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Mokhtarinia HR, Torkamani MH, Farmani N, Gabel CP. Smartphone addiction prevalence, patterns of use, and experienced musculoskeletal discomfort during the COVID-19 pandemic in a general Iranian population. BMC Public Health 2024; 24:161. [PMID: 38212749 PMCID: PMC10785387 DOI: 10.1186/s12889-024-17654-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/26/2023] [Accepted: 01/03/2024] [Indexed: 01/13/2024] Open
Abstract
BACKGROUND Smartphone usage is an essential everyday tool in Iran, however problematic use has escalated and become a concern for the Iranian health policy system, particularly during and following the COVID-19 Pandemic. This study's aim was investigation of the prevalence of smartphone addiction, patterns of use, and the relationship to specific demographic characteristics and associated musculoskeletal disorders during the COVID-19 pandemic. METHODS A descriptive-analytical correlational study recruited participants from a population of convenience (n = 2344) who were smartphone owners with > 1 year of use. For demographic information an electronic self-report questionnaire collected age, sex, marital status, usage for daily hours, and patterns. To assess addiction levels, the 'Smartphone Addiction Scale-short version' (SAS-SV) patient-reported outcome measure was used (cut-off = 31). For experienced discomfort, the Extended Nordic Musculoskeletal Questionnaire (ENMQ) was used. RESULTS The participants (female = 66.6%, n = 1561, mean age = 29.07 ± 12.34 years, range 6-60 years) smartphone use averaged 5.75 ± 3.44 h/day. The general prevalence of smartphone addiction was 46.16% (females = 46.06%, males = 46.36%; married = 44.5%, single = 47.63%). School students had the greatest addiction (53.2%) and those with a higher education to or above a Master's degree were the lowest (39.38%). The highest pattern of use was for social networks at 89.1% of participants (female = 88.34%, male = 90.54%). The areas of highest reported discomfort were the eyes (43.5%) and neck (43.3%). A significant correlation was found between smartphone addiction and hours of daily usage, and the amount of usage increased during the COVID-19 pandemic period. CONCLUSION A high level of smartphone addiction in the Iranian population was found to have occurred during the COVID-19 pandemic. Those most affected were unmarried individuals and school students, with the predominant areas being the eyes and neck. Health decision-makers should consider these findings when developing recommendations and plans for public health, particularly those focused on students.
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Affiliation(s)
- Hamid Reza Mokhtarinia
- Department of Ergonomics, University of Social Welfare and Rehabilitation Sciences, Tehran, Iran.
| | - Maryam Heydari Torkamani
- Department of Ergonomics, University of Social Welfare and Rehabilitation Sciences, Tehran, Iran
| | - Nasim Farmani
- Iran Welfare Organization, PhD of Social Work, Tehran, Iran
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Zendle D, Flick C, Halgarth D, Ballou N, Cutting J, Drachen A. The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry. J Med Internet Res 2023; 25:e40190. [PMID: 37938889 PMCID: PMC10666013 DOI: 10.2196/40190] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/09/2022] [Revised: 11/25/2022] [Accepted: 06/09/2023] [Indexed: 11/10/2023] Open
Abstract
BACKGROUND COVID-19 led governments worldwide to enact a variety of containment and closure policies. Substantial attention has been directed toward the idea that these public health measures may have unanticipated negative side effects. One proposed effect relates to video games. There is a nascent evidence base suggesting that individuals played video games for longer and in a more disordered manner during lockdowns and school closures specifically. These increases are commonly framed as a potential health concern in relation to disordered gaming. However, the evidence base regarding changes in gaming during the COVID-19 pandemic is based on self-report and, thus, is susceptible to bias. Therefore, it is unclear what the true consequences of lockdowns were for gaming behavior worldwide. OBJECTIVE The primary objective of this study was to estimate whether any specific lockdown policy led to meaningful increases in the amount of time individuals spent playing video games. METHODS Rather than relying on self-report, we used >251 billion hours of raw gameplay telemetry data from 184 separate countries to assess the behavioral correlates of COVID-19-related policy decisions. A multilevel model estimated the impact of varying enforcement levels of 8 containment and closure policies on the amount of time that individual users spent in-game. Similar models estimated the impact of policy on overall playtime and the number of users within a country. RESULTS No lockdown policy can explain substantial variance in playtime per gamer. School closures were uniquely associated with meaningful increases in total playtime within a country (r2=0.048). However, this was associated with increases in the number of unique individuals playing games (r2=0.057) rather than increases in playtime per gamer (r2<0.001). CONCLUSIONS Previous work using self-report data has suggested that important increases in heavy gaming may occur during pandemics because of containment and closure ("lockdown") procedures. This study contrasts with the previous evidence base and finds no evidence of such a relationship. It suggests that significant further work is needed before increases in disordered or heavy gaming are considered when planning public health policies for pandemic preparedness.
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Affiliation(s)
- David Zendle
- Department of Computer Science, University of York, York, United Kingdom
| | - Catherine Flick
- School of Computer Science and Informatics, De Montfort University, Leicester, United Kingdom
| | - Darel Halgarth
- Department of Computer Science, University of York, York, United Kingdom
| | - Nick Ballou
- School of Electronic Engineering and Computer Science, Queen Mary University of London, London, United Kingdom
| | - Joe Cutting
- Department of Computer Science, University of York, York, United Kingdom
| | - Anders Drachen
- Faculty of Engineering, University of Southern Denmark, Odense, United Kingdom
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Yeh CW, Chen TY. The role of online game usage in the relationship between initial daily negative moods and subsequent positive moods: The moderating role of hedonistic motivation. CURRENT PSYCHOLOGY 2023:1-13. [PMID: 37359669 PMCID: PMC10233532 DOI: 10.1007/s12144-023-04789-6] [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] [Accepted: 05/18/2023] [Indexed: 06/28/2023]
Abstract
This study explores the relationship between initial daily negative mood, online game usage and subsequent positive mood; and examine the moderating roles of hedonistic motivation on the perspective of mood regulation theory. To gather data over five consecutive workdays, this study used the experience sampling method. We then obtained 800 valid daily data from 160 participants. The results of multilevel path analysis show that: (i) initial daily negative mood increases the usage of online games and further enhances subsequent positive mood; (ii) students with higher hedonic motivation will show a stronger positive correlation between initial daily negative mood and online game usage; (iii) students with higher hedonic motivation will show a stronger positive correlation between online game usage and subsequent positive mood. Theoretical and practical implications are also investigated in this study.
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Affiliation(s)
- Ching-Wen Yeh
- Department of Digital Culture Creation and Multimedia, China University of Science and Technology, No. 245, Academia Road, Section 3, Nankang, Taipei City, Taiwan
| | - Tser-Yieth Chen
- Graduate Institute of International Business, National Taipei University, No. 151, University Road, Sanhsia District, 23745 New Taipei City, Taiwan Republic of China
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Resilience Among Gifted Students: Are they Prone to Anxiety During Pandemic? Scand J Child Adolesc Psychiatr Psychol 2022; 10:153-162. [PMID: 36687264 PMCID: PMC9828212 DOI: 10.2478/sjcapp-2022-0016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023] Open
Abstract
Background Resilience is an important protective factor for psychological wellbeing. According to the previous literature, physical activity level and digital game playing are likely to impact anxiety level. Objective The present study aimed to identify the role of resilience, doing physical activity, and playing digital games on gifted children's anxiety levels during the Pandemic period in 2021 in Turkey. Method The sample consisted of 199 gifted students. Anxiety was measured using the Spielberger's State Anxiety Inventory. Resilience was measured using The Brief Resilience Scale. The physical activity and online/digital game-playing were measured using two open-ended questions. Results Results provided evidence that resilience had a strong negative association with anxiety among gifted students during the Pandemic period (β = -.59, p<.001). Doing physical activity was associated with anxiety among gifted boys (β = -.16, p<.001) but not girls. Finally, digital game playing was associated with anxiety among neither girls nor boys. Conclusions These results reflected the importance of resilience for anxiety.
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Smartphone Usage before and during COVID-19: A Comparative Study Based on Objective Recording of Usage Data. INFORMATICS 2022. [DOI: 10.3390/informatics9040098] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/12/2022] Open
Abstract
Most studies that claimed changes in smartphone usage during COVID-19 were based on self-reported usage data, e.g., that collected through a questionnaire. These studies were also limited to reporting the overall smartphone usage, with no detailed investigation of distinct types of apps. The current study investigated smartphone usage before and during COVID-19. Our study used a dataset from a smartphone app that objectively logged users’ activities, including apps accessed and each app session start and end time. These were collected during two periods: pre-COVID-19 (161 individuals with 77 females) and during COVID-19 (251 individuals with 159 females). We report on the top 15 apps used in both periods. The Mann–Whitney U test was used for the inferential analysis. The results revealed that the time spent on smartphones has increased since COVID-19. During both periods, emerging adults were found to spend more time on smartphones compared to adults. The time spent on social media apps has also increased since COVID-19. Females were found to spend more time on social media than males. Females were also found to be more likely to launch social media apps than males. There has also been an increase in the number of people who use gaming apps since the pandemic. The use of objectively collected data is a methodological strength of our study. Additionally, we draw parallels with the usage of smartphones in contexts similar to the COVID-19 period, especially concerning the limitations on social gatherings, including working from home for extended periods. Our dataset is made available to other researchers for benchmarking and future comparisons.
