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Zhang M, Nie Q, Ye W, Wang Y, Yang Z, Teng Z. Longitudinal Dynamic Relationships Between Videogame Use and Symptoms of Gaming Disorder and Depression Among Chinese Children and Adolescents. J Youth Adolesc 2025; 54:426-438. [PMID: 39133422 DOI: 10.1007/s10964-024-02068-6] [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: 04/10/2024] [Accepted: 08/02/2024] [Indexed: 08/13/2024]
Abstract
Although previous studies have shown a close relationship between gaming disorder and depressive symptoms, few have measured normal videogame use, symptoms of gaming disorder, and depressive symptoms concurrently. The longitudinal dynamics between these variables remain unclear. This study used two demographic cohorts to examine the longitudinal relationship between gaming and depressive symptoms: children (n = 1513, 46.9% girls, Mage ± SD = 9.63 ± 0.58 years) and adolescents (n = 1757, 48.5% girls, Mage ± SD = 12.55 ± 0.70 years). Random intercept cross-lagged panel models (RI-CLPMs) were employed to distinguish between within- and between-person levels of gaming and depressive symptoms. The RI-CLPM results showed a stable link between symptoms of gaming disorder and depression at the between-person level for both children and adolescents. At the within-person level, among children, depressive symptoms positively predicted subsequent gaming disorder symptoms, but gaming disorder symptoms were not a significant predictor of depressive symptoms at this level. Among adolescents, there was no significant cross-lagged effect between symptoms of gaming disorder and depression at the within-person level. Additionally, there was no significant cross-lagged effect between normal videogame use and depressive symptoms in either cohort. These results highlight the different effects of normal videogame use and gaming disorder symptoms associated with depressive symptoms. The different effects on children and adolescents underscore the importance of considering the different developmental stages in the study of gaming and mental health outcomes.
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Affiliation(s)
- Mengmeng Zhang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Qian Nie
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Wenting Ye
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yifan Wang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhiwei Yang
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhaojun Teng
- Research Center of Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.
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Mohamed Imran H, Chowdhury SR, Reddy IR, Maji S. A Cross-sectional Study on Internet Gaming Disorder and Its Association with Personality Traits in Engineering Students. Indian J Psychol Med 2024; 46:579-584. [PMID: 39545112 PMCID: PMC11558711 DOI: 10.1177/02537176241232107] [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] [Indexed: 11/17/2024] Open
Abstract
Background In the field of psychiatry and mental health, Internet gaming disorder (IGD) is a relatively new concept. In the past few decades, as online gaming and internet usage became increasingly prevalent, this became a topic of concern and research. Therefore, this study aims to estimate the prevalence of IGD and its association with personality traits among students. Methods and material The present cross-sectional study was conducted at an Engineering college in Nunna, Andhra Pradesh. The planned duration of the study was 12 months, from March 2020 to March 2021. However, it was extended until August 2021 due to the COVID-19 pandemic lockdown, as colleges were closed indefinitely until further instructions. In the current study, a total of 170 students (first year to final year) from an engineering college, aged between 19 and 25 years, were included. Students who provided informed consent or expressed willingness to participate in the study through a self-structured questionnaire and those who had internet access or experience with online gaming in the past 12 months were included. The demographic profile, including age, sex, academic year, accommodation status, and departmental course was studied. Also, the device used for gaming was examined. Results The gender distribution in the given population indicates that approximately 65.88% are males and 34.12% are females, for a total of 170 individuals studied. In that 18 participants (10.58%) were found to have IGD. Among 18 participants with IGD, 14 were males and 4 were females. The gender prevalence for male and female participants was calculated separately and found to be 12.5% for males, and 6.9% for females which is almost a ratio of 2:1. The summary explores the relation between the Big Five personality traits and IGD. The current study subjects were categorized as low, medium, or high for each trait based on their IGD status (positive or negative). Significant correlations were determined between extraversion and IGD (p = .02), conscientiousness and IGD (p = .02), and neuroticism and IGD (p = .02). Conclusion The current study findings suggest that the overall prevalence of IGD among college students is 10.58% with a higher prevalence among males, IGD is positively connected with neuroticism and negatively correlated with extraversion and conscientiousness. This implies that certain characteristics, either alone or in combination, may raise the likelihood of individuals developing an IGD.
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Affiliation(s)
- Mohamed Imran H
- Dept. of Psychiatry, Indlas Hospitals, Vijayawada, Andhra Pradesh, India
| | | | | | - Sayan Maji
- Dept. of Psychiatry, Global Psychiatric Clinic, Hanumangarh, Rajasthan, India
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Yan Y, Chen J, Wang HM, Xu JJ, Gong S. The mediating effect of social connectedness between internet gaming disorder and somatic symptoms in adolescents: a large sample cross-sectional study. BMC Psychiatry 2024; 24:651. [PMID: 39363253 PMCID: PMC11447969 DOI: 10.1186/s12888-024-06090-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/08/2024] [Accepted: 09/17/2024] [Indexed: 10/05/2024] Open
Abstract
BACKGROUND Previous studies have indicated that social connectedness can serve as a protective buffer against negative outcomes associated with online victimization. However, the role of social connectedness between Internet gaming disorder and somatic symptoms is still unclear. This study aims to examine the mediating effect of social connectedness on the association between Internet gaming disorder and somatic symptoms. METHODS A cross-sectional design was utilized, using questionnaires for data collection and multi-stage stratified cluster sampling. The general demographic questionnaire, Nine-Item Internet Gaming Disorder Scale-Short Form, Social Connectedness Scale-Revised and Patient Health Questionnaire Physical Symptoms were used to collect data. We adopted Pearson's correlation analysis and the PROCESS Macro Model in regression analysis to explore the relationships among Internet gaming disorder, social connectedness and somatic symptoms. RESULTS Internet gaming disorder was positively correlated with somatic symptoms (r = 0.20, P < 0.001), while network (r=-0.08, P < 0.001) and real-life social connectedness (r=-0.31, P < 0.001) negatively affected somatic symptoms. The network social connectedness and the real-life social connectedness played a chain mediating role in the development of Internet gaming disorder to somatic symptoms [95%CI: 0.073, 0.088], explaining 45.25% of the total effect value. The difference of real-life social connectedness and network social connectedness played a partial mediating role between Internet gaming disorder and somatic symptoms [95% CI:0.050, 0.062], accounting for 31.28% of the total effect value. CONCLUSIONS Real-life social connectedness, network social connectedness, and their disparity all mediated the relationship between Internet gaming disorder and somatic symptoms. Real-life social connectedness acted as a protective factor, while network social connectedness served as a risk factor. Encouraging offline activities and guiding teenagers to use the internet responsibly may help prevent and reduce physical symptoms linked to Internet gaming disorder.
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Affiliation(s)
- Yu Yan
- Department of Nephrology, Kidney Research Institute, West China Hospital of Sichuan University, Chengdu, Sichuan Province, China
- West China School of Nursing, Sichuan University, Chengdu, Sichuan Province, China
| | - Juan Chen
- West China School of Nursing, Sichuan University, Chengdu, Sichuan Province, China
- Mental Health Center of West China Hospital, Sichuan University, No.37 Guoxuexiang Wuhou District, Chengdu, Sichuan Province, China
| | - Hong-Mei Wang
- West China School of Nursing, Sichuan University, Chengdu, Sichuan Province, China
- Mental Health Center of West China Hospital, Sichuan University, No.37 Guoxuexiang Wuhou District, Chengdu, Sichuan Province, China
| | - Jia-Jun Xu
- Mental Health Center of West China Hospital, Sichuan University, No.37 Guoxuexiang Wuhou District, Chengdu, Sichuan Province, China.
| | - Shu Gong
- Nursing Department of West China Hospital, Sichuan University, No.37 Guoxuexiang Wuhou District, Chengdu, Sichuan Province, China.
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Bäcklund C, Sörman DE, Gavelin HM, Király O, Demetrovics Z, Ljungberg JK. Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation. Scand J Psychol 2024; 65:665-682. [PMID: 38475668 DOI: 10.1111/sjop.13010] [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: 07/06/2023] [Revised: 12/07/2023] [Accepted: 01/27/2024] [Indexed: 03/14/2024]
Abstract
INTRODUCTION The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits. METHODS A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91). RESULTS The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups. CONCLUSION These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
| | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
| | | | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar
| | - Jessica K Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
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Sravanthi K, Nihal NG, Raju NN, Mane S. A Case Report of Internet Gaming Disorder Treated With Bupropion and Cognitive Behavioral Therapy. Cureus 2024; 16:e63013. [PMID: 39050301 PMCID: PMC11267488 DOI: 10.7759/cureus.63013] [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: 05/31/2024] [Accepted: 06/23/2024] [Indexed: 07/27/2024] Open
Abstract
Gaming disorder is a growing concern, recognized by the World Health Organization and included in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) as internet gaming disorder (IGD) for further study. This case report describes a 13-year-old boy diagnosed with IGD according to the proposed DSM-5 criteria. The patient exhibited excessive gaming behavior leading to impaired academic performance and social interaction. Treatment included medication with bupropion and cognitive behavioral therapy (CBT) resulting in significant improvement in gaming habits and social functioning. This case highlights the effectiveness of a combined approach for managing IGD and emphasizes the need for further research to optimize treatment strategies.
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Affiliation(s)
- Kasireddy Sravanthi
- Pediatrics, Dr. D. Y. Patil Medical College, Hospital & Research Centre, Dr. D. Y. Patil Vidyapeeth (Deemed to be University), Pune, IND
| | - N G Nihal
- Psychiatry, Gayatri Vidya Parishad Institute of Health Care and Medical Technology, Visakhapatnam, IND
| | - N N Raju
- Psychiatry, Gayatri Vidya Parishad Institute of Health Care and Medical Technology, Visakhapatnam, IND
| | - Shailaja Mane
- Pediatrics, Dr. D. Y. Patil Medical College, Hospital & Research Centre, Dr. D. Y. Patil Vidyapeeth (Deemed to be University), Pune, IND
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Zhang L, Han J, Liu M, Yang C, Liao Y. The prevalence and possible risk factors of gaming disorder among adolescents in China. BMC Psychiatry 2024; 24:381. [PMID: 38773555 PMCID: PMC11110186 DOI: 10.1186/s12888-024-05826-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/23/2023] [Accepted: 05/09/2024] [Indexed: 05/24/2024] Open
Abstract
BACKGROUND Nowadays, moderate gaming behaviors can be a pleasant and relaxing experiences among adolescents. However, excessive gaming behavior may lead to gaming disorder (GD) that disruption of normal daily life. Understanding the possible risk factors of this emerging problem would help to suggest effective at preventing and intervening. This study aimed to investigate the prevalence of GD and analyze its possible risk factors that adolescents with GD. METHODS Data were collected between October 2020 and January 2021. In total, a sample of 7901 students (4080 (52%) boys, 3742 (48%) girls; aged 12-18 years) completed questionnaires regarding the Gaming-Related Behaviors Survey, Gaming Disorder Symptom Questionnaire-21 (GDSQ-21); Behavioral Inhibition System and Behavioral Activation System Scale (BIS/BAS Scale); Emotion Regulation Questionnaire (ERQ); Short-form Egna Minnenav Barndoms Uppfostran for Chinese (s-EMBU-C); and Adolescent Self-Rating Life Events Checklist (ASLEC). RESULTS The prevalence of GD was 2.27% in this adolescent sample. The GD gamers were a little bit older (i.e., a higher proportion of senior grades), more boys, with more gaming hours per week in the last 12 months, with more reward responsiveness, maternal rejecting and occurrence of negative life events (e.g., interpersonal relationships, being punished and bereavement factors). CONCLUSION These possible risk factors may influence the onset of GD. Future research in clinical, public health, education and other fields should focus on these aspects for provide target prevention and early intervention strategies.
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Affiliation(s)
- Lina Zhang
- Department of Clinical Psychology, Tianjin Medical University General Hospital, Tianjin, China
| | - Jiaqi Han
- The Clinical Medical of Xinjiang Medical University, Urumqi, China
| | - Mengqi Liu
- The National Clinical Research Center for Mental Disorders and Beijing Key Laboratory of Mental Disorders and Beijing Institute for Brain Disorders Center of Schizophrenia, Beijing Anding Hospital, Capital Medical University, Beijing, China
- Advanced Innovation Center for Human Brain Protection, Capital Medical University, Beijing, China
| | - Cheng Yang
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Yanhui Liao
- Department of Psychiatry, Sir Run Run Shaw Hospital, School of Medicine, Zhejiang University, Hangzhou, China.
