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Jo H, Baek EM. Exploring the dynamics of mobile app addiction: the interplay of communication, affective factors, flow, perceived enjoyment, and habit. BMC Psychol 2023; 11:404. [PMID: 37986198 PMCID: PMC10662456 DOI: 10.1186/s40359-023-01440-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2023] [Accepted: 11/10/2023] [Indexed: 11/22/2023] Open
Abstract
The rapid proliferation of mobile apps and their increasing usage have led to growing concerns about potential addiction among users. Previous research has identified several factors that contribute to addiction, including flow, perceived enjoyment, and habit. However, the underlying mechanisms and the role of affective factors remain unclear. This study aims to elucidate the key factors that affect mobile app addiction by proposing a theoretical framework incorporating communication, affective factors, flow, perceived enjoyment, and habit. Data were collected from 320 mobile app users through a questionnaire survey. The research employed partial least squares structural equation modeling (PLS-SEM) to analyze the data and test the proposed relationships. The analysis indicates that communication is significantly associated with perceived enjoyment but does not directly affect flow and habit. The research unveils that positive affect significantly influences both flow and perceived enjoyment, but does not influence habit. Negative affect was found to have no significant effect on flow, perceived enjoyment, and habit. The results demonstrate that flow, perceived enjoyment, and habit are significantly related to addiction. The findings reveal that perceived enjoyment has a substantial impact on both flow and habit. These findings offer valuable guidelines for future research and practical implications for developers and policymakers in addressing the challenges associated with mobile app addiction.
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Affiliation(s)
- Hyeon Jo
- HJ Institute of Technology and Management, 71 Jungdong-ro 39, Bucheon-si, Gyeonggi-do, 14721, Republic of Korea
| | - Eun-Mi Baek
- Department of Preventive Medicine, College of Medicine, Catholic University of Korea, 222 Banpo-daero, Seocho-gu, Seoul, 06591, Republic of Korea.
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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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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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Šporčić B, Glavak-Tkalić R. The Moderating Role of Well-Being in the Relationship Between Gaming Motivation and Problematic Gaming. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2023. [DOI: 10.4018/ijgcms.320516] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/29/2023]
Abstract
The aim of this study was to explore the moderating role of psychosocial well-being in the relationship between gaming motivation and problematic gaming among problematic and recreational online gamers. Data from 511 online video game players (M = 24.89, SD = 6.39) were analyzed. Problematic online gaming was positively correlated with social anxiety, loneliness, and stress, as well as with social escape, competition, coping, skill development, and fantasy motives for playing online video games. Negative correlation was found between problematic gaming and life satisfaction. The results showed significant interaction terms between loneliness and social motive, life satisfaction and recreation and coping motive, and stress and fantasy motive among problematic gamers. Furthermore, results showed a significant interaction term between stress and skill development motive among recreational gamers. The results are discussed in the framework of the compensatory internet use model (Kardefelt-Winther, 2014a).
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Kostopoulou E. Impact of COVID-19 on adolescent sexual life and attitudes: have we considered all the possible secondary effects of the pandemic? Eur J Pediatr 2023:10.1007/s00431-023-04878-5. [PMID: 36939878 PMCID: PMC10026209 DOI: 10.1007/s00431-023-04878-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/16/2022] [Revised: 02/06/2023] [Accepted: 02/14/2023] [Indexed: 03/21/2023]
Abstract
A significant increase in pornography use has been reported in the adolescent population worldwide over the past few years, with intensification of the phenomenon during the COVID-19 pandemic. The aim of the present review is to provide data on the frequency of pornography consumption among adolescents during the pandemic and raise awareness about its potential impact on personal beliefs and sexual attitudes in the long term. A comprehensive literature review was performed in two scientific databases using the crossmatch of the terms "pornography", "adolescents" and "COVID-19". A significant increase in pornography consumption in adolescents was documented during the COVID-19 pandemic as a result of social detachment. Fulfilment of sexual desires in the context of social distancing, alleviation of COVID-19-related boredom and psychological strain, and coping with negative emotions are some of the reported reasons for increased pornography use during the pandemic. However, concerns have been raised in the literature regarding potentially negative effects of excessive pornography use from an early age, including the development of pornography addiction, sexual dissatisfaction and aggressive sexual attitudes reinforced by gender preoccupations and sexual inequality beliefs. CONCLUSION The extent to which increased pornography consumption from an early age during the COVID-19 pandemic may have affected adolescents' mental well-being, personality construction and sexual behaviour is yet to be seen. Vigilance from the society as a whole is required so that potential negative adverse effects of adolescent pornography use and potential social implications are recognized early and managed. Further research is needed so that the full impact of the COVID-19-related pornography use in the adolescent population is revealed. WHAT IS KNOWN •A significant increase in pornography consumption has been documented in the adolescent population worldwide over the past decades due to its quick, affordable and easy access from electronic devices and the possibility of anonymous and private participation. •During the COVID-19 pandemic, this phenomenon was intensified as a coping mechanism to social isolation and increased psychosocial strain. WHAT IS NEW •Concerns have been raised regarding the risk of pornography addiction in adolescents during the COVID-19 pandemic, making the post-pandemic adaptation challenging. •Awareness is raised in parents, health care providers and policy makers about the potential negative impacts of pornography consumption from an early, vulnerable age, such as sexual dissatisfaction and development of aggressive sexual attitudes and sex inequality beliefs.
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Affiliation(s)
- Eirini Kostopoulou
- Department of Paediatrics, University General Hospital of Patras, University of Patras, Patras, 26504, Greece.
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Kovačić Petrović Z, Peraica T, Blažev M, Tomašić L, Kozarić-Kovačić D. Problematic Internet Use, Anxiety, Depression, and Stress Symptoms in Adults with COVID-19 Pandemic and Earthquake Experience: Insights from Croatian Online Survey. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:802-809. [PMID: 36318812 DOI: 10.1089/cyber.2022.0039] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
Abstract
In 2020, Croatia was hit by the COVID-19 pandemic and two earthquakes. As previous research showed that Internet use (IU) increased during the COVID-19 pandemic, we carried out an online survey to determine the levels of problematic Internet use (PIU) and problematic specific Internet activities before and during the prolonged stress caused by the COVID-19 pandemic as well as earthquakes. We also determined the correlation between the PIU and specific Internet activities and anxiety, depression, and stress symptoms. According to the responses of 1,118 participants from all Croatian regions, PIU increased by 14.1 percent (odds ratio [OR] 6.2), problematic social media use by 12.6 percent (OR 4.8), and uncontrolled online shopping by 5.3 percent (OR 5.8) in comparison with presurvey period. The PIU increase was significantly higher in participants reporting only pandemic-related stress than in those reporting both pandemic- and earthquake-related stress. Problematic social media use increased in those reporting only pandemic-related stress and both pandemic- and earthquake-related stress. The strongest correlation between PIU and problematic social media use and anxiety, depression, intrusion, and avoidance symptoms was found among those reporting both pandemic- and earthquake-related stress. The correlation between psychiatric measures and PIU and problematic specific Internet activities varied depending on the source of experienced or perceived stress. Our findings show the relationship between the problematic stress-related Internet behaviors, different types of stressors, and their impact on the overall PIU and problematic specific Internet activities in situations of prolonged stress.
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Affiliation(s)
- Zrnka Kovačić Petrović
- Department of Psychiatry and Psychological Medicine, University of Zagreb School of Medicine, Zagreb, Croatia.,Department of Addiction, University Psychiatric Hospital Vrapče, Zagreb, Croatia
| | - Tina Peraica
- Department of Psychiatry, Referral Center for Stress-related Disorders of the Ministry of Health, University Hospital Dubrava, Zagreb, Croatia.,Department of Forensic Sciences, University of Split, Split, Croatia
| | - Mirta Blažev
- Ivo Pilar Institute of Social Sciences, Zagreb, Croatia
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Gan X, Xiang GX, Qin KN, Li M, Jin X. Reconsidering depression and internet gaming disorder from positive youth development perspective: a longitudinal study in Chinese adolescents. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03788-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
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Bäcklund C, Elbe P, Gavelin HM, Sörman DE, Ljungberg JK. Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis. J Behav Addict 2022; 11:667-688. [PMID: 36094861 PMCID: PMC9872536 DOI: 10.1556/2006.2022.00053] [Citation(s) in RCA: 12] [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] [Received: 03/11/2022] [Revised: 06/24/2022] [Accepted: 07/12/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms. Specifically, to (1) explore what gaming motivation questionnaires and classifications are used in studies on gaming disorder symptoms and (2) investigate the relationship between motivational factors and symptoms of gaming disorder. METHOD An electronic database search was conducted via EBSCO (MEDLINE and PsycINFO) and the Web of Science Core Collection. All studies using validated measurements on gaming disorder symptoms and gaming motivations and available correlation coefficients of the relationship between gaming disorder and gaming motivations were included. The meta-analyses were conducted using a random-effects model. RESULTS In total, 49 studies (k = 58 independent sub-samples), including 51,440 participants, out of which 46 studies (k = 55 sub-samples, n = 49,192 participants) provided data for the meta-analysis. The synthesis identified fourteen different gaming motivation instruments, seven unique motivation models, and 26 motivational factors. The meta-analysis showed statistically significant associations between gaming disorder symptoms and 23 out of 26 motivational factors, with the majority of the pooled mean effect sizes ranging from small to moderate. Moreover, large heterogeneity was observed, and the calculated prediction intervals indicated substantial variation in effects across populations and settings. Motivations related to emotional escape were robustly associated with gaming disorder symptoms. DISCUSSION AND CONCLUSIONS The present meta-analysis reinforces the importance of motivational factors in understanding problematic gaming behavior. The analysis showed significant heterogeneity in most outcomes, warranting further investigation. REGISTRATION DETAIL PROSPERO (CRD42020220050).