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Balaganesh S, Balasubramaniam A, Indiran MA, Rathinavelu PK, Kumar MPS. Determination of salivary cortisol and salivary pH level in gaming teenagers - A cross-sectional study. J Oral Biol Craniofac Res 2022; 12:838-842. [PMID: 36186268 DOI: 10.1016/j.jobcr.2022.09.005] [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: 04/26/2021] [Revised: 01/10/2022] [Accepted: 09/06/2022] [Indexed: 10/31/2022] Open
Abstract
Introduction Internet gaming disorder and cybervictimization has a disproportionate increase during the COVID 19 pandemic. Teenagers and adolescents have high risk for addiction to online gaming. Online gaming increases the stress level of the users affecting the general and the oral health. The study aims to determine the salivary cortisol and salivary pH among the gaming teenagers. Materials and methods The cross-sectional study recruited 45 gaming teenagers with the mean age of 15.5 years. The participants were stratified according to the type of online gaming played as mind, aggressive and betting gaming. Their salivary pH and salivary cortisol were assessed. The collected data was analyzed using SPSS version 23. Results The mean salivary pH was found to be less among females playing aggressive games (7.11 ± 0.30) and males playing mind games (7.24 ± 0.16). Salivary cortisol level was found to be statistically high in males (6.66 ± 1.33) and females (7.82 ± 0.66) playing aggressive games. The sub-group analysis of salivary pH and cortisol for gender showed a significant difference in the mean salivary cortisol level (p < 0.05) with no difference in the salivary pH (p > 0.05). Based on the number of hours spent in online gaming, there was a significant increase in the mean salivary cortisol level among the participants playing >3 h (p < 0.05). Conclusion Salivary cortisol is high among individuals playing aggressive games compared to mind and betting games. Also, salivary cortisol is high in females compared to males with no change in salivary pH.
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Affiliation(s)
- Sarika Balaganesh
- Department of Public Health Dentistry, Saveetha Dental College, Saveetha Institute of Medical and Technical Sciences, Saveetha University, No.162, Poonamallee High Road, Chennai, 600077, Tamil Nadu, India
| | - Arthi Balasubramaniam
- Department of Public Health Dentistry, Saveetha Dental College, Saveetha Institute of Medical and Technical Sciences, Saveetha University, No.162, Poonamallee High Road, Chennai, 600077, Tamil Nadu, India
| | - Meignana Arumugham Indiran
- Department of Public Health Dentistry, Saveetha Dental College, Saveetha Institute of Medical and Technical Sciences, Saveetha University, No.162, Poonamallee High Road, Chennai, 600077, Tamil Nadu, India
| | - Pradeep Kumar Rathinavelu
- Department of Public Health Dentistry, Saveetha Dental College, Saveetha Institute of Medical and Technical Sciences, Saveetha University, No.162, Poonamallee High Road, Chennai, 600077, Tamil Nadu, India
| | - M P Santhosh Kumar
- Department of Oral and Maxillofacial Surgery, Saveetha Dental College, Saveetha Institute of Medical and Technical Sciences, Saveetha University, No.162, Poonamallee High Road, Chennai, 600077, Tamil Nadu, India
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Yu L, Du M. Social networking use, mental health, and quality of life of Hong Kong adolescents during the COVID-19 pandemic. Front Public Health 2022; 10:1040169. [PMID: 36388293 PMCID: PMC9659958 DOI: 10.3389/fpubh.2022.1040169] [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: 09/09/2022] [Accepted: 10/10/2022] [Indexed: 01/29/2023] Open
Abstract
Background During the COVID-19 pandemic, adolescents' use of social networking sites/apps has surged, and their mental health and quality of life have also been significantly affected by the pandemic and its associated social-protection measures. The present study first examined the prevalence of social networking sites/apps use and social networking addiction, the mental health status, and the health-related quality of life among Hong Kong adolescent students. We further investigated the associations of the youths' daily use of social networking sites/apps and their social networking addiction with their mental health and quality of life during the pandemic. Methods A total of 1,147 students (age = 15.20 ± 0.53 years) recruited from 12 randomly selected local secondary schools in Hong Kong participated in a questionnaire survey in classroom settings between January and June, 2020, right after the COVID-19 outbreak. The questionnaire includes demographic characteristics and scales that measure social networking sites/apps use and social networking addiction, mental health, and quality of life. Results Approximately 46.4% of the participants reported using social networking sites/apps often or very often, and 7.8% met the criteria for social networking addiction using Bergen's Social Media Addiction Scale. The prevalence of mild to extremely severe depression, anxiety, and stress among the adolescents stood at 39.6, 37.5, 48.8%, respectively, and the participants' physical, social, and school functioning were lower than the norms of healthy adolescents before the pandemic. Participants who used social networking sites/apps but for <3 h per day (excluding students who never used social networking sites/apps) showed significantly fewer problems of depression, anxiety, and stress than did those who spent more than 3 h per day on social networking sites/apps. Social networking addiction was found to be consistently associated with poor mental health and health-related quality of life. Conclusion This study provides important evidence supporting the potential protective effect of guiding adolescents to use social networking sites/apps appropriately in order to mitigate their negative emotions during contexts such as that of the pandemic; it further points to the need to provide extra support to promote the well-being of young people, especially those in disadvantaged situations (e.g., non-intact family) during and after the pandemic.
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Li T, Guo Y. Optimal Control Strategy of an Online Game Addiction Model with Incomplete Recovery. JOURNAL OF OPTIMIZATION THEORY AND APPLICATIONS 2022; 195:780-807. [PMID: 36313531 PMCID: PMC9595588 DOI: 10.1007/s10957-022-02123-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/02/2021] [Accepted: 10/08/2022] [Indexed: 06/16/2023]
Abstract
Since the global COVID-19 pandemic in 2020, some people who have dropped out of online game have become re-addicted to it due to the order of stay-at-home, making the phenomenon of online game addiction even worse. Controlling the prevalence of online game addiction is of great significance to protect people's healthy life. For this purpose, a mathematical model of online game addiction with incomplete recovery and relapse is established. First, we analyze the basic properties of the model and obtain the expression of the basic reproduction number and all equilibria. By constructing suitable Lyapunov functions, the global asymptotical stability of the equilibria are proved. Then in the numerical simulation, we use the least squares estimation method to fit the real data of e-sports users in China from 2010 to 2020, and obtain the estimated value of all parameters. The approximation value of the basic reproduction number is obtained as R 0 ≈ 5.05 . The result reflects that the spread of game addiction in China is very serious. The stability of the equilibria are proved by using the estimated parameter values. Finally, the simulation results between with control and without control during 2020 to 2050 are compared, and the optimal control strategy is found by comparing the total infectious people. The results of optimal control suggest that if we increase our continuous attention to incompletely recovered people, we can prevent more people from becoming addicted to games. The findings in this paper reveal new mechanisms of game addiction transmission and demonstrate a more detailed and reliable control strategy.
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Affiliation(s)
- Tingting Li
- Guilin University of Technology, Guilin, 541004 Guangxi People’s Republic of China
| | - Youming Guo
- Guilin University of Technology, Guilin, 541004 Guangxi People’s Republic of China
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Håkansson A, Moesch K, Kenttä G. COVID-19-related impact on mental health and career uncertainty in student-athletes—Data from a cohort of 7,025 athletes in an elite sport high school system in Sweden. Front Sports Act Living 2022; 4:943402. [PMID: 36203654 PMCID: PMC9530189 DOI: 10.3389/fspor.2022.943402] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/13/2022] [Accepted: 08/23/2022] [Indexed: 11/13/2022] Open
Abstract
ObjectivesMental health consequences and behavior change has been described in elite athletes following the vast impact of the COVID-19 pandemic on the world of sports. However, most study samples have been of limited size, and few studies have assessed student-athletes. This study aimed to analyze perceived mental health impact, measured as clinical degree of depression and anxiety, worry about one's sport and about one's career, and behavioral change with respect to video gaming behavior, in high-school athletes in Sweden.MethodsData on anxiety and depression as well as on perceived behavioral changes during COVID-19 were collected from students at sports high schools in Sweden (N = 7,025) in February 2021, during the ongoing COVID-19 pandemic.ResultsSixteen and 14% met criteria of moderate/severe depression and anxiety, respectively. Many respondents reported feeling mentally worse during the pandemic (66%), and were worried about the future of their sport (45%) or about their own future in sports (45%). Increased gaming behavior during COVID-19 was reported by 29%. All mental health variables were significantly more common in women, except increased gaming (more common in men). Being worried about one's career was less common in winter sports, more common in team sports and more common in older student-athletes, and associated with both depression and anxiety in regression analyses.DiscussionSelf-reported mental health impact of COVID-19 is substantial in student-athletes, and even more so in women and in team sports. The lower impact in winter athletes suggests a moderating effect of the seasons in which the COVID-19 outbreak occurred.
