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Suchá J, Dolejš M, Dostál D, Pipová H, Pontes HM. Internet gaming disorder and risky behaviours among Czech adolescents: A nationally representative study. J Behav Addict 2024; 13:742-750. [PMID: 39264722 PMCID: PMC11457021 DOI: 10.1556/2006.2024.00045] [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: 02/10/2024] [Revised: 05/03/2024] [Accepted: 07/30/2024] [Indexed: 09/14/2024] Open
Abstract
Background and aims The aim of the present study was to estimate the complex association between Internet Gaming Disorder (IGD), substance use, and other risky behaviours in Czech adolescents whilst providing prevalence estimates of IGD and psychometric information regarding the Czech Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Methods A representative sample of 3,950 Czech adolescents was recruited through stratified random sampling in the school setting. Results Disordered gamers showed frequent use of specific substances such as pharmaceuticals, methylenedioxymethamphetamine, and lysergic acid diethylamide. In contrast, non-gamers had higher prevalence of alcohol, cigarettes, sedatives and tranquillisers, and marijuana use. A logistic regression, utilising IGDS9-SF raw scores and average daily gaming time, revealed a U-shaped relationship between gaming and both alcohol and cigarette use. Additionally, conduct problems such as bullying, and risky in-game behaviours were more prevalent among disordered gamers, with the exception of forging parents' signatures. The overall prevalence of IGD was 3.62% (95% CI = [3.1%, 4.3%]), with higher rates in males (5.89%; 95% CI = [4.9%, 7.0%]) than in females (1.45%; 95% CI = [1.0%, 2.1%]). Discussion and conclusions The Czech IGDS9-SF used in the present study showed adequate psychometric properties. The association between gaming and substance use behaviours may be specific and multifaceted depending on the severity of the gaming-related problems. Furthermore, disordered gamers may become more vulnerable due to a higher incidence of conduct problems, bullying (victimisation), and in-game risky behaviours such as engagement with microtransactions mechanics (e.g., loot box) within video games.
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Affiliation(s)
- Jaroslava Suchá
- Department of Addictology, First Faculty of Medicine, Charles University, Czech Republic
| | - Martin Dolejš
- Department of Psychology, Palacký University Olomouc, Czech Republic
| | - Daniel Dostál
- Department of Psychology, Palacký University Olomouc, Czech Republic
| | - Helena Pipová
- Department of Psychology, Palacký University Olomouc, Czech Republic
| | - Halley M. Pontes
- School of Psychological Sciences, Birkbeck, University of London, United Kingdom
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Abdallat M, Al-Sanouri M, Al-Salaymeh S, Zoubi M, Barakat T, Badwan A, Alzubi A, Murshidi R. Internet Gaming Disorder and Sleep Quality among Jordanian University Students: A Cross-sectional Study. Clin Pract Epidemiol Ment Health 2024; 20:e17450179310269. [PMID: 39839221 PMCID: PMC11748057 DOI: 10.2174/0117450179310269240820042452] [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: 05/10/2024] [Revised: 08/01/2024] [Accepted: 08/02/2024] [Indexed: 01/23/2025]
Abstract
Background Internet gaming disorder is defined as "Persistent and recurrent use of the internet to engage in games, often with other players, leading to clinically significant impairment or distress." It is a new evolving disorder that affects many life aspects; therefore, it needs further investigation among different population groups. IGD was introduced for the first time in 2013 in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders, and it suggested carrying out further research among different populations. In 2018, Gaming Disorder (GD) has officially become a type of addiction as the World Health Organization released the 11th revision of the International Classification of Diseases (ICD-11). Aims The objective of this study is to investigate the prevalence of internet gaming disorder (IGD) and its association with sleep quality and academic performance among Jordanian university students aged 18-26. Our literature review revealed a lack of research on this topic concerning this specific population and culture. Therefore, our study aims to contribute to the existing literature and to provide insights that can inform prevention, assessment, and treatment strategies for those affected. Methods A cross-sectional study design was used by employing convenience and snowball sampling; a total of 2473 participants completed an electronic self-administered questionnaire that included the Internet Gaming Disorder Scale-SF (IGDS9-SF) and Pittsburgh Sleep Quality Index (PSQI). Of these, 432 were excluded based on our criteria. Our inclusion criteria required participants to be Jordanian university students between the ages of 18 and 26, enrolled as undergraduates at Jordanian universities, and free of neurological or psychiatric conditions. Results The prevalence of IGD in this study was 15.2% and was more prevalent among males compared to females (p= <0.001). Poor sleep quality was reported by 64.6% of the study population and was more frequently observed in females. Age and academic achievements (GPA) were not associated with having IGD. When binary logistic regression was used, IGD (OR=1.882) positively predicted poor sleep quality. Conclusion Internet gaming disorder is common among Jordanian university students and is associated with poor sleep quality, and our findings have significant implications for policymakers, educators, and healthcare providers in raising awareness about the IGD and its impact on sleep quality.
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Affiliation(s)
- Mahmoud Abdallat
- Department of Neurosurgery, The University of Jordan, Amman, Jordan
| | | | | | - Mohammad Zoubi
- School of Medicine, The University of Jordan, Amman, Jordan
| | - Tamer Barakat
- School of Medicine, The University of Jordan, Amman, Jordan
| | - Ahmad Badwan
- School of Medicine, The University of Jordan, Amman, Jordan
| | | | - Rand Murshidi
- Department of Dermatology, School of Medicine, The University of Jordan, Amman, Jordan
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Cekic S, Bediou B, Achab S, Rich M, Green CS, Bavelier D. Going beyond video game consumption when considering Internet Gaming Disorder. Compr Psychiatry 2024; 133:152500. [PMID: 38761770 DOI: 10.1016/j.comppsych.2024.152500] [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: 10/30/2023] [Revised: 05/02/2024] [Accepted: 05/08/2024] [Indexed: 05/20/2024] Open
Abstract
BACKGROUND Recognizing the crucial importance of understanding the impact of video games on health in today's gaming-dominated world, our study aimed to investigate the relationship between gaming time and Internet Gaming Disorder (IGD). Despite the widespread assumption that a connection exists between both, previous studies have revealed highly variable associations, highlighting significant weaknesses in establishing a robust link. METHODS To unravel this complex relationship, we recruited two independent samples of League of Legends players. We combined the collection of self-reported and actual gameplay data, together with assessments of mental health, personality traits, and cognitive abilities. RESULTS Surprisingly, none of the gaming variables demonstrated a robust and stable association with IGD, regardless of whether players spent less than or more than 30 hours per week gaming-a threshold suggested by the American Psychiatric Association as a potential indicator of disordered gaming. Notably, mental health factors, such as anxiety, depression and ADHD, emerged as the most influential predictors of IGD. CONCLUSION These findings, replicated across two independent samples, challenge the prevailing belief that limiting screen time alone effectively combats IGD. Instead, mental health factors play a crucial role in mitigating risks associated with gaming. Policies focusing solely on restricting screen time are insufficient in reducing the prevalence or symptoms of IGD. Rather, a comprehensive approach that considers mental health and key personality traits must be adopted to safeguard the well-being of individuals engaged in gaming.
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Affiliation(s)
- Sezen Cekic
- Department of Psychology, University of Geneva, Switzerland
| | - Benoît Bediou
- Department of Psychology, University of Geneva, Switzerland
| | - Sophia Achab
- Department of Psychiatry, University of Geneva, Switzerland
| | - Michael Rich
- Digital Wellness Lab, Boston Children's Hospital/Harvard Medical School, USA; Clinic for Interactive Media and Internet Disorders, Boston Children's Hospital, USA
| | - C Shawn Green
- Department of Psychology, University of Wisconsin-, Madison, USA
| | - Daphné Bavelier
- Department of Psychology, University of Geneva, Switzerland.
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Başdaş Ö, Özbey H, Bayat M. Psychometric properties of the Turkish version of the gaming disorder scale for adolescents (GADIS-A). J Pediatr Nurs 2024; 77:e218-e224. [PMID: 38658304 DOI: 10.1016/j.pedn.2024.04.032] [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: 09/14/2022] [Revised: 04/06/2024] [Accepted: 04/06/2024] [Indexed: 04/26/2024]
Abstract
PURPOSE This methodological study established the Turkish validity and reliability of the Gaming Disorder Scale for Adolescents (GADIS-A). METHODS The study was conducted with 378 adolescents studying in primary and secondary education institutions in the central districts of a province in Turkey affiliated with the Provincial Directorate of National Education. Data were collected using an adolescent information form and GADIS-A. An ethics committee approved the study, and permission was obtained from the institution. RESULTS Confirmatory Factor Analysis (CFA) showed that the scale had factor loadings of 0.511 to 0.768, the Goodness of Fit indices of >0.87, and the RMSEA index of <0.10. The total scale had a Cronbach's alpha of 0.860. CONCLUSION The results show that GADIS-A is a valid and reliable measure for the Turkish sample. IMPLICATIONS TO PRACTICE GADIS-A, a highly valid and reliable scale, can be used as a measurement tool in national and international screening programs.
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Affiliation(s)
- Öznur Başdaş
- Department of Pediatric Nursing, Faculty of Health Science, Erciyes University, Kayseri, Turkey
| | - Harun Özbey
- Erciyes University, Institute of Health Sciences, Child Health and Disease Nursing Department, Kayseri, Turkey.
| | - Meral Bayat
- Department of Pediatric Nursing, Faculty of Health Science, Erciyes University, Kayseri, Turkey
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Amara A, Omri N, Limam M, Bannour R, Mellouli M, Ghardallou M, Zedini C, Sahli J, Mtiraoui A. Video games and Facebook addiction among Tunisian adolescents: prevalence and associated factors. Int J Adolesc Med Health 2024; 36:111-121. [PMID: 38235542 DOI: 10.1515/ijamh-2023-0171] [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: 10/26/2023] [Accepted: 01/08/2024] [Indexed: 01/19/2024]
Abstract
OBJECTIVES As social media and online gaming technology have developed very rapidly over the last two decades, their paired issues are of growing concern worldwide. The aim of our study was to assess the prevalence of video game and Facebook addiction and its predictive factors among Tunisian in school adolescents. METHODS We conducted a cross-sectional study among in school adolescents in Sousse, Tunisia, over the first academic term of the 2019-2020 school year using a self-administered questionnaire to a randomly selected representative sample of 1,353 students. The valid Arabic version of the Bergen Facebook Addiction Scale (BFAS), the Video Game Addiction Scale (GAS-7), the Beck Depression Inventory Short Form (13 items) and the Screen for Child Anxiety Related Disorders (SCARED-C) were used to assess facebook addiction disorder (FAD), internet gaming disorder (IGD), depression and anxiety respectively. RESULTS More than one in four pupils (26.1 %; CI 95 %: 23.8-28.4 %) were identified as problematic video game users and almost a third of participants (32.5 %; CI 95 %: 30-35 %) reported FAD. IGD was significantly associated with FAD (p<0.001). Likewise, pupils exhibiting depressive symptoms as well as those with anxiety symptoms were significantly more likely to be problematic video games and Facebook users (p<0.001 for each). Being addicted to Facebook (AOR=1.83, 95 % CI: 1.18-2.81), experiencing anxiety disorders (AOR=2.43, 95 % CI: 1.52-3.88), being male (AOR=2.51, 95 % CI: 1.95-3.23) and spending more than 4 h per day surfing the net (AOR=2.55, 95 % CI: 1.65-3.96) were the determinants of IGD in the multivariate analysis. Similarly, being addicted to video games (AOR=1.82, 95 % CI: 1.21-2.73), experiencing anxiety disorders (AOR=1.85, 95 % CI: 1.20-2.86), having experienced academic failure (AOR=1.73, 95 % CI: 1.16-2.56), and spending more than 4 h per day on social media (AOR=3.75, 95 % CI: 2.38-5.90) were the predictors of FAD. CONCLUSIONS The prevalence of problematic use of video games and Facebook is alarmingly high. Identifying risk factors can help screen high-risk adolescents. We need additional prevention measures addressing not just adolescents, but all risk factors.
