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Pezzi M, Zagaria A, Miguel-Alvaro A, Gámez-Guadix M, Gori A, Santoro G, Musetti A. Maladaptive daydreaming and problematic online behaviors: A network analysis approach. J Psychiatr Res 2024; 177:314-320. [PMID: 39067255 DOI: 10.1016/j.jpsychires.2024.07.023] [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: 05/03/2024] [Revised: 07/12/2024] [Accepted: 07/15/2024] [Indexed: 07/30/2024]
Abstract
Previous evidence showed that Maladaptive Daydreaming (MD) is positively associated with different Problematic Online Behaviors (POBs). This study aimed to investigate the mutual relationship between MD and several POBs. Data were collected from 1209 participants, aged 18-73 (M = 30.59, SD = 12.26), through self-report questionnaires assessing MD and POBs, including problematic online gambling, problematic online gaming, problematic cybersex, Problematic Social Media Use (PSMU), problematic online shopping, and cyberchondria. Two psychometric network analyses were performed to examine the associations between all POBs at item levels, and between MD and POBs at construct levels. Results revealed six distinct communities, supporting the specificity of each POB. Furthermore, MD was found to be more strongly associated with PSMU and cyberchondria, and weakly associated with problematic online gaming, problematic cybersex, and problematic online shopping. The mutual relationships between MD and POBs might have relevant implications for the assessment and treatment of these clinical conditions.
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Affiliation(s)
- Mattia Pezzi
- University of Parma - Department of Humanities, Social Sciences and Cultural Industries, Parma, Italy.
| | - Andrea Zagaria
- Sapienza University of Rome - Department of Psychology, Rome, Italy.
| | | | - Manuel Gámez-Guadix
- Autonomous University of Madrid - Department of Biological and Health Psychology, Madrid, Spain.
| | - Alessio Gori
- University of Florence - Department of Health Sciences, Florence, Italy; Integrative Psychodynamic Psychotherapy Institute (IPPI), Florence, Italy.
| | - Gianluca Santoro
- University of Parma - Department of Humanities, Social Sciences and Cultural Industries, Parma, Italy.
| | - Alessandro Musetti
- University of Parma - Department of Humanities, Social Sciences and Cultural Industries, Parma, Italy.
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2
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Uram P, Skalski-Bednarz SB. Social Media Escapism in Poland: Adaptation of a Measure and its Relationship With Thought Suppression and Mental Health. Psychol Rep 2024:332941241269552. [PMID: 39151126 DOI: 10.1177/00332941241269552] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 08/18/2024]
Abstract
Research indicates that social media use can lead to addiction, fear of missing out, higher stress levels, anxiety, and experiencing symptoms typical of depression. The purpose of the present study was to conduct a Polish adaptation of the Social Media Escapism Scale and to assess its associations with fear of missing out, Facebook addiction, thought suppression, and the experience of stress, anxiety, and symptoms typical of depression. Two studies were conducted, the first adaptive and the second testing associations. The first study included 383 participants aged 18 to 63 (M = 23.51; SD = 5.7). To adapt the scale, the following were used: the Bergen Facebook Addiction Scale, the fear of missing out Scale, and the demographic questionnaire. The second study included 417 participants aged 18 to 60 (M = 26.33; SD = 9.7). The study tested relationships using the same three scales used in the first study, and also Depression, Anxiety, Stress Scale, and the White Bear Suppression Scale. The Polish version of the Social Media Escapism Scale revealed a univariate structure with strong internal consistency (α = .91). The adapted scale was associated with fear of missing out and Facebook addiction. In study 2, the structural equation modeling analyses revealed that fear of missing out, Facebook addiction and escapism were positively related to thought suppression and the experience of anxiety, stress, and depression symptoms. In addition, thought suppression partially mediated the relationship between harmful media use and anxiety, stress, and depression. Furthermore, the findings reveal a positive correlation between escapism and several psychological constructs, including fear of missing out, Facebook addiction, as well as aspects of depression and suppression, thereby lending support to the convergent validity of the adapted measure under investigation. The results can be used in psychological intervention and developing support and treatment programs for social network addiction.
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Affiliation(s)
- Patrycja Uram
- Polish Academy of Sciences, Institute of Psychology, Warsaw, Poland
| | - Sebastian Binyamin Skalski-Bednarz
- Faculty of Philosophy and Education, Katholische Universität Eichstätt-Ingolstadt, Eichstätt, Germany
- Humanitas University, Institute of Psychology, Sosnowiec, Poland
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3
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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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Hunt A, Merola GP, Carpenter T, Jaeggi AV. Evolutionary perspectives on substance and behavioural addictions: Distinct and shared pathways to understanding, prediction and prevention. Neurosci Biobehav Rev 2024; 159:105603. [PMID: 38402919 DOI: 10.1016/j.neubiorev.2024.105603] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2023] [Revised: 01/31/2024] [Accepted: 02/21/2024] [Indexed: 02/27/2024]
Abstract
Addiction poses significant social, health, and criminal issues. Its moderate heritability and early-life impact, affecting reproductive success, poses an evolutionary paradox: why are humans predisposed to addictive behaviours? This paper reviews biological and psychological mechanisms of substance and behavioural addictions, exploring evolutionary explanations for the origin and function of relevant systems. Ancestrally, addiction-related systems promoted fitness through reward-seeking, and possibly self-medication. Today, psychoactive substances disrupt these systems, leading individuals to neglect essential life goals for immediate satisfaction. Behavioural addictions (e.g. video games, social media) often emulate ancestrally beneficial behaviours, making them appealing yet often irrelevant to contemporary success. Evolutionary insights have implications for how addiction is criminalised and stigmatised, propose novel avenues for interventions, anticipate new sources of addiction from emerging technologies such as AI. The emerging potential of glucagon-like peptide 1 (GLP-1) agonists targeting obesity suggest the satiation system may be a natural counter to overactivation of the reward system.