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Affiliation(s)
- Anders Håkansson
- Department of Clinical Sciences Lund, Psychiatry, Faculty of Medicine, Lund University, Lund, Sweden
- Region Skåne, Clinical Sports and Mental Health Unit, Malmö, Sweden
- *Correspondence: Anders Håkansson
| | - Karin Moesch
- Region Skåne, Clinical Sports and Mental Health Unit, Malmö, Sweden
- Swedish Sports Confederation, Stockholm, Sweden
- Department of Sports Sciences, Malmö University, Malmö, Sweden
| | - Göran Kenttä
- Swedish Sports Confederation, Stockholm, Sweden
- The Swedish School of Sport and Health Sciences, Stockholm, Sweden
- School of Human Kinetics, University of Ottawa, Ottawa, ON, Canada
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Carragher N, Long J, Radu I, King DL, Billieux J, Rumpf HJ, Assanangkornchai S, Saunders JB, Higuchi S. Monitoring the impact of the COVID-19 pandemic on problematic gambling and gaming: an international key informant survey. INTERNATIONAL GAMBLING STUDIES 2022. [DOI: 10.1080/14459795.2022.2114526] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/14/2022]
Affiliation(s)
- Natacha Carragher
- National Drug and Alcohol Research Centre, University of New South Wales, Sydney, New South Wales, Australia
| | - Jiang Long
- Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Ilinca Radu
- Global Health Section, Department of Public Health, Faculty of Health and Medical Sciences, University of Copenhagen, Copenhagen, Denmark
| | - Daniel L. King
- College of Education, Psychology and Social Work, Flinders University, Adelaide, South Australia, Australia
| | - Joël Billieux
- Institute of Psychology, University of Lausanne (UNIL), Lausanne, Switzerland
- Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Sawitri Assanangkornchai
- Department of Epidemiology, Faculty of Medicine, Prince of Songkla University, Songkhla, Thailand
| | - John B. Saunders
- National Centre for Youth Substance Use Research, The University of Queensland, Brisbane, Queensland, Australia
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Japan
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Burkauskas J, Fineberg NA, Ioannidis K, Chamberlain SR, Bowden-Jones H, Griskova-Bulanova I, Pranckeviciene A, Dores AR, Carvalho IP, Barbosa F, Simonato P, De Luca I, Mooney R, Gómez-Martínez MÁ, Demetrovics Z, Ábel KE, Szabo A, Fujiwara H, Shibata M, Melero-Ventola AR, Arroyo-Anlló EM, Santos-Labrador RM, Kobayashi K, Di Carlo F, Monteiro C, Martinotti G, Corazza O. Online Behaviours during the COVID-19 Pandemic and Their Associations with Psychological Factors: An International Exploratory Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19148823. [PMID: 35886679 PMCID: PMC9323465 DOI: 10.3390/ijerph19148823] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 05/28/2022] [Revised: 07/05/2022] [Accepted: 07/15/2022] [Indexed: 12/24/2022]
Abstract
This cross-sectional study aimed to explore specific online behaviours and their association with a range of underlying psychological and other behavioural factors during the COVID-19 pandemic. Eight countries (Italy, Spain, the United Kingdom, Lithuania, Portugal, Japan, Hungary, and Brazil) participated in an international investigation involving 2223 participants (M = 33 years old; SD = 11), 70% of whom were females. Participants were surveyed for specific type of Internet use severity, appearance anxiety, self-compassion, and image and use of performance-enhancing drugs (IPEDs). Results were compared cross-culturally. The mean time spent online was 5 h (SD = ±3) of daily browsing during the pandemic. The most commonly performed activities included social networking, streaming, and general surfing. A strong association between these online behaviours and appearance anxiety, self-compassion, and IPEDs use was found after adjustment for possible confounders, with higher scores being associated with specific online activities. Significant cross-cultural differences also emerged in terms of the amount of time spent online during the initial stages of the COVID-19 pandemic.
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Affiliation(s)
- Julius Burkauskas
- Laboratory of Behavioral Medicine, Neuroscience Institute, Lithuanian University of Health Sciences, 00135 Palanga, Lithuania;
- Correspondence: ; Tel.: +370-612-04885
| | - Naomi A. Fineberg
- Department of Clinical, Pharmaceutical and Biological Sciences, School of Life and Medical Sciences, University of Hertfordshire, Hatfield AL10 9EU, UK; (N.A.F.); (P.S.); (I.D.L.); (G.M.); (O.C.)
| | - Konstantinos Ioannidis
- Department of Psychiatry, University of Cambridge, Cambridge CB2 1TN, UK; (K.I.); (H.B.-J.)
- Department of Psychiatry, Faculty of Medicine, University of Southampton, Southampton SO17 1BJ, UK
- Southern Health NHS Foundation Trust, Southampton SO40 2RZ, UK
| | - Samuel R. Chamberlain
- Department of Psychiatry, Faculty of Medicine, University of Southampton, Southampton SO17 1BJ, UK
- Southern Health NHS Foundation Trust, Southampton SO40 2RZ, UK
| | - Henrietta Bowden-Jones
- Department of Psychiatry, University of Cambridge, Cambridge CB2 1TN, UK; (K.I.); (H.B.-J.)
| | - Inga Griskova-Bulanova
- Department of Neurobiology and Biophysics, Institute of Biosciences, Vilnius University, 03225 Vilnius, Lithuania;
| | - Aiste Pranckeviciene
- Laboratory of Behavioral Medicine, Neuroscience Institute, Lithuanian University of Health Sciences, 00135 Palanga, Lithuania;
| | - Artemisa R. Dores
- School of Health, Polytechnic of Porto, 4200-072 Porto, Portugal;
- Laboratory of Neuropsychophysiology, Faculty of Psychology and Education Sciences, University of Porto, 4200-135 Porto, Portugal;
| | - Irene P. Carvalho
- Clinical Neurosciences and Mental Health Department, Faculty of Medicine, University of Porto, 4200-450 Porto, Portugal;
- CINTESIS@RISE, Faculty of Medicine, University of Porto, 4200-450 Porto, Portugal
| | - Fernando Barbosa
- Laboratory of Neuropsychophysiology, Faculty of Psychology and Education Sciences, University of Porto, 4200-135 Porto, Portugal;
| | - Pierluigi Simonato
- Department of Clinical, Pharmaceutical and Biological Sciences, School of Life and Medical Sciences, University of Hertfordshire, Hatfield AL10 9EU, UK; (N.A.F.); (P.S.); (I.D.L.); (G.M.); (O.C.)
| | - Ilaria De Luca
- Department of Clinical, Pharmaceutical and Biological Sciences, School of Life and Medical Sciences, University of Hertfordshire, Hatfield AL10 9EU, UK; (N.A.F.); (P.S.); (I.D.L.); (G.M.); (O.C.)
| | - Rosin Mooney
- Medical Sciences Division, Department of Psychiatry, University of Oxford, Oxford OX1 3TG, UK;
| | | | - Zsolt Demetrovics
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar GX11 1AA, Gibraltar;
- Institute of Psychology, ELTE Eötvös Loránd University, 1117 Budapest, Hungary; (K.E.Á.); (A.S.)
| | - Krisztina Edina Ábel
- Institute of Psychology, ELTE Eötvös Loránd University, 1117 Budapest, Hungary; (K.E.Á.); (A.S.)
| | - Attila Szabo
- Institute of Psychology, ELTE Eötvös Loránd University, 1117 Budapest, Hungary; (K.E.Á.); (A.S.)
- Institute of Health Promotion and Sport Sciences, ELTE Eötvös Loránd University, 1117 Budapest, Hungary
| | - Hironobu Fujiwara
- Department of Neuropsychiatry, Graduate School of Medicine, University of Kyoto, Kyoto 606-8501, Japan; (H.F.); (M.S.); (K.K.)
- Artificial Intelligence Ethics and Society Team, RIKEN Center for Advanced Intelligence Project, Saitama 103-0027, Japan
- General Research Division, Research Center on Ethical, Legal and Social Issues, Osaka University, Suita, Osaka 565-0871, Japan
| | - Mami Shibata
- Department of Neuropsychiatry, Graduate School of Medicine, University of Kyoto, Kyoto 606-8501, Japan; (H.F.); (M.S.); (K.K.)
| | - Alejandra R. Melero-Ventola
- Department of Psychology, Pontifical University of Salamanca, 37002 Salamanca, Spain; (M.Á.G.-M.); (A.R.M.-V.)
| | - Eva M. Arroyo-Anlló
- Department of Psychobiology, Neuroscience Institute of Castilla-León, University of Salamanca, 37002 Salamanca, Spain;
| | - Ricardo M. Santos-Labrador
- Department of Physical Education, University Teacher’s College ‘Fray Luis de León’, 47010 Valladolid, Spain;
| | - Kei Kobayashi
- Department of Neuropsychiatry, Graduate School of Medicine, University of Kyoto, Kyoto 606-8501, Japan; (H.F.); (M.S.); (K.K.)
| | - Francesco Di Carlo
- Department of Neuroscience, Imaging and Clinical Science “G. d’Annunzio” University of Chieti-Pescara, 66100 Chieti, Italy;
| | - Cristina Monteiro
- Department of Psychometrics, Institute of Psychology, Federal University of Rio de Janeiro, Rio de Janeiro 21941-901, Brazil;
| | - Giovanni Martinotti
- Department of Clinical, Pharmaceutical and Biological Sciences, School of Life and Medical Sciences, University of Hertfordshire, Hatfield AL10 9EU, UK; (N.A.F.); (P.S.); (I.D.L.); (G.M.); (O.C.)