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Corresponding author. E-mail:
| | - Pia Elbe
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Department of Radiation Sciences, Umeå Center for Functional Brain Imaging (UFBI), Umeå University, Sweden
| | | | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
| | - Jessica K. Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
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Six SG, Byrne KA, Aly H, Harris MW. The Effect of Mental Health App Customization on Depressive Symptoms in College Students: Randomized Controlled Trial. JMIR Ment Health 2022; 9:e39516. [PMID: 35943788 PMCID: PMC9399839 DOI: 10.2196/39516] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/06/2022] [Revised: 07/05/2022] [Accepted: 07/18/2022] [Indexed: 12/01/2022] Open
Abstract
BACKGROUND Mental health apps have shown promise in improving mental health symptoms, including depressive symptoms. However, limited research has been aimed at understanding how specific app features and designs can optimize the therapeutic benefits and adherence to such mental health apps. OBJECTIVE The primary purpose of this study is to investigate the effect of avatar customization on depressive symptoms and adherence to use a novel cognitive behavioral therapy (CBT)-based mental health app. The secondary aim is to examine whether specific app features, including journaling, mood tracking, and reminders, affect the usability of the mental health app. METHODS College students were recruited from a university study recruitment pool website and via flyer advertisements throughout campus. A total of 94 participants completed a randomized controlled trial in which they were randomized to either customization or no customization version of the app. Customization involved personalizing a virtual avatar and a travel vehicle to one's own preferences and use of one's name throughout the app. Participants completed a 14-day trial using a novel CBT-based mental health app called AirHeart. Self-report scores for depressive symptoms, anxiety, and stress were measured at baseline and after the intervention. Postintervention survey measures also included usability and avatar identification questionnaires. RESULTS Of the 94 enrolled participants, 83 (88%) completed the intervention and postintervention assessments. AirHeart app use significantly reduced symptoms of depression (P=.006) from baseline to the end of the 2-week intervention period for all participants, regardless of the customization condition. However, no differences in depressive symptoms (P=.17) or adherence (P=.80) were observed between the customization (39/83, 47%) and no customization (44/83, 53%) conditions. The frequency of journaling, usefulness of mood tracking, and helpfulness of reminders were not associated with changes in depressive symptoms or adherence (P>.05). Exploratory analyses showed that there were 3 moderate positive correlations between avatar identification and depressive symptoms (identification: r=-0.312, P=.02; connection: r=-0.305, P=.02; and lack of relatability: r=0.338, P=.01). CONCLUSIONS These results indicate that CBT mental health apps, such as AirHeart, have the potential to reduce depressive symptoms over a short intervention period. The randomized controlled trial results demonstrated that customization of app features, such as avatars, does not further reduce depressive symptoms over and above the CBT modules and standard app features, including journal, reminders, and mood tracking. However, further research elucidating the relationship between virtual avatar identification and mental health systems is needed as society becomes increasingly more digitized. These findings have potential implications for improving the optimization of mental health app designs. TRIAL REGISTRATION Open Science Framework t28gm; https://osf.io/t28gm.
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Affiliation(s)
- Stephanie G Six
- Department of Psychology, Clemson University, Clemson, SC, United States
| | - Kaileigh A Byrne
- Department of Psychology, Clemson University, Clemson, SC, United States
| | - Heba Aly
- Department of Computer Science, Clemson University, Clemson, SC, United States
| | - Maggie W Harris
- Department of Psychology, Clemson University, Clemson, SC, United States
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Yan E, Sun RW, Wu AMS, Lai DWL, Lee VWP. The Impact of Pandemic-Related Life Stress on Internet Gaming: Social Cynicism and Gaming Motivation as Serial Mediators. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19148332. [PMID: 35886180 PMCID: PMC9316489 DOI: 10.3390/ijerph19148332] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/24/2022] [Revised: 06/29/2022] [Accepted: 07/06/2022] [Indexed: 12/16/2022]
Abstract
A heightened interest in online gaming has emerged during COVID-19, and people have become increasingly vulnerable to internet gaming disorder (IGD). However, playing video games can also have a positive effect; gaming has been recognized as an efficient coping strategy. Currently, relatively little is understood about how online gaming can turn from an efficient coping strategy into an addiction disorder. This study investigated the mediating roles of social cynicism, escape and coping motives on the association between daily disruption during COVID-19 and IGD, seeking to reveal the underlying mechanism that influences the effects of gaming. A total of 203 participants in Hong Kong who reported having played electronic games during COVID-19 were surveyed. We conducted three hierarchical multiple regressions, then tested a serial mediation model using path analysis with structural equation modeling. The results revealed that escape motives significantly mediated the relationship between daily disruption related to COVID-19 and IGD, but no such effect was found for coping motives. Social cynicism alone was not a significant mediator, but social cynicism and escape motives in series mediated the relationship between daily disruption and IGD. These difference outcomes suggested different underlying mechanisms of escape and coping motives.
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Affiliation(s)
- Elsie Yan
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong SAR, China; (R.-W.S.); (V.W.P.L.)
- Correspondence:
| | - Rong-Wei Sun
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong SAR, China; (R.-W.S.); (V.W.P.L.)
| | - Anise M. S. Wu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macau SAR, China;
| | - Daniel W. L. Lai
- Faculty of Social Sciences, Baptist University of Hong Kong, Hong Kong SAR, China;
| | - Vincent W. P. Lee
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong SAR, China; (R.-W.S.); (V.W.P.L.)
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Rivera S. From Battleground to Playground: The Video Game Avatar as Transitional Phenomenon for a Transgender Patient. J Am Psychoanal Assoc 2022; 70:485-510. [PMID: 35938569 DOI: 10.1177/00030651221104487] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
The language and theories of Winnicott offer a lens for examining the importance of play in the development of the queer, transgender, and/or gender-nonconforming patient and the safety that virtual spaces-specifically, video games-provide for this play. While much of the literature posits the primary therapeutic value of virtual space as the site of psychic battle, interaction with a video game avatar can also be understood as an act of queerness-as-play, a potential cornerstone of healthy identity formation that may otherwise be precluded. An example of this paradigm is given in the case report of a twenty-year-year-old transwoman who used her video game avatar as a tool in her therapeutic progress during her medical transition. For effective psychotherapy to take place, both patient and clinician must have a capacity to play. With this in mind, the clinician might best visualize the virtual space not as a battleground, but as a playground.
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Casale S, Musicò A, Gualtieri N, Fioravanti G. Developing an intense player-avatar relationship and feeling disconnected by the physical body: A pathway towards internet gaming disorder for people reporting empty feelings? CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03186-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
Abstract
AbstractThe literature suggests that alexithymia and emptiness could be risk factors for various addictive behaviors. The present study developed and tested a model that proposes a pathway leading from emptiness and difficulties in identifying emotions to Internet Gaming Disorder (IGD) symptoms via an intense gamer-avatar relationship and bodily dissociative experiences. A sample of 285 (64.2% M; mean age = 30.38 ± 7.53) online gamers using avatar-based videogames was recruited from gaming communities, and they were asked to complete a survey that included the Toronto Alexithymia Scale, the Subjective Emptiness scale, the Scale of Body Connection, the Self-Presence Questionnaire, and the Internet Gaming Disorder Scale-Short Form. The structural model evaluated produced a good fit to the data [χ2 = 175.14, df = 55, p < .001; RMSEA = 0.08 (90% C.I. =0.07–0.09), CFI = 0.96, SRMR = 0.08] explaining 28% of the total variance. Alexithymia was indirectly associated with IGD through the serial mediation of the gamer-avatar relationship and body dissociation. Emptiness was associated with IGD symptoms at the bivariate level, but did not predict IGD directly or indirectly. The current study identifies a potential pathway toward IGD by integrating different lines of research, showing the importance of considering aspects such as the difficulty in recognising and expressing one’s emotions, the gamer- avatar relationship, and the mind-body connection in the context of IGD.
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Hu C, Cao R, Huang J, Wei Y. The Effect of Self-Discrepancy on Online Behavior: A Literature Review. Front Psychol 2022; 13:883736. [PMID: 35558697 PMCID: PMC9087717 DOI: 10.3389/fpsyg.2022.883736] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/25/2022] [Accepted: 03/28/2022] [Indexed: 11/13/2022] Open
Abstract
People will experience self-discrepancy when they perceive their actual self is distanced from their ideal self and ought self. The perceived self-discrepancy has a significant impact on people's online behavior. The goal of this paper is to provide an overview of the research on self-discrepancy in the Internet era through a literature review. A total of 37 papers were included in this review. First, this study presents the basic characteristic of the reviewed articles (such as research contexts, samples, and data collection methods). Second, it summarized how the Internet affected people's self-discrepancy. Third, this review identified how self-discrepancy was associated with different kinds of online behavior (such as impression management, knowledge contribution, and gaming addiction). Finally, this study outlined several possible directions for future research.
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Affiliation(s)
- Chuan Hu
- School of Public Policy and Administration, Nanchang University, Nanchang, China
| | - Rui Cao
- School of Public Policy and Administration, Nanchang University, Nanchang, China
| | - Jiao Huang
- School of Information Management, Jiangxi University of Finance and Economics, Nanchang, China
| | - Ying Wei
- School of Public Policy and Administration, Nanchang University, Nanchang, China
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Lu J, Zhang Q, Chen J, Zhai Y, Guo L, Lu C, Chen T, Jiang Z, Zhong N, Zheng H. Addiction symptoms network of young internet users: A network analysis (Preprint). J Med Internet Res 2022; 24:e38984. [DOI: 10.2196/38984] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/24/2022] [Revised: 08/30/2022] [Accepted: 09/16/2022] [Indexed: 11/13/2022] Open
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Ji Y, Yin MXC, Zhang AY, Wong DFK. Risk and protective factors of Internet gaming disorder among Chinese people: A meta-analysis. Aust N Z J Psychiatry 2022; 56:332-346. [PMID: 34250835 DOI: 10.1177/00048674211025703] [Citation(s) in RCA: 30] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
OBJECTIVES Effective prevention and intervention of Internet gaming disorder require the identification of risk and protective factors. This study aims to exhaustively review the risk and protective factors of Internet gaming disorder among Chinese people. METHOD We searched for articles published from database inception to February 2020 in MEDLINE, PsycINFO, Embase, PubMed, Web of Science and two Chinese databases, CNKI and Wanfang Data. Studies were included in the meta-analysis if they addressed Internet gaming disorder, sampled people in China, presented correlational factors of Internet gaming disorder and reported the effect sizes for correlations. Reviewers independently selected the studies, assessed their validity and extracted the data. Pooled Pearson's correlations were calculated using the random effects model. RESULT In the meta-analysis, 153 studies covering 115,975 subjects were included. We identified 56 risk factors and 28 protective factors. Most risk factors strongly correlated with Internet gaming disorder fell into the category of maladaptive cognitions and motivations. Other factors that showed high effect sizes fell into various categories, including psychopathological characteristics, personality traits, cognition emotion regulation style and gaming-related factors. The only protective factor strongly correlated with Internet gaming disorder was self-control. We found that the factors related to the 'environments' show modest effect sizes compared to those related to the individual. The pooled effect sizes for most factors were not influenced by outliers and publication bias. CONCLUSION Factors strongly correlated with Internet gaming disorder, especially maladaptive cognitions and motivations, are more likely to be proximal correlates of Internet gaming disorder and may be considered the focus of interventions. We encourage further empirical and experimental studies to examine the causal pathway and the treatment efficacy.
