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Moshel ML, Warburton WA, Batchelor J, Bennett JM, Ko KY. Neuropsychological Deficits in Disordered Screen Use Behaviours: A Systematic Review and Meta-analysis. Neuropsychol Rev 2024; 34:791-822. [PMID: 37695451 PMCID: PMC11473542 DOI: 10.1007/s11065-023-09612-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2022] [Accepted: 08/01/2023] [Indexed: 09/12/2023]
Abstract
Over the last few decades, excessive and disordered screen use has become more prevalent, prompting investigations into its associated consequences. The extent to which disordered screen use behaviours impact neuropsychological functioning has been reportedly mixed and at times inconsistent. This review sought to synthesise the literature and estimate the magnitude of overall cognitive impairment across a wide range of disordered screen use behaviours. We also sought to determine the cognitive domains most impacted, and whether the observed impairments were moderated by the classification of screen-related behaviours (i.e., Internet or gaming) or the format of cognitive test administration (i.e., paper-and-pencil or computerised). A systematic search of databases (Embase, PsycINFO, MEDLINE) identified 43 cross-sectional articles that assessed neuropsychological performance in disordered screen use populations, 34 of which were included in the meta-analysis. A random-effects meta-analysis revealed significant small/medium (g = .38) cognitive deficits for individuals with disordered screen use behaviours relative to controls. The most affected cognitive domain with a significant medium effect size (g = .50) was attention and focus followed by a significant reduction in executive functioning (g = .31). The classification of disordered screen use behaviours into Internet or gaming categories or the format of cognitive testing did not moderate these deficits. Additionally, excluding disordered social media use in an exploratory analysis had little effect on the observed outcomes. This study highlights a number of methodological considerations that may have contributed to disparate findings and shows that disordered screen use can significantly impact cognitive performance. Recommendations for future research are also discussed. Data for this study can be found at https://osf.io/upeha/ .
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Affiliation(s)
- Michoel L Moshel
- School of Psychological Sciences, Macquarie University, Sydney, Australia.
| | - Wayne A Warburton
- School of Psychological Sciences, Macquarie University, Sydney, Australia
| | - Jennifer Batchelor
- School of Psychological Sciences, Macquarie University, Sydney, Australia
| | - Joanne M Bennett
- School of Behavioural and Health Sciences, Australian Catholic University, Sydney, Australia
| | - Katherine Y Ko
- School of Psychological Sciences, Macquarie University, Sydney, Australia
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Starzec S, Starosta J, Zajas A, Kiszka P, Śpiewak S, Strojny P. Scoping review of withdrawal's role in contemporary gaming disorder research: Conceptualizations and operationalizations. Clin Psychol Rev 2024; 114:102478. [PMID: 39236625 DOI: 10.1016/j.cpr.2024.102478] [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: 11/07/2023] [Revised: 06/10/2024] [Accepted: 08/12/2024] [Indexed: 09/07/2024]
Abstract
The global gaming community now exceeds 3 billion players, prompting increased attention from social and medical sciences regarding gaming-related disorders. Internet Gaming Disorder (IGD) was incorporated into DSM-5 in 2013, and Gaming Disorder (GD) found its place in ICD-11 in 2019. A contentious criterion in IGD, not present in GD, revolves around withdrawal symptoms. This paper offers a theoretical foundation on gaming withdrawal symptoms in gaming-related disorders and conducts a scoping review of withdrawal operationalization and conceptualization in 40 selected studies, following PRISMA-ScR guidelines. Most studies employed a correlation framework, relying on convenience samples and self-assessment questionnaires. A smaller portion focused on clinical samples and case studies. Withdrawal was predominantly conceptualized in terms of affective components, with less emphasis on behavioural, cognitive, physical, or neurological aspects. The prevailing terminology for gaming-related disorders was IGD, with only three studies referencing GD as defined in ICD-11. Notably, just six experimental studies included abstinence control. We advocate for an expansion of research on withdrawal symptoms, particularly through experimental studies that implement abstinence within experimental groups and offer alternative operationalizations beyond dominant self-assessment measures.
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Affiliation(s)
- Sylwia Starzec
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Jolanta Starosta
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland.
| | - Aleksandra Zajas
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Patrycja Kiszka
- Doctoral School in the Social Sciences, Jagiellonian University, Kraków, Poland
| | - Sławomir Śpiewak
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
| | - Paweł Strojny
- Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland
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Bäcklund C, Sörman DE, Gavelin HM, Király O, Demetrovics Z, Ljungberg JK. Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation. Scand J Psychol 2024; 65:665-682. [PMID: 38475668 DOI: 10.1111/sjop.13010] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/06/2023] [Revised: 12/07/2023] [Accepted: 01/27/2024] [Indexed: 03/14/2024]
Abstract
INTRODUCTION The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits. METHODS A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91). RESULTS The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups. CONCLUSION These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
| | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
| | | | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar
| | - Jessica K Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
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Rajguru AJ, Mishra AK, Bhargava R, Sarkar S, Balhara YPS. Exploring risk factors and determinants: A scoping review of factors associated with nomophobia. Indian J Psychiatry 2024; 66:591-602. [PMID: 39257506 PMCID: PMC11382750 DOI: 10.4103/indianjpsychiatry.indianjpsychiatry_244_24] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/19/2024] [Revised: 06/20/2024] [Accepted: 06/23/2024] [Indexed: 09/12/2024] Open
Abstract
Background Nomophobia or no-mobile-phone phobia, defined as the fear of being unable to use or being unreachable via one's mobile phone. The pervasive concern has varied bio-psychosocial and clinical implications in an individual's life. Nomophobia is currently in an exploratory phase. Methods A scoping review was conducted to systematically map the relevant evidence and literature on nomophobia. The review of scholarly literature spanning from January 2010 to May 2023 employed a narrative synthesis methodology to succinctly encapsulate the research findings. Additionally, it encompassed a meticulous examination and visual representation of studies, detailing both the frequency of investigation into specific variables and the instances in which said variables exhibited a statistically significant association with nomophobia. Results A thorough examination of 92 studies revealed a total of 133 variables spanning demographic, lifestyle-related, academic, smartphone-related, psychosocial, and clinical domains. Notably, 42.86% of these variables have only been investigated in a single research study, underscoring the imperative for replication to enhance the generalizability, validity, and applicability of research findings. Moreover, the review identifies Nomophobia Questionnaire (NMP-Q) by Yildirim and Correia as the most widely used tool for measuring the severity of nomophobia. Conclusion There is a crucial need for homogeneity and consistency in reporting nomophobia scores and establishing corresponding gradations indicative of functional ramifications or clinical severity of nomophobia. The findings elucidate significant research gaps in existing literature on nomophobia, hold implications for further synthesis of data, and contribute to a comprehensive understanding of nomophobia; ensuring superior diagnostic accuracy and precision, and facilitating successful delivery of targeted interventions.