- Department of Neuroscience, Imaging and Clinical Science “G. d’Annunzio” University of Chieti-Pescara, 66100 Chieti, Italy;
| | - Ornella Corazza
- Department of Clinical, Pharmaceutical and Biological Sciences, School of Life and Medical Sciences, University of Hertfordshire, Hatfield AL10 9EU, UK; (N.A.F.); (P.S.); (I.D.L.); (G.M.); (O.C.)
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12
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Saritepeci M, Yildiz Durak H, Atman Uslu N. A Latent Profile Analysis for the Study of Multiple Screen Addiction, Mobile Social Gaming Addiction, General Mattering, and Family Sense of Belonging in University Students. Int J Ment Health Addict 2022; 21:1-22. [PMID: 35469186 PMCID: PMC9020549 DOI: 10.1007/s11469-022-00816-y] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 03/30/2022] [Indexed: 11/03/2022] Open
Abstract
During the COVID-19 period, individuals who physically isolated themselves from the social environment increased their screen time compared to before, and the time spent in the family environment increased. Increasing screen time is considered a factor that increases addiction. In this context, the purpose of this study was to examine the profiles of university students according to multiple screen addiction, mobile social online gaming addiction, and general mattering. The participants of this study are 588 university students. Personal information form and four different scales were used in the study. The latent profile analysis was used to analyze the data. As a result of the research, four different sets of participants were formed. The variables excessive behavior, compulsive behavior, and loss of control increase the likelihood that students will be clustered in the average profile. It was observed that all variables except gender and age increased the probability of clustering in the medium multiple screen addiction low gamers profile. It was observed that excessive behavior, compulsive behavior, and loss of control variables increased the probability of clustering in the high multiple screen addiction high gamers profile. As a stronger predictor than other profiles, it was determined that the probability of students performing high multiple screen addiction high gameplay activities was approximately 3 times more than the students in profile 1.
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Affiliation(s)
- Mustafa Saritepeci
- Department of Instructional Technology, Faculty of Education, Necmettin Erbakan University, Konya, Turkey
| | - Hatice Yildiz Durak
- Department of Computer Technology and Information Systems, Faculty of Science, Bartin University, Bartın, Turkey
| | - Nilüfer Atman Uslu
- Department of Computer Education and Instructional Technology, Faculty of Education, Manisa Celal Bayar University, Manisa, Turkey
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13
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Mamun MA, Ullah I, Usman N, Griffiths MD. PUBG-related suicides during the COVID-19 pandemic: Three cases from Pakistan. Perspect Psychiatr Care 2022; 58:877-879. [PMID: 33236770 PMCID: PMC7753770 DOI: 10.1111/ppc.12640] [Citation(s) in RCA: 16] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/27/2020] [Accepted: 10/01/2020] [Indexed: 12/14/2022] Open
Abstract
INTRODUCTION The present case report presents the most extreme negative aspects of gaming, namely PUBG-related suicide during the coronavirus disease-2019 pandemic in Pakistan. CASE PRESENTATION Three suicide cases of extreme gamers occurred within a few days of each other in Lahore, Pakistan. All three were young males aged 16-20 years and their suicides appear to be related to PUBG addiction. It is likely that all three individuals experienced other predisposing factors relating to psychological instability. PRACTICAL IMPLICATIONS For vulnerable groups such as adolescents and emerging adults who have psychological predispositions and/or other comorbidities, engrossing videogames which take up many hours a day such as PUBG may pose a risk which in the most extreme cases may be fatal.
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Affiliation(s)
- Mohammed A Mamun
- Centre for Health Innovation, Networking, Training, Action and Research-Bangladesh, Dhaka, Bangladesh.,Department of Public Health and Informatics, Jahangirnagar University, Dhaka, Bangladesh
| | - Irfan Ullah
- Centre for Health Innovation, Networking, Training, Action and Research-Bangladesh, Dhaka, Bangladesh.,Kabir Medical College, Gandhara University, Peshawar, Pakistan
| | - Norina Usman
- Centre for Health Innovation, Networking, Training, Action and Research-Bangladesh, Dhaka, Bangladesh.,Department of Genetics, VA Hospital Stanford University, Palo Alto, California, USA
| | - Mark D Griffiths
- Department of Psychology, Nottingham Trent University, Nottingham, UK
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14
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Moneva A, Leukfeldt ER, Klijnsoon W. Alerting consciences to reduce cybercrime: a quasi-experimental design using warning banners. JOURNAL OF EXPERIMENTAL CRIMINOLOGY 2022; 19:1-28. [PMID: 35345648 PMCID: PMC8943110 DOI: 10.1007/s11292-022-09504-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Accepted: 03/02/2022] [Indexed: 06/14/2023]
Abstract
Objective Aiming to reduce distributed denial-of-service (DDoS) attacks by alerting the consciences of Internet users, this paper evaluates the effectiveness of four warning banners displayed as online ads (deterrent-control, social, informative, and reorienting) and the contents of their two linked landing pages. Methods We implement a 4 × 2 quasi-experimental design on a self-selected sample of Internet users to measure the engagement generated by the ads and the pages. Engagement is measured on the ads as the ratio of clicks to impressions and on the pages as percentage of page scrolled, average session duration, video interaction rate, and URLs click rate. Results Social ads generate significantly more engagement than the rest with low to medium effect sizes. Data reveal no differences in engagement between both landing page designs. Conclusions Social messages may be a better alternative for engaging with potential cyber offenders than the traditional deterrent messages. Supplementary Information The online version contains supplementary material available at 10.1007/s11292-022-09504-2.
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Affiliation(s)
- Asier Moneva
- Netherlands Institute for the Study of Crime and Law Enforcement (NSCR), De Boelelaan 1077, 1081 HV Amsterdam, The Netherlands
- Center of Expertise Cyber Security, The Hague University of Applied Sciences (THUAS), The Hague, The Netherlands
| | - E. Rutger Leukfeldt
- Netherlands Institute for the Study of Crime and Law Enforcement (NSCR), De Boelelaan 1077, 1081 HV Amsterdam, The Netherlands
- Center of Expertise Cyber Security, The Hague University of Applied Sciences (THUAS), The Hague, The Netherlands
| | - Wouter Klijnsoon
- Team High Tech Crime (THTC), Dutch National Police, Driebergen, The Netherlands
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15
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Ali AM, Al-Amer R, Atout M, Ali TS, Mansour AMH, Khatatbeh H, Alkhamees AA, Hendawy AO. The Nine-Item Internet Gaming Disorder Scale (IGDS9-SF): Its Psychometric Properties among Sri Lankan Students and Measurement Invariance across Sri Lanka, Turkey, Australia, and the USA. Healthcare (Basel) 2022; 10:healthcare10030490. [PMID: 35326968 PMCID: PMC8953588 DOI: 10.3390/healthcare10030490] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/09/2022] [Revised: 03/04/2022] [Accepted: 03/05/2022] [Indexed: 12/24/2022] Open
Abstract
The prevalence of internet gaming disorders (IGD) is considerably high among youth, especially with the social isolation imposed by the ongoing COVID-19 pandemic. IGD adversely affects mental health, quality of life, and academic performance. The Internet Gaming Disorder Scale (IGDS9-SF) is designed to detect IGD according to DSM-IV diagnostic criteria. However, inconsistent results are reported on its capacity to diagnose IGD evenly across different cultures. To ensure the suitability of the IGDS9-SF as a global measure of IGD, this study examined the psychometric properties of the IGDS9-SF in a sample of Sri Lankan university students (N = 322, mean age = 17.2 ± 0.6, range = 16–18 years, 56.5% males) and evaluated its measurement invariance across samples from Sri Lanka, Turkey, Australia, and the USA. Among Sri Lankan students, a unidimensional structure expressed good fit, invariance across different groups (e.g., gender, ethnicity, and income), adequate criterion validity (strong correlation with motives of internet gaming, daily gaming duration, and sleep quality), and good reliability (alpha = 0.81). Males and online multiplayers expressed higher IGD levels, greater time spent gaming, and more endorsement of gaming motives (e.g., Social and Coping) than females and offline players. Across countries, the IGDS9-SF was invariant at the configural, metric, and scalar levels, although strict invariance was not maintained. The lowest and highest IGD levels were reported among Turkish and American respondents, respectively. In conclusion, the IGDS9-SF can be reliably used to measure IGD among Sri Lankan youth. Because the scale holds scalar invariance across countries, its scores can be used to compare IGD levels in the studied countries.
