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Li Q, Yu Y, Wang X, Wong SYS, Yang X. The relationship between parental affective disorders and digital addiction in children and adolescents: A systematic review and meta-analysis. Addict Behav 2025; 164:108282. [PMID: 39919394 DOI: 10.1016/j.addbeh.2025.108282] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2024] [Revised: 01/27/2025] [Accepted: 02/03/2025] [Indexed: 02/09/2025]
Abstract
BACKGROUND AND AIMS This study aims to comprehensively evaluate the correlation between parental affective disorders and four common digital addiction in children and adolescents. METHODS The research was conducted in MEDLINE, PsycINFO, Embase, CINAHL, and Web of Science. The meta-analysis included studies focusing on parental affective disorders and digital addiction to the Internet, smartphones, social media, and gaming among children and adolescents, using longitudinal, cohort, or cross-sectional study designs, and reporting correlation effect sizes or other data that could be converted to correlation r. Pooled Pearson's correlations were calculated using the random-effect model. RESULTS Nineteen studies were included (sample sizes ranged from 104 to 4,385), with ten on gaming addiction, four on smartphone addiction, three on Internet addiction, and two on social media addiction. The meta-analysis revealed a small but significant correlation (pooled r [95 %CI] = 0.15 [0.11-0.19]) between parental affective disorders and digital addiction in children and adolescents. This correlation was stronger in studies focusing on offspring's smartphone addiction (r [95 %CI] = 0.25 [0.17, 0.33]), and studies conducted in Asia (r [95 %CI] = 0.17 [0.12, 0.22]), and increased slightly from 0.09 to 0.10 to 0.15-0.16 by years in 2017 and 2024. DISCUSSION AND CONCLUSIONS Parental affective disorders were positively correlated with offspring's digital addiction, particularly on smartphone addiction and in Asian families. Improving parental mental health as a complementary strategy of clinical treatments might be more effective in reducing digital addiction in offspring. Further research is needed to explore the potential underlying mechanisms to gain a deeper understanding.
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Affiliation(s)
- Qian Li
- The Jockey Club School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong Special Administrative Region
| | - Yebo Yu
- Department of Social Medicine and Health Education, School of Public Health, Peking University, Beijing, China
| | - Xin Wang
- The Jockey Club School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong Special Administrative Region
| | - Samuel Yeung-Shan Wong
- The Jockey Club School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong Special Administrative Region
| | - Xue Yang
- The Jockey Club School of Public Health and Primary Care, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong Special Administrative Region.
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Horita H, Seki Y, Yamaguchi T, Shiko Y, Kawasaki Y, Shimizu E. Videoconference-Delivered Cognitive Behavioral Therapy for Parents of Adolescents With Internet Addiction: Pilot Randomized Controlled Trial. JMIR Pediatr Parent 2024; 7:e60604. [PMID: 39361415 PMCID: PMC11487207 DOI: 10.2196/60604] [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] [Received: 05/16/2024] [Revised: 07/09/2024] [Accepted: 07/31/2024] [Indexed: 10/05/2024] Open
Abstract
BACKGROUND The rise in internet addiction, including web-based gaming and social networking services, is a serious concern. Even with access to medical institutions and counseling services, individuals with internet addiction, particularly adolescents, often refuse medical treatment or counseling. Parent-focused psychological intervention may lead to positive outcomes by improving the parent-adolescent relationship and helping parents identify and modify their adolescent's problematic behaviors, including internet addiction. OBJECTIVE This study was a pilot randomized controlled trial to test the feasibility of remote cognitive behavioral therapy via videoconferencing for parents of adolescents with internet addiction. METHODS A total of 13 parents of adolescents aged 12-20 years with internet addiction were recruited and randomly assigned to either 12 sessions of the videoconference-delivered cognitive behavioral therapy (vCBT) group (n=6, 46%) or the waitlist control group (n=7, 54%). The study period was from March 1, 2018, to March 31, 2022. The primary outcome was the scores of the Young Internet Addiction Test reported by the adolescents. The secondary outcomes were adolescents' hours of internet use per day (Internet Addiction Test), reported by the adolescents and by their parents; the Young Diagnostic Questionnaire, completed by the parents; and the quality of life of the adolescents and the parents, measured by the EQ-5D-5L. These were evaluated at weeks 0 and 13. RESULTS As the primary outcome, the mean total Internet Addiction Test score decreased from 67.7 (SD 18.3; 6/13, 46%) at week 0 to 56.2 (SD 25.1; 5/9, 56%) at week 13 in the vCBT group, compared to an increase from 66.9 (SD 21.9; 7/13, 54%) to 68.0 (SD 18.7; 4/9, 44%) in the control group. For all outcomes, no significant differences were found between the 2 groups (all P>.05). CONCLUSIONS This study suggested the practical feasibility of vCBT for parents of adolescents with internet addiction. Further large-scale, multicenter randomized controlled trials are necessary to examine the effectiveness. TRIAL REGISTRATION UMIN Clinical Trials Registry UMIN000032483; https://tinyurl.com/yuhen6c9.
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Affiliation(s)
- Hideki Horita
- Department of Cognitive Behavioral Physiology, Graduate School of Medicine, Chiba University, Chiba City, Japan
- Department of Occupational Therapy, International University of Health and Welfare, Narita City, Japan
| | - Yoichi Seki
- Cognitive Behavioral Therapy Center, Chiba University Hospital, Chiba University, Chiba City, Japan
| | - Takumi Yamaguchi
- Research Administration Center, Saitama Medical University, Saitama, Japan
| | - Yuki Shiko
- Clinical Laboratory Department, Chiba University Hospital, Chiba University, Chiba City, Japan
| | - Yohei Kawasaki
- Preventive Medicine Center, Chiba University, Chiba City, Japan
| | - Eiji Shimizu
- Department of Cognitive Behavioral Physiology, Graduate School of Medicine, Chiba University, Chiba City, Japan
- Cognitive Behavioral Therapy Center, Chiba University Hospital, Chiba University, Chiba City, Japan
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Philippi J, Simon-Kutscher K, Austermann MI, Thomasius R, Paschke K. Investigating Parental Factors for Adolescent Problematic Gaming and Social Media Use - A Cross-sectional and Longitudinal Approach. J Adolesc Health 2024; 75:626-634. [PMID: 39066753 DOI: 10.1016/j.jadohealth.2024.06.012] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/27/2023] [Revised: 06/08/2024] [Accepted: 06/10/2024] [Indexed: 07/30/2024]
Abstract
PURPOSE Increasing concern has been raised on the addictive potential of digital games and socialmedia platforms, especially in adolescent users. Hence, investigating the etiology of problematic gaming (PG) and problematic social-media use (PSMU) is of great scientific and clinical interest. Parental factors have not been sufficiently addressed yet. Therefore, this study aims to investigate the predictive values of parental demographic, psychological, parenting, and role model factors for adolescent PG/PSMU. METHODS In a representative parent-child (10-17 years) sample parental factors and adolescent PG/PSMU were assessed cross-sectionally (Ndyads = 1221) and longitudinally (Ndyads = 659) using online-questionnaires at two measurement points 14 months apart. Parental factors included parental media-use patterns, sociodemographic aspects, (digital) emotion regulation, stress perception, (digital) parental self-efficacy, and media rules. Best subset linear regression models were estimated to identify parental factors with greatest predictive values. These were included in prospective linear regression analyses. RESULTS At the cross-sectional level, 18% of model variance predicting PG and 24% predicting PSMU could be explained by parental media-use patterns, media rules, and (digital) parental self-efficacy after controlling for adolescent age. Longitudinally, 33% of variance in the PG model and 34% of variance of the PSMU model could be explained by parental media-use patterns and parental self-efficacy after controlling for adolescent age and baseline PG/PSMU. DISCUSSION This study is the first to differentially investigate parental factors in the context of adolescent PG/PSMU in a prospective representative parent-child study. Aspects of digital parental role modeling and parenting could be identified as promising anchors for prevention and treatment.
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Affiliation(s)
- Johanna Philippi
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Kathrin Simon-Kutscher
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Maria Isabella Austermann
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Rainer Thomasius
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Kerstin Paschke
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany.
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Li C, Pan T, He J, Zheng Y, Fan L, Meng Y. Approach bias in individuals with Internet gaming disorder: Evidence from an event-related potential-based approach-avoid task. Int J Psychophysiol 2024; 202:112376. [PMID: 38844052 DOI: 10.1016/j.ijpsycho.2024.112376] [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: 03/23/2024] [Revised: 05/10/2024] [Accepted: 06/02/2024] [Indexed: 06/10/2024]
Abstract
Individuals with Internet gaming disorder (IGD) often exhibit an approach bias towards gaming cues compared to non-gaming cues. Although previous studies suggested a positive correlation between approach bias and the severity of game use, the neuropsychological mechanisms that underpin the automatic action tendencies remain largely unexplored. The present study measured event-related potentials (ERPs) in 22 IGD and 23 healthy control (HC) participants who met the inclusion criteria, both groups conducted the Stimulus-Response Compatibility task (SRC), with their ERPs recorded during the task. Results revealed that the IGD group showed a significantly larger approach bias towards gaming cues (avoidance versus approach reaction time) compared to the HC group. The amplitude of P300 significantly increased, whereas N100 significantly decreased for game-approach compared to game-avoid for IGD compared to HC participants. The findings suggested that the enhanced integrated motivational value under compatible conditions as well as increased stimulus-response conflicts under incompatible conditions may contribute to the approach bias in IGD individuals. Further investigation on the intervention is prompted through longitudinal studies.
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Affiliation(s)
- Cuijing Li
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China; Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
| | - Ting Pan
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China; Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
| | - Jinbo He
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China; Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China.
| | - Yang Zheng
- School of Psychology, Zhejiang Normal University, Jinhua, China
| | - Liyan Fan
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China; Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
| | - Yayun Meng
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China; Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
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Başdaş Ö, Özbey H, Bayat M. Psychometric properties of the Turkish version of the gaming disorder scale for adolescents (GADIS-A). J Pediatr Nurs 2024; 77:e218-e224. [PMID: 38658304 DOI: 10.1016/j.pedn.2024.04.032] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/14/2022] [Revised: 04/06/2024] [Accepted: 04/06/2024] [Indexed: 04/26/2024]
Abstract
PURPOSE This methodological study established the Turkish validity and reliability of the Gaming Disorder Scale for Adolescents (GADIS-A). METHODS The study was conducted with 378 adolescents studying in primary and secondary education institutions in the central districts of a province in Turkey affiliated with the Provincial Directorate of National Education. Data were collected using an adolescent information form and GADIS-A. An ethics committee approved the study, and permission was obtained from the institution. RESULTS Confirmatory Factor Analysis (CFA) showed that the scale had factor loadings of 0.511 to 0.768, the Goodness of Fit indices of >0.87, and the RMSEA index of <0.10. The total scale had a Cronbach's alpha of 0.860. CONCLUSION The results show that GADIS-A is a valid and reliable measure for the Turkish sample. IMPLICATIONS TO PRACTICE GADIS-A, a highly valid and reliable scale, can be used as a measurement tool in national and international screening programs.
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Affiliation(s)
- Öznur Başdaş
- Department of Pediatric Nursing, Faculty of Health Science, Erciyes University, Kayseri, Turkey
| | - Harun Özbey
- Erciyes University, Institute of Health Sciences, Child Health and Disease Nursing Department, Kayseri, Turkey.
| | - Meral Bayat
- Department of Pediatric Nursing, Faculty of Health Science, Erciyes University, Kayseri, Turkey
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Mazaherizadeh A, Taherifar Z, Farahani H, Hussain Z. Screened realities: a Grounded Theory exploration of gaming disorder dynamics among Iranian male adolescents. Front Psychiatry 2024; 15:1357211. [PMID: 38784163 PMCID: PMC11112703 DOI: 10.3389/fpsyt.2024.1357211] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/18/2024] [Accepted: 04/11/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction The increasing prevalence of gaming Disorder (GD) among adolescents has become a global concern. Despite the rising number of studies investigating GD, the cultural and socio-economic factors influencing GD with a qualitative approach are scarce. This study aims to explore the underlying factors, processes, and consequences of GD among Iranian male adolescents and contextual factors related to GD within Iran's unique socio-cultural and psychological tapestry. Methods The study used a qualitative design based on the Grounded Theory Method (GTM). The researchers conducted semi-structured interviews with 13 male adolescents aged 15-18 who Dignasoed according to DSM-5 and ICD-11 criteria. The interviews were transcribed and analyzed using the GTM approach, which involves open, axial, and selective coding. Results The study revealed nine main themes and a core category: (1) interaction seeking, (2) encounter and familiarize with games, (3) games attraction, (4) Socialization, (5) game careerism, (6) dexterity, (7) lack and compensation, (8) physical harm, territorial-cultural barrier, (9) second life, and ''life crafting'' as the core category. Discussion The study's findings provide valuable insights into the cultural and socio-economic factors influencing GD among Iranian male adolescents. For example, Iran's economic conditions make adolescents choose gaming as their job and try to earn money in this way, which makes them more dependent on gaming. On the other hand, communities related to games play an essential role in the identity development of adolescents with GD.
