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Kroshus-Havril E, Steiner MK, Christakis D. Family and developmental correlates of adolescent involvement in decision making about screen use. Prev Med Rep 2024; 41:102717. [PMID: 38623581 PMCID: PMC11016903 DOI: 10.1016/j.pmedr.2024.102717] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/12/2023] [Revised: 04/04/2024] [Accepted: 04/05/2024] [Indexed: 04/17/2024] Open
Abstract
Objective Assess how child involvement in making rules about screen time relates to age, child prosocial functioning, and amount of screen use. Methods NORC's AmeriSpeak Panel was used to recruit a nationally representative sample of parents or guardians of school-aged children (age 5-17) in the United States (n = 2084). Parents completed survey that included measures of screen time, child involvement in rule making about screen use, family functioning, and dimensions of child psychosocial functioning. Results Across all age categories, most families had some form of rules about the allowable amount of screen-based digital media for uses other than schoolwork: 86% of elementary school-aged children (ages 5 to 10), 81% of middle school-aged children (ages 11-13), and 61% of high school aged children (ages 14-17). Across all age groups, having rules was associated with fewer hours of screen time (elementary school: B = -1.31, 95% CI = -1.80 to -0.81, p < 0.001; middle school: B = -1.40, 95% CI = -2.20 to -0.59, p < 0.001; high school: B = -0.97, 95% CI = -1.68 to -0.27, p = 0.007). Child involvement in making rules was significantly greater for high school students as compared to elementary school students (ß=0.12, p < 0.001), and not associated with high school- or middle-school aged child screen time. Across all age groups, child involvement in making rules was associated with higher levels of prosocial functioning (elementary school: ß=0.07, p < 0.001; middle school: ß=0.19, p = 0.001; high school: ß=0.21, p < 0.001). Conclusions Child involvement in making rules about screen use may be an opportunity to strengthen developmentally important competencies, as part of a broader autonomy-supportive approach to parenting.
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Affiliation(s)
- Emily Kroshus-Havril
- Seattle Children’s Research Institute, Center for Child Health, Behavior and Development, USA
- University of Washington, Department of Pediatrics, USA
| | - Mary Kathleen Steiner
- Seattle Children’s Research Institute, Center for Child Health, Behavior and Development, USA
| | - Dimitri Christakis
- Seattle Children’s Research Institute, Center for Child Health, Behavior and Development, USA
- University of Washington, Department of Pediatrics, USA
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2
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Guo N, Weng X, Zhao SZ, Zhang J, Wang MP, Li L, Wang L. Adverse childhood experiences on internet gaming disorder mediated through insomnia in Chinese young people. Front Public Health 2023; 11:1283106. [PMID: 38074757 PMCID: PMC10703159 DOI: 10.3389/fpubh.2023.1283106] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2023] [Accepted: 10/24/2023] [Indexed: 12/18/2023] Open
Abstract
Background Adverse childhood experiences (ACEs) have been associated with addictions such as substance use disorders. Few have examined ACEs on internet gaming disorder (IGD) as a newly established behavioral addiction, and the potential mediating role of insomnia remains unclear. We examined the associations between ACE number and types, IGD, and insomnia. Methods Participants included 1, 231 Chinese university students (54.5% male; 56.9% aged 18-20 years) who had played internet games at least once in the previous month. ACEs were measured using the 10-item ACE questionnaire (yes/no). Symptoms of insomnia and IGD were measured using the Insomnia Severity Index and the 9-item Internet Gaming Disorder Scale-Short-Form, respectively. Multivariable regressions examined the associations, adjusting for sex, age, maternal and paternal educational attainment, monthly household income, smoking, and alcohol drinking. The mediating role of insomnia symptoms was explored. Results The prevalence of ACEs≥1 was 40.0%. Childhood verbal abuse was the most prevalent (17.4%), followed by exposure to domestic violence (17.1%) and childhood physical abuse (15.5%). More ACE numbers showed an association with IGD symptoms (adjusted OR = 1.11, 95% CI 1.04, 1.17). Specifically, IGD symptoms were observed for childhood physical neglect, emotional neglect, sexual abuse, parental divorce or separation, and household substance abuse. Insomnia symptoms mediated the associations of ACE number and types with IGD symptoms (proportion of total effect mediated range 0.23-0.89). Conclusion The number and specific types of ACEs showed associations with IGD mediated through insomnia. Screening of ACEs is recommended in future studies on IGD. Longitudinal data are warranted to determine the causality of the observed associations.