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Affiliation(s)
- Amira Mohammed Ali
- Department of Psychiatric Nursing and Mental Health, Faculty of Nursing, Alexandria University, Smouha, Alexandria 21527, Egypt;
| | - Rasmieh Al-Amer
- Faculty of Nursing, Isra University, Amman 11953, Jordan;
- School of Nursing and Midwifery, Western Sydney University, Penrith, NSW 2751, Australia
| | - Maha Atout
- School of Nursing, Philadelphia University, Amman 19392, Jordan;
| | - Tazeen Saeed Ali
- School of Nursing and Midwifery, Aga Khan University, Karachi 3500, Pakistan;
| | - Ayman M. Hamdan Mansour
- Department of Psychiatric and Mental Health Nursing, School of Nursing, The University of Jordan, Amman 11942, Jordan;
| | - Haitham Khatatbeh
- Faculty of Health Sciences, Doctoral School of Health Sciences, University of Pécs, 7621 Pécs, Hungary;
| | - Abdulmajeed A. Alkhamees
- Department of Medicine, Unayzah College of Medicine and Medical Sciences, Qassim University, Unayzah, Al Qassim 52571, Saudi Arabia
- Correspondence: ; Tel.: +966-06-3800916
| | - Amin Omar Hendawy
- Department of Biological Production, Tokyo University of Agriculture and Technology, Tokyo 183-8509, Japan;
- Department of Animal and Poultry Production, Faculty of Agriculture, Damanhour University, Damanhour 22516, Egypt
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16
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Modgil S, Dwivedi YK, Rana NP, Gupta S, Kamble S. Has Covid-19 accelerated opportunities for digital entrepreneurship? An Indian perspective. TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE 2022; 175:121415. [PMID: 36536802 PMCID: PMC9754074 DOI: 10.1016/j.techfore.2021.121415] [Citation(s) in RCA: 12] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/04/2021] [Revised: 11/27/2021] [Accepted: 11/30/2021] [Indexed: 05/17/2023]
Abstract
Covid-19 has challenged many businesses to orient themselves towards digital solutions for their survival. Due to the rising digital wave during Covid-19, there has been a plethora of opportunities for aspiring entrepreneurs to enter the market. Hence, this study focuses on understanding emerging areas and technologies for digital entrepreneurship. This study adopted a qualitative approach with semi-structured interviews through the lens of the diffusion of innovations theory. A total of 23 entrepreneurs responded and presented their views on Covid-19-induced opportunities for digital entrepreneurship. A structured process of open, axial, and selective coding was adopted for the thematic analysis. The study presents a framework based on four promising propositions. Results of the thematic analysis indicate the emergence of digital entrepreneurship opportunities in technology (EdTech, FinTech, cybersecurity), healthcare (diagnostics, virtual care, fitness), entertainment (over the top, gaming, social media), and e-commerce (contactless delivery, payment methods, augmented reality). In this study, entrepreneurs presented their views based on their experience with the platform or technology they operated. To this end, the present study offers implications both for scholars and entrepreneurs working in and aspiring to digital entrepreneurship along with future scope of research.
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Affiliation(s)
- Sachin Modgil
- Department of Operations Management, International Management Institute Kolkata, 2/4 C, Judges Court Road, Alipore, Kolkata 700027, West Bengal, India
| | - Yogesh K Dwivedi
- School of Management, Swansea University, Bay Campus, Swansea SA1 8EN, United Kingdom
| | - Nripendra P Rana
- College of Business and Economics, Qatar University, P.O. Box 2713 Doha, Qatar
| | - Shivam Gupta
- Department of Information Systems, Supply Chain Management & Decision Support, NEOMA Business School, 59 Rue Pierre Taittinger, 51100 Reims, France
| | - Sachin Kamble
- EDHEC Business School, 24 Avenue Gustave Delory, 59057 Roubaix, France
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17
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Gjoneska B, Potenza MN, Jones J, Corazza O, Hall N, Sales CMD, Grünblatt E, Martinotti G, Burkauskas J, Werling AM, Walitza S, Zohar J, Menchón JM, Király O, Chamberlain SR, Fineberg NA, Demetrovics Z. Problematic use of the internet during the COVID-19 pandemic: Good practices and mental health recommendations. Compr Psychiatry 2022; 112:152279. [PMID: 34700188 PMCID: PMC8529894 DOI: 10.1016/j.comppsych.2021.152279] [Citation(s) in RCA: 42] [Impact Index Per Article: 21.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/22/2021] [Revised: 09/24/2021] [Accepted: 09/28/2021] [Indexed: 01/19/2023] Open
Abstract
With the onset of the COVID-19 pandemic and the accelerated spread of the SARS-CoV-2 virus came jurisdictional limitations on mobility of citizens and distinct alterations in their daily routines. Confined to their homes, many people increased their overall internet use, with problematic use of the internet (PUI) becoming a potential reason for increased mental health concerns. Our narrative review summarizes information on the extent of PUI during the pandemic, by focusing on three types: online gaming, gambling and pornography viewing. We conclude by providing guidance for mental health professionals and those affected by PUI (with an outline of immediate research priorities and best therapeutic approaches), as well as for the general public (with an overview of safe and preventative practices).
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Affiliation(s)
| | - Marc N Potenza
- Department of Psychiatry and Child Study Centre, Yale University School of Medicine, New Haven, CT, USA; Department of Neuroscience, Yale University, New Haven, CT, USA; Connecticut Mental Health Centre, New Haven, CT, USA; Connecticut Council on Problem Gambling, Wethersfield, CT, USA.
| | - Julia Jones
- Centre for Research in Public Health and Community Care, University of Hertfordshire, UK.
| | - Ornella Corazza
- Department of Clinical and Pharmaceutical Sciences, University of Hertfordshire, UK; Department of Medico-Surgical Sciences and Biotechnologies, Sapienza University of Rome, Italy.
| | - Natalie Hall
- Centre for Health Services and Clinical Research, University of Hertfordshire, Hatfield, UK.
| | - Célia M D Sales
- Centre for Psychology, University of Porto, Portugal; Faculty of Psychology and Education Sciences, University of Porto, Portugal.
| | - Edna Grünblatt
- Department of Child and Adolescent Psychiatry and Psychotherapy, Psychiatric University Hospital Zurich, University of Zurich, Zurich, Switzerland; Neuroscience Center Zurich, University of Zurich and the ETH Zurich, Zurich, Switzerland; Zurich Center for Integrative Human Physiology, University of Zurich, Zurich, Switzerland.
| | - Giovanni Martinotti
- Department of Clinical and Pharmaceutical Sciences, University of Hertfordshire, UK; Department of Neuroscience, Imaging, Clinical Sciences, University "Gabriele d'Annunzio", Chieti-Pescara, Italy.
| | - Julius Burkauskas
- Laboratory of Behavioral Medicine, Neuroscience Institute, Lithuanian University of Health Sciences, Palanga, Lithuania.
| | - Anna Maria Werling
- Department of Child and Adolescent Psychiatry and Psychotherapy, Psychiatric University Hospital Zurich, University of Zurich, Zurich, Switzerland.
| | - Susanne Walitza
- Department of Child and Adolescent Psychiatry and Psychotherapy, Psychiatric University Hospital Zurich, University of Zurich, Zurich, Switzerland; Neuroscience Center Zurich, University of Zurich and the ETH Zurich, Zurich, Switzerland; Zurich Center for Integrative Human Physiology, University of Zurich, Zurich, Switzerland.
| | - Joseph Zohar
- Sackler Medical School, Tel Aviv University, Chaim Sheba Medical Center Tel Hashomer, Tel Aviv, Israel.
| | - José M Menchón
- Department of Psychiatry, Bellvitge University Hospital-IDIBELL, University of Barcelona, Cibersam, Barcelona, Spain.
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
| | - Samuel R Chamberlain
- Department of Psychiatry, Faculty of Medicine, University of Southampton, Southampton, UK; Southern Health NHS Foundation Trust, Southampton, UK.
| | - Naomi A Fineberg
- University of Hertfordshire, Hatfield, UK; Hertfordshire Partnership University NHS Foundation Trust, Welwyn Garden City, Hertfordshire, UK; University of Cambridge School of Clinical Medicine, Cambridge, UK
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar.