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Affiliation(s)
| | - Zahra Taherifar
- Department of Psychology, University of Tehran, Tehran, Iran
| | | | - Zaheer Hussain
- School of Social Sciences, Nottingham Trent University, Nottingham, United Kingdom
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Coșa IM, Dobrean A, Balazsi R. Measurement Invariance of the Lemmens Internet Gaming Disorder Scale-9 Across Age, Gender, and Respondents. Psychiatr Q 2024; 95:137-155. [PMID: 38294619 DOI: 10.1007/s11126-024-10066-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 01/21/2024] [Indexed: 02/01/2024]
Abstract
Although Internet gaming disorder (IGD) has gained increased attention in scientific, clinical, and community contexts, there is still a lack of consensus regarding the best assessment tools (i.e., self-report or other reports) for assessing its symptoms. The present study aimed to investigate the reliability, validity, and measurement invariance of both versions (youth and parent) of The Lemmens Internet Gaming Disorder Scale-9. To achieve this goal, we recruited between June and October 2019 from five Romanian highschools a total of 697 adolescents (11-19 years old) and one of their parents (N = 391). The internal consistency was good in both versions of the instrument (α = 0.772 for the youth version and α = 0.781 for the parent version). Construct validity assessed through confirmatory factor analysis showed support for the one factor structure of the scales, while multigroup confirmatory factor analysis endorsed the invariance across age, gender, and respondents (i.e., parent vs. youth report). The current research identifies both IGD scales to be reliable and valid, arguing for their utility for assessing IGD symptomatology among adolescents. Implications for theory, assessment, and future directions are discussed.
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Affiliation(s)
- Iulia Maria Coșa
- International Institute for The Advanced Studies of Psychotherapy and Applied Mental Health, Babeș-Bolyai University, Republicii Street 37, Cluj-Napoca, 400015, Romania
- Evidence Based Psychological Assessment and Interventions Doctoral School, Babeș-Bolyai University, Cluj-Napoca, Romania
| | - Anca Dobrean
- International Institute for The Advanced Studies of Psychotherapy and Applied Mental Health, Babeș-Bolyai University, Republicii Street 37, Cluj-Napoca, 400015, Romania.
- Department of Clinical Psychology and Psychotherapy, Babeş-Bolyai University, Republicii Street 37, Cluj-Napoca, 400015, Romania.
| | - Robert Balazsi
- Department of Psychology, Babeș-Bolyai University, No. 37, Republicii Street, Cluj-Napoca, 40015, Romania
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Park H, Jung T. The Effects of Equine-Assisted Learning on Adolescents with Internet Gaming Disorder. Healthcare (Basel) 2024; 12:311. [PMID: 38338198 PMCID: PMC10855208 DOI: 10.3390/healthcare12030311] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2023] [Revised: 01/06/2024] [Accepted: 01/13/2024] [Indexed: 02/12/2024] Open
Abstract
During the COVID-19 pandemic, internet gaming became more popular as a way to cope with stress, but excessive gaming can lead to mental health issues like internet gaming disorder (IGD). IGD has serious consequences, especially among children and young adults, and the gaming industry's profits continue to grow. This study aims to understand the mental and behavioral health of adolescents with IGD participating in an equine-assisted learning (EAL) program and assess the changes in their addiction tendencies and emotional and behavioral problems. The results showed that the participants' tendency towards internet gaming addiction and emotional and behavioral problems decreased immediately after the EAL program, but they rose again a month later. This suggests the importance of ongoing program involvement. As COVID-19 restrictions ease worldwide, this study highlights the increasing risk of IGD. It suggests that EAL could be a valuable approach to treating behavioral addictions, including gaming addiction. While prior research has shown the effectiveness of EAL in treating substance addiction, more research is needed to explore its potential in treating various types of addictions, such as gambling or gaming addictions.
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Affiliation(s)
- Hyoungjin Park
- School of Sports and Health, Kyungsung University, Busan 48434, Republic of Korea;
| | - Taewoon Jung
- Department of Special Physical Education, Yongin University, Yongin 17092, Republic of Korea
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Kattein E, Schmidt H, Witt S, Jörren HL, Menrath I, Rumpf HJ, Wartberg L, Pawils S. Increased Digital Media Use in Preschool Children: Exploring the Links with Parental Stress and Their Problematic Media Use. CHILDREN (BASEL, SWITZERLAND) 2023; 10:1921. [PMID: 38136123 PMCID: PMC10742172 DOI: 10.3390/children10121921] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/14/2023] [Revised: 12/07/2023] [Accepted: 12/07/2023] [Indexed: 12/24/2023]
Abstract
BACKGROUND Intense or problematic media use behavior of parents could serve as a role model for their children's media use behavior. So far, knowledge is scarce about increased children's media use (ICMU) and its association with parental stress (PS) and problematic parental media use (PPMU). METHODS ICMU was examined using a modified set of the DSM-5 criteria for Internet Gaming Disorder. PS was assessed via the widely used Parenting Stress Index, and PPMU was assessed using the Short Compulsive Internet Use Scale. A multiple linear regression analysis was conducted to evaluate the links between ICMU, PS, and PPMU. A mediation analysis was performed to examine if PPMU mediated the relationship between PS and ICMU. RESULTS In sum, 809 parents (M = 36.89 years; SD = 4.87; 81.4% female) of preschool children (average age: 44.75 months, SD = 13.68) participated in the study. ICMU was statistically significantly related to higher age of the parent, greater PPMU, and higher PS. Furthermore, we found that the association between PS and ICMU was partially mediated by PPMU. CONCLUSIONS The results indicate that more pronounced PS and PPMU are associated with ICMU, highlighting the necessity of considering these parental variables when developing early prevention strategies for preschool-age children.
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Affiliation(s)
- Elena Kattein
- Department of Psychiatry and Psychotherapy, University of Lübeck, 23562 Lübeck, Germany
| | - Hannah Schmidt
- Department of Psychiatry and Psychotherapy, University of Lübeck, 23562 Lübeck, Germany
- Department of Paediatrics and Adolescent Medicine, University of Lübeck, 23562 Lübeck, Germany
| | - Stefanie Witt
- Institute of Medical Psychology, University Medical Center Hamburg-Eppendorf, 20251 Hamburg, Germany
| | - Hannah Lea Jörren
- Department of Psychiatry and Psychotherapy, University of Lübeck, 23562 Lübeck, Germany
| | - Ingo Menrath
- Department of Paediatrics and Adolescent Medicine, University of Lübeck, 23562 Lübeck, Germany
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, 23562 Lübeck, Germany
| | - Lutz Wartberg
- Department of Psychology, Faculty of Human Sciences, MSH Medical School Hamburg, 20457 Hamburg, Germany
| | - Silke Pawils
- Institute of Medical Psychology, University Medical Center Hamburg-Eppendorf, 20251 Hamburg, Germany
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Mohamed NF, Ab Manan N, Muhammad Firdaus Chan MF, Rahmatullah B, Abd Wahab R, Baharudin SNA, Govindasamy P, Abdulla K. The prevalence of internet gaming disorders and the associated psychosocial risk factors among adolescents in Malaysian secondary schools. Clin Child Psychol Psychiatry 2023; 28:1420-1434. [PMID: 36927134 DOI: 10.1177/13591045231164870] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 03/18/2023]
Abstract
Internet Gaming Disorder (IGD) has been placed under the conditions for further study segment in DSM-5. The purpose of the current study was to develop a preliminary psychosocial model as a reference for providing appropriate intervention, particularly for adolescents with IGD. A total of 5290 adolescents from secondary schools in seven states in Malaysia were recruited by using proportionate random sampling. A standardized set of validated questionnaires such as DASS-21, BIS-11, and IGDS9-SF were distributed to participants that fulfilled the inclusion criteria. The prevalence of IGD among Malaysian adolescents was 3.5%. The bivariate analysis summarized that factors such as stress, impulsivity, gender, time spent using the internet, and relationship with parents and friends; have statistically significant associations with IGD. The logistic regression model revealed that adolescents with IGD were 9 times more likely to experience extremely severe stress (p < 0.001). Several psychosocial factors were associated strongly with IGD in the current study, however, mental health shows the most significant issues among adolescents with IGD. Immediate intervention through a psychological approach to internet gaming is needed from parents, schools, and also respective stakeholders. IGD may become one of the addictions diseases that cause deterioration in many aspects of an adolescent's future life without serious intervention.
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Affiliation(s)
- Nor Firdous Mohamed
- Department of Psychology, Faculty of Human Development, Universiti Pendidikan Sultan Idris, Perak, Malaysia
| | - Norhafizah Ab Manan
- Department of Community Medicine, Faculty of Medicine, University of Cyberjaya, Selangor, Malaysia
| | | | - Bahbibi Rahmatullah
- Faculty of Computing and Meta-Technology, Universiti Pendidikan Sultan Idris, Perak, Malaysia
| | - Rasidah Abd Wahab
- Reconstructive and Rehabilitation Centre, Faculty of Medicine and Health Sciences, University of Malaysia of Sarawak, Sarawak, Malaysia
| | | | - Priyalatha Govindasamy
- Department of Psychology, Faculty of Human Development, Universiti Pendidikan Sultan Idris, Perak, Malaysia
- Faculty of Education and Humanities, UNITAR International University, Selangor, Malaysia
| | - Kahar Abdulla
- European Alliance Against Depression, Department of Psychiatry, Psychosomatics, and Psychotherapy, Hospital of the Goethe University Frankfurt, Hesse, Germany
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Chang RS, Lee M, Im JJ, Choi KH, Kim J, Chey J, Shin SH, Ahn WY. Biopsychosocial factors of gaming disorder: a systematic review employing screening tools with well-defined psychometric properties. Front Psychiatry 2023; 14:1200230. [PMID: 37533885 PMCID: PMC10390702 DOI: 10.3389/fpsyt.2023.1200230] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/04/2023] [Accepted: 06/21/2023] [Indexed: 08/04/2023] Open
Abstract
Background and aims Considering the growing number of gamers worldwide and increasing public concerns regarding the negative consequences of problematic gaming, the aim of the present systematic review was to provide a comprehensive overview of gaming disorder (GD) by identifying empirical studies that investigate biological, psychological, and social factors of GD using screening tools with well-defined psychometric properties. Materials and methods A systematic literature search was conducted through PsycINFO, PubMed, RISS, and KISS, and papers published up to January 2022 were included. Studies were screened based on the GD diagnostic tool usage, and only five scales with well-established psychometric properties were included. A total of 93 studies were included in the synthesis, and the results were classified into three groups based on biological, psychological, and social factors. Results Biological factors (n = 8) included reward, self-concept, brain structure, and functional connectivity. Psychological factors (n = 67) included psychiatric symptoms, psychological health, emotion regulation, personality traits, and other dimensions. Social factors (n = 29) included family, social interaction, culture, school, and social support. Discussion When the excess amount of assessment tools with varying psychometric properties were controlled for, mixed results were observed with regards to impulsivity, social relations, and family-related factors, and some domains suffered from a lack of study results to confirm any relevant patterns. Conclusion More longitudinal and neurobiological studies, consensus on a diagnostic tool with well-defined psychometric properties, and an in-depth understanding of gaming-related factors should be established to settle the debate regarding psychometric weaknesses of the current diagnostic system and for GD to gain greater legitimacy in the field of behavioral addiction.
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Affiliation(s)
- Rose Seoyoung Chang
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Minju Lee
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Jooyeon Jamie Im
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Kee-Hong Choi
- School of Psychology, Korea University, Seoul, Republic of Korea
| | - Jueun Kim
- Department of Psychology, Chungnam National University, Daejeon, Republic of Korea
| | - Jeanyung Chey
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Suk-Ho Shin
- Department of Child and Adolescent Psychiatry, Dr. Shin’s Neuropsychiatric Clinic, Seoul, Republic of Korea
| | - Woo-Young Ahn
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
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Lee MS, Bhang SY. Attention, Externalizing and Internalizing Problems Mediated Differently on Internet Gaming Disorder Among Children and Adolescents With a Family History of Addiction as an Adverse Childhood Experience. J Korean Med Sci 2023; 38:e221. [PMID: 37431544 DOI: 10.3346/jkms.2023.38.e221] [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] [Received: 09/26/2022] [Accepted: 03/20/2023] [Indexed: 07/12/2023] Open
Abstract
BACKGROUND This study aimed to examine the factors associated with internet gaming disorder (IGD) and the mediating role of pediatric symptoms (attention, externalizing problems and internalizing problems) in children and adolescents with a family history of addiction as an adverse childhood experience (ACE). METHODS A total of 2,586 children and adolescents (mean age = 14.04 ± 2.34; age range = 11-19 years; 50.5% boys) completed the Internet Game Use-Elicited Symptom Screen and the Pediatric Symptom Checklist-17. IBM SPSS Statistics 21 was used to calculate descriptive statistics and Pearson correlation coefficients and to conduct multiple regression analyses. Mediation analysis was performed using the Sobel test and the SPSS PROCESS macro. Serial multiple mediation analysis was performed using bootstrapping with 5,000 replications. RESULTS The higher levels of Attention problems (β = -0.228, P < 0.001) and externalizing problems (β = -0.213, P < 0.001) were associated with IGD. Furthermore, the indirect effect of the independent variable on the dependent variable through the mediators was significant (Sobel's T: Z = -5.006, P < 0.001). These findings suggest that attention and externalizing problems mediate the effect of family history of addiction on IGD. CONCLUSION This study demonstrated the associations among the family history of addiction, IGD, and pediatric symptoms (attention, externalizing problems, and internalizing problems) among Korean children and adolescents. Therefore, we need to pay attention to pediatric symptoms and develop systematic alternatives to improve mental health among Korean children and adolescents with a family history of addiction as ACEs.
