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Tan X, Liu C, Yang W, Hui X, Zhang L, Chen S, He Y. Who has the greatest influence on adolescent gaming disorder: parents, teachers, or peers? An interpersonal relationships network model of gaming disorder. Front Psychiatry 2024; 15:1419014. [PMID: 39435132 PMCID: PMC11491350 DOI: 10.3389/fpsyt.2024.1419014] [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: 04/17/2024] [Accepted: 09/09/2024] [Indexed: 10/23/2024] Open
Abstract
Introduction Gaming disorder (GD) in adolescents is associated with impaired interpersonal relationships, including those with parents, teachers and peers. However, the interpersonal relationships most strongly associated with GD-related maladaptive behaviors are not well established. This study aimed to investigate the associations between these three types of relationships and the manifestation of GD in adolescents. Methods In this cross-sectional study, 1920 Chinese adolescents participated in a survey that assessed interpersonal relationships (parent-child, teacher-student, and peer relationships) and demographic variables (e.g., gender, grade, duration of gaming), and 1414 participants were ultimately included. A network analysis approach was utilized to evaluate the key network metrics of edge weight and node centrality. Results The findings revealed that peer fear and inferiority (r = 0.12) and teacher-student conflict were most strongly correlated with GD, followed by parent-child conflict (r = 0.09). Peer fear and inferiority exhibited the highest strength centrality (0.84), followed by teacher-student conflict (0.83) and parent-child conflict (0.35). Moreover, the duration of gaming was significantly and positively correlated with GD (r = 0.19). Conclusions The present study underscores the significant role of conflict and rejection within interpersonal relationships, particularly among peers, in the manifestation of GD-related behaviors in Chinese adolescents.
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Affiliation(s)
- Xinjie Tan
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
- Department of Military Developmental Psychology, Faculty of Medical Psychology, Army Medical University, Chongqing, China
| | - Chunlin Liu
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
- Department of Military Developmental Psychology, Faculty of Medical Psychology, Army Medical University, Chongqing, China
| | - WanJun Yang
- Department of Military Developmental Psychology, Faculty of Medical Psychology, Army Medical University, Chongqing, China
| | - Xiao Hui
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
| | - Ling Zhang
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
| | - Shuanghong Chen
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
| | - Ying He
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
- Department of Military Developmental Psychology, Faculty of Medical Psychology, Army Medical University, Chongqing, China
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Li C, Yu Q, Zhang J, Lv Z, Liu Q, He J. The Social Processes of Excessive Online Gaming Homophily: Peer Selection or Influence? J Youth Adolesc 2024; 53:2393-2406. [PMID: 38864952 DOI: 10.1007/s10964-024-02032-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/06/2023] [Accepted: 06/03/2024] [Indexed: 06/13/2024]
Abstract
Adolescents who befriend online game using peers may be at risk for initiated and continued excessive game use (online gaming use homophily). The present article examined how adolescents' severity of online gaming use related to their friends' online gaming behavior bi-directionally across a semester (peer selection or peer influence effect). Students from two universities completed three waves of online surveys within four and a half months (N = 3079; 33.6% female; Mage = 19.16; SD = 0.97). Random-intercepts, Cross-Lagged Panel Model (RI-CLPM) analyses revealed that peer selection and peer influence both promote online gaming use homophily in adolescents' friendship groups. Furthermore, participants were more likely to form new friendships with peers exhibiting similar online gaming behavior as their behavior, subsequently reinforcing their online gaming use behaviors within these relationships. These social processes may exhibit a time lag among girls, which needs to be confirmed through longer-term follow-up. In general, findings suggest that effective prevention programs targeting excessive online gaming should not only focus on promoting social influence skills but also consider the structure of peer environments.
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Affiliation(s)
- Cuijing Li
- Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
| | - Quanlei Yu
- Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
| | - Jiamiao Zhang
- Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
| | - Zhouchao Lv
- Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
| | - Qian Liu
- Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China
| | - Jinbo He
- Key Laboratory of Adolescent Cyberpsychology and Behavior of Ministry of Education, Key Laboratory of Human Development and Mental Health of Hubei Province, School of Psychology, Central China Normal University, Wuhan, China.
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Mazaherizadeh A, Taherifar Z, Farahani H, Hussain Z. Screened realities: a Grounded Theory exploration of gaming disorder dynamics among Iranian male adolescents. Front Psychiatry 2024; 15:1357211. [PMID: 38784163 PMCID: PMC11112703 DOI: 10.3389/fpsyt.2024.1357211] [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: 01/18/2024] [Accepted: 04/11/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction The increasing prevalence of gaming Disorder (GD) among adolescents has become a global concern. Despite the rising number of studies investigating GD, the cultural and socio-economic factors influencing GD with a qualitative approach are scarce. This study aims to explore the underlying factors, processes, and consequences of GD among Iranian male adolescents and contextual factors related to GD within Iran's unique socio-cultural and psychological tapestry. Methods The study used a qualitative design based on the Grounded Theory Method (GTM). The researchers conducted semi-structured interviews with 13 male adolescents aged 15-18 who Dignasoed according to DSM-5 and ICD-11 criteria. The interviews were transcribed and analyzed using the GTM approach, which involves open, axial, and selective coding. Results The study revealed nine main themes and a core category: (1) interaction seeking, (2) encounter and familiarize with games, (3) games attraction, (4) Socialization, (5) game careerism, (6) dexterity, (7) lack and compensation, (8) physical harm, territorial-cultural barrier, (9) second life, and ''life crafting'' as the core category. Discussion The study's findings provide valuable insights into the cultural and socio-economic factors influencing GD among Iranian male adolescents. For example, Iran's economic conditions make adolescents choose gaming as their job and try to earn money in this way, which makes them more dependent on gaming. On the other hand, communities related to games play an essential role in the identity development of adolescents with GD.
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Affiliation(s)
| | - Zahra Taherifar
- Department of Psychology, University of Tehran, Tehran, Iran
| | | | - Zaheer Hussain
- School of Social Sciences, Nottingham Trent University, Nottingham, United Kingdom
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Angelini F, Pivetta E, Marino C, Canale N, Spada MM, Vieno A. Social norms and problematic gaming among adolescents: The role of Internet use coping motives. Addict Behav 2024; 148:107865. [PMID: 37804747 DOI: 10.1016/j.addbeh.2023.107865] [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: 06/08/2023] [Revised: 09/11/2023] [Accepted: 09/18/2023] [Indexed: 10/09/2023]
Abstract
INTRODUCTION Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studies have documented that peer influences constitute a relevant risk factor for adolescent problematic behaviors, little research is currently available on PG. The aim of this study was to examine the contribution of social norms and perceived friends' gaming frequency on participants' own gaming frequency and PG, by testing potential differences among groups with low vs. high motive to use the Internet (e.g., online gaming) as a coping strategy. METHOD A survey was administered to 470 adolescent gamers (mean age = 15.49 years; SD = 1.05 years; 77.9 % males). A theoretical model was tested through path analysis and multi-group comparisons were performed. RESULTS Path analysis revealed that social norms and perceived friends' gaming frequency were positively associated to participants' gaming behaviors and PG. Additionally, different patterns between groups emerged. CONCLUSION Our findings confirmed the relative importance of peer influences on adolescents' gaming behaviors and PG and showed that adolescents who rely more on online gaming to cope with negative affect may be more vulnerable to social influence processes than other peers. These findings may provide useful indications for prevention programs targeting adolescent PG.
