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Choe C, Yu S. Trajectories of Problem Behaviors and Information Technology Use Among Adolescents: A Latent Growth Model Using the Korean Children and Youth Panel Survey. Child Psychiatry Hum Dev 2024:10.1007/s10578-024-01736-9. [PMID: 39017767 DOI: 10.1007/s10578-024-01736-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 06/30/2024] [Indexed: 07/18/2024]
Abstract
We investigated the association between computer and mobile phone online activities and adolescents' problem behaviors (e.g., depressive symptoms, withdrawal, somatic complaints, attention deficit, and aggression) using data from the Korean Children and Youth Panel Survey and latent growth model analysis. The results demonstrated that text-related activities lowered withdrawal and attention deficit. Higher use of online communities or personal websites was associated with higher depressive symptoms, withdrawal, somatic symptoms, and aggression. Online gaming increased both attention deficit' initial value and its decrease rate. Taking photos decreased withdrawal. Watching videos increased depressive symptoms, withdrawal, and attention deficit. Listening to music lowered attention deficit' initial value and somatic symptoms' decrease rate. Accessing adult websites increased attention deficit and aggression. Educational information searches reduced attention deficit and aggression. Online transactions increased somatic symptoms. This study indicates that adolescents' problem behaviors may appear differently depending on the type of information technology use.
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Affiliation(s)
- Chung Choe
- Department of Economics, Konkuk University, 120 Neungdong-ro, Gwangjin-gu, Seoul, 05029, Korea
| | - Seunghee Yu
- College of General Eduction, Kookmin University, 77 Jeongneung-ro, Seongbuk-gu, Seoul, 02707, Korea.
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Du W, Fan Z, Li D, Wu M. Internet Use Behavior and Adolescent Mental Health: The Mediating Effects of Self-Education Expectations and Parental Support. Psychol Res Behav Manag 2024; 17:1163-1176. [PMID: 38505354 PMCID: PMC10949380 DOI: 10.2147/prbm.s449353] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/12/2023] [Accepted: 02/27/2024] [Indexed: 03/21/2024] Open
Abstract
Purpose This study focuses on how Internet use behavior affects adolescents' mental health and whether self-education expectations and parental support mediate the relationship between Internet use behavior and adolescents' mental health. Methods The data for this paper came from the results of the student questionnaire of the 2018 Programme for International Student Assessment (PISA 2018), which was a structured questionnaire that asked students about their family situation, school life, studies, internet use, and mental health, among other things. A sample of 336,600 children in grades 7-13 was selected for this study. The data were analyzed using STATA version 16 and the theoretical framework was tested using a mediated effects model. Results The results of the study showed that Internet use behavior made a positive contribution to mental health and the mediating effects of self-education expectations and parental support on the relationship between Internet use behavior and adolescent mental health were all significant. Conclusion It is recommended that appropriate policies should be formulated to help adolescents use the Internet rationally, and the positive effects of parental support and self-education expectations should be utilized.
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Affiliation(s)
- Weiquan Du
- School of Sociology and Population Studies, Nanjing University of Posts and Telecommunications, Nanjing, People’s Republic of China
| | - Zhaoyuan Fan
- School of Sociology and Population Studies, Nanjing University of Posts and Telecommunications, Nanjing, People’s Republic of China
| | - Diankun Li
- School of Economics, Nanjing University of Posts and Telecommunications, Nanjing, People’s Republic of China
| | - Mingshuang Wu
- School of Sociology and Population Studies, Nanjing University of Posts and Telecommunications, Nanjing, People’s Republic of China
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Geng S, Xu K, Liu X. Association between Electronic Media Use and Internalizing Problems: The Mediating Effect of Parent-Child Conflict and Moderating Effect of Children's Age. Behav Sci (Basel) 2023; 13:694. [PMID: 37622834 PMCID: PMC10451276 DOI: 10.3390/bs13080694] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/01/2023] [Revised: 08/15/2023] [Accepted: 08/19/2023] [Indexed: 08/26/2023] Open
Abstract
In today's digital world, children are exposed extensively to electronic media, making it an integral part of their daily lives. However, excessive use of electronic media during childhood has been associated with various internalizing problems. Moreover, parent-child conflict and children's age may be closely associated with children's problem behaviors. The current study employed a cross-sectional design and conducted a questionnaire survey of 711 parents to examine the association between children's electronic media use and their internalizing problems. Furthermore, this study probed the mediating role of parent-child conflict within this association and the moderating effect of children's age. The results of structural equation modeling showed a positive correlation between children's use of electronic media and their internalizing difficulties. Parent-child conflict served as a mediating factor in this association. Results also showed that the association between parent-child conflict and internalizing problems becomes more pronounced as children grow older. These findings imply that parents should encourage their children to develop healthy habits in using electronic media while fostering positive relationships. Parents should also be mindful of the psychological changes as children age and provide guidance to help them become proficient digital citizens.
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Affiliation(s)
| | | | - Xiaocen Liu
- College of Preschool Education, Capital Normal University, Beijing 100048, China; (S.G.); (K.X.)
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Zhu X, Griffiths H, Xiao Z, Ribeaud D, Eisner M, Yang Y, Murray AL. Trajectories of Screen Time across Adolescence and Their Associations with Adulthood Mental Health and Behavioral Outcomes. J Youth Adolesc 2023; 52:1433-1447. [PMID: 37148440 PMCID: PMC10175337 DOI: 10.1007/s10964-023-01782-x] [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: 07/21/2022] [Accepted: 04/18/2023] [Indexed: 05/08/2023]
Abstract
Excessive screen time among adolescents is discussed as a significant public health concern. Identifying adolescent longitudinal patterns of time spent on regularly-used media screens and understanding their young adulthood mental health and behavioral issue correlates may help inform strategies for improving these outcomes. This study aimed to characterize joint developmental patterns of time spent on videogames, surfing/chatting the Internet, and TV/DVDs during adolescence (at ages 11, 13, 15, 17) and their associations with mental health (i.e., depression, anxiety, suicidal ideation, and self-injury) and behavioral issues (i.e., substance use, delinquency, aggression) in early adulthood (at age 20). A parallel-process latent class growth analysis was used to model data from a diverse community-ascertained sample of youth in Zurich, Switzerland (n = 1521; 51.7% males). Results suggested that a five-class model best fitted the data: (1) low-screen use, 37.6%; (2) increasing chatting/surfing, 24.0%; (3) moderate-screen use, 18.6%; (4) early-adolescence screen use, 9.9%; and (5) increasing videogame and chatting/surfing, 9.9%. After adjusting for baseline levels of outcomes (primarily at age 11), the trajectory groups differed in their associations with adulthood outcomes of mental health and behavioral problems, indicating the importance of problematic screen usage patterns in predicting these outcomes. Future research to test the directionality of these associations will be important. These findings suggest which patterns of screen use may be a marker for later mental health and behavioral issues in different domains.
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Affiliation(s)
- Xinxin Zhu
- Department of Psychology, University of Edinburgh, Edinburgh, UK.
| | - Helen Griffiths
- Department of Clinical and Health Psychology, University of Edinburgh, Edinburgh, UK
| | - Zhuoni Xiao
- Department of Psychology, University of Edinburgh, Edinburgh, UK
| | - Denis Ribeaud
- Jacobs Center for Productive Youth Development, University of Zurich, Zurich, Switzerland
| | - Manuel Eisner
- Jacobs Center for Productive Youth Development, University of Zurich, Zurich, Switzerland
- Institute of Criminology, University of Cambridge, Cambridge, UK
| | - Yi Yang
- Department of Psychology, University of Edinburgh, Edinburgh, UK
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Mun IB. Academic stress and first-/third-person shooter game addiction in a large adolescent sample: A serial mediation model with depression and impulsivity. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107767] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/29/2023]
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Andrade LI, Viñán-Ludeña MS, Alvarado J. Psychometric Validation of the Internet Gaming Disorder-20 Test among Ecuadorian Teenagers and Young People. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:5109. [PMID: 35564503 PMCID: PMC9100509 DOI: 10.3390/ijerph19095109] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 02/20/2022] [Revised: 04/04/2022] [Accepted: 04/12/2022] [Indexed: 01/11/2023]
Abstract
Excessive internet gaming in high prevalence is a very common problem that has been increasing in recent years, especially in teenagers and university students. However, there is a lack of psychometric evaluation for Internet Gaming Disorder in the Latin American context, particularly in Ecuador. This paper aims to examine the psychometric properties of the Spanish version of the Internet Gaming Disorder test (IGD-20 test) in university and high school students (n=2931, Mage=15.99, 57.22% male and 42.51% female). The validation process was performed using one, two, five and six factors taking into account the Spanish, Chinese, Korean, Arabic and Turkish contexts. After checking the models proposed to date, the best fit model was the one with a single factor. Using two samples according to gender (male, female), the invariance has been confirmed with an excellent internal consistency. All, α=0.94; Male, α=0.93; Female, α=0.93). Furthermore, we performed correlation analyses between the IGD-20 Test and socio-demographic variables, and finally, the IGD-20 Test applied to Ecuadorian teenagers and young people demonstrated good psychometric properties.