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Affiliation(s)
- Mi-Sun Lee
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
- Center for School Mental Health, Eulji University, Seoul, Korea
| | - Soo-Young Bhang
- Center for School Mental Health, Eulji University, Seoul, Korea
- Department of Psychiatry, Nowon Eulji University Hospital, Eulji University School of Medicine, Seoul, Korea.
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Kavanagh M, Brett C, Brignell C. What is the reported relationship between self-esteem and gaming disorder? A systematic review and meta-analysis. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107776] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/05/2023]
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Kamolthip R, Yang YN, Latner JD, O’Brien KS, Chang YL, Lin CC, Pakpour AH, Lin CY. The effect of time spent sitting and excessive gaming on the weight status, and perceived weight stigma among Taiwanese young adults. Heliyon 2023; 9:e14298. [PMID: 36938463 PMCID: PMC10018563 DOI: 10.1016/j.heliyon.2023.e14298] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/29/2022] [Revised: 02/15/2023] [Accepted: 02/28/2023] [Indexed: 03/08/2023] Open
Abstract
Background During the COVID-19 pandemic, physical inactivity and sedentary behaviors (i.e., longer sitting time and excessive gaming) increased because governments across the globe adopted stringent mitigation strategies such as social distancing and lockdowns to curb the spread of the virus. Excessive gaming was one of the coping mechanisms used to deal with the pressure associated with the pandemic. Moreover, perceived weight stigma (PWS) and weight status became more salient concerns among young adults during the COVID-19 pandemic. The current study sought to investigate the relationship between time spent sitting, excessive gaming, weight status, and PWS of Taiwanese Young adults. Additionally, weight status and PWS were examined as mediators between both sedentary behaviors. Methods This cross-sectional study involved 600 participants who were recruited through Taiwan universities. All participants completed a demographic questionnaire (including weight and height) and self-report measures including the International Physical Activity Questionnaire short form (IPAQ-SF), the Perceived Weight Stigma Scale (PWSS), and the Internet Gaming Disorder Scale-short form (IGDS9-SF). PROCESS model was performed to test the potential mediation roles of weight status and PWS. Moreover, we categorized participants into two groups based on the sitting-time item in the IPAQ-SF: students whose sitting time was less than 8 h daily, and those more than 8 h daily. Results The group that had less than 8 h had significantly higher PWS and IGDS9-SF scores than the other group. Sitting time was negatively associated with weight status, PWS, and IGDS9-SF. Additionally, we found a significantly direct effect between time spent sitting and excessive gaming. Both weight status and PWS were significant mediators in the association between time spent sitting and excessive gaming.Conclusions: The present study demonstrated important negative correlates of excessive sedentary behaviors. Prevention efforts should focus on promoting physical activity and providing information to decrease sedentary behavior among university students.
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Affiliation(s)
- Ruckwongpatr Kamolthip
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Yung-Ning Yang
- Department of Pediatrics, E-DA Hospital, I-Shou University, Kaohsiung, Taiwan
- School of Medicine, I-Shou University, Kaohsiung, Taiwan
| | - Janet D. Latner
- Department of Psychology, University of Hawaii at Manoa, Honolulu, HI, USA
| | - Kerry S. O’Brien
- School of Social Sciences, Faculty of Arts, Monash University, Melbourne, VIC, Australia
| | - Yen-Ling Chang
- Department of Family Medicine, Cardinal Tien Hospital, New Taipei, Taiwan
- Corresponding author. Department of Family Medicine, Cardinal Tien Hospital, No. 362, Zhongzheng Rd., Xindian Dist., New Taipei 23148, Taiwan.
| | - Chien-Chin Lin
- Department of Laboratory Medicine, National Taiwan University Hospital, Taipei, Taiwan
- Division of Hematology and Internal Medicine, National Taiwan University Hospital, Taipei, Taiwan
- Graduate Institute of Clinical Medicine, National Taiwan University, Taipei, Taiwan
| | - Amir H. Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan 701401, Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan 701401, Taiwan
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan 701401, Taiwan
- Corresponding author. Institute of Allied Health Sciences, Departments of Occupational Therapy and Public Health, and Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, 1 University Rd, Tainan 701401, Taiwan.
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Problematic social media use, digital gaming addiction and excessive screen time among Turkish adolescents during remote schooling: implications on mental and academic well-being. MARMARA MEDICAL JOURNAL 2023. [DOI: 10.5472/marumj.1244628] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Objective: The present study aimed to describe screen use patterns among Turkish adolescents during the coronavirus disease 19
(COVID-19) pandemic with a special emphasis on social media and digital gaming addiction, and explore how these are linked to
adolescents’ mental and academic well-being.
Materials and Method: The study sample consisted of 9th to 12th grade students from three public high-schools in Istanbul, Turkey
(n=201). Participants were required to complete a comprehensive questionnaire which gathered information about various domains
including problematic screen use, attitudes towards online education, and mental/academic well-being during the lockdown period.
Results: The overall screen time exhibited a significant increase during the lockdown, with the most common discretionary screen
activities being social media use, communication, and watching movies/series (p
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Wartberg L, Kramer M, Potzel K, Kammerl R. Problematic Use of Video Games, Social Media, and Alcohol: Associations with Mother-Child Relationship. Psychopathology 2023; 56:117-126. [PMID: 35780771 DOI: 10.1159/000525148] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/03/2021] [Accepted: 05/12/2022] [Indexed: 11/19/2022]
Abstract
INTRODUCTION According to current concepts of developmental tasks, both the use of digital media and the consumption of psychotropic substances are age-typical challenges for adolescents. The majority overcomes these developmental tasks, but a substantial proportion of youth develops problematic usage patterns (e.g., of video games) or problematic consumption behavior (e.g., of alcohol). Empirical findings show the importance of family aspects for these problematic behavior patterns. Currently, it is not clear which specific areas of parent-child relationship are associated in each case and whether there are differences between substance-related and substance-unrelated problematic behavioral patterns. METHODS We surveyed 480 adolescents (45.2% females, mean age = 16.84 years) with standardized instruments regarding the mother-child relationship as well as problematic gaming, problematic social media use, and problematic alcohol use. We conducted correlation and multiple linear regression analyses (separately for problematic gaming, problematic social media use, and problematic alcohol use) as well as a multivariate multiple regression analysis. RESULTS In the regression analyses, more conflicts with the mother were related to all three behavioral patterns. However, lower cohesion was only statistically significantly associated with problematic alcohol use, but not with problematic gaming and problematic social media use, whereas lower autonomy and more frequent punishment of the child were statistically significantly related to problematic gaming and problematic social media use, but not to problematic alcohol use. DISCUSSION/CONCLUSION The findings indicate partially different relational dynamics for substance-related and substance-unrelated problem behaviors (interestingly, for cohesion and autonomy, the 95% confidence intervals of the standardized regression coefficients were not overlapping). The results of the present study could be used in family-based prevention approaches or in treatments in the clinical setting.
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Affiliation(s)
- Lutz Wartberg
- Department of Psychology, Faculty of Human Sciences, MSH Medical School Hamburg, Hamburg, Germany
| | - Michaela Kramer
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, Bavaria, Germany
| | - Katrin Potzel
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, Bavaria, Germany
| | - Rudolf Kammerl
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, Bavaria, Germany
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Brandhorst I, Lahres P, Hanke S, Batra A, Renner T, Barth G, Lindenberg K, Vonderlin E, Petersen K. Randomized Controlled Evaluation of a Group-Based Training for Parents of Adolescents with Gaming Disorder or Social Network Use Disorder. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 20:272. [PMID: 36612593 PMCID: PMC9819552 DOI: 10.3390/ijerph20010272] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/31/2022] [Revised: 12/09/2022] [Accepted: 12/19/2022] [Indexed: 06/17/2023]
Abstract
BACKGROUND Internet Use Disorder (IUD), Gaming Disorder (GD), and Social Network Use Disorder (SNUD) are common phenomena among adolescents and young adults. Negative consequences of such disorders can be observed in the individuals themselves and in the family system. Although parents can influence their children in many ways, they are rarely considered in interventions. The present study examines the effectiveness of a group-based training for parents of adolescents with IUD, GD, or SNUD. METHODS A total of 76 parents of adolescents (12 to 20 years) were randomly assigned to the intervention group (IG) or the waiting list control group. Parents in the IG participated over eight weeks in six sessions of training (topics: psychoeducation, parenting behaviour, parent-child relationships, parent-child communication, and stress and relaxation). Questionnaires on adolescent symptomatology, parent-child relationships, and parental burden were collected before and after the intervention/waiting period. RESULTS The training reduced the IUD symptomatology of adolescents from the parents' perspective. GD symptomatology improved for at-risk users, though not for pathological users. Some aspects of the parent-child relationships improved in the mothers' judgment. Parental stress was already low before the training. CONCLUSIONS The presented parent group training can be used to improve IUD symptomatology in adolescents and is effective in the context of early intervention for at-risk computer gamers.
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Affiliation(s)
- Isabel Brandhorst
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tuebingen, 72076 Tubingen, Germany
| | - Patrizia Lahres
- Section of Addiction Medicine and Addiction Research, Department of Psychiatry and Psychotherapy, University Hospital Tuebingen, 72076 Tuebingen, Germany
| | - Sara Hanke
- Section of Addiction Medicine and Addiction Research, Department of Psychiatry and Psychotherapy, University Hospital Tuebingen, 72076 Tuebingen, Germany
| | - Anil Batra
- Section of Addiction Medicine and Addiction Research, Department of Psychiatry and Psychotherapy, University Hospital Tuebingen, 72076 Tuebingen, Germany
| | - Tobias Renner
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tuebingen, 72076 Tubingen, Germany
| | - Gottfried Barth
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tuebingen, 72076 Tubingen, Germany
| | - Katajun Lindenberg
- Child and Adolescent Psychotherapy, Institute for Psychology, Goethe-University Frankfurt, 60486 Frankfurt, Germany
| | - Eva Vonderlin
- Child and Adolescent Psychotherapy, Institute for Psychology, University of Heidelberg, 69115 Heidelberg, Germany
| | - Kay Petersen
- Section of Addiction Medicine and Addiction Research, Department of Psychiatry and Psychotherapy, University Hospital Tuebingen, 72076 Tuebingen, Germany
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Brandhorst I, Uwe Petersen K, Hanke S, Batra A, Renner T, Maria Barth G. Training for Parents of Adolescents with Gaming Disorder. SUCHT 2022. [DOI: 10.1024/0939-5911/a000790] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Abstract: Aim: Parents can influence the Internet use (IUD) or gaming disorder (GD) in their children in various ways. However, there is scant published research and limited structured guidelines on the subject. This article describes a group training for parents that does not require the participation of the affected individuals. Methods: In this non-controlled pilot study, 42 parents (31 families) participated, completing diagnostic questionnaires before and after group training (adolescent’s GD Symptomatology, adolescent’s internalizing and externalizing problems, the parent’s and adolescent’s quality of life). The training included six sessions and was divided into four main topics (psychoeducation, parent-child-communication, analysing and changing, own limits and needs). Results: The training was well-received by the participants. The training itself and most of the content were rated as helpful. From the parents’ point of view, there were significant improvements in the GD symptomatology, the adolescent’s internalizing and externalizing problems, and adolescent’s quality of life. The parents’ quality of life was already at an average high level at the beginning of the training and hardly changed. Conclusions: The training program is easy to implement and is considered beneficial. There are indications that positive changes are triggered by the training, even though the affected persons themselves are not involved. A randomized controlled efficacy study is still pending.
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Affiliation(s)
- Isabel Brandhorst
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tübingen, Germany
| | - Kay Uwe Petersen
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Germany
| | - Sara Hanke
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Germany
| | - Anil Batra
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Germany
| | - Tobias Renner
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tübingen, Germany
| | - Gottfried Maria Barth
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tübingen, Germany
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Hou CY, Rutherford R, Chang H, Chang FC, Shumei L, Chiu CH, Chen PH, Chiang JT, Miao NF, Chuang HY, Tseng CC. Children's mobile-gaming preferences, online risks, and mental health. PLoS One 2022; 17:e0278290. [PMID: 36454977 PMCID: PMC9714941 DOI: 10.1371/journal.pone.0278290] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/16/2021] [Accepted: 11/15/2022] [Indexed: 12/02/2022] Open
Abstract
This study examined the relationships between children's mobile gaming preferences, online risks, and mental health. Data were obtained from a sample of 2,702 third and fourth grade students from 16 elementary schools in Taiwan and 9 schools in China. A self-administered questionnaire was used. The mental state of the children who participated in the study was assessed using the Strengths and Difficulties Questionnaire (SDQ), while mobile gaming addiction was assessed using the short form of the Internet Gaming Disorders Scale (IGDS9-SF). The results showed that about 54% of children played mobile games with others (multi-player), while 31% played mobile games alone, and 15% did not play mobile games. Multiple logistic regression results indicated that behaviors such as participating in multi-player games, playing violent games, a poor parent-child relationship, and living in a rural area were associated with a greater risk of mobile gaming addiction. Involvement in multi-player games, playing violent games, mobile gaming addiction, and exposure to mobile violence/pornography were associated with greater risks of cyber aggression/victimization. Multiple regression results showed that being a multi-player, playing violent games, mobile gaming addiction, exposure to violence/pornography, exposure to cyber aggression/victimization, and having a poor parent-child relationship were associated with emotional and behavioral problems.
