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Abolfotouh MA, Barnawi NA. Prevalence and Prediction of Video Gaming Addiction Among Saudi Adolescents, Using the Game Addiction Scale for Adolescents (GASA). Psychol Res Behav Manag 2024; 17:3889-3903. [PMID: 39559711 PMCID: PMC11570534 DOI: 10.2147/prbm.s493776] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/03/2024] [Accepted: 11/05/2024] [Indexed: 11/20/2024] Open
Abstract
Background Understanding the prevalence and predictors of video game (VG) addiction is crucial in the Saudi context for improving the quality of life for adolescents and youths. We aim to determine the prevalence, types, and predictors of VG addiction disorders among Saudi adolescents using the validated Arabic-translated Game Addiction Scale for Adolescents (GASA). Methods A cross-sectional study of 787 adolescents was conducted via SurveyMonkey with the validated Arabic-translated GASA. The tool has seven domains, each containing three items, scored on a 5-point Likert scale. Data were collected on adolescent demographic characteristics (gender, age, education level, school performance, interaction, socialization, exercising, prayer, the parent's marital status, and education) and VG-related characteristics (age when child started playing VG, duration of playing VG per day, number of children in the family playing VG, parent's permission to play, parent's perception about the positive influence of VG). Logistic regression analysis was performed to identify the predictors of VG addiction. Significance was considered at p < 0.05. Results Of the 787 adolescents, 8.3% were addicted gamers, 33.4% were problem gamers, and 2.2% were highly engaged. Being an addicted gamer was significantly associated with male gender (OR = 1.36, p = 0.038), higher fathers' education (OR = 1.62, p = 0.001), and favorable perception of parents to VG (OR = 1.51, p = 0.007). When the ROC curve was applied, a cut-off score of 85 was the optimum GASA score above which the adolescent was likely to be an addicted gamer, with 76.9% sensitivity, 84.2% specificity, and an area under the curve of 88.5%. Conclusion Our study could be a pilot study for similar studies in other Arab countries. Potential community-based educational programs, parental involvement strategies, or activities to promote alternative hobbies of adolescents are recommended. Additional studies are necessary on how cultural differences might influence gaming addiction and the applicability of Western-based tools like GASA to Saudi contexts.
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Affiliation(s)
- Mostafa A Abolfotouh
- King Abdullah International Medical Research Center/ King Saud Bin Abdulaziz University for Health Sciences, Riyadh/ Ministry of National Guard Health Affairs, Riyadh, 11426, Saudi Arabia
- Family Health Department, High Institute of Public Health, Alexandria University, Alexandria, Egypt
| | - Najla A Barnawi
- King Abdullah International Medical Research Center/ King Saud Bin Abdulaziz University for Health Sciences, Riyadh/ Ministry of National Guard Health Affairs, Riyadh, 11426, Saudi Arabia
- College of Nursing, King Saud Bin Abdulaziz University for Health Sciences, Ministry of National Guard, Riyadh, 11426, Saudi Arabia
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Burghardt GM, Pellis SM, Schank JC, Smaldino PE, Vanderschuren LJMJ, Palagi E. Animal play and evolution: Seven timely research issues about enigmatic phenomena. Neurosci Biobehav Rev 2024; 160:105617. [PMID: 38458553 DOI: 10.1016/j.neubiorev.2024.105617] [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: 12/13/2023] [Revised: 02/06/2024] [Accepted: 03/02/2024] [Indexed: 03/10/2024]
Abstract
The nature of play in animals has been long debated, but progress is being made in characterizing play and its variants, documenting its distribution across vertebrate and invertebrate taxa, describing its mechanisms and development, and proposing testable theories about its origins, evolution, and adaptive functions. To achieve a deeper understanding of the functions and evolution of play, integrative and conceptual advances are needed in neuroscience, computer modeling, phylogenetics, experimental techniques, behavior development, and inter- and intra-specific variation. The special issue contains papers documenting many of these advances. Here, we describe seven timely areas where further research is needed to understand this still enigmatic class of phenomena more fully. Growing empirical and theoretical evidence reveals that play has been crucial in the evolution of behavior and psychology but has been underestimated, if not ignored, in both empirical and theoretical areas of evolutionary biology and neuroscience. Play research has important ramifications for understanding the evolution of cognition, emotion, and culture, and research on animals can be both informative and transformative.
