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Zack M, Behzadi A, Biback C, Chugani B, DiGiacomo D, Fang T, Houle S, Kalia A, Lobo D, Payer D, Poulos CX, Rusjan PM, Smart K, Tatone D, Warsh J, Wilson AA, Kennedy JL. Dopamine mediates a directionally opposite correlation between empathy and the reinforcing effects of amphetamine and gambling in people with gambling disorder vs. healthy controls. Pharmacol Biochem Behav 2024:173865. [PMID: 39236810 DOI: 10.1016/j.pbb.2024.173865] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/10/2023] [Revised: 06/05/2024] [Accepted: 08/25/2024] [Indexed: 09/07/2024]
Abstract
Understanding the relationship between empathy, subjective effects of addictive reinforcers and dopamine function in people with gambling disorder (PGD) vs. healthy controls (HCs) may inform GD treatment. The current investigation addressed this issue via retrospective analysis of data from three studies using amphetamine and a slot machine (SLOTS) as reinforcers in PGD and HCs. The Empathy scale of Eysenck's Impulsiveness Questionnaire assessed trait Empathy. The Gamblers Beliefs Questionnaire assessed cognitive distortions. The Eysenck Lie scale assessed socially desirable responding. PET scans quantified dopamine receptor expression and amphetamine-induced dopamine release in Study 1. Pre-treatment with the D2-receptor (D2R)-preferring antagonist, haloperidol or D1R-D2R antagonist, fluphenazine before SLOTS tested the role of D2 autoreceptors and post-synaptic D2R in Study 2. Pre-treatment with the multi-system indirect dopamine agonist, modafinil before SLOTS assessed the reliability of correlations in PGD. Striatal D2R expression predicted greater Empathy and lower amphetamine 'Liking' in HCs, and predicted greater symptom severity in PGD. Empathy predicted lower 'Exciting' effects of SLOTS under placebo in HCs; no correlation emerged under either antagonist. Relative to placebo, haloperidol decreased, whereas fluphenazine increased, the positive correlation between Empathy and Exciting effects of SLOTS in PGD. Modafinil markedly reduced the positive correlation between Empathy and Exciting effects of SLOTS seen under placebo in PGD. Empathy predicted greater cognitive distortions in PGD in all studies. Lie scale variance influenced several primary effects. Prior research linking the insula with Empathy, reactivity to interoceptive signals for risky rewards (uncertainty), and cognitive distortions, provides a parsimonious account for these results.
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Affiliation(s)
- Martin Zack
- Molecular Brain Sciences Dept., Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada; Dept. of Pharmacology & Toxicology, University of Toronto, Toronto, ON M5S 1A8, Canada.
| | - Arian Behzadi
- Vivian M. Rakoff PET Centre, Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada
| | - Candice Biback
- Dept. of Pharmacology & Toxicology, University of Toronto, Toronto, ON M5S 1A8, Canada
| | - Bindiya Chugani
- Dept. of Pharmacology & Toxicology, University of Toronto, Toronto, ON M5S 1A8, Canada
| | - Dan DiGiacomo
- Addiction Psychiatry Service, Centre for Addiction & Mental Health, Toronto, ON M6J 1H4, Canada
| | - Tim Fang
- Dept. of Pharmacology & Toxicology, University of Toronto, Toronto, ON M5S 1A8, Canada
| | - Sylvain Houle
- Vivian M. Rakoff PET Centre, Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada
| | - Aditi Kalia
- Dept. of Pharmacology & Toxicology, University of Toronto, Toronto, ON M5S 1A8, Canada
| | - Daniela Lobo
- Addiction Psychiatry Service, Centre for Addiction & Mental Health, Toronto, ON M6J 1H4, Canada
| | - Doris Payer
- Vivian M. Rakoff PET Centre, Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada
| | - Constantine X Poulos
- Molecular Brain Sciences Dept., Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada
| | - Pablo M Rusjan
- Vivian M. Rakoff PET Centre, Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada
| | - Kelly Smart
- Dept. of Pharmacology & Toxicology, University of Toronto, Toronto, ON M5S 1A8, Canada; Vivian M. Rakoff PET Centre, Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada
| | - Daniel Tatone
- Dept. of Pharmacology & Toxicology, University of Toronto, Toronto, ON M5S 1A8, Canada
| | - Jerry Warsh
- Vivian M. Rakoff PET Centre, Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada; Dept. of Psychiatry, University of Toronto, Toronto, ON M5S 1A8, Canada
| | - Alan A Wilson
- Vivian M. Rakoff PET Centre, Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada
| | - James L Kennedy