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Affiliation(s)
- Akanksha J Rajguru
- National Drug Dependence Treatment Centre, All India Institute of Medical Sciences, New Delhi, India
| | - Ashwani K Mishra
- National Drug Dependence Treatment Centre, All India Institute of Medical Sciences, New Delhi, India
| | - Rachna Bhargava
- National Drug Dependence Treatment Centre, All India Institute of Medical Sciences, New Delhi, India
| | - Siddharth Sarkar
- National Drug Dependence Treatment Centre, All India Institute of Medical Sciences, New Delhi, India
| | - Yatan Pal Singh Balhara
- National Drug Dependence Treatment Centre, All India Institute of Medical Sciences, New Delhi, India
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Misiuro T, Misiuro A, Cudo A, Kowalski M. Towards comprehending internet gaming disorder: evaluating the psychometric properties of the Polish adaptation of the Craving for Internet Gaming Scale. POSTEPY PSYCHIATRII NEUROLOGII 2024; 33:59-66. [PMID: 39119543 PMCID: PMC11304233 DOI: 10.5114/ppn.2024.141053] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 10/18/2023] [Accepted: 03/29/2024] [Indexed: 08/10/2024]
Abstract
Purpose This study aims to adapt and verify the psychometric properties of the Craving for Internet Gaming Scale (CIGS) in a Polish sample. Craving, although observed as significantly associated with Internet Gaming Disorder, is not currently included in its diagnostic criteria. This research addresses the need for scales to measure craving in this particular context. Methods The research involved a sample of 575 participants. Psychometric analysis, including confirmatory factor analysis, was conducted to assess the CIGS' reliability and validity. Additional scales, such as the Game Transfer Phenomena Scale, Motives for Online Gaming Questionnaire, and the Depression Anxiety Stress Scales, were used for concurrent validity analysis. Results The study results demonstrate the excellent psychometric properties of the Polish adaptation of the CIGS. It showed high reliability in terms of internal consistency and provided evidence for construct validity. Furthermore, it exhibited a positive correlation with various scales associated with problematic video game use and gaming addiction, while also showing a moderate negative correlation with self-control. Conclusions Our findings suggest that the CIGS retains its psychometric properties in different cultures, making it a valuable instrument for comprehending craving within the context of Internet gaming disorder. Future research should focus on the adaptation of the CIGS to various cultural settings and the exploration of potential intergroup differences.
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Affiliation(s)
- Tomasz Misiuro
- Institute of Psychology, University of Zielona Góra, Poland
| | | | - Andrzej Cudo
- Institute of Psychology, The John Paul II Catholic University of Lublin, Poland
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Plessis C, Guerrien A, Altintas E. Sociotropy and video game playing: Massively multiplayer online role-playing games versus other games. L'ENCEPHALE 2024:S0013-7006(24)00069-1. [PMID: 38580529 DOI: 10.1016/j.encep.2024.01.005] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/25/2023] [Revised: 12/13/2023] [Accepted: 01/12/2024] [Indexed: 04/07/2024]
Abstract
INTRODUCTION Internet Gaming Disorder (IGD) is associated with several psychiatric disorders. Previous research on IGD has predominantly focused on Massively Multiplayer Online Role-playing Games (MMORPGs), considered to be pro-social games as they foster interpersonal relationships necessary for in-game progress. Sociotropy is a personality trait characterized by a cognitive approach to dealing with interpersonal relationships. Individuals with high sociotropy have a strong desire for approval from others. Beck's cognitive theory of depression posits that high sociotropy can lead to depressive symptoms when faced with interpersonal stress. We used the I-PACE model to account for the consequences of distal factors such as sociotropy on the development and maintenance of IGD. The aim of this study was therefore to compare MMORPG players with players of other game genres in terms of sociotropy, social anxiety and depression. We hypothesized that sociotropy could serve as a predictor of IGD, particularly among MMORPG players. METHODS A total of 233 French videogame players recruited from specialized internet gaming forums participated in the study via questionnaires. Different scales were used to assess depression and social anxiety symptoms, IGD intensity, and sociotropy and autonomy. RESULTS & DISCUSSION MMORPG players reported higher psychological distress than players of other game genres. For all players, sociotropy, rather than autonomy, was found to be a predictor of social anxiety symptoms and IGD intensity. Sociotropy and depression explained IGD intensity only for MMORPG players and not for players of other game genres. The social dimension appears to be more prominent among MMORPG players and could be one of the main personality traits predicting this specific internet gaming disorder. The treatment implications for internet gaming disorder are discussed.
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Affiliation(s)
- Cédric Plessis
- University Lille, ULR 4072 - PSITEC - Psychologie : Interactions, Temps, Émotions, Cognition, 59000 Lille, France.
