1
|
Vera Cruz G, Aboujaoude E, Liberacka-Dwojak M, Wiłkość-Dębczyńska M, Rochat L, Khan R, Khazaal Y. How much online pornography is too much? A comparison of two theoretically distinct assessment scales. Arch Public Health 2024; 82:79. [PMID: 38816773 PMCID: PMC11137999 DOI: 10.1186/s13690-024-01294-5] [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: 08/04/2023] [Accepted: 04/15/2024] [Indexed: 06/01/2024] Open
Abstract
BACKGROUND Online pornography use, an ever more common activity, has raised myriad psychosocial and clinical concerns. While there is a need to screen for and measure its problematic dimension, there is a debate about the adequacy of existing assessment tools. OBJECTIVE The study compares two instruments for measuring pathological online pornography use (POPU) that are based on different theoretical frameworks-one in line with DSM-5 criteria and the six-component addiction model and one in line with ICD-11 criteria. METHODS An international sample of 1,823 adults (Mean age = 31.66, SD = 6.74) answered an online questionnaire that included the Short Version of the Problematic Pornography Consumption Scale (PPCS-6) and the Assessment of Criteria for Specific Internet-Use Disorders (ACSID-11). Factorial, correlational, and network analyses were conducted on the data. RESULTS Both tools adequately screened for online "addictive" behavior, but the ACSID-11 was superior in assessing the degree of clinical risk. CONCLUSION Depending on the specific aim of the assessment (screening vs. clinical diagnostics), both online pornography measurement tools may be useful.
Collapse
Affiliation(s)
- Germano Vera Cruz
- Department of Psychology, CRP-CPO, University of Picardie Jules Verne, Amiens, France.
| | - Elias Aboujaoude
- Department of Psychiatry and Behavioral Sciences, Stanford University School of Medicine, Stanford, CA, USA.
- Program in Internet, Health and Society, Cedars-Sinai Medical Center, Los Angeles, CA, USA.
| | | | | | - Lucien Rochat
- Department of Mental Health and Psychiatry, Specialized Facility in Behavioral Addiction ReConnecte, University Hospitals of Geneva, Geneva, Switzerland
| | - Riaz Khan
- Department of Mental Health and Psychiatry, Frontier Medical College Abbottabad, Bahria University Islamabad, Islamabad, Pakistan
| | - Yasser Khazaal
- Addiction Medicine, Department of Psychiatry, Lausanne University Hospital and Lausanne University, Lausanne, Switzerland.
- Research Centre, University Institute of Mental Health at Montreal and Department of Psychiatry and Addiction Montreal University, Montreal, Canada.
| |
Collapse
|
2
|
Zhang L, Han J, Liu M, Yang C, Liao Y. The prevalence and possible risk factors of gaming disorder among adolescents in China. BMC Psychiatry 2024; 24:381. [PMID: 38773555 PMCID: PMC11110186 DOI: 10.1186/s12888-024-05826-9] [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] [Received: 12/23/2023] [Accepted: 05/09/2024] [Indexed: 05/24/2024] Open
Abstract
BACKGROUND Nowadays, moderate gaming behaviors can be a pleasant and relaxing experiences among adolescents. However, excessive gaming behavior may lead to gaming disorder (GD) that disruption of normal daily life. Understanding the possible risk factors of this emerging problem would help to suggest effective at preventing and intervening. This study aimed to investigate the prevalence of GD and analyze its possible risk factors that adolescents with GD. METHODS Data were collected between October 2020 and January 2021. In total, a sample of 7901 students (4080 (52%) boys, 3742 (48%) girls; aged 12-18 years) completed questionnaires regarding the Gaming-Related Behaviors Survey, Gaming Disorder Symptom Questionnaire-21 (GDSQ-21); Behavioral Inhibition System and Behavioral Activation System Scale (BIS/BAS Scale); Emotion Regulation Questionnaire (ERQ); Short-form Egna Minnenav Barndoms Uppfostran for Chinese (s-EMBU-C); and Adolescent Self-Rating Life Events Checklist (ASLEC). RESULTS The prevalence of GD was 2.27% in this adolescent sample. The GD gamers were a little bit older (i.e., a higher proportion of senior grades), more boys, with more gaming hours per week in the last 12 months, with more reward responsiveness, maternal rejecting and occurrence of negative life events (e.g., interpersonal relationships, being punished and bereavement factors). CONCLUSION These possible risk factors may influence the onset of GD. Future research in clinical, public health, education and other fields should focus on these aspects for provide target prevention and early intervention strategies.
Collapse
Affiliation(s)
- Lina Zhang
- Department of Clinical Psychology, Tianjin Medical University General Hospital, Tianjin, China
| | - Jiaqi Han
- The Clinical Medical of Xinjiang Medical University, Urumqi, China
| | - Mengqi Liu
- The National Clinical Research Center for Mental Disorders and Beijing Key Laboratory of Mental Disorders and Beijing Institute for Brain Disorders Center of Schizophrenia, Beijing Anding Hospital, Capital Medical University, Beijing, China
- Advanced Innovation Center for Human Brain Protection, Capital Medical University, Beijing, China
| | - Cheng Yang
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Yanhui Liao
- Department of Psychiatry, Sir Run Run Shaw Hospital, School of Medicine, Zhejiang University, Hangzhou, China.