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Hygen BW, Wendelborg C, Solstad BE, Stenseng F, Øverland MB, Skalicka V. Gaming motivation and well-being among Norwegian adult gamers: the role of gender and disability. FRONTIERS IN MEDICAL TECHNOLOGY 2024; 6:1330926. [PMID: 38666068 PMCID: PMC11043479 DOI: 10.3389/fmedt.2024.1330926] [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: 10/31/2023] [Accepted: 03/27/2024] [Indexed: 04/28/2024] Open
Abstract
Introduction Digital gaming is a popular and often social activity, also among adults. However, we need more knowledge of the social dynamics of gaming and its potential benefits for one's well-being. The current study aimed to examine gaming motivation, time spent gaming, and gaming performed together with friends, family, or romantic partner and how these aspects relate to expanded social network and well-being among men and women with and without disability. Methods Regular players of the popular game Fortnite Battle Royale (FBR; N = 278, 48.5% women, Mage = 32.38) completed an online questionnaire assessing their motivations for playing FBR (social motivation, achievement motivation, novelty motivation), time spent gaming, whom they usually play with, their psychological well-being, and FBR's impact on their life and social network. Differentiated statistical analyses on gender and disability were performed. Results and discussion The results showed that time spent gaming and social motivation to play were associated with larger social networks for all participants (strongest for women). More time spent gaming FBR was also associated with a positive impact on life for those with a disability. Social motivation to play was positively associated with a positive impact on life for men and those without a disability and increased well-being for women. Novelty motivation, which concerns experiencing new features in the game, was associated with a positive impact on life for women and with a decrease in well-being for those with a disability. This study demonstrated that gaming can be an essential social arena associated with positive outcomes for men, women and disabled people, who-when socially motivated-may expand their social networks through gaming.
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Affiliation(s)
- Beate W. Hygen
- Department of Diversity and Inclusion, NTNU Social Research, Trondheim, Norway
- Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
| | | | - Bård Erlend Solstad
- Department of Sport Science and Physical Education, University of Agder, Kristiansand, Norway
| | - Frode Stenseng
- Department of Education and Lifelong Learning, Norwegian University of Science and Technology, Trondheim, Norway
| | - Mari Bore Øverland
- Department of Diversity and Inclusion, NTNU Social Research, Trondheim, Norway
| | - Vera Skalicka
- Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway
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Kowalik BA, Delfabbro PH, King DL. Impaired control and gaming-related harm in relation to gaming Disorder. Addict Behav 2024; 151:107926. [PMID: 38103278 DOI: 10.1016/j.addbeh.2023.107926] [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: 09/05/2023] [Revised: 11/22/2023] [Accepted: 11/24/2023] [Indexed: 12/19/2023]
Abstract
The concept of impaired control (IC) over gaming is an important element of assessment and interventions for problem gaming and gaming-related harm. Past studies have reported that gaming disorder (GD) is associated with various negative consequences, but there is limited research on the relationship between IC over gaming and negative outcomes. To address this gap, the study investigated the relationship between impaired control and gaming-related harm among individuals with self-identified gaming disorder. It was hypothesized that IC would be positively associated with gaming-related harm and harm severity. In addition, it was predicted that IC would be a significant predictor of harm when controlling for age, gender, psychological distress, and gaming urges. The current study recruited 513 participants through an online survey platform. The Impaired Control Over Gaming Scale (ICOGS) was used to measure IC, and modified items from Browne et al.'s taxonomy of gambling harms were used to assess gaming harm severity. The logistic regression results showed that IC was positively related to all forms of harm, after controlling for other variables. The predictive value of IC was similar across financial, psychological, relationship, social and work/school domains. These results supported the importance of IC as a mechanism that contributes to the experience of gaming-related harm, and the need to target IC in interventions for GD.
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Affiliation(s)
| | | | - Daniel L King
- School of Psychology, The University of Adelaide, Australia; College of Education, Psychology & Social Work, Flinders University, Australia
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Pehlivanturk Kizilkan M, Akgul S, Kanbur N, Gungoren O, Derman O. Problematic video gaming is negatively associated with bone mineral density in adolescents. Eur J Pediatr 2024; 183:1455-1467. [PMID: 38165466 DOI: 10.1007/s00431-023-05399-x] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/02/2023] [Revised: 12/18/2023] [Accepted: 12/19/2023] [Indexed: 01/03/2024]
Abstract
Adolescent bone health may be negatively impacted by problematic video gaming (PVG) due to factors such as prolonged screen time, poor sleep quality, and increased depression. Although sedentary behaviors have been linked to decreased bone mass, there is limited research on how PVG impacts bone health. We aimed to evaluate the association between PVG and bone mineral density (BMD) in adolescents by comparing the BMD z-scores of adolescents with and without PVG and by identifying PVG-related risk factors that may affect low BMD scores. This cross-sectional study took place between May 2019 and August 2021 with 110 adolescents who played video games for at least two hours per day. Data on screen time, game genre, tobacco, alcohol, caffeine consumption, and vigorous physical activity status were recorded. PVG was assessed using the Internet Gaming Disorder-Short Form (IGDS9-SF), with scores ≤ 16 comprising the control group and > 16 the PVG group. Sleep quality was assessed by Pittsburgh Sleep Quality Index, and depression was evaluated by Children's Depression Inventory. Dual-energy X-ray absorptiometry measurements of femoral neck and lumbar spine BMD were compared between the two groups. The mean age of the participants was 14.2 ± 1.8 years, and 86.4% were males. The PVG group exhibited lower femoral neck z-scores (p = 0.013) and a higher proportion of adolescents with low femoral neck BMD risk (27.8% vs 9.7%, p = 0.041). Lumber spine z-scores did not differ (p = 0.271). Despite poorer depressive symptoms and sleep quality in the PVG group, they were not associated with low BMD risk (OR 1.02, 95% CI 0.97-1.08, p = 0.398 and OR 1.00, 95% CI 0.87-1.18, p = 0.972, respectively). Among all PVG-related risk factors, video game time (aOR = 1.22, 95% CI = 1.06-1.41, p = 0.006) and vigorous physical activity amount (aOR = 2.86, 95% CI = 0.93-8.76, p = 0.080) showed the strongest associations with femoral neck z-scores. Conclusion: The results of this study, showing a negative association between PVG and femoral neck BMD in adolescents, underscore the importance evaluating, monitoring, and supporting lower extremity bone health in adolescents with PVG. What is Known: • Adolescents with problematic video gaming are at risk for depression, impaired sleep; sedentary lifestyle; consumption of tobacco, alcohol, and drugs; and high caffeine intake. • These risk factors might lead to compromised bone health. What is New: • Problematic video gaming is associated with the low femoral neck bone mineral density risk in adolescents. • Extended video game time and reduced physical activity are found to be the primary risk factors.
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Affiliation(s)
| | - Sinem Akgul
- Department of Pediatrics, Division of Adolescent Medicine, Hacettepe University, Ankara, Turkey
| | - Nuray Kanbur
- Department of Pediatrics, Division of Adolescent Medicine, Hacettepe University, Ankara, Turkey
| | - Orhan Gungoren
- Deparment of Family Medicine, Hacettepe University, Ankara, Turkey
| | - Orhan Derman
- Department of Pediatrics, Division of Adolescent Medicine, Hacettepe University, Ankara, Turkey
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Deng X, Hu YB, Liu CY, Li Q, Yang N, Zhang QY, Liu L, Qiu JN, Xu HB, Xue L, Shi YW, Wang XG, Zhao H. Psychological distress and aggression among adolescents with internet gaming disorder symptoms. Psychiatry Res 2024; 331:115624. [PMID: 38039647 DOI: 10.1016/j.psychres.2023.115624] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/05/2023] [Revised: 11/18/2023] [Accepted: 11/23/2023] [Indexed: 12/03/2023]
Abstract
The present study aimed to investigate the current situation of internet gaming disorder (IGD) in Chinese adolescents and explore the impact of IGD-related factors on adolescent aggression. We hypothesized that IGD symptoms in adolescents would be associated with aggressive behavior and that risk factors for IGD symptoms could increase the aggressive tendencies of adolescents. To verify the above hypothesis, a cross-sectional survey of junior and senior high school students from southern, southwestern, central, and eastern China was conducted. A total of 9306 valid questionnaires were collected. The results showed that the prevalence of IGD symptoms was 1.78 % among Chinese adolescents. The adolescents in the disordered gamer group had the most severe IGD symptoms, with the highest levels of psychological distress and aggression. Interestingly, adolescents in the casual gamer group had the lowest psychological distress and aggression scores. Linear regression analysis further showed that higher levels of aggression were significantly associated with male sex, younger age, more severe psychological distress and IGD symptoms, and more violent game exposure. Our results suggested that excessive online gaming not only contributes to psychological distress in adolescents but also increases their levels of aggressive behavior. Apart from male sex and younger age, severe IGD symptoms and psychological distress are the most important predictors of the development of aggressive behavior.
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Affiliation(s)
- Xi Deng
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Yu-Bo Hu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Chun-Yan Liu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Qi Li
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Ning Yang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Qi-Yu Zhang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Lu Liu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Jian-Ni Qiu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Hong-Bin Xu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Li Xue
- Department of Psychology, School of Public Medicine, Southern Medical University, Guangzhou 510515, China
| | - Yan-Wei Shi
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China
| | - Xiao-Guang Wang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China
| | - Hu Zhao
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China.
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Burén J, Nutley SB, Thorell LB. Screen time and addictive use of gaming and social media in relation to health outcomes. Front Psychol 2023; 14:1258784. [PMID: 38192395 PMCID: PMC10773792 DOI: 10.3389/fpsyg.2023.1258784] [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: 07/14/2023] [Accepted: 10/26/2023] [Indexed: 01/10/2024] Open
Abstract
Introduction This study examined associations between screen time and addictive use (i.e., heavy involvement and negative consequences) of gaming and social media, and their independent effects on health outcomes. Methods Survey data were collected from 2,265 participants (mean age = 21.57). Internet Gaming Disorder (IGD) and Social Media Disorder (SMD) were measured with the Gaming and Social Media Questionnaire (GSMQ-9), with separate measures for heavy involvement and negative consequences. Screen time was measured by weekly hours of gaming and social media. Assessed health outcomes were psychological problems, low self-concept, social problems, sleep problems, and sleep time. Results Screen time and addictive use were significantly associated for both gaming and social media, with associations being stronger for symptoms of heavy involvement compared to symptoms of negative consequences. However, despite significant associations, a substantial proportion of the participants with a high screen time did not meet any or just one symptom of addiction. More importantly, it was primarily negative consequences that had independent effects on health outcomes, except for sleep. High levels of heavy involvement in gaming, were even related to lower, not higher, levels of psychological problems. Conclusion The present findings study show that screen time is a poor indicator of addictive use of gaming and social media. Given that it was primarily negative consequences of gaming or social media that had effects on health outcomes, our study also emphasizes the need to distinguish between different types of addictive use and to further examine the diagnostic validity of the nine IGD symptom criteria.
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Affiliation(s)
- Jonas Burén
- Department of Clinical Neuroscience, Karolinska Institutet, Stockholm, Sweden
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Abbouyi S, Bouazza S, El Hilaly J, Ragala MEA, El Rhazi K, Zarrouq B. Psychometric properties of the Problematic Online Gaming Questionnaire (POGQ) in a Moroccan sample of university students. BMC Psychol 2023; 11:395. [PMID: 37974251 PMCID: PMC10655425 DOI: 10.1186/s40359-023-01437-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2023] [Accepted: 11/08/2023] [Indexed: 11/19/2023] Open
Abstract
BACKGROUND The Problematic Online Gaming Questionnaire (POGQ) instrument consists of 18 items with a six-factor structure. This questionnaire is widely utilized to measure the degree of problematic online gaming, but the scale has not, up to date, been validated in Arabic language. This study aimed to assess POGQ scale validity and reliability in Moroccan context. METHODS The research was conducted from April to June 2023 using an online questionnaire. The selected sample involved Moroccan university students. Data were analyzed in two successive phases. First, exploratory factor analysis (EFA) was used to assess the factor structure in the first sample (n1 = 143). Then, this structure was confirmed in the second sample (n2 = 313) using confirmatory factor analysis (CFA). RESULTS The EFA and CFA results demonstrated that the POGQ has a six-factor structure explained 72% of the total variance. The results of this analysis provided an optimal fit to the data confirming a good performance of the measurement model (χ² = 243.6; CFI = 0.981; TLI = 0.976; RMSEA = 0.048; NFI = 0.964; IFI = 0. 981; SRMR = 0.022). The instrument showed sufficient reliability and convergent validity demonstrated by acceptable values of composite reliability (CR = 0.68-0.90), and average variance extracted (AVE = 0.50-0.75), respectively. Finally, the Arabic version of POGQ was found to have a high test-retest reliability. CONCLUSIONS The Arabic version of POGQ revealed adequate psychometric properties. As a result, the instrument might be used to measure the degree of problematic online gaming. The use of the POGQ is expected to further promote research on online game dependence treatment and prevention.