| | - Alain Guerrien
- University Lille, ULR 4072 - PSITEC - Psychologie : Interactions, Temps, Émotions, Cognition, 59000 Lille, France
| | - Emin Altintas
- University Lille, ULR 4072 - PSITEC - Psychologie : Interactions, Temps, Émotions, Cognition, 59000 Lille, France
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Kwon M, Choi H, Park H, Ahn WY, Jung YC. Neural correlates of model-based behavior in internet gaming disorder and alcohol use disorder. J Behav Addict 2024; 13:236-249. [PMID: 38460004 PMCID: PMC10988400 DOI: 10.1556/2006.2024.00006] [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: 09/10/2023] [Revised: 12/26/2023] [Accepted: 02/08/2024] [Indexed: 03/11/2024] Open
Abstract
Background An imbalance between model-based and model-free decision-making systems is a common feature in addictive disorders. However, little is known about whether similar decision-making deficits appear in internet gaming disorder (IGD). This study compared neurocognitive features associated with model-based and model-free systems in IGD and alcohol use disorder (AUD). Method Participants diagnosed with IGD (n = 22) and AUD (n = 22), and healthy controls (n = 30) performed the two-stage task inside the functional magnetic resonance imaging (fMRI) scanner. We used computational modeling and hierarchical Bayesian analysis to provide a mechanistic account of their choice behavior. Then, we performed a model-based fMRI analysis and functional connectivity analysis to identify neural correlates of the decision-making processes in each group. Results The computational modeling results showed similar levels of model-based behavior in the IGD and AUD groups. However, we observed distinct neural correlates of the model-based reward prediction error (RPE) between the two groups. The IGD group exhibited insula-specific activation associated with model-based RPE, while the AUD group showed prefrontal activation, particularly in the orbitofrontal cortex and superior frontal gyrus. Furthermore, individuals with IGD demonstrated hyper-connectivity between the insula and brain regions in the salience network in the context of model-based RPE. Discussion and Conclusions The findings suggest potential differences in the neurobiological mechanisms underlying model-based behavior in IGD and AUD, albeit shared cognitive features observed in computational modeling analysis. As the first neuroimaging study to compare IGD and AUD in terms of the model-based system, this study provides novel insights into distinct decision-making processes in IGD.
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Affiliation(s)
- Mina Kwon
- Department of Psychology, Seoul National University, Seoul, South Korea
| | - Hangnyoung Choi
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
| | - Harhim Park
- Department of Psychology, Seoul National University, Seoul, South Korea
| | - Woo-Young Ahn
- Department of Psychology, Seoul National University, Seoul, South Korea
- Department of Brain and Cognitive Sciences, Seoul National University, Seoul, South Korea
- AI Institute, Seoul National University, Seoul, South Korea
| | - Young-Chul Jung
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, South Korea
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, South Korea
- Institute for Innovation in Digital Healthcare, Yonsei University, Seoul, South Korea
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Yaghoobi A, Karimi K, Asoudeh M, Mohammadi S. Associations Between Academic Motivation, Academic Stress, and Mobile Phone Addiction: Mediating Roles of Wisdom. Int J Ment Health Addict 2024. [DOI: 10.1007/s11469-024-01269-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 02/27/2024] [Indexed: 09/10/2024] Open
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Choi J, Choi Y, Jung YC, Lee J, Lee J, Park E, Kim IY. Effects of Game-Related Tasks for the Diagnosis and Classification of Gaming Disorder. BIOSENSORS 2024; 14:42. [PMID: 38248419 PMCID: PMC10812970 DOI: 10.3390/bios14010042] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/13/2023] [Revised: 01/01/2024] [Accepted: 01/11/2024] [Indexed: 01/23/2024]
Abstract
Gaming disorder (GD) is an addictive behavior characterized by an insatiable need to play video games and shares similar symptoms with the failure of self-control due to a decline in cognitive function. Current GD diagnostic and screening tools rely on questionnaires and behavioral observations related to cognitive functions to assess an individual's capacity to maintain self-control in everyday life. However, current GD screening approaches rely on subjective symptoms, and a reliable diagnosis requires long-term clinical follow-up. Recent studies have measured biosignals along with cognitive functional tasks to provide objectivity to GD diagnosis and to acquire immediate results. However, people with GD are hypersensitive to game-related cues, so their responses may vary depending on the type of stimuli, and the difference in response to stimuli might manifest as a difference in the degree of change in the biosignal. Therefore, it is critical to choose the correct stimulus type when performing GD diagnostic tasks. In this study, we investigated the task dependence of cognitive decline in GD by comparing two cognitive functional tasks: a continuous performance task (CPT) and video game play. For this study, 69 young male adults were classified into either the gaming disorder group (GD, n = 39) or a healthy control group (HC, n = 30). CPT score, EEG signal (theta, alpha, and beta), and HRV-HF power were assessed. We observed differences in the left frontal region (LF) of the brain between the GD and HC groups during online video game play. The GD group also showed a significant difference in HF power of HRV between CPT and online video gaming. Furthermore, LF and HRV-HF significantly correlated with Young's Internet Addiction Test (Y-IAT) score, which is positively associated with impulsivity score. The amount of change in theta band activity in LF and HRV-HF-both biomarkers for changes in cognitive function-during online video game play suggests that people with GD express task-dependent cognitive decline compared with HC. Our results demonstrate the feasibility of quantifying individual self-regulation ability for gaming and underscore its importance for GD classification.
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Affiliation(s)
- Jeongbong Choi
- Department of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of Korea
| | - Youngseok Choi
- Department of Electronic Engineering, Hanyang University, Seoul 04763, Republic of Korea
| | - Young-Chul Jung
- Department of Psychiatry, Yonsei University College of Medicine, Seoul 04763, Republic of Korea
| | - Jeyeon Lee
- Department of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of Korea
| | - Jongshill Lee
- Department of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of Korea
| | - Eunkyoung Park
- Department of Biomedical Engineering, Soonchunhyang University, Asan 31538, Republic of Korea
| | - In Young Kim
- Department of Biomedical Engineering, Hanyang University, Seoul 04763, Republic of Korea
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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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Hassan A, Shahzad M, Daniyal M, Hafez W, Javaid SF, Khan MAB. Relationship between gaming disorder across various dimensions among PUBG players: a machine learning-based cross-sectional study. Front Psychiatry 2023; 14:1290206. [PMID: 38164422 PMCID: PMC10757960 DOI: 10.3389/fpsyt.2023.1290206] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/08/2023] [Accepted: 11/24/2023] [Indexed: 01/03/2024] Open
Abstract
Background PlayerUnknown's battlegrounds (PUBG), a widely played multiplayer online game, has sparked interest and concern regarding its impact on players. This study explored the relationship between factors such as cultivation level, motivation, religious engagement, gaming disorder, and addiction among PUBG players. Methods This study employed a convenience sampling technique to select a sample of 500 PUBG players. An Artificial Neural Network (ANN) model was used to identify the primary factors contributing to the level of cultivation. Results Male participants exhibited a higher level of cultivation than their female counterparts did. According to the ANN model, gaming disorder exhibited the greatest normalized importance, with a value of 100%. This was followed by the religious level, which had a normalized importance of 54.6%. Additionally, motivation level and gaming addiction demonstrated normalized importance values of 47.6 and 44.4%, respectively. This study revealed a statistically significant correlation between engaging in PUBG and the cultivation effect observed among respondents. Conclusion This study highlights several noteworthy factors, including gaming disorder, religious affiliation, motivation level, and gaming addiction. These factors offer valuable insights into understanding gaming behavior and devising effective interventions.