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Affiliation(s)
- Federica Angelini
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Erika Pivetta
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Claudia Marino
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy; Division of Psychology, School of Applied Sciences, London South Bank University, 103 Borough Road, London SE1 0AA, United Kingdom.
| | - Natale Canale
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Marcantonio M Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, 103 Borough Road, London SE1 0AA, United Kingdom.
| | - Alessio Vieno
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
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Development of an Instrument to Assess Expectations for the Use of Online Gaming, Social Networking Sites, and Online Pornography: the Marburg Internet Use Expectations (MINUS-X) Questionnaire. Int J Ment Health Addict 2023. [DOI: 10.1007/s11469-022-00960-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/02/2023] Open
Abstract
AbstractUser’s expectations contribute to the maintenance of problematic use of online gaming (OG), social networking (SN), and online pornography (OP). Since an instrument to assess use expectations across applications is lacking, this study aimed at developing and testing such a questionnaire. It consists of a general module (GM), which includes expectations relevant to all three applications, and three application-specific modules. A pilot and a validation study were conducted with 2880 German adults. We conducted item analyses, exploratory factor analyses (EFA), exploratory structural equation modelling, and correlation analyses. The EFA revealed six factors for the GM and two factors for each specific module. The GM demonstrated measurement invariance between applications. The instrument showed excellent psychometric properties, indicating its suitability for assessing expectations concerning the use of OG, SN, and OG reliably and validly. It could be helpful for treating patients with problematic use of the applications and investigating the role of the relevant expectations.
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Common and specific risk factors for comorbidity types of problematic smartphone use in adolescents. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107656] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/13/2023]
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Kim S, Chun J. The Impact of Parental and Peer Attachment on Gaming Addiction among Out-of-School Adolescents in South Korea: The Mediating Role of Social Stigma. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 20:72. [PMID: 36612398 PMCID: PMC9819542 DOI: 10.3390/ijerph20010072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/31/2022] [Revised: 12/16/2022] [Accepted: 12/16/2022] [Indexed: 06/17/2023]
Abstract
Most studies on gaming addiction have targeted adolescents in schools, while studies on gaming addiction among out-of-school adolescents remain scarce. Therefore, this study investigated the influence of parental and peer attachment on gaming addiction, mediated by social stigma among Korean out-of-school adolescents. The Dropout Youth Panel Survey was used for a sample of 437 dropout adolescents. The results showed that out-of-school adolescents' social stigma fully mediated the relationship between parental and peer attachment and gaming addiction. Parental attachment significantly predicted out-of-school adolescents' gaming addiction by decreasing their social stigma. Peer attachment also influenced gaming addiction in out-of-school adolescents via the mediated effects of social stigma. No direct effect of parental and peer attachment on gaming addiction was found. Social stigma played an important role in decreasing levels of gaming addiction. In addition, our study revealed that the direct and total effects of parental attachment on gaming addiction were greater than the effect of peer attachment. This study empirically verified the importance of social stigma based on modified labeling theory and provides a valid mechanism to describe how Korean out-of-school adolescents develop gaming addictions. The findings suggest effective strategies for prevention and treatment for dropout adolescents in South Korea.
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Brandhorst I, Uwe Petersen K, Hanke S, Batra A, Renner T, Maria Barth G. Training for Parents of Adolescents with Gaming Disorder. SUCHT 2022. [DOI: 10.1024/0939-5911/a000790] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Abstract: Aim: Parents can influence the Internet use (IUD) or gaming disorder (GD) in their children in various ways. However, there is scant published research and limited structured guidelines on the subject. This article describes a group training for parents that does not require the participation of the affected individuals. Methods: In this non-controlled pilot study, 42 parents (31 families) participated, completing diagnostic questionnaires before and after group training (adolescent’s GD Symptomatology, adolescent’s internalizing and externalizing problems, the parent’s and adolescent’s quality of life). The training included six sessions and was divided into four main topics (psychoeducation, parent-child-communication, analysing and changing, own limits and needs). Results: The training was well-received by the participants. The training itself and most of the content were rated as helpful. From the parents’ point of view, there were significant improvements in the GD symptomatology, the adolescent’s internalizing and externalizing problems, and adolescent’s quality of life. The parents’ quality of life was already at an average high level at the beginning of the training and hardly changed. Conclusions: The training program is easy to implement and is considered beneficial. There are indications that positive changes are triggered by the training, even though the affected persons themselves are not involved. A randomized controlled efficacy study is still pending.
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Affiliation(s)
- Isabel Brandhorst
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tübingen, Germany
| | - Kay Uwe Petersen
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Germany
| | - Sara Hanke
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Germany
| | - Anil Batra
- Department of Psychiatry and Psychotherapy, Section of Addiction Medicine and Addiction Research, University Hospital Tübingen, Germany
| | - Tobias Renner
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tübingen, Germany
| | - Gottfried Maria Barth
- Department of Psychiatry, Psychosomatics and Psychotherapy in Childhood and Adolescence, University Hospital Tübingen, Germany
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Jeon M, Lee MS, Yoon JY, Bhang SY. Mental health literacy of Internet gaming disorder and problematic smartphone use among Korean teenagers. PLoS One 2022; 17:e0270988. [PMID: 35862446 PMCID: PMC9302878 DOI: 10.1371/journal.pone.0270988] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/27/2021] [Accepted: 06/21/2022] [Indexed: 11/29/2022] Open
Abstract
The last few decades have seen an increased interest in ‘Mental Health Literacy (MHL)’ which addresses knowledge and beliefs relating to mental health problems and is likely to hinder treatment-seeking behaviors. Although MHL research to date has explored various mental disorders, far too little attention has been paid to Internet Gaming Disorder (IGD) and Problematic Smartphone use (PSU). The objective of this study is to develop an MHL questionnaire for IGD and PSU by adopting the MHL approach in the previous literature and examine MHL of IGD and PSU in Korean teenagers by focusing on their ability to recognize addictions, and perceptions and help-seeking attitudes towards a person with addictions. The current study also aimed to compare Korean teenagers’ MHL depending on low- and high-risk of IGD and PSU. A total of 169 teenagers aged 10 and 16 years were recruited from schools and children’s centers in Seoul and completed the newly developed MHL questionnaire and screening questionnaires for IGD and PSU. The MHL questionnaire for IGD and PSU was designed as a vignette-based questionnaire that depicted behavioral characteristics of a severe problem with Internet and smartphone usage. Korean teenagers had a poor ability to recognize IGD and PSU and were more prone to seek parental help than professional help. The current study also showed that teenagers had better recognition of IGD than PSU and perceived that a person with IGD has a more difficult life than a person with PSU. Furthermore, a low-risk or high-risk group of IGD or PSU showed minimal differences in MHL. The current study provided empirical evidence to support a need to develop educational programs to improve Korean teenagers’ MHL for both IGD and PSU.