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Affiliation(s)
- Samira Abbouyi
- Laboratory of Epidemiology and Research in Health Sciences, Faculty of Medicine, Pharmacy and Dental Medicine, Sidi Mohamed Ben Abdellah University, KM 2.200 Route Sidi Harazem, 30070, Fez, Morocco.
| | - Samira Bouazza
- Laboratory of Epidemiology and Research in Health Sciences, Faculty of Medicine, Pharmacy and Dental Medicine, Sidi Mohamed Ben Abdellah University, KM 2.200 Route Sidi Harazem, 30070, Fez, Morocco
| | - Jaouad El Hilaly
- Laboratory of Pedagogical and Didactic Engineering of Sciences and Mathematics, Regional Center of Education and Training (CRMEF) of Fez. Rue Koweit, P.B 49 Agdal, 30050, Fez, Morocco
| | - Mohammed El Amine Ragala
- Laboratory of Epidemiology and Research in Health Sciences, Faculty of Medicine, Pharmacy and Dental Medicine, Sidi Mohamed Ben Abdellah University, KM 2.200 Route Sidi Harazem, 30070, Fez, Morocco
- Teachers Training College (Ecole Normale Superieure), Department of Biology and Geology, Sidi Mohamed Ben Abdellah University, P. B 5206 Bensouda, 30030, Fez, Morocco
| | - Karima El Rhazi
- Laboratory of Epidemiology and Research in Health Sciences, Faculty of Medicine, Pharmacy and Dental Medicine, Sidi Mohamed Ben Abdellah University, KM 2.200 Route Sidi Harazem, 30070, Fez, Morocco
| | - Btissame Zarrouq
- Laboratory of Epidemiology and Research in Health Sciences, Faculty of Medicine, Pharmacy and Dental Medicine, Sidi Mohamed Ben Abdellah University, KM 2.200 Route Sidi Harazem, 30070, Fez, Morocco.
- Teachers Training College (Ecole Normale Superieure), Department of Biology and Geology, Sidi Mohamed Ben Abdellah University, P. B 5206 Bensouda, 30030, Fez, Morocco.
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Shouman A, Elez WA, Ibrahim IMA, Elwasify M. Internet gaming disorder and psychological well-being among university students in Egypt. BMC Psychol 2023; 11:367. [PMID: 37924133 PMCID: PMC10623872 DOI: 10.1186/s40359-023-01418-6] [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: 04/20/2023] [Accepted: 10/27/2023] [Indexed: 11/06/2023] Open
Abstract
BACKGROUND Internet gaming disorder (IGD) is a serious rising problem affecting people of all ages. Many researchers reported that students' addictive gaming behavior resulted in the loss of function and the development of psychological problems. In this study, we aimed mainly to measure the prevalence of internet gaming disorder among Mansoura University students and find its relationship with psychological well-being. METHODS A cross-sectional observational study was carried out during the academic year (2021-2022) at the University of Mansoura. Students from four different faculties were included. Participants ages ranged from 18 to 25 years old. An online Google Form questionnaire gathering the tools (questionnaire of demographic and clinical data, Internet Gaming Disorder Short Form scale, Ryff's scale of psychological well-being) was distributed among them. RESULTS In this study, 870 students were included. The age range was 18-25 years. They were divided into three groups: 315 normal gamers (36%), 500 risky gamers (58%), and 55 disordered gamers (6%), with no significant gender difference in each group (p-value = 0.138). A negative correlation was found between IGD and psychological well-being (r = -0.303). CONCLUSIONS The prevalence of IGD was 6% among Mansoura University students. Participants in the theoretical faculties who started playing internet gaming at a younger age and spent more than 2 h per week playing and more than 3 h per week thinking about playing internet games were more likely to develop IGD. Whenever IGD scores increased, psychological well-being scores were found to decrease (r = -0.303).
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Affiliation(s)
- Aya Shouman
- Department of psychiatry, Faculty of medicine, Mansoura university Hospitals, Mansoura University, Mansoura, Egypt.
| | - Warda Abo Elez
- Department of psychiatry, Faculty of medicine, Mansoura university Hospitals, Mansoura University, Mansoura, Egypt
| | - Ibtihal M A Ibrahim
- Department of psychiatry, Faculty of medicine, Mansoura university Hospitals, Mansoura University, Mansoura, Egypt
| | - Mohammed Elwasify
- Department of psychiatry, Faculty of medicine, Mansoura university Hospitals, Mansoura University, Mansoura, Egypt
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14
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Ji Y, Wong DFK. Effectiveness of an integrated motivational cognitive-behavioral group intervention for adolescents with gaming disorder: a randomized controlled trial. Addiction 2023; 118:2093-2104. [PMID: 37438980 DOI: 10.1111/add.16292] [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: 10/24/2022] [Accepted: 05/31/2023] [Indexed: 07/14/2023]
Abstract
AIMS, DESIGN AND SETTING The aim of this study was to test the efficacy of the integrated cognitive-behavioral therapy with a strength-based motivational approach [integrated cognitive-behavioral therapy (ICBT)] intervention to change gaming disorder (GD) symptoms and other outcomes and to study the therapeutic mechanism. A two-arm parallel randomized waiting-list controlled trial with 3- and 6-month follow-ups were conducted in a secondary vocational school in mainland China. PARTICIPANTS Participants comprised 77 Chinese adolescents with GD symptoms with a mean age of 16.36 years [standard deviation (SD) = 0.93]; 88.3% were male INTERVENTIONS: Participants were randomized into an ICBT group (n = 38) and a waiting-list control (WLC, n = 39) group. ICBT intervention comprised eight weekly sessions to encourage participants to identify their interests and strengths and set goals for developing personally meaningful real-life activities. MEASUREMENTS AND FINDINGS The outcomes were measured at pre-treatment (t0 ), post-treatment (t1 ), 3-month (t2 ) and 6-month (t3 ) follow-ups. The primary outcome was GD symptoms at t3. Secondary outcomes included GD symptoms at t1 and t2 , and gaming motivation, maladaptive gaming cognition, depression and anxiety symptoms at t1 , t2 and t3 . With the intention-to-treat principle, the GD scores at t3 were significantly different between the CBT and WLC groups [mean difference 62.08 (SD = 10.48) versus 73.64 (SD = 11.70); Hedges' g = 1.15, 95% confidence interval = 0.67-1.62]. Linear mixed-effects modeling showed significant group × time interaction for the secondary outcomes (P < 0.01), with a moderate to strong between-group effect size in the reduction in depression symptoms (g = 0.67-0.84) and anxiety symptoms (g = 0.6-0.64). Path analysis shows ICBT leads to GD reduction through reducing gaming motivation and maladaptive gaming cognition. CONCLUSIONS An integrated cognitive-behavioral therapy with strength-based motivational approach intervention reduced gaming disorder symptoms and time spent gaming over a 6-month period by decreasing maladaptive gaming motivation and cognition.
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Affiliation(s)
- Yinan Ji
- Department of Social Work, Hong Kong Baptist University, Hong Kong, China
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15
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Chang RS, Lee M, Im JJ, Choi KH, Kim J, Chey J, Shin SH, Ahn WY. Biopsychosocial factors of gaming disorder: a systematic review employing screening tools with well-defined psychometric properties. Front Psychiatry 2023; 14:1200230. [PMID: 37533885 PMCID: PMC10390702 DOI: 10.3389/fpsyt.2023.1200230] [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: 04/04/2023] [Accepted: 06/21/2023] [Indexed: 08/04/2023] Open
Abstract
Background and aims Considering the growing number of gamers worldwide and increasing public concerns regarding the negative consequences of problematic gaming, the aim of the present systematic review was to provide a comprehensive overview of gaming disorder (GD) by identifying empirical studies that investigate biological, psychological, and social factors of GD using screening tools with well-defined psychometric properties. Materials and methods A systematic literature search was conducted through PsycINFO, PubMed, RISS, and KISS, and papers published up to January 2022 were included. Studies were screened based on the GD diagnostic tool usage, and only five scales with well-established psychometric properties were included. A total of 93 studies were included in the synthesis, and the results were classified into three groups based on biological, psychological, and social factors. Results Biological factors (n = 8) included reward, self-concept, brain structure, and functional connectivity. Psychological factors (n = 67) included psychiatric symptoms, psychological health, emotion regulation, personality traits, and other dimensions. Social factors (n = 29) included family, social interaction, culture, school, and social support. Discussion When the excess amount of assessment tools with varying psychometric properties were controlled for, mixed results were observed with regards to impulsivity, social relations, and family-related factors, and some domains suffered from a lack of study results to confirm any relevant patterns. Conclusion More longitudinal and neurobiological studies, consensus on a diagnostic tool with well-defined psychometric properties, and an in-depth understanding of gaming-related factors should be established to settle the debate regarding psychometric weaknesses of the current diagnostic system and for GD to gain greater legitimacy in the field of behavioral addiction.
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Affiliation(s)
- Rose Seoyoung Chang
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Minju Lee
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Jooyeon Jamie Im
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Kee-Hong Choi
- School of Psychology, Korea University, Seoul, Republic of Korea
| | - Jueun Kim
- Department of Psychology, Chungnam National University, Daejeon, Republic of Korea
| | - Jeanyung Chey
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Suk-Ho Shin
- Department of Child and Adolescent Psychiatry, Dr. Shin’s Neuropsychiatric Clinic, Seoul, Republic of Korea
| | - Woo-Young Ahn
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
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Bumozah HS, Al-Quwaidhi AJ, Al-Ghadeeb R. Prevalence and Risk Factors of Internet Gaming Disorder Among Female Secondary School Students in Al-Ahsa, Kingdom of Saudi Arabia. Cureus 2023; 15:e40375. [PMID: 37456410 PMCID: PMC10343149 DOI: 10.7759/cureus.40375] [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] [Accepted: 06/11/2023] [Indexed: 07/18/2023] Open
Abstract
OBJECTIVES This study measured the prevalence and potential risk factors of Internet gaming disorder (IGD) among female secondary school students in Al-Ahsa, Kingdom of Saudi Arabia. METHODS This cross-sectional study was conducted between January and February 2023. A total of 400 female secondary school students in Al-Ahsa were recruited through multistage stratified cluster sampling. Data were collected by distributing a self-administered questionnaire among students. A chi-squared test was performed to compare categorical variables. The associations between IGD, depression, and anxiety scores were determined using the Pearson correlation coefficient. RESULTS Among the total sample, 282 were classified as "gamers" and included in our analysis. The prevalence of IGD was found to be 19%. We also found a statistically significant and moderately positive correlation between IGD and anxiety and depression scores. Spending more than four hours daily playing video games, starting to play video games at less than seven years of age, having depression, having anxiety, and playing an online game were found to be potential risk factors for IGD. CONCLUSION IGD among female adolescent students in Al-Ahsa is a public health concern that requires attention from the concerned parties. Health education projects on IGD, its risk factors, and its consequences should be designed for adolescents and their families.