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Affiliation(s)
- Amel Amara
- Research Laboratory "LR12ES03" - Department of Familial and Community Medicine, Faculty of Medicine of Sousse - University of Sousse, Sousse, Tunisia
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
| | - Nihel Omri
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
| | - Manel Limam
- Research Laboratory "LR12ES03" - Department of Familial and Community Medicine, Faculty of Medicine of Sousse - University of Sousse, Sousse, Tunisia
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
| | - Rania Bannour
- Research Laboratory "LR12ES03" - Department of Familial and Community Medicine, Faculty of Medicine of Sousse - University of Sousse, Sousse, Tunisia
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
| | - Menel Mellouli
- Research Laboratory "LR12ES03" - Department of Familial and Community Medicine, Faculty of Medicine of Sousse - University of Sousse, Sousse, Tunisia
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
| | - Mariem Ghardallou
- Research Laboratory "LR12ES03" - Department of Familial and Community Medicine, Faculty of Medicine of Sousse - University of Sousse, Sousse, Tunisia
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
| | - Chekib Zedini
- Research Laboratory "LR12ES03" - Department of Familial and Community Medicine, Faculty of Medicine of Sousse - University of Sousse, Sousse, Tunisia
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
| | - Jihene Sahli
- Research Laboratory "LR12ES03" - Department of Familial and Community Medicine, Faculty of Medicine of Sousse - University of Sousse, Sousse, Tunisia
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
| | - Ali Mtiraoui
- Research Laboratory "LR12ES03" - Department of Familial and Community Medicine, Faculty of Medicine of Sousse - University of Sousse, Sousse, Tunisia
- Department of Family and Community Medicine, University of Sousse, Sousse, Tunisia
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Selak Š, Šorgo A, Crnkovič N, Gabrovec B, Cesar K, Žmavc M. Three measures of internet use, social media use and video game playing as predictors of insomnia during the pandemic among students. Sci Rep 2024; 14:3290. [PMID: 38332170 PMCID: PMC10853167 DOI: 10.1038/s41598-024-53351-2] [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: 07/07/2023] [Accepted: 01/31/2024] [Indexed: 02/10/2024] Open
Abstract
Existing research indicates that the relationship between digital technology use and insomnia can largely depend on which digital technology measure and which insomnia measure is considered. Data on 4261 Slovenian tertiary students was gathered through an online survey in February 2021, which included measures of depression and insomnia symptoms, as well as measures of internet, social media and video game use divided into three measurement levels (use, duration of use, addictive use). Regression analysis revealed an apparent effect of measurement level, where addictive use measures consistently outperformed other technology use measures in predicting insomnia. Regardless of measurement level, social media use seems to produce more risk for insomnia, compared to playing video games or general internet use for leisure purposes. Importantly, a single measure of depression symptoms explained more variance in insomnia than the nine measures of digital technology use combined, meaning that the effect of digital technology on sleep should not be overstated. Most of the effect of social media use on insomnia may in fact be explained by understanding users' depression symptoms. In case of gaming, a larger part of its effect on insomnia is independent of depression symptoms.
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Affiliation(s)
- Špela Selak
- National Institute of Public Health, Ljubljana, Slovenia.
| | - Andrej Šorgo
- Faculty of Natural Sciences and Mathematics, University of Maribor, Maribor, Slovenia
| | - Nuša Crnkovič
- National Institute of Public Health, Ljubljana, Slovenia
| | | | - Katarina Cesar
- National Institute of Public Health, Ljubljana, Slovenia
| | - Mark Žmavc
- National Institute of Public Health, Ljubljana, Slovenia
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Selvam IJ. Cardiology and Neurophysiological Stimulation of Internet Gaming Disorders: A Systematic Review. Curr Cardiol Rev 2024; 20:e210624231164. [PMID: 38910426 PMCID: PMC11337613 DOI: 10.2174/011573403x295560240530104352] [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: 11/28/2023] [Revised: 03/19/2024] [Accepted: 03/27/2024] [Indexed: 06/25/2024] Open
Abstract
BACKGROUND Internet Gaming Disorder (IGD) is recognized as a mental health condition associated with excessive video gaming, leading to functional impairments. The inclusion of IGD in the DSM-5 has underscored the importance of comprehensively understanding its physiological and psychological effects. OBJECTIVE This systematic review aims to analyze and synthesize existing literature on the cardiophysiological and neurophysiological activities of individuals diagnosed with IGD, with a focus on identifying patterns, trends, and implications for clinical practice and future research. METHODS A systematic search was conducted in PubMed and Scopus databases to identify relevant studies published up to 2023. The search strategy included terms related to IGD, cardiophysiology, neurophysiology, and relevant measurement techniques. Inclusion criteria encompassed peer-reviewed research articles and clinical trials examining cardiophysiological (e.g., heart rate variability, blood pressure) and neurophysiological (e.g., brain imaging, electroencephalography) parameters in individuals with IGD. Exclusion criteria were applied to ensure methodological rigor and relevance to the research question. RESULTS The initial search yielded 1320 papers related to IGD, of which twenty studies met the eligibility criteria and were included in the review. Data extraction and synthesis focused on key cardiophysiological and neurophysiological outcomes observed in individuals with IGD compared to healthy controls. Findings revealed decreased Heart Rate Variability (HRV), increased sympathetic activity, and executive control deficits in IGD individuals based on Electrocardiogram (ECG) recordings and cognitive assessments. Neuroimaging studies demonstrated heightened brain activation in the lateral and prefrontal cortex, altered reward processing, and impulse control mechanisms among IGD subjects. Gender-specific differences were noted, with males exhibiting distinct thalamic activation striatum and decreased Regional Homogeneity (ReHo) in the right Posterior Cingulate (rPCC) compared to females. DISCUSSION The synthesized evidence indicates a complex interplay between excessive gaming and cardiophysiological/neurophysiological changes, highlighting the need for multidimensional assessments in diagnosing and managing IGD. Implications for clinical practice include early detection using ECG, EEG, and advanced neuroimaging techniques, as well as personalized interventions tailored to individual characteristics and gender-specific differences. CONCLUSION This systematic review provides a comprehensive overview of the cardiophysiological and neurophysiological activities associated with Internet Gaming Disorder. The findings underscore the need for further research to elucidate underlying mechanisms, develop standardized diagnostic protocols, and optimize targeted interventions for individuals with IGD.
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Affiliation(s)
- Immaculate Joy Selvam
- Department of Electronics and Communication Engineering, Saveetha Engineering College, Thandalam, Chennai, India
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Pramukti I, Nurmala I, Nadhiroh SR, Tung SEH, Gan WY, Siaw YL, Yang YN, Griffiths MD, Lin CY, Pakpour AH. Problematic Use of Internet Among Indonesia University Students: Psychometric Evaluation of Bergen Social Media Addiction Scale and Internet Gaming Disorder Scale-Short Form. Psychiatry Investig 2023; 20:1103-1111. [PMID: 38163649 PMCID: PMC10758322 DOI: 10.30773/pi.2022.0304] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/25/2022] [Revised: 05/13/2023] [Accepted: 08/11/2023] [Indexed: 01/03/2024] Open
Abstract
OBJECTIVE Social media addiction and internet gaming disorder may cause mental health problems among a minority of university students. The Bergen Social Media Addiction Scale (BSMAS) and the 9-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF) are commonly used worldwide. However, they have not been translated or validated into Indonesian. The present study aimed to translate and validate the BSMAS and IGDS9-SF in an Indonesian context among young adults. METHODS A multi-center, web-based cross-sectional study was conducted among 458 university students (74% female; mean age 22.5 years) in Indonesia from June to December 2021. The BSMAS and IGDS9-SF were translated into Indonesian. Internal consistency (using Cronbach's α and McDonald's ω) and factor structure (using confirmatory factor analysis) of the two instruments were examined. Concurrent validity of BSMAS and IGDS9-SF was examined using their correlations with two external concepts: nomophobia and psychological distress. RESULTS Internal consistency of the Indonesian BSMAS and IGDS9-SF were both acceptable (Cronbach's α=0.80 and 0.90; McDonald's ω=0.86 and 0.92). Both instruments were unidimensional with good factor loadings (0.54-0.78 for BSMAS; 0.63-0.79 for IGDS9-SF). Moreover, BSMAS and IGDS9-SF had stronger associations with nomophobia (r=0.58 and 0.12; p<0.001) than with psychological distress (r=0.43 and 0.15; p<0.001). CONCLUSION The Indonesian versions of the BSMAS and IGDS9-SF had good psychometric properties in terms of linguistic validity, unidimensionality, and reliability. The findings indicate the tools are appropriate for assessing the risk of social media addiction and internet gaming disorder among university students in Indonesia.
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Affiliation(s)
- Iqbal Pramukti
- Department of Community Health Nursing, Faculty of Nursing, Universitas Padjadjaran, West Java, Indonesia
| | - Ira Nurmala
- Faculty of Public Health, Universitas Airlangga, Surabaya, Indonesia
| | - Siti R. Nadhiroh
- Department of Nutrition, Faculty of Public Health, Universitas Airlangga, Surabaya, Indonesia
| | - Serene En Hui Tung
- Division of Nutrition and Dietetics, School of Health Sciences, International Medical University, Kuala Lumpur, Malaysia
| | - Wan Ying Gan
- Department of Nutrition, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Selangor, Malaysia
| | - Yan-Li Siaw
- Department of Educational Psychology and Counselling, Faculty of Education, Universiti Malaya, Kuala Lumpur, Malaysia
| | - Yung-Ning Yang
- Department of Pediatrics, E-Da Hospital, I-Shou University, Kaohsiung, Taiwan
- School of Medicine, I-Shou University, Kaohsiung, Taiwan
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Chung-Ying Lin
- Faculty of Public Health, Universitas Airlangga, Surabaya, Indonesia
- Faculty of Social Sciences, Media and Communication, University of Religions and Denominations, Qom, Iran
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Amir H. Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
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El Keshky MES, Alballa T. Factor structure and psychometric properties of an Arabic version of the Internet Gaming Disorder Scale, short form (IGDS-SF9). Front Public Health 2023; 11:1231550. [PMID: 38026357 PMCID: PMC10664719 DOI: 10.3389/fpubh.2023.1231550] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2023] [Accepted: 09/13/2023] [Indexed: 12/01/2023] Open
Abstract
Background In its most recent edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM), the American Psychological Association recognized that internet gaming disorder is a psychological condition and provides nine criteria for its diagnosis, and the Internet Gaming Disorder Scale, short form (IGDS-SF9) was developed to assess individuals. Aim To develop and investigate the psychometric properties of an Arabic version of IGDS-SF9. Method A five-stage translation and verification process produced an Arabic version of IGDS-SF9, and a study was conducted using a sample of 410 respondents (45.6% females, mean age = 17.6, SD = 1.56) to assess its psychometric properties. Respondents completed the Arabic version, the Smartphone Addiction Scale, the Smartphone Application-Based Addiction Scale, the Hospital Anxiety and Depression Scale, as well as a demographic survey. Exploratory and confirmatory factor analyses, measurement invariance, item response theory, convergent, concurrent, criterion validity, and internal consistency reliability and test-retest reliability were employed to validate the scale. Results The exploratory factor analysis suggested the scale's unidimensional structure; the confirmatory factor analysis exhibited good model fit and factor loadings. Measurement invariance, and concurrent, convergent, and criterion validity were established, resulting in good internal consistency and test-retest reliability for the scale. Conclusion The Arabic version of IGDS-SF9 is a valid and reliable measure for research and diagnosis in Arabic-speaking countries.
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Affiliation(s)
- Mogeda El Sayed El Keshky
- Department of Psychology, Faculty of Arts and Humanities, King Abdulaziz University, Jeddah, Saudi Arabia
| | - Tmader Alballa
- Department of Mathematics, College of Sciences, Princess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia
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Wartberg L, Kramer M, Potzel K, Kammerl R. Problematic Use of Video Games, Social Media, and Alcohol: Associations with Mother-Child Relationship. Psychopathology 2023; 56:117-126. [PMID: 35780771 DOI: 10.1159/000525148] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/03/2021] [Accepted: 05/12/2022] [Indexed: 11/19/2022]
Abstract
INTRODUCTION According to current concepts of developmental tasks, both the use of digital media and the consumption of psychotropic substances are age-typical challenges for adolescents. The majority overcomes these developmental tasks, but a substantial proportion of youth develops problematic usage patterns (e.g., of video games) or problematic consumption behavior (e.g., of alcohol). Empirical findings show the importance of family aspects for these problematic behavior patterns. Currently, it is not clear which specific areas of parent-child relationship are associated in each case and whether there are differences between substance-related and substance-unrelated problematic behavioral patterns. METHODS We surveyed 480 adolescents (45.2% females, mean age = 16.84 years) with standardized instruments regarding the mother-child relationship as well as problematic gaming, problematic social media use, and problematic alcohol use. We conducted correlation and multiple linear regression analyses (separately for problematic gaming, problematic social media use, and problematic alcohol use) as well as a multivariate multiple regression analysis. RESULTS In the regression analyses, more conflicts with the mother were related to all three behavioral patterns. However, lower cohesion was only statistically significantly associated with problematic alcohol use, but not with problematic gaming and problematic social media use, whereas lower autonomy and more frequent punishment of the child were statistically significantly related to problematic gaming and problematic social media use, but not to problematic alcohol use. DISCUSSION/CONCLUSION The findings indicate partially different relational dynamics for substance-related and substance-unrelated problem behaviors (interestingly, for cohesion and autonomy, the 95% confidence intervals of the standardized regression coefficients were not overlapping). The results of the present study could be used in family-based prevention approaches or in treatments in the clinical setting.