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Affiliation(s)
- Chun-Yin Hou
- Department of Family Medicine, Taipei City Hospital, Zhongxiao Branch, Taipei, Taiwan
| | - Ru Rutherford
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei, Taiwan
| | - Hsi Chang
- Department of Pediatrics, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
| | - Fong-Ching Chang
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei, Taiwan
| | - Liu Shumei
- Department of Preschool Education, Jing Hengyi College of Education, Hangzhou Normal University, Hangzhou, China
| | - Chiung-Hui Chiu
- Graduate Institute of Information and Computer Education, National Taiwan Normal University, Taipei, Taiwan
| | - Ping-Hung Chen
- The Graduate Institute of Mass Communication, National Taiwan Normal University, Taipei, Taiwan
| | - Jeng-Tung Chiang
- Department of Statistics, National Chengchi University, Taipei, Taiwan
| | - Nae-Fang Miao
- Post-Baccalaureate Program in Nursing, College of Nursing, Taipei Medical University, Taipei, Taiwan
| | - Hung-Yi Chuang
- Department of Public Health, Kaohsiung Medical University, Kaohsiung, Taiwan
| | - Chie-Chien Tseng
- Department of Health Promotion and Health Education, National Taiwan Normal University, Taipei, Taiwan
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Li L, Abbey C, Wang H, Zhu A, Shao T, Dai D, Jin S, Rozelle S. The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph192214815. [PMID: 36429534 PMCID: PMC9691221 DOI: 10.3390/ijerph192214815] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/26/2022] [Revised: 11/06/2022] [Accepted: 11/08/2022] [Indexed: 05/05/2023]
Abstract
As digital devices like computers become more widely available in developing countries, there is a growing need to understand how the time that adolescents spend using these devices for recreational purposes such as playing video games is linked with their mental health outcomes. We measured the amount of time that adolescents in rural China spent playing video games and the association of video game time with their mental health. We collected data from primary and junior high schools in a poor, rural province in northwest China (n = 1603 students) and used the Depression, Anxiety, and Stress Scales (DASS-21) to measure mental health symptoms. The results indicated that the average video game time was about 0.69 h per week. There was a significant association between adolescent video game time and poorer mental health. Each additional hour of playing video games also increased the chance of having moderate or above symptoms. Moreover, boys and non-left-behind children had worse mental health if they played more video games. Our study contributes to literature on the links between recreational screen time and mental health, and it sheds light on an issue addressed by recent government legislation to limit the video game time of minors in China.
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Affiliation(s)
- Lili Li
- School of Economics, Hangzhou Dianzi University, Hangzhou 310018, China
- Correspondence: (L.L.); (C.A.); Tel.: +86-188-681-16-102 (L.L.); +1-650-723-4581 (C.A.)
| | - Cody Abbey
- Stanford Center on China’s Economy and Institutions, Freeman Spogli Institute of International Studies, Stanford University, Stanford, CA 94305, USA
- Correspondence: (L.L.); (C.A.); Tel.: +86-188-681-16-102 (L.L.); +1-650-723-4581 (C.A.)
| | - Huan Wang
- Stanford Center on China’s Economy and Institutions, Freeman Spogli Institute of International Studies, Stanford University, Stanford, CA 94305, USA
| | - Annli Zhu
- Stanford Center on China’s Economy and Institutions, Freeman Spogli Institute of International Studies, Stanford University, Stanford, CA 94305, USA
| | - Terry Shao
- Stanford Center on China’s Economy and Institutions, Freeman Spogli Institute of International Studies, Stanford University, Stanford, CA 94305, USA
| | - Daisy Dai
- Stanford Center on China’s Economy and Institutions, Freeman Spogli Institute of International Studies, Stanford University, Stanford, CA 94305, USA
| | - Songqing Jin
- Department of Agricultural, Food and Resource Economics, Michigan State University, East Lansing, MI 48824-1039, USA
| | - Scott Rozelle
- Stanford Center on China’s Economy and Institutions, Freeman Spogli Institute of International Studies, Stanford University, Stanford, CA 94305, USA
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Hanke S, Brecht L, Petersen K, Barth GM, Renner T, Batra A, Brandhorst I. Vorbereitung eines Onlinetrainings für Eltern von Jugendlichen und jungen Erwachsenen mit Internetnutzungsstörungen. KINDHEIT UND ENTWICKLUNG 2022. [DOI: 10.1026/0942-5403/a000393] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
Abstract
Zusammenfassung. Theoretischer Hintergrund: Eltern von Jugendlichen oder jungen Erwachsenen mit Internetnutzungsstörungen (INS), im Speziellen Computerspielstörungen (CSS) und Soziale Netzwerknutzungsstörungen (SNS), können auf die Symptomatik ihrer Kinder Einfluss nehmen. E-Mental-Health Angebote fehlen für diese Zielgruppe jedoch. Fragestellung: Welche Bedarfe haben Eltern, die die Internetnutzung ihres Kindes als problematisch betrachten, an ein Onlinetraining? Methode: 217 Elternteile wurden online befragt. Der Fragebogen enthielt die Compulsive Internet Use Scale in einer Elternperspektive, Fragen zu den Bedarfen an ein Onlinetraining (z. B. Umfang, Dauer, Kontaktmöglichkeit) und zur eigenen Belastung durch die Problematik des Kindes. Ergebnisse: 57 % der Eltern äußerten Interesse an einem Onlinetraining. 82 % gaben an, dass persönlicher digitaler Kontakt in einem solchen Training für sie wichtig sei. Diskussion und Schlussfolgerung: Da viele der befragten Eltern Interesse an einem Onlinetraining zeigten, wurde ein solches entwickelt, dessen Umrisse in diesem Beitrag vorgestellt werden.
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Affiliation(s)
- Sara Hanke
- Abteilung Allgemeine Psychiatrie, Sektion Suchtmedizin und Suchtforschung, Universitätsklinikum Tübingen, Deutschland
| | - Lara Brecht
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Universitätsklinikum Tübingen, Deutschland
| | - Kay Petersen
- Abteilung Allgemeine Psychiatrie, Sektion Suchtmedizin und Suchtforschung, Universitätsklinikum Tübingen, Deutschland
| | - Gottfried M. Barth
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Universitätsklinikum Tübingen, Deutschland
| | - Tobias Renner
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Universitätsklinikum Tübingen, Deutschland
| | - Anil Batra
- Abteilung Allgemeine Psychiatrie, Sektion Suchtmedizin und Suchtforschung, Universitätsklinikum Tübingen, Deutschland
| | - Isabel Brandhorst
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Universitätsklinikum Tübingen, Deutschland
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Boumparis N, Haug S, Abend S, Billieux J, Riper H, Schaub MP. Internet-based interventions for behavioral addictions: A systematic review. J Behav Addict 2022; 11:620-642. [PMID: 36495471 PMCID: PMC9872535 DOI: 10.1556/2006.2022.00054] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/06/2021] [Revised: 05/01/2022] [Accepted: 07/12/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS Behavioral addictions are a public health problem that causes harm to both individuals and society. Internet-based interventions offer potential benefits over face-to-face therapy for the treatment of behavioral addictions, including their accessibility, perceived anonymity, and low costs. We systematically reviewed the characteristics and effectiveness of these interventions. METHODS A systematic literature search was conducted in: PubMed, PsycINFO, Embase, and the Cochrane Central Register of Controlled Trials. A standardized methodological quality assessment was performed on all identified studies via the Effective Public Health Practice Project (EPHPP) Quality Assessment Tool. RESULTS Twenty-nine studies were assessed in this systematic review. Between them, considerable heterogeneity was noted in various study characteristics, including screening tools, inclusion criteria, and outcome measures. Attrition rates also ranged widely (9-89%), as did study quality, with three of the 29 studies rated strong, 12 moderate, and 14 weak methodologically. Twenty-two studies focused on gambling disorder, most revealing significant within-group effects for the assessed intervention on gambling-related symptoms and four of these studies identified significant between-group effects. Behavioral addictions studied in the remaining studies included gaming disorder, internet use disorder, hoarding disorder, and pornography use disorder, revealing generally-promising, albeit limited results. CONCLUSIONS Internet-based interventions seem promising at reducing gambling problems, but too few studies have been published, to date, for conclusions to be drawn for other behavioral addictions. Internet-based interventions targeting other behavioral addictions - like gaming disorder, internet use disorder, hoarding disorder, and pornography use disorder - remain under-examined, warranting considerable additional research to assess their effectiveness.
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Affiliation(s)
- Nikolaos Boumparis
- Swiss Research Institute for Public Health and Addiction at the University of Zurich, Switzerland,Corresponding author. E-mail:
| | - Severin Haug
- Swiss Research Institute for Public Health and Addiction at the University of Zurich, Switzerland
| | - Stefanie Abend
- Swiss Research Institute for Public Health and Addiction at the University of Zurich, Switzerland
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland,Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospital (CHUV), Lausanne, Switzerland
| | - Heleen Riper
- Department of Clinical, Neuro and Developmental Psychology, Amsterdam Public Health Research Institute, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Michael P. Schaub
- Swiss Research Institute for Public Health and Addiction at the University of Zurich, Switzerland
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Hülquist J, Fangerau N, Thomasius R, Paschke K. Resource-Strengthening Training for Parents of Adolescents with Problematic Gaming (Res@t-P): A Clinical Pilot Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:9495. [PMID: 35954846 PMCID: PMC9368433 DOI: 10.3390/ijerph19159495] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/18/2022] [Revised: 07/29/2022] [Accepted: 07/31/2022] [Indexed: 02/04/2023]
Abstract
Background: Problematic gaming (PG) has become an increasing mental health issue among adolescents during the preceding years. The role of parents and the family environment in the development of PG has been repeatedly emphasized. However, the structured involvement of parents in the therapy is still largely insufficient. Resource-strengthening training for parents of adolescents with PG (Res@t-P) is a new parent-centered 8-week group intervention to fill this substantial gap. The present pilot study aimed to collect first information on its potential effectiveness in improving parental and family factors. Methods: The study was conducted in a clinical setting with N = 43 parents of adolescents with PG, applying a pre- and post-follow-up design. Standardized questionnaires on psychological stress perception, family communication, family functioning, media rules, and adolescent PG symptoms were applied at three measurement points (before, at the end of, and 6 weeks after the training). Conditional growth models were estimated. Results: Over time, an improvement in parental and family aspects as well as a reduction in adolescent PG symptoms could be observed. Conclusions: The results of the present pilot study on the effectiveness of Res@t-P are promising. No causal inferences can be drawn at this stage. A randomized-controlled intervention study is highly warranted.
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Affiliation(s)
| | | | | | - Kerstin Paschke
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Martinistraße 52, 20246 Hamburg, Germany; (J.H.); (N.F.); (R.T.)
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Michielsen PJS, Habra MMJ, Endendijk JJ, Bouter DC, Grootendorst-van Mil NH, Hoogendijk WJG, Roza SJ. Callous-unemotional traits and anxiety in adolescents: a latent profile analysis to identify different types of antisocial behavior in a high-risk community sample. Child Adolesc Psychiatry Ment Health 2022; 16:58. [PMID: 35854316 PMCID: PMC9297635 DOI: 10.1186/s13034-022-00493-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/04/2022] [Accepted: 07/06/2022] [Indexed: 11/30/2022] Open
Abstract
OBJECTIVE Callous-unemotional (CU) traits are associated with a more severe and chronic trajectory of antisocial behavior. The present study aimed to identify different classes of CU and anxiety and to compare these classes on overt and covert antisocial behavior and several clinical correlates. METHOD In a prospective high-risk cohort of adolescents (N = 679; mean age = 14.77, SD = 0.81), latent profile analysis was conducted using CU traits and anxiety symptoms as indicators, and multi-informant aggressive and rule breaking behavior as distal outcomes. Post-hoc analyses with binary logistic regression and a series of ANCOVA were performed on identified classes assessing violent aggression, property offending, and clinical correlates. RESULTS Three classes were found, a reference group (low CU, low anxiety; N = 500), a high CU-low anxiety group (N = 98), and an intermediate CU-high anxious group (N = 81). The high CU-low anxiety group scored highest on property offenses, while the intermediate CU-high anxious group scored highest on aggressive behavior. The intermediate CU-high anxious group scored highest on psychotic experiences, while the high CU group scored highest on internet gaming addiction problems and bullying victimization. CONCLUSION These findings provide further evidence for diverse variants of CU traits in a high-risk community sample. Future prospective studies should point out whether and to what extent adolescents with CU traits with and without anxiety develop criminal careers and psychiatric disorders in adulthood.