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Affiliation(s)
- Ningyuan Guo
- School of Nursing, Shanghai Jiao Tong University, Shanghai, China
| | - Xue Weng
- Institute of Advanced Studies in Humanities and Social Sciences, Beijing Normal University, Zhuhai, China
| | - Sheng Zhi Zhao
- School of Nursing, The University of Hong Kong, Hong Kong, Hong Kong SAR, China
| | - Juan Zhang
- The International Peace Maternity and Child Health Hospital, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Man Ping Wang
- School of Nursing, The University of Hong Kong, Hong Kong, Hong Kong SAR, China
| | - Li Li
- Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Lin Wang
- School of Nursing, Shanghai Jiao Tong University, Shanghai, China
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Király O, Koncz P, Griffiths MD, Demetrovics Z. Gaming disorder: A summary of its characteristics and aetiology. Compr Psychiatry 2023; 122:152376. [PMID: 36764098 DOI: 10.1016/j.comppsych.2023.152376] [Citation(s) in RCA: 11] [Impact Index Per Article: 11.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/29/2022] [Revised: 01/30/2023] [Accepted: 01/31/2023] [Indexed: 02/04/2023] Open
Abstract
The emergence, development, and maintenance of gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. None of these alone are sufficient to cause a disordered state, but it is the interactive co-occurrence of all these factors, which in some cases leads to GD. The goal of the present paper is to discuss in detail these three factors based on relevant and recent findings of the literature. Among gaming-related factors, we discuss online vs. offline videogames, the role of game genres, structural characteristics, game design elements, as well as some important monetization techniques. Among individual factors demographic risk factors, personality traits, motivational factors, comorbid psychopathology, genetic predisposition, and neurobiological processes are considered. Finally, among environmental factors we discuss family factors, early life experiences, the role of peers and school-related factors, as well as the broader context of culture including the popularity of esports.
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Affiliation(s)
- Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
| | - Patrik Koncz
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming at the University of Gibraltar, Gibraltar
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4
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Colasante E, Pivetta E, Canale N, Vieno A, Marino C, Lenzi M, Benedetti E, King DL, Molinaro S. Problematic gaming risk among European adolescents: a cross-national evaluation of individual and socio-economic factors. Addiction 2022; 117:2273-2282. [PMID: 35165980 PMCID: PMC9544763 DOI: 10.1111/add.15843] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/30/2021] [Accepted: 01/31/2022] [Indexed: 02/06/2023]
Abstract
BACKGROUND AND AIMS Previous research has identified numerous risk and protective factors of adolescent problematic gaming (PG) at the individual and social levels; however, the influence of socio-economic indicators on PG is less known. This study aimed to measure the contribution of individual and socio-economic factors involved in PG risk among adolescents from 30 European countries. DESIGN Multi-level logistic regression analysis of survey data from the 2019 European School Survey Project on Alcohol and Other Drugs (ESPAD) cross-sectional study using self-administered anonymous questionnaires. SETTING Thirty European countries. PARTICIPANTS A representative cohort of 15-16-year-old students (n = 88 998 students; males = 49.2%). MEASUREMENTS The primary outcome measure was adolescents' (low and high) risk of PG. Individual key predictors included self-report assessments of socio-demographic characteristics, time spent gaming and family variables (parental regulation and monitoring, family support). Main country-level predictors comprised Gini coefficient for economic inequalities and benefits for families and children (% gross domestic product), retrieved from international public data sets and national thematic reports. The data analysis plan involved multi-level logistic regression. FINDINGS Participants who reported stronger parental regulation [odds ratio (OR) = 0.81, 95% confidence interval (CI) = 0.79-0.83] and higher family support (OR = 0.93, 95% CI = 0.91-0.95) reported lower risk of PG. At the country-level, economic inequalities (OR = 1.05, 95% CI = 1.03-1.07) were positively associated with the risk of PG, while benefits for families and children (OR = 0.78, 95% CI = 0.70-0.89) were negatively correlated with the risk of PG. CONCLUSIONS Supportive family environments, lower country-level economic inequalities and higher government expenditures on benefits for families and children appear to be associated with a lower risk of problematic gaming among European adolescents.