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Affiliation(s)
- Adam Hunt
- Institute of Evolutionary Medicine, University of Zürich, Zürich, Switzerland.
| | | | - Tom Carpenter
- College of Medical, Veterinary & Life Sciences, University of Glasgow, Glasgow, UK
| | - Adrian V Jaeggi
- Institute of Evolutionary Medicine, University of Zürich, Zürich, Switzerland
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Marques LM, Uchida PM, Aguiar FO, Kadri G, Santos RIM, Barbosa SP. Escaping through virtual gaming-what is the association with emotional, social, and mental health? A systematic review. Front Psychiatry 2023; 14:1257685. [PMID: 38025467 PMCID: PMC10663235 DOI: 10.3389/fpsyt.2023.1257685] [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: 07/12/2023] [Accepted: 10/17/2023] [Indexed: 12/01/2023] Open
Abstract
Background The realm of virtual games, video games, and e-sports has witnessed remarkable and substantial growth, captivating a diverse and global audience. However, some studies indicate that this surge is often linked to a desire to escape from real life, a phenomenon known as escapism. Much like substance abuse, escapism has been identified as a significant motivator, leading to adverse outcomes, including addiction. Therefore, it is crucial to comprehend the existing research on the connection between escapism and engagement in virtual gaming. This understanding can shed light on the reasons behind such practices and their potential impact on mental and public health. Purpose The objective of this systematic review is investigate the findings pertaining to association between escapism and the practice of virtual games, such as video-games and e-sport. Methods PUBMED and SCOPUS database were systematically searched. Six independent researchers screened articles for relevance. We extracted data regarding escapism-related measures, emotional/mental health-related measures and demographic information relevant to the review purpose. Results The search yielded 357 articles, 36 were included. Results showed that: (i) Escapist motivation (EM) is one of the main motives for playing virtual games; (ii) EM is related to negative clinical traits; (iii) EM predicts negative psychological/emotional/mental health outcomes; (iv) EM is associated with impaired/negative perception of the real-world life; (v) EM predicts non-adaptive real social life; and (vi) EM is associated with dysfunctional gaming practices in some cases. However, EM can have beneficial effects, fostering confidence, determination, a sense of belonging in virtual communities, and representation through avatars. Furthermore, the reviewed findings suggest that EM was positively linked to mitigating loneliness in anxious individuals and promoting social activities that preserved mental health among typical individuals during the pandemic. Conclusion Our review reinforces the evidence linking EM in the context of virtual games to poor mental health and non-adaptive social behavior. The ensuing discussion explores the intricate connection between escapism and mental health, alongside examining the broad implications of virtual gaming practices on underlying motivations for escapism in the realms of social cognition, health promotion, and public health.
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Affiliation(s)
- Lucas M. Marques
- Faculdade de Medicina, Instituto de Medicina Fisica e Reabilitacao, Hospital das Clinicas HCFMUSP, Universidade de São Paulo, São Paulo, São Paulo, Brazil
| | - Pedro M. Uchida
- Pontifícia Universidade Católica de Campinas, Campinas, São Paulo, Brazil
| | - Felipe O. Aguiar
- Department of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil
| | - Gabriel Kadri
- Department of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil
| | - Raphael I. M. Santos
- Department of Psychiatry, Santa Casa of São Paulo Medical Science School, São Paulo, São Paulo, Brazil
| | - Sara P. Barbosa
- Faculdade de Medicina, Instituto de Medicina Fisica e Reabilitacao, Hospital das Clinicas HCFMUSP, Universidade de São Paulo, São Paulo, São Paulo, Brazil
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Scalone A, Santoro G, Cavallo J, Melita A, Gori A, Schimmenti A. Press Play to Feel: The Role of Attachment Styles and Alexithymic Features in Problematic Gaming. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:6910. [PMID: 37887648 PMCID: PMC10606141 DOI: 10.3390/ijerph20206910] [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: 07/21/2023] [Revised: 10/06/2023] [Accepted: 10/08/2023] [Indexed: 10/28/2023]
Abstract
Problematic gaming has been consistently associated with insecure attachment styles and alexithymia. However, there is limited knowledge regarding the impact of specific alexithymic features and insecure attachment styles on problematic gaming. The study included a sample of 358 online game players (242 males, 67.6%) between the ages of 18 and 59 (M = 28.46; SD = 8.76) who were recruited from online gaming communities. The participants completed a sociodemographic schedule and measures on attachment styles, alexithymia, and problematic gaming. The results provide evidence for a positive prediction of problematic gaming by dismissing attachment style and the alexithymic factors concerning the difficulty identifying feelings and externally oriented thinking, even when controlling for potentially confounding factors, such as age, sex, education, marital status, and self-reported time devoted to online games. Additionally, the analysis revealed a significant interaction effect between externally oriented thinking and dismissing attachment style in the prediction of problematic gaming. The interaction implies that the alexithymia factors pertaining to externally oriented thinking hold significant relevance in predicting problematic gaming behaviors, especially in cases where dismissive attachment levels are moderately to highly present. These findings emphasize the significance of considering specific insecure attachment styles and alexithymic features when studying problematic gaming behaviors.
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Affiliation(s)
- Andrea Scalone
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
| | - Gianluca Santoro
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
| | - Josephin Cavallo
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
| | - Alessandra Melita
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
| | - Alessio Gori
- Department of Health Sciences, University of Florence, Via di San Salvi 12, Pad. 26, 50135 Florence, Italy;
- Integrative Psychodynamic Psychotherapy Institute (IPPI), Via Ricasoli 32, 50122 Florence, Italy
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Piazza dell’Università, 94100 Enna, Italy; (A.S.); (J.C.); (A.M.); (A.S.)
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7
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Nooripour R, Ghanbari N, Hosseinian S, Lavie CJ, Mozaffari N, Sikström S, Hosseini SR. Psychometric properties of persian version of escapism scale among Iranian adolescents. BMC Psychol 2023; 11:323. [PMID: 37817283 PMCID: PMC10563286 DOI: 10.1186/s40359-023-01379-w] [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: 09/06/2022] [Accepted: 10/05/2023] [Indexed: 10/12/2023] Open
Abstract
The aim of this study was to assess the psychometric properties of the Persian version of the Escapism Scale among Iranian adolescents aged 14-18. Between January 2021 and August 2021, cross-sectional study was conducted using a convenience sampling method to select 566 participants (340 girls and 226 boys) to investigate the relationship between physical activity and mental health in adolescents. The participants completed several questionnaires, including the Escapism Scale, Erikson Psychosocial Stage Inventory (EPSI), Satisfaction with Life Scale (SWLS), Hope Scale (AHS), Smartphone Addiction Scale-Short Version (SAS-SV), and General Self-efficacy (GSE). Construct validity, reliability using Cronbach's alpha, and concurrent validity were used to evaluate the Escapism Scale's validity and reliability. Results of the Confirmatory Factor Analysis (CFA) indicated that a two-factor model provided a good fit for the data: sbX2 = 179.99 (p < 0.01); SRMR = 0.07; RMR = 0.56, CFI = 0.91; NFI = 0.89; IFI = 0.91; NFI = 0.89; GFI = 0.93; AGFI = 0.90, RMSEA = 0.076). The Cronbach's alpha coefficient for escapism was 0.73. The study found a significant positive relationship between escapism and smartphone addiction (r = 0.19). Additionally, a significant negative relationship was observed between escapism and hope (r=-0.31), satisfaction with life (r=-0.34), and general self-efficacy (r=-0.33). Furthermore, a significant relationship was found between escapism and gender. Lastly, the study found a significant relationship between escapism and identity confusion (r = 0.164, P < 0.01) and identity coherence (P < 0.01, r = 29). In conclusion, the Escapism Scale is a valid and reliable tool for assessing escapism and psychological evaluations in Iranian adolescents. These results may inform future research and suggest re-testing in clinical populations.