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Affiliation(s)
- Mina Jeon
- Department of Psychology and Human Development, Institute of Education, University College London, London, United Kingdom
| | - Mi-Sun Lee
- Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
- Center for School Mental Health, Eulji University, Seoul, Korea
| | - Ji-Young Yoon
- Department of Social Welfare, Ewha Womans University, Seoul, Korea
| | - Soo-Young Bhang
- Center for School Mental Health, Eulji University, Seoul, Korea
- Department of Psychiatry, Eulji University School of Medicine, Nowon Eulji University Hospital, Seoul, Korea
- Nowon Community Addiction Management Center, Seoul, Korea
- * E-mail:
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Rojas-Jara C, Polanco-Carrasco R, Navarro-Castillo R, Faúndez-Castillo F, Chamorro-Gallardo M. “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. REVISTA COLOMBIANA DE PSICOLOGÍA 2022. [DOI: 10.15446/rcp.v31n2.90741] [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] Open
Abstract
This study aims to characterize video game use disorder in adolescents, identifying the particularities of those who present it, its effects at the brain level, related factors, and existing measurement instruments. A systematic review of the scientific publications available in Scopus was carried out, between the period 2014-2018 on video game use disorder in adolescents. Adolescents with this disorder are characterized by being mostly men, spending more time daily and weekly playing than adolescents without this disorder, showing diverse symptoms in the behavioral, affective, and cognitive areas. At brain level, it is referred that in this disorder there is an increase and decrease in the activation of specific areas of the brain. Likewise, the presence of some psychological disorder and impulsivity are considered factors that increase the risk of suffering from it. However, there are protective factors as school commitment and parental supervision, among others.
How to cite: Rojas-Jara, C., Polanco-Carrasco, R., Navarro-Castillo, R., Faúndez-Castillo, F., & Chamorro-Gallardo, M. (2022). “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. Revista Colombiana de Psicología, 31(2), 45-64. https://doi.org/10.15446/rcp.v31n2.90741
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Griffiths MD. Online gaming addiction in youth: Some comments on Rosendo-Rios et al. (2022). Addict Behav 2022; 130:107311. [PMID: 35339731 DOI: 10.1016/j.addbeh.2022.107311] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2022] [Revised: 03/10/2022] [Accepted: 03/17/2022] [Indexed: 11/01/2022]
Abstract
A recent systematic review examining online gaming addiction among children and young adults was published in Addictive Behaviors (i.e., Rosendo-Rios, Trott & Shukla, 2022). However, dozens of papers were missing from the review. One of the reasons why so many studies were not in the review is likely to be because of the search terms used. None of the search terms included the words 'adolescent', 'adolescence', 'emerging adults', 'excessive gaming', 'gaming disorder', 'video game addiction' or 'problematic gaming'. Moreover, studies were also included in the review if the mean age of the total sample was 25 years or below. This meant that some studies in the review included some participants who were not children, adolescents or emerging adults. It also meant that many studies were not included that had mean ages below the age of 26 years because they were not picked up by the search strategy. Given the high number of studies that were not included in the review, readers should view this systematic review as 'suggestive' of research in the area of problematic gaming in youth rather than 'definitive'.
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Yu Y, Mo PKH, Zhang J, Li J, Lau JTF. Impulsivity, Self-control, Interpersonal Influences, and Maladaptive Cognitions as Factors of Internet Gaming Disorder Among Adolescents in China: Cross-sectional Mediation Study. J Med Internet Res 2021; 23:e26810. [PMID: 34704960 PMCID: PMC8581749 DOI: 10.2196/26810] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/28/2020] [Revised: 08/05/2021] [Accepted: 09/22/2021] [Indexed: 01/23/2023] Open
Abstract
Background Gaming disorder, including internet gaming disorder (IGD), was recently defined by the World Health Organization as a mental disease in the 11th Revision of the International Classification of Diseases (ICD-11). Thus, reducing IGD is warranted. Maladaptive cognitions related to internet gaming (MCIG) have been associated with IGD, while impulsivity, self-control, parental influences, and peer influences are key risk factors of IGD. Previous literature suggests that MCIG is associated with the aforementioned 4 risk factors and IGD, and may thus mediate between these risk factors and IGD. These potential mediations, if significant, imply that modification of MCIG may possibly alleviate these risk factors’ harmful impacts on increasing IGD. These mediation hypotheses were tested in this study for the first time. Objective This study tested the mediation effects of MCIG between intrapersonal factors (impulsivity and self-control) and IGD, and between interpersonal factors (parental influences and peer influences) and IGD among adolescents in China. Methods An anonymous, cross-sectional, and self-administered survey was conducted among secondary school students in classroom settings in Guangzhou and Chengdu, China. All grade 7 to 9 students (7 to 9 years of formal education) of 7 secondary schools were invited to join the study, and 3087 completed the survey. The Diagnostic and Statistical Manual of Mental Disorders (DSM-5) checklist was used to assess IGD. MCIG was assessed by using the Chinese version of the Revised Internet Gaming Cognition Scale. Impulsivity, self-control, and parental or peer influences were measured by using the motor subscale of the Barratt Impulsiveness Scale, the Brief Self-Control Scale, and the modified interpersonal influence scale, respectively. Structural equation modeling was conducted to examine the mediation effects of MCIG between these risk factors and IGD. Results The prevalence of IGD was 13.57% (418/3081) and 17.67% (366/2071) among all participants and adolescent internet gamers, respectively. The 3 types of MCIG (perceived rewards of internet gaming, perceived urges for playing internet games, and perceived unwillingness to stop playing without completion of gaming tasks) were positively associated with IGD. Impulsivity, self-control, parental influences, and peer influences were all significantly associated with the 3 types of MCIG and IGD. The 3 types of MCIG partially mediated the associations between the studied factors and IGD (effect size of 30.0% to 37.8%). Conclusions Impulsivity, self-control, and interpersonal influences had both direct and indirect effects via MCIG on IGD. Modifications of the 3 types of MCIG can potentially reduce the harmful impacts of impulsivity and interpersonal influences on IGD and enhance the protective effect of self-control against IGD. Future longitudinal studies are warranted.