- Molecular Brain Sciences Dept., Centre for Addiction & Mental Health, Toronto, ON M5T 1R8, Canada; Dept. of Psychiatry, University of Toronto, Toronto, ON M5S 1A8, Canada
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Arafat D, Thoma P. Impairments of Sociocognitive Functions in Individuals with Behavioral Addictions: A Review Article. J Gambl Stud 2024; 40:429-451. [PMID: 37308789 PMCID: PMC10259812 DOI: 10.1007/s10899-023-10227-w] [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] [Accepted: 05/25/2023] [Indexed: 06/14/2023]
Abstract
Since little is known about the exact pattern of social cognitive impairments related to behavioral addictions, the aim of the PRISMA-oriented review was to (i) provide an overview of relevant empirical publications, and to (ii) to elucidate which specific aspects of social cognition (i.e., emotion recognition, empathy, and theory of mind (ToM)) are impaired in different types of behavioral addictions. Behavioral addictions have been associated with cognitive deficits which may contribute to impaired social cognitive functioning. More recently, this domain has been investigated in patients with behavioral addictions as impaired social cognition detrimentally affects daily functioning and thus forms a relevant target for treatment. A systematic search in the PubMed and Web of Science databases was performed focusing on social cognitive functions in behavioral addictions. Studies focusing on the same social cognitive component were grouped together, this was done based on the used assessment measures. In total, 18 studies met the specified inclusion criteria. Five studies focusing on emotion recognition concluded that individuals with behavioral addictions show impairments in this domain. As for the 13 studies focusing on empathy and/or ToM, most of them found deficits linked to different types of behavioral addictions. Only two studies, one of which was investigating a distinct population (multiplayer online role-playing gamers) did not link empathy to behavioral addictions. The results show that the majority of studies focusing on social cognition and behavioral addictions found some deficits. Additional research focusing on this topic is urgently needed in behavioral addictions, addressing several methodological issues.
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Affiliation(s)
- Dalia Arafat
- Neuropsychological Therapy Centre, Faculty of Psychology, Ruhr University Bochum, Bochum, Germany.
| | - Patrizia Thoma
- Neuropsychological Therapy Centre, Faculty of Psychology, Ruhr University Bochum, Bochum, Germany
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Olejarnik SZ, Romano D. Is playing violent video games a risk factor for aggressive behaviour? Adding narcissism, self-esteem and PEGI ratings to the debate. Front Psychol 2023; 14:1155807. [PMID: 37476087 PMCID: PMC10354552 DOI: 10.3389/fpsyg.2023.1155807] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2023] [Accepted: 06/21/2023] [Indexed: 07/22/2023] Open
Abstract
Introduction Aggressive behaviour is a challenge for society. There continues to be considerable debate over whether the consumption of violent video games affects aggression, as violent video game content has become more accessible in recent years due to the growing use of online distribution platforms. Personality traits often linked to aggression, such as narcissism and self-esteem, have been considered in the context of violent video game play and their relationship with aggression. Methods We surveyed an international population of 166 game players on their personality traits and their three favourite video game choices, which were classified as violent or non-violent, using Pan European Game Information (PEGI) 16 and 18 ratings. Results We found that violent video game choice is a predictor of verbal aggression alongside narcissism, and hostility alongside self-esteem. A categorical regression highlighted the desire to impersonate society's undesirable role models (e.g., 'be a thief or a killer') as one of the motivations for aggression and violent video game choice. Discussion These findings show that video game violence should be considered a risk factor for aggression, as in other violent media, as it provides a social reinforcement of aggressive behaviour and observational learning of aggressive models, calling for the introduction of stricter online age verification procedures on online game platforms to safeguard children from violent video game content; and increased use of parental controls on content fruition. More granularity should be considered in the PEGI classifications.