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Affiliation(s)
- Roghieh Nooripour
- Department of Counseling, Faculty of Education and Psychology, Alzahra University, Tehran, Iran.
| | - Nikzad Ghanbari
- Faculty of Education and Psychology, Shahid Beheshti University, Tehran, Iran
| | - Simin Hosseinian
- Department of Counseling, Faculty of Education and Psychology, Alzahra University, Tehran, Iran
| | - Carl J Lavie
- Department of Cardiovascular Diseases, Ochsner Clinical School, John Ochsner Heart and Vascular Institute, University of Queensland School of Medicine, New Orleans, LA, USA
| | - Nazir Mozaffari
- Faculty of Education and Psychology, Shahid Beheshti University, Tehran, Iran
| | | | - Seyed Ruhollah Hosseini
- Department of Clinical Psychology, Faculty of Education and Psychology, Ferdowsi University of Mashhad, Mashhad, Iran
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Fraser R, Slattery J, Yakovenko I. Escaping through video games: Using your avatar to find meaning in life. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107756] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/29/2023]
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Shi Y, Tang Z, Gan Z, Hu M, Liu Y. Association Between Family Atmosphere and Internet Addiction Among Adolescents: The Mediating Role of Self-Esteem and Negative Emotions. Int J Public Health 2023; 68:1605609. [PMID: 37435194 PMCID: PMC10330727 DOI: 10.3389/ijph.2023.1605609] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2022] [Accepted: 06/14/2023] [Indexed: 07/13/2023] Open
Abstract
Objectives: Family atmosphere is a significant predictor of internet addiction in adolescents. Based on the vulnerability model of emotion and the compensatory internet use theory, this study examined whether self-esteem and negative emotions (anxiety, depression) mediated the relationship between family atmosphere and internet addiction in parallel and sequence. Methods: A total of 3,065 Chinese middle school and high school students (1,524 females, mean age = 13.63 years, SD = 4.24) participated. They provided self-reported data on demographic variables, family atmosphere, self-esteem, anxiety, depression, and internet addiction through the Scale of Systemic Family Dynamic, Self-Esteem Scale, Self-Rating Anxiety Scale, Self-Rating Depression Scale, and Internet Addiction Test, respectively. We employed Hayes PROCESS macro for the SPSS program to scrutinize the suggested mediation model. Results: It revealed that self-esteem, anxiety, and depression mediated the relationship between family atmosphere and internet addiction in parallel and sequence. The pathway of family atmosphere-self-esteem-internet addiction played a more important role than others. Conclusion: The present study confirmed the mediating role of self-esteem and negative emotions between family atmosphere and internet addiction, providing intervention studies with important targeting factors.
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Affiliation(s)
- Yijian Shi
- Department of Psychology, Shanghai Normal University, Shanghai, China
| | - Zijun Tang
- Department of Psychology, Shanghai Normal University, Shanghai, China
| | - Zhilin Gan
- Department of Psychology, Shanghai Normal University, Shanghai, China
| | - Manji Hu
- Shanghai Pudong New Area Mental Health Center, School of Medicine, Tongji University, Shanghai, China
| | - Yang Liu
- Department of Psychology, Shanghai Normal University, Shanghai, China
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Monéger J, Chatard A, Selimbegović L. (Eye-)tracking the escape from the self: guilt proneness moderates the effect of failure on self-avoidance. Cogn Emot 2022; 36:1374-1388. [PMID: 36181473 DOI: 10.1080/02699931.2022.2126441] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/21/2023]
Abstract
Failure increases the motivation to escape self-awareness. To date, however, the role of self-conscious emotions (shame and guilt) in triggering escape responses after failure has not been sufficiently addressed. In this pre-registered study (N = 156 undergraduates), we adapted a classic paradigm (avoidance of one's image in a mirror) to a modern eye-tracking technology to test the hypothesis that shame proneness moderates the effect of failure on self-awareness avoidance. Individual differences in guilt and shame proneness were assessed before priming thoughts of failure or success. Then, an eye-tracking paradigm was used to monitor gaze avoidance of one's screen-reflected face during a neutral, unrelated task. Unexpectedly, results showed that guilt but not shame proneness exacerbated self-avoidance after failure. The present findings challenge the dominant view that shame fosters avoidance more so than guilt.
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Affiliation(s)
- Jean Monéger
- Department of Psychology, University of Poitiers, Poitiers, France.,Research Center on Cognition and Learning, CNRS 7295, Poitiers, France
| | - Armand Chatard
- Department of Psychology, University of Poitiers, Poitiers, France.,Research Center on Cognition and Learning, CNRS 7295, Poitiers, France.,Clinical Research Unit, Centre Hospitalier Laborit, Poitiers, France
| | - Leila Selimbegović
- Department of Psychology, University of Poitiers, Poitiers, France.,Research Center on Cognition and Learning, CNRS 7295, Poitiers, France
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Varallo G, Musetti A, D’Anselmo A, Gori A, Giusti EM, Pizza F, Castelnuovo G, Plazzi G, Franceschini C. Exploring Addictive Online Behaviors in Patients with Narcolepsy Type 1. Healthcare (Basel) 2022; 10:2169. [PMID: 36360510 PMCID: PMC9690789 DOI: 10.3390/healthcare10112169] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2022] [Revised: 10/20/2022] [Accepted: 10/27/2022] [Indexed: 09/08/2024] Open
Abstract
BACKGROUND Narcolepsy type 1 (NT1) is a rare neurological sleep disorder caused by the loss of neurons that produce hypocretin-a peptide that plays a crucial role in addictive behaviors. We aimed to compare, for the first time, levels of problematic online gaming, problematic social media use, and compulsive Internet use between NT1 patients and healthy controls (HC), and to evaluate the association between anxiety, depression, and emotion dysregulation with addictive online behaviors in NT1 patients. METHODS A total of 43 patients with NT1 and 86 sex- and age-matched HC participated in an online cross-sectional survey. RESULTS NT1 patients did not differ from HC in terms of problematic social media use and compulsive Internet use but displayed higher levels of problematic online gaming compared to HC. Higher levels of emotion dysregulation were significantly associated with higher levels of problematic social media use and compulsive Internet use, while none of the tested factors were associated with problematic online gaming. CONCLUSION NT1 patients and HC had similar levels of problematic social media use and compulsive Internet use, but NT1 patients showed higher levels of problematic online gaming. Emotion dysregulation might be an intervention target for reducing compulsive Internet use and problematic social media use.