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Affiliation(s)
- Yinan Ji
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Margaret Xi Can Yin
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Anna Yan Zhang
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
| | - Daniel Fu Keung Wong
- Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong SAR, China
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Wu AMS, Lai MHC, Zhang M, Yogo M, Yu SM, Mao S, Chen JH. Effects of Psychological Distress and Coping Resources on Internet Gaming Disorder: Comparison between Chinese and Japanese University Students. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:2951. [PMID: 35270644 PMCID: PMC8910164 DOI: 10.3390/ijerph19052951] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/24/2022] [Revised: 02/23/2022] [Accepted: 02/28/2022] [Indexed: 02/06/2023]
Abstract
The high prevalence of Internet gaming disorder (IGD) among Asian youth indicates an urgent need to identify protective factors and examine their consistency across Asian cultures in order to facilitate cost-effective interventions. Based on the transactional theory of stress and coping, this study collected data of 1243 online gamers (45% males; 18-25 years) through an anonymous survey from universities in China and Japan and investigated whether three coping resources (i.e., mindfulness, coping flexibility, and social support) serve to protect Chinese and Japanese youth from the impact of psychological distress on IGD tendency. After adjusting for the measurement non-invariance across samples, we found that Japanese students reported higher levels of IGD tendency and psychological distress than Chinese students. The results of multiple-group SEM analyses showed that, after controlling for other predictors, mindfulness served as the strongest protective factor against IGD across samples. Moreover, the buffering effect of mindfulness on the association between psychological distress and IGD tendency of female (but not male) students was observed. Our findings highlighted the cross-cultural invariance of the impact of psychological distress and coping resources on IGD in Chinese and Japanese youth, which can be considered in future IGD prevention programs.
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Affiliation(s)
- Anise M. S. Wu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China
| | - Mark H. C. Lai
- Department of Psychology, University of Southern California, Los Angeles, CA 90007, USA;
| | - Mengxuan Zhang
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
- Department of Medical Humanities, School of Humanities, Southeast University, Nanjing 211189, China
| | - Masao Yogo
- Faculty of Psychology, Doshisha University, Kyoto 610-0394, Japan;
| | - Shu M. Yu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar GX11 1AA, Gibraltar
| | - Sijie Mao
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
| | - Juliet Honglei Chen
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China; (A.M.S.W.); (M.Z.); (S.M.Y.); (S.M.)
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macao, China
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17
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Shin M, Juventin M, Wai Chu JT, Manor Y, Kemps E. Online media consumption and depression in young people: A systematic review and meta-analysis. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107129] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/27/2022]
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18
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Interaction Effects of DRD2 Genetic Polymorphism and Interpersonal Stress on Problematic Gaming in College Students. Genes (Basel) 2022; 13:genes13030449. [PMID: 35328003 PMCID: PMC8951734 DOI: 10.3390/genes13030449] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/26/2022] [Revised: 02/24/2022] [Accepted: 02/26/2022] [Indexed: 11/17/2022] Open
Abstract
Problematic gaming has become a public concern, influenced both by genetic factors and stressful environments. Studies have reported the effects of dopamine-related genes and interpersonal stressors on problematic gaming, but gene and environment interaction (G × E) studies have not been conducted. In this study, we investigated the interaction effects of dopamine receptor D2 (DRD2) polymorphisms and interpersonal stress on problematic gaming and the mediating effect of avoidant coping to reveal the mechanism of the G × E process. We recruited 168 college students (mean age = 22; male 63.1%) and genotyped their DRD2 C957T (rs6277) and Taq1 (rs1800497) polymorphisms. The results of the mediated moderation analysis showed that, when experiencing interpersonal stressors, individuals with both the C957T T allele and the Taq1 A1 allele showed more elevated problematic gaming scores than non-carriers. Moreover, the interaction effect of the combined DRD2 polymorphisms and interpersonal stress was significantly mediated by avoidant coping. These findings suggest that the influence of interpersonal stress on problematic gaming can be changed as a function of DRD2 genotypes, which may be because of the avoidant coping styles of C957T T allele and Taq1 A1 allele carriers in response to stress.
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19
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Gupta P, Sachan P, Arya A, Singh S, Agarwal V, Gupta V. A clinical study of internet gaming disorder in adolescents with psychiatric disorders. JOURNAL OF MENTAL HEALTH AND HUMAN BEHAVIOUR 2022. [DOI: 10.4103/jmhhb.jmhhb_165_21] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022] Open
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20
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Lelonek-Kuleta B, Bartczuk RP. Online Gambling Activity, Pay-to-Win Payments, Motivation to Gamble and Coping Strategies as Predictors of Gambling Disorder Among e-sports Bettors. J Gambl Stud 2021; 37:1079-1098. [PMID: 33689100 PMCID: PMC8572820 DOI: 10.1007/s10899-021-10015-4] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/15/2021] [Indexed: 11/26/2022]
Abstract
Research on esports activity usually captures it from the perspective of involvement in gaming. This study presents the results of the first research in Poland (N = 438) on esports betting (ESB). ESB is compared to other forms of e-gambling and involvement in pay-to-win games. The aim was to build a predictive model of gambling disorder among people betting on esports. A predictive model of gambling disorder based on ordinal regression was built, including sociodemographic variables, involvement in esports betting, involvement in other Internet activities connected to ESB, as well as psychological variables-motivation to gamble and coping strategies. The results showed that gambling disorder among esports bettors is associated with time spent on one game session, placing other forms of online gambling bets once a week or more often, and paying in pay-to-win games. Gambling disorder was also predicted by escape coping strategies and lower engaged strategies as well as financial and coping motivation to bet on esports results. The results show the crucial role of psychological factors (motivation, coping) in the development of esports betting addiction. Esports betting is an activity associated with both gambling and gaming-involvement in both activities explains the development of ESB addiction. There is a need for further research focused on the specificity of esports betting behavior to discover the direction of links among gaming, gambling, and esports gambling.
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Affiliation(s)
- Bernadeta Lelonek-Kuleta
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
| | - Rafał Piotr Bartczuk
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
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21
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Green R, Delfabbro PH, King DL. Player-avatar interactions in habitual and problematic gaming: A qualitative investigation. J Behav Addict 2021; 10:223-233. [PMID: 34280128 PMCID: PMC8996798 DOI: 10.1556/2006.2021.00038] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/15/2020] [Revised: 02/25/2021] [Accepted: 05/26/2021] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS Previous studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related experiences and excessive gaming. METHODS An online survey of 993 adult gamers yielded 3,972 text responses. Qualitative analysis of 59,059 words extracted 10 categories of avatar-related perspectives. RESULTS Some problem and non-problem gamers employed sentimental language (e.g., 'dear friend', 'like a child', 'part of my soul') to refer to their avatar. However, most participants perceived avatars as a means of achieving in-game goals and enabling greater interactivity (e.g., socializing). When asked to reflect on hypothetically losing their avatar, participants generally anticipated feeling temporary frustration or annoyance due to lost time and effort invested into the avatar. Although some participants reported that their avatar 'mattered', avatars were often considered as superficial ('just pixels') and peripheral to the primary reinforcement of achieving in-game rewards and objectives. Some broader psychological and identity issues such as gender dysphoria, rather than 'addiction', were cited as motivating persistent avatar-related interactions and attachment. DISCUSSION AND CONCLUSIONS Participants reported diverse views on the psychological value and function of avatars, but the relationship between avatars and problematic gaming or GD was largely unclear or inconsistent, and refuted by some participants. Future research with clinical samples may lead to a better understanding of player-avatar processes, including whether avatar-stimuli facilitate the development of maladaptive gaming habits, particularly among psychologically vulnerable players. Future investigations should be mindful of 'overpathologizing' avatar-related phenomena and recognize their important role in socializing, storytelling, and creative expression among gamers.
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Affiliation(s)
- Raquel Green
- School of Psychology, The University of Adelaide, Australia
| | | | - Daniel L. King
- School of Psychology, The University of Adelaide, Australia,College of Education, Psychology and Social Work, Flinders University, Australia,Corresponding author. E-mail:
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22
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Vaccaro AG, Scott B, Gimbel SI, Kaplan JT. Functional Brain Connectivity During Narrative Processing Relates to Transportation and Story Influence. Front Hum Neurosci 2021; 15:665319. [PMID: 34290594 PMCID: PMC8287321 DOI: 10.3389/fnhum.2021.665319] [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: 02/07/2021] [Accepted: 06/01/2021] [Indexed: 11/22/2022] Open
Abstract
Engaging with narratives involves a complex array of cognitive and affective processes. These processes make stories persuasive in ways that standard arguments are not, though the underlying reasons for this remain unclear. Transportation theory proposes a potential explanation for this: narratives are processed in a way which makes individuals feel immersed in the world of a story, which in turn leads people to resonate emotionally with the events of the story. Recent fMRI studies have shown that the posterior medial cortex (PMC) and anterior insula (AI) play important roles in understanding the meaning of stories and experiencing the feelings they produce. In this study, we aimed to explore the AI’s and PMC’s role in narrative processing by measuring their functional connectivity with the rest of the brain during story listening, and how connectivity changes as a function of narrative transportation and the persuasiveness of the story. We analyzed data from 36 right-handed subjects who listened to two stories, obtained from podcasts, inside the fMRI scanner. After the scan, subjects were asked a series of questions, including a measure of how transported into the story they felt, how likely they would be to donate to causes related to the messages of the stories. We used searchlight multivariate pattern analysis (MVPA) to classify functional connectivity maps using seeds in both the AI and PMC and to compare these maps between participants who differed in transportation and prosocial intention. We found that connectivity to various regions successfully distinguished between high and low ratings on each of these behavioral measures with accuracies over 75%. However, only one pattern of connectivity was consistent across both stories: PMC-inferior frontal gyrus connectivity successfully distinguished high and low ratings of narrative transportation in both stories. All other findings were not consistent across stories. Instead, we found that patterns of connectivity may relate more to the specific content of the story rather than to a universal way in which narratives are processed.