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Affiliation(s)
- Lutz Wartberg
- Department of Psychology, Faculty of Human Sciences, MSH Medical School Hamburg, Hamburg, Germany
| | - Michaela Kramer
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, Bavaria, Germany
| | - Katrin Potzel
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, Bavaria, Germany
| | - Rudolf Kammerl
- Department of Education, Chair for Pedagogy with a Focus on Media Education, Friedrich-Alexander-University Erlangen-Nuremberg, Bavaria, Germany
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Islam MS, Jahan I, Dewan MAA, Pontes HM, Koly KN, Sikder MT, Rahman M. Psychometric properties of three online-related addictive behavior instruments among Bangladeshi school-going adolescents. PLoS One 2022; 17:e0279062. [PMID: 36516198 PMCID: PMC9750012 DOI: 10.1371/journal.pone.0279062] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2022] [Accepted: 11/14/2022] [Indexed: 12/15/2022] Open
Abstract
BACKGROUND Due to the ease of access to the internet in modern society users have become more prone to experiencing addictive behaviors online. The present study aimed to develop and investigate the psychometric properties of the Bangla Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), Gaming Disorder Test (GDT), and Bergen Social Media Addiction Scale (BSMAS) due to a lack of existing sound psychometric tools in Bangladesh. METHODS A cross-sectional paper-and-pencil survey was carried out among 428 school-aged adolescents who were active gamers (90.89% males; Meanage: 16.13±1.85 years; age range: 10-19 years). Participants were recruited using convenience sampling across four selected schools in Dhaka City, Bangladesh. Data collected included sociodemographic information, frequency of internet use and gaming behaviors, psychological states (i.e., Patient Health Questionnaire [PHQ-9], Generalized Anxiety Disorder [GAD-7]), disordered gaming and social media use (i.e., IGDS9-SF, GDT, and BSMAS). Psychometric testing was conducted to examine the validity and reliability levels of the Bangla IGDS9-SF, GDT, and BSMAS. RESULTS The newly adapted Bangla IGDS9-SF, GDT, and BSMAS exhibited adequate levels of internal consistency. All total scores were significantly correlated with depression, anxiety, frequencies of internet use/online activities and gaming, supporting criterion and convergent validity. CFA indicated excellent construct validity as all instruments had a good fit to the data. CONCLUSIONS The findings suggest that the Bangla IGDS9-SF, GDT, and BSMAS are sound psychometric instruments due to their satisfactory psychometric properties including internal consistency, criterion validity, convergent validity, and construct validity.
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Affiliation(s)
- Md. Saiful Islam
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
- Centre for Advanced Research Excellence in Public Health, Savar, Dhaka, Bangladesh
| | - Israt Jahan
- Institute of Social Welfare and Research, University of Dhaka, Dhaka, Bangladesh
| | - Muhammad Al Amin Dewan
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
| | - Kamrun Nahar Koly
- Health System and Population Studies Division, icddr,b, Dhaka, Bangladesh
| | - Md. Tajuddin Sikder
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
| | - Mahmudur Rahman
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka, Bangladesh
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Žmavc M, Pontes HM, Griffiths MD, Selak Š. Psychometric properties of the Slovenian version of Internet Disorder Scale-IDS-15. PLoS One 2022; 17:e0276663. [PMID: 36269724 PMCID: PMC9586407 DOI: 10.1371/journal.pone.0276663] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2022] [Accepted: 10/11/2022] [Indexed: 12/02/2022] Open
Abstract
BACKGROUND Conceptualising internet addiction and assessing its symptoms has presented a significant challenge for researchers over the past 25 years. Recently, the Internet Disorder Scale (IDS-15), which is based on the criteria for Internet Gaming Disorder (IGD) from DSM-5, has emerged as a promising instrument to assess internet addiction. The main objective of the present study was to evaluate the psychometric properties of the Slovenian IDS-15. METHODS The sample was recruited from the National Survey on the Use of Tobacco, Alcohol and Other Drugs that was conducted in 2018 on a nationally representative sample (N = 16,000; age range: 15-64 years; 62.4% response rate). The final sample comprised 9,161 participants, with 80.9% reporting having used the internet at least once a week (n = 7,413). A structured questionnaire was designed and internet addiction was assessed using the IDS-15. RESULTS Confirmatory Factor Analysis showed acceptable fit to the proposed four-factor structure of the IDS-15. The reliability, and criterion, convergent and discriminant validity were also found to be adequate with a notable exception of the first item of the scale, as shown by its lower factor loading and higher variability. Additionally, latent profile analysis was used to distinguish between internet users with low (n = 3,818; 51.5%), medium (n = 3,111; 42.0%) and high (n = 484; 6.4%) addiction risk. Furthermore, the high-risk class was associated with higher IDS-15 factor scores, higher frequency of internet use in leisure time, and lower age of first internet use. CONCLUSIONS The present study provides new insights about the strengths and shortcomings of the IDS-15. Moreover, the results provide an insight into the prevalence of internet addiction in Slovenia, as well as associations with other potential factors. The results serve as the basis for further analyses on internet addiction epidemiology, policymaking activities, and design for targeted public health interventions in Slovenia.
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Affiliation(s)
- Mark Žmavc
- National Institute of Public Health, Ljubljana, Slovenia
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
| | - Mark D. Griffiths
- International Gaming Research Unit Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Špela Selak
- National Institute of Public Health, Ljubljana, Slovenia
- * E-mail:
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Gisbert-Pérez J, Martí-Vilar M, Merino-Soto C, Vallejos-Flores M. Reliability Generalization Meta-Analysis of Internet Gaming Disorder Scale. Healthcare (Basel) 2022; 10:1992. [PMID: 36292440 PMCID: PMC9602491 DOI: 10.3390/healthcare10101992] [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: 08/18/2022] [Revised: 09/28/2022] [Accepted: 09/30/2022] [Indexed: 11/16/2022] Open
Abstract
The objective of this study was to carry out a reliability generalization meta-analysis of the Internet Gaming Disorder Scale (IGDS) to find out if it presents adequate values that justify its application in its four versions: original and abbreviated with dichotomous or ordinal response. A systematic review including 26 studies that apply this instrument from 2015 to June 2022 was conducted. For each version, a reliability generalization meta-analysis was performed with the random coefficients (RC) and varying coefficients (VC) model. Results showed reliability levels > 0.80 in the ordinal versions (IGDS9P and IGDS27P) and in the dichotomous 27-item version (IGDS27D), while the dichotomous 9-item version (IGDS9D) produced levels > 0.70. High heterogeneity was found in all versions (I2 > 95%; Rb > 90%). Cronbach’s α means with both models (RC-VC) did not differ significantly except for the IGDS9D version. It is concluded that, considering the dependence of the results on sample size, abbreviated versions do not guarantee that reliability remains acceptable, and dichotomous versions may provide limited but acceptable reliability. Finally, IGDS27P version is recommended in contexts where high precision is required.
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Affiliation(s)
- Júlia Gisbert-Pérez
- Departamento de Psicología Básica, Facultad de Psicología y Logopedia, Universitat de València, 46010 Valencia, Spain
| | - Manuel Martí-Vilar
- Departamento de Psicología Básica, Facultad de Psicología y Logopedia, Universitat de València, 46010 Valencia, Spain
| | - César Merino-Soto
- Instituto de Investigación de Psicología, Universidad de San Martín de Porres, 15026 Lima, Peru
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Primi C, Sanson F, Vecchiato M, Serra E, Donati MA. Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy. Front Psychol 2022; 13:1009129. [PMID: 36237679 PMCID: PMC9551606 DOI: 10.3389/fpsyg.2022.1009129] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/01/2022] [Accepted: 09/01/2022] [Indexed: 11/13/2022] Open
Abstract
Loot Boxes (LBs), i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents. LB use is associated with problem gambling in youth, but few studies have been conducted on the association between LB use and gambling behavior considering adolescents. Thus, the mechanisms underlying this relationship are not clear. As LB use is a significant and positive risk factor for video gaming severity, and video gaming is associated with problem gambling, we hypothesized that LB use would be related to gambling frequency and problem gambling through the intermediary role of video gaming frequency and problem video gaming. We tested our hypothesis before COVID-19-pandemic-related lockdown and during COVID-19-pandemic-related lockdown, in Italy. Study 1 was conducted with 1,078 high school students (39% boys, mean age = 16.46, SD = 1.28) before COVID-19-pandemic-related lockdown, and Study 2 was conducted with 1,204 high school students (57% boys, mean age = 15.62, SD = 0.64) during COVID-19-pandemic-related lockdown. A path analysis was carried out to analyze the significance of indirect effects from LB use to gambling behavior and problem gambling through video gaming and problem video gaming. In both the studies, results showed that LB use exerted significant and positive direct effects on video gaming frequency, problem video gaming, and gambling frequency. Moreover, LB use had indirect significant and positive effects on problem gambling through video gaming frequency, problem video gaming, and gambling frequency. Findings attest that LB use can be related to problem gambling through a greater involvement in videogames. Thus, a specific subtype of young gamblers can develop Gambling Disorder symptoms from the use of LBs and through an intense use of video games. Practical implications for prevention and treatment are discussed.
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Affiliation(s)
- Caterina Primi
- NEUROFARBA Department, University of Florence, Florence, Italy
| | | | - Marta Vecchiato
- Addictions Department, Azienda ULSS n. 4 Veneto Orientale, Venice, Italy
| | - Emilia Serra
- Addictions Department, Azienda ULSS n. 4 Veneto Orientale, Venice, Italy
| | - Maria Anna Donati
- NEUROFARBA Department, University of Florence, Florence, Italy
- *Correspondence: Maria Anna Donati,
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Rojas-Jara C, Polanco-Carrasco R, Navarro-Castillo R, Faúndez-Castillo F, Chamorro-Gallardo M. “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. REVISTA COLOMBIANA DE PSICOLOGÍA 2022. [DOI: 10.15446/rcp.v31n2.90741] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022] Open
Abstract
This study aims to characterize video game use disorder in adolescents, identifying the particularities of those who present it, its effects at the brain level, related factors, and existing measurement instruments. A systematic review of the scientific publications available in Scopus was carried out, between the period 2014-2018 on video game use disorder in adolescents. Adolescents with this disorder are characterized by being mostly men, spending more time daily and weekly playing than adolescents without this disorder, showing diverse symptoms in the behavioral, affective, and cognitive areas. At brain level, it is referred that in this disorder there is an increase and decrease in the activation of specific areas of the brain. Likewise, the presence of some psychological disorder and impulsivity are considered factors that increase the risk of suffering from it. However, there are protective factors as school commitment and parental supervision, among others.
How to cite: Rojas-Jara, C., Polanco-Carrasco, R., Navarro-Castillo, R., Faúndez-Castillo, F., & Chamorro-Gallardo, M. (2022). “Game (not) Over”: A Systematic Review of Video Game Disorder in Adolescents. Revista Colombiana de Psicología, 31(2), 45-64. https://doi.org/10.15446/rcp.v31n2.90741
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Griffiths MD. Online gaming addiction in youth: Some comments on Rosendo-Rios et al. (2022). Addict Behav 2022; 130:107311. [PMID: 35339731 DOI: 10.1016/j.addbeh.2022.107311] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2022] [Revised: 03/10/2022] [Accepted: 03/17/2022] [Indexed: 11/01/2022]
Abstract
A recent systematic review examining online gaming addiction among children and young adults was published in Addictive Behaviors (i.e., Rosendo-Rios, Trott & Shukla, 2022). However, dozens of papers were missing from the review. One of the reasons why so many studies were not in the review is likely to be because of the search terms used. None of the search terms included the words 'adolescent', 'adolescence', 'emerging adults', 'excessive gaming', 'gaming disorder', 'video game addiction' or 'problematic gaming'. Moreover, studies were also included in the review if the mean age of the total sample was 25 years or below. This meant that some studies in the review included some participants who were not children, adolescents or emerging adults. It also meant that many studies were not included that had mean ages below the age of 26 years because they were not picked up by the search strategy. Given the high number of studies that were not included in the review, readers should view this systematic review as 'suggestive' of research in the area of problematic gaming in youth rather than 'definitive'.