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Affiliation(s)
- Emanuela Colasante
- Epidemiology and Health Research LaboratoryInstitute of Clinical Physiology, National Research Council of ItalyPisaItaly
| | - Erika Pivetta
- Department of Developmental and Social PsychologyUniversity of PadovaPadovaItaly
| | - Natale Canale
- Department of Developmental and Social PsychologyUniversity of PadovaPadovaItaly
| | - Alessio Vieno
- Department of Developmental and Social PsychologyUniversity of PadovaPadovaItaly
| | - Claudia Marino
- Department of Developmental and Social PsychologyUniversity of PadovaPadovaItaly
| | - Michela Lenzi
- Department of Developmental and Social PsychologyUniversity of PadovaPadovaItaly
| | - Elisa Benedetti
- Epidemiology and Health Research LaboratoryInstitute of Clinical Physiology, National Research Council of ItalyPisaItaly
| | - Daniel L. King
- College of Education, Psychology, and Social WorkFlinders UniversityBedford ParkAustralia
| | - Sabrina Molinaro
- Epidemiology and Health Research LaboratoryInstitute of Clinical Physiology, National Research Council of ItalyPisaItaly
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Kelleci M, Tel H, Akgül Gündoğdu N, Temel Mert Z. Evaluation of peer bullying, internet addiction, and psychological adaptation level of students aged 9-15. JOURNAL OF CHILD AND ADOLESCENT PSYCHIATRIC NURSING 2021; 34:303-312. [PMID: 34118109 DOI: 10.1111/jcap.12336] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/01/2020] [Revised: 05/28/2021] [Accepted: 05/31/2021] [Indexed: 11/30/2022]
Abstract
PURPOSE This study was conducted to evaluate peer bullying, internet addiction, and psychological adaptation capabilities of students in the 9-15 age group. DESIGN AND METHODS The study was performed as cross-sectional-descriptive research with 880 students included in the research sample. FINDINGS One-fourth of the students in the 9-15 age group suffered from psychological adaptation issues, one-fifth suffered from bullying issues, and 16.5% suffered from internet addiction. CONCLUSION There is a need for early determination in risky age groups, a collaboration between parents and teachers in schools, and extended social studies on the prevention of peer bullying and internet addiction.
