use disorder, and online gambling disorder. Due to the heterogeneity in existing instruments, we aimed to develop a consistent and economic measure of major types of (potential) specific Internet-use disorders based on ICD-11 criteria for gaming disorder. Methods The new 11-item Assessment of Criteria for Specific Internet-use Disorders (ACSID-11) measures five behavioral addictions with the same set of items by following the principles of WHO's ASSIST. The ACSID-11 was administered to active Internet users (N = 985) together with an adaptation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and screeners for mental health. We used Confirmatory Factor Analyses to analyze the factor structure of ACSID-11. Results The assumed four-factorial structure was confirmed and was superior to the unidimensional solution. This applied to gaming disorder and to the other specific Internet-use disorders. ACSID-11 scores correlated with IGDT-10 as well as with the measures of psychological distress. Discussion and Conclusions The ACSID-11 seems to be suitable for the consistent assessment of (potential) specific Internet-use disorders based on ICD-11 diagnostic criteria for gaming disorder. The ACSID-11 may be a useful and economic instrument for studying various behavioral addictions with the same items and improving comparability.
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Affiliation(s)
- Silke M. Müller
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
| | - Elisa Wegmann
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
| | - Andreas Oelker
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
| | - Rudolf Stark
- Department of Psychotherapy and Systems Neuroscience, Justus Liebig University of Giessen, Giessen, Germany
- Bender Institute of Neuroimaging, Justus Liebig University of Giessen, Giessen, Germany
- Center of Mind, Brain and Behavior, Universities of Marburg and Giessen, Giessen, Germany
| | - Astrid Müller
- Department of Psychosomatic Medicine and Psychotherapy, Hannover Medical School, Hannover, Germany
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Klaus Wölfling
- Outpatient Clinic for Behavioral Addiction, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center, Johannes Gutenberg University Mainz, Mainz, Germany
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, Research Group S:TEP (Substance Use and Related Disorders: Treatment, Epidemiology, and Prevention), University of Lübeck, Lübeck, Germany
| | - Matthias Brand
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
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191
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Yee AZH, Sng JRH. Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic. Front Psychol 2022; 13:800683. [PMID: 35465561 PMCID: PMC9022176 DOI: 10.3389/fpsyg.2022.800683] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/23/2021] [Accepted: 02/24/2022] [Indexed: 11/16/2022] Open
Abstract
The COVID-19 pandemic has affected the way many people live their lives. The increasing amount of time spent indoors and isolated during periods of lockdown has been accompanied by an increase in the time people spend playing video games. One such game which soared in popularity during the early stages of the pandemic was Animal Crossing: New Horizons. Through semi-structured interviews with players, and using a theory-informed qualitative analysis, we document and examine players’ motivations and experiences playing Animal Crossing: New Horizons during the pandemic. Findings suggest that playing the game helped satisfy various psychological needs—autonomy, relatedness, and competence—as described by Self-Determination Theory. Conversely, players stopped playing the game when they found that their psychological needs were thwarted or better met through other activities. Our findings offer support that video games can offer psychological relief in stressful contexts by providing opportunities for people to satisfy key psychological needs. Theoretical and practical implications are discussed.
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Affiliation(s)
- Andrew Z. H. Yee
- Humanities, Arts, and Social Sciences, Singapore University of Technology and Design, Singapore, Singapore
- *Correspondence: Andrew Z. H. Yee,
| | - Jeremy R. H. Sng
- Wee Kim Wee School of Communication and Information, Nanyang Technological University, Singapore, Singapore
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192
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André F, Håkansson A, Johansson BA, Claesdotter-Knutsson E. The prevalence of gaming and gambling in a child and adolescent psychiatry unit. J Public Health Res 2022. [DOI: 10.1177/22799036221104160] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Background: Gaming and gambling are frequently reported from child and adolescent psychiatry and school health care. Swedish epidemiological data show that 1.3% of the population meet the criteria for gambling disorder. Risk factors are male gender, young age, single status and being born outside Sweden. Both problem gaming and gambling are associated with compulsion, psychiatric and physical symptoms, impaired cognitive development and school performance. Based on the limited knowledge and the need for more research into these behaviours among young individuals, the present study aimed to look at the prevalence of gaming and gambling in patients at the child and adolescent psychiatry department (CAP) in Skåne, a region in the south of Sweden. Design and methods: The overall aim is to explore gaming and gambling in a child and youth population. Children aged 8–18 years ( N = 144) from CAP in Skåne were assessed with two self-screening instruments: GASA (Game Addiction Scale for Adolescents) and NODS-CLiP (NORC Diagnostic Screen for Gambling Problems). Information were collected regarding type of care, housing situation and diagnosis. Results: Thirty-three percent of the study participants showed problem/addictive gaming. Fifty-two percent of the males in the study showed problem/addictive gaming. Forty-four percent of the subjects with ADHD showed problem/addictive gaming. Eleven percent of the study participants showed problem gambling. Conclusions: The present study reports hitherto unreported figures of problem gaming and gambling. Our results show the importance of screening children and adolescents for these conditions when admitting subjects to CAP in/outpatient care.