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Affiliation(s)
- Giorgia Varallo
- Department of Medicine and Surgery, University of Parma, 43125 Parma, Italy
| | - Alessandro Musetti
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, 43121 Parma, Italy
| | - Anita D’Anselmo
- Department of Biomedical and Neuromotor Sciences (DIBINEM), University of Bologna, 40123 Bologna, Italy
| | - Alessio Gori
- Department of Health Sciences, University of Florence, Via di San Salvi 12, Pad. 26, 50135 Florence, Italy
- Integrated Psychodynamic Psychotherapy Institute (IPPI), 50122 Florence, Italy
| | - Emanuele Maria Giusti
- Psychology Research Laboratory, IRCCS Istituto Auxologico Italiano, Ospedale San Luca, 20149 Milan, Italy
- Department of Psychology, Catholic University of Milan, 20123 Milan, Italy
| | - Fabio Pizza
- Department of Biomedical and Neuromotor Sciences (DIBINEM), University of Bologna, 40123 Bologna, Italy
- IRCCS Istituto delle Scienze Neurologiche di Bologna (ISNB), 40139 Bologna, Italy
| | - Gianluca Castelnuovo
- Department of Psychology, Catholic University of Milan, 20123 Milan, Italy
- Psychology Research Laboratory, IRCCS Istituto Auxologico Italiano, Ospedale San Giuseppe, 28824 Verbania, Italy
| | - Giuseppe Plazzi
- IRCCS Istituto delle Scienze Neurologiche di Bologna (ISNB), 40139 Bologna, Italy
- Department of Biomedical, Metabolic and Neural Sciences, University of Modena and Reggio Emilia, 41125 Modena, Italy
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Jouhki H, Savolainen I, Sirola A, Oksanen A. Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12491. [PMID: 36231799 PMCID: PMC9565969 DOI: 10.3390/ijerph191912491] [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: 08/27/2022] [Revised: 09/26/2022] [Accepted: 09/27/2022] [Indexed: 06/16/2023]
Abstract
Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18-75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October-November 2021 (Time 2), and April-May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem Gambling Severity Index), excessive gaming (Internet Gaming Disorder Test), and excessive internet use (Compulsive Internet Use Scale). Three escapism-specific questions were used to construct a dedicated escapism variable. Socio-demographic variables, alcohol consumption, and psychological distress were used as controls. The study was conducted with multilevel regression analyses using hybrid models. Our research showed that escapism had strong within-person effects on excessive gambling, B = 0.18, p = 0.003; excessive gaming, B = 0.50, p < 0.001; and excessive internet use, B = 0.77, p < 0.001 over time. The between-person effect of escapism was demonstrated on excessive gaming B = 0.91, p < 0.001, and excessive internet use B = 0.61, p = 0.036. Adverse societal events and uncertain times can manifest in excessive online behaviors motivated by escapism, highlighting a need to focus prevention efforts on healthy coping methods.
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Affiliation(s)
- Hannu Jouhki
- Faculty of Social Sciences, Tampere University, 33014 Tampere, Finland
- A-Clinic Foundation, Ratamestarinkatu 7 A, 00520 Helsinki, Finland
| | - Iina Savolainen
- Faculty of Social Sciences, Tampere University, 33014 Tampere, Finland
| | - Anu Sirola
- Department of Social Sciences and Philosophy, University of Jyväskylä, 40014 Jyväskylä, Finland
| | - Atte Oksanen
- Faculty of Social Sciences, Tampere University, 33014 Tampere, Finland
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Sun Y, Yang J, Li M, Liu T. The Association Between Neuroticism and Nomophobia: Chain Mediating Effect of Attachment and Loneliness. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00897-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/16/2022] Open
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14
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Russo A, Santoro G, Schimmenti A. Interpersonal Guilt and Problematic Online Behaviors: The Mediating Role of Emotion Dysregulation. CLINICAL NEUROPSYCHIATRY 2022; 19:236-247. [PMID: 36101646 PMCID: PMC9442854 DOI: 10.36131/cnfioritieditore20220406] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 11/23/2022]
Abstract
OBJECTIVE The positive association between problematic Internet use (PIU) and emotion dysregulation (ED) is well documented. Research has also found that interpersonal guilt is positively associated with ED. Nevertheless, the influence of interpersonal guilt on PIU has been scarcely examined. In the current study, we investigated the relationships among the three constructs, and tested if emotion dysregulation mediates the association between interpersonal guilt and different types of PIU, namely problematic online gaming, problematic social media use, and problematic online pornography use. METHOD A sample of 434 adult participants (210 males, 48.4%) aged between 18 and 69 years old completed self-reported measures on interpersonal guilt, ED, and PIU. A structural equation modeling (SEM) framework was used to test the mediation models. RESULTS SEM analyses showed that ED mediates the relationship between interpersonal guilt as antecedent, and problematic online gaming, problematic social media use, and problematic online pornography use as outcomes. CONCLUSIONS Our findings suggest that emotion dysregulation deriving from experiences of interpersonal guilt can amplify the risk of using gaming, social media, and online pornography in a problematic way. Implications for prevention and treatment of PIU are discussed.
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Affiliation(s)
- Angela Russo
- Department of Educational Sciences, University of Catania, Catania, Italy,Corresponding author Dr. Angela Russo, Department of Educational Sciences, University of Catania, Catania, Italy.
| | - Gianluca Santoro
- Faculty of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
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15
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Problematic mobile phone use inhibits aesthetic emotion with nature: The roles of presence and openness. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03175-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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16
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Hsiao WH, Lin YH, Wu IL. ADVERGAME FOR PURCHASE INTENTION VIA GAME AND BRAND ATTITUDES FROM ANTECEDENTS OF SYSTEM DESIGN, PSYCHOLOGICAL STATE, AND GAME CONTENT: INTERACTIVE ROLE OF BRAND FAMILIARITY. JOURNAL OF ORGANIZATIONAL COMPUTING AND ELECTRONIC COMMERCE 2022. [DOI: 10.1080/10919392.2022.2038526] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Affiliation(s)
- Wei-Hung Hsiao
- Department of Distribution Management, National Taichung University of Science and Technology, North District, Taichung, Taiwan
| | - Yu-Hsiu Lin
- Department of Information Management, National Chung Cheng University, Chiayi, Taiwan
| | - Ing-Long Wu
- Department of Information Management, National Chung Cheng University, Chiayi, Taiwan
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Guerrini Usubini A, Terrone G, Varallo G, Cattivelli R, Plazzi G, Castelnuovo G, Schimmenti A, Musetti A, Franceschini C. The Mediating Role of Emotion Dysregulation and Problematic Internet Use in the Relationship Between Negative Affect and Excessive Daytime Sleepiness: A Structural Equation Model. Nat Sci Sleep 2022; 14:291-302. [PMID: 35237080 PMCID: PMC8885123 DOI: 10.2147/nss.s346485] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/05/2021] [Accepted: 01/29/2022] [Indexed: 11/23/2022] Open
Abstract
PURPOSE The present study aimed to explore the mediating role of emotion dysregulation and problematic Internet use in the relationship between negative affect and excessive daytime sleepiness. METHODS This cross-sectional study included 664 Italian adults aged between 18 and 70 years (M = 32.13; SD = 11.71). Participants were asked to complete the Depression Anxiety Stress Scale, the Difficulties in Emotion Regulation Scale, the Compulsive Internet Use Scale-7, and the Epworth Sleepiness Scale to assess negative affect, emotion dysregulation, problematic internet use, and excessive daytime sleepiness, respectively. RESULTS According to our results there are significant associations between negative affect, emotion dysregulation, problematic Internet use, and daytime sleepiness. Moreover, the structural equation model showed good fit indices. Emotion dysregulation and problematic Internet use partially mediated the relationship between negative mood and excessive daytime sleepiness. CONCLUSION By exploring the role of emotion dysregulation on the association between excessive daytime sleepiness and its possible predictors, our study might represent an important step toward the implementation of psychological intervention for reducing excessive daytime sleepiness. Emotion dysregulation appears to play a significant role in explaining the relationship between negative affect, problematic Internet use, and excessive daytime sleepiness. Thus, it should be considered a treatment target for reducing excessive daytime sleepiness.