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Generalized and Specific Problematic Internet Use in Central Siberia Adolescents: A School-Based Study of Prevalence, Age–Sex Depending Content Structure, and Comorbidity with Psychosocial Problems. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19137593. [PMID: 35805263 PMCID: PMC9265954 DOI: 10.3390/ijerph19137593] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/19/2022] [Revised: 06/16/2022] [Accepted: 06/17/2022] [Indexed: 01/09/2023]
Abstract
We aimed to assess the prevalence, content structure and, psychological comorbidity of PIU in Russian adolescents. In addition, the design of our research provided an opportunity to compare demographic and psychological patterns of different forms of PIU: generalized (PIUgen) and specific problematic video game use (PUgame), as well as problematic social media use (PUsocial). Methods: This is a one-stage cross-sectional observational study of school sampling in three major Siberian cities. A total of 4514 schoolchildren aged 12–18 (mean age 14.52 ± 1.52 years) were surveyed. The Chen Internet Addiction Scale, the Game Addiction Scale for Adolescents, and the Social Media Disorder Scale were used to identify PIU and its types. Results: The prevalence of PIUgen among adolescents in Central Siberia was 7.2%; the prevalence of PUgame was 10.4%; the prevalence of PUsocial was 8.0%. The results of structural equation modelling, as well as the correlation analysis data, suggest two possible patterns of psychosocial problems with PIU—the first one is characteristic of both PIUgen and PUsocial. The second one—which is significantly different—is characteristic of PUgame. Conclusions: Urban adolescents in Central Siberia do not differ significantly from their Asian and European peers. Our findings support the concept of rejecting the term “generalized PIU” as a single psychological construct.
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Alhamoud MA, Alkhalifah AA, Althunyan AK, Mustafa T, Alqahtani HA, Awad FAA. Internet gaming disorder: Its prevalence and associated gaming behavior, anxiety, and depression among high school male students, Dammam, Saudi Arabia. J Family Community Med 2022; 29:93-101. [PMID: 35754755 PMCID: PMC9221232 DOI: 10.4103/jfcm.jfcm_48_22] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2022] [Revised: 03/28/2022] [Accepted: 04/04/2022] [Indexed: 12/05/2022] Open
Abstract
BACKGROUND: Video games have become popular in the last few decades, resulting in an increase in reported negative consequences. This study aimed to assess the prevalence of internet gaming disorder (IGD), its association with gaming behavior, depression, and anxiety in male high school students. MATERIALS AND METHODS: This cross-sectional study involved male high school students in Dammam. Schools were selected using stratified random sampling, and data were collected using a self-administered questionnaire. Data analyzed using SPSS v23.0; the initial analysis included descriptive statistics. Continuous and ordinal variables were compared using t-test or Mann–Whitney U test, and ANOVA or Kruskal–Wallis test, as appropriate; Chi-square test was used for categorical variables. Spearman correlation coefficient was calculated to determine the correlation between IGD score and depression and anxiety scores. RESULTS: A total of 726 high school gamers were involved, 87% of whom were Saudi, with a mean age of 16.92 years and 45% were from public schools. The mean IGD score was 18.12, and the prevalence of IGD was 21.85%. Students who spent ≥4 h/day on weekdays or ≥6 h/day at weekends on videogames and gamers who spent ≥200 Saudi Riyals per month on gaming had significantly higher mean IGD scores (P < 0.001). Gamers who used PC/laptop for gaming had significantly higher IGD scores compared to those who used other devices (P = 0.002). Action, fight, open-world games, and games with violence were associated with significantly higher IGD scores. Among students with IGD, 21.7% had moderately severe/severe depression and 11.4% had severe anxiety. CONCLUSION: IGD is a concerning psychiatric disorder in male high school students. It is associated with certain gaming behavior and other mental problems. We recommend future larger-scale research that includes females as well.
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Affiliation(s)
- Mohammed A Alhamoud
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Ahmed A Alkhalifah
- College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Abdullatif K Althunyan
- Department of Family and Community Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Tajammal Mustafa
- Department of Family and Community Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Hatem A Alqahtani
- Department of Family and Community Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Feras A Al Awad
- Department of Psychiatry, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
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Pontes HM, Schivinski B, Kannen C, Montag C. The interplay between time spent gaming and disordered gaming: A large-scale world-wide study. Soc Sci Med 2022; 296:114721. [DOI: 10.1016/j.socscimed.2022.114721] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/15/2021] [Revised: 01/08/2022] [Accepted: 01/10/2022] [Indexed: 11/26/2022]
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Liu F, Deng H, Zhang Q, Fang Q, Liu B, Yang D, Tian X, Wang X. Symptoms of internet gaming disorder among male college students in Nanchong, China. BMC Psychiatry 2022; 22:142. [PMID: 35193532 PMCID: PMC8862318 DOI: 10.1186/s12888-022-03778-6] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/08/2021] [Accepted: 02/11/2022] [Indexed: 01/04/2023] Open
Abstract
BACKGROUND This study aimed to evaluate the presence of symptoms of Internet Gaming Disorder (IGD) and examined associations between IGD and depressive symptoms, family and peer support among male college students in Nanchong, China. METHODS A cross-sectional study was conducted among 2533 male students in three colleges. Background characteristics, depressive symptoms, family and peer support and IGD information were collected. Binary logistic regression was performed to access the relationship between variables and IGD. PROCESS macro was used to examine the mediation analysis of family and peer support on the relationship between depressive symptoms and IGD. RESULTS The estimated presence of symptoms of IGD was 11.6%. The most commonly endorsed items were escapism, continuation and preoccupation both among total participates and the IGD group. In the binary logistic regression, general expenditure per month, depressive symptoms, and family and peer support revealed their significance in associations with IGD. Adjusted for the significant background variable, depressive symptoms and family and peer support remained significance. Additionally, family and peer support would attenuate the relationship between depressive symptoms and IGD. CONCLUSIONS This study found that one in ten male college students reported clinically significant IGD symptoms, which indicate that IGD is an important public health problem in Nanchong, China.
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Affiliation(s)
- Fang Liu
- grid.412449.e0000 0000 9678 1884School of Public Health, China Medical University, No.77 Puhe Road, Shenyang North New District, Shenyang, 110122 Liaoning China
| | - Hongjie Deng
- grid.449525.b0000 0004 1798 4472Teaching Affairs Department, North Sichuan Medical College, No.234 Fujiang Road, Nanchong, 637000 Sichuan China
| | - Qin Zhang
- grid.412449.e0000 0000 9678 1884School of Public Health, China Medical University, No.77 Puhe Road, Shenyang North New District, Shenyang, 110122 Liaoning China
| | - Quan Fang
- grid.412449.e0000 0000 9678 1884School of Public Health, China Medical University, No.77 Puhe Road, Shenyang North New District, Shenyang, 110122 Liaoning China
| | - Boxi Liu
- grid.412449.e0000 0000 9678 1884School of Health Management, China Medical University, No.77 Puhe Road, Shenyang North New District, Shenyang, 110122 Liaoning China
| | - Dan Yang
- Nanchong Physical and Mental Hospital (Nanchong Sixth People’s Hospital), No.99 Jincheng Street, Yingshan County, Nanchong, 637000 Sichuan China
| | - Xiaobin Tian
- Nanchong Physical and Mental Hospital (Nanchong Sixth People's Hospital), No.99 Jincheng Street, Yingshan County, Nanchong, 637000, Sichuan, China. .,Department of Preventive Medicine, North Sichuan Medical College, No.234 Fujiang Road, Nanchong, 637000, Sichuan, China.
| | - Xin Wang
- School of Health Management, China Medical University, No.77 Puhe Road, Shenyang North New District, Shenyang, 110122, Liaoning, China.
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Vahidi M, Zamanzadeh V, Musavi S, Roshangar F, Janani R. Gaming disorder among students of Tabriz University of Medical Sciences: The frequency and related factors. Med J Islam Repub Iran 2021; 35:98. [PMID: 34956944 PMCID: PMC8683789 DOI: 10.47176/mjiri.35.98] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2020] [Indexed: 11/09/2022] Open
Abstract
Background: Gaming disorder has been identified as a health problem. Disorders in emerging adulthood might negatively affect individuals’ attitude toward the world, their communication with others, and formation of their personal identity. Thus, the present study was performed to identify the frequency of gaming disorder and its related factors among students of Tabriz University of Medical Sciences.
Methods: A total of 813 undergraduate students of Tabriz University of Medical Sciences participated in this descriptive correlational study in 2018. All students filled the personal-social information form and Social Readjustment Rating Scale, and gamers filled gaming behaviors form and Internet gaming disorder-20 test (IGD). Data were analyzed using descriptive statistics and Pearson correlation coefficient, t- test, ANOVA, chi-square, and multiple linear regression.
Results: A total of 394 (48.5%) students were currently playing games. The mean of IGD scores among the gamers was 45.47 ±13.93, and 17 (4.3%) of them were recognized as having gaming disorder. The frequency of the disorder among all students was 17 (2.1%). Being male, playing online games, and having access to all 3 gaming devices (computer, smart phone, and tablet) were recognized as determining factors of gaming disorder.
Conclusion: This study revealed that almost half of the university students were playing video and or on line games; however, a low percentage of the gamers had addictive gaming behaviors. The results indicated the necessity of applying modifications to individuals’ gaming methods as well as implementing the individual and family-centered interventions to prevent and manage gaming disorder.
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Affiliation(s)
- Maryam Vahidi
- Research Center of Psychiatry and Behavioral Sciences, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Vahid Zamanzadeh
- Faculty of Nursing and Midwifery, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Saeed Musavi
- Faculty of Health, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Fariborz Roshangar
- Faculty of Nursing and Midwifery, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Raheleh Janani
- Faculty of Nursing and Midwifery, Tabriz University of Medical Sciences, Tabriz, Iran
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Yoon S, Yang Y, Ro E, Ahn WY, Kim J, Shin SH, Chey J, Choi KH. Reliability, and Convergent and Discriminant Validity of Gaming Disorder Scales: A Meta-Analysis. Front Psychol 2021; 12:764209. [PMID: 34950088 PMCID: PMC8689178 DOI: 10.3389/fpsyg.2021.764209] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2021] [Accepted: 11/10/2021] [Indexed: 12/29/2022] Open
Abstract
Background: An association between gaming disorder (GD) and the symptoms of common mental disorders is unraveled yet. In this preregistered study, we quantitatively synthesized reliability, convergent and discriminant validity of GD scales to examine association between GD and other constructs. Methods: Five representative GD instruments (GAS-7, AICA, IGDT-10, Lemmens IGD-9, and IGDS9-SF) were chosen based on recommendations by the previous systematic review study to conduct correlation meta-analyses and reliability generalization. A systematic literature search was conducted through Pubmed, Proquest, Embase, and Google Scholar to identify studies that reported information on either reliability or correlation with related variables. 2,124 studies were full-text assessed as of October 2020, and 184 were quantitatively synthesized. Conventional Hedges two-level meta-analytic method was utilized. Results: The result of reliability generalization reported a mean coefficient alpha of 0.86 (95% CI = 0.85-0.87) and a mean test-retest estimate of 0.86 (95% CI = 0.81-0.89). Estimated effect sizes of correlation between GD and the variables were as follows: 0.33 with depression (k = 45; number of effect sizes), 0.29 with anxiety (k = 37), 0.30 with aggression (k = 19), -0.22 with quality of life (k = 18), 0.29 with loneliness (k = 18), 0.56 with internet addiction (k = 20), and 0.40 with game playtime (k = 53), respectively. The result of moderator analyses, funnel and forest plots, and publication bias analyses were also presented. Discussion and Conclusion: All five GD instruments have good internal consistency and test-retest reliability. Relatively few studies reported the test-retest reliability. The result of correlation meta-analysis revealed that GD scores were only moderately associated with game playtime. Common psychological problems such as depression and anxiety were found to have a slightly smaller association with GD than the gaming behavior. GD scores were strongly correlated with internet addiction. Further studies should adopt a rigorous methodological procedure to unravel the bidirectional relationship between GD and other psychopathologies. Limitations: The current study did not include gray literature. The representativeness of the five tools included in the current study could be questioned. High heterogeneity is another limitation of the study. Systematic Review Registration: [https://www.crd.york.ac.uk/PROSPERO/], identifier [CRD42020219781].