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Affiliation(s)
- Anthony G Vaccaro
- Department of Psychology, Brain and Creativity Institute, University of Southern California, Los Angeles, CA, United States
| | - Brandon Scott
- Department of Psychology, Brain and Creativity Institute, University of Southern California, Los Angeles, CA, United States.,Department of Psychology, Yale University, New Haven, CT, United States
| | - Sarah I Gimbel
- Department of Psychology, Brain and Creativity Institute, University of Southern California, Los Angeles, CA, United States
| | - Jonas T Kaplan
- Department of Psychology, Brain and Creativity Institute, University of Southern California, Los Angeles, CA, United States
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23
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Awan HA, Aamir A, Diwan MN, Ullah I, Pereira-Sanchez V, Ramalho R, Orsolini L, de Filippis R, Ojeahere MI, Ransing R, Vadsaria AK, Virani S. Internet and Pornography Use During the COVID-19 Pandemic: Presumed Impact and What Can Be Done. Front Psychiatry 2021; 12:623508. [PMID: 33796031 PMCID: PMC8007884 DOI: 10.3389/fpsyt.2021.623508] [Citation(s) in RCA: 18] [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] [Received: 10/30/2020] [Accepted: 02/08/2021] [Indexed: 12/24/2022] Open
Abstract
The COVID-19 pandemic continues to cause an immense psychosocial strain worldwide. Excessive use of the internet during these psychologically trying times, fueled by physical isolation as a result of lockdowns, has translated into dysfunctional behaviors. A growing body of evidence suggests an unprecedented increase in internet use and consumption of online pornography during the pandemic, and possibly even directly caused by it. In this review, the authors report data from relevant sources to show the rise in pornography use during lockdowns in different countries worldwide. In addition to a brief overview of the neurobiology of internet addiction broadly and problematic online pornography use specifically, similarities with substance use disorders are explained. Further, the current status of the debate about defining diagnostic criteria is discussed. Finally, the review sheds light on the potential detrimental outcomes during the future post-pandemic "re-adaptation," while simultaneously offering preventative and management strategies for harm reduction. The authors conclude that foresightedness with utilizing existing tools and therapies and exercising appropriate amounts of caution could go a long way in addressing the challenges that lie ahead in the post-pandemic era.
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Affiliation(s)
| | - Alifiya Aamir
- Dow University of Health Sciences, Karachi, Pakistan
| | | | - Irfan Ullah
- Kabir Medical College, Gandhara University, Peshawar, Pakistan
| | - Victor Pereira-Sanchez
- Department of Child and Adolescent Psychiatry, School of Medicine, New York University, New York, NY, United States
| | - Rodrigo Ramalho
- Department of Social and Community Health, School of Population Health, University of Auckland, Auckland, New Zealand
| | - Laura Orsolini
- Unit of Clinical Psychiatry, Department of Neurosciences/DIMSC, School of Medicine and Surgery, Polytechnic University of Marche, Ancona, Italy
| | - Renato de Filippis
- Psychiatry Unit, Department of Health Sciences, University Magna Graecia of Catanzaro, Catanzaro, Italy
| | | | - Ramdas Ransing
- Bhaktshreshtha Kamalakarpant Laxman Walawalkar Rural Medical College, Kasarwadi, India
| | | | - Sanya Virani
- Veterans Affairs Connecticut Healthcare System, Yale University School of Medicine, West Haven, CT, United States
- School of Medicine Yale University, New Haven, CT, United States
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24
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Teng Z, Pontes HM, Nie Q, Griffiths MD, Guo C. Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study. J Behav Addict 2021; 10:169-180. [PMID: 33704085 PMCID: PMC8969853 DOI: 10.1556/2006.2021.00016] [Citation(s) in RCA: 124] [Impact Index Per Article: 41.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/05/2020] [Revised: 12/31/2020] [Accepted: 02/22/2021] [Indexed: 11/25/2022] Open
Abstract
BACKGROUND The coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of human life globally. Playing videogames has been encouraged by several organizations to help individuals cope with the COVID-19 pandemic and associated restrictive measures. This longitudinal study was the first to examine gaming in the context of the pandemic and its association with depressive and anxiety symptoms. METHODS The sample comprised 1,778 children and adolescents (50.7% male) who were part of the Project of School Mental Health in Southwest China. Data were collected at two-time intervals: before the COVID-19 pandemic (October to November 2019 - [T1]) and during the COVID-19 pandemic (April to May 2020 - [T2]). Data were collected on perceived COVID-19 impacts, videogame use, Internet Gaming Disorder (IGD), and depressive and anxiety symptoms. Cross-lagged panel models were computed to examine longitudinal relationships. RESULTS The results indicated that both videogame use and IGD increased significantly for adolescents at T2. The cross-lagged panel model results suggested that depressive and anxiety symptoms at T1 positively predicted IGD and videogame use at T2 (especially for boys), but not inversely. Perceived COVID-19 impacts mediated the relationship between depressive and anxiety symptoms at T1 and IGD at T2. CONCLUSION Children and adolescents both increased videogame use at T2, but only adolescents significantly increased IGD severity at T2. The findings supported the compensatory hypothesis, and are consistent with the Interaction of Person-Affect-Cognition-Execution model as individual responses to COVID-19 may function as a mediator between personal predisposing variables and IGD.
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Affiliation(s)
- Zhaojun Teng
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China,Graduate School of Education, University of California, Berkeley, CA, USA,Corresponding authors. E-mail: (Cheng Guo), (Zhaojun Teng)
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, Malet Street, BloomsburyLondon WC1E 7HX, UK
| | - Qian Nie
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China,Graduate School of Education, University of California, Berkeley, CA, USA
| | - Mark D. Griffiths
- Psychology Department, International Gaming Research Unit, Nottingham Trent University, UK
| | - Cheng Guo
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China,Corresponding authors. E-mail: (Cheng Guo), (Zhaojun Teng)
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25
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Li Y, Li Y, Castaño G. The Mechanism Underlying the Effect of Actual-Ideal Self-Discrepancy on Internet Gaming Addiction: a Moderated Mediation Model. Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-020-00273-5] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/14/2022] Open
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26
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Green R, Delfabbro PH, King DL. Avatar identification and problematic gaming: The role of self-concept clarity. Addict Behav 2021; 113:106694. [PMID: 33099249 PMCID: PMC7539898 DOI: 10.1016/j.addbeh.2020.106694] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/22/2020] [Revised: 09/28/2020] [Accepted: 10/02/2020] [Indexed: 01/04/2023]
Abstract
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity needs. Research evidence (e.g., fMRI and survey studies) has suggested that poorer self-concept and stronger avatar identification are associated with problematic gaming. Player-avatar relationships have thus been proposed to require attention in gaming disorder assessment and interventions. To examine the interplay of player-avatar interactions in problematic gaming, this study investigated whether avatar identification differed according to avatar characteristics and game types, and whether the association between avatar identification and problem gaming was mediated by self-concept clarity. A total of 993 adult respondents completed an online survey that assessed problematic gaming, avatar identification, and self-concept clarity. The results indicated that avatar identification scores were generally unrelated to avatar characteristics (e.g., human resemblance, degree of customizability, and in-game perspective). Avatar identification was significantly positively related to problematic gaming and significantly negatively related to self-concept clarity. There was a significant indirect relationship between avatar identification on problem gaming mediated through self-concept clarity. These findings suggest that poorer self-concept clarity may be one mechanism by which avatar identification affects problem gaming. Future research with clinical samples may help to gain a better understanding of avatar-related processes and psychological vulnerabilities related to problematic gaming.
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Affiliation(s)
- Raquel Green
- School of Psychology, The University of Adelaide, Australia
| | | | - Daniel L King
- School of Psychology, The University of Adelaide, Australia; College of Education, Psychology and Social Work, Flinders University, Australia.
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27
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Yuan G, Elhai JD, Hall BJ. The influence of depressive symptoms and fear of missing out on severity of problematic smartphone use and Internet gaming disorder among Chinese young adults: A three-wave mediation model. Addict Behav 2021; 112:106648. [PMID: 32977268 DOI: 10.1016/j.addbeh.2020.106648] [Citation(s) in RCA: 29] [Impact Index Per Article: 9.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/15/2020] [Revised: 08/05/2020] [Accepted: 09/03/2020] [Indexed: 02/07/2023]
Abstract
Internet gaming disorder (IGD) and problematic smartphone use (PSU) symptoms are associated with increased depression symptom severity across studies. The current study aimed to examine the fear of missing out (FoMO) as a possible mediator in this relationship. We employed a three-wave longitudinal design among 341 Chinese university students. Results indicated that depression severity was significantly related to increased symptoms of PSU and IGD symptoms. FoMO significantly mediated the linkage between depression and PSU severity. IGD symptoms also partially mediated the relation between FoMO and PSU severity. This longitudinal study demonstrates the key role of FoMO in the linkage between psychopathology symptoms and Internet-related overuse.