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Affiliation(s)
- Ali Hassan
- Department of Media and Communication Studies, The Islamia University of Bahawalpur, Bahawalpur, Pakistan
| | - Muhammad Shahzad
- Department of Media and Communication Studies, The Islamia University of Bahawalpur, Bahawalpur, Pakistan
| | - Muhammad Daniyal
- Department of Statistics, Faculty of Computing, The Islamia University of Bahawalpur, Bahawalpur, Pakistan
| | - Wael Hafez
- Internal Medicine Department, The Medical Research Division, The National Research Center, Cairo, Egypt
| | - Syed Fahad Javaid
- Health and Wellness Research Group, Department of Psychiatry and Behavioral Sciences, College of Medicine and Health Sciences, United Arab Emirates University, Al-Ain, United Arab Emirates
| | - Moien AB Khan
- Health and Wellness Research Group, Department of Family Medicine, College of Medicine and Health Sciences, United Arab Emirates University, Al-Ain, United Arab Emirates
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Labrador M, Sánchez-Iglesias I, Bernaldo-de-Quirós M, Estupiñá FJ, Fernandez-Arias I, Vallejo-Achón M, Labrador FJ. Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:7155. [PMID: 38131707 PMCID: PMC10742736 DOI: 10.3390/ijerph20247155] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/30/2023] [Revised: 12/03/2023] [Accepted: 12/06/2023] [Indexed: 12/23/2023]
Abstract
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between "normal" and "problematic" video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.
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Affiliation(s)
- Marta Labrador
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Iván Sánchez-Iglesias
- Department of Psychobiology & Behavioral Sciences Methods, Complutense University of Madrid, 28223 Madrid, Spain
| | - Mónica Bernaldo-de-Quirós
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Francisco J. Estupiñá
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Ignacio Fernandez-Arias
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Marina Vallejo-Achón
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Francisco J. Labrador
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
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Wadsley M, Ihssen N. Restricting social networking site use for one week produces varied effects on mood but does not increase explicit or implicit desires to use SNSs: Findings from an ecological momentary assessment study. PLoS One 2023; 18:e0293467. [PMID: 37939038 PMCID: PMC10631628 DOI: 10.1371/journal.pone.0293467] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/09/2023] [Accepted: 10/12/2023] [Indexed: 11/10/2023] Open
Abstract
Recent research on the addictive potential of modern technologies such as the internet, smartphones, or social networking sites (SNSs) has suggested that emotional and motivational changes associated with the sudden discontinuation of engagement with the technology mirror the aversive consequences seen when drug use is ceased abruptly. This has been observed even in moderate users and interpreted as a manifestation of withdrawal, an important marker of physical dependence in substance use disorders. On the other hand, a growing literature emphasises the positive effects of "digital detox" on mental health and well-being. Using a battery of affective and motivational measures, both explicit and implicit, the present study tracked the effects of a week of significantly reduced SNS use in moderate to heavy SNS users (N = 51). Our pre-registered analyses showed that the intervention elicited affective changes neither consistent with a general withdrawal syndrome (i.e., increased negative affect and cravings) nor with a general beneficial effect on well-being: While our data indicated some abstinence-related decreases of negative affect and boredom, they also showed a reduction of positive affect. These changes occurred regardless of problematic/addictive use behaviours. Importantly, restricting SNS use for one week had no effect on implicit measures of SNS use motivation (i.e., approach biases, time distortion and effort expenditure for SNS access) nor did it influence explicit cravings and SNS cue-reactivity. Together our findings suggest that restricting SNS use has nuanced and potentially offsetting effects on well-being. These could arise because use reduction may concurrently remove experiences that trigger negative emotions (e.g., upward social comparisons or Fear of Missing Out) but also those that elicit positive emotions (e.g., social approval). The hypothesised lack of a net effect on well-being would be consistent with our finding that voluntary reduction of SNS use does not mitigate or exacerbate SNS-related urges.
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Affiliation(s)
- Michael Wadsley
- Department of Psychology, Durham University, Durham, United Kingdom
| | - Niklas Ihssen
- Department of Psychology, Durham University, Durham, United Kingdom
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Zhu L, Zhu Y, Li S, Jiang Y, Mei X, Wang Y, Yang D, Zhao J, Mu L, Wang W. Association of internet gaming disorder with impulsivity: role of risk preferences. BMC Psychiatry 2023; 23:754. [PMID: 37845703 PMCID: PMC10580621 DOI: 10.1186/s12888-023-05265-y] [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: 08/09/2023] [Accepted: 10/09/2023] [Indexed: 10/18/2023] Open
Abstract
BACKGROUND Internet gaming disorder (IGD) is a formal mental disorder leading to personal and social impairment. Although it shares similar physical and psychosocial effects to substance use disorder, the psychological mechanisms underlying IGD remain unclear, although several researches have made significant contributions to its understanding. This study aims to elucidate the correlation between IGD, impulsive personality and risk preference of medical college students in China, from a questionnaire-based investigation. METHODS Based on the cluster random sampling method, a questionnaire survey was conducted among medical college students in Northern Anhui, China from September 3 to October 27, 2020. The questionnaires included the Internet Gaming Disorder Scale (IGD-20), Chinese revised of Barratt Impulsiveness Scale Version 11 (BIS-11), and risk appetite index (RPI). Perform independent sample t-tests, analysis of variance (ANOVA), correlation analysis, and moderating effect analysis using SPSS 23.0. P < 0. 05 is considered statistically significant. RESULTS 624 participants completed the survey, including 257 males (41.19%) and 367 females (58.81%). All participants were between 18 and 24 years. We found that in IGD and its six different dimensions and RPI, males scored significantly higher than females. Additionally, our finding revealed there is statistical significance in IGD and impulsiveness between gaming group with game time greater than or equal to 4 h and non-gaming group. The IGD and its six different dimensions, among which all except for mood modification are positively correlated with impulsiveness and RPI. Mediating effects indicate that RPI plays a partial mediating role between motor impulsiveness and IGD. CONCLUSION The findings shows that there is a certain relationship between impulsivity and RPI, as well as IGD and its dimensions. RPI may be a mediator between impulsivity and IGD, and men have higher IGD. The findings supported the compensatory hypothesis. These findings may contribute to further research and development of intervention and prevention measures for IGD.