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Affiliation(s)
- Meral Kelleci
- Department of Mental Health and Diseases Nursing, Faculty of Health Science, University of Sivas Cumhuriyet, Sivas, Turkey
| | - Havva Tel
- Department of Mental Health and Diseases Nursing, Faculty of Health Science, University of Sivas Cumhuriyet, Sivas, Turkey
| | - Nurcan Akgül Gündoğdu
- Department of Public Health Nursing, Bandirma Onyedi Eylul University, Bandirma, Balıkesir, Turkey
| | - Zeynep Temel Mert
- Department of Child Health and Disease Nursing, Faculty of Health Science, University of Sivas Cumhuriyet, Sivas, Turkey
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Columb D, Keegan E, Griffiths MD, O'Gara C. A descriptive pilot survey of behavioural addictions in an adolescent secondary school population in Ireland. Ir J Psychol Med 2021:1-13. [PMID: 34057059 DOI: 10.1017/ipm.2021.40] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
Abstract
OBJECTIVES The aim of the present study was to evaluate the levels of possible internet addiction, gaming addiction, gambling addiction and associated mental health difficulties in a secondary school population in Ireland. METHODS An online survey containing questions related to internet addiction, gaming addiction, gambling addiction and associated mental health difficulties was administered to secondary school adolescents in Ireland. Participants were self-selecting and answered questions on the characteristics of each topic and screening questionnaires for addiction to each behaviour, as well as their respective effects on mental health. RESULTS A total of 234 children participated in the survey (156 males; aged 12-18 years; average age of 14.2 years; S.D. 1.60). Internet addiction as assessed using the Chen Internet Addiction Scale was present for between 11.5% and 22.6% and levels of gaming addiction as assessed using by the Internet Gaming Disorder Scale-Short Form was present for between 0.5% and 1.6%. Weak positive correlations were found between time spent on the internet and time spent gaming with internet addiction and gaming addiction, respectively. There were weak positive correlations between higher internet addiction scores, higher gaming addiction scores, and increased depression and anxiety scores. Using the South Oaks Gambling Screen-Revised for Adolescents, two participants were classed as 'at-risk' for gambling addiction and one participant was classed as a problem gambler. CONCLUSIONS The present study examined behavioural addictions and their effects on mental health on a self-selecting sample of schoolchildren at two schools in Ireland. A low number were identified as being at risk or problem gamblers.
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Affiliation(s)
- David Columb
- Addictions Department, St. John of God Hospital, Stillorgan, Dublin, Ireland
| | - Eoghan Keegan
- Addictions Department, St. John of God Hospital, Stillorgan, Dublin, Ireland
| | | | - Colin O'Gara
- Addictions Department, St. John of God Hospital, Stillorgan, Dublin, Ireland
- UCD School of Medicine and Medical Specialties, University College Dublin, Dublin, Ireland
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Juthamanee S, Gunawan J. Factors related to Internet and game addiction among adolescents: A scoping review. BELITUNG NURSING JOURNAL 2021; 7:62-71. [PMID: 37469945 PMCID: PMC10353650 DOI: 10.33546/bnj.1192] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/01/2020] [Revised: 10/23/2020] [Accepted: 03/18/2021] [Indexed: 07/21/2023] Open
Abstract
Background Understanding factors influencing Internet and game addiction in children and adolescents is very important to prevent negative consequences; however, the existing factors in the literature remain inconclusive. Objective This study aims to systematically map the existing literature of factors related to Internet and game addiction in adolescents. Methods A scoping review was completed using three databases - Science Direct, PROQUEST Dissertations and Theses, and Google Scholar, which covered the years between 2009 to July 2020. Quality appraisal and data extraction were presented. A content analysis was used to synthesize the results. Results Ultimately, 62 studies met inclusion criteria. There were 82 associated factors identified and grouped into 11 categories, including (1) socio-demographic characteristics, (2) parental and family factors, (3) device ownership, Internet access and location, social media, and the game itself, (4) personality/traits, psychopathology factors, self-efficacy, (5) education and school factors, (6) perceived enjoyment, (7) perceived benefits, (8) health-compromising behaviors, (9) peers/friends relationships and supports, (10) life dissatisfaction and stress, and (11) cybersafety. Conclusion Internet and game addiction among adolescents are multifactorial. Nurses should consider the factors identified in this study to provide strategies to prevent and reduce addiction in adolescents.