| |
Collapse
|
3
|
Antons S, Liebherr M, Brand M, Brandtner A. From game engagement to craving responses - The role of gratification and compensation experiences during video-gaming in casual and at-risk gamers. Addict Behav Rep 2023; 18:100520. [PMID: 38149224 PMCID: PMC10749870 DOI: 10.1016/j.abrep.2023.100520] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/19/2023] [Revised: 09/25/2023] [Accepted: 11/28/2023] [Indexed: 12/28/2023] Open
Abstract
Introduction Although playing videogames is a common leisure activity some individuals develop problematic gaming behaviors or even symptoms of a gaming disorder. Game engagement may be involved in reinforcement learning that may result in experiences of craving, an important feature of gaming disorder. In the following study we aimed to approach the question which aspects contribute to increased craving for gaming. Methods Overall, 439 individuals participated in an online survey, answering questionnaires on game engagement, experience of gratification and compensation, craving, and symptoms of gaming disorder. A mediation model testing if the association between game engagement and facets of craving are mediated by the experience of gratification and compensation during gaming. Results Three facets of craving (reward/relief, physiological, obsessive craving) were statistically explained by game engagement and the experience of gratification and compensation. Models differed between casual gamers and at-risk gamers. The effects on reward/relief and physiological craving were fully mediated in the casual group and partially mediated in the at-risk group by gratification and compensation experiences. Conclusion Game engagement may contribute to the development of craving by increasing the experience of gratification and compensation and thus might be important in reinforcement learning. Games evoking a high engagement may therefore have a higher addictive potential. Further processes potentially related to game engagement, such as intrusive thoughts and desire thinking, which are related to craving experiences, should be considered in future studies.
Collapse
Affiliation(s)
- S. Antons
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg, Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
| | - M. Liebherr
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg, Duisburg, Germany
| | - M. Brand
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg, Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
| | - A. Brandtner
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg, Duisburg, Germany
| |
Collapse
|
4
|
Cudo A, Kopiś-Posiej N, Griffiths MD. The Role of Self-Control Dimensions, Game Motivation, Game Genre, and Game Platforms in Gaming Disorder: Cross-Sectional and Longitudinal Findings. Psychol Res Behav Manag 2023; 16:4749-4777. [PMID: 38024654 PMCID: PMC10676672 DOI: 10.2147/prbm.s435125] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/07/2023] [Accepted: 10/31/2023] [Indexed: 12/01/2023] Open
Abstract
Introduction Gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. Current research primarily highlights single types of factors. Consequently, the present study simultaneously analyzed the role of individual factors, such as self-control dimensions and motives for gaming, and gaming-related factors, such as game genres, and gaming platforms in GD among female and male gamers. Additionally, the study provides a comprehensive analysis of these factors in relation to GD both cross-sectionally (Study 1) and longitudinally (Study 2). Methods Study 1 comprised 620 active gamers (M=22.16 years; SD=2.99), and Study 2 comprised 405 active gamers (M=28.05 years; SD=4.51). The instruments used in the studies included the Gaming Disorder Test, the nine-item Internet Gaming Disorder Short-Form (IGDS9-SF), Motives for Online Gaming Questionnaire, Video Game Questionnaire, and Self-Knowledge New Sheet. Results The results showed that GD was associated with (i) self-control deficits associated with difficulties in implementation control and taking actions related to goals without unnecessary delay, (ii) retaining information about intentions and long-term plans, (iii) refraining from immediate, impulsive behavior, and (iv) inhibiting emotional reactions. GD was also associated primarily with escape, coping, and competition motives for gaming. However, the longitudinal study showed that social, fantasy, and skill-development motives were also related to GD development over time. The action game genres associated with GD but were not very important for GD over time. The cross-sectional study results indicated a negative relationship between GD and tablets and consoles used as gaming platforms. However, the longitudinal study showed that desktop computers and consoles use as gaming platforms were associated with the GD over time. Moreover, gaming-related factors explained only 9% of the variance in the GD model among female gamers and only 10% of the variance in the GD model among male gamers in cross-sectional study. In contrast, individual factors such as self-control dimensions and gaming motivation explained 32% of the variance in the GD model among both female and male gamers. Conclusion Individual factors, such as self-control dimensions and motives for gaming, were more important in explaining GD than gaming-related factors, such as game genres and gaming platforms. Moreover, self-control deficits and motivation related to escape, coping and competence can be important factors to consider in the prevention and treatment of GD.
Collapse
Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Natalia Kopiś-Posiej
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
- Department of Clinical Neuropsychiatry, Medical University of Lublin, Lublin, Poland
| | - Mark D Griffiths
- International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
| |
Collapse
|
5
|
Obeid S, González-Nuevo C, Postigo Á, El Dine AS, Azzi V, Malaeb D, Hallit S. Psychometric properties of the Problematic Use of Social Networks (PUS) scale in Arabic among adolescents. PLoS One 2023; 18:e0291616. [PMID: 37708202 PMCID: PMC10501610 DOI: 10.1371/journal.pone.0291616] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/07/2023] [Accepted: 09/04/2023] [Indexed: 09/16/2023] Open
Abstract
BACKGROUND The Problematic Use of Social Networks (PUSN) scale assesses for the first time the comparative use of social networks along with addictive tendencies. However, it has only been validated in a Spanish sample. This study aimed to evaluate the psychometric properties of the Arabic version of the PUSN (PUSN-Ar) among Lebanese adolescents. METHODS A total of 379 adolescents aged between 15 to 18 years (M = 16.07 years; 64.9% females) participated in this cross-sectional study conducted between January and May 2022. The problematic use of social networks-SNS (PUSN) scale yields of two subscales: addiction-related consequences of SNS use (SNS-ARC) and negative social comparison (SNS-NSC). The Beirut Distress Scale, the Smartphone Addiction Scale and the Jong-Gierveld Loneliness Scale were used to assess psychological distress, smartphone addiction and loneliness respectively. RESULTS The PUS-Ar scale exhibited a two-dimensional structure (Comparative Fit Index [CFI] = .97; Root Mean Square Error of Approximation [RMSEA] = .08), consistent with the original scale. Both subscales, Negative Social Comparison (α = .96) and Addictive Consequences (α = .92), demonstrated excellent reliability. Additionally, measurement invariance was verified between males and females at the configural, metric and scalar levels. No significant difference was found between males and females in terms of SNS-NSC (20.75 ± 10.15 vs 21.09 ± 9.51; t(377) = -.32; p = .751) and SNS-ARC (19.08 ± 8.61 vs 19.76 ± 6.77; t(377) = -.79; p = .430). The SNS-ARC subscale was more correlated to smartphone addiction than the SNS-NSC (r = .73; p < .001 vs r = .54; p < .001) whereas both subscales were significantly associated with more stress and more loneliness. CONCLUSION The data collected in this study provided support for all the hypotheses formulated. Consequently, the PUS-Ar was deemed a suitable scale to measure problematic SNS among Lebanese adolescents. The PUS-Ar is currently available to researchers for use in evaluating PSNSU in Lebanon. However, it is important to note that further research is needed to explore its applicability and generalizability across different populations and contexts.