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Affiliation(s)
- Hanin S Bumozah
- Preventive Medicine, Al-Ahsa Health Cluster, Ministry of Health, Al-Ahsa, SAU
| | | | - Rahmah Al-Ghadeeb
- Preventive Medicine, Al-Ahsa Health Cluster, Ministry of Health, Al-Ahsa, SAU
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Satish Kumar CR, Sharma MK, Amudhan S, Arya S, Mahapatra S, Anand N, Sahu A, Kumar R, Tripathi R. Digital gaming, musculoskeletal, and related health hazards among adolescents and young adults. Indian J Psychiatry 2023; 65:698-700. [PMID: 37485403 PMCID: PMC10358808 DOI: 10.4103/indianjpsychiatry.indianjpsychiatry_818_22] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/20/2022] [Accepted: 05/23/2023] [Indexed: 07/25/2023] Open
Affiliation(s)
- CR Satish Kumar
- Department of Clinical Psychology, Manipal Hospitals, HAL, Bengaluru, Karnataka, India
| | - Manoj Kumar Sharma
- National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Senthil Amudhan
- National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Sidharth Arya
- State Drug Dependence Treatment Centre, Institute of Mental Health, Pt BDS University of Health Sciences, Rohtak, Haryana, India
| | | | - Nitin Anand
- National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Anamika Sahu
- National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Rajesh Kumar
- National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
| | - Ravikesh Tripathi
- National Institute of Mental Health and Neuro Sciences, Bengaluru, Karnataka, India
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Tuncturk M, Karacetin G, Ermis C, Ciray RO, Can M, Yesilkaya C, Atay A, Alkas GE, Kasap D, Guney O, Alarslan S, Cakir B, Halac E, Tonyalı A, Elmas FN, Turan S. Rate of Overlap between ICD-11 Gaming Disorder and DSM-5 Internet Gaming Disorder along with Turkish Reliability of the Gaming Disorder Scale for Adolescents (GADIS-A). DUBAI MEDICAL JOURNAL 2023; 6:291-300. [DOI: 10.1159/000530318] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/09/2024] Open
Abstract
<b><i>Introduction:</i></b> The main aims of the current study were (i) to explore the overlap between Internet gaming disorder (IGD) and gaming disorder (GD) diagnoses, (ii) to identify clinical characteristics in clinical settings, and (iii) to measure psychometric properties of the Gaming Disorder Scale for Adolescents (GADIS-A). <b><i>Methods:</i></b> 222 adolescents who were followed up within a tertiary-care mental health hospital, were included (IGD/GD group [<i>n</i> = 111], clinical comparison group [<i>n</i> = 90], healthy controls [<i>n</i> = 21]). The tools used were the GADIS-A, Internet Gaming Disorder Scale – Short-Form, The Difficulties in Emotion Regulation Scale (DERS-36), Children’s Global Assessment Scale, and a semistructured interview for DSM-5 diagnoses. <b><i>Results:</i></b> The overlap rate of IGD and GD is 73%. Comorbid ADHD diagnoses were more commonly found in the IGD group compared to the clinical comparison group. Patients who met GD and IGD diagnoses revealed higher scores in DERS-36. Turkish GADIS-A Item-total score correlation coefficients were between 0.627 and 0.860. In the sample, there was a high level of correlation between the number of DSM-5 and ICD-11 diagnostic criteria met and GADIS-A scale scores. The Cronbach’s alphas if item deleted ranged between 0.942 and 0.954. In addition, treatment refusal was more frequent in the IGD group than in the clinical comparison group. <b><i>Conclusion:</i></b> The GADIS-A had good to excellent psychometric properties in Turkish adolescents. Despite having a stricter diagnostic criterion, GD overlapped with IGD in a clinical population.
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Wang Y, Liu M, Nogueira OCBL. Prevalence and Risk Factors of Internet Gaming Disorder Under the COVID-19 Pandemic Among University Students in Macao. SAGE Open Nurs 2023; 9:23779608231158158. [PMID: 36865753 PMCID: PMC9972052 DOI: 10.1177/23779608231158158] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/24/2022] [Revised: 12/11/2022] [Accepted: 01/30/2023] [Indexed: 03/03/2023] Open
Abstract
Introduction During the COVID-19 pandemic, the zero-tolerance policy implemented in Macao affected university students' life and learning styles. Objectives This study aimed to investigate the prevalence of internet gaming disorder (IGD) and analyze its risk factors among university students of Macao amid the COVID-19 pandemic. Methods Two hundred and twenty-nine university students were recruited by convenience sampling. The cross-sectional investigation was conducted using the 9-item Chinese version of the IGD Scale, the Chinese Version of the Self-Compassion Scale, and the Chinese version of the Brief Resilience Scale. Results The prevalence was 7.4%. Compared to Non-IGD gamers, the IGD gamers were more likely to be the older, male gender, with a longer gaming history, with more game hours per day in the last month, and with a lower self-compassion score and resilience. Conclusion The prevalence of IGD increased. Students who are the older, male gender, with more gaming time, low self-compassion, and low resilience, have a high possibility of IGD.
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Affiliation(s)
- Yan Wang
- Faculty of Health Sciences and Sports, Macao Polytechnic
University, Macao, China
| | - Ming Liu
- Peking University Health Science Center, Macao Polytechnic University Nursing
Academy, Macao, China,Ming Liu, M707, Macao Polytechnic
University, R. de Luís Gonzaga Gomes, Macao, China.
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Almutairi TA, Almutairi KS, Ragab KM, Nourelden AZ, Assar A, Matar S, Rashid HH, Elsayed M, Fathallah AH, Spitzer M, Schönfeldt-Lecuona C. Prevalence of Internet gaming disorder and its association with psychiatric comorbidities among a sample of adults in three Arab countries. MIDDLE EAST CURRENT PSYCHIATRY 2023. [DOI: 10.1186/s43045-023-00280-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/25/2023] Open
Abstract
Abstract
Background
As Internet gaming became publicly available over the past 25 years, Internet gaming disorder emerged as a new diagnostic entity and became established in psychiatric diagnostic systems as a form of addiction. Given the recency of its advent, reliable data on the epidemiology and psychiatric comorbidity of this disorder in specific geographic regions are scarce and dearly needed for appropriate treatment.
Results
A total sample of number = 1332 participants completed the questionnaire. Four-hundred twenty-three of them were gamers; in this cohort, the prevalence of Internet gaming disorder was 6.1%. A strong association between Internet gaming and several psychiatric disorders (attention deficit, hyperactivity, depression, and anxiety) was found.
Conclusions
Internet gaming disorder is frequent in adults from Arab countries. It is associated with psychiatric comorbidities in this current sample; the nature of this association needs to be properly investigated.
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Leung T, Gurdal S, Einarsson I, Werner M, André F, Håkansson A, Claesdotter-Knutsson E. Relapse Prevention Therapy for Problem Gaming or Internet Gaming Disorder in Swedish Child and Youth Psychiatric Clinics: Protocol for a Randomized Controlled Trial. JMIR Res Protoc 2023; 12:e44318. [PMID: 36602846 PMCID: PMC9853338 DOI: 10.2196/44318] [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: 11/15/2022] [Revised: 12/01/2022] [Accepted: 12/02/2022] [Indexed: 01/06/2023] Open
Abstract
BACKGROUND Although gaming is a common arena where children socialize, an increasing number of children are exhibiting signs of problem gaming or internet gaming disorder. An important factor to the development of problem gaming is parent-child relationships. A cognitive behavioral therapy-based form of treatment, labeled relapse prevention, has been developed as a treatment for child and adolescent problem gaming or internet gaming disorder. However, no study has evaluated the effect of this treatment among Swedish children and youth nor the role of the parent-child relationships in this treatment. OBJECTIVE This study aims (1) to evaluate a relapse prevention treatment for patients showing signs of problem gaming or internet gaming disorder recruited from child and youth psychiatric clinics and (2) to test whether the quality of parent-child relationships plays a role in the effect of relapse prevention treatment and vice versa-whether the relapse prevention treatment has a spillover effect on the quality of parent-child relationships. Moreover, we explore the carer's attitudes about parent-child relationships and child gaming, as well as experiences of the treatment among the children, their carers, and the clinicians who carried out the treatment. METHODS This study is a 2-arm, parallel-group, early-stage randomized controlled trial with embedded qualitative components. Children aged 12-18 years who meet the criteria for problem gaming or internet gaming disorder will be randomized in a 1:1 ratio to either intervention (relapse prevention treatment) or control (treatment as usual), with a total of 160 (80 + 80) participants. The primary outcomes are measures of gaming and gambling behavior before and after intervention, and the secondary outcomes include child ratings of parent-child communication and family functioning. The study is supplemented with a qualitative component with semistructured interviews to capture participants' and clinicians' experiences of the relapse prevention, as well as attitudes about parent-child relationships and parenting needs in carers whose children completed the treatment. RESULTS The trial started in January 2022 and is expected to end in December 2023. The first results are expected in March 2023. CONCLUSIONS This study will be the first randomized controlled trial evaluating relapse prevention as a treatment for child and adolescent problem gaming and internet gaming disorder in Sweden. Since problem behaviors in children interact with the family context, investigating parent-child relationships adjacent to the treatment of child problem gaming and internet gaming disorder is an important strength of the study. Further, different parties, ie, children, carers, and clinicians, will be directly or indirectly involved in the evaluation of the treatment, providing more knowledge of the treatment and its effect. Limitations include comorbidity in children with problem gaming and internet gaming disorder and challenges with the recruitment of participants. TRIAL REGISTRATION ClinicalTrials.gov NCT05506384 (retrospectively registered); https://clinicaltrials.gov/ct2/show/NCT05506384. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID) DERR1-10.2196/44318.
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Affiliation(s)
| | - Sevtap Gurdal
- Department of Social and Behavioral Sciences, University West, Trollhättan, Sweden
| | - Isak Einarsson
- Child and Adolescent Psychiatry Outpatient Clinic, Region Skåne, Malmö, Sweden
| | - Marie Werner
- Child and Adolescent Psychiatry Outpatient Clinic, Region Skåne, Lund, Sweden
| | - Frida André
- Department of Clinical Sciences, Faculty of Medicine, Lund University, Lund, Sweden
| | - Anders Håkansson
- Department of Clinical Sciences, Faculty of Medicine, Lund University, Lund, Sweden.,Malmö Addiction Center and Competence Center Addiction, Region Skåne, Malmö, Sweden
| | - Emma Claesdotter-Knutsson
- Child and Adolescent Psychiatry Outpatient Clinic, Region Skåne, Lund, Sweden.,Department of Clinical Sciences, Faculty of Medicine, Lund University, Lund, Sweden
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22
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Bäcklund C, Elbe P, Gavelin HM, Sörman DE, Ljungberg JK. Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis. J Behav Addict 2022; 11:667-688. [PMID: 36094861 PMCID: PMC9872536 DOI: 10.1556/2006.2022.00053] [Citation(s) in RCA: 28] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/11/2022] [Revised: 06/24/2022] [Accepted: 07/12/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms. Specifically, to (1) explore what gaming motivation questionnaires and classifications are used in studies on gaming disorder symptoms and (2) investigate the relationship between motivational factors and symptoms of gaming disorder. METHOD An electronic database search was conducted via EBSCO (MEDLINE and PsycINFO) and the Web of Science Core Collection. All studies using validated measurements on gaming disorder symptoms and gaming motivations and available correlation coefficients of the relationship between gaming disorder and gaming motivations were included. The meta-analyses were conducted using a random-effects model. RESULTS In total, 49 studies (k = 58 independent sub-samples), including 51,440 participants, out of which 46 studies (k = 55 sub-samples, n = 49,192 participants) provided data for the meta-analysis. The synthesis identified fourteen different gaming motivation instruments, seven unique motivation models, and 26 motivational factors. The meta-analysis showed statistically significant associations between gaming disorder symptoms and 23 out of 26 motivational factors, with the majority of the pooled mean effect sizes ranging from small to moderate. Moreover, large heterogeneity was observed, and the calculated prediction intervals indicated substantial variation in effects across populations and settings. Motivations related to emotional escape were robustly associated with gaming disorder symptoms. DISCUSSION AND CONCLUSIONS The present meta-analysis reinforces the importance of motivational factors in understanding problematic gaming behavior. The analysis showed significant heterogeneity in most outcomes, warranting further investigation. REGISTRATION DETAIL PROSPERO (CRD42020220050).