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Affiliation(s)
| | - Daniela Romano
- Department of Information Studies, University College London, London, United Kingdom
- Institute of Artificial Intelligence, De Montfort University, Leicester, United Kingdom
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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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Worsened Anxiety and Loneliness Influenced Gaming and Gambling during the COVID-19 Pandemic. J Clin Med 2022; 12:jcm12010249. [PMID: 36615049 PMCID: PMC9820879 DOI: 10.3390/jcm12010249] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2022] [Revised: 12/22/2022] [Accepted: 12/26/2022] [Indexed: 12/31/2022] Open
Abstract
Aim: To study the prevalence and patterns of problematic gaming and gambling during the COVID-19 pandemic and the association with psychiatric traits and major types of anxiety categories. Method: 1067 young adults participated in both wave 3 (2018) and wave 4 (2021) of the SALVe Cohort. Associations with psychiatric symptoms and anxiety were examined using logistic regression and Chi-square tests. Results: Problematic gaming decreased by 1.3 percentage points to 23.2% since the start of the pandemic, while problematic gambling increased by 0.9 percentage points to 6.5% in w4. Average time spent playing video games/day decreased from 2.2 h (w3) to 1.7 h (w4), while increases in gaming activity were associated with worsened feelings of loneliness (p = 0.002), depression (p < 0.001), and anxiety (p < 0.01) during the pandemic. Predictors for problematic gaming at w4 were previous problematic gaming and social anxiety (p = < 0.001 and 0.01, respectively). Moreover, previous problem gambling also predicted problem gambling at w4 p < 0.001. All anxiety categories were associated with both problematic gaming and gambling when adjusted for age and sex. However, after adjusting for depression and insomnia, social anxiety was associated with problematic gaming (p < 0.001), while panic was associated with problem gambling (p < 0.001). Conclusion: Overall, problematic gaming has decreased since the start of the pandemic, while problem gambling has increased. Worsened feelings of loneliness, depression, and anxiety during the pandemic are associated with increased gaming. Moreover, the association between problematic gaming and gambling and anxiety is independent of depression and sleep problems.
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Cudo A, Wojtasiński M, Tużnik P, Fudali-Czyż A, Griffiths MD. The Relationship between Depressive Symptoms, Loneliness, Self-Control, and Gaming Disorder among Polish Male and Female Gamers: The Indirect Effects of Gaming Motives. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:10438. [PMID: 36012072 PMCID: PMC9408588 DOI: 10.3390/ijerph191610438] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 08/18/2022] [Accepted: 08/18/2022] [Indexed: 06/15/2023]
Abstract
The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18-48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life.
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Affiliation(s)
- Andrzej Cudo
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Marcin Wojtasiński
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Przemysław Tużnik
- Institute of Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20950 Lublin, Poland
| | - Agnieszka Fudali-Czyż
- Institute of Psychology, The Pedagogical University of Krakow, ul. Podchorążych 2, 30084 Krakow, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham NG1 4FQ, UK
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Cudo A, Dobosz M, Griffiths MD, Kuss DJ. The Relationship Between Early Maladaptive Schemas, Depression, Anxiety and Problematic Video Gaming Among Female and Male Gamers. Int J Ment Health Addict 2022:1-28. [PMID: 35789815 PMCID: PMC9244023 DOI: 10.1007/s11469-022-00858-2] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 06/10/2022] [Indexed: 12/20/2022] Open
Abstract
The present study investigated the relationship between problematic video gaming (PVG) and early maladaptive schemas (EMSs) among male and female gamers. Additionally, the present study investigated depression and anxiety as mediators in the relationship between EMSs and PVG. The study comprised 673 videogame players (391 female gamers) aged from 18 to 38 years. PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Depression and anxiety symptoms were assessed using the Hospital Anxiety and Depression Scale (HADS). EMS dimensions were assessed using the Young Schema Questionnaire (YSQ-S3). Results suggested that EMSs such as practical incompetence/dependence were positively related to PVG. The findings showed gender differences in these relationships. The vulnerability to harm or illness, enmeshment and subjugation schemas were positively related to PVG among male gamers. However, depression and anxiety did not mediate the relationship between EMSs and PVG. These findings may contribute to a better understanding of mechanisms related to PVG development, which are associated with maladaptive schemas. Supplementary Information The online version contains supplementary materials available at 10.1007/s11469-022-00858-2.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
| | - Mateusz Dobosz
- The Psychological and Psychotherapeutic Care Center for Children and Youth in Klimkówka, ul. Kasztanowa 30, 38-480 Klimkówka, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham, NG1 4FQ UK