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Affiliation(s)
- Anna Guerrini Usubini
- Istituto Auxologico Italiano IRCCS, Psychology Research Laboratory, Milan, Italy
- Department of Psychology, Catholic University of Milan, Milan, Italy
| | - Grazia Terrone
- Department of History, Cultural Heritage, Education and Society, University of Rome Tor Vergata, Rome, Italy
| | - Giorgia Varallo
- Istituto Auxologico Italiano IRCCS, Psychology Research Laboratory, Milan, Italy
- Department of Psychology, Catholic University of Milan, Milan, Italy
| | | | - Giuseppe Plazzi
- Department of Biomedical, Metabolic and Neural Sciences, University of Modena and Reggio Emilia, Modena, 41125, Italy
- IRCCS Institute of Neurological Sciences of Bologna (ISNB), Bologna, 40139, Italy
| | - Gianluca Castelnuovo
- Istituto Auxologico Italiano IRCCS, Psychology Research Laboratory, Milan, Italy
- Department of Psychology, Catholic University of Milan, Milan, Italy
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE—Kore University of Enna, Cittadella Universitaria, Enna, Italy
| | - Alessandro Musetti
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Parma, Italy
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18
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Zhao Y, Zhang H, Xu J. The relation of baseline respiratory sinus arrhythmia to problematic internet use: Impulsiveness and difficulties in emotion regulation matter. Int J Psychophysiol 2022; 174:76-82. [DOI: 10.1016/j.ijpsycho.2022.02.001] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2021] [Revised: 02/04/2022] [Accepted: 02/05/2022] [Indexed: 11/29/2022]
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Li H, Gan X, Li X, Zhou T, Jin X, Zhu C. Diathesis stress or differential susceptibility? testing the relationship between stressful life events, neuroticism, and internet gaming disorder among Chinese adolescents. PLoS One 2022; 17:e0263079. [PMID: 35085357 PMCID: PMC8794087 DOI: 10.1371/journal.pone.0263079] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2021] [Accepted: 01/11/2022] [Indexed: 11/19/2022] Open
Abstract
A previous study has documented that stressful life events is positively related to Internet gaming disorder (IGD) among adolescents. However, the mechanism underlying this relationship remains unclear. The current study examined whether the link between stressful life events and adolescent IGD was moderated by neuroticism and whether the interaction of stressful life events and neuroticism supported the diathesis stress model or differential susceptibility model. To this end, self-report questionnaires were distributed. Participants were 927 Chinese adolescents (meanage = 14.53 years, 51.02% male). After controlling for adolescent gender, age, family economic situation, and family socioeconomic status, the results revealed that stressful life events could be positively associated with adolescent IGD and that this link is moderated by neuroticism. Moreover, the results of interaction effects supported the "diathesis stress" model. The above findings contributed to a better understanding of how and when stressful life events increase the risk of IGD and provided new evidence for the diathesis stress hypothesis.
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Affiliation(s)
- Hao Li
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xiong Gan
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xin Li
- Xian Tao No.1 Middle School, XianTao, China
| | - Ting Zhou
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xin Jin
- Yangtze University College of Technology and Engineering, Jingzhou, China
| | - Congshu Zhu
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
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20
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Examining the DSM-5 Internet Gaming Disorder Criteria in Filipino Gamers: a Factor- and Person-Centered Approach. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00759-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/19/2022] Open
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21
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Nagata JM, Singh G, Sajjad OM, Ganson KT, Testa A, Jackson DB, Assari S, Murray SB, Bibbins-Domingo K, Baker FC. Social epidemiology of early adolescent problematic screen use in the United States. Pediatr Res 2022; 92:1443-1449. [PMID: 35768491 PMCID: PMC9243697 DOI: 10.1038/s41390-022-02176-8] [Citation(s) in RCA: 11] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/15/2022] [Accepted: 06/07/2022] [Indexed: 12/25/2022]
Abstract
OBJECTIVE To determine sociodemographic correlates of problematic screen use (social media, video games, mobile phones) among a racially/ethnically and socioeconomically diverse population-based sample of 10-14-year-old early adolescents. STUDY DESIGN We analyzed cross-sectional data from the Adolescent Brain Cognitive Development Study (Year 2, 2018-2020; N = 8753). Multiple linear regression analyses were used to estimate associations between sociodemographic factors (age, sex, race/ethnicity, primary language, household income, parental education) and adolescent-reported problematic video game (Video Game Addiction Questionnaire), social media (Social Media Addiction Questionnaire), and mobile phone use (Mobile Phone Involvement Questionnaire). RESULTS Boys reported higher problematic video game use while girls reported higher problematic social media and mobile phone use. Native American, black, and Latinx adolescents reported higher scores across all problematic screen measures compared to non-Latinx white adolescents. Having unmarried/unpartnered parents was associated with higher problematic social media use. Although higher household income was generally protective against problematic video game use, these associations were weaker for black than white adolescents (p for interaction <0.05). CONCLUSIONS Given the sociodemographic differences in problematic screen use, digital literacy education strategies can focus on at-risk populations, encourage targeted counseling by pediatricians, and adapt family media use plans for diverse backgrounds. IMPACT While sociodemographic differences in screen time are documented, we examined sociodemographic differences in problematic screen use in a large, diverse sample of early adolescents in the US. Boys reported higher problematic video game use while girls reported higher problematic social media and mobile phone use. Native American, black, and Latinx adolescents reported higher scores across all problematic screen measures compared to non-Latinx white adolescents. Although higher household income was generally protective against problematic video game use, these associations were weaker for black than white adolescents. Beyond time spent on screens, pediatricians, parents, and educators should be aware of sociodemographic differences in problematic screen use.