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18
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Lakhdir MPA, Hameed AN, Hasnani FB, Angez M, Nawaz MT, Khan MMH, Peerwani G, Nathwani AA, Azam SI. Demographic and Psychosocial Factors associated with Internet Addiction among the Pakistani Population during COVID-19: A Web-Based Survey. INQUIRY: THE JOURNAL OF HEALTH CARE ORGANIZATION, PROVISION, AND FINANCING 2022; 59:469580221138671. [DOI: 10.1177/00469580221138671] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/02/2022]
Abstract
This study aims to determine the burden of COVID19-induced internet addiction and related psychosocial factors among the Pakistani sample. A web-based cross-sectional survey was conducted from January to March 2021. An analytical cross-sectional survey was broadcast on the internet via a Google form completed by 1145 Pakistanis. Individuals aged 13 years and above with competency to comprehend English or Urdu language, currently residing in any province of Pakistan, having access to the questionnaire, and willing to participate were eligible to participate. Overseas Pakistanis were excluded from the study. The outcome is COVID19-induced internet addiction was measured using the validated tool Young’s Internet Addiction Test (IAT). In addition, symptoms of depression, anxiety, stress, and other psychosocial factors were assessed using the validated tool Depression, Anxiety, and Stress Scale-21 (DASS-21). Adjusted odds ratios with a 95% confidence interval were reported using multinomial logistic regression. Most participants were females and youth (between 20 and 24 years). The prevalence of problematic internet users (PIU) and addictive internet users (AIU) was 27.3% and 11.3%, respectively. The odds of extremely severe anxiety among AIU were approximately three times (Adj OR: 2.6 (1.1-7.1), followed by the odds of having extremely severe stress being about five times higher among AIU (Adj OR: 5.4 (1.6-17.6)) as compared to normal internet users (NIU). Amid COVID-19, the burden of internet addiction has surged among the Pakistani populace. This study identified that gender, marital status, depression, stress, anxiety, work situation, and mood changes during the COVID-19 pandemic are significantly correlated with problematic and addictive internet use. Preventative measures against the addictive use of the internet are needed to avoid or mitigate any serious mental health problems.
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19
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Ahorsu DK, Pramukti I, Strong C, Wang HW, Griffiths MD, Lin CY, Ko NY. COVID-19-Related Variables and Its Association with Anxiety and Suicidal Ideation: Differences Between International and Local University Students in Taiwan. Psychol Res Behav Manag 2021; 14:1857-1866. [PMID: 34815723 PMCID: PMC8604642 DOI: 10.2147/prbm.s333226] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2021] [Accepted: 11/01/2021] [Indexed: 11/23/2022] Open
Abstract
Purpose The present study examined the differences between international and local university students in Taiwan regarding COVID-19-related variables, anxiety, and suicidal ideation. Participants and Methods An online cross-sectional survey (sent via an online link in an email) was carried out comprising university students (n=529). The students were assessed on measures (including validated psychometric instruments) of perceived susceptibility to COVID-19, perceived sufficiency of resources, sources of COVID-19 information, perceived satisfaction with support, anxiety and suicidal ideation. Results Local students had higher susceptibility to COVID-19 (p<0.001) but decreased sufficiency with resources (p<0.001) and anxiety (p<0.001) compared with international students. Staying with family members, satisfaction with support, and information seeking were the factors that predicted anxiety among international students (all p-values<0.05), while information seeking predicted local students’ anxiety (p<0.001). Furthermore, staying with family members, susceptibility to COVID-19, and sufficiency with resources were the factors that predicted suicidal ideation among international students (all p-values<0.05), while being a male and satisfaction with support predicted suicidal ideation among local students (all p-values<0.05). Conclusion International students displayed different COVID-19-related challenges compared with local students. More specifically, international students as compared with local students had lower susceptibility to COVID-19 and higher anxiety. Therefore, healthcare providers should pay more attention to international students’ psychological health and awareness regarding impacts of COVID-19 on health.
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Affiliation(s)
- Daniel Kwasi Ahorsu
- Department of Rehabilitation Sciences, Faculty of Health & Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Iqbal Pramukti
- Faculty of Nursing, Universitas Padjadjaran, West Java, Indonesia
| | - Carol Strong
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Hsiao-Wen Wang
- Department of Hydraulic and Ocean Engineering, National Cheng Kung University, Tainan, 701, Taiwan
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Chung-Ying Lin
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Nai-Ying Ko
- Department of Nursing, College of Medicine, National Cheng Kung University, Tainan, Taiwan
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20
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Claesdotter-Knutsson E, André F, Håkansson A. Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study. JMIR Serious Games 2021; 10:e33059. [PMID: 34817386 PMCID: PMC8793916 DOI: 10.2196/33059] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/23/2021] [Revised: 10/07/2021] [Accepted: 11/13/2021] [Indexed: 12/24/2022] Open
Abstract
Background Young people’s daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policy makers, and research communities about the effect on young people’s online behaviors. Objective This cross-sectional study aimed to study self-reported changes in gaming, focusing on a younger section of the population during the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming during the pandemic, including gaming patterns, gambling behavior, psychological distress, certain sociodemographic characteristics, health factors, and school situation. Methods This was an anonymous online survey study of web panel participants in Sweden (n=1501) to study changes in gaming behaviors during the COVID-19 pandemic. Self-reported increases in gaming were analyzed in logistic regression analyses against sociodemographic and health factors. Results Within the study population that reported changes in gaming activity, we found significant differences in age, employment status, disposable income, whether they ever played on loot boxes, time spent at home, school attendance, psychological distress, and gambling and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. When examining the 16–24-year-old age group who reported changes in gaming activity, we found significant differences within the group in disposable income, time at home, and school attendance. When examining the 25–39-year-old age group who reported changes in gaming activity, we found significant differences within the group in employment status, disposable income, time spent at home, whether the respondents were studying, school attendance level, psychological distress, and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. Psychological distress (all age groups analyzed together; 25–39-year-old age group), drinking less alcohol (all age groups analyzed together), spending more time at home (all age groups analyzed together), gaming problems, and exercising less (25–39-year-old age group) were positively correlated with a self-reported increase in gaming activity. Being employed (25–39-year-old age group) and being over 40 years of age (all age groups analyzed together) were negatively correlated with increased gaming. We found no significant correlations in the 16–24-year-old age group. Conclusions Those who reported increased gaming during the COVID-19 pandemic were more likely to be 16 years to 39 years old. In the age group of 25 years to 39 years old, the increase was associated with psychological distress, reporting less exercise, and being unemployed. COVID-19 may present as a risk factor of increased online gaming in a small but vulnerable group. More research and preferably longitudinal studies are needed in the field of gaming and effects of the COVID-19 pandemic.
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Affiliation(s)
| | - Frida André
- Department of Clinical Sciences Lund, Faculty of Medicine,, Lund University, Lund, SE
| | - Anders Håkansson
- Department of Clinical Sciences Lund, Faculty of Medicine,Malmö Addiction Centre, Gambling Disorder Unit,, Lund University, Lund, SE
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21
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The Relationship between Internet Addiction, Internet Gaming and Anxiety among Medical Students in a Malaysian Public University during COVID-19 Pandemic. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph182211870. [PMID: 34831627 PMCID: PMC8618673 DOI: 10.3390/ijerph182211870] [Citation(s) in RCA: 21] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 08/13/2021] [Revised: 10/15/2021] [Accepted: 11/03/2021] [Indexed: 02/06/2023]
Abstract
The internet has become an important medium for learning and communication during the COVID-19 pandemic, particularly for university students. Nevertheless, an increase in internet usage could predispose people to internet addiction (IA) and internet gaming (IG). Equally, there is concern that anxiety levels have increased during the pandemic. The aim of this study is to determine the prevalence of IA and IG, and their associations with anxiety among medical students during the pandemic. Data were collected during the second wave of the “Conditional Movement Control Order” (CMCO) in Malaysia between 12 November and 10 December 2020. A total of 237 students participated through proportionate stratified random sampling in this cross-sectional study. They completed a set of online questionnaires which consisted of a sociodemographic profile, the Malay version of the internet addiction test (MVIAT), the Malay version of the internet gaming disorder-short form (IGDS9-SF) and the Malay version of the depression, anxiety and stress scale (DASS-21). The prevalence of IA and internet gaming disorder (IGD) were 83.5% and 2.5%, respectively. A multiple logistic regression showed that those in pre-clinical years had a greater risk of anxiety than those in clinical years [(AOR) = 2.49, p-value 0.01, 95% CI = 1.22–5.07]. In contrast, those who scored high on IA were protected against anxiety [AOR = 0.100, p-value 0.03, 95% CI = 0.01–0.76)]. In conclusion, IA was highly prevalent during the COVID-19 pandemic and its high usage might serve as a protective factor against anxiety among the medical students in this study sample.
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22
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The Facebook Groups and Pages of Malagasy Migrants in France: Hubs of Peer-to-Peer and Spontaneous Solidarity. SOCIAL SCIENCES 2021. [DOI: 10.3390/socsci10110420] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
How do social platforms such as Facebook help migrant communities cope with the adversities faced during the migration journey? This is the question that drove this study, which explores the on- and offline experiences of Malagasy migrants in France during their migration journeys. We use complementary mixed methods, including an online survey (2021, n = 340) and participant observation of in-group and public interactions on 28 Facebook groups and pages of this community. We found that peer-to-peer solidarity as a collective response to the adversities faced during migration is present and very active within the Malagasy community in France. The exchanges among the members of this community concerning matters such as administrative issues and the transport of parcels between France and Madagascar are intense and continuous. Beyond this, solidarity chains are temporarily activated in response to specific needs, and particularly in collectively challenging times such as the COVID-19 pandemic. Our research also found that in their groups and pages, the Malagasy in France engage less frequently in other vital issues, such as finding work.