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Affiliation(s)
- Livia I. Andrade
- Department of Psychology, Universidad Técnica Particular de Loja, Loja 110107, Ecuador;
| | - Marlon Santiago Viñán-Ludeña
- Departamento de Ciencias de la Computación e Inteligencia Artificial, ETSI Informática y de Telecomunicación, CITIC-UGR, University of Granada, 18071 Granada, Spain;
| | - Julio Alvarado
- Department of Psychology, Universidad Técnica Particular de Loja, Loja 110107, Ecuador;
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Wang J, Hao QH, Tu Y, Peng W, Wang Y, Li H, Zhu TM. Assessing the Association Between Internet Addiction Disorder and Health Risk Behaviors Among Adolescents and Young Adults: A Systematic Review and Meta-Analysis. Front Public Health 2022; 10:809232. [PMID: 35433568 PMCID: PMC9010676 DOI: 10.3389/fpubh.2022.809232] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/04/2021] [Accepted: 02/24/2022] [Indexed: 11/13/2022] Open
Abstract
BackgroundInternet addiction disorder (IAD) is a global issue that has resulted in a slew of physical and emotional consequences. Studies have indicated that health risk behaviors might be the risk factors for IAD. The published literature on the correlation between the two is lacking. Therefore, we conducted a comprehensive analysis to understand better the link between IAD and health risk behaviors among adolescents and young adults.MethodsWe searched ten electronic databases for relevant articles. Data were extracted based on IAD and health risk behaviors ( alcohol, smoking, suicidal, gambling and drug abuse). We calculated odds ratios (ORs), a pooled correlation coefficient (r) and 95% confidence intervals (CIs). A fixed-effect model was applied to summarize the pooled effects. Heterogeneity was examined using I2 statistics and Cochran's Q statistics. All analyses were conducted by using Stata version 15.0.ResultsA total of 16 studies and 61,823 participants were included in this study. Meta-analysis showed that IAD was positively correlated with drinking (r = 0.35; 95% CI 0.32–0.37) and smoking (r = 0.12; 95%CI 0.10–0.15), and was associated with an increased risk of suicidal behavior (OR= 1.95; 95% CI 1.65–2.30), drinking (OR= 1.75; 95% CI 1.65–1.85), and smoking (OR= 1.63; 95% CI 1.54–1.72) among adolescents.ConclusionWe found significantly increased risks of suicidal behavior, drinking, and smoking in adolescents and young adults with IAD. These findings are important to expand our understanding of IAD and have great guiding significance for preventing health risk behaviors of adolescents and young adults.Systematic Review Registrationhttps://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021257729, identifier: PROSPERO CRD42021257729.
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Affiliation(s)
- Jun Wang
- School of Rehabilitation and Health Preservation, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Qing-hong Hao
- School of Rehabilitation and Health Preservation, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Yang Tu
- School of Rehabilitation and Health Preservation, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Wei Peng
- School of Acupuncture and Tuina, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Yang Wang
- School of Acupuncture and Tuina, Chengdu University of Traditional Chinese Medicine, Chengdu, China
| | - Hui Li
- School of Preclinical Medicine, Chengdu University, Chengdu, China
- *Correspondence: Hui Li
| | - Tian-min Zhu
- School of Rehabilitation and Health Preservation, Chengdu University of Traditional Chinese Medicine, Chengdu, China
- Tian-min Zhu
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Liu J, Riesch S, Tien J, Lipman T, Pinto-Martin J, O'Sullivan A. Screen Media Overuse and Associated Physical, Cognitive, and Emotional/Behavioral Outcomes in Children and Adolescents: An Integrative Review. J Pediatr Health Care 2022; 36:99-109. [PMID: 34334279 PMCID: PMC10029815 DOI: 10.1016/j.pedhc.2021.06.003] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/21/2021] [Accepted: 06/10/2021] [Indexed: 11/30/2022]
Abstract
INTRODUCTION Screen media overuse is seen as a public health concern because of its negative effects on child and adolescent health. This integrative literature review examines recent empirical evidence on the relationship between screen media overuse and physical, cognitive, and emotional/behavioral outcomes in children and adolescents. METHODS Empirical research of experimental design, observational studies, and systematic reviews from several data sources was reviewed and synthesized to form the basis of this integrative review. RESULTS Screen media overuse is associated with poor sleep quality, shorter sleep duration, greater likelihood for overweight/obesity, lower executive functioning, poorer academic performance, and increased internalizing and externalizing problems. Bidirectional associations may exist. DISCUSSION Findings support the importance of understanding the impact of screen media use on health and wellbeing. Generating screen time guidelines and developing effective prevention/intervention strategies are critical to mitigating screen media overuse and its adverse outcomes in children and families.
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Evidence on Problematic Online Gaming and Social Anxiety over the Past Ten Years: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2022. [DOI: 10.1007/s40429-021-00406-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Abstract
Purpose of Review
The present study aimed to review the literature concerning the relationship between problematic online gaming (POG) and social anxiety, taking into account the variables implicated in this relationship. This review included studies published between 2010 and 2020 that were indexed in major databases with the following keywords: Internet gaming, disorder, addiction, problematic, social phobia, and social anxiety.
Recent Findings
In recent years, scientific interest in POG has grown dramatically. Within this prolific research field, difficulties associated with social anxiety have been increasingly explored in relation to POG. Indeed, evidence showed that individuals who experience social anxiety are more exposed to the risk of developing an excessive or addictive gaming behavior.
Summary
A total of 30 studies satisfied the initial inclusion criteria and were included in the present literature review. Several reviewed studies found a strong association between social anxiety and online gaming disorder. Furthermore, the relationships among social anxiety, POG, age, and psychosocial and comorbid factors were largely explored. Overall, the present review showed that socially anxious individuals might perceive online video games as safer social environments than face-to-face interactions, predisposing individuals to the POG. However, in a mutually reinforcing relationship, individuals with higher POG seem to show higher social anxiety. Therefore, despite online gaming might represent an activity able to alleviate psychopathological symptoms and/or negative emotional states, people might use online gaming to counterbalance distress or negative situations in everyday life, carrying out a maladaptive coping strategy.
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Connolly T, Atherton G, Cross L, Piovesan A, Kaye LK. The wild west of measurement: Exploring problematic technology use cut off scores and their relation to psychosocial and behavioural outcomes in adolescence. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106965] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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Gumport NB, Gasperetti CE, Silk JS, Harvey AG. The Impact of Television, Electronic Games, and Social Technology Use on Sleep and Health in Adolescents with an Evening Circadian Preference. J Youth Adolesc 2021; 50:2351-2362. [PMID: 33948831 PMCID: PMC8566326 DOI: 10.1007/s10964-021-01429-9] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2020] [Accepted: 03/21/2021] [Indexed: 10/21/2022]
Abstract
There are mixed findings when examining if technology use is harmful for adolescent sleep and health. This study builds on these mixed findings by examining the association between technology use with sleep and health in a high-risk group of adolescents. Adolescents with an evening circadian preference (N = 176; 58% female, mean age = 14.77, age range = 10-18) completed measures over one week. Sleep was measured via actigraphy. Technology use and health were measured using ecological momentary assessment. Technology use was associated with an increase in sleep onset latency; with better emotional, social, cognitive, and physical health; and with worse behavioral health. This study offers support for technology use having some benefits and expands research on technology use to adolescents with an evening circadian preference.
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Chung US, Kim S, Jin J, Han DH. Development and Verification of an Internet Game Literacy Scale. J Korean Med Sci 2021; 36:e216. [PMID: 34490753 PMCID: PMC8422038 DOI: 10.3346/jkms.2021.36.e216] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/19/2021] [Accepted: 07/21/2021] [Indexed: 12/24/2022] Open
Abstract
BACKGROUND Education on internet games for parents and internet game literacy are needed to prevent problematic internet game playing in Korea. We created an 18-item Internet Game Literacy Scale (IGLS). It is a valuable tool for assessing the positive and negative aspects of internet game play. We aimed to determine the validity of the IGLS and the cut-off for the tendency for internet gameplay. METHODS An online research company gathered data from 300 participants. Factor analysis, including Cronbach's α and consistency coefficient, exploratory factor analysis, and confirmatory factor analysis were conducted to verify the 18 items of the IGLS. Additionally, a K-means cluster analysis was performed to determine the cut-off values for positive and negative IGLS scores. RESULTS The 18 items of the IGLS were proven to be reliable, as evidenced by a high Cronbach's alpha (α = 0.892). The Kaiser-Meyer-Olkin measure of sampling adequacy was 0.903, and Bartlett's test of sphericity was good (χ² = 1,623.314, P < 0.001). All 18 items were segregated into two factors, with nine items each. The eigenvalue of all 18 items was significant at > 0.4. In the analysis of the validity of the 18-item IGLS with confirmatory factor analysis (CFA) (maximum likelihood estimation, with an oblique method), the fit indices of the standard three-factor model reached acceptable standards. The cut-off point of the total score between the low positive and average positive groups was 23, and the cut-off point of the total score between the average positive and high positive groups was 30. The cut-off point of the total score between the low negative and the average negative groups was 24. The cut-off point of the total score between the average negative group and the high negative group was 32. CONCLUSION The study assessed the reliability and validity of the IGLS and suggested a cut-off for low, average, and high Internet game literacy degree with 300 Korean adults aged 21-49 years. The current results suggest that the IGLS has good internal consistency and a proper cut-off for positive and negative internet game literacy degrees.