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Affiliation(s)
| | - Joko Gunawan
- Belitung Raya Foundation, East Belitung, Bangka Belitung, Indonesia
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8
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Stevens MWR, Delfabbro PH, King DL. Prevention Strategies to Address Problematic Gaming: An Evaluation of Strategy Support Among Habitual and Problem Gamers. J Prim Prev 2021; 42:183-201. [PMID: 33710442 PMCID: PMC7970787 DOI: 10.1007/s10935-021-00629-0] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/25/2021] [Indexed: 01/07/2023]
Abstract
Psychosocial problems arising from excessive gaming are a public health issue across the developed world. In its most serious form, problematic gaming is recognized as gaming disorder (GD) in the ICD-11. Research has tended to focus on the value of outpatient treatment for GD, but less attention has been paid to broader prevention strategies to address less serious but nevertheless harmful gaming behaviors. Another gap in this literature has been the lack of involvement of the gaming community as stakeholders to identify feasible prevention approaches. This study investigated: (1) regular and problematic gamers' level of support for different prevention strategies within primary, secondary, and tertiary approaches; and, (2) whether self-efficacy is associated with greater support for prevention strategies, as predicted by the Health Belief Model. A total of 992 participants completed an online survey that evaluated support for problem gaming prevention strategies and included measures of self-efficacy, gaming involvement, and GD symptoms, psychological distress, and mental health help-seeking behaviors. Participants reported stronger support for primary prevention strategies, including education, screening, and warning labels, than for other prevention approaches. Overall, 61% of participants expressed support for primary prevention as compared to secondary (39%) and tertiary (36%) approaches. There was stronger support for outpatient care (48%) than inpatient services (25%). In-game shutdown features received the lowest support (65% disapproval). Contrary to the Health Belief Model, self-efficacy was not associated with prevention support. Younger, female, and less frequent gamers were more likely to support primary and secondary prevention strategies. These findings suggest that gamers may be more favorable toward prevention measures aligned with informed decision-making, autonomy, and self-directed actions. Gamers may be strongly opposed to modifications to the structure of gaming activities (e.g., shutdown features). Future research should evaluate the efficacy and cost-effectiveness of problem gaming prevention measures in different populations and regions.
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Affiliation(s)
| | - Paul H Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, Australia
| | - Daniel L King
- School of Psychology, The University of Adelaide, Adelaide, Australia.
- College of Education, Psychology and Social Work, Flinders University, Sturt Road, Bedford Park, SA, 5042, Australia.
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Tadpatrikar A, Sharma MK, Viswanath SS. Influence of technology usage on family communication patterns and functioning: A systematic review. Asian J Psychiatr 2021; 58:102595. [PMID: 33609981 DOI: 10.1016/j.ajp.2021.102595] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/19/2020] [Revised: 01/24/2021] [Accepted: 02/02/2021] [Indexed: 12/31/2022]
Abstract
UNLABELLED The upsurge of technological advancement and the introduction of the internet has impacted face to face communication. BACKGROUND The advances in this field have gained much interest in implying increased technology usage on various psychosocial factors, mainly mental health and changing communication patterns in the family system. METHODOLOGY This paper provides a systematic review of the literature published between 1990-2020, examining the relationship between technology usage and its impact on family factors like communication and family relationships. RESULTS A database search was conducted using certain keywords, and in total, 20 papers were selected according to inclusion criteria. The results are categorized into domains of 1) technology use of the family, 2) family communication 3) family bonding 4) rules for technology use 5) boundaries maintained by the family members related to technology use. CONCLUSION The results indicate that technology usage in families is very high, and maximum daily communication happens through technology. Family leisure time, offline family bonding and communication is negatively affected due to technology use. A model was developed which has implications in the family psychiatry field and specifically in working with families having difficulties managing healthy use of technology.
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Affiliation(s)
- Ashwini Tadpatrikar
- Department of Clinical Psychology, National Institute of Mental Health and Neurosciences (Institute of National Importance), Bangalore, Karnataka, India.
| | - Manoj Kumar Sharma
- Department of Clinical Psychology, National Institute of Mental Health and Neurosciences (Institute of National Importance), Bangalore, Karnataka, India.
| | - Silpa S Viswanath
- Department of Psychiatric Social Work, National Institute of Mental Health and Neurosciences (Institute of National Importance), Bangalore, Karnataka, India.