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28
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Colder Carras M, Shi J, Hard G, Saldanha IJ. Evaluating the quality of evidence for gaming disorder: A summary of systematic reviews of associations between gaming disorder and depression or anxiety. PLoS One 2020; 15:e0240032. [PMID: 33104730 PMCID: PMC7588081 DOI: 10.1371/journal.pone.0240032] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/27/2019] [Accepted: 09/18/2020] [Indexed: 12/24/2022] Open
Abstract
Gaming disorder has been described as an urgent public health problem and has garnered many systematic reviews of its associations with other health conditions. However, review methodology can contribute to bias in the conclusions, leading to research, policy, and patient care that are not truly evidence-based. This study followed a pre-registered protocol (PROSPERO 2018 CRD42018090651) with the objective of identifying reliable and methodologically-rigorous systematic reviews that examine the associations between gaming disorder and depression or anxiety in any population. We searched PubMed and PsycInfo for published systematic reviews and the gray literature for unpublished systematic reviews as of June 24, 2020. Reviews were classified as reliable according to several quality criteria, such as whether they conducted a risk of bias assessment of studies and whether they clearly described how outcomes from each study were selected. We assessed possible selective outcome reporting among the reviews. Seven reviews that included a total of 196 studies met inclusion criteria. The overall number of participants was not calculable because not all reviews reported these data. All reviews specified eligibility criteria for studies, but not for outcomes within studies. Only one review assessed risk of bias. Evidence of selective outcome reporting was found in all reviews-only one review incorporated any of the null findings from studies it included. Thus, none were classified as reliable according to prespecified quality criteria. Systematic reviews related to gaming disorder do not meet methodological standards. As clinical and policy decisions are heavily reliant on reliable, accurate, and unbiased evidence synthesis; researchers, clinicians, and policymakers should consider the implications of selective outcome reporting. Limitations of the current summary include using counts of associations and restricting to systematic reviews published in English. Systematic reviewers should follow established guidelines for review conduct and transparent reporting to ensure evidence about technology use disorders is reliable.
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Affiliation(s)
| | - Jing Shi
- Institute for Mental Health Policy Research, Centre for Addiction and Mental Health, Toronto, Ontario, Canada
- School of Rehabilitation Science, Faculty of Health Sciences, McMaster University, Hamilton, Ontario, Canada
| | - Gregory Hard
- MGH Institute of Health Professions, Mass General Brigham, Boston, Massachusetts, United States of America
| | - Ian J. Saldanha
- Center for Evidence Synthesis in Health, Department of Health Services, Policy, and Practice, and Department of Epidemiology, Brown University School of Public Health, Providence, Rhode Island, United States of America
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29
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Green R, Delfabbro PH, King DL. Avatar- and self-related processes and problematic gaming: A systematic review. Addict Behav 2020; 108:106461. [PMID: 32480244 DOI: 10.1016/j.addbeh.2020.106461] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/27/2020] [Revised: 04/30/2020] [Accepted: 04/30/2020] [Indexed: 12/24/2022]
Abstract
The concept of self has become increasingly relevant to understanding the psychological mechanisms of problematic online gaming. Many gaming activities feature in-game avatars that enable the adoption of, and experimentation with, different roles and identities. Avatars enable players to compensate for perceived deficiencies in their real-world self (e.g., lack of physical strength, beauty, or social status). Currently, how avatar- and self-related processes may develop and maintain problematic gaming, including gaming disorder (GD), is unclear. This systematic review examined 18 quantitative studies of avatar- and self-related concepts and problematic gaming, including 13 survey-based and 5 neuroimaging studies. Despite variability in the conceptualization and measurement of avatar/self-related concepts, survey-based studies have consistently reported that negative self-concept, avatar identification, and large self-avatar discrepancies are significantly associated with problematic gaming. Poor self-concept appears to be a risk factor for GD, particularly for games that facilitate role-playing and identity formation. Further research and clinical evidence are needed to explain how avatar- and self-related processes may relate to the addictive mechanisms of GD (e.g., cognitive distortions, reward-seeking, inhibitory control, self-regulation systems), amid calls for problem gaming-related assessment and interventions to incorporate a focus on avatar identification.
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30
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Self-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults. J Clin Med 2020; 9:jcm9092720. [PMID: 32842707 PMCID: PMC7564646 DOI: 10.3390/jcm9092720] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2020] [Accepted: 08/14/2020] [Indexed: 11/17/2022] Open
Abstract
This study investigated differences in the self-efficacy and clinical characteristics which were found relevant to addictive behaviors in young adults according to time spent gaming. To our knowledge, this is the first study to explore self-efficacy in casual gamers relative to patients with internet gaming disorder (IGD) and non-gamers. In total, 158 young adults participated in this study and were divided into three groups: excessive gamers, who were diagnosed with IGD based on the Diagnostic and Statistical Manual of Mental Disorder-fifth edition (DSM-5, n = 71); casual gamers, who played games regularly but did not meet the criteria for IGD (n = 37); and non-gamers/controls, who did not engage in gaming (n = 50). All participants completed self-administered questionnaires, including measures of self-efficacy and clinical features such as the Barratt Impulsiveness Scale, Beck Depression Inventory, Beck Anxiety Inventory, Behavioral Activation/Inhibition Systems, aggression, and psychosocial well-being. There were significant differences in the self-efficacy according to the extent of gaming (excessive gamers < casual gamers < non-gamers). In addition, aggression, impulsivity, depression, anxiety, level of stress, and behavioral inhibition system scores were significantly higher in excessive gamers than in casual gamers and non-gamers. These findings showed that individuals who spend more time playing games tend to have lower self-efficacy. Our study suggests that self-efficacy may protect against or constitute a risk of excessive gaming, particularly among casual gamers. It is necessary to pay attention to enhancing psychological well-being through self-efficacy to prevent addiction in young adult gamers.
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31
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Richard J, Fletcher É, Boutin S, Derevensky J, Temcheff C. Conduct problems and depressive symptoms in association with problem gambling and gaming: A systematic review. J Behav Addict 2020; 9:497-533. [PMID: 32750033 PMCID: PMC8943658 DOI: 10.1556/2006.2020.00045] [Citation(s) in RCA: 22] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/28/2020] [Revised: 05/21/2020] [Accepted: 06/26/2020] [Indexed: 02/02/2023] Open
Abstract
BACKGROUND AND AIMS Behavioral addictions such as gambling and gaming disorder are significant public health issues that are of increasing importance to policy makers and health care providers. Problem gambling and gaming behaviors have been identified as being associated with externalizing and internalizing problems, with theoretical models suggesting that both conduct problems and depressive symptoms may be significant risk factors in the development of problem gambling and gaming. As such, the purpose of this systematic review is to provide an overview of research identifying the relationship between conduct problems, depressive symptoms and problem gambling and gaming among adolescents and young adults. METHODS Systematic literature searches in accordance with PRISMA guidelines found 71 eligible studies that met the inclusion criteria, 47 for problem gambling, 23 for problem gaming and one for both problem behaviors. RESULTS Based on cross-sectional evidence, both problem gambling and gaming are consistently concurrently associated with conduct problems and depressive symptoms. Longitudinal evidence appears to be clearer for conduct problems as a risk factor for problem gambling, and depressive symptoms as a risk factor for problem gaming. However, both risk factors appear to increase the risk for these problem behaviors. DISCUSSION AND CONCLUSIONS Results from the literature review suggest that problem gambling and gaming are associated with the presence of conduct problems and depressive symptoms, with the potential of sharing common etiological factors. Additional research is necessary to confirm these longitudinal relationships with an emphasis on investigating the interaction of both early conduct problems and depressive symptoms.
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Affiliation(s)
- Jérémie Richard
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada,Corresponding author. E-mail:
| | - Émilie Fletcher
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Stephanie Boutin
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Jeffrey Derevensky
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Caroline Temcheff
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
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Goh C, Jones C, Copello A. A Further Test of the Impact of Online Gaming on Psychological Wellbeing and the Role of Play Motivations and Problematic Use. Psychiatr Q 2019; 90:747-760. [PMID: 31385123 PMCID: PMC6881474 DOI: 10.1007/s11126-019-09656-x] [Citation(s) in RCA: 23] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
Abstract
The impact of increased online gaming play time on psychological wellbeing was examined focusing on the Multiplayer Online Battle Arena (MOBA) game genre. This relationship was explored with respect to motivators for playing and resilience factors. A cross-sectional, online questionnaire design was employed with participants (N = 165) to examine the relationship between weekly average hours played and psychological wellbeing. Five previously reported motivators for playing were tested as mediating variables. In addition, exploratory analyses were conducted to determine the moderating effects of self-esteem and self-efficacy on 'escapist' gaming and psychological wellbeing. Results revealed a significant correlation with higher levels of play time associated with poorer psychological wellbeing. This relationship was partially mediated by 'escapist' motivation. Self-esteem was found to moderate the negative impact of 'escapist' gaming on psychological wellbeing. Research and the associated clinical implications are discussed.
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Affiliation(s)
- C Goh
- School of Psychology, University of Birmingham, Edgbaston, B15 2TT, UK
| | - C Jones
- School of Psychology, University of Birmingham, Edgbaston, B15 2TT, UK
- Birmingham and Solihull Mental Health Foundation Trust, Edgbaston, UK
| | - A Copello
- School of Psychology, University of Birmingham, Edgbaston, B15 2TT, UK.
- Birmingham and Solihull Mental Health Foundation Trust, Edgbaston, UK.
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Shi J, Boak A, Mann R, Turner NE. Adolescent Problem Video Gaming in Urban and Non-urban Regions. Int J Ment Health Addict 2019. [DOI: 10.1007/s11469-018-9872-1] [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: 10/18/2022] Open
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Donati MA, Borace E, Franchi E, Primi C. Using the Short Form of the MSBS to Assess State Boredom Among Adolescents: Psychometric Evidence by Applying Item Response Theory. Assessment 2019; 28:928-941. [PMID: 31342785 DOI: 10.1177/1073191119864655] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/09/2023]
Abstract
The Multidimensional State Boredom Scale (MSBS) is widely used, but evidence regarding its psychometric properties among adolescents is lacking. In particular, the functioning of the scale across genders is unknown. As a result, we used item response theory (IRT) to investigate gender invariance of the Short Form of the MSBS (MSBS-SF) among adolescents. Four hundred and sixty-six Italian high school students (51% male; M = 16.7, SD = 1.44) were recruited. A confirmatory factor analysis demonstrated the unidimensionality of the scale, and IRT analyses indicated that the scale was sufficiently informative. Differential item functioning (DIF) across genders showed that only one item had DIF that was both nonuniform and small in size. Additionally, relationships with negative/positive urgency and present/future-oriented time perspectives were found. Overall, this study offers evidence that the MSBS-SF is a valuable and useful scale for measuring state boredom among male and female adolescents.