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Corresponding author. E-mail:
| | - Pia Elbe
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Department of Radiation Sciences, Umeå Center for Functional Brain Imaging (UFBI), Umeå University, Sweden
| | | | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
| | - Jessica K. Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
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A two-week gaming abstinence reduces Internet Gaming Disorder and improves mental health: An experimental longitudinal intervention study. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107334] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
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Mamede A, Erdem Ö, Noordzij G, Merkelbach I, Kocken P, Denktaş S. Exploring the intersectionality of family SES and gender with psychosocial, behavioural and environmental correlates of physical activity in Dutch adolescents: a cross-sectional study. BMC Public Health 2022; 22:1623. [PMID: 36028834 PMCID: PMC9419391 DOI: 10.1186/s12889-022-13910-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/08/2021] [Accepted: 07/25/2022] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND Examining the correlates of adolescent's physical activity (PA) and how they may differ according to the intersection of gender and family socioeconomic status (SES) can support the development of tailored interventions to more effectively promote adolescents' PA. This study explored how the associations between psychosocial, behavioural and environmental factors and adolescent's PA differed according to gender and family SES. METHODS This study used data from the Dutch Youth Health Survey 2015. Adolescents (n = 9068) aged 12-19 were included in the study. The associations between psychosocial, behavioural, and environmental factors and PA (days per week engaging in at least one hour of PA) were examined with multilevel linear regression analysis. Potential interactions between these correlates, gender and family SES were explored. RESULTS On average, adolescents engaged in at least one hour of PA for 4,2 days per week. Poor self-perceived health, low peer social support, and a weak connection with the environment were all associated with lower PA in adolescents. Daily smoking, cannabis use, risk of problematic gaming and social media use, as well as lack of daily consumption of fruit, vegetables, water and breakfast were associated with lower PA, whereas binge drinking was not. Interactions revealed that poor self-perceived health was associated with lower PA in adolescents from moderate- and high-SES families, but not in low-SES adolescents, whereas cannabis use was only associated with lower PA amongst low-SES adolescents. Low peer social support was associated with lower PA across all groups, but it was most strongly associated with lower PA amongst male adolescents from low-SES families than in other subgroups. Amongst low-SES males, low peer social support was associated with a 1.47 reduction in days engaging in sufficient PA, compared with a 0.69 reduction for high-SES males. CONCLUSIONS This study identified several psychosocial, behavioural and environmental factors that can be targeted to potentially increase adolescent's PA. We also found that correlates of PA differed according to the intersection of gender and family SES. Our findings suggest that PA interventions should be tailored according to gender and SES to address the specific needs, barriers and facilitators of different subgroups.
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Affiliation(s)
- André Mamede
- Department of Psychology, Education and Child Development, Erasmus School of Social and Behavioural Sciences, Erasmus University Rotterdam, Rotterdam, The Netherlands.
| | - Özcan Erdem
- Municipality of Rotterdam, Department Research and Business Intelligence, Rotterdam, The Netherlands
| | - Gera Noordzij
- Department of Psychology, Education and Child Development, Erasmus School of Social and Behavioural Sciences, Erasmus University Rotterdam, Rotterdam, The Netherlands
- Erasmus University College, Erasmus School of Social and Behavioural Sciences, Erasmus University Rotterdam, Rotterdam, The Netherlands
| | - Inge Merkelbach
- Department of Psychology, Education and Child Development, Erasmus School of Social and Behavioural Sciences, Erasmus University Rotterdam, Rotterdam, The Netherlands
| | - Paul Kocken
- Department of Psychology, Education and Child Development, Erasmus School of Social and Behavioural Sciences, Erasmus University Rotterdam, Rotterdam, The Netherlands
| | - Semiha Denktaş
- Department of Psychology, Education and Child Development, Erasmus School of Social and Behavioural Sciences, Erasmus University Rotterdam, Rotterdam, The Netherlands
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Does Smartphone Addiction, Social Media Addiction, and/or Internet Game Addiction Affect Adolescents' Interpersonal Interactions? Healthcare (Basel) 2022; 10:healthcare10050963. [PMID: 35628099 PMCID: PMC9141886 DOI: 10.3390/healthcare10050963] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2022] [Revised: 05/17/2022] [Accepted: 05/21/2022] [Indexed: 02/06/2023] Open
Abstract
The purpose of this study is to investigate the correlations that levels of addiction to smartphones, social media, and online games have with levels of real-life and online interpersonal interactions among adolescents. In this cross-sectional study of adolescents in a college in Taiwan, structured questionnaire surveys were used to collect information. The questionnaire included the following: demographic background, Real Interpersonal Interaction Scale (RIIS), Internet Interpersonal Interaction Scale (IIIS), Smartphone Application-Based Addiction Scale (SABAS), Bergen Social Media Addiction Scale (BSMAS), and Internet Gaming Disorder Scale—Short Form (IGDS9-SF). Multiple regression analyses were carried out to investigate the correlations between SABAS, BSMAS, IGDS9-SF, and RIIS/IIIS. We recruited 998 students (413 boys). The average age was 17.18 ± 1.46. The study results show that adolescents with higher levels of addiction to smartphones and social media may have greater interpersonal interaction with friends in real life, but adolescents with high levels of addiction to online games may have less interpersonal interactions with friends in real life. Adolescents with high levels of addiction to smartphones, social media, and online games may have greater interpersonal interactions with friends online.
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Larrieu M, Billieux J, Decamps G. Problematic gaming and quality of life in online competitive videogame players: Identification of motivational profiles. Addict Behav 2022; 133:107363. [PMID: 35689906 DOI: 10.1016/j.addbeh.2022.107363] [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: 06/26/2021] [Revised: 03/28/2022] [Accepted: 05/05/2022] [Indexed: 11/01/2022]
Abstract
BACKGROUND Online competitive practice of video games has recently known a significant worldwide expansion. However, this practice can be associated to problematic use and deterioration of quality of life depending on multiple determinants, among which motivation is central. The purpose of this study was to identify motivational clusters and to compare them regarding quality of life, problematic use of video game, and personality traits. METHODS Participants (N = 256) in this cross-sectional study were recruited through specialized websites to complete self-reported questionnaires assessing motivation to play online (MOGQ), personality (BFI-Fr), quality of life (WHOQOL-BREF), and problematic gaming (IGD-Scale). A hierarchical clustering analysis and intergroup comparative analyses were conducted. FINDINGS Three motivational clusters were identified ("recreational", "competitive" and "escapers"). "Competitive" and "escapers" players reported higher IGD scores than the "recreational" players (p <.001). However, "escapers" players had lower psychological health scores (p <.001), were more neurotic (p <.001), and less extroverted (p <.001) than the others. Based on IGD scores, "competitive" and "escapers" players were considered as problematic albeit only "escapers" exhibited a functional impairment. Therefore, engaged and problematic players cannot be differentiated with IGD scores. DISCUSSION IGD scores were insufficient to differentiate between players at risk of evolution toward pathological states (i.e., "escapers" players) and those whose strong engagement is not detrimental to their quality of life (i.e., "competitive" players). Consequently, considering both psychological health and motivation is necessary to assess the problematic nature of competitive videogame practice. Better definitions and assessment tools are essential in order to avoid over-diagnosis of non-pathological gaming behavior.
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Chang CI, Fong Sit H, Chao T, Chen C, Shen J, Cao B, Montag C, Elhai JD, Hall BJ. Exploring subtypes and correlates of internet gaming disorder severity among adolescents during COVID-19 in China: A latent class analysis. CURRENT PSYCHOLOGY 2022; 42:1-12. [PMID: 35505828 PMCID: PMC9050178 DOI: 10.1007/s12144-022-03133-8] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 04/19/2022] [Indexed: 12/14/2022]
Abstract
The WHO recently included Gaming Disorder as a psychiatric diagnosis. Whether there are distinct groups of adolescents who differ based on severity of gaming disorder and their relationships with other mental health and addictive behavior outcomes, including problematic smartphone use (PSU), remains unclear. The current study explored and identified subtypes of Internet Gaming Disorder (IGD) severity and estimated the association between these subtypes and other disorders. Participants completed online questionnaires assessing the severity of IGD, PSU, depression, and anxiety during COVID-19. We conducted a latent class analysis of IGD symptoms among 1,305 Chinese adolescents (mean age = 15.2; male = 58.5%) from 11 secondary schools in Macao (SAR), China. Multinomial logistic regression estimated correlates of latent class membership and PSU. A 4-class model adequately described the sample subgroups. Classes were labeled as normative gamers (30.9%), occasional gamers (42.4%), problematic gamers (22.7%), and addictive gamers (4.1%). Relative to normative gamers, PSU severity, depression, and being male were significantly higher among problematic gamers, addictive gamers, and occasional gamers. Only problematic gamers showed significant positive associations with anxiety severity compared to the other groups. The study revealed the differences in severity of gaming disorder and its association with psychopathology outcomes. Application in screening for IGD and comorbidity is discussed. Supplementary Information The online version contains supplementary material available at 10.1007/s12144-022-03133-8.
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Affiliation(s)
- Chi Ian Chang
- Department of Psychology, University of Macau, Macau, SAR People’s Republic of China
| | - Hao Fong Sit
- Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong Special Administrative Region People’s Republic of China
| | - Tong Chao
- Department of Psychology, University of Macau, Macau, SAR People’s Republic of China
| | - Chun Chen
- School of Humanities and Social Science, Chinese University of Hong Kong (Shenzhen), Shenzhen, People’s Republic of China
| | - Jie Shen
- Amsterdam School for Cultural Analysis, University of Amsterdam, Amsterdam, The Netherlands
| | - Bolin Cao
- School of Media and Communication, Shenzhen University, Shenzhen, People’s Republic of China
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
- neuSCAN Laboratory, The Clinical Hospital of Chengdu Brain Science Institute, MOE Key Lab for Neuroinformation, University of Electronic Science and Technology of China, Chengdu, China
| | - Jon D. Elhai
- Department of Psychology, and Department of Psychiatry, University of Toledo, Toledo, OH USA
| | - Brian J. Hall
- Center for Global Health Equity, New York University (Shanghai), Shanghai, 200122 People’s Republic of China
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Wei Q, Zhang S, Pan Y, Hu H, Chen F, Yin W, Lin Q, Pan S, Tham C, Wu J. Epidemiology of gaming disorder and its effect on anxiety and insomnia in Chinese ethnic minority adolescents. BMC Psychiatry 2022; 22:260. [PMID: 35413829 PMCID: PMC9006600 DOI: 10.1186/s12888-022-03894-3] [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: 12/09/2021] [Accepted: 03/28/2022] [Indexed: 12/22/2022] Open
Abstract
BACKGROUND The growing popularity and frequency of online game use have resulted in a large number of studies reporting various mental problems associated with game abuse in adolescents. In this article, we examined the prevalence of gaming disorder (GD) and explored the associations of GD with anxiety and insomnia symptoms in minority youth in China. METHODS A total of 1494 students completed the Problematic Online Gaming Questionnaire Short-Form (POGQ-SF), the Generalized Anxiety Disorder 7-item questionnaire (GAD-7), and Athens Insomnia Scale (AIS). Chi-square and binary logistic regression analyses were used to explore the associations between gaming disorder and anxiety/insomnia. RESULTS A total of 356 (23.83%) respondents reported that they had gaming disorder. Chi-square analysis showed that gender, grade, marital status of parents and exercise situation were significantly associated with GD. Binary logistic regression analysis showed that those who had GD were at significantly higher risk for anxiety and insomnia than those without GD. CONCLUSION We found a high incidence of GD and a positive association among anxiety, insomnia and GD. Thus, special attention should be paid to those who have suffered from GD. It is worth addressing the adverse effects of GD on anxiety and insomnia.
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Affiliation(s)
- Qiaoyue Wei
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Shengjie Zhang
- grid.256607.00000 0004 1798 2653Department of Graduate Management, Guangxi Medical University Cancer Hospital, 71 Hedi Road, Nanning, 530021 China
| | - Yuli Pan
- grid.418332.fDepartment of Guangxi Zhuang Autonomous Region Center for Disease Control and Prevention, 18 Jinzhou Road, Nanning, 530028 China
| | - Hong Hu
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Fenglan Chen
- grid.256607.00000 0004 1798 2653Department of Guangxi Medical University Wuming Hospital, 26 Yongning Road, 530199 Nanning, China
| | - Wenwen Yin
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Qinghong Lin
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Shuibo Pan
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Chingyuan Tham
- grid.256607.00000 0004 1798 2653Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021 China
| | - Junduan Wu
- Department of Psychology, School of Public Health, Guangxi Medical University, 22 Shuangyong Road, Nanning, 530021, China.