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Affiliation(s)
- Un Sun Chung
- Department of Psychiatry, Kyungpook National University, School of Medicine, Daegu, Korea
| | - Soyeon Kim
- Department of Psychiatry, Chung-Ang University School of Medicine, Seoul, Korea
| | - Jaechan Jin
- School of Social Welfare, Soongsil University, Seoul, Korea
| | - Doug Hyun Han
- Department of Psychiatry, Chung-Ang University School of Medicine, Seoul, Korea.
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Marinaci T, Venuleo C, Ferrante L, Della Bona S. What game we are playing: the psychosocial context of problem gambling, problem gaming and poor well-being among Italian high school students. Heliyon 2021; 7:e07872. [PMID: 34485746 PMCID: PMC8403540 DOI: 10.1016/j.heliyon.2021.e07872] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2021] [Revised: 07/26/2021] [Accepted: 08/23/2021] [Indexed: 12/24/2022] Open
Abstract
Gambling and gaming are not infrequent among adolescents and preventing low-risk youth from becoming at-risk appears to be a priority of public health strategies. Greater scrutiny of the risk and protective factors in the relationships and community of young people appears crucial in steering prevention initiatives adequately. This study aimed to explore the role of the qualities of relational networks (i.e. family functioning, perceived social and class support), family and peer approval and view of the social environment in predicting problem gambling, problem gaming and overall well-being among adolescents. High-school students aged 14-18 years (N: 595; female: 68,7%) completed a survey including the target variables. A multivariate multiple regression analysis was performed to examine the role of socio-demographic characteristics and psychosocial predictors on gaming, gambling, and well-being. Multivariate multiple regressions identify a common core underpinning problem gambling, gaming and poor well-being but also the distinct roles of psychosocial variables: being male, with low parental monitoring, and an anomic view of the social environment all predict problem gambling and gaming, which were also found to be associated. Low social support predicts problem gambling but not problem gaming; poor family functioning predicts problem gaming but not problem gambling. All the target psychosocial variables, except approval of gambling, predict poor well-being. On the whole the findings suggest the need to look more closely at the way adolescents, their system of activity and their culture participate in constructing the meaning of gambling and gaming activities and their impact on adolescents' well-being, so that future studies and strategies can more effectively examine the relational dynamics in which problem gambling and gaming develop.
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Affiliation(s)
- Tiziana Marinaci
- Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, University of Salento, Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, Italy
| | - Claudia Venuleo
- Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, University of Salento, Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, Italy
| | - Lucrezia Ferrante
- Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, University of Salento, Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, Italy
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Bilewicz M, Tempska P, Leliwa G, Dowgiałło M, Tańska M, Urbaniak R, Wroczyński M. Artificial intelligence against hate: Intervention reducing verbal aggression in the social network environment. Aggress Behav 2021; 47:260-266. [PMID: 33469962 DOI: 10.1002/ab.21948] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2020] [Revised: 12/16/2020] [Accepted: 12/28/2020] [Indexed: 01/09/2023]
Abstract
This article presents a quasi-experimental intervention study designed to reduce the level of verbal aggression on a social networking service (Reddit). The interventions were based on three psychological mechanisms: induction of a descriptive norm, induction of a prescriptive norm, and empathy induction. Each intervention was generated using a communicating bot. Participants exposed to these interventions were compared with a control group that received no intervention. The bot-generated normative communications (both the ones priming descriptive and the ones priming prescriptive norms), as well as the empathizing intervention, reduced the proportion of verbal aggression posted by Reddit accounts. All three interventions proved effective in reducing verbal violence when compared with the control condition.
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Affiliation(s)
| | | | | | | | | | - Rafał Urbaniak
- Faculty of Social Sciences University of Gdańsk Gdańsk Poland
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Influence of action video gaming on spatial representation in the haptic modality. Exp Brain Res 2020; 238:2769-2781. [PMID: 32990773 PMCID: PMC7644526 DOI: 10.1007/s00221-020-05931-7] [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: 05/05/2020] [Accepted: 09/19/2020] [Indexed: 12/02/2022]
Abstract
Spatial representation in the haptic domain has been shown to be prone to systematic errors. When participants are asked to make two bars haptically parallel, their performance deviates from what would be veridically parallel. This is hypothesized to be caused by the bias of the egocentric reference frame. Stimulating the use of an allocentric reference frame has previously been shown to improve performance in haptic parallelity matching. The aim of the current study was to investigate the influence of action video game experience on parallelity performance. We hypothesized that participants who extensively play action video games with a so-called ‘bird’s-eye view’ are likely to process spatial information more allocentrically, resulting in better performance in haptic parallelity matching. This was tested in two groups of male participants, 10 participants with extensive action video gaming experience (AVGPs) and 10 participants without or hardly any action video gaming experience (NAVGPs). Additionally, the effect of visual–haptic practice on haptic parallelity performance was tested. In the haptic blocks, blindfolded participants had to feel the orientation of a reference bar with their non-dominant hand and had to match this orientation on a test bar with their dominant hand. In subsequent visual–haptic blocks, they had full view of the set-up and visually paralleled both bars. As hypothesized, AVGPs performed significantly better in haptic blocks than NAVGPs. Visual–haptic practice resulted in significantly better performance in subsequent haptic blocks in both groups. These results suggest that playing action video games might enhance haptic spatial representation, although a causative relationship still needs to be established.
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Sandoval-Obando EE. Caracterización del trastorno por videojuegos: ¿Una problemática emergente? PENSAMIENTO PSICOLÓGICO 2020. [DOI: 10.11144/javerianacali.ppsi18-1.ctvp] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022] Open
Abstract
Objetivo. Sistematizar la literatura actual disponible en torno a la caracterización del trastorno por videojuegos (VDJ), aportando a la comprensión de este fenómeno en el contexto latinoamericano y su incidencia en la población infanto-juvenil. Método. Se utilizó una revisión sistemática de literatura, de corte analítico. Como eje de búsqueda se consideraron las categorías: (a) uso de las TIC, (b) videojuegos, (c) adicción y (d) trastorno por videojuegos, de acuerdo con estudios publicados en las bases de datos PubMed, ScienceDirect y Google Scholar, teniendo como referencia el DSM-V y CIE-11. Resultados. Las manifestaciones clínicas descritas para su uso adictivo son aún heterogéneas. También, se pudo observar que, cuanto más temprano se empieza, mayor será la frecuencia de su uso en edades posteriores, lo que aumenta las conductas de riesgo en el futuro y su incidencia en el tiempo de ocio y la recreación cotidiana. Conclusión. Los efectos que puede generar el uso problemático de dispositivos tecnológicos en el desarrollo de las personas, se contrapone al uso de los VDJ en el tratamiento de diversos trastornos como en el plano educativo. Adicionalmente, se reafirma el desafío de construir saberes e investigaciones multidisciplinares en torno al uso problemático de estos dispositivos.
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Yi X, Liu Z, Qiao W, Xie X, Yi N, Dong X, Wang B. Clustering effects of health risk behavior on mental health and physical activity in Chinese adolescents. Health Qual Life Outcomes 2020; 18:211. [PMID: 32620107 PMCID: PMC7333302 DOI: 10.1186/s12955-020-01468-z] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2020] [Accepted: 06/30/2020] [Indexed: 02/07/2023] Open
Abstract
PURPOSE Risk behaviors are significantly impacting physical and psychological health among adolescents, resulting in a tremendous public health issue. The aim of this study is to examine the association of clustered risk behaviors with mental health and physical activity, and identify to what extent the clustering of various risk behaviors is associated with psychological health and physical activity in Chinese adolescents. METHODS Students aged 16-18 years, male 16.2 ± 1.03, female 16.3 ± 1.56, were recruited from 30 high schools to complete an online questionnaire in fall semester 2017. A structured questionnaire, 2017 state and local youth risk behavior survey was revised, modified, and translated into Chinese. Five questions were designed to assess physical activity times of the last 7 days. Symptom checklist 90 (SCL-90) was used to investigate the mental health status of the participants. Statistical analyses were done employing chi-square tests, two step cluster analysis, logistic regression. RESULT Results illustrate that girls report a significantly higher mean of being bullied in school, electronically bullied, feeling sad or hopeless, and trying cigarette smoking. Two-step cluster analysis and regression analysis find that alcohol use, smoking and sedentary behavior have significant effect on adolescent health. Logic regression demonstrated that risk behaviors have significantly associated with mental health and physical activity in specific cluster. CONCLUSION This study finds that a specific behavior cluster has significant impact on mental health and physical activity among adolescents. Integrating risk behaviors cluster with factors can be employed to target high-risk adolescents who have poor physical and psychosocial health. The research suggest that more effective and feasible school intervention programs can be designed to promote adolescent health-related behavior in terms of those pathways.