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Choi Y. A Study of the Moderating Effect of Social Distance on the Relationship Between Motivators and Game Engagement. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2019. [DOI: 10.4018/ijgcms.2019070101] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
The purpose of the present study was to examine the relationships between motivation factors and game engagement and explore the moderating effect of perceived social distance on those relationships. For this, the present study collected data from 228 college students in South Korean through a survey method and used hierarchical multiple regression analyses with three-steps to test the hypotheses. In the results, first, the more fantasy, diversion, or arousal participants pursue in gameplay, the more they are engaged in the game. Second, the positive relationship between arousal and game engagement is stronger for participants in high rather than low in social exclusion. However, social exclusion was found to have no significance in the relationship between other motivators and game engagement. For research contribution, this study is the first one to examine the integral model of motivation factors of engagement in the game platform and to investigate the moderating effect of perceived social distance in gameplay.
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Triberti S, Gorini A, Savioni L, Sebri V, Pravettoni G. Avatars and the Disease: Digital Customization as a Resource for Self-Perception Assessment in Breast Cancer Patients. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2019; 22:558-564. [PMID: 31194583 DOI: 10.1089/cyber.2018.0461] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/29/2023]
Abstract
Avatars, or users' renditions within digital environments, may change depending on modifications of users' self-conception. According to literature, chronic health conditions influence patients and survivors' identity, because living with a disease requires people to reconfigure their self-representation and their own daily life and future plans. This is especially true for breast cancer, whose treatment and surgery also affect patients' body image, sexual identity, and sense of womanhood. In this study, 22 breast cancer survivors were asked to create multiple avatars resembling their actual self (AS), their ideal self (IS), and their self connected to the disease experience; then, they were asked to rate their attitudes toward their three avatars. Results show that disease avatars are significantly different in patients' attitudes toward them from AS and IS avatars. In addition, attitudes toward one's own avatars appeared partially related to clinically relevant psychological states, such as anxiety and depression. Discussion explores suggestions for usage of avatars in interventions for assessment and quality-of-life promotion among chronic patients.
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Affiliation(s)
- Stefano Triberti
- 1Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy.,2Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Alessandra Gorini
- 1Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy.,2Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Lucrezia Savioni
- 1Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy.,2Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Valeria Sebri
- 1Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy.,2Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Gabriella Pravettoni
- 1Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy.,2Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
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Throuvala MA, Janikian M, Griffiths MD, Rennoldson M, Kuss DJ. The role of family and personality traits in Internet gaming disorder: A mediation model combining cognitive and attachment perspectives. J Behav Addict 2019; 8:48-62. [PMID: 30739463 PMCID: PMC7044602 DOI: 10.1556/2006.8.2019.05] [Citation(s) in RCA: 48] [Impact Index Per Article: 9.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/28/2023] Open
Abstract
BACKGROUND AND AIMS Gaming disorder was recently recognized as a mental health disorder by the World Health Organization and included in the International Classification of Diseases. Extensive research has been conducted with regard to psychosocial correlates and comorbidity, less so for the developmental mechanisms and the processes leading to the disorder. The association between family factors, personality traits, and gaming has been studied independently but not in combination. To fill this gap in knowledge, this study examined (a) the association between parental acceptance-rejection theory and Internet gaming disorder (IGD) and (b) the mediating and moderating effect of core self-evaluations (CSE), a personality construct, on the aforementioned variables. METHODS The study was quantitative and involved young adults members of online gaming communities (N = 225). RESULTS The results showed that parental rejection is associated with the occurrence of IGD, only through the mediating effect of CSE. The moderation model was not confirmed. DISCUSSION Findings bridge early emotional deficits with CSE personality traits and IGD, based on two widely acknowledged theoretical frameworks. In addition, they highlight the importance of the father's role in upbringing. CONCLUSIONS These frameworks combine cognitive and attachment perspectives and a process-oriented approach to the development and maintenance of IGD. The implications of these findings are discussed in relation to (a) the mechanisms leading to the disorder and (b) providing an evidence base for therapeutic interventions for IGD to go beyond abstinence and include self-esteem enhancement and efficacy contingencies. Directions for future research are also provided in this study.
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Affiliation(s)
- Melina A. Throuvala
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK,Corresponding author: Melina A. Throuvala; International Gaming Research Unit, Psychology Department, Nottingham Trent University, Burton Street, Nottingham, NG1 4FQ, Nottingham, UK; Phone: +44 115 941 8418; E-mail:
| | - Mari Janikian
- School of Graduate and Professional Education, Deree – The American College of Greece, Athens, Greece
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Mike Rennoldson
- Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Daria J. Kuss
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
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Why we put on the sorting hat: motivations to take fan personality tests. CURRENT ISSUES IN PERSONALITY PSYCHOLOGY 2019. [DOI: 10.5114/cipp.2020.91473] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
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Phan TLT, Tucker JM, Siegel R, Christison AL, Stratbucker W, Werk LN, Hossain J, Datto G, Gentile DA, Stubblefield S. Electronic Gaming Characteristics Associated with Class 3 Severe Obesity in Youth Who Attend the Pediatric Weight Management Programs of the COMPASS Network. Child Obes 2019; 15:21-30. [PMID: 30272488 PMCID: PMC6338554 DOI: 10.1089/chi.2018.0156] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/05/2023]
Abstract
BACKGROUND The prevalence of severe obesity and electronic game use among youth has increased over time. METHODS We administered a survey assessing gaming and psycho-demographic characteristics to youth aged 11-17 attending five weight management programs. We conducted chi-square and logistic regression analyses to describe the association between class 3 severe obesity and gaming characteristics. RESULTS Four hundred twelve youth (51% female, 26% Black, 25% Hispanic, 43% White, and 44% with class 3 severe obesity) completed the survey. There was a stepwise relationship between time spent gaming and class 3 severe obesity, with 28% of those playing 2 to <4 hours a day, 48% of those playing 4 to <6 hours a day, and 56% of those playing ≥6 hours a day having class 3 severe obesity (p = 0.002). Compared to youth without class 3 severe obesity, youth with class 3 severe obesity were more likely to have a TV in the bedroom (76% vs. 63%, p = 0.004) and play games on a console (39% vs. 27%, p = 0.03) and were less likely to report parental limit setting on type of games played (7% vs. 16%, p = 0.006). Youth who played games ≥4 hours a day were 1.94 times (95% confidence interval 1.27-3.00) more likely to have class 3 severe obesity than those who played <4 hours a day, after adjustment for demographic, behavioral, and academic variables. CONCLUSIONS Our study demonstrates a clear association between gaming characteristics, especially time spent gaming, and severe obesity in youth. Further research testing family-based interventions that target gaming behaviors in youth are needed.
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Affiliation(s)
- Thao-Ly T. Phan
- Department of Pediatrics, Nemours A.I. duPont Hospital for Children/Sidney Kimmel Medical College, Thomas Jefferson University, Wilmington, DE.,Address correspondence to: Thao-Ly T. Phan, MD, MPH, Department of Pediatrics, Nemours/A.I. duPont Hospital for Children, 1600 Rockland Road, Wilmington, DE 19803
| | - Jared M. Tucker
- Department of Pediatrics, Helen DeVos Children's Hospital/Michigan State University, Grand Rapids, MI
| | - Robert Siegel
- Department of Pediatrics, Cincinnati Children's/University of Cincinnati, Cincinnati, OH
| | - Amy L. Christison
- Department of Pediatrics, University of Illinois College of Medicine at Peoria, Peoria, IL
| | - William Stratbucker
- Department of Pediatrics, Helen DeVos Children's Hospital/Michigan State University, Grand Rapids, MI
| | - Lloyd N. Werk
- Department of Pediatrics, Nemours Children's Hospital, Orlando, FL
| | - Jobayer Hossain
- Department of Pediatrics, Nemours A.I. duPont Hospital for Children/Sidney Kimmel Medical College, Thomas Jefferson University, Wilmington, DE
| | - George Datto
- Department of Pediatrics, Nemours A.I. duPont Hospital for Children/Sidney Kimmel Medical College, Thomas Jefferson University, Wilmington, DE
| | | | - Sam Stubblefield
- Department of Pediatrics, Nemours A.I. duPont Hospital for Children/Sidney Kimmel Medical College, Thomas Jefferson University, Wilmington, DE
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Bélair MA, Kohen DE, Kingsbury M, Colman I. Relationship between leisure time physical activity, sedentary behaviour and symptoms of depression and anxiety: evidence from a population-based sample of Canadian adolescents. BMJ Open 2018; 8:e021119. [PMID: 30337306 PMCID: PMC6196847 DOI: 10.1136/bmjopen-2017-021119] [Citation(s) in RCA: 95] [Impact Index Per Article: 15.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/15/2017] [Revised: 07/27/2018] [Accepted: 08/22/2018] [Indexed: 12/20/2022] Open
Abstract
BACKGROUND Physical and sedentary activities have been identified as potentially modifiable risk factors for many diseases, including mental illness, and may be effective targets for public health policy and intervention. However, the relative contribution of physical activity versus sedentary behaviour to mental health is less clear. This study investigated the cross-sectional association between physical activity, sedentary activity and symptoms of depression and anxiety at age 14-15 in the National Longitudinal Survey of Children and Youth (NLSCY). METHODS Respondents aged 14-15 years between 1996 and 2009 who reported on symptoms of depression in the NLSCY were included (n=9702). Multinomial logistic regression was used to assess the relationship between physical and sedentary activity and symptoms of depression and anxiety. Joint models including both physical and sedentary activity were also explored. Models were adjusted for sex, ethnicity, immigration status, family income, parental education, recent major stressful life events and chronic health conditions. RESULTS The odds of having moderate and severe symptoms of depression and anxiety compared with no symptoms was 1.43 (1.11 to 1.84) and 1.88 (1.45 to 2.45) times higher, respectively, in physically inactive youth relative to physically active youth. The odds of having moderate and severe symptoms of depression and anxiety compared with no symptoms was 1.38 (1.13 to 1.69) and 1.31 (1.02 to 1.69) times higher, respectively, in sedentary youth relative to non-sedentary youth. In joint models including both physical and sedentary activity, sedentary activity was not consistently associated with symptoms of depression and anxiety. CONCLUSIONS Both physical inactivity and sedentary activity appear to be significantly related to symptoms of depression and anxiety. The importance of distinguishing these two behaviours has relevance for research as well as policies targeting physical activity and mental health in youth.