| | - Daria J. Kuss
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham, NG1 4FQ UK
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Zeng G, Fung SF, Li J, Hussain N, Yu P. Evaluating the psychometric properties and factor structure of the general self-efficacy scale in China. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-020-00924-9] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/07/2023]
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Ayala-Rojas RE, Granero R, Mora-Maltas B, Rivas S, Fernández-Aranda F, Gómez-Peña M, Moragas L, Baenas I, Solé-Morata N, Menchón JM, Jiménez-Murcia S. Factors related to the dual condition of gambling and gaming disorders: A path analysis model. J Psychiatr Res 2021; 145:148-158. [PMID: 34923355 DOI: 10.1016/j.jpsychires.2021.12.005] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/01/2021] [Revised: 11/13/2021] [Accepted: 12/10/2021] [Indexed: 11/23/2022]
Abstract
BACKGROUND AND AIMS Gaming disorder has experienced rapid growth in the last decade among youth and adult populations, in parallel to the expansion of the videogame industry. The objective of this study was to explore the underlying process to explain the dual diagnosis of gaming with gambling disorder. METHODS The sample included n = 117 patients who met clinical criteria for gaming disorder, recruited from a tertiary care unit specialized in the treatment of behavioral addictions. Path analysis (implemented through structural equation modeling) assessed the direct and mediational mechanisms between the dual condition of gaming + gambling disorder and sociodemographic variables and personality traits. RESULTS The comorbid gaming + gambling disorder was met for 14.5% of the participants (additionally, 6.0% of the sample also met criteria for problematic gambling). The dual diagnosis was directly related to an older age at onset of the addiction problems, a higher level of the novelty seeking trait and being in active work. Employment status also mediated the relationship between persistence levels and chronological age. Greater psychopathological distress was related to females, higher levels of harm avoidance and persistence and lower levels of self-directedness. CONCLUSIONS The results of this study provide empirical evidence for the specific factors that increase the likelihood of the dual gaming + gambling disorder. Clinical settings should consider these features to improve gaming diagnosis and treatment. Preventive programs should also be focused on the most vulnerable groups to prevent onset and progression of this comorbid condition.
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Affiliation(s)
- Rocío Elena Ayala-Rojas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Roser Granero
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Barcelona, Spain; Department of Psychobiology and Methodology, Autonomous University of Barcelona, Barcelona, Spain.
| | - Bernat Mora-Maltas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Sandra Rivas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Fernando Fernández-Aranda
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Barcelona, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine and Health Sciences, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain.
| | - Mónica Gómez-Peña
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Laura Moragas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Isabel Baenas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Barcelona, Spain.
| | - Neus Solé-Morata
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - José M Menchón
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine and Health Sciences, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain; Ciber Salut Mental (CIBERSam), Instituto de Salud Carlos III, Barcelona, Spain.
| | - Susana Jiménez-Murcia
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Barcelona, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine and Health Sciences, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain.
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Scherer H, Diaz S, Iannone N, McCarty M, Branch S, Kelly J. "Leave Britney alone!": parasocial relationships and empathy. The Journal of Social Psychology 2021; 162:128-142. [PMID: 34850669 DOI: 10.1080/00224545.2021.1997889] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
The present study examined the relationship between parasocial relationships (PSRs; one-sided relationships with media figures), PSR characteristics, and empathy. We also examined whether people are biased toward those with PSRs, and whether people higher in empathy are less biased. Participants completed a survey that assessed whether they a) had a PSR, b) their satisfaction with, commitment to, and investment in the PSR, c) their degree of parasocial interaction (PSI), d) biases toward people with PSRs, and e) empathy. Results showed that empathy was positively related to self-identifying as having a PSR, commitment to and satisfaction with PSRs, and overall PSI. Results also showed that bias against individuals with PSRs exists, but that individuals higher in empathy are less biased. This research provides new insight into how empathy relates to PSRs and provides evidence of bias toward people with PSRs, as well as a potential way to reduce that bias (empathy).