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Cote AC, Coles SM, Dal Cin S. The interplay of parenting style and family rules about video games on subsequent fighting behavior. Aggress Behav 2021; 47:135-147. [PMID: 33022116 DOI: 10.1002/ab.21931] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2020] [Revised: 08/19/2020] [Accepted: 08/28/2020] [Indexed: 11/09/2022]
Abstract
Due to ongoing concerns about adolescent interpersonal aggression and debates surrounding violent media, this study assesses the potential impacts of parental mediation and parenting style on mature video game play and fighting behaviors using a longitudinal, random-digit-dial survey of adolescents (N = 2722). By simultaneously considering fighting, M-rated video game play, parental restrictions on media use, parenting style, and important covariates, we aim to provide further nuance to existing work on risk and protective factors for interpersonal aggression. Our results show that parental restriction has a significant, linear relationship with later fighting, whereby higher restrictions on a child's M-rated video game play predict decreases in reported fighting behavior. Authoritative parenting, high in both warmth and supervisory attention, also relates to decreased levels of fighting compared to other styles. Parenting style also moderated the effects of restriction, such that restriction was not equally predictive of fighting behavior across all parenting styles. However, the association between restriction and fighting was similar for highly demanding parenting styles, suggesting that authoritative parenting is not inherently superior to authoritarian. The effects of restriction were significant despite controlling for multiple covariates. Parental restriction of media use may be an effective strategy for parents concerned about violent games. Given some limitations in our dataset, we call for continued study in this area.
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Affiliation(s)
| | - Stewart M. Coles
- University of Illinois at Urbana‐Champaign Champaign Illinois USA
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Touitou Y, Point S. Effects and mechanisms of action of light-emitting diodes on the human retina and internal clock. ENVIRONMENTAL RESEARCH 2020; 190:109942. [PMID: 32758719 DOI: 10.1016/j.envres.2020.109942] [Citation(s) in RCA: 31] [Impact Index Per Article: 7.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/19/2020] [Revised: 06/29/2020] [Accepted: 07/10/2020] [Indexed: 05/11/2023]
Abstract
White light-emitting diodes (LEDs) will likely become the most used lighting devices worldwide in the future because of their very low prices over the course of their long lifespans which can be up to several tens of thousands of hours. The expansion of LED use in both urban and domestic lighting has prompted questions regarding their possible health effects, because the light that they provide is potentially high in the harmful blue band (400-500 nm) of the visible light spectrum. Research on the potential effects of LEDs and their blue band on human health has followed three main directions: 1) examining their retinal phototoxicity; 2) examining disruption of the internal clock, i.e., an out-of-sync clock, in shift workers and night workers, including the accompanying health issues, most concerningly an increased relative risk of cancer; and 3) examining risky, inappropriate late-night use of smartphones and consoles among children and adolescents. Here, we document the recognized or potential health issues associated with LED lighting together with their underlying mechanisms of action. There is so far no evidence that LED lighting is deleterious to human retina under normal use. However, exposure to artificial light at night is a new source of pollution because it affects the circadian clock. Blue-rich light, including cold white LEDs, should be considered a new endocrine disruptor, because it affects estrogen secretion and has unhealthful consequences in women, as demonstrated to occur via a complex mechanism.
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Affiliation(s)
- Yvan Touitou
- Unité de Chronobiologie, Fondation A. de Rothschild, 75019, Paris, France.
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12
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How does gender swapping impact online gamer loyalty? The perspective of interdependence theory. ONLINE INFORMATION REVIEW 2018. [DOI: 10.1108/oir-08-2016-0230] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
Gender swapping – when gamers choose avatars of the opposite gender to their own – is a common feature of online gaming behavior, and recent studies have explored the reasons for it. However, no study has yet examined the role gender swapping plays in determining gamers’ continual engagement with communication via online games, i.e., online gamer loyalty. Therefore, the purpose of this paper is to examine this issue and develop hypotheses based on interdependence theory in the online gaming context.
Design/methodology/approach
Responses from a survey of 255 online gamers were used for the analysis.