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Affiliation(s)
- Lin Zhu
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China
| | - Yuqiong Zhu
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China
| | - Shuxuan Li
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China
| | - Yulian Jiang
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China
| | - Xian Mei
- School of Qian Xuesen College, Xi'an Jiaotong University, Xi'an, Shanxi, 710049, China
| | - Yuting Wang
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China
| | - Dengxian Yang
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China
| | - Jing Zhao
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China
| | - Linlin Mu
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China
| | - Wenjuan Wang
- School of Mental Health, Bengbu Medical College, Bengbu, Anhui, 233030, China.
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15
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Ding H, Cao B, Sun Q. The association between problematic internet use and social anxiety within adolescents and young adults: a systematic review and meta-analysis. Front Public Health 2023; 11:1275723. [PMID: 37841708 PMCID: PMC10570444 DOI: 10.3389/fpubh.2023.1275723] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2023] [Accepted: 09/18/2023] [Indexed: 10/17/2023] Open
Abstract
Objective Although numerous studies have investigated the association between problematic internet use (PIU) and social anxiety, the findings have no yet reached consistent. The present meta-analysis aims to examine the association between PIU and social anxiety within adolescents and young adults (age range: 14-24 years old). Method The meta-analysis systematically retrieved the studies prior to September 7, 2023 from Web of Science, PubMed, PsycINFO, Scopus, CNKI, and CQVIP. The meta-analysis based on random-effects model to conduct the research. Stata Version 17.0 and JASP 16.3.0 was used to analysis. Results The meta-analysis ultimately included 37 studies (37 effect sizes in total), involving a total of 36,013 subjects. Our findings indicated that the overall correlation between PIU and social anxiety was significant positive [r = 0.333, 95% CI (0.292, 0.373), p < 0.001]. Their association was significantly moderated by publication year, measurement tools for PIU and social anxiety but not significantly by culture context, developmental level and gender. Conclusion This meta-analysis suggests that social anxiety is a predictor of the development of PIU in adolescents and young adults. Furthermore, the study also finds the possibility that contemporary adolescents and youth may exhibit a more "global" behavior pattern, potentially emphasizing fewer differences between cultures, generations and genders.
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Affiliation(s)
- Haiyang Ding
- Faculty of Psychology, Ministry of Education, Southwest University, Chongqing, China
| | - Bing Cao
- Faculty of Psychology, Ministry of Education, Southwest University, Chongqing, China
- Key Laboratory of Cognition and Personality, Faculty of Psychology, Ministry of Education, Southwest University, Chongqing, China
| | - Qixuan Sun
- College of Computer and Information Science, Southwest University, Chongqing, China
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16
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Hong JS, Bae S, Starcervic V, Han DH. Correlation Between Attention Deficit Hyperactivity Disorder, Internet Gaming Disorder or Gaming Disorder. J Atten Disord 2023; 27:1252-1262. [PMID: 37254501 DOI: 10.1177/10870547231176861] [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] [Indexed: 06/01/2023]
Abstract
OBJECTIVE Individuals with internet gaming disorder (IGD) or gaming disorder (GD) had a higher prevalence of ADHD than individuals without IGD or GD. The overpathologizing of excessive gaming behaviors may be associated with the functional impairment due to ADHD in individuals with GD. METHODS The present study was designed to compare the gaming patterns, accompanying psychopathology, and co-occurring psychiatric disorders, especially ADHD, between clinical and general gamer samples (17-29 years old). RESULTS Out of the nine IGD criteria, the item "functional impairment" had low diagnostic accuracy in participants with IGD or GD. The IGD (GD) group had a higher prevalence of ADHD compared to the general gamer group. Conversely, there was a higher prevalence of IGD (GD) in the ADHD group compared to the non-ADHD group. DISCUSSION The possibility of ADHD should be considered when IGD or GD is diagnosed in patients with problematic Internet gaming.
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Affiliation(s)
- Ji Sun Hong
- Chung-Ang University Hospital, Seoul, Republic of Korea
| | - Sujin Bae
- Chung-Ang University, Seoul, Republic of Korea
| | | | - Doug Hyun Han
- Chung-Ang University Hospital, Seoul, Republic of Korea
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17
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Khor E, McNamara N, Columb D, McNicholas F. Neuroimaging findings in adolescent gaming disorder: a systematic review. Ir J Psychol Med 2023:1-13. [PMID: 37496266 DOI: 10.1017/ipm.2023.36] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 07/28/2023]
Abstract
OBJECTIVES Gaming disorder is a growing concern affecting adolescents, exacerbated by the impact of recent COVID-19 restrictions. The World Health Organization has recently included gaming disorder in the 11th International Classification of Diseases (ICD-11). However, there is still an ongoing debate about the validity and reliability of the proposed clinical criteria, despite growing neurobiological evidence in this cohort. Systematic reviews in this area have focused mainly on adults or mixed adult/adolescent populations. Therefore, this systematic review explored the neuroimaging literature in adolescents (under 18 years old) with gaming disorder. METHODS Using PRISMA 2020 guidelines, 3288 primary studies were identified from PubMed, CINAHL Plus, PsycINFO and Web of Science. After applying inclusion and exclusion criteria (appropriate title, abstract, comparison group used within study, English-language, neuroimaging and mean age under 18), 24 studies were included in this review. RESULTS Functional and structural brain alterations in adolescent gaming disorder were noted across several imaging modalities, including electroencephalogram (EEG), functional magnetic resonance imaging (fMRI) and structural magnetic resonance imaging (MRI). Compared with healthy controls, adolescents with gaming disorder demonstrated neurological changes comparable to substance addiction, namely impairments in emotional regulation, reward-seeking, inhibition and increased risky decision-making. Positive brain adaptations in the areas of visuospatial processing and memory were observed. CONCLUSIONS A number of key brain regions are affected in adolescent gaming disorder. These findings can help clinicians understand adolescent presentations with gaming disorder from a neurobiological perspective. Future studies should focus on forming a robust neurobiological and clinical framework for adolescent gaming disorder.