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Chandra R, Kumar S, Bahurupi Y, Rawat VS. The Association of Problematic Online Gaming Behavior With Mental Well-Being and Depressive Symptoms Among Students of Professional Colleges in Rishikesh. Cureus 2022; 14:e22007. [PMID: 35282523 PMCID: PMC8908279 DOI: 10.7759/cureus.22007] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/08/2022] [Indexed: 11/05/2022] Open
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Hamre R, Smith ORF, Samdal O, Haug E. Gaming Behaviors and the Association with Sleep Duration, Social Jetlag, and Difficulties Falling Asleep among Norwegian Adolescents. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19031765. [PMID: 35162788 PMCID: PMC8834670 DOI: 10.3390/ijerph19031765] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/21/2021] [Revised: 01/28/2022] [Accepted: 02/02/2022] [Indexed: 02/01/2023]
Abstract
The relationship between gaming and sleep is mostly informed by studies of addictive gaming behavior, thus limiting our understanding of sleep in the context of nonproblematic engaged gaming. The present study investigated whether addicted, problem, and engaged gaming behavior was associated with sleep duration, social jetlag, and difficulties falling asleep. The sample consisted of 13- and 16-year-old Norwegian adolescents (n = 3228) participating in the Health Behavior in School-Aged Children (HBSC) survey in 2018. Participants were categorized into addicted, problem, engaged, and normal/non-gaming behavior groups according to which GAS-7 criteria they fulfilled. Robust generalized linear mixed models with a random intercept for class ID were used to examine the association between the sleep variables and gaming behavior. Addicted gaming behavior was unfavorably associated with all sleep parameters. The findings for engaged gaming and problem gaming behavior were somewhat mixed. Engaged gamers slept less on weekends, less on weekdays for those aged 16, and experienced greater social jetlag compared to the normal/non-gaming group. Problem gamers experienced greater social jetlag and had higher odds of experiencing difficulties falling asleep. Overall, the results suggest that all types of gaming behaviors might harm sleep health, but to a greater extent for the addicted gamers.
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Affiliation(s)
- Regina Hamre
- Department of Health Promotion and Development, University of Bergen, 5020 Bergen, Norway; (R.H.); (O.S.)
| | | | - Oddrun Samdal
- Department of Health Promotion and Development, University of Bergen, 5020 Bergen, Norway; (R.H.); (O.S.)
| | - Ellen Haug
- Department of Health Promotion and Development, University of Bergen, 5020 Bergen, Norway; (R.H.); (O.S.)
- Department of Teacher Education, NLA University College, Bergen, Pb 74 Sandviken, 5812 Bergen, Norway
- Correspondence: ; Tel.: +47-958-095-48
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Moore S, Satel J, Pontes HM. Investigating the Role of Health Factors and Psychological Well-Being in Gaming Disorder. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:94-100. [PMID: 34788152 DOI: 10.1089/cyber.2021.0050] [Citation(s) in RCA: 15] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
Abstract
The recent recognition of Gaming Disorder (GD) as a mental health issue has provided a unique opportunity for researchers to advance our current understanding of the intricate relationships between GD and specific health-related factors and well-being. This study sought to investigate the role of key physical and psychological health and well-being factors in GD. To achieve this, three goals were explored. First, we tested whether GD can be predicted by health and well-being factors such as depression, anxiety, loneliness, attention problems, physical health problems (PHP), and psychological well-being (PWB). Second, we assessed the role of distress tolerance (DT) as a moderator in the relationship between PWB and GD. Third, we examined whether PWB would mediate the relationship between PHP and GD. A sample of 474 participants (Meanage = 28.86 years; SD = 9.23; range: 18-66 years; 47 percent female) were recruited. The results of the multiple linear regression analysis indicated that age, attention problems, and PHP significantly predicted GD (R2 = 0.15). In addition, the mediation findings uncovered an important direct association between PHP and GD despite the lack of mediation effects through PWB and the absence of moderating effects from DT. The present findings signify important health-related implications related to GD that are further discussed here in terms diagnosis, treatment, and prevention efforts.
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Affiliation(s)
- Samuel Moore
- School of Psychological Sciences, University of Tasmania, Launceston, Australia
| | - Jason Satel
- School of Psychological Sciences, University of Tasmania, Launceston, Australia
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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Lindenberg K, Kindt S, Szász-Janocha C. Effectiveness of Cognitive Behavioral Therapy-Based Intervention in Preventing Gaming Disorder and Unspecified Internet Use Disorder in Adolescents: A Cluster Randomized Clinical Trial. JAMA Netw Open 2022; 5:e2148995. [PMID: 35179587 PMCID: PMC8857686 DOI: 10.1001/jamanetworkopen.2021.48995] [Citation(s) in RCA: 23] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/02/2023] Open
Abstract
IMPORTANCE Behavioral addictions were introduced as novel mental disorders in the International Classification of Diseases, 11th Revision, based on evidence that human behavior itself can become addictive, similar to addiction to substances. However, previous studies on prevention of gaming disorder and unspecified internet use disorder lacked randomization, follow-up measurements, and diagnostic interviews that assessed incidence rates; this trial was intended to fill this gap. OBJECTIVES To investigate whether the PROTECT (Professioneller Umgang mit technischen Medien [Professional Use of Technical Media]) intervention can reduce the symptom severity and prevent full syndrome and subthreshold onset of gaming disorder and unspecified internet use disorder in at-risk adolescents. DESIGN, SETTING, AND PARTICIPANTS A multicenter cluster randomized clinical trial conducted recruitment, screening, intervention delivery, and data collection among at-risk adolescents aged 12 to 18 years in 33 high schools in Germany. Inclusion criteria for the study and symptom severity analyses were elevated symptoms of gaming disorder and unspecified internet use disorder. A subsample that met the inclusion criteria for incidence analyses (no full syndrome of gaming disorder or unspecified internet use disorder, depression, or anxiety at baseline) was analyzed for illness onset. Participants were randomized to either the PROTECT intervention group or the assessment-only control group. Participants were assessed at baseline, 1-month follow-up, 4-month follow-up, and 12-month follow-up between October 1, 2015, and September 30, 2018. Based on intent-to-treat principle, data analyses were conducted from February 8, 2019, to May 7, 2021. INTERVENTIONS PROTECT, a theory-driven, manualized, cognitive behavioral therapy-based indicated preventive group intervention that is delivered in 4 sessions by trained psychologists. It targets changes in addictive reward processing and pathological cognitive mechanisms. MAIN OUTCOMES AND MEASURES The primary outcome was symptom severity (measured by CSAS [Computerspielabhängigkeitsskala], a modified German video game dependency scale with a score range of 0-56 [higher scores indicating greater pathology]) along with incidence rates (assessed by a structured clinical interview) after 12 months. Secondary outcomes were comorbid psychopathology and problem behaviors. RESULTS A total of 422 at-risk adolescents (mean [SD] age, 15.11 [2.01] years; 229 female participants [54.3%]) were randomized to either the PROTECT intervention group (n = 167; mean [SD] risk score, 29.05 [6.98]) or the assessment-only control group (n = 255; mean [SD] risk score, 26.21 [5.01]) and were included in the symptom severity analyses. Compared with the control group, the PROTECT group showed a significantly greater reduction in symptom severity of gaming disorder or unspecified internet use disorder (γ11 = -0.128; 95% CI, -0.246 to -0.011; P = .03), reflecting a 39.8% vs 27.7% reduction of symptoms with an effect size of Cohen d = 0.67 (baseline vs 12-month follow-up) for the PROTECT group. Differences in incidence rates did not reach statistical significance. The PROTECT group showed a significantly greater decrease in procrastination (γ11 = -0.458; 95% CI, -0.735 to -0.180; P < .001) over 12 months, but no significant differences were found for other secondary outcomes. CONCLUSIONS AND RELEVANCE Results of this trial showed that the PROTECT intervention effectively reduced symptoms of gaming disorder and unspecified internet use disorder over 12 months. The intervention did not change incidence rates of gaming disorder or unspecified internet use disorder. TRIAL REGISTRATION ClinicalTrials.gov Identifier: NCT02907658.
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Affiliation(s)
- Katajun Lindenberg
- Institute for Psychology, Goethe-University Frankfurt, Frankfurt, Germany
| | - Sophie Kindt
- Institute for Psychology, Goethe-University Frankfurt, Frankfurt, Germany
| | - Carolin Szász-Janocha
- Institute for Psychology, Goethe-University Frankfurt, Frankfurt, Germany
- Institute for Psychology, Heidelberg University, Heidelberg, Germany
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Does Childhood Trauma Associate with Social Media Addiction? A Cross-sectional Study from Iran. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-021-00718-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/25/2022] Open
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Evidence on Problematic Online Gaming and Social Anxiety over the Past Ten Years: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2022. [DOI: 10.1007/s40429-021-00406-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Abstract
Purpose of Review
The present study aimed to review the literature concerning the relationship between problematic online gaming (POG) and social anxiety, taking into account the variables implicated in this relationship. This review included studies published between 2010 and 2020 that were indexed in major databases with the following keywords: Internet gaming, disorder, addiction, problematic, social phobia, and social anxiety.
Recent Findings
In recent years, scientific interest in POG has grown dramatically. Within this prolific research field, difficulties associated with social anxiety have been increasingly explored in relation to POG. Indeed, evidence showed that individuals who experience social anxiety are more exposed to the risk of developing an excessive or addictive gaming behavior.
Summary
A total of 30 studies satisfied the initial inclusion criteria and were included in the present literature review. Several reviewed studies found a strong association between social anxiety and online gaming disorder. Furthermore, the relationships among social anxiety, POG, age, and psychosocial and comorbid factors were largely explored. Overall, the present review showed that socially anxious individuals might perceive online video games as safer social environments than face-to-face interactions, predisposing individuals to the POG. However, in a mutually reinforcing relationship, individuals with higher POG seem to show higher social anxiety. Therefore, despite online gaming might represent an activity able to alleviate psychopathological symptoms and/or negative emotional states, people might use online gaming to counterbalance distress or negative situations in everyday life, carrying out a maladaptive coping strategy.
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Mohd Salleh Sahimi H, Norzan MH, Nik Jaafar NR, Sharip S, Ashraf A, Shanmugam K, Bistamam NS, Mohammad Arrif NE, Kumar S, Midin M. Excessive smartphone use and its correlations with social anxiety and quality of life among medical students in a public university in Malaysia: A cross-sectional study. Front Psychiatry 2022; 13:956168. [PMID: 36506446 PMCID: PMC9729953 DOI: 10.3389/fpsyt.2022.956168] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/30/2022] [Accepted: 11/11/2022] [Indexed: 11/25/2022] Open
Abstract
INTRODUCTION Smartphone usage has significantly increased in the last decade among young adults has significantly increased in the last decade. While its benefits are undeniable, its negative implications are increasingly emerging. Studies are needed to investigate the effects of excessive smartphone use on a young person's life. This study aimed to determine the prevalence of excessive smartphone use among medical students and its relations with social anxiety, self-esteem, and quality of life. METHODS A cross-sectional study was conducted among medical students from Universiti Kebangsaan Malaysia (UKM) in UKM Medical Center. A total of 273 students have consented to participate and completed self-reported questionnaires encompassing sociodemographic information, the Short Version Smartphone Addiction Scale (SAS-SV), the Social Interaction Anxiety Scale (SIAS), the World Health Organization Quality of Life (WHOQOL-BREF) and the Rosenberg Self-esteem Scale (RSES). Sociodemographic data, SIAS score, WHOQOL-BREF score and the Rosenberg Self-esteem Scale score were treated as independent variables. Smartphone addiction Scale score was treated as the dependent variable. Bivariate analysis was used to explore the relationship between independent and dependent variables using the Fisher exact test, Pearson Chi-Square and Pearson correlation coefficient. Multiple linear regression analysis was used to analyze the variables with a p-value of < 0.05 from the Pearson correlation coefficient test. RESULTS The percentage of excessive smarphone use among UKM medical students is 48%. The bivariate analysis showed that excessive smartphone use has a small but significant positive correlation with social anxiety (r = 0.173, p = 0.004) and negative correlations with physical health (r = -0.133, p = 0.028), psychological wellbeing (r =-0.135, p = 0.026), social relationships (r = -0.232, p = 0.001), environment (r = -0.260, p = 0.001) and self-esteem (r = -0.128, p = 0.035). In the multiple regression analysis, a better environment predicted a reduced risk for smartphone addiction (β = -0.233, p = 0.013). CONCLUSION Almost half of the students were found to have smartphone overdependence. Excessive smartphone use has shown a significant relationship with an increased risk for social anxiety, reduction in self-esteem, and quality of life among medical students. A closer look into the possible intervention is needed in the future to curb the negative effects arising from excessive smartphone use.