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Affiliation(s)
- Philip J S Michielsen
- Department of Psychiatry, Erasmus University Medical Center, Dr. Molewaterplein 40, Rotterdam, 3015 GE, The Netherlands
- Mental Health Institute, GGZ Westelijk Noord-Brabant, Halsteren, The Netherlands
| | - Maaike M J Habra
- Forensic Outpatient Center Breda, Fivoor, Breda, The Netherlands
| | - Joyce J Endendijk
- Child and Adolescent Studies, Utrecht University, Utrecht, The Netherlands
| | - Diandra C Bouter
- Department of Psychiatry, Erasmus University Medical Center, Dr. Molewaterplein 40, Rotterdam, 3015 GE, The Netherlands
| | - Nina H Grootendorst-van Mil
- Department of Psychiatry, Epidemiological and Social Psychiatric Research Institute (ESPRi), Erasmus University Medical Center, Rotterdam, The Netherlands
| | - Witte J G Hoogendijk
- Department of Psychiatry, Erasmus University Medical Center, Dr. Molewaterplein 40, Rotterdam, 3015 GE, The Netherlands
| | - Sabine J Roza
- Department of Psychiatry, Erasmus University Medical Center, Dr. Molewaterplein 40, Rotterdam, 3015 GE, The Netherlands.
- Netherlands Institute for Forensic Psychiatry and Psychology, The Hague, The Netherlands.
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Rojas-Jara C, Polanco-Carrasco R, Navarro-Castillo R, Faúndez-Castillo F, Chamorro-Gallardo M. “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. REVISTA COLOMBIANA DE PSICOLOGÍA 2022. [DOI: 10.15446/rcp.v31n2.90741] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022] Open
Abstract
This study aims to characterize video game use disorder in adolescents, identifying the particularities of those who present it, its effects at the brain level, related factors, and existing measurement instruments. A systematic review of the scientific publications available in Scopus was carried out, between the period 2014-2018 on video game use disorder in adolescents. Adolescents with this disorder are characterized by being mostly men, spending more time daily and weekly playing than adolescents without this disorder, showing diverse symptoms in the behavioral, affective, and cognitive areas. At brain level, it is referred that in this disorder there is an increase and decrease in the activation of specific areas of the brain. Likewise, the presence of some psychological disorder and impulsivity are considered factors that increase the risk of suffering from it. However, there are protective factors as school commitment and parental supervision, among others.
How to cite: Rojas-Jara, C., Polanco-Carrasco, R., Navarro-Castillo, R., Faúndez-Castillo, F., & Chamorro-Gallardo, M. (2022). “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. Revista Colombiana de Psicología, 31(2), 45-64. https://doi.org/10.15446/rcp.v31n2.90741
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Exploring Internet gaming disorder: an updated perspective of empirical evidence (from 2016 to 2021). Compr Psychiatry 2022; 116:152319. [PMID: 35526417 DOI: 10.1016/j.comppsych.2022.152319] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/15/2021] [Revised: 04/07/2022] [Accepted: 04/13/2022] [Indexed: 02/06/2023] Open
Abstract
BACKGROUND AND AIMS Since the acceptance of Internet gaming disorder (IGD) as a "disorder due to addictive behaviors", research has proliferated exponentially. The present review focuses on the conceptualization of IGD, its diagnosis and assessment, associated factors and existing prevention and treatment plans to address it. RESULTS AND CONCLUSIONS The discrepancies between the diagnostic criteria for IGD proposed by the two central diagnostic entities, as well as the questioning of their clinical validity, have generated multiple proposals for the diagnosis and psychometric evaluation of IGD. Likewise, there have been numerous suggestions to prevent this pathology, with the involvement of governments, the gaming industry and health institutions. Finally, multiple treatment plans have been proposed, both pharmacological and psychological, although only the efficacy of cognitive behavioral therapy has been tested. It is essential, therefore, to delve deeper into this disorder by addressing the central limitations of the current literature.
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Nannatt A, Tariang NM, Gowda M, Devassy SM. Family Factors Associated with Problematic Use of the Internet in Children: A Scoping Review. Indian J Psychol Med 2022; 44:341-348. [PMID: 35949634 PMCID: PMC9301743 DOI: 10.1177/02537176221090862] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/15/2022] Open
Abstract
Background Problematic use of the internet (PUI) is a growing concern, particularly in the young population. Family factors influence internet use among children in negative ways. This study examined the existing literature on familial or parental factors related to PUI in children. Methods A scoping review was conducted in EBSCOhost, PubMed, ScienceDirect, JSTOR, Biomed Central, VHL Regional Portal, Cochrane Library, Emerald Insight, and Oxford Academic Journal databases. Studies reporting data on family factors associated with PUI in children, published in English in the 10 years to July 2020 were included. The following data were extracted from each paper by two independent reviewers: methodology and demographic, familial, psychiatric, and behavioral correlates of PUI in children. Results Sixty-nine studies fulfilled the eligibility criteria. Three themes emerged: parenting, parental mental health, and intrafamilial demographic correlates of PUI in children. Parenting styles, parental mediation, and parent-child attachment were the major parenting correlates. Conclusion Literature on significant familial and parental factors associated with PUI in children is scarce. More research is required to identify the interactions of familial and parental factors with PUI in children, to develop informed management strategies to address this issue.
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Affiliation(s)
- Anjana Nannatt
- Dept. of Sociology and Social Work, CHRIST
(Deemed to be University), Bangalore, Karnataka, India
| | - Ngaitlang Mary Tariang
- Dept. of Sociology and Social Work, CHRIST
(Deemed to be University), Bangalore, Karnataka, India
| | - Mahesh Gowda
- Director and Consultant Psychiatrist,
Spandana Health Care, Bangalore, Karnataka, India
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Yang H, Wang Z, Elhai JD, Montag C. The relationship between adolescent emotion dysregulation and problematic technology use: Systematic review of the empirical literature. J Behav Addict 2022; 11:290-304. [PMID: 35895565 PMCID: PMC9295251 DOI: 10.1556/2006.2022.00038] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/30/2021] [Revised: 04/01/2022] [Accepted: 05/07/2022] [Indexed: 11/25/2022] Open
Abstract
BACKGROUND AND AIMS We aimed to systematically identify, evaluate and summarize the research on adolescent emotion dysregulation and problematic technology use. We critically appraise strengths and limitations and provide recommendations for future research. METHODS We followed the guidelines of the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) and conducted a systematic review of published original reports on adolescent emotion dysregulation and problematic technology use published until March 1, 2022. A thorough search preceded the selection of studies matching prespecified criteria. Strengths and limitations of selected studies, regarding design and reporting, were identified based on current best practices. RESULTS 39 studies met inclusion criteria. All of these studies provided on the relationship between adolescent emotion dysregulation and problematic technology use severity based on self-report data. DISCUSSION There was a positive correlation between adolescent emotion dysregulation and the severity of problematic technology use. Beyond this, other variables (such as anxiety, depression, self-esteem, etc.) were also closely related to emotion dysregulation and problematic technology use. Such studies are of importance to better understand cause-effect relations regarding both variables.
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Affiliation(s)
- Haibo Yang
- Academy of Psychology and Behavior, Faculty of Psychology, Tianjin Normal University, Tianjin, 300387, China,Tianjin Social Science Laboratory of Students' Mental Development and Learning, Tianjin 300387, China,Corresponding author. E-mail:
| | - Zihao Wang
- Academy of Psychology and Behavior, Faculty of Psychology, Tianjin Normal University, Tianjin, 300387, China
| | - Jon D. Elhai
- Department of Psychology, University of Toledo, Toledo, OH, 43606, USA,Department of Psychiatry, University of Toledo, Toledo, OH, 43614, USA
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, 89081 Ulm, Germany
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Lee S, Yoo SK, Son YD, Kim SM, Han DH. Effect of Parental Perception on the Prevalence of Adolescent Internet Gaming Disorder During the COVID-19 Pandemic. Psychiatry Investig 2022; 19:348-355. [PMID: 35620819 PMCID: PMC9136522 DOI: 10.30773/pi.2021.0260] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/07/2021] [Accepted: 03/07/2022] [Indexed: 11/27/2022] Open
Abstract
OBJECTIVE During the coronavirus disease (COVID-19) pandemic, several studies have found that Internet usage and gaming times have increased among adolescents. Parents' Internet literacy and attitudes toward Internet gaming have been reported to affect children's Internet gaming disorder (IGD). We hypothesized that parents' attitudes toward Internet use and gaming would affect the prevalence of IGD among adolescents. METHODS A total of 199 mothers of children who played Internet games were surveyed online to gather information regarding their demographic characteristics, children's Internet use patterns, psychological factors, and Internet gaming literacy. RESULTS Among adolescents, increased Internet usage or gaming time was not associated with IGD, but the presence of attention deficit hyperactivity disorder (ADHD) was. Among parents, anxiety, depression, and family togetherness were not related to IGD, but a positive perception of gaming protected against the development of IGD, whereas a negative perception was a risk factor for IGD. CONCLUSION Increased gaming time neither causes nor correlates with IGD in adolescents, even though ADHD may be a risk factor for IGD. Parents' positive or negative perceptions of gaming can be protective or present a risk factor, respectively, for their children's development of IGD.
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Affiliation(s)
- Soyeon Lee
- Department of Psychiatry, Chung-Ang University Hospital, Seoul, Republic of Korea
| | - Seo-Koo Yoo
- School of Social Welfare, Soongsil University, Seoul, Republic of Korea
| | - Young Don Son
- Department of Health Sciences & Technology, Gachon University, Incheon, Republic of Korea
| | - Sun Mi Kim
- Department of Psychiatry, Chung-Ang University Hospital, Seoul, Republic of Korea
| | - Doug Hyun Han
- Department of Psychiatry, Chung-Ang University Hospital, Seoul, Republic of Korea
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Kliesener T, Meigen C, Kiess W, Poulain T. Associations between problematic smartphone use and behavioural difficulties, quality of life, and school performance among children and adolescents. BMC Psychiatry 2022; 22:195. [PMID: 35300635 PMCID: PMC8932112 DOI: 10.1186/s12888-022-03815-4] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/19/2021] [Accepted: 02/23/2022] [Indexed: 11/16/2022] Open
Abstract
BACKGROUND European studies on determinants and factors associated with problematic smartphone use (PSU) in children and adolescents are still sparse. This study reports the current amount of PSU symptoms and the presence of (clinically relevant) PSU in German children and adolescents. We also investigated associations between socio-demographic factors, different smartphone usage patterns, and daily smartphone usage time and the amount of PSU symptoms in this group. In addition, associations of PSU symptoms and high smartphone usage times (> 2 h/day) with behavioural problems, quality of life (QoL), and school performance were investigated. METHODS Within the framework of the LIFE Child study, 564 children and adolescents aged 10-18 years provided information on PSU symptoms (using the Smartphone Addiction Proneness Scale), daily smartphone usage time, smartphone activities, behavioural strengths and difficulties (using the Strengths and Difficulties Questionnaire), QoL (using the KIDSCREEN-27), and school performance. Multiple regression analyses were applied to assess associations. RESULTS In the present sample, PSU was present in 13 children (2.3%). Older age, female gender, high daily smartphone usage time of > 2 h, and intensive smartphone use for social networking, gaming, or watching video clips were significantly associated with more PSU symptoms. Children and adolescents reporting more PSU symptoms also showed lower QoL, more behavioural difficulties, and poorer school performance, independently of age, gender, socio-economic status, and daily smartphone usage time. In contrast, daily smartphone usage time per se showed only weak or non-significant associations with these aspects of health and behaviour. CONCLUSION Intensive smartphone use for entertainment may increase the risk of developing PSU symptoms. Furthermore, the results indicate that PSU symptoms (more than long smartphone usage times per se) are associated with more behavioural difficulties and poorer QoL.
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Affiliation(s)
- Tobias Kliesener
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany
- Department of Women and Child Health, University Hospital for Children and Adolescents and Center for Pediatric Research, Leipzig University, Liebigstrasse 20a, 04103 Leipzig, Germany
| | - Christof Meigen
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany
- Department of Women and Child Health, University Hospital for Children and Adolescents and Center for Pediatric Research, Leipzig University, Liebigstrasse 20a, 04103 Leipzig, Germany
| | - Wieland Kiess
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany
- Department of Women and Child Health, University Hospital for Children and Adolescents and Center for Pediatric Research, Leipzig University, Liebigstrasse 20a, 04103 Leipzig, Germany
| | - Tanja Poulain
- LIFE Leipzig Research Center for Civilization Diseases, Leipzig University, Philipp-Rosenthal-Strasse 27, 04103 Leipzig, Germany
- Department of Women and Child Health, University Hospital for Children and Adolescents and Center for Pediatric Research, Leipzig University, Liebigstrasse 20a, 04103 Leipzig, Germany
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An empirical investigation of the externalizing and internalizing pathways to disordered gaming behavior: A longitudinal study across childhood and adolescence. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107096] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/11/2022]
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Kim D, Nam JK, Keum C. Adolescent Internet gaming addiction and personality characteristics by game genre. PLoS One 2022; 17:e0263645. [PMID: 35143558 PMCID: PMC8830627 DOI: 10.1371/journal.pone.0263645] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/22/2021] [Accepted: 01/25/2022] [Indexed: 01/09/2023] Open
Abstract
With the emergence of a new concept called 'Internet Gaming Disorder' in DSM-5 and ICD-11, related research is underway around the globe. However, not enough literature on Internet gaming addiction has considered the diversity in game genres. Internet gaming addiction may take on a different form according to the particular characteristics of a game being played. To better understand adolescent Internet gaming addiction, this study sought to identify the differences in Internet gaming addiction and personality characteristics based on the game genre played. A total of 3,217 elementary and middle school students across Korea participated in the survey that included the Maladaptive Game Use Scale and the Adolescent Personality Questionnaire. ANOVA analysis revealed that Internet gaming addiction and personality characteristics varied according to the game genre played. In particular, post-hoc tests showed that Real-Time Strategy (RTS) and First-Person Shooter (FPS) game users have higher levels of tolerance, withdrawal, and neglect of everyday life compared to other genres such as Role-Playing Game (RPG), Racing, and Arcade/Shooting. Also, Internet gamers users of particular genres showed significantly lower self-esteem (Arcade/Shooting), conscientiousness (Racing), empathy (RPG), and sense of community (Racing and RTS) scores than comparison group. The implications of the study results were discussed with a special emphasis on Internet gaming addiction interventions.