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Affiliation(s)
- E Khor
- University College Dublin, Belfield, Dublin 4, Ireland
| | - N McNamara
- Department of Child and Adolescent Psychiatry, St John of God Hospital, Stillorgan, Co Dublin, Ireland
| | - D Columb
- Linn Dara CAMHS North Kildare, Celbridge, Co Kildare, Ireland
| | - F McNicholas
- University College Dublin, Belfield, Dublin 4, Ireland
- Department of Paediatric Liaison Psychiatry, CHI Crumlin, Crumlin, Dublin 12, Ireland
- Lucena CAMHS Rathgar, Orwell Road, Rathgar, Dublin 6, Ireland
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Bernstein K, Zarski AC, Pekarek E, Schaub MP, Berking M, Baumeister H, Ebert DD. Case report for an internet- and mobile-based intervention for internet use disorder. Front Psychiatry 2023; 14:700520. [PMID: 37559920 PMCID: PMC10407126 DOI: 10.3389/fpsyt.2023.700520] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/10/2021] [Accepted: 06/19/2023] [Indexed: 08/11/2023] Open
Abstract
BACKGROUND AND AIMS Internet use disorder (IUD), characterized as the inability to control one's internet use, is associated with reduced quality of life and mental health comorbidities such as depression, substance abuse, or anxiety. Evidence-based treatment options are scarce due to the novelty of the diagnosis. Internet- and mobile-based interventions (IMI) may be an effective means to deliver psychological treatment to individuals with IUD as they address affected individuals in their online setting. This study presents a newly developed IMI for IUD disclosing treatment satisfaction and preliminary effects by exemplifying with a case report. METHODS The case of a female participant with IUD, characterized by an excessive use of social media, is analyzed. The case report follows the CARE guidelines and presents qualitative and quantitative outcomes regarding potential symptom reduction measured by the Internet Addiction Test (IAT) and Compulsive Internet Use Scale (CIUS), treatment satisfaction measured by the Client Satisfaction Questionnaire (CSQ) and feasibility by analyzing participant's written feedback during treatment. RESULTS The case report shows that internet- and mobile-based interventions may be feasible in supporting an individual in reducing symptoms of IUD as well as depressive symptoms, anxiety and procrastination behavior. Treatment satisfaction was reported as good. DISCUSSION AND CONCLUSIONS This case report illustrates that IMIs can have the potential to be an easily accessible and possibly effective treatment option for IUD. Case studies on IMIs may provide insights into important mechanisms for symptom change. Further studies are needed to expand our understanding of this diverse disorder to provide adequate treatment. CLINICAL TRIAL REGISTRATION https://clinicaltrials.gov/,DRKS00015314.
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Affiliation(s)
- Karina Bernstein
- Clinical Psychology and Psychotherapy, Friedrich-Alexander-Universität Erlangen-Nürnberg, Erlangen, Germany
| | - Anna-Carlotta Zarski
- Clinical Psychology and Psychotherapy, Friedrich-Alexander-Universität Erlangen-Nürnberg, Erlangen, Germany
- eHealth in Clinical Psychology, Philipps-University of Marburg, Marburg, Germany
| | - Emilia Pekarek
- Clinical Psychology and Psychotherapy, Friedrich-Alexander-Universität Erlangen-Nürnberg, Erlangen, Germany
| | - Michael Patrick Schaub
- Swiss Research Institute for Public Health and Addiction, Associated to the University of Zurich, Zürich, Switzerland
| | - Matthias Berking
- Clinical Psychology and Psychotherapy, Friedrich-Alexander-Universität Erlangen-Nürnberg, Erlangen, Germany
| | - Harald Baumeister
- Clinical Psychology and Psychotherapy, University of Ulm, Ulm, Germany
| | - David Daniel Ebert
- Department of Clinical, Neuro, and Developmental Psychology, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
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Gul A, Gul H. Sluggish cognitive tempo (Cognitive Disengagement Syndrome) symptoms are more associated with a higher risk of internet addiction and internet gaming disorder than ADHD symptoms: A study with medical students and resident doctors. RESEARCH IN DEVELOPMENTAL DISABILITIES 2023; 139:104557. [PMID: 37327573 DOI: 10.1016/j.ridd.2023.104557] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/02/2022] [Revised: 05/14/2023] [Accepted: 06/02/2023] [Indexed: 06/18/2023]
Abstract
BACKGROUND & AIMS The purpose of this study was to examine the relationships between Attention Deficit Hyperactivity Disorder (ADHD), Sluggish Cognitive Tempo (SCT), demographic factors, and Internet Addiction (IA) and internet gaming disorder (IGD) among medical students and resident doctors. METHODS The study included 274 medical students and resident doctors. (Ages:18-35, 70.4% female). Fisher exact test, Contingency Table analyses, Mann Whithey-U Test and structural equation model-path analysis were used for analysis. The Sociodemographic Information Form, ASRS Scale, Barkley SCT Scale, Young Internet Addiction Test-Short Form and The Digital Game Addiction Scale were utilized to collect data. RESULTS In the sample, 48 participants (17.51%, 22 female, 26 male) were classified as having a high-risk internet gaming disorder (IGD+), while 53 participants (19.3%, 37 female, 16 male) were classified as having a high-risk internet addiction (IA+). SCT Scale Daydreaming and Sluggishness scores, as well as ASRS Scale Inattention and Hyperactivity/Impulsivity ratings, were all substantially higher in high-risk groups (for all, p < 0.05). Instead of age, there was no difference between high and low-risk groups, but men had a significantly greater rate of high risk- IGD (%32.1 vs. 11.4; p = 0.001). Path analysis revealed that while older age has a substantial negative effect (β = -0.37, p = 0.001) on increased risk of IA, Inattention (β = 0.19, p = 0.028), Daydreaming (β = 0.62, p0.001), and Sluggishness ( β = 1.12, p0.001) had significant positive effects. On the other hand, results revealed that male gender (β = 5.08, p0.001), IA scores (β = 0.21, p0.001), and only Sluggishness ( = 0.52, p = 0.002), but not Inattention, Hyperactivity/impulsivity, or Daydreaming, have positive effects on greater risk of internet gaming disorder (IGD). CONCLUSION & IMPLICATIONS Our study is the first to show that SCT symptoms increase the risk of Internet addiction and Internet Gaming Disorder even when ADHD symptoms are controlled. To date, many research have highlighted the necessity of ADHD treatment when evaluating IA and IGD. However, SCT symptoms have a greater impact on people who are predisposed to these behavioral addictions, and despite high comorbidity rates, various treatment approaches for ADHD and SCT are effective. SCT should be kept in mind when assessing treatment-resistant individuals with IA and IGD.