Collapse
Affiliation(s)
- Sahar Obeid
- School of Arts and Sciences, Social and Education Sciences Department, Lebanese American University, Jbeil, Lebanon
| | | | - Álvaro Postigo
- Department of Psychology, University of Oviedo, Oviedo, Spain
| | - Abir Sarray El Dine
- Department of Biomedical Sciences, School of arts and Sciences, Lebanese International University, Beirut, Lebanon
| | - Vanessa Azzi
- School of Medicine and Medical Sciences, Holy Spirit University of Kaslik, Jounieh, Lebanon
| | - Diana Malaeb
- School of Pharmacy, Gulf Med Uni, Ajman, United Arab Emirates
| | - Souheil Hallit
- School of Medicine and Medical Sciences, Holy Spirit University of Kaslik, Jounieh, Lebanon
- Psychology Department, College of Humanities, Effat University, Jeddah, Saudi Arabia
- Applied Science Research Center, Applied Science Private University, Amman, Jordan
- Research Department, Psychiatric Hospital of the Cross, Jal Eddib, Lebanon
| |
Collapse
|
6
|
Nogueira-López A, Rial-Boubeta A, Guadix-García I, Villanueva-Blasco VJ, Billieux J. Prevalence of problematic Internet use and problematic gaming in Spanish adolescents. Psychiatry Res 2023; 326:115317. [PMID: 37352749 DOI: 10.1016/j.psychres.2023.115317] [Citation(s) in RCA: 7] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/26/2023] [Revised: 06/16/2023] [Accepted: 06/17/2023] [Indexed: 06/25/2023]
Abstract
Epidemiological studies on problematic Internet use and problematic gaming conducted so far have mainly been carried out with unrepresentative and self-selected convenience samples, resulting in unreliable prevalence rates. This study estimates the prevalence of problematic Internet use and problematic gaming in a large sample of Spanish adolescents (N = 41,507) and identifies risk and protective factors for these risky behaviours. Data were collected online using the Adolescent Problem Internet Use Scale and the Adolescent Gaming Addiction Scale. Using a cut-off approach with measurement instruments inspired by the DSM-5 framework, we found a prevalence of 33% for problematic Internet use and 3.1% for problematic gaming. With a more conservative approach inspired by the ICD-11 framework, prevalence rates decreased to 2.98% for problematic Internet use and 1.8% for problematic gaming. Female gender, higher parents' education, elevated Internet connection time, reporting being online after midnight and using the mobile phone in class predicted problematic Internet use; whereas male gender, "living situation" where families do not have a traditional structure or stable environment, elevated Internet connection time and reporting using the mobile phone in class predicted problematic gaming. A cut-off approach involving scales that recycle substance use criteria (as in the DSM-5) over-pathologize Internet use and gaming behaviours. In contrast, the ICD-11 approach seems to provide more realistic and reliable prevalence rates.
Collapse
Affiliation(s)
- Abel Nogueira-López
- University of León, León, Spain; Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Faculty of Psychology, University of Santiago de Compostela, Santiago de Compostela, Spain
| | - Antonio Rial-Boubeta
- Faculty of Psychology, University of Santiago de Compostela, Santiago de Compostela, Spain.
| | | | | | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland.
| |
Collapse
|
7
|
Park S, Ha J, Ahn W, Kim L. Measurement of craving among gamers with internet gaming disorder using repeated presentations of game videos: a resting-state electroencephalography study. BMC Public Health 2023; 23:816. [PMID: 37143023 PMCID: PMC10158347 DOI: 10.1186/s12889-023-15750-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/15/2022] [Accepted: 04/25/2023] [Indexed: 05/06/2023] Open
Abstract
BACKGROUND Internet gaming disorder (IGD) is receiving increasing attention owing to its effects on daily living and psychological function. METHODS In this study, electroencephalography was used to compare neural activity triggered by repeated presentation of a stimulus in healthy controls (HCs) and those with IGD. A total of 42 adult men were categorized into two groups (IGD, n = 21) based on Y-IAT-K scores. Participants were required to watch repeated presentations of video games while wearing a head-mounted display, and the delta (D), theta (T), alpha (A), beta (B), and gamma (G) activities in the prefrontal (PF), central (C), and parieto-occipital (PO) regions were analyzed. RESULTS The IGD group exhibited higher absolute powers of DC, DPO, TC, TPO, BC, and BPO than HCs. Among the IGD classification models, a neural network achieves the highest average accuracy of 93% (5-fold cross validation) and 84% (test). CONCLUSIONS These findings may significantly contribute to a more comprehensive understanding of the neurological features associated with IGD and provide potential neurological markers that can be used to distinguish between individuals with IGD and HCs.