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Affiliation(s)
- Xiangren Yi
- Department of Sport and Health, School of Physical Education, Shandong University, Jinan, 250061 China
| | - Zongyu Liu
- Department of Sport and Health, School of Physical Education, Shandong University, Jinan, 250061 China
| | - Wenzhen Qiao
- Department of Science and Technology, Shandong Institute of Commerce and Technology, Jinan, 250103 China
| | - Xiuye Xie
- Department of Human Performance and Health Education, Western Michigan University, Kalamazoo, MI 49008 USA
| | - Nuo Yi
- Department of Kinesiology, College of Health Science, University of Wisconsin- Milwaukee, Milwaukee, WI 53201 USA
| | - Xiaosheng Dong
- Department of Sport and Health, School of Physical Education, Shandong University, Jinan, 250061 China
| | - Baozhen Wang
- School of Public Health, Shandong University, Jinan, 250061 Shandong China
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Kühn S, Gallinat J, Mascherek A. Effects of computer gaming on cognition, brain structure, and function: a critical reflection on existing literature
. DIALOGUES IN CLINICAL NEUROSCIENCE 2020; 21:319-330. [PMID: 31749656 PMCID: PMC6829166 DOI: 10.31887/dcns.2019.21.3/skuehn] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
Abstract
Video gaming as a popular form of leisure activity and its effect on cognition,
brain function, and structure has come into focus in the field of neuroscience.
Visuospatial cognition and attention seem to benefit the most, whereas for executive
functions, memory, and general cognition, the results are contradictory. The particular
characteristics of video games driving these effects remain poorly understood. We
critically discuss major challenges for the existing research, namely, the lack of
precise definitions of video gaming, the lack of distinct choice of cognitive ability
under study, and the lack of standardized study protocols. Less research exists on
neural changes in addition to cognitive changes due to video gaming. Existing studies
reveal evidence for the involvement of similar brain regions in functional and
structural changes. There seems to be a predominance in the hippocampal, prefrontal, and
parietal brain regions; however, studies differ immensely, which makes a meta-analytic
interpretation vulnerable. We conclude that theoretical work is urgently
needed.
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Affiliation(s)
- Simone Kühn
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany; Lise Meitner Group for Environmental Neuroscience, Max Planck Institute for Human Development, Berlin, Germany
| | - Jürgen Gallinat
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Anna Mascherek
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
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Zink J, Belcher BR, Imm K, Leventhal AM. The relationship between screen-based sedentary behaviors and symptoms of depression and anxiety in youth: a systematic review of moderating variables. BMC Public Health 2020; 20:472. [PMID: 32272906 PMCID: PMC7147040 DOI: 10.1186/s12889-020-08572-1] [Citation(s) in RCA: 33] [Impact Index Per Article: 8.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2019] [Accepted: 03/24/2020] [Indexed: 12/11/2022] Open
Abstract
Background To elucidate the populations and conditions where screen-based sedentary behaviors (SB) and internalizing symptoms are coupled, this review synthesized the evidence for factors that may moderate the associations between screen-based SB, depressive symptoms, and anxiety symptoms among youth. Methods Two independent researchers conducted a systematic literature search of the Medline, psycINFO, and Scopus electronic databases in late 2018 for observational studies assessing moderators of the association between screen-based SB and depressive and anxiety symptoms. Studies among children and adolescents were eligible if moderation was assessed by statistical test (interaction) or stratification; and a narrative synthesis of eligible studies was conducted in accordance with PRISMA guidelines. Results Seventy empirical studies (46 cross-sectional, 19 longitudinal, and 5 both) of 13 different moderating variables of screen-based SB-internalizing symptom associations met the eligibility criteria. Of these, 40 studies were of depressive symptoms, 2 were of anxiety symptoms, and 28 studies assessed symptoms of both. The most consistent evidence of moderation was for screen-type, such that TV viewing was not as strongly associated with internalizing symptoms compared to other forms of screen-based SB. There was also inconsistent evidence for physical activity buffering screen-based SB-internalizing symptom associations and for female sex amplifying screen-based SB-internalizing symptom associations. In general, the body of evidence for anxiety symptoms was more limited than that for depressive symptoms, and were therefore more inconsistent. Conclusions Screen-type, physical activity, and sex may influence the magnitude of screen-based SB-internalizing symptom coupling; highlighting potential sources of heterogeneity of screen-based SB-internalizing symptom associations. Additional studies aimed at understanding potential mechanistic explanations for the above moderators are needed prior to the development of tailored intervention strategies designed to decouple screen-based SB and internalizing symptoms among youth.
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Affiliation(s)
- Jennifer Zink
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA
| | - Britni R Belcher
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA.
| | - Kellie Imm
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA
| | - Adam M Leventhal
- Department of Preventive Medicine, Keck School of Medicine of University of Southern California, 2001 North Soto Street, Third Floor, California, Los Angeles, 90032, USA.,Department of Psychology, University of Southern California, Los Angeles, USA
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20
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Chung T, Sum S, Chan M, Lai E, Cheng N. Will esports result in a higher prevalence of problematic gaming? A review of the global situation. J Behav Addict 2019; 8:384-394. [PMID: 31553236 PMCID: PMC7044624 DOI: 10.1556/2006.8.2019.46] [Citation(s) in RCA: 38] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/23/2018] [Revised: 11/27/2018] [Accepted: 07/24/2019] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS Video gaming is highly prevalent in modern culture, particularly among young people, and a healthy hobby for the majority of users. However, in recent years, there has been increasing global recognition that excessive video gaming may lead to marked functional impairment and psychological distress for a significant minority of players. Esports is a variant of video gaming. It is a relatively new phenomenon but has attracted a considerable number of followers across the world and is a multimillion dollar industry. The aim of this briefing paper is to review the global situation on esports and related public health implications. METHODS A non-systematic review was conducted. Information obtained from the Internet and PubMed was collated and presented as genres of games, varieties and magnitudes of impacts, popularity, fiscal impact in monetary terms, government involvement, and public health implications. RESULTS There are several different kinds of esports but there was no clear categorization on the genre of games. Many tournaments have been organized by gaming companies across the world with huge prize pools, and some of these events have government support. Little information on the health effects associated with esports was identified. DISCUSSION AND CONCLUSIONS A majority of the sources of information were from commercial settings, and failed to declare conflicts of interest, which may result in a biased picture of the current situation. When gaming activity is being further promoted under the umbrella of esports, it seems reasonable to expect an increase in problematic gaming and thus increased prevalence of gaming disorder and hazardous gaming. With increasing demand for treatment services for gaming addition/disorder in different countries across the world, it is a significant public health concern. More empirically based research on this topic is needed.
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Affiliation(s)
- Thomas Chung
- Student Health Service, Department of Health, Hong Kong SAR, China
| | - Simmy Sum
- Student Health Service, Department of Health, Hong Kong SAR, China
| | - Monique Chan
- Student Health Service, Department of Health, Hong Kong SAR, China
| | - Ely Lai
- Student Health Service, Department of Health, Hong Kong SAR, China
| | - Nanley Cheng
- Student Health Service, Department of Health, Hong Kong SAR, China
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Cabras C, Cubadda ML, Sechi C. Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2019. [DOI: 10.4018/ijgcms.2019070102] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
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Arafa A, Mahmoud O, Abu Salem E. Excessive Internet use and self-esteem among Internet users in Egypt. INTERNATIONAL JOURNAL OF MENTAL HEALTH 2019. [DOI: 10.1080/00207411.2019.1611167] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
Affiliation(s)
- Ahmed Arafa
- Department of Public Health, Faculty of Medicine, Beni-Suef University, Beni-Suef, Egypt
| | - Omaima Mahmoud
- Department of Psychiatric Nursing, Faculty of Nursing, Beni-Suef University, Beni-Suef, Egypt
| | - Entisar Abu Salem
- Department of Psychiatric Nursing, Faculty of Nursing, Beni-Suef University, Beni-Suef, Egypt
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Evren C, Evren B, Dalbudak E, Topcu M, Kutlu N. Relationships of Internet addiction and Internet gaming disorder symptom severities with probable attention deficit/hyperactivity disorder, aggression and negative affect among university students. ACTA ACUST UNITED AC 2019; 11:413-421. [PMID: 31062235 DOI: 10.1007/s12402-019-00305-8] [Citation(s) in RCA: 23] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/27/2019] [Accepted: 04/30/2019] [Indexed: 12/11/2022]
Abstract
The aim of the present study was to evaluate relationships of Internet addiction (IA) and Internet gaming disorder (IGD) symptom severities with probable attention deficit/hyperactivity disorder (ADHD) and aggression among university students, while controlling the effects of anxiety and depressive symptoms. The study was conducted with online survey among 1509 volunteered university students in Ankara who regularly use the Internet, among whom we conducted analyses related with IA. Among these students, 987 of them, who play video games, were included in the analyses related with IGD. Correlation analyses revealed that the severities of the scale scores were mildly correlated with each other both among students who regularly use the Internet and students who play video games. Probable ADHD was associated with the severity of IA symptoms, together with depression and aggression, particularly physical aggression and hostility, in ANCOVA analyses. Similarly probable ADHD was also associated with the severity of IGD symptoms, together with depression and aggression, particularly physical aggression, anger and hostility, in ANCOVA analyses. These findings suggest that the presence of probable ADHD is related with both severity of IA and IGD symptoms, together with aggression and depression.