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Affiliation(s)
- Gordon M Burghardt
- Departments of Psychology and Ecology & Evolutionary Biology, University of Tennessee, Knoxville, TN, USA.
| | - Sergio M Pellis
- Department of Neuroscience, University of Lethbridge, Lethbridge, Alberta, Canada
| | - Jeffrey C Schank
- Department of Psychology and Animal Behavior Graduate Group, University of California, Davis, CA, USA
| | - Paul E Smaldino
- Department of Cognitive and Information Sciences, University of California, Merced, CA, USA, and Santa Fe Institute, Santa Fe, NM, USA
| | - Louk J M J Vanderschuren
- Department of Population Health Sciences, Section Animals in Science and Society, Faculty of Veterinary Medicine, Utrecht University, Utrecht, the Netherlands
| | - Elisabetta Palagi
- Unit of Ethology, Department of Biology, University of Pisa and Natural History Museum, University of Pisa, Pisa, Italy
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Bertoni S, Franceschini S, Mancarella M, Puccio G, Ronconi L, Marsicano G, Gori S, Campana G, Facoetti A. Action video games and posterior parietal cortex neuromodulation enhance both attention and reading in adults with developmental dyslexia. Cereb Cortex 2024; 34:bhae152. [PMID: 38610090 DOI: 10.1093/cercor/bhae152] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2024] [Revised: 03/20/2024] [Accepted: 03/25/2024] [Indexed: 04/14/2024] Open
Abstract
The impact of action video games on reading performance has been already demonstrated in individuals with and without neurodevelopmental disorders. The combination of action video games and posterior parietal cortex neuromodulation by a transcranial random noise stimulation could enhance brain plasticity, improving attentional control and reading skills also in adults with developmental dyslexia. In a double blind randomized controlled trial, 20 young adult nonaction video game players with developmental dyslexia were trained for 15 h with action video games. Half of the participants were stimulated with bilateral transcranial random noise stimulation on the posterior parietal cortex during the action video game training, whereas the others were in the placebo (i.e. sham) condition. Word text reading, pseudowords decoding, and temporal attention (attentional blink), as well as electroencephalographic activity during the attentional blink, were measured before and after the training. The action video game + transcranial random noise stimulation group showed temporal attention, word text reading, and pseudoword decoding enhancements and P300 amplitude brain potential changes. The enhancement in temporal attention performance was related with the efficiency in pseudoword decoding improvement. Our results demonstrate that the combination of action video game training with parietal neuromodulation increases the efficiency of visual attention deployment, probably reshaping goal-directed and stimulus-driven fronto-parietal attentional networks interplay in young adults with neurodevelopmental conditions.