Findings
Analytical results using structural equation modeling indicate that gender-swapping behavior is negatively related to social intelligence, which in turn is negatively related to network convergence (the extent of sharing a common social circle), thus contributing to relational switching costs and online gamer loyalty.
Originality/value
This study is the first to examine how gender swapping affects online gamer loyalty.
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Koning IM, Peeters M, Finkenauer C, van den Eijnden RJJM. Bidirectional effects of Internet-specific parenting practices and compulsive social media and Internet game use. J Behav Addict 2018; 7:624-632. [PMID: 30273047 PMCID: PMC6426398 DOI: 10.1556/2006.7.2018.68] [Citation(s) in RCA: 47] [Impact Index Per Article: 7.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/30/2022] Open
Abstract
INTRODUCTION This two-wave prospective study investigated the bidirectional relation between Internet-specific parenting (reactive restrictions, Internet-specific rules, and frequency and quality of communication about Internet) and adolescents' symptoms of social media disorder (SMD) and Internet gaming disorder (IGD). In addition, we investigated whether this relation was different for boys and girls. METHODS A sample of 352 adolescents (48.9% boys, Mage = 13.9, SDage = 0.74, range: 11-15) completed questionnaires at two waves. Zero-inflated cross-lagged analyses in Mplus were performed to predict the level of IGD and SMD symptoms by Internet-specific parenting practices and vice versa, while controlling for age, level of education, and outcome at T1. RESULTS More frequent parent-adolescent communication about Internet predicted more IGD (β = 0.26, p = .03) and SMD symptoms among boys, and more restrictive rules predicted fewer SMD symptoms among girls (β = -0.23, p = .08). More IGD symptoms predicted more reactive rules (β = 0.20, p = .08) among boys and girls and a higher frequency (β = 0.16, p = .02) and lower quality of communication (β = -0.24, p < .001) among boys and girls, respectively. CONCLUSIONS This study demonstrates bidirectional relations between Internet-specific parenting and IGD symptoms, but not SMD symptoms. Displaying IGD symptoms seems to elicit ineffective parental responses, which may further exacerbate problematic involvement in gaming. With respect to problematic social use media among girls, this study suggests that parents should set strict rules regarding Internet use, prior to problematic use of social media. Longitudinal studies on the role of parenting in development of Internet-related disorders would be promising in enhancing our understanding of how parents can effectively prevent problematic involvement in online behaviors among their children.
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Affiliation(s)
- Ina M. Koning
- Department of Interdisciplinary Social Science, Youth Studies, Utrecht University, Utrecht, The Netherlands,Corresponding author: Ina M. Koning; Department of Interdisciplinary Social Science, Youth Studies, Utrecht University, Heidelberglaan 1, Utrecht 3584 CS, The Netherlands; Phone: +31 30 253 3488; Fax: +31 30 253 4733; E-mail:
| | - Margot Peeters
- Department of Interdisciplinary Social Science, Youth Studies, Utrecht University, Utrecht, The Netherlands
| | - Catrin Finkenauer
- Department of Interdisciplinary Social Science, Youth Studies, Utrecht University, Utrecht, The Netherlands
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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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Mechanisms influencing older adolescents' bedtimes during videogaming: the roles of game difficulty and flow. Sleep Med 2017; 39:70-76. [DOI: 10.1016/j.sleep.2017.09.002] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/04/2017] [Revised: 09/01/2017] [Accepted: 09/02/2017] [Indexed: 11/22/2022]
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Bonnaire C, Phan O. Relationships between parental attitudes, family functioning and Internet gaming disorder in adolescents attending school. Psychiatry Res 2017; 255:104-110. [PMID: 28535475 DOI: 10.1016/j.psychres.2017.05.030] [Citation(s) in RCA: 89] [Impact Index Per Article: 12.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/01/2016] [Revised: 01/23/2017] [Accepted: 05/15/2017] [Indexed: 02/01/2023]
Abstract
While recent data suggest a high prevalence of adolescent with Internet gaming disorder, little is known about interpersonal factors that contributes or protect to this disorder. Thus, the aim of this study was to examine the relationships between parental attitudes, adolescent perception of family functioning and Internet gaming disorder (IGD) and explore gender differences. From a sample of 434 adolescents attending school (n =434; age 13.2 years), 383 non-problematic gamers (NPG, 196 males; 187 females) were compared with 37 problematic gamers (PG, 29 males; 8 females). Family functioning was assessed with the Family Relationship Index and parental attitudes with a questionnaire measuring rules, access to video games, monitoring and banning of video games. NPG have a better family cohesion while PG have more family conflict and a poorer family relationship. While rules about gaming use are important in males, for females, banning is associated with IGD. For both sex, parental monitoring, conflicts and family relationship are associated with IGD. These findings highlight the strong influence of parental attitudes and family functioning on the occurrence of IGD in adolescents and their gender specificities. Thus, prevention programs need to take into account the importance of parents, parenting and gender specificities.