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Affiliation(s)
- Ahmet Gul
- Ufuk University, School of Medicine, Department of Psychiatry, Turkey
| | - Hesna Gul
- Ufuk University, School of Medicine, Department of Child and Adolescent Psychiatry, Turkey.
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Kochuchakkalackal Kuriala G, Reyes MES. Cross-Cultural Efficacy of the Acceptance and Cognitive Restructuring Intervention Program (ACRIP) on the Internet Gaming Disorder Symptoms of Selected Asian Adolescents. PSYCHOLOGICAL STUDIES 2023; 68:1-9. [PMID: 37361515 PMCID: PMC10196277 DOI: 10.1007/s12646-023-00721-x] [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: 06/18/2019] [Accepted: 03/09/2023] [Indexed: 06/28/2023] Open
Abstract
Empirical evidence shows that Internet Gaming Disorder (IGD) with poor psychological well-being increases. IGD has become an emerging issue of significant public health concern and the World Health Organization has recently recognized it as a mental health condition. This study examined the efficacy of the Acceptance and Cognitive Restructuring Intervention Program (ACRIP) in reducing the symptoms of IGD and improving the psychological well-being of adolescent gamers from select Asian cultures after proving it effective in a prior study in the Indian setting. The development of the ACRIP employed a sequential exploratory research design and randomized controlled trial on thirty participants. Internet Gaming Disorder (IGDS9-SF) and Ryff's Psychological well-being (PWB) scales were used to measure the severity of the gaming disorder and the state of psychological health of the experimental and control groups. Power analysis ascertained the study with a power of 0.90, indicating a strong probability of obtaining a statistically significant effect. Statistical analyses using paired t-test and MANOVA on post-test mean scores on IGD and PWB of the experimental group showed a significant difference which suggested that the ACRIP is efficacious and culture-free.
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Affiliation(s)
- Georgekutty Kochuchakkalackal Kuriala
- Graduate School, University of Santo Tomas, Manila, Philippines
- Present Address: College of Arts and Sciences, Emilio Aguilado College Manila, Manila, Philippines
- College of Medicine, Emilio Aguinaldo College, Manila, Philippines
| | - Marc Eric S. Reyes
- College of Sciences, Graduate School, University of Santo Tomas, Manila, Philippines
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Wadsley M, Ihssen N. A Systematic Review of Structural and Functional MRI Studies Investigating Social Networking Site Use. Brain Sci 2023; 13:brainsci13050787. [PMID: 37239257 PMCID: PMC10216498 DOI: 10.3390/brainsci13050787] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/10/2023] [Revised: 05/08/2023] [Accepted: 05/09/2023] [Indexed: 05/28/2023] Open
Abstract
An understanding of the neurocognitive profile underlying the use of social networking sites (SNSs) can help inform decisions about the classification of problematic SNS use as an addictive disorder and elucidate how/when 'SNS addiction' might develop. The present review aimed to synthesize structural and functional MRI research investigating problematic/compulsive forms of SNS use or regular (non-addicted) SNS use behaviours. We conducted a systematic search for research articles published in English using the Web of Science, PubMed, and Scopus databases up to October 2022. Studies meeting our inclusion criteria were assessed for quality and a narrative synthesis of the results was conducted. Twenty-eight relevant articles were identified comprising structural MRI (n = 9), resting-state fMRI (n = 6) and task-based fMRI studies (n = 13). Current evidence suggests that problematic SNS use might be characterised by (1) reduced volume of the ventral striatum, amygdala, subgenual anterior cingulate cortex, orbitofrontal cortex and posterior insula; (2) increased ventral striatum and precuneus activity in response to SNS cues; (3) abnormal functional connectivity involving the dorsal attention network; (4) inter-hemispheric communication deficits. Regular SNS use behaviours appear to recruit regions involved in the mentalising network, the self-referential cognition network, the salience network, the reward network and the default mode network. Such findings are at least partially consistent with observations from the substance addiction literature and provide some provisional support for the addictive potential of SNSs. Nonetheless, the present review is limited by the small number of eligible studies and large heterogeneity in the methods employed, and so our conclusions should remain tentative. Moreover, there is a lack of longitudinal evidence suggesting SNSs cause neuroadaptations and thus conclusions that problematic SNS use represents a disease process akin to substance use addictions are premature. More well-powered longitudinal research is needed to establish the neural consequences of excessive and problematic SNS use.
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Affiliation(s)
- Michael Wadsley
- Department of Psychology, Durham University, Durham DH1 3LE, UK
| | - Niklas Ihssen
- Department of Psychology, Durham University, Durham DH1 3LE, UK
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Tunney C, Rooney B. Using Theoretical Models of Problematic Internet Use to Inform Psychological Formulation: A Systematic Scoping Review. Clin Child Psychol Psychiatry 2023; 28:810-830. [PMID: 36916053 PMCID: PMC10018058 DOI: 10.1177/13591045221104569] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
BACKGROUND Empirical research has been produced on the topic of 'Internet Addiction' or 'Problematic Internet Use' (PIU) for more than 20 years, with a variety of theoretical approaches suggested by scholars to account for the behaviour. However, the discourse has been fraught with debate around construct definition, measurement, and validity. AIMS This review aimed to systematically review the extant literature on the topic of PIU, to identify the published psychological theories in the area, and to synthesise the findings to produce actionable information for practicing psychologists as well as academics. METHOD Given the breadth of the aims, a scoping review methodology was utilised. Four major reference libraries (Scopus, Proquest, Pubmed, Technology Research Database) were searched using a string of relevant terms. RESULTS Of 1412 initial search results, eighteen theories were included in the study. Nine theories related to generalised PIU, seven related to specific Internet use issues, such as online gaming or social media, while two theories took account of both a generalised and specific view. Data were analysed using Formulation-Based Thematic Analysis (FBTA) to synthesise theory elements under the deductive headings of Predisposing, Precipitating, Maintaining, and Protective factors. DISCUSSION The lack of protective factors against PIU was a prominent finding. The utility of the psychological formulation approach, particularly in an area fraught with conceptual debate and frustration with traditional medical classification systems, is emphasised.