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Affiliation(s)
- Yanqiu Yu
- Center for Health Behaviours Research, Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, Hong Kong
| | - Phoenix Kit-Han Mo
- Center for Health Behaviours Research, Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, Hong Kong
| | - Jianxin Zhang
- West China School of Public Health, Sichuan University, Chengdu, China
| | - Jibin Li
- Department of Clinical Research, State Key Laboratory of Oncology in South China, Collaborative Innovation Center for Cancer Medicine, Sun Yat-sen University Cancer Center, Guangzhou, China
| | - Joseph Tak-Fai Lau
- Center for Health Behaviours Research, Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, Hong Kong
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Studying Social Media Burnout and Problematic Social Media use: The implication of perfectionism and metacognitions. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100117] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022] Open
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Brandhorst I, Renner T, Barth GM. [Parental factors in internet and computer game addiction in adolescence: An overview]. ZEITSCHRIFT FUR KINDER-UND JUGENDPSYCHIATRIE UND PSYCHOTHERAPIE 2021; 50:37-50. [PMID: 34238056 DOI: 10.1024/1422-4917/a000817] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/26/2022]
Abstract
Parental factors in internet and computer game addiction in adolescence: An overview Abstract. Objective: Internet-related disorders (IRD) in adolescents and young adults are closely linked to family factors. However, few research and review articles include the family. To this end, N = 87 scientific papers were integrated into the literature review. Method: The present work gives an overview of parental factors that can be involved in the development, maintenance, and reduction of symptoms. Results: The literature provides clear connections between the parent-child relationship and IRD in adolescents and young adults. The quality of parent-child communication appears to be a promising approach for influencing IRD symptoms. There are indications that, at least for some families, encouraging the time spent together could be helpful. Regarding educational aspects, a distinction should be made between different areas. Parental knowledge and control of internet use seem to be protective factors. The effect of rules and restrictions, however, is unclear. Conclusions: To change IRD symptoms, it makes sense to improve the parent-child relationship. However, the ways to achieve that have hardly been explored. Recommendations regarding parenting strategies (e. g., rules and restrictions) should be formulated very carefully, as the effects are still unclear. The integration of parents in prevention and intervention efforts is advocated by many researchers, but there only individual studies have considered parents in the context of interventions.
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Affiliation(s)
- Isabel Brandhorst
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Klinik für Psychiatrie und Psychotherapie, Universitätsklinikum Tübingen
| | - Tobias Renner
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Klinik für Psychiatrie und Psychotherapie, Universitätsklinikum Tübingen
| | - Gottfried Maria Barth
- Abteilung Psychiatrie, Psychosomatik und Psychotherapie im Kindes- und Jugendalter, Klinik für Psychiatrie und Psychotherapie, Universitätsklinikum Tübingen
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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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Maladaptive Personality Traits and Their Interaction with Outcome Expectancies in Gaming Disorder and Internet-Related Disorders. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18083967. [PMID: 33918737 PMCID: PMC8070224 DOI: 10.3390/ijerph18083967] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 03/12/2021] [Revised: 04/06/2021] [Accepted: 04/08/2021] [Indexed: 11/23/2022]
Abstract
Gambling disorder and gaming disorder have recently been recognized as behavioral addictions in the ICD-11 (International Classification of Diseases, 11th edition). The association between behavioral addictions and personality has been examined before, yet there is a lack of studies on maladaptive traits and their relationship to specific outcome expectancies. In study 1, we recruited a community sample (n = 365); in study 2 a sample of treatment-seekers was enrolled (n = 208). Maladaptive personality traits were assessed by the brief form of the Personality Inventory for DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, 5th edition). Internet-related outcome expectancies were measured by the Virtual Expectancy Questionnaire. In the clinical sample, the Global Assessment of Functioning was additionally administered. Behavioral Addictions were closely associated with maladaptive traits that in turn were related to a poorer level of psychosocial functioning. There is evidence for an exacerbated risk of internet-related disorders when specific outcome expectancies and maladaptive traits interact. Implications for phenomenology and treatment are discussed.
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Abstract
Zusammenfassung
Hintergrund
Viele Kinder spielen Computer- und Videospiele („Gaming“). Doch übermäßiges Gaming kann sich zu einer „Gaming Disorder“ entwickeln, deren Ursachen nicht vollständig geklärt sind. Unter anderem werden elterliches Gaming und das Vorliegen einer Aufmerksamkeitsdefizit‑/Hyperaktivitätsstörung (ADHS) bei Kindern als Einflussfaktoren diskutiert.
Ziel der Arbeit
Es wurde untersucht, ob i) Zusammenhänge zwischen elterlichem und kindlichem Gaming bestehen, ii) Gaming und Tendenzen zur ADHS bei Kindern miteinander assoziiert sind, und iii) diese Assoziationen durch das Gaming-Verhalten der Eltern moderiert werden.
Material und Methoden
Es beurteilten 249 Eltern (n = 244 Frauen; Alter: 34,94 ± 4,88 Jahre) das eigene Gaming-Verhalten und das ihrer Kinder (n = 105 Mädchen, n = 144 Jungen; Alter: 5,72 ± 2,18 Jahre) mit dem Gaming Disorder Test (GDT). Mithilfe der Diagnose-Checkliste Aufmerksamkeitsdefizit‑/Hyperaktivitätsstörung (DCL-ADHS) wurden ADHS-Tendenzen der Kinder im Fremdbericht erfasst.
Ergebnisse
Gaming der Eltern und Kinder waren voneinander abhängig (χ2(1) = 15,52, p < 0,001). Die GDT-Werte der Eltern und Kinder korrelierten positiv (Jungen: ρ = 0,34, p = 0,029; Mädchen: ρ = 0,35, p = 0,047). Computerspielende Kinder hatten keine höheren ADHS-Tendenzen als Kinder, die nicht spielten, doch bei spielenden Jungen korrelierten Tendenzen zu Impulsivität (ρ = 0,23, p = 0,028) und bei spielenden Mädchen Tendenzen zu Unaufmerksamkeit (ρ = 0,38, p = 0,008) mit dem GDT-Wert. Elterliche GDT-Werte verstärkten den Zusammenhang zwischen dem GDT-Wert und der Impulsivität bei Kindern i. Allg.
Schlussfolgerung
Eltern können durch ihr eigenes Gaming-Verhalten möglicherweise das ihrer Kinder beeinflussen. Besonders bei Kindern mit einer ADHS muss problematisches Gaming frühzeitig erkannt werden, um der Entstehung einer Gaming Disorder vorbeugen zu können. Die vorgestellten Ergebnisse bedürfen längsschnittlicher Überprüfungen in größeren und heterogeneren Stichproben.