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Affiliation(s)
- Cuneyt Evren
- Research, Treatment and Training Center for Alcohol and Substance Dependence (AMATEM), Bakirkoy Training and Research Hospital for Psychiatry Neurology and Neurosurgery, Istanbul, Turkey.
| | - Bilge Evren
- Department of Psychiatry, Baltalimani State Hospital for Muskuloskeletal Disorders, Istanbul, Turkey
| | | | - Merve Topcu
- Department of Psychology, Çankaya University, Ankara, Turkey
| | - Nilay Kutlu
- Department of Psychiatry, Baltalimani State Hospital for Muskuloskeletal Disorders, Istanbul, Turkey
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24
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Fors PQ, Barch DM. Differential Relationships of Child Anxiety and Depression to Child Report and Parent Report of Electronic Media Use. Child Psychiatry Hum Dev 2019; 50:907-917. [PMID: 31062126 PMCID: PMC6790192 DOI: 10.1007/s10578-019-00892-7] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/16/2023]
Abstract
Child depression and anxiety have been associated with electronic media use, but the comorbidity between the two has rarely been accounted for in analyses. We examined both child and parent reports of electronic media use in relation to parent-reported child depression and anxiety. Using survey and interview data collected for 9- to 11-year-olds from the 21-site adolescent brain cognitive development study, we conducted generalized linear mixed models. Our results demonstrated that electronic media use was more strongly associated with depression than anxiety, and that accounting for depression significantly reduced the relationship between electronic media use and anxiety. Different categories of electronic media showed differential relationships to anxiety and depression, with video gaming and video chatting related to anxiety, but video watching related to depression. These findings provide important data to ground theories of the mechanisms that contribute to these associations.
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Affiliation(s)
- Payton Q Fors
- Department of Psychological & Brain Sciences, Washington University, Campus Box 1125, 1 Brookings Drive, St. Louis, MO, 63130, USA.
| | - Deanna M Barch
- Department of Psychological & Brain Sciences, Washington University, Campus Box 1125, 1 Brookings Drive, St. Louis, MO, 63130, USA
- Department of Psychiatry, Washington University, St. Louis, MO, USA
- Department of Radiology, Washington University, St. Louis, MO, USA
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25
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Jiang Q, Huang X, Tao R. Examining Factors Influencing Internet Addiction and Adolescent Risk Behaviors Among Excessive Internet Users. HEALTH COMMUNICATION 2018; 33:1434-1444. [PMID: 28850266 DOI: 10.1080/10410236.2017.1358241] [Citation(s) in RCA: 21] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
In China, public concern continues to mount regarding the risks of excessive Internet use among adolescents. This study investigated the factors influencing Internet addiction and adolescent risk behaviors among excessive Internet users. Proposing a conceptual model with a theoretical origin in risk behavior theory and media dependency theory, this study examined the influence of personality traits, online gaming, Internet connectedness (both the overall index and various scopes), and demographics on Internet addiction and risk behaviors (smoking, drinking, gambling, and risky sexual behaviors). Clinical data (N = 467) were retrieved from one of the earliest and largest Internet addiction clinics in China. The findings reveal that certain personality traits are significantly associated with Internet addiction and risk behaviors. Online gaming had a strong impact on both Internet addiction and risk behaviors among excessive Internet users. The study also reveals that various scopes of Internet connectedness, such as site scope, facilitate addictive Internet use, and risk behaviors among adolescents. The findings can contribute to the prevention of and intervention into Internet addiction and adolescent risk behaviors.
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Affiliation(s)
- Qiaolei Jiang
- a Department of Journalism and Communication , Dalian University of Technology
| | - Xiuqin Huang
- b Department of Psychological Medicine , PLA Army General Hospital
| | - Ran Tao
- b Department of Psychological Medicine , PLA Army General Hospital
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26
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Park S, Lee H. Patterns of Online Activities and Related Psychosocial Factors in Adolescence: a Latent Class Analysis. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-0035-1] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/27/2022] Open
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27
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Chahín Pinzón N, Briñez BL. Propiedades psicométricas del Cuestionario de Adicción a Internet y a los Videojuegos para Adolescentes. UNIVERSITAS PSYCHOLOGICA 2018. [DOI: 10.11144/javeriana.upsy17-4.ppca] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Abstract
El propósito del presente estudio fue desarrollar un instrumento que evalúe en adolescentes la adicción a internet y a los videojuegos. La muestra estuvo compuesta por 354 adolescentes (M = 13.75, DE = 1.89). El análisis factorial confirmatorio mostró índices de ajuste aceptables (CFI = 0.918, IFI = 0.922, NFI = 0.883, RMSEA = 0.059), el alfa Cronbach fue de 0.73. De acuerdo a los resultados, el instrumento es fiable y válido para evaluar la adicción a internet y adicción a los videojuegos en adolescentes.
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28
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Jiménez-Vázquez V, Onofre-Rodríguez DJ, Benavides-Torres RA, Garza-Elizondo ME, Torres-Obregon R. [Use of online sexual material and safe sex in men who have sex with men]. Rev Int Androl 2018; 17:88-93. [PMID: 30177459 DOI: 10.1016/j.androl.2018.05.004] [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: 12/11/2017] [Revised: 02/19/2018] [Accepted: 05/07/2018] [Indexed: 11/18/2022]
Abstract
INTRODUCTION Sexual material online has represented, from its origins, an important role in the life of men who have sex with men. Internet, which has become a vehicle without restriction for its access, has favored an increase in the use of this material, and has had an impact on the sexual behavior of these men. OBJECTIVE To determine if the use of online sexual material influences safe sexual behavior in men who have sex with men. MATERIAL AND METHOD An analytical observational study was conducted, with a sample of 251 men who have sex with men from a city in northeastern Mexico. The respondent driven sampling was used, an ad hoc sociodemographic and sexuality data questionnaire was applied, and a questionnaire to measure the use of online sexual material and questionnaire on safe sexual behavior. RESULTS The simple linear regression model shows that the use of online sexual material negatively influences safe sexual behavior (R2=0.062; F[1,249]=16.937; p<0.01). CONCLUSIONS The findings provide the guideline to continue with studies in the investigation of said sociocultural variable and its consideration is proposed in the programs focused on the prevention of HIV in this population.
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Affiliation(s)
- Vicente Jiménez-Vázquez
- Facultad de Enfermería, Centro de Investigación y Desarrollo en Ciencias de la Salud, Universidad Autónoma de Nuevo León, Monterrey, México
| | - Dora Julia Onofre-Rodríguez
- Facultad de Enfermería, Centro de Investigación y Desarrollo en Ciencias de la Salud, Universidad Autónoma de Nuevo León, Monterrey, México.
| | - Raquel Alicia Benavides-Torres
- Facultad de Enfermería, Centro de Investigación y Desarrollo en Ciencias de la Salud, Universidad Autónoma de Nuevo León, Monterrey, México
| | - María Eugenia Garza-Elizondo
- Facultad de Enfermería, Centro de Investigación y Desarrollo en Ciencias de la Salud, Universidad Autónoma de Nuevo León, Monterrey, México
| | - Reyna Torres-Obregon
- Facultad de Enfermería, Unidad Saltillo, Universidad Autónoma de Coahuila, Saltillo, México
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Chung T, Sum S, Chan M. Time to call for a global public health approach in prevention of the onset and progression of problematic gaming. J Behav Addict 2018; 7:548-552. [PMID: 30238789 PMCID: PMC6426386 DOI: 10.1556/2006.7.2018.86] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
Abstract
Problematic video gaming is a global problem. Policy and programs responses to the problem vary among countries, partly due to cultural differences in the east and the west, meaning that caution is needed in drawing comparisons. Promoting parental education and positive youth development would be a useful approach to curb problematic behavior among children and adolescents. We suggest using a public health approach, based on our experience in dealing with commodities, which are harmful to health.
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Affiliation(s)
- Thomas Chung
- Student Health Service, Department of Health, Lam Tin, China,Corresponding author: Thomas Chung; Student Health Service, Department of Health, 4/F, Lam Tin Polyclinic, 99 Kai Tin Road, Kwun Tong, Kowloon, Hong Kong SAR, China; Phone: +852 3163 4609; Fax: +852 2717 1720; E-mail:
| | - Simmy Sum
- Student Health Service, Department of Health, Lam Tin, China
| | - Monique Chan
- Student Health Service, Department of Health, Lam Tin, China
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Zeiler M, Wagner G, Philipp J, Nitsch M, Truttmann S, Dür W, Karwautz A, Waldherr K. The Mental Health in Austrian Teenagers (MHAT) Study: design, methodology, description of study population. NEUROPSYCHIATRIE : KLINIK, DIAGNOSTIK, THERAPIE UND REHABILITATION : ORGAN DER GESELLSCHAFT ÖSTERREICHISCHER NERVENÄRZTE UND PSYCHIATER 2018; 32:121-132. [PMID: 29948852 PMCID: PMC6132433 DOI: 10.1007/s40211-018-0273-2] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/03/2018] [Accepted: 03/19/2018] [Indexed: 11/23/2022]
Abstract
Profound epidemiological data on the prevalence of mental health disorders and respective risk and protective factors is a prerequisite for adequate prevention, intervention and service planning. Children and adolescents are regarded as high priority groups for prevention in this field because of the high chronicity and individual burden of mental health disorders. The Mental Health in Austrian Teenagers (MHAT)-Study is the first epidemiological study based on a large representative sample of adolescents (N > 3700) in Austria in order to obtain the prevalence of a wide range of behavioral problems and psychiatric disorders. Adolescents are recruited from multiple settings (schools, course providers for early school leavers and psychiatric clinics) in order to enhance the representativity of the sample. A “gold-standard” two-stage design (screening questionnaire and diagnostic interviews) is used to obtain psychiatric diagnoses that are based on the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders which was published by the American Psychiatric Association in 2013. This paper aims at presenting the study design and methodology of the MHAT study, describing the study population as well as discussing relevant strengths and limitations.