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Affiliation(s)
| | - Mohd Hafiz Norzan
- Department of Psychiatry, Kuala Lumpur Hospital, Kuala Lumpur, Malaysia
| | - Nik Ruzyanei Nik Jaafar
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia, Cheras, Malaysia
| | - Shalisah Sharip
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia, Cheras, Malaysia
| | - Ammar Ashraf
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia, Cheras, Malaysia
| | - Kamaleshini Shanmugam
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia, Cheras, Malaysia
| | - Nur Shahirah Bistamam
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia, Cheras, Malaysia
| | | | - Saathish Kumar
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia, Cheras, Malaysia
| | - Marhani Midin
- Department of Psychiatry, Faculty of Medicine, Universiti Kebangsaan Malaysia, Cheras, Malaysia
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Delfabbro P, King DL, Carey P. Harm severity in internet gaming disorder and problem gambling: A comparative study. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106898] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023]
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Chagas Brandão L, Sanchez ZM, de O Galvão PP, da Silva Melo MH. Mental health and behavioral problems associated with video game playing among Brazilian adolescents. J Addict Dis 2021; 40:197-207. [PMID: 34515623 DOI: 10.1080/10550887.2021.1971941] [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] [Indexed: 10/20/2022]
Abstract
BACKGROUND The problematic use of video games is linked to mental health and behavioral problems among adolescents. World reported averages for problematic use range from 1.3% to 19.3%. This is the first study to investigate these problems among Brazilian adolescents. OBJECTIVES This study aimed to describe the prevalence of the non-problematic and problematic use of video games among Brazilian adolescents, and to assess mental health and behavioral problems associated with both types of use. METHODS This study used the baseline data of a cluster randomized controlled trial that evaluated the effectiveness of the school-based program #Tamojunto2.0. The sample included 3,939 eighth-grade students who answered an anonymous self-report questionnaire. Video game use was investigated through a question, and problematic use was assessed using a scale. Weighted logistic regressions were used to investigate the associated factors. RESULTS The results show that 85.85% of the children reported playing video games in the past year, 28.17% fulfilled our criteria for problematic use. Non-problematic video game use is associated with being male, younger ages, and bullying perpetration. Problematic video game use is associated with being male, tobacco and alcohol use, bullying perpetrators, and bullying victims, with abnormal levels of hyperactivity/inattention, social behavior problems, conduct problems, peer relationship problems, and emotional symptoms. CONCLUSION Brazilian adolescents' self-reported use of video games is compatible with the world average, but the percentage of those who showed problematic use is higher than the world average. This study demonstrates the need for investigating how to prevent and intervene in this situation.
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Affiliation(s)
| | - Zila M Sanchez
- Preventive Medicine, Universidade Federal de São Paulo, Sao Paulo, Brazil
| | - Patricia P de O Galvão
- Departamento de Medicina Preventiva, Universidade Federal de Sao Paulo - Campus Sao Paulo, Sao Paulo, Brazil
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Suryawanshi DM, Rajaseharan D, Venugopal R, Mathew M, Joy A, Goyal R. The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study. JMIR MEDICAL EDUCATION 2021; 7:e22235. [PMID: 34340961 PMCID: PMC8461540 DOI: 10.2196/22235] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/03/2020] [Revised: 06/14/2021] [Accepted: 08/01/2021] [Indexed: 06/13/2023]
Abstract
BACKGROUND Gaming is a billion-dollar industry that is expanding at a compound annual growth rate of 9% to 14.3%, with the biggest market in Southeast Asian countries. The availability of low-cost smartphones and the ease at which the internet can be accessed have made gaming popular among youth, who enjoy it as a leisure activity. According to the World Health Organization, excessive indulgence in gaming can lead to gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder, which can affect their scholastic performance. OBJECTIVE This study aimed to assess the association between gaming practices and scholastic performance among medical students. METHODS This study used a case-control design, where 448 medical undergraduate students (first year to prefinal) were preliminarily surveyed using universal sampling on their gaming practices in the last 6 months. Out of this sample, the 91 participants who admitted to gaming in the past 6 months were recruited as cases, while participants who never engaged in gaming in the last 6 months were recruited as controls. Both the cases and controls were matched for age and gender in a 1:1 ratio. The internal assessment scores (based on 2 midterms completed in the last 6 months) of cases and controls were compared. The Snedecor F test was used to determine the association between the number of hours spent gaming and internal assessment scores (%), while the Student t test was used to determine significant differences between the internal assessment scores of cases and controls. Odds ratios were calculated to identify the risk of poor scholastic performance among cases compared to the controls. The prevalence of gaming disorder among cases was assessed using the Gaming Addiction Scale (GAS). RESULTS The frequency of gaming (in hours) was not associated with mean internal assessment scores (P=.13). Male cases reported significantly lower internal assessment scores compared to male controls (P=.005 vs P=.01), whereas no significant differences were observed between the internal assessment scores of female cases and controls (P=.89 vs P=.59). A negative correlation was observed between GAS scores and internal assessment scores (r=-0.02). The prevalence of gaming disorder using the GAS was observed to be 6.3% (28/448) in the study population and 31% (28/91) among cases. The risk of low scores (<50%) among gamers was observed to be 1.9 (95% CI 1.04-3.44, P=.03) times higher in the first midterm and 1.80 (95% CI 0.97-3.36, P=.06) times higher in the second midterm compared to nongamers. CONCLUSIONS The findings suggest that excessive gaming adversely affects the scholastic performance of male participants more than female participants. Awareness about gaming disorder needs to be created among students, parents, and teachers. Treatment services should be made available to medical students with gaming disorders.
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Affiliation(s)
- Deodatt Madhav Suryawanshi
- Department of Community Medicine, Trichy SRM Medical College Hospital and Research Centre, Trichy, Tamil Nadu, India
| | - Divya Rajaseharan
- Department of Community Medicine, Trichy SRM Medical College Hospital and Research Centre, Trichy, Tamil Nadu, India
| | - Raghuram Venugopal
- Department of Community Medicine, Trichy SRM Medical College Hospital and Research Centre, Trichy, Tamil Nadu, India
| | - Madhu Mathew
- Department of Psychiatry, Trichy SRM Medical College Hospital and Research Centre, Trichy, India
| | - Anju Joy
- Department of Community Medicine, Trichy SRM Medical College Hospital and Research Centre, Trichy, Tamil Nadu, India
| | - Ramchandra Goyal
- Department of Community Medicine, Trichy SRM Medical College Hospital and Research Centre, Trichy, Tamil Nadu, India
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Macur M, Pontes HM. Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors. BMC Public Health 2021; 21:1547. [PMID: 34384394 PMCID: PMC8361866 DOI: 10.1186/s12889-021-11394-4] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2021] [Accepted: 06/23/2021] [Indexed: 11/25/2022] Open
Abstract
Background Electronic gaming is a popular free-time activity and its deleterious effects have been considered by the American Psychiatric Association and World Health Organization. More recently ‘Gaming Disorder’ (GD) has been added to the 11th revision of the International Classification of Diseases, while ‘Internet Gaming Disorder’ (IGD) remains as a tentative disorder in the 5th revision of the Diagnostic and Statistical Manual of Mental Disorders. This study aimed to explore the characteristics of young gamers at risk for developing IGD. Methods To achieve this, a quantitative and nationally representative study was conducted in primary schools in Slovenia with eighth grade as the primary sampling unit (N = 1071, Meanage = 13.44 years, SDage = 0.59). Psychometric testing assessing IGD was conducted to identify participants’ IGD risk levels and to compare ‘high risk gamers’, ‘low risk gamers’, and ‘non-gamers’ in relation to free-time activities, self-control, and parent-child relationship. A one-way ANOVA analysis was conducted with Games-Howell post-hoc test to compare the three groups of participants. Statistically significant IGD factors were then included in a multinomial logistic regression analysis to identify the most relevant predictors of IGD. Results About 4.7% (n = 48) [95% CI: 3.4–6.0%] of Slovenian adolescents were found to be ‘high risk gamers’ when considering risk of IGD. These were mostly males (n = 42, 87.5%), and their preferred leisure activities involved more screen time activities (e.g., watching TV, playing video games, using social media). Moreover, ‘high risk gamers’ showed significantly lower levels of self-control compared to ‘low risk gamers’, and poorer understanding with their parents. Perceived satisfaction with life and mental health did not differ significantly between the three groups. The multinomial logistic regression identified four key predictors of IGD: male gender, gaming as a frequent free-time activity, attending music school or a choir and self-control. Conclusion Public health measures should target adolescents at increased risk of developing IGD in early age because they are particularly drawn to excessive gaming behaviors and present greater IGD vulnerability.
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Affiliation(s)
- Mirna Macur
- Angela Boškin Faculty of Health Care, Spodnji Plavž 3, SI-4270, Jesenice, Slovenia.
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, Malet Street, Bloomsbury, London, WC1E 7HX, UK
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Kaimara P, Oikonomou A, Deliyannis I. Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. VIRTUAL REALITY 2021; 26:697-735. [PMID: 34366688 PMCID: PMC8328811 DOI: 10.1007/s10055-021-00563-w] [Citation(s) in RCA: 28] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/12/2020] [Accepted: 07/20/2021] [Indexed: 06/13/2023]
Abstract
Virtual reality technologies (VRTs) are high-tech human-computer interfaces used to develop digital content and can be applied to multiple different areas, often offering innovative solutions to existing problems. A wide range of digital games is being also developed with VRTs and together with their components, the games' structural elements are appealing to children and engaging them more in virtual worlds. Our research interest is directed towards children's development and the effects of VRTs within gaming environments. Contemporary psychology studies perceive human development as a holistic and lifelong process with important interrelationships between physical, mental, social and emotional aspects. For the objectives and scope of this work, we examine children development across three domains: physical, cognitive and psychosocial. In this context, the authors review the literature on the impact of VRTs on children, in terms of software and hardware. Since research requires an wide-ranging approach, we study the evidence reported on the brain and neural structure, knowledge, behaviour, pedagogy, academic performance, and wellness. Our main concern is to outline the emerging ethical issues and worries of parents, educators, ophthalmologists, neurologists, psychologists, paediatricians and all relevant scientists, as well as the industry's views and actions. The systematic review was performed on the databases Scopus, IEEE Xplore, PubMed, and Google Scholar from 2010 to 2020 and 85 studies were selected. The review concluded that findings remain contradictory especially for the psychosocial domain. Official recommendations from organizations and well-documented researches by academics on child well-being are reassuring if health and safety specifications and particularly the time limit are met. Research is still ongoing, constantly updated and consist of a priority for the scientific community given that technology evolves.
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Affiliation(s)
- Polyxeni Kaimara
- Department of Audio and Visual Arts, Ionian University, Tsirigoti Sq. 7, 49100 Corfu, Greece
| | - Andreas Oikonomou
- School of Pedagogical and Technological Education (ASPETE), Alexandrou Papanastasiou 13, Thessaloniki, Greece
| | - Ioannis Deliyannis
- Department of Audio and Visual Arts, Ionian University, Tsirigoti Sq. 7, 49100 Corfu, Greece
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Purwaningsih E, Nurmala I. The Impact of Online Game Addiction on Adolescent Mental Health: A Systematic Review and Meta-analysis. Open Access Maced J Med Sci 2021. [DOI: 10.3889/oamjms.2021.6234] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/17/2022] Open
Abstract
Abstract:
Introduction: The World Health Organization (WHO) in 2019 determined that Internet Gaming Disorders (IGD) were included as mental health disorders. Among adolescents, excessive online gaming has become a lifestyle and is associated with psychological symptoms (psychopathological symptoms and life satisfaction), social health (social interactions) and physical health (general health and body mass index). The IGD has now become a problem all over the world.
AIM: This study aims to analyze the impact of online game addiction on adolescents using the Preferred Reporting Items for Systematic Reviews (PRISMA) approach.
MATERIALS AND METHODS: Subjects were searched extensively from the Pubmed, Sage, Science Direct, and Scopus databases. The search used the keywords "online game addiction", "mental health", and "youth". The inclusive criteria for the included literature in this study were as follow; the literature had to be sourced from journal article, written in English, available in full text, the published between 2011-2021, and the age of the adolescent subject should be 13-18 years. We identified 81 articles of which 20 were deemed relevant for this systematic review.