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Wernicke J, Montag C. Linking Gaming Disorder Tendencies in Children to Their Personality and Parental Gaming Behavior. Front Psychiatry 2021; 12:748195. [PMID: 35250648 PMCID: PMC8894585 DOI: 10.3389/fpsyt.2021.748195] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/27/2021] [Accepted: 12/15/2021] [Indexed: 11/25/2022] Open
Abstract
Playing computer and video games (so-called gaming) is of great popularity among children and adults. But for some people, gaming gets out of hand and can result in a Gaming Disorder (GD). Among others, high neuroticism and low conscientiousness are considered to play a role in the etiology of GD. Next to personality traits, environmental variables are debated such as the parental influence on children's gaming behavior. In detail, parental gaming behavior could have role model functions for children. Based on empirical observations and theoretical frameworks, it was hypothesized that higher tendencies to GD in children are associated with higher neuroticism, lower conscientiousness, and higher parental tendencies to GD. In an online survey N = 493 parents (n = 472 females; age: M = 36.30, SD = 5.46) rated their own and their children's (n = 233 girls, n = 260 boys; age: M = 6.03, SD = 2.30) tendencies to GD by the Gaming Disorder Test (GDT) and their children's personality by the Big Five Inventory (BFI). Neuroticism was significantly correlated with the GDT scores of boys (rho = 0.256, p = 0.001) and girls (rho = 0.300, p = 0.001), while a significant correlation with conscientiousness was only present for boys (rho = -0.196, p = 0.010). Parents' and children's general playing of computer and video games were interdependent [χ2(1) = 29.14, p < 0.001]; hence, if parents reported to be gamers, their children were more likely gamers as well. The GDT scores of parents and children were positively correlated (boys: rho = 0.36; p = 0.002; girls: rho = 0.33, p = 0.004). The results indicate that already in children the personality traits neuroticism and conscientiousness are associated with tendencies toward GD. Moreover, as gaming of parents and children was related to each other, it is conceivable that parents influence their children's gaming behavior via their own gaming behavior. Therefore, parents should be aware of their exemplary function for children and may overthink their own gaming behavior. But it has to be mentioned that the correlational nature of the present work allows no insights regarding causal relations.
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Affiliation(s)
- Jennifer Wernicke
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
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Zhou X, Xing J. The Relationship between College Students’ Online Game Addiction, Family Function and Self-Control. Health (London) 2021. [DOI: 10.4236/health.2021.139070] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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Perceived interparental conflict and problematic social media use among Chinese adolescents: The mediating roles of self-esteem and maladaptive cognition toward social network sites. Addict Behav 2021; 112:106601. [PMID: 32942097 DOI: 10.1016/j.addbeh.2020.106601] [Citation(s) in RCA: 24] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/20/2020] [Revised: 08/02/2020] [Accepted: 08/02/2020] [Indexed: 12/19/2022]
Abstract
The present study examined the relationship between perceived interparental conflict and problematic social media use (PSMU) among adolescents, as well as the mediating effects of self-esteem and maladaptive cognition toward social network sites (SNS). A sample of 688 middle school students (56.1% females; Mage = 13.44 years; SDage = 0.99) was asked to complete a survey. Surveyed items included demographics, the Children's Perception of Interparental Conflict Scale, the Rosenberg Self-esteem Scale, the Chinese Adolescents' Maladaptive Cognitions Scale, and the Facebook Intrusion Questionnaire. After controlling for gender and age, the results showed that: (a) perceived interparental conflict was positively associated with PSMU; (b) this association was significantly mediated by maladaptive cognition toward SNS; and (c) self-esteem and maladaptive cognition toward SNS sequentially mediated this association. This study provides useful insight into the understanding of how perceived interparental conflict increases the risk of PSMU. The results further indicate that concrete approaches are required for the prevention and intervention of PSMU among adolescents.
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21
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Development and validation study of Game Overuse Screening Questionnaire. Psychiatry Res 2020; 290:113165. [PMID: 32559564 DOI: 10.1016/j.psychres.2020.113165] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/10/2019] [Revised: 05/30/2020] [Accepted: 05/30/2020] [Indexed: 02/08/2023]
Abstract
The aim of this study was to develop a screening questionnaire to distinguish high-risk individuals associated with game overuse from casual internet users. Reliability, validity, and diagnostic ability were evaluated for the newly developed Game Overuse Screening Questionnaire (GOS-Q). Preliminary items were assessed by 50 addiction experts online and 30 questions were selected. A total of 158 subjects recruited from six community centers for internet addiction participated in this study. Finally, 150 people were used in the analysis after excluding eight non-respondents. GOS-Q, Young's internet addiction scale, and Korean scale for internet addiction were used to assess concurrent validity. Internal consistency and item-total correlations were favorable (α= 0.96, r= 0.47-0.82). Test-retest reliability was moderate in size (r= 0.74). GOS-Q showed superior concurrent validity, and the highest correlation with Y-Scale (r= 0.77). The construct validity was marginally supported by a six-factor model using exploratory factor analysis. The area under the Receiver Operating Characteristic curve was 0.945. The high-risk addiction group was effectively characterized by a cut-off point of 38.5, with a sensitivity of 0.87 and a specificity of 0.88. Overall, the current study supports the use of GOS-Q as a reliable screening tool in a variety of settings.
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Hou S, Fang X, Zhou N, Cai P. Effects of Increasing the Negativity of Implicit Outcome Expectancies on Internet Gaming Impulsivity. Front Psychiatry 2020; 11:336. [PMID: 32411030 PMCID: PMC7200976 DOI: 10.3389/fpsyt.2020.00336] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/03/2020] [Accepted: 04/03/2020] [Indexed: 11/13/2022] Open
Abstract
Outcome expectancies have been found to play important roles in addictive behaviors. Research has shown that implicit outcome expectancies (OE) were significantly correlated with Internet gaming behaviors among players with Internet gaming disorder (IGD). However, few empirical studies have further examined the relationship between implicit OE and players with IGD. This study first strengthened the implicit association between Internet games and negative outcomes using an evaluative conditioning paradigm (EC) and then examined the effects of increasing the negativity of implicit OE on Internet gaming impulsivity. Thirty-nine college students who were diagnosed as players with IGD participated in the study. Manipulation checks showed that after the EC was introduced, participants associated Internet gaming stimuli more closely with negative outcomes than with positive outcomes. After the implicit OE were effectively altered to be negative, players with IGD performed better in the delay discounting paradigm, showing a lower impulsivity with respect to Internet gaming.
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Affiliation(s)
- Shumeng Hou
- Harbin Institute of Technology, Shenzhen, Shenzhen, China
| | - Xiaoyi Fang
- Institute of Developmental Psychology, Beijing Normal University, Beijing, China
| | - Nan Zhou
- Faculty of Education, Beijing Normal University, Beijing, China
| | - Pengpeng Cai
- Harbin Institute of Technology, Shenzhen, Shenzhen, China
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23
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Nielsen P, Favez N, Liddle H, Rigter H. Linking parental mediation practices to adolescents' problematic online screen use: A systematic literature review. J Behav Addict 2019; 8:649-663. [PMID: 31786936 PMCID: PMC7044585 DOI: 10.1556/2006.8.2019.61] [Citation(s) in RCA: 45] [Impact Index Per Article: 9.0] [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 To remedy problematic Internet use (PIU) and problematic online gaming (POG) in adolescents, much is expected from efforts by parents to help youths to contain their screen use. Such parental mediation can include (a) refraining from acting, (b) co-viewing or co-gaming with the teen, (c) active mediation, and (d) restrictive mediation. We evaluated if parental mediation practices are linked to PIU and POG in adolescents. METHODS For a systematic literature review, we searched for publications presenting survey data and relating parental mediation practices to levels of PIU and/or POG in adolescents. The review's selection criteria were met by 18 PIU and 9 POG publications, reporting on 81.002 and 12.915 adolescents, respectively. We extracted data on gaming problems, mediation interventions, study design features, and sample characteristics. RESULTS No type of parental mediation was consistently associated with lower or elevated problematic screen use rates in the adolescents. Refraining from parental mediation tended to aggravate screen use problems, whereas active mediation (talking to the teen) may mitigate such problems in PIU, but less clearly in POG. The link of restrictive mediation with problematic screen use varied from positive to negative, possibly depending on type of restriction. In both PIU and POG, family cohesion was related to lower rates of the problem behavior concerned and family conflict to higher rates. DISCUSSION AND CONCLUSIONS Parental mediation practices may affect problematic screen use rates for better or worse. However, research of higher quality, including observations of parent-teen interactions, is needed to confirm the trends noted and advance the critical issue of the possible association between PIU, POG, and family interactions.