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Affiliation(s)
- Michael Zeiler
- Department for Child and Adolescent Psychiatry, Eating Disorders Unit, Medical University of Vienna, Waehringer Guertel 18-20, 1090, Vienna, Austria.,Ludwig Boltzmann Institute Health Promotion Research, Vienna, Austria
| | - Gudrun Wagner
- Department for Child and Adolescent Psychiatry, Eating Disorders Unit, Medical University of Vienna, Waehringer Guertel 18-20, 1090, Vienna, Austria
| | - Julia Philipp
- Department for Child and Adolescent Psychiatry, Eating Disorders Unit, Medical University of Vienna, Waehringer Guertel 18-20, 1090, Vienna, Austria
| | - Martina Nitsch
- Ludwig Boltzmann Institute Health Promotion Research, Vienna, Austria.,FernFH Distance Learning University of Applied Sciences, Zulingergasse 4, 2700, Wiener Neustadt, Austria
| | - Stefanie Truttmann
- Department for Child and Adolescent Psychiatry, Eating Disorders Unit, Medical University of Vienna, Waehringer Guertel 18-20, 1090, Vienna, Austria
| | - Wolfgang Dür
- Ludwig Boltzmann Institute Health Promotion Research, Vienna, Austria.,Department of Sociology, University of Vienna, Rooseveltplatz 2, 1090, Vienna, Austria
| | - Andreas Karwautz
- Department for Child and Adolescent Psychiatry, Eating Disorders Unit, Medical University of Vienna, Waehringer Guertel 18-20, 1090, Vienna, Austria
| | - Karin Waldherr
- Ludwig Boltzmann Institute Health Promotion Research, Vienna, Austria. .,FernFH Distance Learning University of Applied Sciences, Zulingergasse 4, 2700, Wiener Neustadt, Austria.
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The Protective Role of Parental Media Monitoring Style from Early to Late Adolescence. J Youth Adolesc 2017; 47:445-459. [PMID: 28791572 DOI: 10.1007/s10964-017-0722-4] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2017] [Accepted: 07/14/2017] [Indexed: 10/19/2022]
Abstract
The goal of the current study was to examine the protective role that maternal media monitoring might have for adolescents. This was done by considering whether styles of media monitoring either directly reduced media use, or whether they buffered the associations between aggressive media use and adolescents' prosocial behavior, aggression, and delinquency. Participants were 681 adolescents from two cities in the United States (51% female; 73% white), and their mothers, who provided data at two different time points, 2 years apart (when adolescents were roughly ages 13 and 15). Mixture modeling results revealed that mothers used four different styles of media monitoring made up of combinations of active and restrictive monitoring as well as forms of co-use. Styles that included active monitoring and connective co-use (i.e., engaging in media with the intent to connect with children) were directly associated with less media use, and moderated links between adolescents' media use and behavioral outcomes concurrently but not longitudinally. The discussion was focused on the strength of considering multiple strategies of media monitoring together, and how this approach can inform future research in the area of parental media monitoring.
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32
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Bargeron AH, Hormes JM. Psychosocial correlates of internet gaming disorder: Psychopathology, life satisfaction, and impulsivity. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2016.11.029] [Citation(s) in RCA: 45] [Impact Index Per Article: 6.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/07/2023]
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Edgren R, Castrén S, Jokela M, Salonen AH. At-Risk and Problem Gambling among Finnish Youth: The Examination of Risky Alcohol Consumption, Tobacco Smoking, Mental Health and Loneliness as Gender-Specific Correlates. NORDIC STUDIES ON ALCOHOL AND DRUGS 2017. [DOI: 10.1515/nsad-2016-0005] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/10/2023] Open
Abstract
Aims The aims were to compare past-year at-risk and problem gambling (ARPG) and other at-risk behaviours (computer gaming, risky alcohol consumption, tobacco smoking) by age and gender, and to explore how ARPG is associated with risky alcohol consumption, tobacco smoking, poor mental health and loneliness in males and females. Design Data from respondents aged 15–28 (n = 822) were derived from a cross-sectional random sample of population-based data (n = 4484). The data were collected in 2011–2012 by telephone interviews. The Problem Gambling Severity Index (PGSI, score≥2) was used to evaluate ARPG. Prevalence rates for risk behaviours were compared for within gender-specific age groups. Regression models were gender-specific. Results The proportion of at-risk and problem gamblers was higher among males than females in all age groups except among 18–21-year-olds, while frequent computer gaming was higher among males in all age groups. The odds ratio (95% CI) of being a male ARPGer was 2.57 (1.40–4.74) for risky alcohol consumption; 1.95 (1.07–3.56) for tobacco smoking; 2.63 (0.96–7.26) for poor mental health; and 4.41 (1.20–16.23) for feeling lonely. Likewise, the odds ratio (95% CI) of being a female ARPGer was 1.19 (0.45–3.12) for risky alcohol consumption; 4.01 (1.43–11.24) for tobacco smoking; 0.99 (0.18–5.39) for poor mental health; and 6.46 (1.42–29.34) for feeling lonely. All 95% CIs of ARPG correlates overlapped among males and females. Conclusions Overall, past-year at-risk and problem gambling and computer gaming seem to be more common among males than females; however, for risky alcohol consumption similar gender differences were evident only for the older half of the sample. No clear gender differences were seen in correlates associated with ARPG.
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Affiliation(s)
- Robert Edgren
- Tobacco, Gambling and Addiction Unit National Institute for Health and Welfare, Finland Institute of Clinical Medicine University of Helsinki, Finland
| | - Sari Castrén
- Institute of Behavioural Sciences University of Helsinki, Finland
| | - Markus Jokela
- Tobacco, Gambling and Addiction Unit National Institute for Health and Welfare, Finland
| | - Anne H. Salonen
- Institute of Clinical Medicine University of Helsinki, Finland
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Molero Jurado MDM, Pérez Fuentes MDC, Luque De La Rosa A, Martos Martínez Á, Barragán Martín AB, Simón Márquez MDM. Interpersonal Values and Academic Performance Related to Delinquent Behaviors. Front Psychol 2016; 7:1480. [PMID: 27799914 PMCID: PMC5065988 DOI: 10.3389/fpsyg.2016.01480] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/19/2016] [Accepted: 09/14/2016] [Indexed: 12/03/2022] Open
Abstract
The present study analyzes the relation between delinquent behaviors, interpersonal values, and academic performance. It also analyzes the possible protective function of interpersonal values against delinquent behaviors. The Interpersonal Values Questionnaire (IVQ) was used to assess interpersonal values, and the Antisocial-Delinquent Behaviors Questionnaire (A-D) was employed to assess antisocial behaviors. The sample was made up of 885 students of Compulsory Secondary Education, aged from 14 to 17 years. The results show that individuals who fail a subject as well as those who repeat a course present higher means in delinquent behaviors. Repeaters present higher means in the values of recognition and leadership, and non-repeaters in the value stimulation, whereas students who do not fail obtain higher scores in the value benevolence. Students with high levels of recognition, independence, and leadership, as well as students with low levels of conformity and benevolence display significantly higher levels of delinquent behaviors. Lastly, the probability of presenting a high level of delinquent behaviors is greater in individuals with: high independence, high leadership, high recognition, low benevolence, and low conformity.
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King DL, Delfabbro PH. Features of Parent-Child Relationships in Adolescents with Internet Gaming Disorder. Int J Ment Health Addict 2016. [DOI: 10.1007/s11469-016-9699-6] [Citation(s) in RCA: 32] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/28/2022] Open
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Chang FC, Miao NF, Chiu CH, Chen PH, Lee CM, Chiang JT, Chuang HY. Urban–rural differences in parental Internet mediation and adolescents’ Internet risks in Taiwan. HEALTH RISK & SOCIETY 2016. [DOI: 10.1080/13698575.2016.1190002] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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Tynes BM, Rose CA, Hiss S, Umaña-Taylor AJ, Mitchell K, Williams D. Virtual Environments, Online Racial Discrimination, and Adjustment among a Diverse, School-Based Sample of Adolescents. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2016; 6:1-16. [PMID: 27134698 PMCID: PMC4851344 DOI: 10.4018/ijgcms.2014070101] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Given the recent rise in online hate activity and the increased amount of time adolescents spend with media, more research is needed on their experiences with racial discrimination in virtual environments. This cross-sectional study examines the association between amount of time spent online, traditional and online racial discrimination and adolescent adjustment, including depressive symptoms, anxiety and externalizing behaviors. The study also explores the role that social identities, including race and gender, play in these associations. Online surveys were administered to 627 sixth through twelfth graders in K-8, middle and high schools. Multiple regression results revealed that discrimination online was associated with all three outcome variables. Additionally, a significant interaction between online discrimination by time online was found for externalizing behaviors indicating that increased time online and higher levels of online discrimination are associated with more problem behavior. This study highlights the need for clinicians, educational professionals and researchers to attend to race-related experiences online as well as in traditional environments.