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Affiliation(s)
- Frida André
- Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden
| | - Anders Håkansson
- Department of Clinical Sciences Lund, Faculty of Medicine, Psychiatry, Lund University, Lund, Sweden
- Region Skåne, Malmö Addiction Centre, Gambling Disorder Unit, Malmö, Sweden
| | - Björn Axel Johansson
- Department of Clinical Sciences Lund, Faculty of Medicine, Psychiatry, Lund University, Lund, Sweden
- Region Skåne Child and Adolescent Psychiatry, Regional In-patient Care, Emergency Unit, Malmö University Hospital, Malmö, Sweden
| | - Emma Claesdotter-Knutsson
- Department of Clinical Sciences Lund, Faculty of Medicine, Psychiatry, Lund University, Lund, Sweden
- Region Skåne, Child and Adolescent Psychiatry, Regional Out-patient Care, Lund University Hospital, Lund, Sweden
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193
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Ballou N, Zendle D. “Clinically significant distress” in internet gaming disorder: An individual participant meta-analysis. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107140] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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194
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Fithria F, Wardani E, Usman S, Maulida R, Darmawati D, Husna C. The Adverse Effect of Gaming Disorder on the Family System in the Society. Open Access Maced J Med Sci 2022. [DOI: 10.3889/oamjms.2022.7249] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022] Open
Abstract
BACKGROUND: The Internet has been a part of life and the development of technology. Internet addiction is one of the problems among adolescents, especially in Indonesia. Family dysfunction is thought to be a factor causing Internet addiction in adolescents. Family cannot always supervise adolescents, and adolescents are required to have good self-control to avoid problematic gaming behavior and online game addiction. If not taken seriously, game addiction can interfere with the physical and mental health of adolescents.
AIM: This study aimed to identify the relationship between family functioning and Internet gaming disorder among adolescents in Aceh. Currently, Aceh is the only province in Indonesia implementing sharia (the Islamic law).
METHODS: This was a quantitative study with a descriptive correlational method. The samples of this study were 157 male senior high school students. This research was conducted from January to April 2021. Data were collected by a self-report questionnaire and analyzed using the logistic analysis to identify the correlation between family functioning and Internet gaming disorder.
RESULTS: The results showed that family functions such as communication functions (p = 0.034), affective engagement (p = 0.006), and behavioral control (p = 0.000) were significantly related to Internet gaming disorders in adolescents. This assumption is evidenced by the results of statistical tests that show a value (<0.05). While the problem-solving function (p = 0.916) and the general function (p = 0.606) obtained a significant value (>0.05) so it can be concluded both of these family functions were not related to Internet gaming disorder.
CONCLUSION: The family functions are significantly related to Internet gaming disorders in adolescents. Maximizing family functions is one solution to prevent Internet gaming disorders in adolescents.
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195
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Wang S, Li J, Wang S, Mi C, Wang W, Xu Z, Xiong W, Tang L, Li Y. Escapism-Based Motivation Affected the Psychological Performances of High-Risk Internet Gaming Disorder Individuals. Front Psychiatry 2022; 13:855631. [PMID: 35360144 PMCID: PMC8963934 DOI: 10.3389/fpsyt.2022.855631] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/15/2022] [Accepted: 02/18/2022] [Indexed: 11/13/2022] Open
Abstract
Background Escapism-based motivation (EBM) is considered as one of the diagnostic criteria for internet gaming disorder (IGD). However, how EBM affects the high risk of IGD (HIGD) population remains unclear. Methods An initial number of 789 college students participated in the general, internet gaming behavior, and motivation surveys. After multiple evaluations, 57 individuals were identified as HIGD (25 with EBM, H-EBM; 32 with non-EBM, H-nEBM). In addition, 51 no-gaming individuals were included as the control group (CONTR). The cohorts completed the psychological assessments and eye-tracking tests, and analyses of group differences, correlations, and influencing factors of the indicators were performed. Results The Barratt impulsiveness score of H-nEBM and H-EBM was significantly higher than that of CONTR (MD = 3.605, P = 0.017; MD = 3.744, P = 0.022). In addition, emotional intelligence self-emotion management ability was significantly lower in the H-EBM than in CONTR (MD = -2.038, P = 0.004). Correct rates and reaction times in the anti-saccade task differed significantly between the three groups (F = 3.525, P = 0.033; F = 4.459, P = 0.014). However, no differences were found in the comparison of the digital span test (DST), trail making test (TMT), animal verbal fluency test, Stroop test, and mental rotation test results. The anti-saccade test indicators were positively correlated with the DST results but negatively correlated with the Stroop test results (P < 0.05). Correct rates in the mental rotation test were negatively correlated with the TMT results but positively correlated with the DST results (P < 0.05). The participants with high Stroop test scores and no lover experience and who were raised by their grandparents were likely to develop EBM to engage in high risk of internet gaming disorder (P < 0.05). Conclusion EBM has a significantly negative effect on impulsivity, self-emotion management ability, and response inhibition in the HIGD participants.