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Affiliation(s)
- Dongil Kim
- Department of Education, Seoul National University, Seoul, South Korea
| | - JeeEun Karin Nam
- Graduate School of Education, Ewha Womans University, Seoul, South Korea
| | - Changmin Keum
- Department of Counseling & Psychotherapy, Inje University, Gimhae, South Korea
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Hong J, Wang J, Qu W, Chen H, Song J, Zhang M, Zhao Y, Tan S. Development and Internal Validation of a Model for Predicting Internet Gaming Disorder Risk in Adolescents and Children. Front Psychiatry 2022; 13:873033. [PMID: 35757200 PMCID: PMC9222136 DOI: 10.3389/fpsyt.2022.873033] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/10/2022] [Accepted: 05/16/2022] [Indexed: 11/27/2022] Open
Abstract
BACKGROUND The high prevalence of Internet gaming disorder among children and adolescents and its severe psychological, health, and social consequences have become a public emergency. A high efficiency and cost-effective early recognition method are urgently needed. OBJECTIVE We aim to develop and internally validate a nomogram model for predicting Internet gaming disorder (IGD) risk in Chinese adolescents and children. METHODS Through an online survey, 780 children and adolescents aged 7-18 years who participated in the survey from June to August 2021 were selected. The least absolute shrinkage and selection operator regression model was used to filter the factors. Multivariate logistic regression analysis was used to establish the prediction model and generate nomograms and a website calculator. The area under the receiver operating characteristic curve, calibration plot, and decision curve analysis were used to evaluate the model's discrimination, calibration, and clinical utility. Bootstrapping validation was used to verify the model internally. RESULTS Male sex and experience of game consumption were the two most important predictors. Both models exhibited good discrimination, with an area under the curve >0.80. The calibration plots were both close to the diagonal line (45°). Decision curve analyses revealed that two nomograms were clinically useful when the threshold probability for the intervention was set to 5-75%. CONCLUSION Two prediction models appear to be reliable tools for Internet gaming disorder screening in children and adolescents, which can also help clinicians to personalize treatment plans. Moreover, from the standpoint of simplification and cost, Model 2 appears to be a better alternative.
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Affiliation(s)
- Jiangyue Hong
- Peking University HuiLongGuan Clinical Medical School, Beijing HuiLongGuan Hospital, Beijing, China
| | - Jinghan Wang
- Peking University HuiLongGuan Clinical Medical School, Beijing HuiLongGuan Hospital, Beijing, China
| | - Wei Qu
- Peking University HuiLongGuan Clinical Medical School, Beijing HuiLongGuan Hospital, Beijing, China
| | - Haitao Chen
- Peking University HuiLongGuan Clinical Medical School, Beijing HuiLongGuan Hospital, Beijing, China
| | - Jiaqi Song
- Peking University HuiLongGuan Clinical Medical School, Beijing HuiLongGuan Hospital, Beijing, China
| | - Meng Zhang
- Peking University HuiLongGuan Clinical Medical School, Beijing HuiLongGuan Hospital, Beijing, China
| | - Yanli Zhao
- Peking University HuiLongGuan Clinical Medical School, Beijing HuiLongGuan Hospital, Beijing, China
| | - Shuping Tan
- Peking University HuiLongGuan Clinical Medical School, Beijing HuiLongGuan Hospital, Beijing, China
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Bach P, Hill H, Reinhard I, Gädeke T, Kiefer F, Leménager T. Reliability of the fMRI-based assessment of self-evaluation in individuals with internet gaming disorder. Eur Arch Psychiatry Clin Neurosci 2022; 272:1119-1134. [PMID: 34275007 PMCID: PMC9388403 DOI: 10.1007/s00406-021-01307-2] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/09/2020] [Accepted: 07/12/2021] [Indexed: 11/10/2022]
Abstract
The self-concept-defined as the cognitive representation of beliefs about oneself-determines how individuals view themselves, others, and their actions. A negative self-concept can drive gaming use and internet gaming disorder (IGD). The assessment of the neural correlates of self-evaluation gained popularity to assess the self-concept in individuals with IGD. This attempt, however, seems to critically depend on the reliability of the investigated task-fMRI brain activation. As first study to date, we assessed test-retest reliability of an fMRI self-evaluation task. Test-retest reliability of neural brain activation between two separate fMRI sessions (approximately 12 months apart) was investigated in N = 29 healthy participants and N = 11 individuals with pathological internet gaming. We computed reliability estimates for the different task contrasts (self, a familiar, and an unknown person) and the contrast (self > familiar and unknown person). Data indicated good test-retest reliability of brain activation, captured by the "self", "familiar person", and "unknown person" contrasts, in a large network of brain regions in the whole sample (N = 40) and when considering both experimental groups separately. In contrast to that, only a small set of brain regions showed moderate to good reliability, when investigating the contrasts ("self > familiar and unknown person"). The lower reliability of the contrast can be attributed to the fact that the constituting contrast conditions were highly correlated. Future research on self-evaluation should be cautioned by the findings of substantial local reliability differences across the brain and employ methods to overcome these limitations.
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Affiliation(s)
- Patrick Bach
- Department of Addictive Behavior and Addiction Medicine, Central Institute of Mental Health, Medical Faculty Mannheim/Heidelberg University, Mannheim, Germany. .,Feuerlein Center on Translational Addiction Medicine (FCTS), University of Heidelberg, Heidelberg, Germany.
| | - Holger Hill
- grid.7892.40000 0001 0075 5874Institute of Sports and Sports Science, Karlsruhe Institute of Technology, Karlsruhe, Germany
| | - Iris Reinhard
- grid.413757.30000 0004 0477 2235Department of Biostatistics, Central Institute of Mental Health, Medical Faculty Mannheim/Heidelberg University, Mannheim, Germany
| | - Theresa Gädeke
- grid.7700.00000 0001 2190 4373Feuerlein Center on Translational Addiction Medicine (FCTS), University of Heidelberg, Heidelberg, Germany
| | - Falk Kiefer
- grid.413757.30000 0004 0477 2235Department of Addictive Behavior and Addiction Medicine, Central Institute of Mental Health, Medical Faculty Mannheim/Heidelberg University, Mannheim, Germany ,grid.7700.00000 0001 2190 4373Feuerlein Center on Translational Addiction Medicine (FCTS), University of Heidelberg, Heidelberg, Germany
| | - Tagrid Leménager
- grid.413757.30000 0004 0477 2235Department of Addictive Behavior and Addiction Medicine, Central Institute of Mental Health, Medical Faculty Mannheim/Heidelberg University, Mannheim, Germany
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Jhone JH, Song IH, Lee MS, Yoon JY, Bhang SY. Is the I-PACE (Interaction of Person-Affect-Cognition-Execution) model valid in South Korea? The effects of adverse childhood experiences (ACEs) on internet gaming disorder and the mediating effect of stress on adolescents. J Behav Addict 2021; 10:967-982. [PMID: 34935634 PMCID: PMC8987428 DOI: 10.1556/2006.2021.00081] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/10/2021] [Revised: 10/26/2021] [Accepted: 10/28/2021] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS The purpose of the present study was to investigate the effects of adverse childhood experiences (ACEs) on internet gaming disorder (IGD) and the mediating effect of stress based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) model. METHODS The 2017 survey data from one community addiction management center in South Korea were analyzed. A sample of 3,593 adolescents (mean age = 13.75 years, SD = 2.22) were recruited from 23 elementary, middle and high schools and 11 local children's centers. The mediating effect was analyzed by the three-step analysis method. RESULTS Our study found that ACEs had a significant effect on the stress score (B = 1.420, P < 0.001) and the stress scale score had a significant effect the IGD score (B = 0.127, P < 0.001). After adjusting for the stress score in the model, ACEs had a significant effect on the IGD score (B = 0.328, P < 0.001), and the stress score had partial mediating effects (B = 0.1802, 95% C. I: 0.131-0.239). DISCUSSION We found that ACEs directly affect IGD and that ACEs directly affect IGD through stress in support of the I-PACE model. In the sensitivity analysis, the mediating effect of stress in the low-risk IGD group was significant, but the mediating effect of stress in the high-risk IGD group was not significant. Prior ACEs should be considered when interviewing IGD clients. In addition, enhancing stress management skills would be beneficial to IGD clients with a history of ACEs, and actions reducing exposure to ACEs in childhood are necessary.
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Affiliation(s)
- Jin-Ho Jhone
- Graduate School of Social Welfare, Yonsei University, Seoul, Korea
- Suicide and School Mental Health Institute, Hallym University College of Medicine, Anyang, Korea
| | - In Han Song
- Graduate School of Social Welfare, Yonsei University, Seoul, Korea
- T.H. Chan School of Public Health, Harvard University, Boston, USA
| | - Mi-Sun Lee
- Suicide and School Mental Health Institute, Hallym University College of Medicine, Anyang, Korea
- Center for School Mental Health, Eulji University, Seoul, Korea
| | - Ji Young Yoon
- Department of Social Welfare, Ewha Womans University, Seoul, Korea
| | - Soo-Young Bhang
- Center for School Mental Health, Eulji University, Seoul, Korea
- Department of Psychiatry, Eulji University School of Medicine, Nowon Eulji University Hospital, Seoul, Korea
- Nowon Community Addiction Management Center, Seoul, Korea
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Luquiens A, von Hammerstein C, Benyamina A, Perney P. Burden and Help-Seeking Behaviors Linked to Problem Gambling and Gaming: Observational Quantitative and Qualitative Analysis. JMIR Ment Health 2021; 8:e26521. [PMID: 34842562 PMCID: PMC8665394 DOI: 10.2196/26521] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/15/2020] [Revised: 06/22/2021] [Accepted: 08/23/2021] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Models based on the uniqueness of addiction processes between behavioral addictions are highly contentious, and the inclusion of gaming disorder in the addiction nosography remains controversial. An exploratory approach could clarify a hypothesized common and subjectively identifiable process in addictive behaviors and the necessarily different expressions of the disorder due to behavior specificities, in particular the sociocultural characteristics and profiles of users. OBJECTIVE The aim of this study was to describe the nature of contacts to a help service by exploring commonality and specificities of burden and help-seeking for problem gambling or gaming. METHODS This was an observational quantitative-qualitative study. We included all contacts (ie, online questions and contacts by phone or chat when the helper completed a summary) to a helpline for gamers, gamblers, and relatives over a 7-year period. We constituted a text corpus with online questions and summaries of contacts by phone or chat. We collected basic sociodemographic data, including the device used to contact the service (phone or internet), contacting the service for oneself ("user") or being a relative of a user and type of relative, gambling (yes/no), gaming (yes/no), and age and sex of the gambler/gamer. We describe the corpus descriptively and report the computerized qualitative analysis of online questions, chat, and summary of phone calls. We performed a descendant hierarchical analysis on the data. RESULTS A total of 14,564 contacts were made to the helpline, including 10,017 users and 4547 relatives. The corpus was composed of six classes: (1) gaming specificities, (2) shared psychological distress and negative emotions, (3) the procedure for being banned from gambling, (4) the provided help, (5) gambling specificities, and (6) financial problems. CONCLUSIONS Negative emotions and shared distress linked to gambling and gaming support current scientific consensus that these behaviors can produce psychological distress in se; however, meaningful differences were observed in core symptoms of addiction between gamers and gamblers, beyond specificities related to the behavior itself: loss of control was elicited in the class corresponding to gambling specificities and not by gamers and their relatives.