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23
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Pandya A, Lodha P. Social Connectedness, Excessive Screen Time During COVID-19 and Mental Health: A Review of Current Evidence. FRONTIERS IN HUMAN DYNAMICS 2021. [DOI: 10.3389/fhumd.2021.684137] [Citation(s) in RCA: 42] [Impact Index Per Article: 14.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
Abstract
With an advancement of digital technology, excessive screen time has become a grave concern. This has pushed researchers and practitioners to focus on digital well-being. Screen time during COVID-19 has further increased as a result of public health measures enforced by governments to curb the pandemic. With the global societies under lockdown, the only medium to stay socio- emotionally connected was the digital one. A lack of comprehensive empirical overviews on screen time in COVID-19 era in the present literature prompted us to conduct this review. The present review attempts to understand the virtual social connectedness, excessive use of digital technology, its consequences and suggest strategies to maintain healthy use of digital technology. Results reveal that screen time has increased drastically during COVID-19. Though there are mixed consequences of prolonged screen time use and blurred understanding between healthy and unhealthy social connectedness over digital media, the suggestions for negative implications on (physical and) mental health warrant a strict need for inculcating healthy digital habits, especially knowing that digital technology is here to stay and grow with time.
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Ong JL, Lau T, Karsikas M, Kinnunen H, Chee MWL. A longitudinal analysis of COVID-19 lockdown stringency on sleep and resting heart rate measures across 20 countries. Sci Rep 2021; 11:14413. [PMID: 34257380 PMCID: PMC8277902 DOI: 10.1038/s41598-021-93924-z] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/15/2021] [Accepted: 07/01/2021] [Indexed: 12/20/2022] Open
Abstract
Lockdowns imposed to stem the spread of COVID-19 massively disrupted the daily routines of many worldwide, but studies to date have been mostly confined to observations within a limited number of countries, based on subjective reports and surveys from specific time periods during the pandemic. We investigated associations between lockdown stringency and objective sleep and resting-heart rate measures in ~ 113,000 users of a consumer sleep tracker across 20 countries from Jan to Jul 2020, compared to an equivalent period in 2019. With stricter lockdown measures, midsleep times were universally delayed, particularly on weekdays, while midsleep variability and resting heart rate declined. These shifts (midsleep: + 0.09 to + 0.58 h; midsleep variability: − 0.12 to − 0.26 h; resting heart rate: − 0.35 to − 2.08 bpm) correlated with the severity of lockdown across different countries (all Ps < 0.001) and highlight the graded influence of stringency lockdowns on human physiology.
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Affiliation(s)
- Ju Lynn Ong
- Centre for Sleep and Cognition, Human Potential Program, Yong Loo Lin School of Medicine, National University of Singapore, 12 Science Drive 2, Singapore, 117549, Singapore
| | - TeYang Lau
- Centre for Sleep and Cognition, Human Potential Program, Yong Loo Lin School of Medicine, National University of Singapore, 12 Science Drive 2, Singapore, 117549, Singapore
| | - Mari Karsikas
- Oura Health, Oulu, Finland.,Centre for Life Course Health Research, University of Oulu, Oulu, Finland
| | | | - Michael W L Chee
- Centre for Sleep and Cognition, Human Potential Program, Yong Loo Lin School of Medicine, National University of Singapore, 12 Science Drive 2, Singapore, 117549, Singapore.
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Nasution S, Amin MM, Effendy E. Case Report: Coronavirus Disease-19 Pandemic Associated Gaming Disorder. Open Access Maced J Med Sci 2021. [DOI: 10.3889/oamjms.2021.6352] [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: Self-quarantine and social distancing are one of the numerous impacts of COVID-19 pandemic that leads individuals to spend much more time at home which in turn interestingly contributes to the increased number of gaming disorder cases. Gaming disorder is defined as a negative behavioural pattern that is characterized by excessive time spent on playing games and losing self-control in terms of playing games that causes neglect of other daily activities or interests.
Case Report: We are reporting a case of gaming disorder in a 25-year-old man, D, through this COVID-19 pandemic.
Conclusion: We suggest that there is an association between psychosocial stressors and environment with psychiatric conditions. Further study is recommended to more holistically understand this particular gaming disorder.
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Jang JH, Chung SJ, Choi A, Lee JY, Kim B, Park M, Park S, Choi JS. Association of General Cognitive Functions with Gaming Use in Young Adults: A Comparison among Excessive Gamers, Regular Gamers and Non-Gamers. J Clin Med 2021; 10:jcm10112293. [PMID: 34070386 PMCID: PMC8197560 DOI: 10.3390/jcm10112293] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/18/2021] [Revised: 05/21/2021] [Accepted: 05/22/2021] [Indexed: 11/16/2022] Open
Abstract
This study aimed to examine the relationship of general cognitive function with gaming use, and to identify elements of intelligence predicting increased gaming use. In total, 160 young adults participated in this study. Two clinical groups (n = 97) were defined: excessive gaming users diagnosed with internet gaming disorder (IGD) (n = 64) and the high-risk users (n = 33). The control group (n = 63) was also divided into regular gamers (n = 14) and non-gamers (n = 49). Participants completed the Wechsler Adult Intelligence Scale-IV and self-reported questionnaires regarding IGD severity and gaming hours. The IGD group had significantly lower Full Scale Intelligence Quotient (FSIQ), Verbal Comprehension Index (VCI), and Processing Speed Index (PSI) scores, compared with regular gamers and non-gamers. The IGD group also exhibited lower Working Memory Index (WMI) scores, compared with non-gamers. The high-risk group demonstrated significantly lower PSI score, compared with non-gamers. Furthermore FSIQ, VCI, WMI, and PSI scores were significant predictors of gaming hours in the IGD group. For the high-risk group, FSIQ, WMI, and VCI scores were negatively associated with gaming hours. Our study demonstrates the need to address the importance of enhancing working memory and verbal ability, thus, preventing the development of gaming addiction among individuals at high-risk gamers.
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Affiliation(s)
- Joon Hwan Jang
- Department of Psychiatry, Seoul National University Health Service Center, Seoul 08826, Korea; (J.H.J.); (S.P.)
- Department of Human Systems Medicine, Seoul National University College of Medicine, Seoul 03080, Korea
| | - Sun Ju Chung
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul 07061, Korea; (S.J.C.); (A.C.); (J.Y.L.); (B.K.); (M.P.)
| | - Aruem Choi
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul 07061, Korea; (S.J.C.); (A.C.); (J.Y.L.); (B.K.); (M.P.)
| | - Ji Yoon Lee
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul 07061, Korea; (S.J.C.); (A.C.); (J.Y.L.); (B.K.); (M.P.)
| | - Bomi Kim
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul 07061, Korea; (S.J.C.); (A.C.); (J.Y.L.); (B.K.); (M.P.)
| | - Minkyung Park
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul 07061, Korea; (S.J.C.); (A.C.); (J.Y.L.); (B.K.); (M.P.)
| | - Susan Park
- Department of Psychiatry, Seoul National University Health Service Center, Seoul 08826, Korea; (J.H.J.); (S.P.)
| | - Jung-Seok Choi
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul 07061, Korea; (S.J.C.); (A.C.); (J.Y.L.); (B.K.); (M.P.)
- Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul 03080, Korea
- Correspondence: ; Tel.: +82-2-870-3461
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Masaeli N, Farhadi H. Prevalence of Internet-based addictive behaviors during COVID-19 pandemic: a systematic review. J Addict Dis 2021; 39:468-488. [PMID: 33749537 DOI: 10.1080/10550887.2021.1895962] [Citation(s) in RCA: 95] [Impact Index Per Article: 31.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
Abstract
With the outbreak of the COVID-19 worldwide pandemic, many countries have imposed lockdowns which have caused an increase in Internet use. As large-scale disasters may have an impact on addictions, a review on Internet-based addictive behaviors seems necessary. The goals of this review are to find whether Internet-based addictive behaviors have increased during the pandemic and to define the main reasons for this increase. The systematic search was conducted in Google Scholar, Science Direct, PsycINFO, and PubMed in October of 2020, to determine the current evidence and observations concerning the Internet-based addictive behaviors amid COVID-19. Studies were included if they considered the Internet-based addictive behaviors during the current pandemic. We used all the names of the coronavirus 2 (SARS-CoV2 previously 2019 nCoV), the name of the coronavirus disease 2019 (COVID-19), and common Internet-based addictive behaviors, namely Internet addiction, online gaming disorder, online gambling disorder, pornography use, and smartphone use disorder. The study design is PEOs, finding if individuals' exposure to the COVID-19 pandemic has caused an increase in Internet-based addictive behaviors. The quality of the studies was assessed independently by two authors using the Grading of Recommendations Assessment, Development, and Evaluation (GRADE) approach. The articles found in this review proved an increase in Internet-based addictive behaviors during the COVID-19 pandemic mostly due to financial hardships, isolation, problematic substance use, and mental health issues such as depression, anxiety, and stress. Effective interventions should be scaled up to prevent and reduce online addictive behaviors, as well as accessible guidelines, particularly for adolescents.