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Affiliation(s)
- Marc-André Bélair
- School of Epidemiology and Public Health, University of Ottawa, Ottawa, Ontario, Canada
| | - Dafna E Kohen
- School of Epidemiology and Public Health, University of Ottawa, Ottawa, Ontario, Canada
- Health Analysis Division, Statistics Canada, Ottawa, Ontario, Canada
| | - Mila Kingsbury
- School of Epidemiology and Public Health, University of Ottawa, Ottawa, Ontario, Canada
| | - Ian Colman
- School of Epidemiology and Public Health, University of Ottawa, Ottawa, Ontario, Canada
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Lau JTF, Walden DL, Wu AMS, Cheng KM, Lau MCM, Mo PKH. Bidirectional predictions between Internet addiction and probable depression among Chinese adolescents. J Behav Addict 2018; 7:633-643. [PMID: 30264608 PMCID: PMC6426401 DOI: 10.1556/2006.7.2018.87] [Citation(s) in RCA: 54] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
Abstract
BACKGROUND AND AIMS The aim of the study is to investigate (a) whether probable depression status assessed at baseline prospectively predicted new incidence of Internet addiction (IA) at the 12-month follow-up and (b) whether IA status assessed at baseline prospectively predicted new incidence of probable depression at follow-up. METHODS We conducted a 12-month cohort study (n = 8,286) among Hong Kong secondary students, and derived two subsamples. The first subsample (n = 6,954) included students who were non-IA at baseline, using the Chen Internet Addiction Scale (≤63), and another included non-depressed cases at baseline (n = 3,589), using the Center for Epidemiological Studies Depression Scale (<16). RESULTS In the first subsample, 11.5% of the non-IA cases developed IA during follow-up, and probable depression status at baseline significantly predicted new incidence of IA [severe depression: adjusted odds ratio (ORa) = 2.50, 95% CI = 2.07, 3.01; moderate: ORa = 1.82, 95% CI = 1.45, 2.28; mild: ORa = 1.65, 95% CI = 1.32, 2.05; reference: non-depressed], after adjusting for sociodemographic factors. In the second subsample, 38.9% of those non-depressed participants developed probable depression during follow-up. Adjusted analysis showed that baseline IA status also significantly predicted new incidence of probable depression (ORa = 1.57, 95% CI = 1.18, 2.09). DISCUSSION AND CONCLUSIONS The high incidence of probable depression is a concern that warrants interventions, as depression has lasting harmful effects in adolescents. Baseline probable depression predicted IA at follow-up and vice versa, among those who were free from IA/probable depression at baseline. Healthcare workers, teachers, and parents need to be made aware of this bidirectional finding. Interventions, both IA and depression prevention, should thus take both problems into consideration.
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Affiliation(s)
- Joseph T. F. Lau
- Centre for Health Behaviours Research, The Jockey Club School of Public Health and Primary Care, Faculty of Medicine,The Chinese University of Hong Kong, Hong Kong, China,School of Public Health, Zhengjiang University, Hangzhou, China,Corresponding author: Joseph T. F. Lau; Faculty of Medicine, Centre for Health Behaviours Research, The Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, 5/F, Hong Kong, China; Phone: +852 2637 6606; Fax: +852 2645 3098; E-mail:
| | - Danielle L. Walden
- Centre for Health Behaviours Research, The Jockey Club School of Public Health and Primary Care, Faculty of Medicine,The Chinese University of Hong Kong, Hong Kong, China
| | - Anise M. S. Wu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macao, China
| | - Kit-man Cheng
- Centre for Health Behaviours Research, The Jockey Club School of Public Health and Primary Care, Faculty of Medicine,The Chinese University of Hong Kong, Hong Kong, China
| | - Mason C. M. Lau
- Centre for Health Behaviours Research, The Jockey Club School of Public Health and Primary Care, Faculty of Medicine,The Chinese University of Hong Kong, Hong Kong, China
| | - Phoenix K. H. Mo
- Centre for Health Behaviours Research, The Jockey Club School of Public Health and Primary Care, Faculty of Medicine,The Chinese University of Hong Kong, Hong Kong, China
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Paulus FW, Ohmann S, von Gontard A, Popow C. Internet gaming disorder in children and adolescents: a systematic review. Dev Med Child Neurol 2018; 60:645-659. [PMID: 29633243 DOI: 10.1111/dmcn.13754] [Citation(s) in RCA: 241] [Impact Index Per Article: 40.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 02/02/2018] [Indexed: 02/02/2023]
Abstract
AIM Internet gaming disorder (IGD) is a serious disorder leading to and maintaining pertinent personal and social impairment. IGD has to be considered in view of heterogeneous and incomplete concepts. We therefore reviewed the scientific literature on IGD to provide an overview focusing on definitions, symptoms, prevalence, and aetiology. METHOD We systematically reviewed the databases ERIC, PsyARTICLES, PsycINFO, PSYNDEX, and PubMed for the period January 1991 to August 2016, and additionally identified secondary references. RESULTS The proposed definition in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition provides a good starting point for diagnosing IGD but entails some disadvantages. Developing IGD requires several interacting internal factors such as deficient self, mood and reward regulation, problems of decision-making, and external factors such as deficient family background and social skills. In addition, specific game-related factors may promote IGD. Summarizing aetiological knowledge, we suggest an integrated model of IGD elucidating the interplay of internal and external factors. INTERPRETATION So far, the concept of IGD and the pathways leading to it are not entirely clear. In particular, long-term follow-up studies are missing. IGD should be understood as an endangering disorder with a complex psychosocial background. WHAT THIS PAPER ADDS In representative samples of children and adolescents, on average, 2% are affected by Internet gaming disorder (IGD). The mean prevalences (overall, clinical samples included) reach 5.5%. Definitions are heterogeneous and the relationship with substance-related addictions is inconsistent. Many aetiological factors are related to the development and maintenance of IGD. This review presents an integrated model of IGD, delineating the interplay of these factors.
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Affiliation(s)
- Frank W Paulus
- Department of Child and Adolescent Psychiatry, Saarland University Hospital, Homburg, Germany
| | - Susanne Ohmann
- Department of Child and Adolescent Psychiatry, Medical University of Vienna, Vienna, Austria
| | - Alexander von Gontard
- Department of Child and Adolescent Psychiatry, Saarland University Hospital, Homburg, Germany
| | - Christian Popow
- Department of Child and Adolescent Psychiatry, Medical University of Vienna, Vienna, Austria
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Lin X, Su W, Potenza MN. Development of an Online and Offline Integration Hypothesis for Healthy Internet Use: Theory and Preliminary Evidence. Front Psychol 2018; 9:492. [PMID: 29706910 PMCID: PMC5908967 DOI: 10.3389/fpsyg.2018.00492] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/20/2017] [Accepted: 03/23/2018] [Indexed: 12/13/2022] Open
Abstract
The Internet has become an integral part of our daily life, and how to make the best use of the Internet is important to both individuals and the society. Based on previous studies, an Online and Offline Integration Hypothesis is proposed to suggest a framework for considering harmonious and balanced Internet use. The Integration Hypothesis proposes that healthier patterns of Internet usage may be achieved through harmonious integration of people's online and offline worlds. An online/offline integration is proposed to unite self-identity, interpersonal relationships, and social functioning with both cognitive and behavioral aspects by following the principles of communication, transfer, consistency, and "offline-first" priorities. To begin to test the hypothesis regarding the relationship between integration level and psychological outcomes, data for the present study were collected from 626 undergraduate students (41.5% males). Participants completed scales for online and offline integration, Internet addiction, pros and cons of Internet use, loneliness, extraversion, and life satisfaction. The findings revealed that subjects with higher level of online/offline integration have higher life satisfaction, greater extraversion, and more positive perceptions of the Internet and less loneliness, lower Internet addiction, and fewer negative perceptions of the Internet. Integration mediates the link between extraversion and psychological outcomes, and it may be the mechanism underlying the difference between the "rich get richer" and social compensation hypotheses. The implications of the online and offline integration hypothesis are discussed.
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Affiliation(s)
- Xiaoyan Lin
- Department of Applied Psychology, School of Humanities and Social Sciences, Fuzhou University, Fuzhou, China
- Department of Sociology, Peking University, Beijing, China
| | - Wenliang Su
- Department of Applied Psychology, School of Humanities and Social Sciences, Fuzhou University, Fuzhou, China
- Institute of Psychological and Cognitive Sciences, Fuzhou University, Fuzhou, China
| | - Marc N Potenza
- Department of Psychiatry, Child Study Center, Department of Neuroscience, and the National Center on Addiction and Substance Abuse, Yale School of Medicine, New Haven, CT, United States
- Connecticut Mental Health Center, New Haven, CT, United States
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A Longitudinal Study for the Empirical Validation of an Etiopathogenetic Model of Internet Addiction in Adolescence Based on Early Emotion Regulation. BIOMED RESEARCH INTERNATIONAL 2018; 2018:4038541. [PMID: 29707569 PMCID: PMC5863349 DOI: 10.1155/2018/4038541] [Citation(s) in RCA: 27] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/15/2017] [Accepted: 02/07/2018] [Indexed: 12/15/2022]
Abstract
Several etiopathogenetic models have been conceptualized for the onset of Internet Addiction (IA). However, no study had evaluated the possible predictive effect of early emotion regulation strategies on the development of IA in adolescence. In a sample of N = 142 adolescents with Internet Addiction, this twelve-year longitudinal study aimed at verifying whether and how emotion regulation strategies (self-focused versus other-focused) at two years of age were predictive of school-age children's internalizing/externalizing symptoms, which in turn fostered Internet Addiction (compulsive use of the Web versus distressed use) in adolescence. Our results confirmed our hypotheses demonstrating that early emotion regulation has an impact on the emotional-behavioral functioning in middle childhood (8 years of age), which in turn has an influence on the onset of IA in adolescence. Moreover, our results showed a strong, direct statistical link between the characteristics of emotion regulation strategies in infancy and IA in adolescence. These results indicate that a common root of unbalanced emotion regulation could lead to two different manifestations of Internet Addiction in youths and could be useful in the assessment and treatment of adolescents with IA.