Collapse
Affiliation(s)
- Sangin Park
- Industry-Academy Cooperation Team, Hanyang University, 222, Wangsimni-ro, Seongdong-gu, Seoul, 04763, South Korea
| | - Jihyeon Ha
- Center for Bionics, Korea Institute of Science and Technology, 5, Hwarang-ro 14-gil Seongbuk-gu, Seoul, 02792, South Korea
| | - Wonbin Ahn
- Applied AI Research Lab, LG AI Research, 128, Yeoui-daero, Yeongdeungpo-gu, Seoul, 07796, South Korea
| | - Laehyun Kim
- Center for Bionics, Korea Institute of Science and Technology, 5, Hwarang-ro 14-gil Seongbuk-gu, Seoul, 02792, South Korea.
- Department of HY-KIST Bio-convergence, Hanyang University, 222, Wangsimni-ro, Seongdong-gu, Seoul, 04763, South Korea.
| |
Collapse
|
8
|
Junus A, Hsu YC, Wong C, Yip PSF. Is internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey. J Psychiatr Res 2023; 161:2-9. [PMID: 36889223 DOI: 10.1016/j.jpsychires.2023.02.038] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 02/19/2023] [Accepted: 02/28/2023] [Indexed: 03/10/2023]
Abstract
The ubiquity of Internet gaming as part of the younger generation's (11-35 year-olds) lifestyle to-day warrants a deeper understanding of its impact on their mental health. In particular, there has been scant research investigating the link between Internet Gaming Disorder (IGD) and suicidal behaviors in this demographic group, even though several mental health symptoms of the former are known risk factors for the latter. This paper aims to establish the presence or absence of association between IGD and each of suicidal ideation, self-harm, and suicide attempt among the younger generation. A large-scale online survey on Internet gamers in Hong Kong was conducted in February 2019. 3430 respondents were recruited through purposive sampling. Study samples were stratified into distinct age groups and multiple logistic regression was conducted for each measured suicidal behavior in each age group. After controlling for sociodemographics, Internet usage, self-reported bullying perpetration and bullying victimization, social withdrawal, and self-reported psychiatric diagnoses such as depression and psychosis, analyses revealed that adolescent (11-17 year-old) gamers with IGD were more likely than their peers who had no IGD to have had suicidal ideation, self-harm, and suicide attempt in their lifetime. These associations did not hold for 18-35 year-old gamers. Findings suggest that it may be prudent to recognize IGD as a growing public mental health priority for the young populace, particularly adolescents. Existing suicide prevention efforts can be complemented through screening adolescents for IGD, and could be expanded to online gaming platforms to reach more hidden at-risk individuals.
Collapse
Affiliation(s)
- Alvin Junus
- Department of Social Work and Social Administration, University of Hong Kong, Hong Kong
| | - Yu-Cheng Hsu
- Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong
| | - Clifford Wong
- Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong
| | - Paul S F Yip
- Department of Social Work and Social Administration, University of Hong Kong, Hong Kong; Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong; Research Institute of Social Development, Southwestern University of Finance and Economics, China.
| |
Collapse
|
9
|
Gan X, Qin KN, Li M, Li H, Jin X, Yu CF. The relationship between positive youth development and internet gaming disorder in Chinese adolescents: A moderated mediation model. PLoS One 2022; 17:e0276174. [PMID: 36327218 PMCID: PMC9632815 DOI: 10.1371/journal.pone.0276174] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/23/2021] [Accepted: 10/01/2022] [Indexed: 11/06/2022] Open
Abstract
Internet gaming disorder (IGD) is a social problem that cannot be ignored. Considerable research has shown that IGD can impede the healthy physical and mental development of adolescents. Based on positive youth development theory and stage-environment fit theory, the current study explored the mediating effect of depression and the moderating effect of gender to determine the association between positive youth development (PYD) and IGD. A sample of 1970 Chinese adolescents aged 11-18 years (1021 boys, 940 girls, and 10 unidentifiable individuals) completed questionnaires related to PYD, depression, IGD, and their background information. The results revealed that PYD negatively predicted IGD. After controlling for gender and age, this study found that depression mediated the relationship between PYD and IGD. Furthermore, gender moderated the relationship between depression and IGD. Boys with depressive symptoms were more likely to indulge in IGD than girls. This research contributes to a more thorough understanding of how PYD decreases the risk of IGD. These findings suggest that cultivating PYD attributes is a promising approach to prevent or reduce depression and IGD among adolescents in mainland China.