RESULTS: This review study shows that problematic online gaming behavior has a strong negative correlation with various subjective health outcomes.
CONCLUSION: Early relevant prevention for adolescents from the IGD is the appropriate use of internet/ gadgets as the only option to avoid or to reduce the symptoms of internet addiction and online games.
Keywords :
Online game addiction; Mental health; Adolescents; Good Health and Wellbeing
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Starosta J, Izydorczyk B, Wontorczyk A. Anxiety-Depressive Syndrome and Binge-Watching Among Young Adults. Front Psychol 2021; 12:689944. [PMID: 34335407 PMCID: PMC8322237 DOI: 10.3389/fpsyg.2021.689944] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/01/2021] [Accepted: 06/21/2021] [Indexed: 01/09/2023] Open
Abstract
In recent years, binge-watching becomes a highly popular way of spending free time. Even though binge-watching usually is related to entertainment, there are concerns about some negative and unhealthy outcomes of excessive form of this behavior. The study examined the predictive value of anxiety-depressive syndrome in explaining the symptoms of problematic binge-watching and the tendency to adopt a specific motivation to watch series. Research group consists of 645 Polish young adults. The State-Trait Anxiety Inventory, Depression Measurement Questionnaire, Viewing Motivation Scale, and Questionnaire of Excessive Binge-Watching were used in this study. The results of the path analysis show that anxiety-depressive syndrome and motivation to watch TV series are the significant factors in the manifestation of all symptoms of problematic binge-watching. Moreover, there is a significant relation between anxiety-depressive syndrome and motivation to watch TV series, which especially concerns escape motivation and motivation to deal with loneliness. Furthermore, motivation to deal with loneliness, escape motivation, and motivation to spend free time have mediating effect on the relationship between anxiety-depressive syndrome and problematic binge-watching. Results of this research show that there could be not only normative binge-watching behavior but also unhealthy and problematic form of this behavior.
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Affiliation(s)
- Jolanta Starosta
- Faculty of Management and Social Communication, Institute of Applied Psychology, Jagiellonian University, Kraków, Poland
| | - Bernadetta Izydorczyk
- Faculty of Management and Social Communication, Institute of Applied Psychology, Jagiellonian University, Kraków, Poland
| | - Antoni Wontorczyk
- Faculty of Management and Social Communication, Institute of Applied Psychology, Jagiellonian University, Kraków, Poland
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Effects of massively multiplayer online role-playing games on psychological health and inter-personal relationships of the male youth: A cross-sectional study in sub-urban Kolkata, West Bengal, India. ANTHROPOLOGICAL REVIEW 2021. [DOI: 10.2478/anre-2021-0010] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022] Open
Abstract
Abstract
Gaming related experiences and addictive behaviours are emerging causes of adverse psycho-social health such as depression, anxiety, in adolescents and young adults around the world. Nonetheless, there remains a dearth of information relating to adolescents and young adults in India, a country which has millions of gamers.
Present study examined the effects of massively multiplayer online role-playing games on the psychological health and inter-personal relationships of adolescents and young male adults of sub-urban Kolkata, West Bengal, India.
Questionnaires were used to collect data on socio-economic and lifestyle traits, psychological health and inter-personal relationships were obtained from both gamers (n = 150) and non-gamers (n = 150). Data on gaming experiences and addiction were obtained only from gamers. MANCOVA and linear regression were performed to understand the effects of socio-economic and lifestyle traits, gaming experience and addiction traits on psychological health and inter-personal relationships of gamers.
Study findings revealed that both gamers and non-gamers derived from a similar age group (mean age = 19.94 years) and socio-economic cluster. Disparities in psychological health in terms of depression, anxiety and stress and inter-personal relationship in terms of parent and peer attachments were present across social groups and between gamers and non-gamers. Various problematic gaming experiences and gaming related addictive behaviours resulted in poor psychological health and inter-personal relationship with parents and peers.
Male gamers were at high risk to develop adverse psychological health and poor inter-personal relationships with parents and peers due to problematic gaming experience and gaming addiction. Proper education and counselling regarding the beneficial and detrimental sides of gaming may ensure better psycho-social health of adolescents and young adults in India.
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How Do Location-Based Augmented Reality Games Improve Physical and Mental Health? Evaluating the Meanings and Values of Pokémon Go Users' Experiences through the Means-End Chain Theory. Healthcare (Basel) 2021; 9:healthcare9070794. [PMID: 34202879 PMCID: PMC8303826 DOI: 10.3390/healthcare9070794] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/12/2021] [Revised: 06/12/2021] [Accepted: 06/23/2021] [Indexed: 12/03/2022] Open
Abstract
New technology has dramatically changed online games and blurred the boundary between active and passive activities. This study aims to explore the meanings and values of augmented reality online games by examining users’ Pokémon Go experiences through the means-end chain theory. Using data from interviews with 34 Pokémon Go users, this study adopts the soft laddering method to identify Pokémon Go’s potential attributes, consequences, and values, and to construct a hierarchical value map. The results indicated that Pokémon Go users pursue social relationships through play, and these relationships are triggered by the benefits of making new friends, maintaining current relationships with friends and family, and the attributes of prevalence, childhood memory, game design, and augmented reality. Subsequently, this study describes how Pokémon Go can be considered an active leisure activity because of its social, mental, and physical benefits and assesses the implications of its findings.
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Carey PAK, Delfabbro P, King D. An Evaluation of Gaming-Related Harms in Relation to Gaming Disorder and Loot Box Involvement. Int J Ment Health Addict 2021; 20:2906-2921. [PMID: 34121958 PMCID: PMC8183313 DOI: 10.1007/s11469-021-00556-5] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 05/24/2021] [Indexed: 01/19/2023] Open
Abstract
The specific nature of harm and functional impairment in the context of gaming disorder (GD) has received limited attention. In this study, we present one of the first concerted attempts to measure the types and degree of harm experienced by people displaying signs of problem gaming. Attempts were made to assess the extent to which types of harm were attributable to gaming as opposed to other factors. The study also investigated potential behavioural indicators of harmful involvement, including exposure to loot boxes. A sample of 471 regular gamers (M = 380, F = 73), recruited through the online platform Prolific, completed a survey where problem gaming was identified using Petry et al.’s (2014) checklist. Individuals who met the cut-off for gaming disorder scored higher than the non-problem group on most dimensions of harm, with physical and psychological types being the most common issues. Loot box expenditure was low (M = $25 in 3 months, for the 10.8% of respondents who played loot boxes) but significantly positively associated with the degree of gaming-related financial harm. This study shows that problem gaming is most strongly associated with physical or psychological harm and that financial harms may manifest in gaming activities that facilitate continuous spending options.
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Affiliation(s)
| | - Paul Delfabbro
- School of Psychology, University of Adelaide, Adelaide, Australia
| | - Daniel King
- College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia
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46
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The relationship between psychobiological dimensions of personality and internet gaming disorder: the role of positive and negative affects. CURRENT PSYCHOLOGY 2021. [DOI: 10.1007/s12144-021-01839-9] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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47
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Savci M, Ercengiz M, Yildiz B, Griffiths M>D, Aysan F. Can risky behaviors, gaming addiction, and family sense of coherence accurately classify gender among university students? CURRENT PSYCHOLOGY 2021. [DOI: 10.1007/s12144-020-01284-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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48
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Starosta J, Izydorczyk B, Sitnik-Warchulska K, Lizińczyk S. Impulsivity and Difficulties in Emotional Regulation as Predictors of Binge-Watching Behaviours. Front Psychiatry 2021; 12:743870. [PMID: 34858225 PMCID: PMC8631421 DOI: 10.3389/fpsyt.2021.743870] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/19/2021] [Accepted: 10/18/2021] [Indexed: 12/13/2022] Open
Abstract
Recently, the question about the potentially problematic characteristics of binge-watching behaviours has been raised in the contemporary literature. Binge-watching is a highly popular behaviour that involves watching multiple episodes of TV series in one sitting. Studies show that binge-watching can be both an entertaining, but also a potentially problematic, behaviour. Therefore, this research aimed to answer the question about how impulsivity, difficulties in emotional regulation, and one's motivations around why they want to watch a TV series predict problematic binge-watching among a group of Polish young adults. The research group consisted of 645 participants. The following tools were then used to measure the study variables: the Impulsive Behaviour Scale, the Difficulties in Emotion Regulation Scale, the Viewing Motivation Scale, and the Questionnaire of Excessive Binge-watching. Furthermore, a regression analysis was performed on the responses to each measure in order to answer our research questions. Our results show that a lack of premeditation, impulse control difficulties, and having an escapist motivation are all significant predictors of problematic binge-watching behaviours. Furthermore, one's motivations around dealing with loneliness, their motivations around how to best spend their free time, as well as their informative and entertaining motivations were also found to be significant predictors of problematic binge-watching behaviours.
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Affiliation(s)
- Jolanta Starosta
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Bernadetta Izydorczyk
- Institute of Psychology, Faculty of Philosophy, Jagiellonian University, Kraków, Poland
| | - Katarzyna Sitnik-Warchulska
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
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Kristensen JH, Pallesen S, King DL, Hysing M, Erevik EK. Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis. Front Psychiatry 2021; 12:675237. [PMID: 34163386 PMCID: PMC8216490 DOI: 10.3389/fpsyt.2021.675237] [Citation(s) in RCA: 29] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/02/2021] [Accepted: 05/04/2021] [Indexed: 01/20/2023] Open
Abstract
Problematic gaming has been linked to poor sleep outcomes; however, these associations have not yet been synthesized quantitatively. This review employed a meta-analysis to investigate the relationship between problematic gaming and sleep-related outcomes. A search of Medline, Embase, Web of Science, PsycINFO, and Google Scholar identified a total of 763 studies, including 34 studies (n = 51,901 participants) eligible for inclusion. Papers were included if available in any European language, addressed problematic gaming, contained original data, and provided sufficient data for calculation of effect sizes. Two researchers independently extracted data using pre-defined fields including quality assessment. Sleep-related outcomes were meta-analyzed for sleep parameters that were reported by 5 or more papers. Significant overall effects were found for sleep duration (g = -0.238, 95% CI = -0.364, -0.112), poor sleep quality (OR = 2.02, 95% CI = 1.47, 2.78), daytime sleepiness (OR = 1.57, 95% CI = 1.00, 2.46) and sleep problems (OR = 2.60, 95% CI = 1.94, 3.47). Between-study heterogeneity was detected for all meta-analyses. Subgroup analyses showed a higher inverse effect size for adolescent samples compared to adult or non-specific age samples in terms of sleep duration. For daytime sleepiness, a larger effect size was found for studies based on single-item sleep measures compared to multi-item sleep measures. For sleep problems, the subgroup analysis showed the opposite with a higher effect size for studies based on single-item sleep measures than multi-item sleep measures. Across all sleep parameters, problematic gamers consistently reported a more adverse sleep status than non-problematic gamers. Systematic Review Registration: https://www.crd.york.ac.uk/PROSPERO/; record ID: CRD42020158955.
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Affiliation(s)
- Joakim H Kristensen
- Department of Psychosocial Science, University of Bergen, Bergen, Norway.,Norwegian Competence Centre for Gambling and Gaming Research, University of Bergen, Bergen, Norway
| | - Ståle Pallesen
- Department of Psychosocial Science, University of Bergen, Bergen, Norway.,Norwegian Competence Centre for Gambling and Gaming Research, University of Bergen, Bergen, Norway.,Optentia, Vaal Triangle Campus of the North-West University, Vanderbijlpark, South Africa.,Norwegian Competence Center for Sleep Disorders, Haukeland University Hospital, Bergen, Norway
| | - Daniel L King
- College of Education, Psychology, & Social Work, Flinders University, Adelaide, SA, Australia
| | - Mari Hysing
- Department of Psychosocial Science, University of Bergen, Bergen, Norway
| | - Eilin K Erevik
- Department of Psychosocial Science, University of Bergen, Bergen, Norway.,Norwegian Competence Centre for Gambling and Gaming Research, University of Bergen, Bergen, Norway
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OGURLU U, KAHRAMAN S, KAYAALP A. Computer game addiction in gifted students and non-gifted children: A caution for technology-oriented STEM activities. JOURNAL OF EDUCATION IN SCIENCE, ENVIRONMENT AND HEALTH 2020. [DOI: 10.21891/jeseh.841669] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
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