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Affiliation(s)
- Céline Bonnaire
- Paris Descartes University, Laboratory of Psychopathology and Health Processes, Psychological Institute of Paris Descartes University, Sorbonne Paris Cité, France; Centre Pierre Nicole, Consultation Jeunes Consommateurs, Croix-Rouge Française, Paris, France.
| | - Olivier Phan
- Centre Pierre Nicole, Consultation Jeunes Consommateurs, Croix-Rouge Française, Paris, France; Unité Inserm 1108, Maison des Adolescents, Paris, France; Clinique Dupré Fondation Santé des Etudiants de France, Sceaux, France
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17
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Abstract
PURPOSE OF REVIEW There are considerable gender differences in youth engaging in excessive internet use (EIU). This review provides updates based on the recent literature focusing on the EIU in young women to describe its implications including what it constitutes of, its correlates, sequelae and preventive and/or treatment strategies. RECENT FINDINGS Definition of EIU and its conceptualization still requires refinement. Recent studies indicate a changing trend towards female predominance of EIU. Women also differ in their internet use compared with men regarding their preference in the internet content and online activities, motives of use and factors related to access to the internet, including the device, sociocultural restrictions, etc. The correlates and sequelae of EIU encompass psychological, physical, biological, family and social domains that could form the basis of identifying individuals at risk and strategizing treatment. SUMMARY The findings indicate the need for standardization in definition and measures of EIU for better recognition of EIU and identification of its at-higher-risk females. Effective preventive and treatment measures are still limited by various methodology flaws outlined here.
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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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Smith LJ, Gradisar M, King DL, Short M. Intrinsic and extrinsic predictors of video-gaming behaviour and adolescent bedtimes: the relationship between flow states, self-perceived risk-taking, device accessibility, parental regulation of media and bedtime. Sleep Med 2017; 30:64-70. [DOI: 10.1016/j.sleep.2016.01.009] [Citation(s) in RCA: 25] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/27/2015] [Revised: 11/27/2015] [Accepted: 01/13/2016] [Indexed: 11/29/2022]
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Disruption of adolescents’ circadian clock: The vicious circle of media use, exposure to light at night, sleep loss and risk behaviors. ACTA ACUST UNITED AC 2016; 110:467-479. [DOI: 10.1016/j.jphysparis.2017.05.001] [Citation(s) in RCA: 117] [Impact Index Per Article: 14.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/24/2016] [Revised: 04/12/2017] [Accepted: 05/05/2017] [Indexed: 12/29/2022]
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King DL, Delfabbro PH. Features of Parent-Child Relationships in Adolescents with Internet Gaming Disorder. Int J Ment Health Addict 2016. [DOI: 10.1007/s11469-016-9699-6] [Citation(s) in RCA: 32] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/28/2022] Open
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King DL, Delfabbro PH. Adolescents’ perceptions of parental influences on commercial and simulated gambling activities. INTERNATIONAL GAMBLING STUDIES 2016. [DOI: 10.1080/14459795.2016.1220611] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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