Collapse
Affiliation(s)
- Xiong Gan
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Ke-Nan Qin
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Min Li
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Hao Li
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xin Jin
- Department of Psychology, College of Education and Sports Sciences, Yangtze University College of Technology and Engineering, Jingzhou, China
| | - Cheng-Fu Yu
- Department of Psychology and Research Center of Adolescent Psychology and Behavior, School of Education, Guangzhou University, Guangzhou, China
| |
Collapse
|
10
|
Carragher N, Long J, Radu I, King DL, Billieux J, Rumpf HJ, Assanangkornchai S, Saunders JB, Higuchi S. Monitoring the impact of the COVID-19 pandemic on problematic gambling and gaming: an international key informant survey. INTERNATIONAL GAMBLING STUDIES 2022. [DOI: 10.1080/14459795.2022.2114526] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/14/2022]
Affiliation(s)
- Natacha Carragher
- National Drug and Alcohol Research Centre, University of New South Wales, Sydney, New South Wales, Australia
| | - Jiang Long
- Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Ilinca Radu
- Global Health Section, Department of Public Health, Faculty of Health and Medical Sciences, University of Copenhagen, Copenhagen, Denmark
| | - Daniel L. King
- College of Education, Psychology and Social Work, Flinders University, Adelaide, South Australia, Australia
| | - Joël Billieux
- Institute of Psychology, University of Lausanne (UNIL), Lausanne, Switzerland
- Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Sawitri Assanangkornchai
- Department of Epidemiology, Faculty of Medicine, Prince of Songkla University, Songkhla, Thailand
| | - John B. Saunders
- National Centre for Youth Substance Use Research, The University of Queensland, Brisbane, Queensland, Australia
| | - Susumu Higuchi
- National Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Japan
| |
Collapse
|
11
|
Müller SM, Wegmann E, Oelker A, Stark R, Müller A, Montag C, Wölfling K, Rumpf HJ, Brand M. Assessment of Criteria for Specific Internet-use Disorders (ACSID-11): Introduction of a new screening instrument capturing ICD-11 criteria for gaming disorder and other potential Internet-use disorders. J Behav Addict 2022; 11. [PMID: 35394924 PMCID: PMC9295242 DOI: 10.1556/2006.2022.00013] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/27/2021] [Revised: 01/11/2022] [Accepted: 03/13/2022] [Indexed: 11/19/2022] Open
Abstract
Background and aims With the inclusion of gaming disorder in the ICD-11, diagnostic criteria were introduced for this relatively new disorder. These criteria may also be applied to other potential specific Internet-use disorders, which may be classified in ICD-11 as other disorders due to addictive behaviors, such as online buying-shopping disorder, online pornography-use disorder, social-networks-use disorder, and online gambling disorder. Due to the heterogeneity in existing instruments, we aimed to develop a consistent and economic measure of major types of (potential) specific Internet-use disorders based on ICD-11 criteria for gaming disorder. Methods The new 11-item Assessment of Criteria for Specific Internet-use Disorders (ACSID-11) measures five behavioral addictions with the same set of items by following the principles of WHO's ASSIST. The ACSID-11 was administered to active Internet users (N = 985) together with an adaptation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and screeners for mental health. We used Confirmatory Factor Analyses to analyze the factor structure of ACSID-11. Results The assumed four-factorial structure was confirmed and was superior to the unidimensional solution. This applied to gaming disorder and to the other specific Internet-use disorders. ACSID-11 scores correlated with IGDT-10 as well as with the measures of psychological distress. Discussion and Conclusions The ACSID-11 seems to be suitable for the consistent assessment of (potential) specific Internet-use disorders based on ICD-11 diagnostic criteria for gaming disorder. The ACSID-11 may be a useful and economic instrument for studying various behavioral addictions with the same items and improving comparability.
Collapse
Affiliation(s)
- Silke M. Müller
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
| | - Elisa Wegmann
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
| | - Andreas Oelker
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
| | - Rudolf Stark
- Department of Psychotherapy and Systems Neuroscience, Justus Liebig University of Giessen, Giessen, Germany
- Bender Institute of Neuroimaging, Justus Liebig University of Giessen, Giessen, Germany
- Center of Mind, Brain and Behavior, Universities of Marburg and Giessen, Giessen, Germany
| | - Astrid Müller
- Department of Psychosomatic Medicine and Psychotherapy, Hannover Medical School, Hannover, Germany
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Klaus Wölfling
- Outpatient Clinic for Behavioral Addiction, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center, Johannes Gutenberg University Mainz, Mainz, Germany
| | - Hans-Jürgen Rumpf
- Department of Psychiatry and Psychotherapy, Research Group S:TEP (Substance Use and Related Disorders: Treatment, Epidemiology, and Prevention), University of Lübeck, Lübeck, Germany
| | - Matthias Brand
- General Psychology: Cognition and Center for Behavioral Addiction Research (CeBAR), University of Duisburg-Essen, Duisburg, Germany
- Erwin L. Hahn Institute for Magnetic Resonance Imaging, Essen, Germany
| |
Collapse
|
12
|
Jo SJ, Yim HW, Jeong H, Son HJ, Lee HK. Prospective Association Between Online Game Use and Risk of Internet Gaming Disorder in Korea: 12-Month Follow-up Results From the iCURE Study. Asia Pac J Public Health 2022; 34:370-376. [PMID: 35285284 DOI: 10.1177/10105395221084929] [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: 11/16/2022]
Abstract
Children and adolescents' Internet game use has both functional and dysfunctional aspects. This study aimed to examine how changes in online gaming behaviors impact the risk of Internet gaming disorder (IGD). We observed 1318 adolescent online game users. Baseline and 12-month follow-up evaluations were performed, and it was defined whether the average online gaming time per day exceeded 1.5 hours and whether the number of gaming days per week exceeded 4 days. Gaming disorder was defined using the Internet Game Use-Elicited Symptom Screen. Multiple logistic regression was performed to examine the difference in the incidence rate ratio (IRR) of IGD risk according to changes in gaming time or frequency. Results indicated the IRR of IGD risk was 2.54 (P = .007) for the increased time spent group and 2.38 (P = .015) for the consistent higher time spent group against the consistent lower time spent group. The IRR was 3.76 (P = .007) for the increased frequency group and 2.92 (P = .029) for the consistent higher frequency group against the consistent lower frequency group. Therefore, managing Internet game use not to exceed 1.5 hours per day on average and 4 days per week would help prevent elevation of IGD risk.
Collapse
Affiliation(s)
- Sun-Jin Jo
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Hyeon Woo Yim
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Hyunsuk Jeong
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Hye Jung Son
- Department of Mental Health Research, National Center for Mental Health, Seoul, Republic of Korea
| | - Hae Kook Lee
- Department of Psychiatry, The Catholic University of Korea Uijeongbu St. Mary's Hospital, Gyeonggi-do, Republic of Korea
| |
Collapse
|
13
|
Hussain Z, Wegmann E. Problematic social networking site use and associations with anxiety, attention deficit hyperactivity disorder, and resilience. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100125] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022] Open
|
14
|
Gaebel W, Stricker J, Kerst A. Changes from ICD-10 to ICD-11 and future directions in psychiatric classification
. DIALOGUES IN CLINICAL NEUROSCIENCE 2021; 22:7-15. [PMID: 32699501 PMCID: PMC7365296 DOI: 10.31887/dcns.2020.22.1/wgaebel] [Citation(s) in RCA: 26] [Impact Index Per Article: 8.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
This article provides a brief overview of the changes from ICD-10
to ICD-11 regarding the classification of mental, behavioral, or
neurodevelopmental disorders. These changes include a new chapter structure, new
diagnostic categories, changes in diagnostic criteria, and steps towards dimensionality.