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Granero R, Fernández-Aranda F, Castro-Calvo J, Billieux J, Valero-Solís S, Mora-Maltas B, Rivas-Pérez S, Valenciano-Mendoza E, Del Pino-Gutiérrez A, Gómez-Peña M, Moragas L, Baenas I, Mena-Moreno T, Casalé-Salayet G, Codina E, González-Bueso V, Santamaría JJ, Baño M, Menchón JM, Jiménez-Murcia S. Subtyping treatment-seeking gaming disorder patients. Addict Behav 2021; 123:107086. [PMID: 34450349 DOI: 10.1016/j.addbeh.2021.107086] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2021] [Revised: 08/11/2021] [Accepted: 08/11/2021] [Indexed: 12/11/2022]
Abstract
BACKGROUND AND AIMS Gaming Disorder (GD) is characterized by a pattern of persistent and uncontrolled gaming behavior that causes a marked impairment in important areas of functioning. The evolution of the worldwide incidence of this disorder warrants further studies focused on examining the existence of different subtypes within clinical samples, in order to tailor treatment. This study explored the existence of different profiles of patients seeking treatment for GD through a data-driven approach. METHODS The sample included n = 107 patients receiving treatment for GD (92% men and 8% women) ranging between 14 and 60 years old (mean age = 24.1, SD = 10). A two-step clustering analysis approach explored the existence of different underlying GD profiles based on a broad set of indicators, including sociodemographic features, clinical course of the condition (e.g., onset or evolution), psychopathological symptoms, and personality traits. RESULTS Two GD profiles emerged. The first cluster grouped together patients who presented with a lower psychological impact (n = 72, 66.1%), whereas the second cluster comprised patients with a higher psychological impact (n = 35, 32.7%). Cluster comparisons revealed that those patients presenting the higher impact were older, with a later onset of pathological gaming patterns, and more pronounced psychopathological symptoms and dysfunctional personality profiles. CONCLUSIONS GD severity is influenced by specific demographic, clinical, and psychopathological factors. The identification of two separate profiles provides empirical evidence that contributes to the conceptualization of this disorder, as well as to the development of reliable and valid screening tools and effective intervention plans focused on the precise characteristics of the treatment-seeking patients.
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Affiliation(s)
- Roser Granero
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychobiology and Methodology, Autonomous University of Barcelona, Barcelona, Spain.
| | - Fernando Fernández-Aranda
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain.
| | - Jesús Castro-Calvo
- Department of Personality, Assessment, and Psychological Treatments, University of Valencia, Valencia, Spain.
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland; Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals (CHUV), Lausanne, Switzerland.
| | - Susana Valero-Solís
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain
| | - Bernat Mora-Maltas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Sandra Rivas-Pérez
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | | | - Amparo Del Pino-Gutiérrez
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Department of Public Health, Mental Health and Maternal-Child Nursing, School of Nursing, University of Barcelona, Barcelona, Spain.
| | - Mónica Gómez-Peña
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Laura Moragas
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Isabel Baenas
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Teresa Mena-Moreno
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Gemma Casalé-Salayet
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Ester Codina
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain.
| | - Vega González-Bueso
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), Barcelona, Spain.
| | - Juan Jose Santamaría
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), Barcelona, Spain.
| | - Marta Baño
- Atención e Investigación en Socioadicciones (AIS), Mental Health and Addictions Network, Generalitat de Catalunya (XHUB), Barcelona, Spain.
| | - José M Menchón
- Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain; Ciber Salut Mental (CIBERSam), Instituto de Salud Carlos III. Madrid, Spain.
| | - Susana Jiménez-Murcia
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto Salud Carlos III, Madrid, Spain; Department of Psychiatry, Hospital Universitari de Bellvitge, L'Hospitalet de Llobregat, Spain; Psychiatry and Mental Health Group, Neuroscience Program, Institut d'Investigació Biomèdica de Bellvitge - IDIBELL, L'Hospitalet de Llobregat, Spain; Department of Clinical Sciences, School of Medicine, Universitat de Barcelona - UB, L'Hospitalet de Llobregat, Spain.