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Affiliation(s)
- Seowon Yoon
- School of Psychology, Korea University, Seoul, South Korea
| | - Yeji Yang
- School of Psychology, Korea University, Seoul, South Korea
| | - Eunbin Ro
- School of Psychology, Korea University, Seoul, South Korea
| | - Woo-Young Ahn
- Department of Psychology, Seoul National University, Seoul, South Korea
| | - Jueun Kim
- Department of Psychology, Chungnam National University, Daejeon, South Korea
| | - Suk-Ho Shin
- Dr. Shin’s Neuropsychiatric Clinic, Seoul, South Korea
| | - Jeanyung Chey
- Department of Psychology, Seoul National University, Seoul, South Korea
| | - Kee-Hong Choi
- School of Psychology, Korea University, Seoul, South Korea
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Seo EH, Yang HJ, Kim SG, Park SC, Lee SK, Yoon HJ. A Literature Review on the Efficacy and Related Neural Effects of Pharmacological and Psychosocial Treatments in Individuals With Internet Gaming Disorder. Psychiatry Investig 2021; 18:1149-1163. [PMID: 34872237 PMCID: PMC8721297 DOI: 10.30773/pi.2021.0207] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/14/2021] [Accepted: 10/27/2021] [Indexed: 12/16/2022] Open
Abstract
OBJECTIVE Internet gaming disorder (IGD) has attracted considerable attention as a serious mental and public health issue worldwide. Currently, there are no established treatment guidelines for IGD. Herein, we review the latest findings on the efficacy and related neural effects of pharmacological and psychosocial treatments for individuals with IGD. METHODS A database search of relevant studies published between 2007 and 2020 was conducted using PubMed and Google Scholar. Twenty-seven studies were reviewed for current evidence related to the efficacy and neural effects of pharmacological and psychosocial IGD treatments. RESULTS Pharmacological studies suggest that bupropion may play a significant role in IGD. Additionally, nuclear imaging studies on IGD have demonstrated functional impairment of the dopamine system, providing a neurobiological basis for the efficacy of dopamineenhancing drugs. Among the various psychosocial interventions, current evidence suggests that cognitive behavioral therapy may be an effective intervention for IGD. Cognitive behavioral therapy and bupropion were found to influence resting-state functional connectivity within the cortico-subcortical circuit and default mode network, suggesting a possible neural mechanism. Innovative approaches, including virtual reality treatment, residential camps, voluntary abstinence, and transcranial direct current stimulation, have shown promising results. However, methodological limitations, such as the absence of proper controls, small sample sizes, short duration, inconsistency of inclusion criteria across studies, and self-report measures of outcome, hamper conclusions regarding the efficacy of treatments. CONCLUSION Ongoing basic research and clinical trials overcoming these limitations could add to the existing knowledge on IGD and contribute to the development of evidence-based treatments.
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Affiliation(s)
- Eun Hyun Seo
- Premedical Science, College of Medicine, Chosun University, Gwangju, Republic of Korea
| | - Hae-Jung Yang
- Department of Psychiatry, Chosun University Hospital, Gwangju, Republic of Korea
| | - Seung-Gon Kim
- Department of Psychiatry, Chosun University Hospital, Gwangju, Republic of Korea.,Department of Psychiatry, College of Medicine, Chosun University, Gwangju, Republic of Korea
| | - Seon-Cheol Park
- Department of Psychiatry, Hanyang University Guri Hospital, Guri, Republic of Korea
| | - Sang-Kyu Lee
- Department of Psychiatry, College of Medicine, Hallym University, Chuncheon, Republic of Korea
| | - Hyung-Jun Yoon
- Department of Psychiatry, Chosun University Hospital, Gwangju, Republic of Korea.,Department of Psychiatry, College of Medicine, Chosun University, Gwangju, Republic of Korea
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Gupta D, Bennett-Li L, Velleman R, George S, Nadkarni A. Understanding internet gaming addiction in clinical practice. BJPSYCH ADVANCES 2021. [DOI: 10.1192/bja.2020.81] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
Abstract
SUMMARYInternet gaming disorder (IGD) is a condition in which the individual is preoccupied with playing online video games and unable to regulate this behaviour, resulting in adverse physical and psychological consequences. Although there is some debate about whether IGD is an addiction or a coping mechanism, global evidence indicates that the condition is increasing in prevalence with recent advances in technology and its higher penetration into routine life. Male children and adolescents located in East Asian countries are at higher risk than others in the world. Attention-deficit hyperactivity disorder, depression and anxiety are typically associated with IGD. Given the continuing ambiguity regarding the diagnosis and screening tools for the disorder, it has become all the more relevant for mental health practitioners and academics to attend to this condition and develop evidence-based treatments. This review summarises both the existing evidence for the disorder and the debates that surround it.
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Poon LYJ, Tsang HWH, Chan TYJ, Man SWT, Ng LY, Wong YLE, Lin CY, Chien CW, Griffiths MD, Pontes HM, Pakpour AH. Psychometric Properties of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF): Systematic Review. J Med Internet Res 2021; 23:e26821. [PMID: 34661543 PMCID: PMC8561410 DOI: 10.2196/26821] [Citation(s) in RCA: 55] [Impact Index Per Article: 13.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2020] [Revised: 02/24/2021] [Accepted: 09/16/2021] [Indexed: 02/05/2023] Open
Abstract
Background The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is among the best with regard to its psychometric properties. Therefore, clinical psychologists are likely guided to use the IGDS9-SF if they want to assess or screen the disordered gaming in their practice. However, the information, especially psychometric evidence, concerning the IGDS9-SF has not been fully examined and summarized. Objective This systematic review evaluated the psychometric properties of different language versions of the IGDS9-SF and assessed its methodological quality in order to improve the clinicians’ understanding of the IGDS9-SF and facilitate its use. Methods Systematic literature searches were carried out using Embase, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science. The review included English-language studies of any research design that have reported at least one psychometric property of the IGDS9-SF, as defined by the COnsensus-based Standards for the selection of health status Measurement INstrument (COSMIN), and have aimed at testing the psychometric properties of the IGDS9-SF. Results In total, 21 studies comprising 15 language versions of the IGDS9-SF were included. Overall, the IGDS9-SF showed adequate internal consistency (although some items did not have satisfactory item-total correlation [IT]), excellent criterion validity, and the ability to distinguish different subgroups with measurement invariance being supported across gender and age. In terms of factor structure, the IGDS9-SF was shown to have a unidimensional factor structure across all 21 studies. Conclusions Although there is insufficient evidence regarding the responsiveness and properties of the IGDS9-SF using item response theory, the existing evidence supports its use in assessing disordered gaming among individuals.
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Affiliation(s)
- Lok Y J Poon
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Hector W H Tsang
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong.,Mental Health Research Centre, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Tsan Y J Chan
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Sze W T Man
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Lok Y Ng
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Yi L E Wong
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Department of Public Health, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan.,Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Chi-Wen Chien
- Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Mark D Griffiths
- International Gaming Research Unit, Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
| | - Amir H Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
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The video gamer 500: Performance-enhancing drug use and Internet Gaming Disorder among adult video gamers. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106890] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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Prevalence and risk factors of internet gaming disorder and problematic internet use before and during the COVID-19 pandemic: A large online survey of Japanese adults. J Psychiatr Res 2021; 142:218-225. [PMID: 34385071 DOI: 10.1016/j.jpsychires.2021.07.054] [Citation(s) in RCA: 55] [Impact Index Per Article: 13.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/31/2021] [Revised: 07/10/2021] [Accepted: 07/31/2021] [Indexed: 01/17/2023]
Abstract
Internet gaming disorder (IGD) and problematic internet use (PIU) are becoming increasingly detrimental to modern society, with serious consequences for daily functioning. IGD and PIU may be exacerbated by lifestyle changes imposed by the coronavirus 2019 (COVID-19) pandemic. This study investigated changes in IGD and PIU during the pandemic and risk factors for them. This study is a part of a larger online study of problematic smartphone use in Japan, originally planned in 2019, and expanded in August 2020 to include the impact of COVID-19. 51,246 adults completed an online survey during the pandemic (August 2020), in Japan. Of these, 3,938 had also completed the survey before the onset of the pandemic (December 2019) and were used as the study population to determine how the pandemic has influenced IGD and PIU. IGD was assessed using the Internet Gaming Disorder Scale (IGDS). PIU was measured using the Compulsive Internet Use Scale (CIUS). The prevalence of probable IGD during COVID-19 was 4.1% overall [95%CI, 3.9%-4.2%] (N = 51,246), and 8.6% among younger people (age < 30), 1-2.5% higher than reported before the pandemic. Probable PIU was 7.8% overall [95%CI, 7.6%-8.1%], and 17.0% [95%CI, 15.9%-18.2%] among younger people, 3.2-3.7% higher than reported before the pandemic. Comparisons before and during the pandemic, revealed that probable IGD prevalence has increased 1.6 times, and probable PIU prevalence by 1.5 times (IGD: χ2= 619.9, p < .001, PIU: χ2= 594.2, p < .001). Youth (age < 30) and COVID-19 infection were strongly associated with IGD exacerbation (odds ratio, 2.10 [95%CI, 1.18 to 3.75] and 5.67 [95%CI, 1.33 to 24.16]). Internet gaming disorder and problematic internet use appear to be aggravated by the pandemic. In particular, younger persons and people infected with COVID-19 are at higher risk for Internet Gaming Disorder. Prevention and treatment of these problems are needed.
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Setyaningsih I, Leksono ABB, Muhrodji P, Edyanto AS, Vidyanti AN. Adolescents with Internet Gaming Disorder are more likely to have Lower Score of Cognitive Function: A Cross-sectional Study among Junior High School Students in Yogyakarta, Indonesia. Open Access Maced J Med Sci 2021. [DOI: 10.3889/oamjms.2021.6858] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022] Open
Abstract
BACKGROUND: Internet Gaming Disorder (IGD) has emerged as a rapidly rising public health problem mostly affecting children and adolescent worldwide, as a result of massive growth of technology and internet usage in recent years. Adolescents are the most vulnerable age group to problematic internet gaming use due to lack of cognitive control.
AIM: This study aims to investigate the association between IGD and cognitive function among junior high school- students in Indonesia.
METHODS: The subjects of this cross-sectional study were students at two randomly selected junior high schools in Yogyakarta, Indonesia. The Game Addiction Scale-7 Indonesian version and the Modified Mini Mental State Examination for Children-Indonesian version were used to assess IGD and cognitive function, respectively. Multivariate analysis with linear regression was used to determine the relationship between IGD and cognitive function.
RESULTS: There were 142 subjects with a mean age of 14 years. Students with IGD significantly had lower score of cognitive function, particularly for domains of attention (p = 0.000), recall memory (p = 0.000), and language (p = 0.002), compared with the counterpart group. Furthermore, multivariate analysis showed that students with IGD were more likely to have lower cognitive function score by 1.40 points than those without IGD (B = –1.40, 95% CI -2.51–-0.29, R2 = 0.469).
CONCLUSIONS: IGD was negatively associated with cognitive function. Junior high school students with IGD in Indonesia had lower score of cognitive function compared with students without IGD, particularly in the domains of attention, recall memory, and language. Clinicians, teachers, and parents should be more aware of the detrimental effect of IGD. Further study with larger sample size, diverse subjects, and wider age range is still needed.