Additionally, we review evaluative field studies of ICD-11, which
provide preliminary evidence for higher reliability and clinical utility of
ICD-11 compared with ICD-10. Despite the extensive
revision process, changes from ICD-10 to ICD-11 were
relatively modest in that both systems are categorical, classifying mental phenomena
based on self-reported or clinically observable symptoms. Other recent approaches to
psychiatric nosology and classification (eg, neurobiology-based or hierarchical) are
discussed. To meet the needs of different user groups, we propose expanding the stepwise
approach to diagnosis introduced for some diagnostic categories in
ICD-11, which includes categorical and dimensional
elements.
Collapse
Affiliation(s)
- Wolfgang Gaebel
- Department of Psychiatry and Psychotherapy, Medical Faculty, LVR-Klinikum Düsseldorf, Heinrich-Heine-University, Düsseldorf, Germany; WHO Collaborating Centre for Quality Assurance and Empowerment in Mental Health, Düsseldorf, Germany
| | - Johannes Stricker
- Department of Psychiatry and Psychotherapy, Medical Faculty, LVR-Klinikum Düsseldorf, Heinrich-Heine-University, Düsseldorf, Germany; WHO Collaborating Centre for Quality Assurance and Empowerment in Mental Health, Düsseldorf, Germany
| | - Ariane Kerst
- Department of Psychiatry and Psychotherapy, Medical Faculty, LVR-Klinikum Düsseldorf, Heinrich-Heine-University, Düsseldorf, Germany; WHO Collaborating Centre for Quality Assurance and Empowerment in Mental Health, Düsseldorf, Germany
| |
Collapse
|
15
|
Klugah‐Brown B, Zhou X, Pradhan BK, Zweerings J, Mathiak K, Biswal B, Becker B. Common neurofunctional dysregulations characterize obsessive-compulsive, substance use, and gaming disorders-An activation likelihood meta-analysis of functional imaging studies. Addict Biol 2021; 26:e12997. [PMID: 33432718 DOI: 10.1111/adb.12997] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2020] [Revised: 10/18/2020] [Accepted: 11/19/2020] [Indexed: 12/24/2022]
Abstract
Compulsivity and loss of behavioral control represent core symptoms in obsessive-compulsive disorder (OCD), substance use disorder (SUD), and internet gaming disorder (IGD). Despite elaborated animal models suggesting that compulsivity is mediated by cortico-striatal circuits and a growing number of neuroimaging case-control studies, common neurofunctional alterations in these disorders have not been systematically examined. The present activation likelihood estimation (ALE) meta-analysis capitalized on previous functional magnetic resonance imaging (fMRI) studies to determine shared neurofunctional alterations among the three disorders. Task-based fMRI studies of individuals with SUD, OCD, or IGD were obtained. ALE was performed within each disorder. Next, contrast and conjunction meta-analyses were performed to determine differential and common alterations. Task-paradigm classes were group according to Research Domain Criteria (RDoC) domains to determine contributions of underlying behavioral domains. One hundred forty-four articles were included representing data from n = 6897 individuals (SUD = 2418, controls = 2332; IGD = 361, controls = 360; OCD = 715, controls = 711) from case-control studies. Conjunction meta-analyses revealed shared alterations in the anterior insular cortex between OCD and SUDs. SUD exhibited additionally pronounced dorsal-striatal alterations compared with both, OCD and IGD. IGD shared frontal, particularly cingulate alterations with all SUDs, while IGD demonstrated pronounced temporal alterations compared with both, SUD and OCD. No robust overlap between IGD and OCD was observed. Across the disorders, neurofunctional alterations were mainly contributed by cognitive systems and positive valence RDoC domains. The present findings indicate that neurofunctional dysregulations in prefrontal regions engaged in regulatory-control represent shared neurofunctional alterations across substance and behavioral addictions, while shared neurofunctional dysregulations in the anterior insula may mediate compulsivity in substance addiction and OCD.
Collapse
Affiliation(s)
- Benjamin Klugah‐Brown
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Laboratory for Neuroinformation, School of Life Science and Technology University of Electronic Science and Technology of China Chengdu Sichuan China
| | - Xinqi Zhou
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Laboratory for Neuroinformation, School of Life Science and Technology University of Electronic Science and Technology of China Chengdu Sichuan China
| | - Basant K. Pradhan
- Department of Psychiatry and Pediatrics Cooper University Hospital and Cooper Medical School of Rowan University Camden New Jersey USA
| | - Jana Zweerings
- Department of Psychiatry, Psychotherapy and Psychosomatics, Faculty of Medicine RWTH Aachen Aachen Germany
- JARA Translational Brain Medicine RWTH Aachen Aachen Germany
| | - Klaus Mathiak
- Department of Psychiatry, Psychotherapy and Psychosomatics, Faculty of Medicine RWTH Aachen Aachen Germany
- JARA Translational Brain Medicine RWTH Aachen Aachen Germany
| | - Bharat Biswal
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Laboratory for Neuroinformation, School of Life Science and Technology University of Electronic Science and Technology of China Chengdu Sichuan China
- Department of Biomedical Engineering New Jersey Institute of Technology Newark New Jersey USA
| | - Benjamin Becker
- The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Laboratory for Neuroinformation, School of Life Science and Technology University of Electronic Science and Technology of China Chengdu Sichuan China
| |
Collapse
|
16
|
Werling AM, Walitza S, Drechsler R. Impact of the COVID-19 lockdown on screen media use in patients referred for ADHD to child and adolescent psychiatry: an introduction to problematic use of the internet in ADHD and results of a survey. J Neural Transm (Vienna) 2021; 128:1033-1043. [PMID: 33885969 PMCID: PMC8060336 DOI: 10.1007/s00702-021-02332-0] [Citation(s) in RCA: 25] [Impact Index Per Article: 8.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2020] [Accepted: 03/25/2021] [Indexed: 02/07/2023]
Abstract
The COVID-19 outbreak and lockdown have been associated with multiple consequences for mental health, including an excessive and potentially harmful increase in screen media use. The specific consequences for children, adolescents and young adults with ADHD are still unknown. In the first part of this study, a short review of problematic use of the internet (PUI) in ADHD is presented, showing that patients with ADHD are at risk for different aspects of PUI, such as excessive gaming or problematic social media use. In the second part, we report original data of an online survey on screen media use before, during and after the lockdown completed by parents of children and adolescents clinically referred for ADHD. Parents rated children's/adolescents' media-related behavior and media time on a new screening questionnaire for PUI. Each item was rated three times, referring to the observed behavior before, during and 1-2 months after the lockdown. N = 126 parents of patients referred for ADHD aged 10-18 years participated in the study. Total media time increased by 46% during the lockdown and did not completely return to pre-Corona levels afterwards. Patients with difficulties concentrating, high irritability or deterioration of ADHD problems under lockdown spent more time with screen media than those with milder or no such problems. While the effects of the lockdown on screen media use and its negative impact on everyday life appear to be largely reversible, a small proportion of patients with ADHD apparently continue to show increased media use.