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Affiliation(s)
- Jason M. Nagata
- grid.266102.10000 0001 2297 6811Division of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA USA
| | - Gurbinder Singh
- grid.266102.10000 0001 2297 6811Division of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA USA
| | - Omar M. Sajjad
- grid.254880.30000 0001 2179 2404Geisel School of Medicine, Dartmouth College, Hanover, NH USA
| | - Kyle T. Ganson
- grid.17063.330000 0001 2157 2938Factor-Inwentash Faculty of Social Work, University of Toronto, Toronto, ON Canada
| | - Alexander Testa
- grid.267308.80000 0000 9206 2401Department of Management, Policy and Community Health, University of Texas Health Science Center at Houston, Houston, TX USA
| | - Dylan B. Jackson
- grid.21107.350000 0001 2171 9311Department of Population, Family, and Reproductive Health, Johns Hopkins Bloomberg School of Public Health, Johns Hopkins University, Baltimore, MD USA
| | - Shervin Assari
- grid.254041.60000 0001 2323 2312Department of Family Medicine, College of Medicine, Charles R. Drew University of Medicine and Science, Los Angeles, CA USA ,grid.254041.60000 0001 2323 2312Department of Urban Public Health, Charles R. Drew University of Medicine and Science, Los Angeles, CA USA ,grid.254041.60000 0001 2323 2312Marginalization-related Diminished Returns (MDRs) Research Center, Charles R. Drew University of Medicine and Science, Los Angeles, CA USA
| | - Stuart B. Murray
- grid.42505.360000 0001 2156 6853Department of Psychiatry and Behavioral Sciences, University of Southern California, Los Angeles, CA USA
| | - Kirsten Bibbins-Domingo
- grid.266102.10000 0001 2297 6811Department of Epidemiology and Biostatistics, University of California, San Francisco, San Francisco, CA USA
| | - Fiona C. Baker
- grid.98913.3a0000 0004 0433 0314Center for Health Sciences, SRI International, Menlo Park, CA USA ,grid.11951.3d0000 0004 1937 1135School of Physiology, University of the Witwatersrand, Johannesburg, South Africa
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22
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Costanzo A, Santoro G, Russo S, Cassarà MS, Midolo LR, Billieux J, Schimmenti A. Attached to Virtual Dreams: The Mediating Role of Maladaptive Daydreaming in the Relationship Between Attachment Styles and Problematic Social Media Use. J Nerv Ment Dis 2021; 209:656-664. [PMID: 34448734 DOI: 10.1097/nmd.0000000000001356] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/11/2022]
Abstract
ABSTRACT Maladaptive daydreaming describes excessive fantasy activity that interferes with an individual's life. Surprisingly, the precursors of maladaptive daydreaming and its role in excessive involvement in virtual worlds have been scarcely investigated. In the current study, we examined the relationships among attachment styles, maladaptive daydreaming, and problematic social media use (PSMU) in a sample of community-dwelling adults. Eight hundred seventy-seven participants between 18 and 68 years old were recruited via an online survey and asked to fill out self-reported measures on attachment styles, maladaptive daydreaming, and PSMU. Mediation analyses showed that maladaptive daydreaming is a significant mediator in the relationships between preoccupied and fearful attachment styles and PSMU, suggesting that maladaptive daydreaming partly explains the established link between insecure attachment styles and excessive use of social media. Individuals with PSMU fostered by maladaptive daydreaming may benefit from clinical interventions that promote the use of adaptive regulatory strategies to develop feelings of security and self-confidence that may serve to reduce the excessive involvement in social media.
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Affiliation(s)
- Antonino Costanzo
- Faculty of Human and Social Sciences, Kore University of Enna (UKE), Cittadella Universitaria, Enna (EN), Italy
| | - Gianluca Santoro
- Faculty of Human and Social Sciences, Kore University of Enna (UKE), Cittadella Universitaria, Enna (EN), Italy
| | - Santi Russo
- Faculty of Human and Social Sciences, Kore University of Enna (UKE), Cittadella Universitaria, Enna (EN), Italy
| | - Maria Silvia Cassarà
- Faculty of Human and Social Sciences, Kore University of Enna (UKE), Cittadella Universitaria, Enna (EN), Italy
| | - Laura Rosa Midolo
- Faculty of Human and Social Sciences, Kore University of Enna (UKE), Cittadella Universitaria, Enna (EN), Italy
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, Kore University of Enna (UKE), Cittadella Universitaria, Enna (EN), Italy
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23
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Herff SA, Cecchetti G, Taruffi L, Déguernel K. Music influences vividness and content of imagined journeys in a directed visual imagery task. Sci Rep 2021; 11:15990. [PMID: 34362960 PMCID: PMC8346606 DOI: 10.1038/s41598-021-95260-8] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/10/2021] [Accepted: 07/22/2021] [Indexed: 02/07/2023] Open
Abstract
Directed, intentional imagination is pivotal for self-regulation in the form of escapism and therapies for a wide variety of mental health conditions, such anxiety and stress disorders, as well as phobias. Clinical application in particular benefits from increasing our understanding of imagination, as well as non-invasive means of influencing it. To investigate imagination, this study draws from the prior observation that music can influence the imagined content during non-directed mind-wandering, as well as the finding that relative orientation within time and space is retained in imagination. One hundred participants performed a directed imagination task that required watching a video of a figure travelling towards a barely visible landmark, and then closing their eyes and imagining a continuation of the journey. During each imagined journey, participants either listened to music or silence. After the imagined journeys, participants reported vividness, the imagined time passed and distance travelled, as well as the imagined content. Bayesian mixed effects models reveal strong evidence that vividness, sentiment, as well imagined time passed and distances travelled, are influenced by the music, and show that aspects of these effects can be modelled through features such as tempo. The results highlight music's potential to support therapies such as Exposure Therapy and Imagery Rescripting, which deploy directed imagination as a clinical tool.