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Affiliation(s)
- Sara Bertoni
- Department of Human and Social Sciences, University of Bergamo, Piazzale Sant'Agostino 2, Bergamo 24129, Italy
| | - Sandro Franceschini
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Via Venezia 8, Padua 35131, Italy
| | - Martina Mancarella
- Katholieke Universiteit Leuven, Leopold Vanderkelenstraat 32, Leuven 3000, Belgium
| | - Giovanna Puccio
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Via Venezia 8, Padua 35131, Italy
| | - Luca Ronconi
- School of Psychology, Vita-Salute San Raffaele University, Via Olgettina 58, Milan 20132, Italy
| | - Gianluca Marsicano
- Centre for Studies and Research in Cognitive Neuroscience, University of Bologna, Viale Rasi e Spinelli 176, Cesena 47521, Italy
- Department of Psychology, University of Bologna, Viale Berti Pichat 5, Bologna 40121, Italy
| | - Simone Gori
- Department of Human and Social Sciences, University of Bergamo, Piazzale Sant'Agostino 2, Bergamo 24129, Italy
| | - Gianluca Campana
- PercUp Lab, Department of General Psychology, University of Padua, Via Venezia 8, Padua 35131, Italy
| | - Andrea Facoetti
- Developmental and Cognitive Neuroscience Lab, Department of General Psychology, University of Padua, Via Venezia 8, Padua 35131, Italy
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Bertoni S, Andreola C, Mascheretti S, Franceschini S, Ruffino M, Trezzi V, Molteni M, Sali ME, Salandi A, Gaggi O, Palazzi C, Gori S, Facoetti A. Action video games normalise the phonemic awareness in pre-readers at risk for developmental dyslexia. NPJ SCIENCE OF LEARNING 2024; 9:25. [PMID: 38514689 PMCID: PMC10957868 DOI: 10.1038/s41539-024-00230-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/02/2023] [Accepted: 02/26/2024] [Indexed: 03/23/2024]
Abstract
Action video-games (AVGs) could improve reading efficiency, enhancing not only visual attention but also phonological processing. Here we tested the AVG effects upon three consolidated language-based predictors of reading development in a sample of 79 pre-readers at-risk and 41 non-at-risk for developmental dyslexia. At-risk children were impaired in either phonemic awareness (i.e., phoneme discrimination task), phonological working memory (i.e., pseudoword repetition task) or rapid automatized naming (i.e., RAN of colours task). At-risk children were assigned to different groups by using an unequal allocation randomization: (1) AVG (n = 43), (2) Serious Non-Action Video Game (n = 11), (3) treatment-as-usual (i.e., speech therapy, n = 11), and (4) waiting list (n = 14). Pre- and post-training comparisons show that only phonemic awareness has a significantly higher improvement in the AVG group compared to the waiting list, the non-AVG, and the treatment-as-usual groups, as well as the combined active groups (n = 22). This cross-modal plastic change: (i) leads to a recovery in phonemic awareness when compared to the not-at-risk pre-readers; (ii) is present in more than 80% of AVG at-risk pre-readers, and; (iii) is maintained at a 6-months follow-up. The present findings indicate that this specific multisensory attentional training positively affects how phonemic awareness develops in pre-readers at risk for developmental dyslexia, paving the way for innovative prevention programs.
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Affiliation(s)
- Sara Bertoni
- Università di Bergamo, Department of Human and Social Sciences, Bergamo, Italy.
- Università di Padova, Developmental Cognitive Neuroscience Lab, Department of General Psychology, Padova, Italy.
| | - Chiara Andreola
- Université Paris Cité, Laboratoire de Psychologie de Développement et de l'Éducation de l'Enfant (LaPsyDÉ), UMR CNRS 8240, Paris, France
| | - Sara Mascheretti
- Università di Pavia, Department of Brain and Behavioral Sciences, Pavia, Italy
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Child Psychopathology Unit, Lecco, Italy
| | | | - Milena Ruffino
- ASST Valle Olona, Neuropsychiatric Unit, Saronno, Varese, Italy
| | - Vittoria Trezzi
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Child Psychopathology Unit, Lecco, Italy
| | - Massimo Molteni
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Child Psychopathology Unit, Lecco, Italy
| | - Maria Enrica Sali
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Child Psychopathology Unit, Lecco, Italy
| | - Antonio Salandi
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Child Psychopathology Unit, Lecco, Italy
| | | | | | - Simone Gori
- Università di Bergamo, Department of Human and Social Sciences, Bergamo, Italy
| | - Andrea Facoetti
- Università di Padova, Developmental Cognitive Neuroscience Lab, Department of General Psychology, Padova, Italy.
- Sigmund Freud University, Milano, Italy.
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