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12
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Croijmans I, Beetsma D, Aarts H, Gortemaker I, Smeets M. The role of fragrance and self-esteem in perception of body odors and impressions of others. PLoS One 2021; 16:e0258773. [PMID: 34780484 PMCID: PMC8592444 DOI: 10.1371/journal.pone.0258773] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/23/2020] [Accepted: 10/05/2021] [Indexed: 02/03/2023] Open
Abstract
Human sweat odor serves as social communication signal for a person’s traits and emotional states. This study explored whether body odors can also communicate information about one’s self-esteem, and the role of applied fragrance in this relationship. Female participants were asked to rate self-esteem and attractiveness of different male contestants of a dating show, while being exposed to male participant’s body odors differing in self-esteem. High self-esteem sweat was rated more pleasant and less intense than low self-esteem sweat. However, there was no difference in perceived self-esteem and attractiveness of male contestants in videos, hence explicit differences in body odor did not transfer to judgments of related person characteristics. When the body odor was fragranced using a fragranced body spray, male contestants were rated as having higher self-esteem and being more attractive. The finding that body odors from male participants differing in self-esteem are rated differently and can be discriminated suggests self-esteem has distinct perceivable olfactory features, but the remaining findings imply that only fragrance affect the psychological impression someone makes. These findings are discussed in the context of the role of body odor and fragrance in human perception and social communication.
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Affiliation(s)
- Ilja Croijmans
- Department of Psychology, Utrecht University, Utrecht, The Netherlands
- * E-mail:
| | - Daniel Beetsma
- Department of Psychology, Utrecht University, Utrecht, The Netherlands
| | - Henk Aarts
- Department of Psychology, Utrecht University, Utrecht, The Netherlands
| | - Ilse Gortemaker
- UNILEVER R&D Beauty & Personal Care Science & Technology, Consumer Science, Rotterdam, The Netherlands
- ABN AMRO Bank N.V., Amsterdam, The Netherlands
| | - Monique Smeets
- Department of Psychology, Utrecht University, Utrecht, The Netherlands
- UNILEVER R&D Beauty & Personal Care Science & Technology, Consumer Science, Rotterdam, The Netherlands
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13
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Profile of Treatment-Seeking Gaming Disorder Patients: A Network Perspective. J Gambl Stud 2021; 38:941-965. [PMID: 34625873 DOI: 10.1007/s10899-021-10079-2] [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] [Accepted: 09/22/2021] [Indexed: 01/11/2023]
Abstract
The increasing presence of gaming disorder in recent years has led to major efforts to identify the specific predictors that have a high impact on the profile of people seeking treatment for this mental condition. The purpose of this study was to explore the network structure of the correlates of gaming disorder considering sociodemographic features and other clinical symptoms. Network analysis was applied to a sample of patients who met clinical criteria for gaming disorder (n = 117, of ages ranging from 15 to 70 yrs-old). Variables considered in the network included sex, age, socioeconomic position, global emotional distress, age of onset and duration of the gaming disorder, personality traits and the presence of other addictive behaviors (tobacco, alcohol and behavioral addictions). The central nodes in the network were global psychological distress, chronological age, and age of onset of gaming related problems. Linkage analysis also identified psychopathological status and age as the variables with the most valuable information in the model. The poorest relevance in the analysis was for the duration of gaming problems and socioeconomic levels. Modularity analysis grouped the nodes within four clusters. Identification of the variables with the highest centrality/linkage can be particularly useful for developing precise management plans to prevent and treat gaming disorder related problems.
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14
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The Relationship between Smartphone Addiction, Parent–Child Relationship, Loneliness and Self-Efficacy among Senior High School Students in Taiwan. SUSTAINABILITY 2021. [DOI: 10.3390/su13169475] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/03/2023]
Abstract
This study explores the link between smartphone addiction in senior high-school students, parent–child relationship, loneliness, and self-efficacy on the basis of the theory of planned behavior (TPB) and social cognitive theory (SCT). A survey of 2172 students (1205 female students, 966 male students; mean age = 16.58 years, SD = 0.78) from 32 senior high schools in Taiwan was conducted. Moderation mediation analysis was performed using Model 14 of SPSS PROCESS-macro to test the hypotheses of this study. The result showed that the parent–child relationship was negatively related both to smartphone addiction and loneliness, which mediated the link between parent–child relationship and smartphone addiction. Self-efficacy was also found to moderate the level of loneliness related to smartphone addiction. Specifically, loneliness will ease when the parent–child relationship improves, and smartphone addiction will accordingly lessen. It was also discovered that the elevation of self-efficacy could mitigate the level of addiction. Lastly, this study provided parents, education agencies, and other policymakers in the education sector with implications based on these findings. Preventive measures for smartphone addiction and recommendations for future investigations are also given.