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Affiliation(s)
- Amandine Luquiens
- Universitary Hospital of Nîmes, University of Montpellier, Nîmes, France.,UVSQ, CESP, INSERM, Paris-Saclay University, University of Paris-Sud, Villejuif, France
| | - Cora von Hammerstein
- Addictions Department, Paul Brousse Hospital, APHP, Paris-Saclay University, Villejuif, France.,University Research Team EA4360 APEMAC (Health Adjustment, Measurement and Assessment, Interdisciplinary Approaches), University of Lorraine, Metz, France
| | - Amine Benyamina
- Addictions Department, Paul Brousse Hospital, APHP, Paris-Saclay University, Villejuif, France
| | - Pascal Perney
- Universitary Hospital of Nîmes, University of Montpellier, Nîmes, France.,UVSQ, CESP, INSERM, Paris-Saclay University, University of Paris-Sud, Villejuif, France
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Brandhorst I, Renner T, Barth GM. [Parental factors in internet and computer game addiction in adolescence: An overview]. ZEITSCHRIFT FUR KINDER-UND JUGENDPSYCHIATRIE UND PSYCHOTHERAPIE 2021; 50:37-50. [PMID: 34238056 DOI: 10.1024/1422-4917/a000817] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/26/2022]
Abstract
Parental factors in internet and computer game addiction in adolescence: An overview Abstract. Objective: Internet-related disorders (IRD) in adolescents and young adults are closely linked to family factors. However, few research and review articles include the family. To this end, N = 87 scientific papers were integrated into the literature review. Method: The present work gives an overview of parental factors that can be involved in the development, maintenance, and reduction of symptoms. Results: The literature provides clear connections between the parent-child relationship and IRD in adolescents and young adults. The quality of parent-child communication appears to be a promising approach for influencing IRD symptoms. There are indications that, at least for some families, encouraging the time spent together could be helpful. Regarding educational aspects, a distinction should be made between different areas. Parental knowledge and control of internet use seem to be protective factors. The effect of rules and restrictions, however, is unclear. Conclusions: To change IRD symptoms, it makes sense to improve the parent-child relationship. However, the ways to achieve that have hardly been explored. Recommendations regarding parenting strategies (e. g., rules and restrictions) should be formulated very carefully, as the effects are still unclear. The integration of parents in prevention and intervention efforts is advocated by many researchers, but there only individual studies have considered parents in the context of interventions.
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Affiliation(s)
- Isabel Brandhorst
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Klinik für Psychiatrie und Psychotherapie, Universitätsklinikum Tübingen
| | - Tobias Renner
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Klinik für Psychiatrie und Psychotherapie, Universitätsklinikum Tübingen
| | - Gottfried Maria Barth
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Klinik für Psychiatrie und Psychotherapie, Universitätsklinikum Tübingen
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Bernaldo-de-Quirós M, Sánchez-Iglesias I, González-Alvarez M, Labrador FJ, Estupiñá FJ, Fernández-Arias I, Labrador M. Factors Associated with the Problematic Use of Video Games in Adolescents and Young People. Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-021-00543-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/28/2022] Open
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Ling SL, Nik Jaafar NR, Tan KA, Bahar N, Baharudin A, Ahmad Tajjudin AI. Psychometric Properties of the Malay Version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF-M): Evidence from a Sample of Malaysian Undergraduates. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18052592. [PMID: 33807598 PMCID: PMC7967390 DOI: 10.3390/ijerph18052592] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 01/15/2021] [Revised: 02/27/2021] [Accepted: 03/01/2021] [Indexed: 11/16/2022]
Abstract
In recent years, increased interest in Internet Gaming Disorder has led to the development of the Internet Gaming Disorder Scale-Short Form. Translation and subsequent validation of such a scale are important for cross-cultural use. The aim of the present study was to examine the psychometric properties (factor structure, reliability, and validity) of the Malay Version of the Internet Gaming Disorder Scale-Short Form using a sample of Malaysian undergraduates. The present sample included 137 Malaysian undergraduates. Participants completed a self-administered online survey containing demographic items, the Malay Version of the Internet Gaming Disorder Scale-Short Form, the Problematic Online Gaming Questionnaire-Short Form, and the Malay Version of the Internet Addiction Test. The present findings confirm the one-factor model of the Malay Version of the Internet Gaming Disorder Scale-Short Form. Good reliability, as measured by Cronbach alpha, was found for the Malay Version of the Internet Gaming Disorder Scale-Short Form. The Malay Version of the Internet Gaming Disorder Scale-Short Form has demonstrated concurrent validity by significantly correlating with the Problematic Online Gaming Questionnaire-Short Form as well as demonstrated convergent validity with respect to the Malay Version of the Internet Addiction Test. The Malay Version of the Internet Gaming Disorder Scale-Short Form is a reliable and valid tool for assessing Internet Gaming Disorder in Malaysian undergraduates. As more research is still needed to confirm the status of Internet Gaming Disorder as a formal disorder, it is hoped that the Malay Version of the Internet Gaming Disorder Scale-Short Form can facilitate future research examining antecedents and consequences of Internet Gaming Disorder in a Malaysian setting.
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Affiliation(s)
- Shiao Ling Ling
- Department of Psychiatry and Mental Health, Hospital Kajang, Kajang 43000, Selangor, Malaysia;
| | - Nik Ruzyanei Nik Jaafar
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia Medical Centre, Cheras 56000, Kuala Lumpur, Malaysia;
- Malaysian Society of Internet Addiction Prevention, Serdang 43400 UPM, Selangor, Malaysia;
- Correspondence: (N.R.N.J.); (K.-A.T.)
| | - Kit-Aun Tan
- Malaysian Society of Internet Addiction Prevention, Serdang 43400 UPM, Selangor, Malaysia;
- Department of Psychiatry, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Serdang 43400 UPM, Selangor, Malaysia
- Correspondence: (N.R.N.J.); (K.-A.T.)
| | - Norharlina Bahar
- Malaysian Society of Internet Addiction Prevention, Serdang 43400 UPM, Selangor, Malaysia;
- Department of Psychiatry, Prince Court Medical Centre, Kuala Lumpur 50450, Wilayah Persekutuan Kuala Lumpur, Malaysia
| | - Azlin Baharudin
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia Medical Centre, Cheras 56000, Kuala Lumpur, Malaysia;
- Malaysian Society of Internet Addiction Prevention, Serdang 43400 UPM, Selangor, Malaysia;
| | - Ahmad Izzat Ahmad Tajjudin
- Faculty of Medicine and Health Sciences, Universiti Sains Islam Malaysia, Nilai 71800, Negeri Sembilan, Malaysia;
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Siste K, Hanafi E, Sen LT, Murtani BJ, Christian H, Limawan AP, Siswidiani LP, Adrian. Implications of COVID-19 and Lockdown on Internet Addiction Among Adolescents: Data From a Developing Country. Front Psychiatry 2021; 12:665675. [PMID: 34054619 PMCID: PMC8153226 DOI: 10.3389/fpsyt.2021.665675] [Citation(s) in RCA: 32] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/08/2021] [Accepted: 03/26/2021] [Indexed: 11/13/2022] Open
Abstract
Introduction: Physical distancing policy during coronavirus disease 2019 (COVID-19) pandemic requires adolescents to spend most of their time at home, thus increasing Internet use duration. Limited social interaction with their peers may lead to loneliness and an increased risk of mental health among adolescents. This study aimed to assess the prevalence of Internet addiction (IA) among adolescents and analyze the influence of psychosocial factors toward the heightened risk of IA during the COVID-19 pandemic. Methods: An online survey comprising sociodemographic questionnaire, Internet Addiction Diagnostic Questionnaire (KDAI), Strengths and Difficulties Questionnaire (SDQ), and Pittsburgh Sleep Quality Index (PSQI) was distributed. Overall, a total of 2,932 adolescents (mean age, 17.38 ± 2.24 years old; female, 78.7%), originating from 33 of 34 provinces in Indonesia, completed the survey. Results: The point prevalence of IA among Indonesian adolescents during the COVID-19 outbreak was 19.3%. Increased Internet use duration, internalization, externalization, low prosocial behavior, and sleep disturbances were found as risk factors of IA, either directly or as mediating variables. Physical distancing, large-scale social restriction (PSBB), and health status were not correlated to IA. Discussion: Physical distancing was not established as a risk of IA. This could be due to other psychological factors such as internalization, externalization, prosocial, and sleep problems that had correlations to IA occurrence among adolescents in the COVID-19 pandemic. Sleep impairment might have resulted from the emotional and behavioral issues and directly contributed to IA development. Conclusion: The present study found the prevalence of IA among Indonesian adolescents to be higher than the adult during the COVID-19 pandemic. Several psychological measures were indicated to increase the risk of IA, while physical distancing did not elevate the risk. Thus, remote schooling is preferable in Indonesia along with proper parental supervision to minimize Internet use for entertainment purposes.
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Affiliation(s)
- Kristiana Siste
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Enjeline Hanafi
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Lee Thung Sen
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Belinda Julivia Murtani
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Hans Christian
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Albert Prabowo Limawan
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Levina Putri Siswidiani
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Adrian
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - dr. Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
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Dullur P, Krishnan V, Diaz AM. A systematic review on the intersection of attention-deficit hyperactivity disorder and gaming disorder. J Psychiatr Res 2021; 133:212-222. [PMID: 33360866 DOI: 10.1016/j.jpsychires.2020.12.026] [Citation(s) in RCA: 37] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/28/2020] [Revised: 11/09/2020] [Accepted: 12/09/2020] [Indexed: 12/24/2022]
Abstract
INTRODUCTION Studies of Gaming Disorder (GD) consistently identify co-morbidity with various psychiatric disorders including major depression, obsessive compulsive disorder and anxiety disorders. One of the strongest associations has been with Attention Deficit Hyperactivity Disorder (ADHD). We present a systematic review of this association by pooling and integrating available evidence. METHODS PubMed, EMBASE, PsychInfo and CINHAHL were searched for articles that reported a quantitative association between GD and ADHD and its dimensions, using equivalent search terms. Quality appraisal was done using criteria adapted from the Critical Appraisal Skills Package (CASP) checklists. RESULTS 1028 articles were identified, of which 29 studies were included for systematic review (n = 56650 participants). Most of these studies were observational in nature, and were of moderate quality, with deficits particularly in the domains of generalisability and confounding. Community surveys (n = 18) of purposive samples constituted the majority, with fewer clinic-based samples (n = 11). While ADHD symptoms were consistently associated with GD, More frequent associations were displayed with inattention associations with GD than other ADHD subscales. There were no conclusive findings regarding the type of game on severity of either condition, or on completion of treatment. CONCLUSIONS The findings suggest an association between ADHD and GD, although the direction of the relationship is unclear. This has implications for clinical practice, policy and research. We recommend that ADHD is screened for when evaluating IGD as part of routine practice."
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Affiliation(s)
- Pravin Dullur
- Rupertswood Building, Mount Druitt Hospital, Consultant Child Psychiatrist, Blacktown Early Access Team (BEAT), Mount Druitt, Western Sydney Local Health District, Western Sydney University, 75, Railway Street, Mount Druitt, NSW, 2770, Australia.
| | - Vijay Krishnan
- All India Institute of Medical Sciences, Rishikesh, India
| | - Antonio Mendoza Diaz
- University of New South Wales, Faculty of Medicine, School of Psychiatry, 1 Campbell Street, Liverpool, NSW, 2170, Australia
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Monacis L, Griffiths MD, Cassibba R, Sinatra M, Musso P. Videogame Addiction Scale for Children: Psychometric Properties and Gamer Profiles in the Italian Context. Int J Ment Health Addict 2020. [DOI: 10.1007/s11469-020-00406-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/24/2023] Open
Abstract
AbstractGiven the few studies examining the evaluation of screening tools for videogame addiction among children aged 12 years and under, the present study analyzed (i) the psychometric properties (factorial structure, reliability indices and criterion validity) of the Italian version of the Videogame Addiction Scale for Children (VASC) and (ii) its construct validity using a person-centered approach. Two studies were carried out. In study 1, 728 participants completed a survey including demographic information, questions concerning the amount of time spent in playing videogames, and the Italian version of the VASC. In study 2, 1008 participants completed a survey comprising demographic information, the Italian version of the VASC, the Big Five Questionnaire for Children, and the social dimension subscale of the Multidimensional Self-Concept Scale. Findings supported (i) the four-dimensional first-order factor structure, (ii) full scalar invariance across age groups and partial scalar equivalence across gender, and (iii) reliability and criterion validity of the VASC. The construct validity of the VASC was confirmed by the identification of two distinct profiles (high videogame players vs. low videogame players) and their specific patterns of associations with personality traits and social self-concept. Interaction effects of gender × profiles on personality traits were evidenced. Overall, the findings provided validity for the use of the Italian version of the VASC and extending the body of literature on videogame addiction.
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Moge CE, Romano DM. Contextualising video game engagement and addiction in mental health: the mediating roles of coping and social support. Heliyon 2020; 6:e05340. [PMID: 33235930 PMCID: PMC7672223 DOI: 10.1016/j.heliyon.2020.e05340] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/20/2020] [Revised: 10/02/2020] [Accepted: 10/21/2020] [Indexed: 11/17/2022] Open
Abstract
INTRODUCTION A challenge in defining Internet Gaming Disorder (IGD) is discriminating pathological gameplay from an excessive, yet benign, involvement in video games. Although previous research has explored this theoretical distinction in the context of general computing activities, it merits consideration with regards to online gaming. Additionally, whilst comorbidities of addicted gaming and mental health outcomes have been robustly demonstrated, few studies have examined the role of mediating factors that may contextualise this relationship. As such, the present study aims to validate the distinction between addiction and engagement in online gaming, by considering the mediating roles of coping and social online and offline support in mental health. METHOD One hundred and thirty-five participants completed the Computer Engagement/Addiction Questionnaire (CEAS), Depression-Anxiety-Stress Scale (DASS-21), Brief Approach-Avoidance Coping Questionnaire (BACQ) and two versions of the Multidimensional Scale of Perceived Social Support (MSPSS). RESULTS Correlational analyses showed a clear distinction between gaming addiction and engagement in the context of all of depression, stress and in particular anxiety (DAS) not found in previous studies. Multiple mediation analysis showed a significant mediating effect of coping, (specifically withdrawal/resignation coping) on the relationship between video game addiction and symptoms of DAS. Offline perceived social support was a significant partial mediator in the relationship between gaming addiction and depression, as compared to any kind of online social support. The results support the distinction of the addiction and engagement concepts in gaming. This study may inform future clinical classifications of IGD, with implications on how pathological gaming is treated.