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Affiliation(s)
- Philip Nielsen
- Centre Mail, Fondation Phénix, Geneva, Switzerland,Unité de Psychologie Clinique des Relations Interpersonnelles, FPSE, Université de Genève, Geneva, Switzerland,Corresponding author: Philip Nielsen; Unité de Psychologie Clinique des Relations Interpersonnelles, FPSE, Université de Genève, 40, bd Pont-d’Arve, 1211, Geneva, Switzerland; Phone: +41 79 506 41 13; Fax: +41 22 379 93 59; E-mail:
| | - Nicolas Favez
- Unité de Psychologie Clinique des Relations Interpersonnelles, FPSE, Université de Genève, Geneva, Switzerland
| | - Howard Liddle
- Departments of Public Health Sciences and Psychology, Center for Treatment Research on Adolescent Drug Abuse, University of Miami Miller School of Medicine, Miami, FL, USA
| | - Henk Rigter
- Department of Child and Adolescent Psychiatry, Leiden University Medical Centre (LUMC), Leiden, The Netherlands
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Kökönyei G, Kocsel N, Király O, Griffiths MD, Galambos A, Magi A, Paksi B, Demetrovics Z. The Role of Cognitive Emotion Regulation Strategies in Problem Gaming Among Adolescents: A Nationally Representative Survey Study. Front Psychiatry 2019; 10:273. [PMID: 31110482 PMCID: PMC6501698 DOI: 10.3389/fpsyt.2019.00273] [Citation(s) in RCA: 27] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/13/2018] [Accepted: 04/10/2019] [Indexed: 12/18/2022] Open
Abstract
Explanatory theoretical models have proposed an association between problematic online gaming and abilities or strategies in alleviating distress or negative emotions in times of stress as proximal non-gaming-related personality factors. However, there is little research that has targeted how emotion regulation relates to problematic online gaming-especially during adolescence when gaming behavior is most prevalent. In emotion regulation research, there has been a particular emphasis on rumination because it is strongly associated with overall psychopathology. However, it is unknown whether this putatively maladaptive strategy relates to problematic online gaming and whether it is a gender-dependent association. Consequently, the present study examined how emotion regulation strategies, and particularly rumination, related to problem gaming and tested whether gender moderated this relationship in adolescents. In a national representative adolescent sample, 46.9% of the participants (N = 1,646) reported online gaming in the past 12 months and provided information on problematic gaming, and it was these data that were used for further analysis. Their data concerning problematic online gaming and emotion regulation strategies were analyzed, including rumination along with other putatively maladaptive (e.g., catastrophizing) and adaptive (e.g., positive reappraisal) strategies, while controlling for age, gender, and game genre preference. Results of linear regression analyses showed that all the putatively maladaptive emotion regulation strategies (including self-blame, other blame, catastrophizing, and rumination) were positively related to problematic online gaming. Positive reappraisal proved to be a protective factor; it was inversely related to problematic online gaming. In addition, the relationship between rumination and online gaming was moderated by gender (i.e., the relationship was stronger among boys). Based on the results, it is argued that emotion regulation is a useful framework to study problematic online gaming. The present study highlighted that the relative predictive value of rumination for problematic online gaming varied for boys and girls, suggesting that trait rumination might be a gender-specific vulnerability factor for problematic online gaming, but this requires further investigation and replication.
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Affiliation(s)
- Gyöngyi Kökönyei
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- SE-NAP2 Genetic Brain Imaging Migraine Research Group, Hungarian Academy of Sciences, Semmelweis University, Budapest, Hungary
- Department of Pharmacodynamics, Faculty of Pharmacy, Semmelweis University, Budapest, Hungary
| | - Natália Kocsel
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- SE-NAP2 Genetic Brain Imaging Migraine Research Group, Hungarian Academy of Sciences, Semmelweis University, Budapest, Hungary
- Department of Pharmacodynamics, Faculty of Pharmacy, Semmelweis University, Budapest, Hungary
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D. Griffiths
- Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Attila Galambos
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- SE-NAP2 Genetic Brain Imaging Migraine Research Group, Hungarian Academy of Sciences, Semmelweis University, Budapest, Hungary
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Anna Magi
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Borbála Paksi
- Institute of Education, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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Sugaya N, Shirasaka T, Takahashi K, Kanda H. Bio-psychosocial factors of children and adolescents with internet gaming disorder: a systematic review. Biopsychosoc Med 2019; 13:3. [PMID: 30809270 PMCID: PMC6374886 DOI: 10.1186/s13030-019-0144-5] [Citation(s) in RCA: 84] [Impact Index Per Article: 16.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/26/2018] [Accepted: 01/29/2019] [Indexed: 12/24/2022] Open
Abstract
Previous large-scale studies suggest that internet gaming disorder (IGD) among children and adolescents has become an important public concern. Minors are known to be particularly susceptible to problematic internet gaming use owing to age-related underdevelopment of cognitive control. It has been shown that precursors of addictions appear during adolescence; therefore, prevention efforts must be established targeting minors who have their first experience with addictive substances and behaviors during pubescence. Since the DSM-5 classification of IGD in 2013, studies on IGD have drastically increased in number. Thus, we performed an updated review of studies of IGD in children and adolescents to assess the clinical implications of IGD. The search included all publication years, using PubMed, MEDLINE, and PsycINFO. Across studies, the presence of IGD had a negative effect on sleep and schoolwork in minors. Additionally, family factors, including the quality of parent-child relationships, were important social factors in minors with IGD. Brain imaging studies indicate that impaired cognitive control in minors with IGD is associated with abnormal function in the prefrontal cortex and striatum. Persistent pathological online game use from childhood may aggravate abnormal brain function; therefore, preventive care and early intervention are increasingly important. Although extant research supports the effectiveness of cognitive behavioral therapy for minors with IGD, effective psychological intervention for minors with IGD is an urgent issue that requires further research. This review, which presents updated findings of IGD in minors, is expected to contribute to the development of future research and be useful in clinical practice in the field of child and adolescent psychiatry.