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Affiliation(s)
- Steffen A. Herff
- grid.5333.60000000121839049École Polytechnique Fédérale de Lausanne, INN 115, 1015 Lausanne, Switzerland ,grid.1029.a0000 0000 9939 5719The MARCS Institute for Brain, Behaviour and Development, Western Sydney University, Sydney, Australia
| | - Gabriele Cecchetti
- grid.5333.60000000121839049École Polytechnique Fédérale de Lausanne, INN 115, 1015 Lausanne, Switzerland
| | - Liila Taruffi
- grid.8250.f0000 0000 8700 0572Music Department, Durham University, Durham, UK
| | - Ken Déguernel
- grid.503422.20000 0001 2242 6780CNRS, Centrale Lille, UMR 9189 CRIStAL, Université de Lille, F-59000 Lille, France
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24
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Marinaci T, Venuleo C, Ferrante L, Della Bona S. What game we are playing: the psychosocial context of problem gambling, problem gaming and poor well-being among Italian high school students. Heliyon 2021; 7:e07872. [PMID: 34485746 PMCID: PMC8403540 DOI: 10.1016/j.heliyon.2021.e07872] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2021] [Revised: 07/26/2021] [Accepted: 08/23/2021] [Indexed: 12/24/2022] Open
Abstract
Gambling and gaming are not infrequent among adolescents and preventing low-risk youth from becoming at-risk appears to be a priority of public health strategies. Greater scrutiny of the risk and protective factors in the relationships and community of young people appears crucial in steering prevention initiatives adequately. This study aimed to explore the role of the qualities of relational networks (i.e. family functioning, perceived social and class support), family and peer approval and view of the social environment in predicting problem gambling, problem gaming and overall well-being among adolescents. High-school students aged 14-18 years (N: 595; female: 68,7%) completed a survey including the target variables. A multivariate multiple regression analysis was performed to examine the role of socio-demographic characteristics and psychosocial predictors on gaming, gambling, and well-being. Multivariate multiple regressions identify a common core underpinning problem gambling, gaming and poor well-being but also the distinct roles of psychosocial variables: being male, with low parental monitoring, and an anomic view of the social environment all predict problem gambling and gaming, which were also found to be associated. Low social support predicts problem gambling but not problem gaming; poor family functioning predicts problem gaming but not problem gambling. All the target psychosocial variables, except approval of gambling, predict poor well-being. On the whole the findings suggest the need to look more closely at the way adolescents, their system of activity and their culture participate in constructing the meaning of gambling and gaming activities and their impact on adolescents' well-being, so that future studies and strategies can more effectively examine the relational dynamics in which problem gambling and gaming develop.
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Affiliation(s)
- Tiziana Marinaci
- Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, University of Salento, Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, Italy
| | - Claudia Venuleo
- Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, University of Salento, Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, Italy
| | - Lucrezia Ferrante
- Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, University of Salento, Laboratory of Applied Psychology and Intervention, Department of History, Society and Human Studies, Italy
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25
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Anhedonia mediates the link between problematic internet use and psychological well-being. CURRENT PSYCHOLOGY 2021. [DOI: 10.1007/s12144-021-01575-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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26
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The dual nature of escapism in video gaming: A meta-analytic approach. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100081] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023] Open
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Müller T, Bonnaire C. Intrapersonal and interpersonal emotion regulation and identity: A preliminary study of avatar identification and gaming in adolescents and young adults. Psychiatry Res 2021; 295:113627. [PMID: 33290945 DOI: 10.1016/j.psychres.2020.113627] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/22/2020] [Accepted: 11/28/2020] [Indexed: 01/10/2023]
Abstract
The aim of this study was to investigate the relationships between the process of identity formation, emotion regulation (intrapersonal and interpersonal), avatar identification, and gaming in adolescents and young adults. Data (from eight standardized questionnaires) were collected from 37 non-gamers (NGs), 133 non-problematic gamers (NPGs), and 37 problematic gamers (PGs). The results showed that PGs had higher scores in lack of emotional consciousness, lack of emotional clarity, and expressive suppression, while also having lower scores in cognitive reappraisal and interpersonal emotion regulation than NPGs or NGs. They also had higher scores in ruminative exploration and lower scores in exploration in depth. In addition, factors associated with Internet gaming disorder (IGD) differed by gender. In females, lack of emotional clarity, interpersonal emotion regulation, commitment, and in-depth exploration were associated with IGD. In males, however, negative emotions, lack of emotional consciousness, lack of emotional clarity, suppressive expression, and ruminative exploration were associated with the disorder. These results highlighted the need to consider gender specificities when caring for video game-players and using of therapies or psychotherapeutic techniques to improve their emotional processes and promote their identity-construction.
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Affiliation(s)
- T Müller
- Université de Paris, Boulogne-Billancourt, France
| | - C Bonnaire
- Université de Paris, Laboratoire de Psychopathologie et Processus de Santé, F-92100 Boulogne-Billancourt, France; Centre Pierre Nicole, Consultation Jeunes Consommateurs, Croix-Rouge Française, 75005 Paris, France.
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Melodia F, Canale N, Griffiths MD. The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review. Int J Ment Health Addict 2020. [DOI: 10.1007/s11469-020-00422-w] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/21/2022] Open
Abstract
AbstractOver the past two decades, research into Internet Gaming Disorder (IGD) has markedly increased due to worldwide spread of online videogames. The reasons and motivations for playing greatly contribute to its popularity. Escapism and avoidance coping strategies have been studied extensively and conceptualized as motives to play. A growing research base has demonstrated a strong association between these motives to play and negative gaming outcomes. Consequently, the aim of the present systematic review was to provide a comprehensive overview of the role of avoidance coping and escape motives in problematic online gaming. A systematic literature search was carried out using academic databases and a total of 26 empirical studies met the inclusion criteria. The results show that escapism and avoidance coping represent both a predictor of IGD and play a mediating role between many psychological factors (e.g., self-esteem, loneliness, self-concept, anxiety) and problematic online gaming. However, the review also highlights the paucity of longitudinal studies that hinder the determination of the causal direction of these associations. Despite this limitation, the evidence has important implication for developing more effective prevention programs and clinical interventions.
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Problematic Internet use (PIU), personality profiles and emotion dysregulation in a cohort of young adults: trajectories from risky behaviors to addiction. Psychiatry Res 2020; 289:113036. [PMID: 32450451 DOI: 10.1016/j.psychres.2020.113036] [Citation(s) in RCA: 61] [Impact Index Per Article: 15.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/28/2019] [Revised: 04/23/2020] [Accepted: 04/24/2020] [Indexed: 01/03/2023]
Abstract
Problematic Internet Use (PIU) encloses excessive online activities (like video gaming, social media use, web-streaming, pornography viewing, buying). Despite its psychological burden, risk factors related to PIU remain still unclear. In the present study we explored the role of personality traits and emotion dysregulation as potential vulnerability factors for PIU. In a sample of American young adults with different PIU risk levels (established through the Internet Addiction Diagnostic Questionnaire), we administered the Tridimensional Personality Questionnaire (TPQ), the Difficulties in Emotion Regulation Scale (DERS), the Barratt Impulsiveness Scale, the Hamilton Depression Rating Scale, the Hamilton Anxiety Rating Scale. PIU participants were more likely to report lower TPQ scores in novelty seeking, harm avoidance and reward dependence. Moreover, DERS total scores significantly differed across PIU-risk groups, along with a progressively higher occurrence of depression, anxiety and impulsivity. These results preliminarily support the hypothesis of PIU as a mainly behavior aimed at 'escaping' from negative affects. Besides confirming the role of some personality traits and emotional dysregulation, we propose the concept of risk-trajectories to monitor and prevent the emergence of PIU. Gaining more insight into PIU vulnerability factors may allow us to establish targeted interventions to cope with emotion dysregulation and negative affects.