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Affiliation(s)
- Clara E. Moge
- Department of Psychology and Language Sciences, University College London, London, WC1H 0AP, United Kingdom
| | - Daniela M. Romano
- Department of Information Science, University College London, London, WC1E 6BT, United Kingdom
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Nielsen P, Favez N, Rigter H. Parental and Family Factors Associated with Problematic Gaming and Problematic Internet Use in Adolescents: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2020. [DOI: 10.1007/s40429-020-00320-0] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
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Richard J, Fletcher É, Boutin S, Derevensky J, Temcheff C. Conduct problems and depressive symptoms in association with problem gambling and gaming: A systematic review. J Behav Addict 2020; 9:497-533. [PMID: 32750033 PMCID: PMC8943658 DOI: 10.1556/2006.2020.00045] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/28/2020] [Revised: 05/21/2020] [Accepted: 06/26/2020] [Indexed: 02/02/2023] Open
Abstract
BACKGROUND AND AIMS Behavioral addictions such as gambling and gaming disorder are significant public health issues that are of increasing importance to policy makers and health care providers. Problem gambling and gaming behaviors have been identified as being associated with externalizing and internalizing problems, with theoretical models suggesting that both conduct problems and depressive symptoms may be significant risk factors in the development of problem gambling and gaming. As such, the purpose of this systematic review is to provide an overview of research identifying the relationship between conduct problems, depressive symptoms and problem gambling and gaming among adolescents and young adults. METHODS Systematic literature searches in accordance with PRISMA guidelines found 71 eligible studies that met the inclusion criteria, 47 for problem gambling, 23 for problem gaming and one for both problem behaviors. RESULTS Based on cross-sectional evidence, both problem gambling and gaming are consistently concurrently associated with conduct problems and depressive symptoms. Longitudinal evidence appears to be clearer for conduct problems as a risk factor for problem gambling, and depressive symptoms as a risk factor for problem gaming. However, both risk factors appear to increase the risk for these problem behaviors. DISCUSSION AND CONCLUSIONS Results from the literature review suggest that problem gambling and gaming are associated with the presence of conduct problems and depressive symptoms, with the potential of sharing common etiological factors. Additional research is necessary to confirm these longitudinal relationships with an emphasis on investigating the interaction of both early conduct problems and depressive symptoms.
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Affiliation(s)
- Jérémie Richard
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada,Corresponding author. E-mail:
| | - Émilie Fletcher
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Stephanie Boutin
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Jeffrey Derevensky
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Caroline Temcheff
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
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Social and Behavioral Health Factors Associated with Violent and Mature Gaming in Early Adolescence. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17144996. [PMID: 32664533 PMCID: PMC7400332 DOI: 10.3390/ijerph17144996] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/01/2020] [Revised: 07/09/2020] [Accepted: 07/10/2020] [Indexed: 01/19/2023]
Abstract
We examined how risk level of video games, measured by maturity and violence level, was associated with behavioral health, social impacts, and online social interactions. School-based surveys in two different cohorts assessed self-reported gaming behaviors, health, and social media use. For Study 1, our 700 participants were 52% female and 48% White (mean age 12.7). Middle school students who played the high-risk games reported higher depressive symptoms and problematic internet behaviors, less sleep, more time spent playing games, and higher frequency of checking social media than non-gaming students. Those who played high-risk games were less likely to play alone and to play with strangers than those who played minimal-risk games. For Study 2, our 772 participants were 50% female and 57% White (mean age 12.6). Similar to Study 1, we found that those who played the high-risk games spent significantly more time playing games, were more interactive with other players, and had poorer sleep outcomes than non-high-risk gamers. Additionally, playing high-risk games had significantly different social impacts of gaming compared to less-risky gaming, including spending more money on games, spending less time on homework and with family or skipping meals due to gaming. Mature and violent content of video games and amount of online social interaction associated with gaming play a strong role in behavioral health and social impacts within families. These results can inform guidelines to intervene when problematic behaviors emerge.
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Bulanik Koc E, Karacetin Ozer G, Mutlu C, Onal BS, Ciftci A, Ercan O. Assessment of attitude of parents towards adolescents with Internet gaming disorder. Pediatr Int 2020; 62:848-856. [PMID: 32187796 DOI: 10.1111/ped.14238] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/22/2019] [Revised: 02/14/2020] [Accepted: 03/16/2020] [Indexed: 12/24/2022]
Abstract
BACKGROUND The determination of the protective and risk factors associated with Internet gaming disorder (IGD) is among the most important pathways to the development of prevention strategies for IGD. Previous research has shown that familial factors are associated with IGD. In our study, we aimed to assess the parental attitude of adolescents with IGD and investigate psychiatric comorbidity. METHODS We assessed family structure, family relationship, parental attitude (in a bi-directional assessment), and psychiatric comorbidity in 50 adolescents aged 12-18 years who meet DSM-5 criteria for IGD in comparison with the control group. Parental attitudes were assessed with the Parental Attitude Research Instrument (filled by the mother) and the Parenting Style Inventory (filled by adolescents). RESULTS Our findings suggest that according to mothers' opinions there were no significant differences in the subscale scores between the IGD group and the control group. On the other hand, acceptance-involvement and psychological autonomy subscale scores of the PSI filled by adolescents were found to be significantly lower in the IGD group. Limit setting in areas other than the Internet was significantly lower in the IGD group. High rates of psychiatric comorbidity were also found in adolescents with IGD. CONCLUSIONS Our study identified that adolescents with IGD perceived their parents "cared less about them" and "minded less on their autonomy" compared with the control group. Our survey demonstrated that parental attitudes may be among the risk factors for IGD and the presence of psychiatric comorbidity may affect the management of IGD.
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Affiliation(s)
- Esra Bulanik Koc
- Clinic of Child and Adolescent Psychiatry, University of Health Sciences, Bakırköy Prof. Dr Mazhar Osman Mental and Neurological Diseases Training and Research Hospital, İstanbul, Turkey
| | - Gul Karacetin Ozer
- Clinic of Child and Adolescent Psychiatry, University of Health Sciences, Bakırköy Prof. Dr Mazhar Osman Mental and Neurological Diseases Training and Research Hospital, İstanbul, Turkey
| | - Caner Mutlu
- Clinic of Child and Adolescent Psychiatry, University of Health Sciences, Bakırköy Prof. Dr Mazhar Osman Mental and Neurological Diseases Training and Research Hospital, İstanbul, Turkey
| | - Bedia Sultan Onal
- Adolescent Division, Department of Pediatrics, Istanbul University-Cerrahpasa, Istanbul, Turkey
| | - Arzu Ciftci
- Clinic of Child and Adolescent Psychiatry, University of Health Sciences, Bakırköy Prof. Dr Mazhar Osman Mental and Neurological Diseases Training and Research Hospital, İstanbul, Turkey
| | - Oya Ercan
- Department of Child and Adolescent Psychiatry, Giresun University Obstetrics and Pediatrics Training and Research Hospital, Giresun, Turkey
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“Who Am I” and “How Should I Be”: a Systematic Review on Self-Concept and Avatar Identification in Gaming Disorder. CURRENT ADDICTION REPORTS 2020. [DOI: 10.1007/s40429-020-00307-x] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
Abstract
Purpose of Review
Gaming disorder (GD) appears to be associated with self-concept deficits and increased identification with one’s avatar. The goal of this literature review is to highlight study findings assessing psychological and neurobiological correlates of self-concept-related characteristics and avatar identification in GD.
Recent Findings
The review was based on three literature researches on GD: (1) self-esteem, (2) emotional, social, and academic self-concept domains and avatar identification, and (3) neurobiological correlates of self-concept and avatar identification. The results indicate that GD is associated with decreased self-esteem as well as deficits in physical, social, and emotional self-concept domains. A relatively stable relationship between higher avatar identification and GD was reported in addicted gamers. Furthermore, addicted gamers showed increased activation of brain regions associated with Theory-of-Mind processing while contemplating their own avatar.
Summary
The results point towards impairments in self-concept and increased identification with the virtual gaming character in addicted gamers. This virtual compensation fosters the formation of an idealized self-concept, which grows increasingly distant from their own self-image. Thus, additional empirically based psychological interventions should focus on the development of a realistic self-image by reducing the dysfunctional discrepancy between the ideal self and the real self.
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Assessing ICD-11 Gaming Disorder in Adolescent Gamers: Development and Validation of the Gaming Disorder Scale for Adolescents (GADIS-A). J Clin Med 2020; 9:jcm9040993. [PMID: 32252305 PMCID: PMC7230491 DOI: 10.3390/jcm9040993] [Citation(s) in RCA: 52] [Impact Index Per Article: 10.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2020] [Revised: 03/28/2020] [Accepted: 03/31/2020] [Indexed: 12/28/2022] Open
Abstract
BACKGROUND Adolescents affected by Gaming Disorder (GD) show substantial impairments in daily functioning. GD was included in the 11th revision of the International Classification of Diseases (ICD-11) as a new diagnosis coming into effect in January 2022. An instrument to screen for GD in adolescents has not yet been published and is urgently needed for scientific research and clinical practice. METHODS In the present study, the ICD-11-based Gaming Disorder Scale for Adolescents (GADIS-A) was developed by clinical experts and scientists. It was validated with 819 frequent gamers of 10 to 17 years and a respective caregiver in an online survey. Criterion validity was examined by assessing gaming behavior, emotional dysregulation, and academic performance. Item structure was investigated by factorial analyses. ROC- and Latent Profile Analyses were computed for differentiation between GD and Non-GD. RESULTS In line with the ICD-11 approach and accounting for cognitive-behavioral symptoms and negative consequences equally, GADIS-A items were best described by two factors. The new instrument showed excellent internal consistency, good criterion validity, and excellent discriminatory power. CONCLUSIONS GADIS-A is the first successfully validated questionnaire to assess ICD-11 GD in adolescents. Thus, it can significantly contribute to reliably identify affected adolescents in clinical and research settings.
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Aggarwal S, Saluja S, Gambhir V, Gupta S, Satia SPS. Predicting likelihood of psychological disorders in PlayerUnknown's Battlegrounds (PUBG) players from Asian countries using supervised machine learning. Addict Behav 2020; 101:106132. [PMID: 31704370 DOI: 10.1016/j.addbeh.2019.106132] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/01/2019] [Revised: 09/12/2019] [Accepted: 09/14/2019] [Indexed: 12/13/2022]
Abstract
Multiplayer Online Battle Arena (MOBA) has become one of the most popular genre of online video games played by gamers worldwide. Previous studies have exhibited that excessive engagement in games can lead to Internet Gaming Disorder (IGD). Internet Gaming Disorder has been associated with psychological disorders like impulsivity, anxiety and Attention Deficit Hyperactivity Disorder (ADHD). In this study, we propose an approach to use the game and player statistics along with self-esteem measure of a PlayerUnknown's Battlegrounds (PUBG, a MOBA game) player to predict whether he/she suffers from IGD and psychological disorders namely ADHD and Generalized Anxiety Disorder (GAD). We extract the game and player statistics of PUBG players from Asian countries and then run several state of the art supervised machine learning models to predict the occurrence of IGD, ADHD, and GAD. Initial experiments and results show that we are able to predict IGD, ADHD, and GAD with an accuracy of 93.18%, 81.81% and 84.9% respectively. Game statistics of PUBG players show strong positive correlation with IGD and ADHD indicating detrimental effects of MOBA games.
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Affiliation(s)
- Swati Aggarwal
- Division of Computer Engineering, Netaji Subhas University of Technology, Azad Hind Fauj Marg, Sector-3, Dwarka, New Delhi 110078, India.
| | - Shivin Saluja
- Division of Computer Engineering, Netaji Subhas University of Technology, Azad Hind Fauj Marg, Sector-3, Dwarka, New Delhi 110078, India.
| | - Varshika Gambhir
- Division of Computer Engineering, Netaji Subhas University of Technology, Azad Hind Fauj Marg, Sector-3, Dwarka, New Delhi 110078, India.
| | - Shubhi Gupta
- Division of Computer Engineering, Netaji Subhas University of Technology, Azad Hind Fauj Marg, Sector-3, Dwarka, New Delhi 110078, India.
| | - Simrat Pal Singh Satia
- Division of Computer Engineering, Netaji Subhas University of Technology, Azad Hind Fauj Marg, Sector-3, Dwarka, New Delhi 110078, India.
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