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Affiliation(s)
- Nagisa Sugaya
- 1Unit of Public Health and Preventive Medicine, School of Medicine, Yokohama City University, 3-9 Fukuura, Kanazawa-ku, Yokohama, 236-0004 Japan
| | - Tomohiro Shirasaka
- 2Department of Psychiatry, Teine Keijinkai Hospital, 1-12-1-40 Maeda, Teine-ku, Sapporo, Hokkaido 006-8555 Japan
| | - Kenzo Takahashi
- 3Teikyo University Graduate School of Public Health, 2-11-1 Kaga, Itabashi-ku, Tokyo, 173-8605 Japan
| | - Hideyuki Kanda
- 4Faculty of Medicine, Department of Environmental Medicine and Public Health, Shimane University, 89-1 Enya-cho, Izumo-shi, Shimane 693-8501 Japan
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Lin MP, Wu JYW, You J, Hu WH, Yen CF. Prevalence of internet addiction and its risk and protective factors in a representative sample of senior high school students in Taiwan. J Adolesc 2019; 62:38-46. [PMID: 29149653 DOI: 10.1016/j.adolescence.2017.11.004] [Citation(s) in RCA: 48] [Impact Index Per Article: 9.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2017] [Revised: 10/03/2017] [Accepted: 11/10/2017] [Indexed: 11/19/2022]
Abstract
The aim of this study investigated the prevalence of Internet addiction (IA) in a large representative sample of secondary school students and identified the risk and protective factors. Using a crosssectional design, 2170 participants were recruited from senior high schools throughout Taiwan using both stratified and cluster sampling. The prevalence of IA was 17.4% (95% confidence interval, 15.8%-19.0%). High impulsivity, low refusal self-efficacy of Internet use, high positive outcome expectancy of Internet use, high disapproving attitude of Internet use by others, depressive symptoms, low subjective well-being, high frequency of others' invitation to Internet use, and high virtual social support was all independently predictive in the logistic regression analysis. The prevalence of IA among secondary school students in Taiwan was high. Results from this study can be used to help educational agencies and mental health organizations create policies and design programs that will help in the prevention of IA in adolescents.
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Affiliation(s)
- Min-Pei Lin
- Department of Educational Psychology and Counseling, National Taiwan Normal University, No.162, Sec. 1, Heping E. Rd., Da-an District, Taipei City 106, Taiwan.
| | - Jo Yung-Wei Wu
- Department of Counseling and Guidance, National University of Tainan, No.33, Sec. 2, Shu-Lin St., Tainan 700, Taiwan
| | - Jianing You
- Center for Studies of Psychological Application, Guangdong Key Laboratory of Mental Health and Cognitive Science, Research Center for Crisis Intervention and Psychological Service of Guangdong Province, and School of Psychology, South China Normal University, No. 155 Zhongshan W. Rd, Tianhe District, Guangzhou, China
| | - Wei-Hsuan Hu
- Department of Counseling and Guidance, National University of Tainan, No.33, Sec. 2, Shu-Lin St., Tainan 700, Taiwan
| | - Cheng-Fang Yen
- Department of Psychiatry, Kaohsiung Medical University Hospital, No.100, Tzyou 1st Road, Kaohsiung 807, Taiwan; Department of Psychiatry, School of Medicine, and Graduate Institute of Medicine, College of Medicine, Kaohsiung Medical University, No.100, Tzyou 1st Road, Kaohsiung 807, Taiwan
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27
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Zhou N, Ma S, Li X, Zhang J, Liang Y, Yu C, Geng X, Meng J, Yuan X, Cao H, Fang X. Peer contagion processes for problematic internet use among Chinese college students: A process model involving peer pressure and maladaptive cognition. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2018.09.016] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/26/2022]
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28
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Adolescent type D personality and social networking sites addiction: A moderated mediation model of restorative outcomes and affective relationships. Psychiatry Res 2019; 271:96-104. [PMID: 30472512 DOI: 10.1016/j.psychres.2018.11.036] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/08/2018] [Revised: 11/16/2018] [Accepted: 11/16/2018] [Indexed: 01/18/2023]
Abstract
Type D personality denotes the joint tendency towards negative affectivity and social inhibition. The recent research has regarded Type D personality as a risk factor of social networking sites addiction. The current study aimed to test whether restorative outcomes would mediate the relation between Type D personality and social networking sites addiction, and whether affective relationships would moderate simultaneously the mediating process. A valid sample of 679 adolescents (mean age = 13.29 ± 0.77 years) participated in our paper-and-pencil survey. Results showed that, after controlling for age and gender, Type D personality positively correlated with social networking sites addiction, and it increased social networking sites addiction via escalating participants' restorative outcomes. Moreover, only affective relationships with friends moderated the mediating effect: for adolescents with low levels of affective relationships with friends, the indirect effect of Type D personality on social networking sites addiction was significant; contrarily, the indirect effect for high levels of affective relationships with friends was non-significant. The current study indicated that Type D personality as a risk factor interacted with other factors (e.g., affective relationships with friends) to contribute to adolescent social networking sites addiction. The limitations and practical implications were discussed.
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29
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Zhou N, Geng X, Du H, Wu L, Xu J, Ma S, Zhang J, Yu C, Liang Y, Meng J, Yuan X, Cao H, Fang X. Personality and Problematic Internet Use Among Chinese College Students: The Mediating Role of Maladaptive Cognitions Over Internet Use. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2018; 21:719-726. [PMID: 30346830 DOI: 10.1089/cyber.2018.0279] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/28/2022]
Abstract
The previous research on personality and problematic Internet use (PIU) has predominantly, if not exclusively, focused on their direct associations with cross-sectional designs. Based on four annual waves of data from 2,516 Chinese college students, this study examined the mediating role of maladaptive cognitions over Internet use in the associations between personality traits (i.e., neuroticism, extraversion, and psychoticism) and PIU. Results indicated that these personality traits assessed at year 2 (i.e., the second college year) were indirectly associated with PIU at year 4 via maladaptive cognitions over Internet use at year 3. The indirect associations were robust after controlling for PIU at year 2, depression and anxiety at year 4, and a series of demographic covariates at year 1. Such findings highlight various personality traits as critical antecedents of PIU. Furthermore, identifying maladaptive cognitions over Internet use as a mechanism explaining the associations between personality traits and PIU may facilitate more targeted and effective intervention efforts.