Collapse
Affiliation(s)
- Anna Maria Werling
- Department of Child and Adolescent Psychiatry and Psychotherapy, Centre for Child and Adolescent Psychiatric Research, Neuropsychology, University Hospital of Psychiatry Zurich, University of Zurich, Eisengasse 16, 8008, Zurich, Switzerland.
| | - Susanne Walitza
- Department of Child and Adolescent Psychiatry and Psychotherapy, Centre for Child and Adolescent Psychiatric Research, Neuropsychology, University Hospital of Psychiatry Zurich, University of Zurich, Eisengasse 16, 8008, Zurich, Switzerland
- Neuroscience Center Zurich, University of Zurich and ETH Zurich, Zurich, Switzerland
| | - Renate Drechsler
- Department of Child and Adolescent Psychiatry and Psychotherapy, Centre for Child and Adolescent Psychiatric Research, Neuropsychology, University Hospital of Psychiatry Zurich, University of Zurich, Eisengasse 16, 8008, Zurich, Switzerland
| |
Collapse
|
17
|
Balhara YPS, Chandiok K. Can #PlayOurpartTogether help prevent miscommunication? Asian J Psychiatr 2020; 52:102123. [PMID: 32361212 PMCID: PMC7194924 DOI: 10.1016/j.ajp.2020.102123] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/08/2020] [Revised: 04/16/2020] [Accepted: 04/17/2020] [Indexed: 10/25/2022]
Affiliation(s)
- Yatan Pal Singh Balhara
- Additional Professor of Psychiatry, Behavioral Addictions Clinic (BAC), Department of Psychiatry, National Drug Dependence Treatment Center, All India Institute of Medical Sciences (AIIMS), New Delhi, India.
| | - Ketaki Chandiok
- Scientist B, National Drug Dependence Treatment Center, All India Institute of Medical Sciences (AIIMS), New Delhi, India
| |
Collapse
|
18
|
King DL, Potenza MN. Gaming Disorder Among Female Adolescents: A Hidden Problem? J Adolesc Health 2020; 66:650-652. [PMID: 32473719 DOI: 10.1016/j.jadohealth.2020.03.011] [Citation(s) in RCA: 18] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/13/2020] [Accepted: 03/15/2020] [Indexed: 02/08/2023]
Affiliation(s)
- Daniel L King
- College of Education, Psychology, & Social Work, Flinders University, Adelaide, Australia
| | - Marc N Potenza
- Department of Psychiatry and Child Study Center, Yale University School of Medicine, New Haven, Connecticut; Connecticut Council on Problem Gambling, Wethersfield, Connecticut; Connecticut Mental Health Center, New Haven, Connecticut; Department of Neuroscience, Yale University, New Haven, Connecticut.
| |
Collapse
|
19
|
Kim KM, Kim H, Choi JW, Kim SY, Kim JW. What Types of Internet Services Make Adolescents Addicted? Correlates of Problematic Internet Use. Neuropsychiatr Dis Treat 2020; 16:1031-1041. [PMID: 32368065 PMCID: PMC7182452 DOI: 10.2147/ndt.s247292] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/25/2020] [Accepted: 04/03/2020] [Indexed: 12/20/2022] Open
Abstract
PURPOSE This study investigated the prevalence and correlates of problematic internet use (PIU) in a large sample of adolescents based on the type of internet service used. MATERIALS AND METHODS The study was conducted from 2008 to 2010, and 223,542 adolescents aged 12 to 18 years participated in the study. The participants responded to a self-report questionnaire including items for demographic factors, internet usage time, most used internet service and mental health. The PIU was assessed with the Internet Addiction Proneness Scale for Youth-Short Form. RESULTS The overall prevalence rate of PIU was 5.2%, and the prevalence rates stratified by sex were 7.7% in boys and 3.8% in girls. The distribution of most used internet services was significantly different across sexes. The most commonly used internet services were gaming (58.1%) in boys and blogging (22.1%) and messenger/chatting (20.3%) in girls. The odds ratio for PIU was significantly different according to the most used internet service; using the internet mostly for pornography compared to information searching had the highest odds ratio (4.526-fold higher). Depressive episodes, suicidal ideation, and suicidal attempts were significantly associated with higher odds ratios for PIU (1.725-, 1.747- and 1.361-fold, respectively). CONCLUSION The present study identified clinically important information about PIU in adolescents. The distribution of PIU has different patterns based on sex and specific internet services. Studies of PIU with well-defined methodology and assessment tools for PIU of each specific internet service are needed.