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Affiliation(s)
- Shuai Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Jialing Li
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Siyu Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Can Mi
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Wei Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Zhengjia Xu
- School of Clinical Medicine, Chengdu Medical College, Chengdu, China
| | - Wenjing Xiong
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Longxing Tang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Yanzhang Li
- School of Psychology, Chengdu Medical College, Chengdu, China
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196
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Hong W, Jing Y, Liu RD, Ding Y, Wang J. Wean your child off video games: Using external rewards to undermine intrinsic motivation to play interesting video games. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-02905-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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197
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Wu AMS, Lai MHC, Zhang M, Yogo M, Yu SM, Mao S, Chen JH. Effects of Psychological Distress and Coping Resources on Internet Gaming Disorder: Comparison between Chinese and Japanese University Students. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:2951. [PMID: 35270644 PMCID: PMC8910164 DOI: 10.3390/ijerph19052951] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/24/2022] [Revised: 02/23/2022] [Accepted: 02/28/2022] [Indexed: 02/06/2023]
Abstract
The high prevalence of Internet gaming disorder (IGD) among Asian youth indicates an urgent need to identify protective factors and examine their consistency across Asian cultures in order to facilitate cost-effective interventions. Based on the transactional theory of stress and coping, this study collected data of 1243 online gamers (45% males; 18-25 years) through an anonymous survey from universities in China and Japan and investigated whether three coping resources (i.e., mindfulness, coping flexibility, and social support) serve to protect Chinese and Japanese youth from the impact of psychological distress on IGD tendency. After adjusting for the measurement non-invariance across samples, we found that Japanese students reported higher levels of IGD tendency and psychological distress than Chinese students. The results of multiple-group SEM analyses showed that, after controlling for other predictors, mindfulness served as the strongest protective factor against IGD across samples. Moreover, the buffering effect of mindfulness on the association between psychological distress and IGD tendency of female (but not male) students was observed. Our findings highlighted the cross-cultural invariance of the impact of psychological distress and coping resources on IGD in Chinese and Japanese youth, which can be considered in future IGD prevention programs.
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Affiliation(s)
- Anise M. S. Wu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China
| | - Mark H. C. Lai
- Department of Psychology, University of Southern California, Los Angeles, CA 90007, USA;
| | - Mengxuan Zhang
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
- Department of Medical Humanities, School of Humanities, Southeast University, Nanjing 211189, China
| | - Masao Yogo
- Faculty of Psychology, Doshisha University, Kyoto 610-0394, Japan;
| | - Shu M. Yu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar GX11 1AA, Gibraltar
| | - Sijie Mao
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
| | - Juliet Honglei Chen
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China
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Erevik EK, Landrø H, Mattson ÅL, Kristensen JH, Kaur P, Pallesen S. Problem Gaming and Suicidality: A Systematic Literature Review. Addict Behav Rep 2022; 15:100419. [PMID: 35340768 PMCID: PMC8943245 DOI: 10.1016/j.abrep.2022.100419] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/16/2022] [Revised: 02/27/2022] [Accepted: 03/08/2022] [Indexed: 11/24/2022] Open
Abstract
This is the first review on the association between problem gaming and suicidality. 12 studies were identified, all of which found a positive association. Future studies should investigate the causality and mechanisms in the relationship.