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Kim MK, Jung YH, Kyeong S, Shin YB, Kim E, Kim JJ. Neural Correlates of Distorted Self-concept in Individuals With Internet Gaming Disorder: A Functional MRI Study. Front Psychiatry 2018; 9:330. [PMID: 30090074 PMCID: PMC6069451 DOI: 10.3389/fpsyt.2018.00330] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/28/2018] [Accepted: 06/29/2018] [Indexed: 01/22/2023] Open
Abstract
Background and aims: Discrepancy between ideal self-guide and actual self-concept evoke dejection-related feeling, and often individuals with internet gaming disorder (IGD) use games as the tool to escape those negative emotions. The aim of this study was to evaluate the pattern of self-discrepancy based on actual and ideal self-images and elucidate the neural correlates underlying the distorted self in individuals with IGD. Methods: Nineteen male individuals with IGD and 20 healthy controls (HCs) underwent functional magnetic resonance imaging where they decided on whether they agreed with the adjectives describing their actual or ideal self on a four-point Likert Scale. Two-sample t-test on the self-discrepancy contrast was conducted for neuroimaging analysis and correlation analysis was performed between the behavioral data and regional activities. Results: The IGD group evaluated both their ideal self and actual self more negatively than the HC group. Actual self-concept was associated with satisfaction with psychological needs as opposed to ideal self-guide. Brain activity in the inferior parietal lobule was significantly decreased in individuals with IGD relative to HCs in the self-discrepancy contrast. In addition, neural activity during evaluating actual self-concept showed a significant group difference. Conclusion: These results provide novel evidence for distorted self-concept of people with IGD. Individuals with IGD had a negative ideal and actual self-image. Neurobiologically, dysfunction in the inferior parietal lobule associated with emotional regulation and negative self-evaluation was found in IGD. Considering the characteristics of IGD that often develop in adolescence, this self-concept problem should be noted and applied with appropriate therapy.
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Affiliation(s)
- Min-Kyeong Kim
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea.,Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Young Hoon Jung
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, South Korea
| | - Sunghyon Kyeong
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Yu-Bin Shin
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, South Korea
| | - Eunjoo Kim
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea.,Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Jae-Jin Kim
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea.,Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea.,Brain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, South Korea
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De Pasquale C, Dinaro C, Sciacca F. Relationship of Internet gaming disorder with dissociative experience in Italian university students. Ann Gen Psychiatry 2018; 17:28. [PMID: 29983724 PMCID: PMC6003028 DOI: 10.1186/s12991-018-0198-y] [Citation(s) in RCA: 22] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/04/2018] [Accepted: 06/08/2018] [Indexed: 12/15/2022] Open
Abstract
The purpose of this study was twofold: (a) to investigate the prevalence of Internet gaming disorder (IGD) among Italian university students and (b) to explore the associations between the former and dissociative phenomena. The sample included 221 college students, 93 males and 128 females, aged between 18 and 25 (M = 21.56; SD = 1.42). They were asked to state their favourite games choice and were administered a demographic questionnaire, the APA symptom checklist based on the diagnostic criteria of IGD in the DSM-5, the Internet Gaming Disorder Scale Short Form (IGD9-SF) and the Italian version of dissociative experience scale for adolescents and young adults. The different game types used are distributed as follows: Massively Multiplayer Online Role-Playing Game (30%), flash games (26%), multiplayer games (24%), and online gambling (23%). The results of the study showed a high incidence of Internet gaming disorder risk in college students (84.61%). Specifically, our data confirmed the literature on the incidence of the male gender bias among online players (M = 28.034; SD = 2.213). Thirty-three subjects (31 male and 2 female) on 221 (14.9%) matched five or more criteria for clinical diagnosis of IGD. The data showed a positive correlation between Internet gaming disorder risk and some dissociative experiences: depersonalisation and derealisation (AbII/item6 r = .311; DD/item6 r = .322); absorption and imaginative involvement (AbII/item2 r = .319; AbII/item8 r = .403) and passive influence (PI/item3 r = .304; PI/item4 r = .366; PI/item9 r = .386). This study shedded light on psychopathological aspects that preceded the spread of IGD and encourages the implementation of a programmatic plan of preventative interventions by Italian public institutions, to prevent and tame the spreading of such addictive behaviours.
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Affiliation(s)
- Concetta De Pasquale
- 1Department of Education Science, University of Catania, Via Teatro Greco, 84, Catania, Italy
| | - Carmela Dinaro
- Drug Addiction Health Service, SER.T-ASP3 in Catania, Via Fabio, 1, Acireale (CT), Italy
| | - Federica Sciacca
- 1Department of Education Science, University of Catania, Via Teatro Greco, 84, Catania, Italy
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Männikkö N, Ruotsalainen H, Miettunen J, Pontes HM, Kääriäinen M. Problematic gaming behaviour and health-related outcomes: A systematic review and meta-analysis. J Health Psychol 2017; 25:67-81. [DOI: 10.1177/1359105317740414] [Citation(s) in RCA: 72] [Impact Index Per Article: 10.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/18/2023] Open
Abstract
This systematic review and meta-analysis aimed to investigate the interplay between problematic gaming behaviour and health-related outcomes at different developmental stages. A total of 50 empirical studies met the specified inclusion criteria, and a meta-analysis using correlation coefficients was used for the studies that reported adverse health implications regarding the impact of problematic gaming behaviour on depression, anxiety, obsessive–compulsive disorder and somatisation. Overall, the results suggested that problematic gaming behaviour is significantly associated with a wide range of detrimental health-related outcomes. Finally, the limitations of this review alongside its implications were discussed and considered for future research.
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Affiliation(s)
- Niko Männikkö
- Oulu University of Applied Sciences, Department of Social Services and Rehabilitation, Oulu, Finland
| | - Heidi Ruotsalainen
- University of Oulu, Research Unit of Nursing Science and Health Management, Oulu, Finland
| | - Jouko Miettunen
- University of Oulu, Center for Life Course Health Research, Oulu, Finland
| | - Halley M Pontes
- Nottingham Trent University, Department of Psychology, International Gaming Research Unit (IGRU), Nottingham, United Kingdom
| | - Maria Kääriäinen
- University of Oulu, Research Unit of Nursing Science and Health Management, Oulu, Finland
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Debrosse R, Rossignac-Milon M, Taylor DM. When “who we are” and “who I desire to be” appear disconnected: Introducing collective/personal self-discrepancies and investigating their relations with minority students' psychological health. EUROPEAN JOURNAL OF SOCIAL PSYCHOLOGY 2017. [DOI: 10.1002/ejsp.2320] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
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Stubblefield S, Datto G, Phan TLT, Werk LN, Stackpole K, Siegel R, Stratbucker W, Tucker JM, Christison AL, Hossain J, Gentile DA. Problem Video Gaming Among Children Enrolled in Tertiary Weight Management Programs. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2017; 20:109-116. [PMID: 28170312 DOI: 10.1089/cyber.2016.0386] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
Abstract
Prior studies show seven percent to nine percent of children demonstrate gaming behaviors that affect a child's ability to function (e.g., problem gaming), but none have examined the association between problem gaming and weight status. The objective of this study was to determine the prevalence of problem gaming among children enrolled in tertiary weight management programs. We administered a computer-based survey to a convenience sample of children aged 11-17 years enrolled in five geographically diverse pediatric weight management (PWM) programs in the COMPASS (Childhood Obesity Multi-Program Analysis and Study System) network. The survey included demographics, gaming characteristics, and a problem gaming assessment. The survey had 454 respondents representing a diverse cohort (53 percent females, 27 percent black, 24 percent Hispanic, 41 percent white) with mean age of 13.7 years. A total of 8.2 percent of respondents met criteria for problem gaming. Problem gamers were more likely to be white, male, play mature-rated games, and report daily play. Children in PWM programs reported problem gaming at the same rate as other pediatric populations. Screening for problem gaming provides an opportunity for pediatricians to address gaming behaviors that may affect the health of children with obesity who already are at risk for worsened health and quality of life.
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Affiliation(s)
- Sam Stubblefield
- 1 Department of General Pediatrics, Nemours/Alfred I. duPont Hospital for Children , Wilmington, Delaware
| | - George Datto
- 1 Department of General Pediatrics, Nemours/Alfred I. duPont Hospital for Children , Wilmington, Delaware
| | - Thao-Ly T Phan
- 1 Department of General Pediatrics, Nemours/Alfred I. duPont Hospital for Children , Wilmington, Delaware
| | - Lloyd N Werk
- 2 Department of General Pediatrics, Nemours Children's Hospital , Orlando, Florida
| | - Kristin Stackpole
- 3 Center for Better Health and Nutrition/HealthWorks!, Cincinnati Children's Hospital Medical Center , Cincinnati, Ohio
| | - Robert Siegel
- 3 Center for Better Health and Nutrition/HealthWorks!, Cincinnati Children's Hospital Medical Center , Cincinnati, Ohio
| | - William Stratbucker
- 4 Healthy Weight Center, Helen DeVos Children's Hospital, Michigan State University , Grand Rapids, Michigan.,5 Department of Pediatrics and Human Development, Michigan State University , Grand Rapids, Michigan
| | - Jared M Tucker
- 4 Healthy Weight Center, Helen DeVos Children's Hospital, Michigan State University , Grand Rapids, Michigan.,5 Department of Pediatrics and Human Development, Michigan State University , Grand Rapids, Michigan
| | - Amy L Christison
- 6 Department of Pediatrics, University of Illinois College of Medicine at Peoria , Peoria, Illinois
| | - Jobayer Hossain
- 7 Nemours Research, Nemours/Alfred I. duPont Hospital for Children , Wilmington, Delaware
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