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Affiliation(s)
| | | | - Sophia Hiss
- University of Southern California, Los Angeles, CA, USA
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Lila A, Koussa M, Perrino T, Stoutenberg M, Prado G. The association of organized and unorganized physical activity and sedentary behavior with internalizing and externalizing symptoms in Hispanic adolescents. Child Adolesc Ment Health 2016; 21:109-114. [PMID: 27346986 PMCID: PMC4915383 DOI: 10.1111/camh.12139] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
BACKGROUND Literature suggests that physical activity (PA) and sedentary behavior may be associated with adolescent mental health symptoms. A gap in the literature is whether different types of PA have unique impacts on internalizing and externalizing symptoms. This study separately assesses the association of organized PA, unorganized PA, and sedentary behavior with internalizing and externalizing symptoms. METHOD This study analyzed baseline data from a randomized controlled trial of a preventive intervention with 575 Hispanic adolescents. Using separate multivariable linear mixed models, the relationship between the independent variables of PA and sedentary behavior and the dependent variables of internalizing and externalizing symptoms was evaluated. RESULTS Organized PA was not associated with internalizing or externalizing symptoms; however, higher levels of unorganized PA were associated with greater internalizing and externalizing symptoms. Increased sedentary behavior was also associated with higher levels of externalizing symptoms, but not internalizing symptoms. CONCLUSIONS Implications of this study highlight the need to examine types of PA separately as they may differentially deferentially influence adolescent mental health symptoms. Potential explanations for these findings and suggested further analyses are discussed.
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Affiliation(s)
- Asfour Lila
- Department of Public Health Sciences, University of Miami Miller School of Medicine, FL, USA
| | - Maryann Koussa
- Department of Public Health Sciences, University of Miami Miller School of Medicine, FL, USA
| | - Tatiana Perrino
- Division of Prevention Science and Community Health, Department of Public Health Sciences, University of Miami Miller School of Medicine, 1120 NW 14th Street, FL 33136
| | - Mark Stoutenberg
- Department of Public Health Sciences, University of Miami Miller School of Medicine, FL, USA
| | - Guillermo Prado
- Division of Prevention Science and Community Health, Department of Public Health Sciences, University of Miami Miller School of Medicine, 1120 NW 14th Street, FL 33136
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Franco GE. Commentary: Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors. Front Psychol 2016; 6:1913. [PMID: 26733907 PMCID: PMC4679925 DOI: 10.3389/fpsyg.2015.01913] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/07/2015] [Accepted: 11/26/2015] [Indexed: 11/13/2022] Open
Affiliation(s)
- Gilbert E Franco
- Graduate Behavioral Sciences, Southern California Seminary El Cajon, CA, USA
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Ferguson CJ. Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2015; 10:646-66. [DOI: 10.1177/1745691615592234] [Citation(s) in RCA: 248] [Impact Index Per Article: 27.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/02/2023]
Abstract
The issue of whether video games—violent or nonviolent—“harm” children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression ( r = .06), reduced prosocial behavior ( r = .04), reduced academic performance ( r = −.01), depressive symptoms ( r = .04), and attention deficit symptoms ( r = .03) are minimal. Issues related to researchers’ degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective.
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Sedentary behavior and indicators of mental health in school-aged children and adolescents: A systematic review. Prev Med 2015; 76:48-57. [PMID: 25895839 DOI: 10.1016/j.ypmed.2015.03.026] [Citation(s) in RCA: 157] [Impact Index Per Article: 17.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/09/2015] [Revised: 03/24/2015] [Accepted: 03/30/2015] [Indexed: 10/23/2022]
Abstract
OBJECTIVE The presented systematic review aims at giving a comprehensive overview of studies assessing the relationship between sedentary behavior and indicators of mental health in school-aged children and adolescents. METHODS Six online databases (MEDLINE, EMBASE, PsycINFO, PsycARTICLES, CINAHL and SPORTDiscus) as well as personal libraries and reference lists of existing literature were searched for eligible studies. RESULTS Ninety-one studies met all inclusion criteria. There was strong evidence that high levels of screen time were associated with more hyperactivity/inattention problems and internalizing problems as well as with less psychological well-being and perceived quality of life. Concerning depressive symptoms, self-esteem, eating disorder symptoms, and anxiety symptoms, no clear conclusion could be drawn. But, taking quality assessment into account, self-esteem was negatively associated with sedentary behavior, i.e. high levels of time engaging in screen-based sedentary behavior were linked to lower scores in self-esteem. CONCLUSIONS Overall, the association between sedentary behavior and mental health indicators was rather indeterminate. Future studies of high quality and with an objective measure of sedentary behavior will be necessary to further examine this association as well as to investigate longitudinal relationships and the direction of causality. Furthermore, more studies are needed to identify moderating and mediating variables.
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Exelmans L, Custers K, Van den Bulck J. Violent video games and delinquent behavior in adolescents: A risk factor perspective. Aggress Behav 2015; 41:267-79. [PMID: 25732796 DOI: 10.1002/ab.21587] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/28/2013] [Revised: 01/15/2015] [Accepted: 01/19/2015] [Indexed: 11/08/2022]
Abstract
Over the years, criminological research has identified a number of risk factors that contribute to the development of aggressive and delinquent behavior. Although studies have identified media violence in general and violent video gaming in particular as significant predictors of aggressive behavior, exposure to violent video games has been largely omitted from the risk factor literature on delinquent behavior. This cross-sectional study therefore investigates the relationship between violent video game play and adolescents' delinquent behavior using a risk factor approach. An online survey was completed by 3,372 Flemish adolescents, aged 12-18 years old. Data were analyzed by means of negative binomial regression modelling. Results indicated a significant contribution of violent video games in delinquent behavior over and beyond multiple known risk variables (peer delinquency, sensation seeking, prior victimization, and alienation). Moreover, the final model that incorporated the gaming genres proved to be significantly better than the model without the gaming genres. Results provided support for a cumulative and multiplicative risk model for delinquent behavior. Aggr. Behav. 41:267-279, 2015. © 2015 Wiley Periodicals, Inc.
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Affiliation(s)
- Liese Exelmans
- Leuven School for Mass Communication Research; University of Leuven; Leuven Belgium
| | - Kathleen Custers
- Leuven School for Mass Communication Research; University of Leuven; Leuven Belgium
| | - Jan Van den Bulck
- Leuven School for Mass Communication Research; University of Leuven; Leuven Belgium
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Hull JG, Brunelle TJ, Prescott AT, Sargent JD. A longitudinal study of risk-glorifying video games and behavioral deviance. J Pers Soc Psychol 2015; 107:300-25. [PMID: 25090130 DOI: 10.1037/a0036058] [Citation(s) in RCA: 48] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Character-based video games do more than allow one to practice various kinds of behaviors in a virtual environment; they allow one to practice being a different kind of person. As such, we propose that games can alter self-perceptions of personal characteristics, attitudes, and values with broad consequences for behavior. In a multiwave, longitudinal study of adolescents, we examined the extent to which play of mature-rated, risk-glorifying (MRRG) games was associated with increases in alcohol use, cigarette smoking, aggression, delinquency, and risky sex as a consequence of its effects on personality, attitudes, and affiliations indicative of increased tolerance of deviance. Participants were selected with random-digit-dial procedures and followed for 4 years. Data were analyzed with linear mixed modeling to assess change over time and structural equation modeling with latent variables to test hypothesized mediational processes. Among those who play video games, playing MRRG games was associated with increases in all measures of behavioral deviance. Mediational models support the hypothesis that these effects are in part a consequence of the effects of such gameplay on sensation seeking and rebelliousness, attitudes toward deviant behavior in oneself and others, and affiliation with deviant peers. Effects were similar for males and females and were strongest for those who reported heavy play of mature-rated games and games that involved protagonists who represent nonnormative and antisocial values. In sum, the current research supports the perspective that MRRG gameplay can have consequences for deviant behavior broadly defined by affecting the personality, attitudes, and values of the player.
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Affiliation(s)
- Jay G Hull
- Department of Psychological and Brain Sciences, Dartmouth College
| | | | - Anna T Prescott
- Department of Psychological and Brain Sciences, Dartmouth College
| | - James D Sargent
- Norris Cotton Cancer Center, Geisel School of Medicine at Dartmouth
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Carey B, O'Brian S, Lowe R, Onslow M. Webcam Delivery of the Camperdown Program for Adolescents Who Stutter: A Phase II Trial. Lang Speech Hear Serv Sch 2014; 45:314-24. [DOI: 10.1044/2014_lshss-13-0067] [Citation(s) in RCA: 33] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/27/2013] [Accepted: 07/27/2014] [Indexed: 11/09/2022] Open
Abstract
Purpose
This Phase II clinical trial examined stuttering adolescents' responsiveness to the Webcam-delivered Camperdown Program.