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15
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Comparing video game engagement measures as related to individual and relational well-being in a community sample of adult gamers. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100136] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022] Open
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16
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Zhu S, Zhuang Y, Lee P, Li JCM, Wong PWC. Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study. JMIR Serious Games 2021; 9:e26808. [PMID: 33960954 PMCID: PMC8108935 DOI: 10.2196/26808] [Citation(s) in RCA: 52] [Impact Index Per Article: 17.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2020] [Revised: 03/23/2021] [Accepted: 04/02/2021] [Indexed: 12/15/2022] Open
Abstract
BACKGROUND School closures during the COVID-19 pandemic may have exacerbated students' loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public concern. OBJECTIVE This study aimed to examine the associations between loneliness and gaming addiction behaviors among young people in Hong Kong and to investigate how familial factors, psychological distress, and gender differences moderate these relationships. METHODS This cross-sectional study was conducted in June 2020 when schools reopened after 6 months of school closures. Participants included 2863 children and adolescents in primary (Grades 4 to 6) and secondary (Grades 7 and 8) schools (female participants: 1502/2863, 52.5%). Chi-square tests, one-way analyses of variance, and independent-samples t tests were performed to compare the differences of distribution in gaming addiction behaviors across gender, age, and other sociodemographic characteristics. Multinomial logistic regression analyses were conducted to identify factors that relate to excessive or pathological gaming behaviors separately, in comparison with leisure gaming. RESULTS A total of 83.0% (2377/2863) of the participants played video games during the COVID-19 pandemic. The prevalence of excessive and pathological game addiction behaviors was 20.9% (597/2863) and 5.3% (153/2863), respectively. More male students had gaming addiction symptoms than female students. The multinomial logistic regressions showed that feeling lonely was associated with more problematic gaming behaviors, and the association was stronger for older female students. Low socioeconomic status, less parental support and less supervision, and poor mental health were risk factors for gaming addiction behaviors, especially among primary school students. CONCLUSIONS Loneliness was associated with gaming addiction behaviors; the findings from this study suggested that this association was similar across gender and age groups among young people. Familial support and supervision during school closures can protect young people from developing problematic gaming behaviors. Results of this study have implications for prevention and early intervention on behalf of policy makers and game developers.
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Affiliation(s)
- Shimin Zhu
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong, Hong Kong
| | - Yanqiong Zhuang
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong, Hong Kong
| | - Paul Lee
- Department of Health Sciences, University of Leicester, Leicester, United Kingdom
| | - Jessica Chi-Mei Li
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong, Hong Kong
| | - Paul W C Wong
- Department of Social Work and Social Administration, The University of Hong Kong, Pok Fu Lam, Hong Kong
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Cudo A, Misiuro T, Griffiths MD, Torój M. The Relationship Between Problematic Video Gaming, Problematic Facebook Use, and Self-Control Dimensions Among Female and Male Gamers. Adv Cogn Psychol 2020; 16:248-267. [PMID: 33193913 PMCID: PMC7644983 DOI: 10.5709/acp-0301-1] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
Abstract
The development of new technology has contributed to changes in everyday functioning. However, one possible negative aspect of new technologies is their problematic, uncontrolled use. Dysfunctional self-control is a critical aspect of problematic behavior. Consequently, the present research investigated the relationship between problematic video gaming (PVG), problematic Facebook use (PFU), and self-control dimensions among female and male gamers. The study comprised 830 videogame players (350 female gamers) aged from 15 to 31 years. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the Problem Video Game Playing Questionnaire. Self-control dimensions were assessed using the 50-item Nowy Arkusz Samowiedzy (Self-Knowledge New Sheet; NAS-50). Findings showed that lower goal maintenance was associated with higher PFU, whereas lower initiative and persistence was associated with higher PVG among both groups. Additionally, there was a negative association between inhibition and adjournment and problematic behaviors among male gamers. In contrast, PFU was associated inhibition and adjournment among female gamers. The findings demonstrate the difference between both genders in the relationship between PVG and self-control. These findings enable a better understanding of the relationship between problematic behaviors and self-control among gamers and the differences between female and male gamers.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950, Lublin, Poland
| | - Tomasz Misiuro
- Department of Psychological Research Methodology, The University of Zielona Góra, Licealna 9/9, 65-417, Zielona Góra, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham NG1 4FQ, United Kingdom
| | - Małgorzata Torój
- Department of Emotion and Motivation Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
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18
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Self-esteem among college students: the intersectionality of psychological distress, discrimination and gender. JOURNAL OF PUBLIC MENTAL HEALTH 2020. [DOI: 10.1108/jpmh-05-2020-0033] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
The purpose of this study was to assess the prevalence of low self-esteem among college students and how exogenous and endogenous factors, such as experiences of discrimination and psychological distress, respectively, impact such an outcome.