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Affiliation(s)
- Nassim Masaeli
- Isfahan (Khorasgan) Branch, Islamic Azad University, Isfahan, Iran
| | - Hadi Farhadi
- Isfahan (Khorasgan) Branch, Islamic Azad University, Isfahan, Iran
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Arend AK, Blechert J, Pannicke B, Reichenberger J. Increased Screen Use on Days With Increased Perceived COVID-19-Related Confinements-A Day Level Ecological Momentary Assessment Study. Front Public Health 2021; 8:623205. [PMID: 33634062 PMCID: PMC7902048 DOI: 10.3389/fpubh.2020.623205] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/29/2020] [Accepted: 12/21/2020] [Indexed: 11/21/2022] Open
Abstract
Introduction: Coronavirus 2019 (COVID-19) quickly evolved into a global pandemic in early 2020, and most countries enforced social confinements to reduce transmission. This seems to dovetail with increasing, potentially problematic, screen use habits, such as gaming and "binge-watching." Yet, the subjective experience of the common confinements may vary not only between individuals depending on age, sex, and living conditions (i.e., living alone) but also within individuals from day to day: confinements might interfere with habitual activity schedules more strongly on some days than on others. Such dynamic confinement experience has not been studied in relation to screen use yet but might guide targeted intervention. Method: In total, 102 participants (n = 83 female, n = 80 university students) completed 14 days of ecological momentary assessment during a COVID-19-related lockdown in Germany and Austria. Each evening, they indicated the extent to which they felt restricted by confinements in their social and work lives and whether they engaged in unusually high and intense levels of television watching, social media use, news consumption, internet surfing, and gaming. They also reported on how much they experienced their day to be structured. Results: Experienced work confinements were positively associated with social media usage. Further, work confinements were positively associated with gaming in males and with news consumption, especially in individuals living alone. Social confinements were positively associated with watching television especially in younger participants and with social media consumption in younger participants. Higher experienced day structure was related to less television watching, gaming, and internet surfing but more news consumption. Discussion: Screen use behaviors increased with higher confinements within person, dependent on sex, age, and living situation. Such knowledge allows tailoring on the person level (who should be addressed?) and the time level (when should interventions be scheduled?) as the negative consequences of excessive screen use behaviors on mental and physical health are well-documented. One potential low-threshold intervention might be day-structuring.
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Affiliation(s)
- Ann-Kathrin Arend
- Department of Psychology, Centre for Cognitive Neuroscience, Paris-Lodron-University of Salzburg, Salzburg, Austria
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Wiederhold BK. Violent Video Games: Harmful Trigger or Harmless Diversion? CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:1-2. [DOI: 10.1089/cyber.2020.29203.editorial] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
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Xu S, Park M, Kang UG, Choi JS, Koo JW. Problematic Use of Alcohol and Online Gaming as Coping Strategies During the COVID-19 Pandemic: A Mini Review. Front Psychiatry 2021; 12:685964. [PMID: 34194349 PMCID: PMC8236582 DOI: 10.3389/fpsyt.2021.685964] [Citation(s) in RCA: 22] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/26/2021] [Accepted: 05/17/2021] [Indexed: 12/14/2022] Open
Abstract
The COVID-19 (coronavirus disease 2019) pandemic has dramatically changed our daily lives and activities, including those originally intended to serve for leisure and pleasure. Drinking and online gaming became coping behaviors used to rescue ourselves from the stress and restricted lifestyle during the COVID-19 pandemic. However, frequent drinking and gaming can result in the pathological consequences of addiction. Those affected use the stimuli not to obtain pleasure, but rather to avoid the displeasure induced by stress and previous use, often unsuccessfully. This review aims to provide an overview of recent longitudinal cohort studies on alcohol and gaming use during the COVID-19 pandemic, as well as to analyze how the pandemic has affected alcohol and gaming use. There was a substantial risk of alcohol and online gaming overuse during the lockdown, which may depend on the pandemic's duration or overuse patterns. Previous studies have shown that increased alcohol consumption and online gaming are associated with heightened stress and anxiety levels caused by social isolation/quarantine. Over time, frequent or excessive alcohol consumption and gaming could lead to an increased risk of more serious mental health problems. Every effort should be made to mitigate mental health problems and ensure adequate adaptation to these exceptional circumstances. Therefore, it would be helpful to encourage physical activity, social interaction, and collaboration to facilitate psychological and physical health.
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Affiliation(s)
- Shijie Xu
- Medical Research Center, Hainan Cancer Hospital, Haikou, China.,Institute of Human Behavioral Medicine, Medical Research Center, Seoul National University, Seoul, South Korea.,Biomedical Research Institute, Seoul National University Hospital, Seoul, South Korea
| | - Minkyung Park
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul, South Korea
| | - Ung Gu Kang
- Institute of Human Behavioral Medicine, Medical Research Center, Seoul National University, Seoul, South Korea.,Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul, South Korea
| | - Jung-Seok Choi
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul, South Korea.,Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul, South Korea
| | - Ja Wook Koo
- Emotion, Cognition and Behavior Research Group, Korea Brain Research Institute, Daegu, South Korea.,Department of Brain and Cognitive Sciences, Daegu Gyeongbuk Institute of Science and Technology, Daegu, South Korea
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Sharma MK, Bhargav H, Kumar A, Digambhar V, Alka Mani TL. Mindfulness-Based Interventions: Potentials for Management of Internet Gaming Disorder. Int J Yoga 2021; 14:244-247. [PMID: 35017867 PMCID: PMC8691447 DOI: 10.4103/ijoy.ijoy_46_21] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/09/2021] [Revised: 06/14/2021] [Accepted: 06/18/2021] [Indexed: 11/23/2022] Open
Abstract
Mindfulness-based interventions have been found to be efficacious among cases with substance addiction. Its role in Internet gaming disorder (IGD) has not been extensively studied. Prisma model approach was used to search for relevant articles from January 2009 to March 2021, to synthesize the role of empirical findings with mindfulness-based interventions to address various psychological domains in IGD. Eighteen relevant papers were included to understand the role of mindfulness-based interventions in IGD. Studies revealed the role of mindfulness-based interventions in the promotion of emotional regulation, metacognitive awareness, adaptive coping/cognition, reducing impulsivity, and craving for playing games. Studies also reveal neuro-biological basis for the effect of these interventions among users with IGD. Mindfulness-based interventions are potentially useful in IGD. It implicates the need to understand the empirical linkages within the root factors for a comprehensive understanding of the phenomenon of mindfulness-based treatment in IGD.
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Affiliation(s)
- Manoj Kumar Sharma
- Department of Clinical Psychology, National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India,Address for correspondence: Dr. Manoj Kumar Sharma, Service for Healthy Use of Technology Clinic(SHUT Clinic),Department of Clinical Psychology, NIMHANS Centre for Well-Being, National Institute of Mental Health and Neuro Sciences (NIMHANS), Bengaluru - 560 029, Karnataka, India. E-mail:
| | - Hemant Bhargav
- Department of Integrative Medicine, National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Ajay Kumar
- Department of Clinical Psychology, National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Vishnu Digambhar
- Department of Clinical Psychology, National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - TL Alka Mani
- Department of Yoga & Psychology, SVYASA Yoga University, SVYASA, Bengaluru, Karnataka, India
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Fazeli S, Mohammadi Zeidi I, Lin CY, Namdar P, Griffiths MD, Ahorsu DK, Pakpour AH. Depression, anxiety, and stress mediate the associations between internet gaming disorder, insomnia, and quality of life during the COVID-19 outbreak. Addict Behav Rep 2020; 12:100307. [PMID: 33110934 PMCID: PMC7581367 DOI: 10.1016/j.abrep.2020.100307] [Citation(s) in RCA: 60] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2020] [Revised: 10/12/2020] [Accepted: 10/19/2020] [Indexed: 12/19/2022] Open
Abstract
BACKGROUND For many individuals, the COVID-19 outbreak has increased their psychological distress, changed their behaviors, and impacted their health. With more time spent indoors, many individuals have engaged in increased videogame playing. However, the associations between such behaviors during the COVID-19 outbreak period is unclear. OBJECTIVE The present study examined the mediating role of psychological distress (depression, anxiety, and stress) in the association between internet gaming disorder (IGD) and two health outcomes (insomnia quality of life) among adolescents during this COVID-19 pandemic. METHODS A cross-sectional study comprising adolescents (N = 1512) aged 13-18 years (mean age = 15.51 years) was utilized to assess measures on insomnia, depression, anxiety, and stress, IGD, and quality of life during the COVID-19 pandemic. RESULTS There were small to large significant relationships between the variables. Psychological distress (i.e., depression, anxiety, and stress) served as a strong mediator in the association between IGD and insomnia and quality of life. IGD directly influenced insomnia and quality of life among the participants. CONCLUSIONS IGD is associated with different psychosocial outcomes comprising multiple pathways. Parents need to pay special attention to how much time and how frequently their children play videogames. Parents may need to assist their children in coping with psychological distress during the ongoing COVID-19 pandemic period.
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Affiliation(s)
- Sara Fazeli
- Student Research Committee, Qazvin University of Medical Sciences, Qazvin, Iran
| | - Isa Mohammadi Zeidi
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Peyman Namdar
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
| | | | - Daniel Kwasi Ahorsu
- Department of Rehabilitation Sciences, Faculty of Health & Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong, China
| | - 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, Jönköping, Sweden
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