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Chen IH, Chen CY, Liu CH, Ahorsu DK, Griffiths MD, Chen YP, Kuo YJ, Lin CY, Pakpour AH, Wang SM. Internet addiction and psychological distress among Chinese schoolchildren before and during the COVID-19 outbreak: A latent class analysis. J Behav Addict 2021; 10:731-746. [PMID: 34529588 PMCID: PMC8997210 DOI: 10.1556/2006.2021.00052] [Citation(s) in RCA: 66] [Impact Index Per Article: 16.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/29/2020] [Revised: 04/28/2021] [Accepted: 07/10/2021] [Indexed: 01/09/2023] Open
Abstract
BACKGROUND AND AIMS The present longitudinal study examined the changes in problematic internet use (problematic smartphone use, problematic social media use, and problematic gaming) and changes in COVID-19-related psychological distress (fear of COVID-19 and worry concerning COVID-19) across three time-points (before the COVID-19 outbreak, during the initial stages of the COVID-19 outbreak, and during the COVID-19 outbreak recovery period). METHODS A total of 504 Chinese schoolchildren completed measures concerning problematic internet use and psychological distress across three time-points. Latent class analysis (LCA) was used to classify participants into three groups of problematic internet use comprising Group 1 (lowest level), Group 2 (moderate level), and Group 3 (highest level). RESULTS Statistical analyses showed that as problematic use of internet-related activities declined among Group 3 participants across the three time points, participants in Group 1 and Group 2 had increased problematic use of internet-related activities. Although there was no between-group difference in relation to worrying concerning COVID-19 infection, Groups 2 and 3 had significantly higher levels of fear of COVID-19 than Group 1 during the COVID-19 recovery period. Regression analysis showed that change in problematic internet use predicted fear of COVID-19 during the recovery period. CONCLUSION The varied levels of problematic internet use among schoolchildren reflect different changing trends of additive behaviors during COVID-19 outbreak and recovery periods.
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Affiliation(s)
- I-Hua Chen
- Chinese Academy of Education Big Data, Qufu Normal University, Qufu, China
| | - Chao-Ying Chen
- School of Physical Therapy and Graduate Institute of Rehabilitation Science, College of Medicine, Chang Gung University, Taoyuan, Taiwan
| | - Chieh-hsiu Liu
- Department of Geriatrics and Gerontology, Research Center of Clinical Medicine, National Cheng Kung University Hospital, Tainan, Taiwan
| | - Daniel Kwasi Ahorsu
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Yu-Pin Chen
- Department of Orthopedic Surgery, Wan Fang Hospital, Taipei Medical University, Taipei, Taiwan,Department of Orthopedic Surgery, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
| | - Yi-Jie Kuo
- Department of Orthopedic Surgery, Wan Fang Hospital, Taipei Medical University, Taipei, Taiwan,Department of Orthopedic Surgery, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan,Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan,Department of Public Health, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan,Corresponding author. E-mail:
| | - Amir H. Pakpour
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin 3419759811, Iran,Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
| | - Shu-Mei Wang
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
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Internet Gaming Disorder in Early Adolescents: Gender and Depression Differences in a Latent Growth Model. Healthcare (Basel) 2021; 9:healthcare9091188. [PMID: 34574962 PMCID: PMC8466832 DOI: 10.3390/healthcare9091188] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2021] [Revised: 09/05/2021] [Accepted: 09/05/2021] [Indexed: 11/17/2022] Open
Abstract
Background: Studies have shown that many Internet game players may have experienced Internet gaming disorder (IGD), which is thought to coexist with a variety of cognitive and psychological disorders, such as depression. A three-year, four-point longitudinal tracking study was conducted to examine the trajectory of IGD of Chinese early adolescents, as well as the predictive level of gender and depression for IGD. Participants (N = 316) completed questionnaires assessing IGD and depression at the time of the T1, T2, T3, and T4. This study adopted the widely used latent growth model for data analysis. The results showed that, in the early stage of adolescence, (1) the development trajectory of individual IGD was shown as a nonlinear latent variable growth model; the IGD was significantly higher than zero when teenagers were first measured (sixth grade); and, while on the rise, its growth rate is gradually slowing. (2) Gender can significantly predict the development trajectory of individual IGD. (3) Individuals with a high initial level of depression usually have a high initial level of IGD, individuals with a large range of depression display a large range of IGD, and those with a rapid rate of depression change show similar change in their IGD. In sum, this study provided an empirical basis for the prevention and intervention of IGD in early adolescents.
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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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Donati MA, Guido CA, De Meo G, Spalice A, Sanson F, Beccari C, Primi C. Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18126642. [PMID: 34205533 PMCID: PMC8296495 DOI: 10.3390/ijerph18126642] [Citation(s) in RCA: 28] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/24/2021] [Revised: 06/15/2021] [Accepted: 06/16/2021] [Indexed: 02/07/2023]
Abstract
It is mainly children and adolescents who are involved in video gaming. The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. However, currently, we do not have exhaustive knowledge of this issue. To fill this gap, the current study aims to analyze video gaming habits in children and adolescents during the lockdown, starting in March 2020 in Italy, the first European country affected by the pandemic. Specifically, we aim to understand how variables related to parents—for instance, knowledge of their offspring’s life, the monitoring of their video gaming habits, and parental use of video games—are related to their offspring’s time spent on video games and GD symptoms. A web-based survey involving parents (n = 554, 79% mothers, mean age = 45.39) of 554 children and adolescents (73% males, mean age = 11.11) was utilized. The results showed that they were involved in video games, particularly boys and adolescents, with high rates of GD symptoms. The parents also spent a considerable amount of time playing video games. A path model that explained the mechanisms through which parental variables were related to their offspring’s time spent on video games and GD symptoms, controlling for gender and age, was verified. Overall, the findings indicate the importance of educating parents to behave effectively with respect to video games and monitor their offspring’s video gaming habits.
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Affiliation(s)
- Maria Anna Donati
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
- Correspondence:
| | - Cristiana Alessia Guido
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
- Department of Developmental and Social Psychology, Faculty of Medicine and Psychology, Sapienza University of Rome, 00185 Rome, Italy
| | - Giuliano De Meo
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
| | - Alberto Spalice
- Department of Maternal Sciences, Child Neurology Division, Sapienza University of Rome, 00185 Rome, Italy; (C.A.G.); (G.D.M.); (A.S.)
| | - Francesco Sanson
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
| | - Carola Beccari
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
| | - Caterina Primi
- NEUROFARBA Department, Psychology Section, University of Florence, 50135 Florence, Italy; (F.S.); (C.B.); (C.P.)
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Wartberg L, Bröning S, Lindenberg K. Problematic Gaming in Youth and Its Association with Different Dimensions of Quality of Life. ZEITSCHRIFT FUR KINDER-UND JUGENDPSYCHIATRIE UND PSYCHOTHERAPIE 2021; 50:9-15. [PMID: 34110245 DOI: 10.1024/1422-4917/a000810] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Objective: The problematic use of computer games was included in the DSM-5 and in the ICD-11. Initial research revealed associations between problematic gaming (PG) and quality of life (QoL). However, clarification is needed concerning which dimensions of the multidimensional construct QoL are particularly relevant for PG. Method: To answer this question empirically, we asked 503 parents (mean age: 47.63 years) to rate their 503 children (average age: 14.60 years) regarding QoL and PG, using validated questionnaires on parental assessments of adolescent PG and health-related QoL to collect the data. Correlation analyses were calculated to determine bivariate relations, and a multiple linear regression was used to conduct a multivariable analysis. Results: In the bivariate analyses, a higher severity of PG was associated with a lower health-related QoL in all five surveyed dimensions. In the multivariable model (corrected R2 = 0.35), we observed statistically significant associations between higher severity of PG and male sex and lower age of the adolescent as well as lower QoL in the dimensions of physical well-being and school environment. Conclusions: According to the findings of the present study, physical well-being and school environment should be especially focused on in preventive approaches against the development of PG in youth.
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Affiliation(s)
- Lutz Wartberg
- Department of Psychology, Faculty of Human Sciences, MSH Medical School Hamburg, Germany
| | - Sonja Bröning
- Department of Psychology, Faculty of Human Sciences, MSH Medical School Hamburg, Germany
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Stevens MW, Dorstyn D, Delfabbro PH, King DL. Global prevalence of gaming disorder: A systematic review and meta-analysis. Aust N Z J Psychiatry 2021; 55:553-568. [PMID: 33028074 DOI: 10.1177/0004867420962851] [Citation(s) in RCA: 269] [Impact Index Per Article: 67.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
Abstract
BACKGROUND Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. METHOD Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection. RESULTS The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]); this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent sampling criteria (e.g. stratified random sampling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent samples, lower cut-off scores and smaller sample size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females. CONCLUSION The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and sampling issues.
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Affiliation(s)
- Matthew Wr Stevens
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
| | - Diana Dorstyn
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
| | - Paul H Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
| | - Daniel L King
- College of Education, Psychology and Social Work, Flinders University, Adelaide, SA, Australia
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Bernaldo-de-Quirós M, Sánchez-Iglesias I, González-Alvarez M, Labrador FJ, Estupiñá FJ, Fernández-Arias I, Labrador M. Factors Associated with the Problematic Use of Video Games in Adolescents and Young People. Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-021-00543-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/28/2022] Open
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Stavropoulos V, Gomez R, Griffiths MD. In search of the optimum structural model for Internet Gaming Disorder. BMC Psychiatry 2021; 21:176. [PMID: 33794827 PMCID: PMC8015185 DOI: 10.1186/s12888-021-03148-8] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/19/2020] [Accepted: 03/04/2021] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND Internet gaming Disorder (IGD) constitutes a recently proposed clinical disorder (American Psychiatric Association, Diagnostic and statistical manual of mental disorders, 2013). The present study examined if IGD is best conceptualized as categorical (present/absent), or dimensional (severity ranging from low to high), or both (i.e., hybrid of categorical/dimensional). METHODS Ratings of the nine DSM-5 IGD symptoms, as presented in the Internet Gaming Disorder Scale 9-Short Form (Pontes & Griffiths, Comput Hum Behav 45:137-143, 2015), from 738 gamers, aged 17 to 72 years, were collected. Confirmatory factor analysis (CFA), latent class analysis (LCA), and factor mixture modelling analysis (FMMA) procedures were applied to determine the optimum IGD model. RESULTS Although the findings showed most support for a FFMA model with two classes and one factor, there was also good statistical and substantive support for the one-factor CFA model, and the LCA model with three classes. CONCLUSION It was concluded that while the optimum structure of IGD is most likely to be a hybrid model (i.e., concurrently categorical and dimensional), a uni-dimensional model and/or a three-class categorical model are also plausible.
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Affiliation(s)
| | - Rapson Gomez
- grid.1040.50000 0001 1091 4859Federation University, Ballarat, Australia
| | - Mark D. Griffiths
- grid.12361.370000 0001 0727 0669Nottingham Trent University, Nottingham, UK
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Chen IH, Chen CY, Pakpour AH, Griffiths MD, Lin CY, Li XD, Tsang HWH. Problematic internet-related behaviors mediate the associations between levels of internet engagement and distress among schoolchildren during COVID-19 lockdown: A longitudinal structural equation modeling study. J Behav Addict 2021; 10:135-148. [PMID: 33570506 PMCID: PMC8969851 DOI: 10.1556/2006.2021.00006] [Citation(s) in RCA: 88] [Impact Index Per Article: 22.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/22/2020] [Revised: 09/03/2020] [Accepted: 01/10/2021] [Indexed: 02/05/2023] Open
Abstract
BACKGROUND AND AIMS Due to the rapid spread of the novel coronavirus disease 2019 (COVID-19), policies based on the nature of "spatial distancing" have been implemented and have resulted in school suspensions and online learning among schoolchildren. In order to examine the impact of such policies on schoolchildren, the aims of the present study were to (i) assess changes in the level of engagement in three internet-related activities (smartphone use, social media use, and gaming) before and during the COVID-19 outbreak, including prolonged and problematic engagement in these activities; (ii) investigate the differences of psychological distress before and after COVID-19 outbreak; and (iii) to use structural equation modeling to investigate the mediating roles of problematic internet-related behaviors in the causal relationships of psychological distress and time spent on internet-related activities. METHODS Self-report measures were used to assess internet-related activities and psychological distress. Time spent on internet-related activities, problematic use of internet-related activities, and psychological distress were collected from primary school students (N = 535; 265 boys; M age = 10.32 years [SD = 0.84]). The data were first collected before the COVID-19 outbreak (i.e., early November 2019) and then collected again during the school suspension due to COVID-19 outbreak (i.e., end of March 2020) for comparisons of changes. RESULTS Schoolchildren spent significantly more time on the smartphone (increased 1.02 h daily; P < 0.001) and social media (increased 0.73 h daily; P < 0.001) but not gaming (increased 0.14 h daily; P = 0.07) during the school suspension compared to the baseline. Schoolchildren who increased by 15 or 30 min daily on internet-related activities showed an increased level of psychological distress. The association between problematic use of social media and psychological distress was stronger during the school suspension (β = 0.584) than at the baseline (β = 0.451; P < 0.001). CONCLUSION Increased problematic use of internet-related activities among schoolchildren was associated with greater psychological distress. Parents should therefore monitor internet-related activities and psychological distress of their children to support their mental health.