Design/methodology/approach
General education courses were used to conduct a quantitative cross-sectional study among undergraduate college students. The primary outcome variable of interest in this study was self-esteem, which was measured using the Rosenburg’s self-esteem scale. Primary independent variable was psychological distress (measured using Kessler 6 scale). Discrimination experiences were measured using the Everyday Discrimination Scale (EDS). Descriptive, bivariate and multiple linear regressions were conducted to find associations among such variables.
Findings
Among 308 young adults in this study, psychological distress was significantly related to low self-esteem (ß = −6.50, p < 0.001). In addition, increasing EDS score (ß = −0.37, p = 0.019) and women gender (ß = −1.29, p = 0.038) were also associated with low self-esteem.
Research limitations/implications
The study was cross-sectional and thus cannot provide causal relationship. The self-reported data is susceptible to recall bias. College students continue to face negative social experiences that impact their self-esteem, and discrimination plays a substantial role.
Practical implications
Gender-specific self-esteem coaching is needed among college students with psychological distress and among those with experiences of discrimination.
Social implications
The results of the current study provide information for understanding the role of discrimination and psychological well-being on self-esteem of college students, and thus further address the importance of social determinants of health and well-being.
Originality/value
This study provides a unique insight into the disparities faced by college students. Understanding self-esteem at the individualistic and collectivistic levels will allow for the planning and implementation of comprehensive interventions that address gender differences and psychological distress that will increase the positive health outcomes and decrease the negative health outcomes.
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Cudo A, Wojtasiński M, Tużnik P, Griffiths MD, Zabielska-Mendyk E. Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers. PLoS One 2020; 15:e0237610. [PMID: 32810183 PMCID: PMC7437455 DOI: 10.1371/journal.pone.0237610] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/16/2020] [Accepted: 07/29/2020] [Indexed: 12/11/2022] Open
Abstract
Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative aspect of new technologies is their problematic use due to impulsive use which may lead to lower life satisfaction. The present study investigated the mediating role of problematic video gaming (PVG) and problematic Facebook use (PFU) in the relationship between impulsivity dimensions and life satisfaction as well as the relationship between impulsivity dimensions and problematic behaviors. Additionally, the potential impact of gender differences was also examined. The study comprised 673 gamers (391 females) aged 17-38 years (M = 21.25 years, SD = 2.67) selected from 1365 individuals who completed an offline survey. PFU was assessed using the Facebook Intrusion Scale, and PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Impulsivity dimensions such as attention, cognitive instability, motor, perseverance, self-control, and cognitive complexity were assessed using the Barratt Impulsiveness Scale (BIS-11), and life satisfaction was assessed using the Satisfaction With Life Scale (SWLS). Depending on the specific impulsivity dimension, findings showed both positive and negative relationships between impulsivity and life satisfaction. Attention and perseverance subtypes of impulsivity were primarily associated with problematic behaviors. Additionally, cognitive complexity was associated with PFU among female gamers, whereas cognitive instability was associated with PVG among male gamers. Additionally, PVG was primarily associated with lower life satisfaction. However, there was no mediation effects between impulsivity dimensions and life satisfaction via PFU or PVG. These findings provide a better understanding of the relationship between problematic behaviors, life satisfaction, and impulsivity among gamers and the differences between male and female gamers.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
- * E-mail:
| | - Marcin Wojtasiński
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Przemysław Tużnik
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, The Nottingham Trent University, Nottingham, United Kingdom
| | - Emilia Zabielska-Mendyk
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
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