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Affiliation(s)
- Nan Zhou
- 1 Department of Educational Psychology and School Counseling, Faculty of Education, Beijing Normal University , Beijing, China
| | - Xiaomin Geng
- 2 Institute of Developmental Psychology, Beijing Normal University , Beijing, China
| | - Hongfei Du
- 3 Social and Health Psychology Research Center, Guangzhou University , Guangzhou, China
- 4 Department of Psychology, School of Education, Guangzhou University , Guangzhou, China
| | - Lulu Wu
- 5 State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University , Beijing, China
| | - Jianjie Xu
- 2 Institute of Developmental Psychology, Beijing Normal University , Beijing, China
| | - Shanshan Ma
- 2 Institute of Developmental Psychology, Beijing Normal University , Beijing, China
| | - Jintao Zhang
- 5 State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University , Beijing, China
- 6 Center for Collaboration and Innovation in Brain and Learning Sciences, Beijing Normal University , Beijing, China
| | - Chengfu Yu
- 4 Department of Psychology, School of Education, Guangzhou University , Guangzhou, China
| | - Yue Liang
- 4 Department of Psychology, School of Education, Guangzhou University , Guangzhou, China
| | | | - Xiaojiao Yuan
- 8 School of Sociology and Psychology, Southwest Minzu University , Chengdu, China
| | - Hongjian Cao
- 2 Institute of Developmental Psychology, Beijing Normal University , Beijing, China
- 4 Department of Psychology, School of Education, Guangzhou University , Guangzhou, China
| | - Xiaoyi Fang
- 2 Institute of Developmental Psychology, Beijing Normal University , Beijing, China
- 9 Academy of Psychology and Behavior, Tianjin Normal University , Tianjin, China
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Baysak E, Yertutanol FDK, Dalgar I, Candansayar S. How Game Addiction Rates and Related Psychosocial Risk Factors Change Within 2-Years: A Follow-Up Study. Psychiatry Investig 2018; 15:984-990. [PMID: 30301305 PMCID: PMC6212699 DOI: 10.30773/pi.2018.08.16] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/07/2018] [Revised: 08/04/2018] [Accepted: 08/16/2018] [Indexed: 01/07/2023] Open
Abstract
OBJECTIVE Prospective data of risky online gamers in Turkey is missing. Therefore, we aimed to investigate the change in gaming behaviors and addiction rates of Travian players within two years to search diagnostic stability of internet gaming disorder and some psychosocial risk factors. METHODS 110 responders completed the whole questionnaire package including 21-item Game Addiction Scale (GAS), Satisfaction with Life Scale (SLS), Rosenberg Self-Esteem Scale (RSES), and Multi-dimensional Scale of Perceived Social Support (MSPSS). A hierarchical linear modeling approach was followed to test the linear change in game addiction scores of the participants from 2013 to 2015. RESULTS GAS scores of gamers significantly decreased within two years (p=0.026). MSPSS scores significantly and negatively associated with GAS scores (p<0.001) and the negative association of time remained significant (p=0.035). Decrement in the MSPSS scores in two years was associated with increment in GAS scores. 9 (90%) of 10 participants with internet gaming disorder according to monothetic format and 26 (52%) of 50 participants with internet gaming disorder according to polythetic format were found to not to meet the diagnosis in the follow-up. 33 out of all participants reported that they were not playing any online games for at least last 6 months. CONCLUSION Social support seems to be a protective factor for game addiction and diagnosis of internet gaming disorder has low temporal stability among Travian players in Turkey.
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Affiliation(s)
- Erkan Baysak
- Department of Psychiatry, Haydarpasa Numune Training and Research Hospital, Istanbul, Turkey
| | | | - Ilker Dalgar
- Department of Psychology, Middle East Technical University, Ankara, Turkey
| | - Selçuk Candansayar
- Department of Psychiatry, Gazi University Faculty of Medicine, Ankara, Turkey
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Lin MP, Wu JYW, Chen CJ, You J. Positive outcome expectancy mediates the relationship between social influence and Internet addiction among senior high-school students. J Behav Addict 2018; 7:1-9. [PMID: 29950103 PMCID: PMC6174586 DOI: 10.1556/2006.7.2018.56] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/01/2018] [Revised: 05/16/2018] [Accepted: 05/25/2018] [Indexed: 11/25/2022] Open
Abstract
Background and aims Based on the foundations of Bandura's social cognitive theory and theory of triadic influence (TTI) theoretical framework, this study was designed to examine the mediating role of positive outcome expectancy of Internet use in the relationship between social influence and Internet addiction (IA) in a large representative sample of senior high-school students in Taiwan. Methods Using a cross-sectional design, 1,922 participants were recruited from senior high schools throughout Taiwan using both stratified and cluster sampling, and a comprehensive survey was administered. Results Structural equation modeling and bootstrap analyses results showed that IA severity was significantly and positively predicted by social influence, and fully mediated through positive outcome expectancy of Internet use. Discussion and conclusions The results not only support Bandura's social cognitive theory and TTI framework, but can also serve as a reference to help educational agencies and mental health organizations design programs and create policies that will help in the prevention of IA among adolescents.
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Affiliation(s)
- Min-Pei Lin
- Department of Educational Psychology and Counseling, National Taiwan Normal University, Taipei City, Taiwan
| | - Jo Yung-Wei Wu
- Department of Counseling and Guidance, National University of Tainan, Tainan, Taiwan
| | - Chao-Jui Chen
- Department of Educational Psychology and Counseling, National Taiwan Normal University, Taipei City, Taiwan
| | - Jianing You
- Center for Studies of Psychological Application & School of Psychology, South China Normal University, Guangzhou, China
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Abstract
Background and aims Familial influences are known to affect the likelihood of an adolescent becoming a problem gamer. This systematic review examined some of the key findings in empirical research on family factors related to adolescent problem gaming. Methods A total of 14 studies in the past decade were evaluated. Family-related variables included: (a) parent status (e.g., socioeconomic status and mental health), (b) parent-child relationship (e.g., warmth, conflict, and abuse), (c) parental influence on gaming (e.g., supervision of gaming, modeling, and attitudes toward gaming), and (d) family environment (e.g., household composition). Results The majority of studies have focused on parent-child relationships, reporting that poorer quality relationships are associated with increased severity of problem gaming. The paternal relationship may be protective against problem gaming; therefore, prevention programs should leverage the support of cooperative fathers. Discussion The intergenerational effects of problem gaming require further attention, in light of adult gamers raising their children in a gaming-centric environment. Research has been limited by a reliance on adolescent self-report to understand family dynamics, without gathering corroborating information from parents and other family members. The very high rates of problem gaming (>10%) reported in general population samples raise concerns about the validity of current screening tools. Conclusions Interventions for adolescents may be more effective in some cases if they can address familial influences on problem gaming with the active co-participation of parents, rather than enrolling vulnerable adolescents in individual-based training or temporarily isolating adolescents from the family system.
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Affiliation(s)
- Luke A. Schneider
- School of Psychology, The University of Adelaide, Adelaide, Australia
| | - Daniel L. King
- School of Psychology, The University of Adelaide, Adelaide, Australia,Corresponding author: Daniel L. King; School of Psychology, The University of Adelaide, Level 5, Hughes Building, Adelaide, SA 5005, Australia; Phone: +61 8 8313 3740; Fax: +61 8 8303 3770; E-mail:
| | - Paul H. Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, Australia
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