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Travaglino GA, Li Z, Zhang X, Lu X, Choi HS. We are all in this together: The role of individuals' social identities in problematic engagement with video games and the internet. BRITISH JOURNAL OF SOCIAL PSYCHOLOGY 2020; 59:522-548. [PMID: 32034792 DOI: 10.1111/bjso.12365] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/30/2019] [Revised: 01/08/2020] [Indexed: 11/28/2022]
Abstract
Individuals' engagement with video games and the internet features both social and potentially pathological aspects. In this research, we draw on the social identity approach and present a novel framework to understand the linkage between these two aspects. In three samples (Nstudy1 = 304, Nstudy2 = 160, and Nstudy3 = 782) of young Chinese people from two age groups (approximately 20 and 16 years old), we test the associations between relevant social identities and problematic engagement with video games and the internet. Across studies, we demonstrate that individuals' identification as 'gamers' or 'frequent internet users' predicts problematic engagement with video games and the internet through stronger perceived social support from such groups. Moreover, we demonstrate that individuals' identification as 'students' (Studies 2-3) is negatively associated with problematic engagement via social support from other students. Finally, in Study 3, we examine the articulation between social support from these three groups and subjective sense of loneliness. Findings indicate that, whereas perceived support from students is negatively associated with loneliness, the association between perceived support from gamers and internet users and loneliness is weaker and positive. Theoretical implications and directions for future research are discussed. Taken together, the studies highlight the importance of considering the social context of individuals' problematic engagement with technologies, and the role of different group memberships.
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Affiliation(s)
| | - Zhuo Li
- University of Western Ontario, London, Ontario, Canada
| | - Xingruo Zhang
- The Chinese University of Hong Kong, Shenzhen, China
| | - Xian Lu
- University of Ferrara, Italy
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King DL, Delfabbro PH, Gainsbury SM, Dreier M, Greer N, Billieux J. Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.07.017] [Citation(s) in RCA: 59] [Impact Index Per Article: 11.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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Musetti A, Mancini T, Corsano P, Santoro G, Cavallini MC, Schimmenti A. Maladaptive Personality Functioning and Psychopathological Symptoms in Problematic Video Game Players: A Person-Centered Approach. Front Psychol 2019; 10:2559. [PMID: 31803104 PMCID: PMC6877750 DOI: 10.3389/fpsyg.2019.02559] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/26/2019] [Accepted: 10/29/2019] [Indexed: 01/29/2023] Open
Abstract
BACKGROUND A need exists to increase our understanding of the association between maladaptive personality traits, psychopathological symptoms, game preference, and different types of video game use. In the present study, we used a person-centered approach to identify different subtypes of video game players and we explored how they differ in personality profiles, clinical symptoms, and video game usage. METHODS We assessed problematic gaming via the nine-item Internet Gaming Disorder Scale and self-reported screen time playing video games in a sample of 366 adolescents and young adult gamers. Participants also completed measures on maladaptive personality domains (Personality Inventory for DSM-5 Brief Form), alexithymia (Toronto Alexithymia Scale-20 items), and psychopathological symptoms (DSM-5 Self-Rated Level 1 Cross-Cutting Symptom Measure) and reported which genre of video games they preferred. RESULTS Using a person-centered, cluster-analytic approach, we identified four clusters of video game players (Occasional, Passionate, Preoccupied, and Disordered) presenting peculiar combinations of problematic gaming scores and time spent online playing video games. Non-problematic gamers (Occasional and Passionate) represented the majority of the sample (62.3% of the participants). Highly involved gamers who exhibited excessive screen time playing video games (Disordered gamers) presented the highest level of maladaptive personality traits and psychopathological symptoms, and were characterized by the greatest use of Multiplayer Online Battle Arena (MOBA) games. CONCLUSION These results have clinical implications on suggesting the importance to determining whether or not problematic gaming activities reflect a dysfunctional emotion-focused coping strategy to avoid inner unpleasant emotional or a more generally compromised emotional and social functioning.
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Affiliation(s)
- Alessandro Musetti
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Parma, Italy
| | - Tiziana Mancini
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Parma, Italy
| | - Paola Corsano
- Department of Humanities, Social Sciences and Cultural Industries, University of Parma, Parma, Italy
| | - Gianluca Santoro
- Faculty of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
| | | | - Adriano Schimmenti
- Faculty of Human and Social Sciences, UKE – Kore University of Enna, Enna, Italy
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Chen CY, Chang SL. Moderating effects of information-oriented versus escapism-oriented motivations on the relationship between psychological well-being and problematic use of video game live-streaming services. J Behav Addict 2019; 8:564-573. [PMID: 31328955 PMCID: PMC7044620 DOI: 10.1556/2006.8.2019.34] [Citation(s) in RCA: 30] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/30/2022] Open
Abstract
BACKGROUND AND AIMS Video game live-streaming platforms are widely used by gamers. However, the excessive use of such services has rarely been examined. Although psychosocial well-being and motivations for use have been demonstrated to play major roles in online addiction, understanding the moderating mechanism of these two factors is warranted. Video game live-streaming platforms are an ideal context for studying the moderating role of both informational and escapism motivations, because viewers on such platforms can learn gaming strategies or escape from the reality. METHODS This study collected survey data from 508 users of the highly popular game-streaming service Twitch. The sample was divided into two groups based on the respondents' use motivations. Regression models with interaction terms were fitted, followed by a simple slope test, to verify the hypotheses. RESULTS For the escapism-oriented group, a moderating effect of escapism on the relationship between loneliness and negative outcomes was found; the relationship was positive for low and moderate levels of escapism, but it was non-significant for individuals with high levels of escapism. For the information-oriented group, information seeking was observed to exert a moderating effect on the relationship between stress and negative outcomes; the relationship was negative for low and moderate levels of information seeking, but it was non-significant for individuals demonstrating high levels of information seeking. DISCUSSION AND CONCLUSIONS The findings promote understanding regarding how individuals using similar Internet-related coping strategies to deal with problems differ in their propensity for experiencing negative consequences when motivation levels and online environments are considered.
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Affiliation(s)
- Chi-Ying Chen
- Department of Information Communication, Asia University, Taichung, Taiwan,Corresponding author: Assoc. Prof. Chi-Ying Chen, Department of Information Communication, Asia University, No. 500 Lioufeng Rd., Wufeng, Taichung 41354, Taiwan; Phone: +886 0973 830 711; E-mail:
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Guglielmucci F, Monti M, Franzoi IG, Santoro G, Granieri A, Billieux J, Schimmenti A. Dissociation in Problematic Gaming: a Systematic Review. CURRENT ADDICTION REPORTS 2019. [DOI: 10.1007/s40429-019-0237-z] [Citation(s) in RCA: 20] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
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