Background No studies have so far synthesised the current evidence concerning a possible relationship between problem gaming and suicidality. We therefore conducted a systematic review of the literature. Our objective was to investigate the relationship between problem gaming and suicidality. The review was funded by the Norwegian Competence Center for Gambling and Gaming Research. Methods The review was pre-registered in PROSPERO International prospective register of systematic reviews (CRD42021279774). Searches were conducted in Web of Science, PsycINFO, EMBASE, PubMed and Google Scholar, September 2021. Studies that reported data on the relationship between problem gaming and suicidality, published between 2000 and 2021, and written in any European language were included. Studies investigating internet addiction/problematic internet use and not problem gaming, specifically, and studies investigating mental health in general or mental health outcomes other than suicidality, were excluded. Data from the included studies were extracted independently by two coders who also evaluated for risk of bias using the Newcastle-Ottawa Quality Assessment Scale. The results from each included study were presented in a table. Results A total of 12 cross-sectional studies, with in total 88,732 participants, were included in the review. In total 10 studies investigated the association between problem gaming and suicidal ideation. One of these also investigated the association between problem gaming and suicide attempts. Two studies combined suicidal ideation and suicide attempts into one variable and investigated the association between that variable and problem gaming. In total 11 of the 12 included studies found positive, crude associations between problem gaming and suicidal ideation/attempts. Five studies adjusted for possible confounding variables. Three of these still found significant associations between problem gaming and suicidal ideation, one found a positive but not statistically significant association, and the fifth found an inverse, non-significant association. Discussion The current findings indicate that there is an association between problem gaming and suicidal ideation, and likely between problem gaming and suicide attempts. The most important limitation of the included studies is the lack of longitudinal designs. Future studies should aim to investigate the causality and mechanisms in the relationships using more stringent designs.
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Interaction Effects of DRD2 Genetic Polymorphism and Interpersonal Stress on Problematic Gaming in College Students. Genes (Basel) 2022; 13:genes13030449. [PMID: 35328003 PMCID: PMC8951734 DOI: 10.3390/genes13030449] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/26/2022] [Revised: 02/24/2022] [Accepted: 02/26/2022] [Indexed: 11/17/2022] Open
Abstract
Problematic gaming has become a public concern, influenced both by genetic factors and stressful environments. Studies have reported the effects of dopamine-related genes and interpersonal stressors on problematic gaming, but gene and environment interaction (G × E) studies have not been conducted. In this study, we investigated the interaction effects of dopamine receptor D2 (DRD2) polymorphisms and interpersonal stress on problematic gaming and the mediating effect of avoidant coping to reveal the mechanism of the G × E process. We recruited 168 college students (mean age = 22; male 63.1%) and genotyped their DRD2 C957T (rs6277) and Taq1 (rs1800497) polymorphisms. The results of the mediated moderation analysis showed that, when experiencing interpersonal stressors, individuals with both the C957T T allele and the Taq1 A1 allele showed more elevated problematic gaming scores than non-carriers. Moreover, the interaction effect of the combined DRD2 polymorphisms and interpersonal stress was significantly mediated by avoidant coping. These findings suggest that the influence of interpersonal stress on problematic gaming can be changed as a function of DRD2 genotypes, which may be because of the avoidant coping styles of C957T T allele and Taq1 A1 allele carriers in response to stress.
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Moore S, Satel J, Pontes HM. Investigating the Role of Health Factors and Psychological Well-Being in Gaming Disorder. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:94-100. [PMID: 34788152 DOI: 10.1089/cyber.2021.0050] [Citation(s) in RCA: 13] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
Abstract
The recent recognition of Gaming Disorder (GD) as a mental health issue has provided a unique opportunity for researchers to advance our current understanding of the intricate relationships between GD and specific health-related factors and well-being. This study sought to investigate the role of key physical and psychological health and well-being factors in GD. To achieve this, three goals were explored. First, we tested whether GD can be predicted by health and well-being factors such as depression, anxiety, loneliness, attention problems, physical health problems (PHP), and psychological well-being (PWB). Second, we assessed the role of distress tolerance (DT) as a moderator in the relationship between PWB and GD. Third, we examined whether PWB would mediate the relationship between PHP and GD. A sample of 474 participants (Meanage = 28.86 years; SD = 9.23; range: 18-66 years; 47 percent female) were recruited. The results of the multiple linear regression analysis indicated that age, attention problems, and PHP significantly predicted GD (R2 = 0.15). In addition, the mediation findings uncovered an important direct association between PHP and GD despite the lack of mediation effects through PWB and the absence of moderating effects from DT. The present findings signify important health-related implications related to GD that are further discussed here in terms diagnosis, treatment, and prevention efforts.
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Affiliation(s)
- Samuel Moore
- School of Psychological Sciences, University of Tasmania, Launceston, Australia
| | - Jason Satel
- School of Psychological Sciences, University of Tasmania, Launceston, Australia
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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