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Affiliation(s)
- I-Hua Chen
- School of Education Science, Minnan Normal University, Zhangzhou, China
| | - Chao-Ying Chen
- School of Physical Therapy, Graduate Institute of Rehabilitation Science, College of Medicine, Chang Gung University, Taoyuan, Taiwan
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
| | - Amir H. Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
| | - Mark D. Griffiths
- Psychology Department, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
| | - Chung-Ying Lin
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
- Institute of Allied Health Sciences, National Cheng Kung University Hospital, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Xu-Dong Li
- Gaogeng Nine-year School, Qionglai, China
| | - Hector W. H. Tsang
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong
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Chang YC, Tzang RF. Proposing and Validating the Diagnosis Scale for Internet Gaming Disorder in Taiwanese ADHD Adolescents: Likert Scale Method Based on the DSM-5. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18041492. [PMID: 33557435 PMCID: PMC7915797 DOI: 10.3390/ijerph18041492] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/28/2020] [Revised: 01/28/2021] [Accepted: 01/30/2021] [Indexed: 11/16/2022]
Abstract
The paper aims to adjust the Taiwanese version of Internet gaming disorder-short form Likert scale with Likert (IGD-SF-T-L) based on the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria to a Likert scale model and test its psychometric property among children and adolescents with Attention Deficit Hyperactivity Disorder (ADHD). Confirmatory factor analysis (CFA) was conducted for validity and the Cronbach’s α for reliability of IGD-SF-T-L. The ROC (receiver operating curves) was used to propose the cut-off point for assessing the instrument’s psychometric properties and its corresponding indices for the diagnostic accuracy. In total, 102 children and adolescents with ADHD were recruited. The construct validity of IGD-SF-T by CFA was model well fitted with excellent reliability (Cronbach’s α = 0.918). The ROC using the Chen’s CIAS > 56 as the state variable for IGD diagnosis showed the AUC (areas under the curves) was 0.918. The cut-off point proposed for IGD-SF-T-L to indicate a diagnosis of IGD was ≥ 10. The corresponding indices of accuracy: sensitivity, specificity, LR (likelihood ratio) +, LR-, and AUC were 0.893, 0.826, 5.134, 0.130, and 0.859, respectively. The proposed IGD-SF-T-L is an adequate, standardized psychometrical measurement for diagnosing IGD among Taiwanese adolescents with ADHD. More attention should be paid toward recent ADHD youth with Internet gaming disorder and their family.
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Affiliation(s)
- Yue-Cune Chang
- Department of Mathematics, Tamkang University, New Taipei 251, Taiwan;
| | - Ruu-Fen Tzang
- Department of Psychiatry, Mackay Memorial Hospital, Taipei 104, Taiwan
- Department of Childhood Care and Education, Mackay Junior College of Medicine, Nursing, and Management, Taipei 252, Taiwan
- Department of Medicine, Mackay Medical College, Taipei 252, Taiwan
- Correspondence: ; Tel.: +886-2-25433535; Fax: +886-2-28098249
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Kircaburun K, Pontes HM, Stavropoulos V, Griffiths MD. A brief psychological overview of disordered gaming. Curr Opin Psychol 2020; 36:38-43. [DOI: 10.1016/j.copsyc.2020.03.004] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/09/2020] [Revised: 03/13/2020] [Accepted: 03/16/2020] [Indexed: 12/20/2022]
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Fazeli S, Mohammadi Zeidi I, Lin CY, Namdar P, Griffiths MD, Ahorsu DK, Pakpour AH. Depression, anxiety, and stress mediate the associations between internet gaming disorder, insomnia, and quality of life during the COVID-19 outbreak. Addict Behav Rep 2020; 12:100307. [PMID: 33110934 PMCID: PMC7581367 DOI: 10.1016/j.abrep.2020.100307] [Citation(s) in RCA: 66] [Impact Index Per Article: 13.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2020] [Revised: 10/12/2020] [Accepted: 10/19/2020] [Indexed: 12/19/2022] Open
Abstract
BACKGROUND For many individuals, the COVID-19 outbreak has increased their psychological distress, changed their behaviors, and impacted their health. With more time spent indoors, many individuals have engaged in increased videogame playing. However, the associations between such behaviors during the COVID-19 outbreak period is unclear. OBJECTIVE The present study examined the mediating role of psychological distress (depression, anxiety, and stress) in the association between internet gaming disorder (IGD) and two health outcomes (insomnia quality of life) among adolescents during this COVID-19 pandemic. METHODS A cross-sectional study comprising adolescents (N = 1512) aged 13-18 years (mean age = 15.51 years) was utilized to assess measures on insomnia, depression, anxiety, and stress, IGD, and quality of life during the COVID-19 pandemic. RESULTS There were small to large significant relationships between the variables. Psychological distress (i.e., depression, anxiety, and stress) served as a strong mediator in the association between IGD and insomnia and quality of life. IGD directly influenced insomnia and quality of life among the participants. CONCLUSIONS IGD is associated with different psychosocial outcomes comprising multiple pathways. Parents need to pay special attention to how much time and how frequently their children play videogames. Parents may need to assist their children in coping with psychological distress during the ongoing COVID-19 pandemic period.
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Affiliation(s)
- Sara Fazeli
- Student Research Committee, Qazvin University of Medical Sciences, Qazvin, Iran
| | - Isa Mohammadi Zeidi
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Peyman Namdar
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
| | | | - Daniel Kwasi Ahorsu
- Department of Rehabilitation Sciences, Faculty of Health & Social Sciences, The Hong Kong Polytechnic University, Hung Hom, Hong Kong, China
| | - Amir H. Pakpour
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
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The Spanish Version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF): Further Examination Using Item Response Theory. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17197111. [PMID: 32998358 PMCID: PMC7578943 DOI: 10.3390/ijerph17197111] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 08/05/2020] [Revised: 09/22/2020] [Accepted: 09/25/2020] [Indexed: 02/05/2023]
Abstract
Internet gaming disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest (fifth) revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, psychometric evaluation of the nine IGD criteria remains necessary to further enhance its assessment. Therefore, the objective of this study was to evaluate the psychometric properties of the Spanish version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). The internal structure, internal consistency, temporal stability, and relationships with other variables were assessed. Furthermore, a polytomous item response theory (IRT) approach was used to evaluate the performance of each item and the test as a whole. A sample of 388 online gamers (53.61% women, mean age 25.45 years, standard deviation (SD) = 9.62) was recruited for this study. Similar to previous research, the results supported a one-factor structure for the IGDS9-SF, adequate internal consistency and temporal stability of scores, goodness of fit of the items to the graded response model (GRM), and more precise scores at high trait levels to assess IGD in Spanish populations. These findings corroborate the suitability of the Spanish IGDS9-SF for clinical assessment and research within Spanish-speaking populations.
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Kim BN, Ko H. Psychometric Properties of the Nine-Item Korean Internet Gaming Disorder Scale: Short Form. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2020; 23:854-859. [PMID: 32960098 DOI: 10.1089/cyber.2020.0227] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/17/2022]
Abstract
The main objective of this study was to examine the psychometric properties of the Korean version of the Internet Gaming Disorder Scale-Short Form (K-IGDS9-SF), a brief self-report instrument developed to assess Internet gaming disorder (IGD) in accordance with the Diagnostic and Statistical Manual of Mental Disorders-5th edition criteria. A total of 594 Korean game users (average age = 23.5 years, 70.37 percent male) participated and completed questionnaires containing the K-IGDS9-SF and other measures for its validation. The K-IGDS9-SF showed good reliability (Cronbach's α = 0.86, composite reliability coefficient = 0.87). Consistent with previous studies, the K-IGDS9-SF demonstrated a single-factor structure in a confirmatory factor analysis. Moreover, the K-IGDS9-SF had significant associations with related variables (IGD, game playing variables, self-esteem, impulsivity, and loneliness) in the expected direction, supporting its concurrent, criterion, and convergent validity. Taken together, these results indicated that the K-IGDS9-SF has satisfactory psychometric properties, suggesting its utility as a unified robust instrument for studying IGD worldwide.
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Affiliation(s)
- Bin-Na Kim
- Department of Psychology, Gachon University, Seongnam, South Korea
| | - Hyunsuk Ko
- Department of Psychology and Leadership, Korea Air Force Academy, Cheongju, South Korea
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Gauthier B, Rolland B, Berthiller J, Tatou M, Charvet D, Gansel Y, Fleury R, Saoud M, Laconi S. Need for systematic screening for IGD in adolescent psychiatric inpatients. Encephale 2020; 46:420-426. [PMID: 32928526 DOI: 10.1016/j.encep.2020.05.014] [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: 12/18/2019] [Revised: 05/04/2020] [Accepted: 05/16/2020] [Indexed: 11/18/2022]
Abstract
Psychiatric comorbidities are frequent in adolescents with internet gaming disorder (IGD). In contrast, the proportion of IGD among adolescents hospitalized for a psychiatric disorder has not been documented yet. In addition, parental ratings of IGD could be useful for diagnosis, but very few data exist on this issue. The objectives of this study were to: (1) assess the prevalence of IGD among adolescent psychiatric inpatients, using the Ten-Item Internet Gaming Disorder Test (IGDT-10), and (2) assess the parental version developed for this study (IGDT-10-P). A total of 102 patients, aged from 12 to 17 years old, were included from four psychiatric units of the French region Auvergne-Rhône-Alpes, during a 6-month inclusion period. Adolescents completed the IGDT-10 while one of their parents completed the IGDT-10-P. The inclusion rate among the eligible population was 57.95%. The prevalence of IGD in the sample, based on the IGDT-10 and IGDT-10-P, was 6.00% and 12.79%, respectively. Psychometric features of the IGDT-10-P indicated excellent internal consistency, a good model fit to the one factor model in confirmatory factor analysis, a strong correlation with gaming time, and a moderate correlation with the IGDT-10. Our results support the need for a systematic screening of IGD among adolescents hospitalized for a psychiatric disorder. Future studies should aim to confirm and explain the prevalence gap between self- and parent-reported criteria.
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Affiliation(s)
- B Gauthier
- Service de psychiatrie adulte, hospices civils de Lyon, hôpital Pierre-Wertheimer, 59, boulevard Pinel, 69677 Bron cedex, France.
| | - B Rolland
- Service universitaire d'addictologie de Lyon (SUAL), CH de Le Vinatier, 95, boulevard Pinel, 69678 Bron cedex, France; INSERM, U1028, Lyon neuroscience research center, PSY-R2 team, 69000 Lyon, France
| | - J Berthiller
- Service de recherche et d'epidémiologie clinique, hospices civils de Lyon, pôle de santé publique, 52, boulevard Pinel, 69677 Lyon, France
| | - M Tatou
- Unité d'hospitalisation pour adolescents « Hubert-Flavigny », CH de Le Vinatier, 95, boulevard Pinel, 69678 Bron cedex, France
| | - D Charvet
- Unité d'hospitalisation « Ulysse » S.I.P.A.R, CH de Saint-Jean-de-Dieu, 290, route de Vienne, 69355 Lyon cedex 08, France
| | - Y Gansel
- Service de psychopathologie du développement de l'enfant et de l'adolescent, hospices civils de Lyon, hôpital Femme-Mère-Enfant, 59, boulevard Pinel, 69677 Bron cedex, France
| | - R Fleury
- Unité d'hospitalisation de pédopsychiatrie, CH de Bourgoin-Jallieu, 30, avenue du Médipôle, 38302 Bourgoin-Jallieu cedex, France
| | - M Saoud
- Service de psychiatrie adulte, hospices civils de Lyon, hôpital Pierre-Wertheimer, 59, boulevard Pinel, 69677 Bron cedex, France; INSERM, U1028, Lyon neuroscience research center, PSY-R2 team, 69000 Lyon, France
| | - S Laconi
- CERPPS (EA7411), UFR de psychologie, université de Toulouse, 2 Jean-Jaurès, 5, allées Antonio-Machado, 31058 Toulouse cedex, France
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Chen IH, Ahorsu DK, Pakpour AH, Griffiths MD, Lin CY, Chen CY. Psychometric Properties of Three Simplified Chinese Online-Related Addictive Behavior Instruments Among Mainland Chinese Primary School Students. Front Psychiatry 2020; 11:875. [PMID: 33101070 PMCID: PMC7495180 DOI: 10.3389/fpsyt.2020.00875] [Citation(s) in RCA: 39] [Impact Index Per Article: 7.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/17/2020] [Accepted: 08/11/2020] [Indexed: 01/20/2023] Open
Abstract
BACKGROUND/OBJECTIVE There are inadequate screening instruments for assessing specific internet-related addictions among mainland Chinese primary school students. Therefore, the present study validated the psychometric properties of three simplified Chinese online-related addictive behavior instruments among mainland Chinese primary school students. METHOD Fourth to sixth graders (n = 1108; 48.3% males; mean [SD] age = 10.37 years [0.95]) completed the nine-item Internet Gaming Disorder Scales-Short Form (IGDS-SF9), Bergen Social Media Addiction Scale (BSMAS), and Smartphone Application-Based Addiction Scale (SABAS) in a classroom. The factorial structures and the unidimensionality of the three scales were examined using confirmatory factor analyses (CFAs). Measurement invariance of the three scales was examined using multigroup confirmatory factor analyses (MGCFAs) across gender. RESULTS The findings demonstrated that the three scales (Cronbach's α = 0.73 to 0.84) had unidimensional structure as supported by satisfactory fit indices (comparative fit index = 0.98 to 1.00). The MGCFA findings indicated that the unidimensional structures of the three scales were invariant across gender. CONCLUSIONS The findings indicate that the three simplified Chinese scales (IGDS-SF9, BSMAS, and SABAS) are valid instruments for assessing online-related addictive behaviors among mainland Chinese primary school students irrespective of their gender.