Collapse
Affiliation(s)
- Kyoung Min Kim
- Department of Psychiatry, College of Medicine, Dankook University, Cheonan, Republic of Korea
| | - Haebin Kim
- Department of Psychiatry, Kyung Hee University Hospital, Seoul, Republic of Korea
| | - Jae-Won Choi
- Department of Psychiatry, Gyeongsang National University Hospital, Jinju, Republic of Korea
| | - Soo Yeon Kim
- Department of Psychiatry, Pusan National University Hospital, Busan, Republic of Korea
| | - Jun Won Kim
- Department of Psychiatry, Catholic University of Daegu School of Medicine, Daegu, Republic of Korea
| |
Collapse
|
20
|
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]
|
21
|
Kyriakou G, Glentis A. Skin in the game: Video-game-related cutaneous pathologies in adolescents. Int J Pediatr Adolesc Med 2019; 8:68-75. [PMID: 34084875 PMCID: PMC8144863 DOI: 10.1016/j.ijpam.2019.09.002] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/08/2019] [Revised: 08/04/2019] [Accepted: 09/03/2019] [Indexed: 12/01/2022]
Abstract
Background Following the inception of video games and the subsequent development of progressive innovations in videogame technology, many reports of videogame-related dermatologic conditions soon emerged in literature. Children and adolescents, in particular, are among the most avid consumers of online digital entertainment. Methods In an effort to better detail the impacts of these cutaneous manifestations and provide recommendations for injury prevention as it relates to video games, we performed an extensive systems-based literature review pertaining to the clinical features, etiology, diagnosis, and treatment of reported cases of dermatoses resulting from the misuse of video games. Results A literature review using PubMed, SCOPUS, Ovid MEDLINE and EMBASE was performed. Hardware implicated in the reported cases include video games consoles, personal computers, laptop computers, mobile phones and tablets. The dermatologic conditions are primarily localized to the extremities, particularly the palms and fingers. The majority are associated with repetitive friction and trauma, as well as allergic contact sensitivities. For all cutaneous manifestations induced by video gaming, early recognition and removal of the offending agent was most often described as effective in symptom resolution. Conclusions The universal use and pervasive popularity of video games for recreational purposes present an emerging dermatological concern. As videogames become increasingly advanced and immersive, various cutaneous conditions arising from intensive gaming will likely become common over time. Consequently, it is critical that dermatologists consider video games with a high index of suspicion when encountering dermatological ailments in underage patients engaging in persistent gaming behavior.
Collapse
Affiliation(s)
- Georgia Kyriakou
- Department of Dermatology, University General Hospital of Patras, Rio, 265 04, Greece
| | - Apostolos Glentis
- Department of General Medicine, University General Hospital of Patras, Greece
| |
Collapse
|
22
|
Berg TD, Irwin CE. The Journal of Adolescent Health: Four Decades of Evolution Through Growth and Innovation. J Adolesc Health 2019; 64:551-560. [PMID: 31010550 DOI: 10.1016/j.jadohealth.2019.02.006] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/12/2019] [Accepted: 02/12/2019] [Indexed: 01/20/2023]
Affiliation(s)
- Tor D Berg
- Division of Adolescent Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, California.
| | - Charles E Irwin
- Division of Adolescent Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, California
| |
Collapse
|
23
|
Vaccaro AG, Potenza MN. Diagnostic and Classification Considerations Regarding Gaming Disorder: Neurocognitive and Neurobiological Features. Front Psychiatry 2019; 10:405. [PMID: 31258494 PMCID: PMC6586738 DOI: 10.3389/fpsyt.2019.00405] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/08/2019] [Accepted: 05/21/2019] [Indexed: 12/26/2022] Open
Abstract
Video gaming and Internet use have become a part of the everyday lives of many individuals, especially during adolescence. Given the health concerns related to problematic gaming behaviors, gaming disorder (GD) has been included in the version of the 11th edition of The International Classification of Diseases (ICD-11) ratified by the secretariat of the World Health Organization. Given these considerations and others (including debate regarding the most appropriate classification of GD and how best to prevent and treat the condition), there is a need for further research into GD. Specifically, we suggest that researching intermediate phenotypes focusing on cognitive and neurobiological function may help clarify GD's relationships to other addictive disorders and more accurately define their relationships with core and associated features of GD. Overlaps in neural activity, cognitive functioning, and other features suggest that GD shares similarities with gambling and substance-use disorders and may best be classified as an addictive disorder. Individuals with GD differ from those with regular game use (RGU) on neurocognitive levels. However, concerns have been raised with respect to the differences between GD and substance-use disorders in certain dimensional features, such as tolerance. Additionally, it has been argued that differences between GD and RGU may not be fully captured by nomenclature systems like the ICD-11. Nonetheless, individuals seek treatment for help with GD, despite the limited data available for effective treatments. As more data are gathered from investigations of GD, they should be translated into refining criteria for GD and optimizing interventions.
Collapse
Affiliation(s)
- Anthony G Vaccaro
- Child Study Center, Yale University School of Medicine, New Haven, CT, United States.,Brain and Creativity Institute, Dornsife College of Arts and Sciences, University of Southern California, Los Angeles, CA, United States
| | - Marc N Potenza
- Child Study Center, Yale University School of Medicine, New Haven, CT, United States.,Department of Psychiatry, Yale University School of Medicine, New Haven, CT, United States.,Department of Neuroscience, Yale University School of Medicine, New Haven, CT, United States.,Connecticut Council on Problem Gambling, Wethersfield, CT, United States.,Connecticut Mental Health Center, New Haven, CT, United States
| |
Collapse
|