Method
Sixteen adolescents were treated by Webcam with no clinic attendance. Primary outcome was percentage of syllables stuttered (%SS). Secondary outcomes were number of sessions, weeks and hours to maintenance, self-reported stuttering severity, speech satisfaction, speech naturalness, self-reported anxiety, self-reported situation avoidance, self-reported impact of stuttering, and satisfaction with Webcam treatment delivery. Data were collected before treatment and up to 12 months after entry into maintenance.
Results
Fourteen participants completed the treatment. Group mean stuttering frequency was 6.1 %SS (range, 0.7–14.7) pretreatment and 2.8 %SS (range, 0–12.2) 12 months after entry into maintenance, with half the participants stuttering at 1.2 %SS or lower at this time. Treatment was completed in a mean of 25 sessions (15.5 hr). Self-reported stuttering severity ratings, self-reported stuttering impact, and speech satisfaction scores supported %SS outcomes. Minimal anxiety was evident either pre- or post-treatment. Individual responsiveness to the treatment varied, with half the participants showing little reduction in avoidance of speech situations.
Conclusions
The Webcam service delivery model was appealing to participants, although it was efficacious and efficient for only half. Suggestions for future stuttering treatment development for adolescents are discussed.
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Affiliation(s)
- Brenda Carey
- Australian Stuttering Research Centre, The University of Sydney, Australia
| | - Sue O'Brian
- Australian Stuttering Research Centre, The University of Sydney, Australia
| | - Robyn Lowe
- Australian Stuttering Research Centre, The University of Sydney, Australia
| | - Mark Onslow
- Australian Stuttering Research Centre, The University of Sydney, Australia
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Busch V, De Leeuw JRJ. Unhealthy behaviors in adolescents: multibehavioral associations with psychosocial problems. Int J Behav Med 2014; 21:439-46. [PMID: 23591811 DOI: 10.1007/s12529-013-9316-z] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
Abstract
BACKGROUND Several unhealthy behaviors are associated with psychosocial health in adolescents. Previous studies have shown that different adolescent health behaviors cluster, and, in order to understand these associations, it is important to investigate the relations between individual behaviors and psychosocial problems. PURPOSE This study addressed the research question "Are adolescent health behaviors associated with psychosocial problems, and to what extent do certain health behaviors confound the relations between other health behaviors and psychosocial problems in adolescents?" METHODS Self-reported questionnaire data on a broad range of health behaviors and demographics were collected from 2,690 high school students in the Netherlands in September 2012. RESULTS After adjustment for demographic characteristics, nearly all unhealthy behaviors were found to be significantly associated with psychosocial problems. However, after correction for confounding by other behaviors, psychosocial problems were associated with fewer behaviors, namely compulsive internet use and videogame playing, smoking, cannabis use, and being bullied. These associations differed in boys and girls. CONCLUSIONS In multibehavioral analyses adjusted for behavioral clustering, which can cause considerable interbehavioral confounding, several behaviors were associated with psychosocial problems in adolescents. This approach to behavior analysis provides a better insight into behaviors and psychosocial health, and the specific associations identified can be utilized when designing effective prevention programs, such as health-promoting school interventions.
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Affiliation(s)
- Vincent Busch
- Julius Center for Health Sciences and Primary Care, University Medical Center Utrecht, Room Str. 5.122/5.107, HP Str 6.131, Universiteitsweg 100, PO Box 85500, 3508, GA, Utrecht, The Netherlands,
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Lambie I, Randell I, McDowell H. "Inflaming your neighbors": copycat firesetting in adolescents. INTERNATIONAL JOURNAL OF OFFENDER THERAPY AND COMPARATIVE CRIMINOLOGY 2014; 58:1020-1032. [PMID: 23832794 DOI: 10.1177/0306624x13492657] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/02/2023]
Abstract
The objective of this article is to consider and discuss existing research and theory concerning copycat problem behaviors and copycat offending and how this may be applicable to populations of firesetting children and adolescents. The primary databases used to search for literature were PsychInfo, Medline, and Eric. Google Scholar was used as an additional Internet search engine. While the primary focus was on literature published since 1990, earlier literature considered to be important was also included. Qualitative and quantitative studies suggest that consumption of violent media affects aggressive behaviors and supports the existence of a copycat effect within some offending populations. Existing literature suggests that processes such as desensitization, observational learning, priming, and alteration of scripts are involved in copycat behaviors and are mediated by individual, environmental, and media factors. While literature concerning firesetters has largely overlooked the possibility of a copycat effect, given their young age, and the often antisocial nature and individual and environmental problems associated with firesetters, they may be a population particularly vulnerable to such an effect. There is a need for consideration of the potential role of the media in copycat behaviors and for care to be taken in the way that the media reports events.
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Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study. Int J Ment Health Addict 2014. [DOI: 10.1007/s11469-014-9509-y] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/25/2022] Open
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Rosen L, Lim A, Felt J, Carrier L, Cheever N, Lara-Ruiz J, Mendoza J, Rokkum J. Media and technology use predicts ill-being among children, preteens and teenagers independent of the negative health impacts of exercise and eating habits. COMPUTERS IN HUMAN BEHAVIOR 2014; 35:364-375. [PMID: 25717216 PMCID: PMC4338000 DOI: 10.1016/j.chb.2014.01.036] [Citation(s) in RCA: 96] [Impact Index Per Article: 9.6] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
Abstract
The American Academy of Pediatrics recommends no screen time for children under the age of 2 and limited screen time for all children. However, no such guidelines have been proposed for preteens and teenagers. Further, research shows that children, preteens, and teenagers are using massive amounts of media and those with more screen time have been shown to have increased obesity, reduced physical activity, and decreased health. This study examined the impact of technology on four areas of ill-being-psychological issues, behavior problems, attention problems and physical health-among children (aged 4-8), preteens (9-12), and teenagers (13-18) by having 1030 parents complete an online, anonymous survey about their own and their child's behaviors. Measures included daily technology use, daily food consumption, daily exercise, and health. Hypothesis 1, which posited that unhealthy eating would predict impaired ill-being, was partially supported, particularly for children and preteens. Hypothesis 2, which posited that reduced physical activity would predict diminished health levels, was partially supported for preteens and supported for teenagers. Hypothesis 3, that increased daily technology use would predict ill-being after factoring out eating habits and physical activity, was supported. For children and preteens, total media consumption predicted illbeing while for preteens specific technology uses, including video gaming and electronic communication, predicted ill-being. For teenagers, nearly every type of technological activity predicted poor health. Practical implications were discussed in terms of setting limits and boundaries on technology use and encouraging healthy eating and physical activity at home and at school.
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Affiliation(s)
- L.D. Rosen
- California State University, Dominguez Hills, United States
| | - A.F. Lim
- California State University, Dominguez Hills, United States
| | - J. Felt
- California State University, Dominguez Hills, United States
| | - L.M. Carrier
- California State University, Dominguez Hills, United States
| | - N.A. Cheever
- California State University, Dominguez Hills, United States
| | - J.M. Lara-Ruiz
- California State University, Dominguez Hills, United States
| | - J.S. Mendoza
- California State University, Dominguez Hills, United States
| | - J. Rokkum
- California State University, Dominguez Hills, United States
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Holstein BE, Pedersen TP, Bendtsen P, Madsen KR, Meilstrup CR, Nielsen L, Rasmussen M. Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies. BMC Public Health 2014; 14:361. [PMID: 24731270 PMCID: PMC3990242 DOI: 10.1186/1471-2458-14-361] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/09/2012] [Accepted: 04/07/2014] [Indexed: 11/17/2022] Open
Abstract
Background Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. The objective was to develop and present a new and short non-clinical measurement tool for perceived problems related to computer use and gaming among adolescents and to study the association between screen time and perceived problems. Methods Cross-sectional school-survey of 11-, 13-, and 15-year old students in thirteen schools in the City of Aarhus, Denmark, participation rate 89%, n = 2100. The main exposure was time spend on weekdays on computer- and console-gaming and internet use for communication and surfing. The outcome measures were three indexes on perceived problems related to computer and console gaming and internet use. Results The three new indexes showed high face validity and acceptable internal consistency. Most schoolchildren with high screen time did not experience problems related to computer use. Still, there was a strong and graded association between time use and perceived problems related to computer gaming, console gaming (only boys) and internet use, odds ratios ranging from 6.90 to 10.23. Conclusion The three new measures of perceived problems related to computer and console gaming and internet use among adolescents are appropriate, reliable and valid for use in non-clinical surveys about young people’s everyday life and behaviour. These new measures do not assess Internet Gaming Disorder as it is listed in the DSM and therefore has no parity with DSM criteria. We found an increasing risk of perceived problems with increasing time spent with gaming and internet use. Nevertheless, most schoolchildren who spent much time with gaming and internet use did not experience problems.
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Affiliation(s)
- Bjørn E Holstein
- National Institute of Public Health, University of Southern Denmark, Øster Farimagsgade 5A, DK 1353 Copenhagen K, Denmark.
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Appel M, Stiglbauer B, Batinic B, Holtz P. Internet use and verbal aggression: The moderating role of parents and peers. COMPUTERS IN HUMAN BEHAVIOR 2014. [DOI: 10.1016/j.chb.2014.01.007] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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