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Affiliation(s)
- I-Hua Chen
- Chinese Academy of Education Big Data, Qufu Normal University, Shandong, China
- School of Education Science, Minnan Normal University, Zhangzhou, China
| | - Daniel Kwasi Ahorsu
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hong Kong, Hong Kong
| | - Amir H. Pakpour
- Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran
- Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Chung-Ying Lin
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hong Kong, Hong Kong
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Chao-Ying Chen
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hong Kong, Hong Kong
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Donadon MF, Chagas MHN, Apolinário-da-Silva TD, Okino ETK, Hallak JEC, Nicoletti ÊA, Pereira-Lima K, Degan EA, Santos RG, Machado-de-Sousa JP, Simei JLQ, Oliveira LM, Pontes HM, Osório FL. Cross-cultural adaptation of the Internet Gaming Disorder Scale - Short Form (IGDS9-SF) to the Brazilian context. TRENDS IN PSYCHIATRY AND PSYCHOTHERAPY 2020; 42:262-266. [PMID: 32844978 PMCID: PMC7879067 DOI: 10.1590/2237-6089-2019-0032] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 04/16/2019] [Accepted: 12/04/2019] [Indexed: 11/22/2022]
Abstract
Introduction The Internet Gaming Disorder Scale – Short Form (IGDS9-SF) assesses the severity, harmful effects and/or consequences of excessive online and offline gaming. Its conciseness and theoretical foundations on current diagnostic criteria of gaming disorders make it a useful resource for clinical and screening settings. Objective To describe the process of cross-cultural adaptation of the IGDS9-SF to the Brazilian context. Methods The cross-cultural adaptation involved the steps of independent translation of the instrument, synthesis version, back-translation, pre-test and elaboration of the final version. Content validity assessment was conducted by a multidisciplinary committee of experts and consisted of both a quantitative analysis (calculation of content validity coefficients – CVC) and a qualitative analysis (assessment of the experts’ comments and suggestions). The pre-test sample consisted of 30 gamers with variable sociodemographic characteristics. Results The cross-cultural adaptation of the scale followed the proposed protocol, and the CVC was satisfactory (≥ 0.83) for all the structures and equivalences assessed. Most of the suggestions made by the experts were accepted (mainly adjustments and language standardization). The gamers who participated in the pre-test judged the scale easy to understand and did not suggest changes. Discussion The Brazilian version of the IGDS9-SF showed adequate content validity and is available for researchers and clinicians, as well as for the investigation of additional psychometric characteristics.
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Affiliation(s)
- Mariana F Donadon
- Departamento de Neurociências e Ciências do Comportamento , Faculdade de Medicina de Ribeirão Preto , Universidade de São Paulo (USP), São Paulo , SP , Brazil
| | - Marcos H N Chagas
- Departamento de Gerontologia , Centro de Ciências Biológicas e da Saúde , Universidade Federal de São Carlos (UFSCAR), São Carlos , SP , Brazil
| | - Thiago D Apolinário-da-Silva
- Departamento de Neurociências e Ciências do Comportamento , Faculdade de Medicina de Ribeirão Preto , Universidade de São Paulo (USP), São Paulo , SP , Brazil
| | - Erika T K Okino
- Departamento de Psicologia , Faculdade de Filosofia, Ciências e Letras de Ribeirão Preto , USP , São Paulo , SP , Brazil
| | - Jaime E C Hallak
- Departamento de Neurociências e Ciências do Comportamento , Faculdade de Medicina de Ribeirão Preto , Universidade de São Paulo (USP), São Paulo , SP , Brazil
| | | | - Karina Pereira-Lima
- Departamento de Psiquiatria e Psicologia Média , Universidade Federal de São Paulo (UNIFESP), São Paulo , SP , Brazil
| | | | - Rafael G Santos
- Departamento de Neurociências e Ciências do Comportamento , Faculdade de Medicina de Ribeirão Preto , Universidade de São Paulo (USP), São Paulo , SP , Brazil
| | - João Paulo Machado-de-Sousa
- Departamento de Neurociências e Ciências do Comportamento , Faculdade de Medicina de Ribeirão Preto , Universidade de São Paulo (USP), São Paulo , SP , Brazil
| | - João L Q Simei
- Departamento de Neurociências e Ciências do Comportamento , Faculdade de Medicina de Ribeirão Preto , Universidade de São Paulo (USP), São Paulo , SP , Brazil
| | - Lucas M Oliveira
- Departamento de Neurociências e Ciências do Comportamento , Faculdade de Medicina de Ribeirão Preto , Universidade de São Paulo (USP), São Paulo , SP , Brazil
| | - Halley M Pontes
- School of Psychological Sciences , University of Tasmania , Hobart TAS , Australia .,The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania , Launceston , TAS , Australia
| | - Flávia L Osório
- Departamento de Neurociências e Ciências do Comportamento , Faculdade de Medicina de Ribeirão Preto , Universidade de São Paulo (USP), São Paulo , SP , Brazil
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Pan YC, Chiu YC, Lin YH. Systematic review and meta-analysis of epidemiology of internet addiction. Neurosci Biobehav Rev 2020; 118:612-622. [PMID: 32853626 DOI: 10.1016/j.neubiorev.2020.08.013] [Citation(s) in RCA: 183] [Impact Index Per Article: 36.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/10/2020] [Revised: 07/31/2020] [Accepted: 08/14/2020] [Indexed: 01/17/2023]
Abstract
BACKGROUND The field of internet addiction has experienced significant debates on conflicting epidemiology. This meta-analysis investigated the prevalence rates of generalized internet addiction (GIA) and internet gaming disorder (IGD). METHODS We included 113 epidemiologic studies covering 693,306 subjects published from 1996 to 2018 (for 31 nations) that reported prevalence rates for GIA or IGD. We examined pooled prevalence of GIA and IGD and the hypothesized moderators including year, geographic regions, types of scales, and sample representativeness. RESULTS All 133 effect sizes included 53,184 subjects with GIA or IGD. Weighted average prevalence for GIA and IGD were 7.02 % (95 % CI, 6.09 %-8.08 %) and 2.47 % (95 % CI, 1.46 %-4.16 %) respectively. For GIA, prevalence was increased over time and prevalence rates variated among different scales. IGD prevalence was neither moderated by year, regions, nor sample representativeness. CONCLUSIONS The prevalence of GIA was higher than the prevalence of IGD. The GIA prevalence was increasing over time and variated with different assessments. Our results reveal that GIA may reflect a pattern of increasing human-machine interaction.
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Affiliation(s)
- Yuan-Chien Pan
- Department of Psychology, National Taiwan University, Taipei, Taiwan.
| | - Yu-Chuan Chiu
- Department of Psychiatry, MacKay Memorial Hospital, Taipei, Taiwan.
| | - Yu-Hsuan Lin
- Institute of Population Health Sciences, National Health Research Institutes, Miaoli, Taiwan; Department of Psychiatry, National Taiwan University Hospital, Taipei, Taiwan; Department of Psychiatry, College of Medicine, National Taiwan University, Taipei, Taiwan; Institute of Health Behaviors and Community Sciences, College of Public Health, National Taiwan University, Taipei, Taiwan.
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Empirical Relationships between Problematic Alcohol Use and a Problematic Use of Video Games, Social Media and the Internet and Their Associations to Mental Health in Adolescence. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17176098. [PMID: 32825700 PMCID: PMC7503582 DOI: 10.3390/ijerph17176098] [Citation(s) in RCA: 20] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 08/02/2020] [Revised: 08/17/2020] [Accepted: 08/18/2020] [Indexed: 01/26/2023]
Abstract
Adolescents frequently show risky behavior, and these problematic behavior patterns often do not occur in isolation, but together. Problematic alcohol use is widespread among youth, as is problematic use of the Internet and of specific online applications (video games or social media). However, there is still a lack of findings for minors regarding the relations between these behavioral patterns (particularly between problematic alcohol use and problematic gaming or problematic social media use). Standardized instruments were used to survey problematic alcohol use, problematic gaming, problematic social media use, problematic Internet use and mental health among 633 adolescents (mean age: 15.79 years). Bivariate correlation and multivariable linear regression analyses were conducted. The correlation analyses showed statistically significant positive bivariate relationships between all four behavioral patterns each. Antisocial behavior was related to all problematic behavioral patterns. Whereas, emotional distress, self-esteem problems and hyperactivity/inattention were associated with substance-unrelated problematic behavior patterns only. Anger control problems were related to problematic alcohol use and problematic gaming. In adolescence, the findings revealed small effect sizes between substance-related and substance-unrelated problematic behavior patterns, but moderate to large effect sizes within substance-unrelated behavioral patterns. Similarities and differences were found in the relations between the behavioral patterns and mental health.
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Saiful Islam M, Rahman ME, Moonajilin MS, Griffiths MD. Validation and evaluation of the psychometric properties of bangla nine-item Internet Disorder Scale-Short Form. J Addict Dis 2020; 38:540-549. [PMID: 32762512 DOI: 10.1080/10550887.2020.1799134] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
Abstract
Online activities such as online gaming and social media use have become very popular and for most individuals, engagement in such activities is highly enjoyable. However, for a small minority of individuals, such behaviors can lead to problematic internet use. There are many screening instruments that assess problematic internet use including the nine-item Internet Disorder Scale-Short-Form (IDS9-SF). The present study translated the IDS9-SF into Bangla and investigated its psychometric properties. The sample comprised 534 adolescents aged 13 to 18 years (61.0% male; mean age 15.7 years (SD = 1.5) from selected schools (secondary and higher secondary) in Dhaka City. The study included confirmatory factor analysis, Cronbach's alpha, and item-total correlation. Results demonstrated that the Bangla IDS9-SF had very good internal validity (Cronbach's alpha = .82), and that IDS score was positively and significantly correlated with scores on depression and anxiety scales. A confirmatory factor analysis showed the model had an excellent fit to the data. Therefore, the Bangla IDS9-SF appears to be a valid and reliable instrument that may be employed in further research on problematic internet use in Bangladesh.
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Affiliation(s)
- Md Saiful Islam
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Bangladesh.,Youth Research Association, Savar, Bangladesh
| | - Md Estiar Rahman
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Bangladesh
| | - Mst Sabrina Moonajilin
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Bangladesh
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
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Abstract
Playing video games (online or offline) is not a recent phenomenon and for most people it is a leisure activity with no adverse consequences whatsoever. However, for a small minority, gaming has the potential (akin to substance use) to lead on to problematic gaming and gaming disorder. Gaming disorder is a new entry in both the Diagnostic and Statistical Manual of Mental Disorders and the International Classification of Diseases. Given gaming's ever-growing popularity, GPs, psychiatrists and other doctors will be increasingly likely to come across individuals who present with gaming-related problems. Consequently, this article gives doctors a basic understanding of what gaming disorder is, its presentations in practice and diagnosis, and its treatment.
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Affiliation(s)
- Sanju George
- Rajagiri School of Behavioural Sciences and Research, Rajagiri College of Social Sciences (Autonomous), Kochi, India
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
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