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Affiliation(s)
| | - Brendan Rooney
- Brendan Rooney, University College Dublin, Newman
Building, UCD, Belfield, Dublin 4, Ireland.
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23
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Tonyali A, Karacetin G, Ocakoglu BK, Atay A, Yesilkaya C, Can M, Guney O, Kasap D, Alkas E, Altunkilic EF, Tuncturk M, Ermis C. Development and validation of Kiddie Schedule for Affective Disorders and Schizophrenia (K-SADS) for Internet Gaming Disorder (IGD) and factor analytic assessment. Psychiatry Res 2023; 324:115187. [PMID: 37060687 DOI: 10.1016/j.psychres.2023.115187] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/30/2023] [Revised: 03/28/2023] [Accepted: 03/31/2023] [Indexed: 04/17/2023]
Abstract
OBJECTIVE To develop and validate Kiddie Schedule for Affective Disorders and Schizophrenia, Present and Lifetime version (K-SADS-PL) for Internet Gaming Disorder (IGD) in adolescents. METHODS Questions and threshold criteria of the K-SADS-IGD was generated based on the related section of K-SADS-PL. Then, the sample consist of IGD group and matched control group with no significant difference in psychiatric comorbidities from clinical settings were included to assess the psychometric properties of the K-SADS-IGD. Exploratory and Confirmatory Factor analysis were conducted to evaluate and compare DSM model of IGD and two different Models of IGD proposal in adolescents. RESULTS Exploratory Factor Analysis of K-SADS-IGD revealed a single factor explaining 61.469% of the total variance. Confirmatory Factor Analysis indicates that although the K-SADS-IGD model fit indices were also acceptable, Model 1, which excluded the 7th criterion of IGD criteria of DSM-5 showed better fit in adolescent population. The Likelihood Ratio Positive and the Likelihood Ratio Negative estimates for the diagnosis of K-SADS-IGD were 31.4 and 0.12, respectively, suggesting that K-SADS-IGD was beneficial for determining the presence and the absence of IGD in adolescents. Also, K-SADS-IGD could detect disordered gamers with significantly low functionality (even after controlling the impact of comorbidities) from non-disordered gamers. CONCLUSION K-SADS-IGD was found to be a reliable and valid instrument in adolescents. The model excluding 7th criteria of DSM-5 IGD was found to be more consistent than the current DSM-5 IGD model in the adolescent population. Therefore, the diagnostic criteria might be required to adjust according to the age group since the clinical symptomatology of IGD in adolescents may differ from that in adults. The K-SADS-IGD may meet the need for a certain and standardized tool to assess IGD in this population.
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Affiliation(s)
- Aysegul Tonyali
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey.
| | - Gul Karacetin
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Binay Kayan Ocakoglu
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Ayca Atay
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Celal Yesilkaya
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Merve Can
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Omca Guney
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Damla Kasap
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Elif Alkas
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Enes Faruk Altunkilic
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Mustafa Tuncturk
- Department of Child and Adolescent Psychiatry, University of Health Sciences Bakirkoy Mazhar Osman Mental Health Training and Research Hospital, Istanbul, Turkey
| | - Cagatay Ermis
- Department of Child and Adolescent Psychiatry, Dokuz Eylul University School of Medicine, Izmir, Turkey
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Razum J, Baumgartner B, Glavak-Tkalić R. Psychometric validity and the appropriateness of tolerance as a criterion for internet gaming disorder: A systematic review. Clin Psychol Rev 2023; 101:102256. [PMID: 36878146 DOI: 10.1016/j.cpr.2023.102256] [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: 02/23/2022] [Revised: 12/16/2022] [Accepted: 02/16/2023] [Indexed: 02/26/2023]
Abstract
Tolerance is a controversial but still an omnipresent criterion in measuring problematic gaming and Internet Gaming Disorder (IGD). Despite criticisms, a systematic review of its suitability has not been conducted until now. The aim of this study was to assess the evidence of psychometric validity and the appropriateness of tolerance as a criterion for IGD. A total of 61 articles were included in the review, 47 quantitative, 7 qualitative studies,plus 7 studies that introduce potential item wordings for operationalizing tolerance. Results showed that the tolerance item tends to have acceptable to high factor loadings on the single IGD factor. While tolerance sometimes did not adequately differentiate the engaged gamers from those with a probable disorder, it was endorsed at medium to high levels of IGD severity and had a good performance in the interviews. It, however, showed weak relations with distress and well-being. In qualitative studies, tolerance as currently defined by DSM-5 and measured by questionnaires (i.e., increasing amounts of time spent on gaming) was almost unequivocally rejected by gamers. The solid performance of tolerance in psychometric studies was probably due to deficiencies of the IGD construct, which also contains other disputed criteria. Tolerance lacks relevance in measuring IGD and care should be taken when using and interpreting IGD measures with this criterion.
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Affiliation(s)
- Josip Razum
- Ivo Pilar Institute of Social Sciences, Marulićev trg 19/1, 10000 Zagreb, Croatia
| | - Benedict Baumgartner
- Klinik und Poliklinik für Psychiatrie und Psychotherapie, Technische Universität, Ismaningerstr. 22, 81675, München, Germany
| | - Renata Glavak-Tkalić
- Ivo Pilar Institute of Social Sciences, Marulićev trg 19/1, 10000 Zagreb, Croatia.
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Stenseng F, Steinsholt IB, Hygen BW, Kraft P. Running to get "lost"? Two types of escapism in recreational running and their relations to exercise dependence and subjective well-being. Front Psychol 2023; 13:1035196. [PMID: 36760907 PMCID: PMC9905121 DOI: 10.3389/fpsyg.2022.1035196] [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: 09/02/2022] [Accepted: 12/06/2022] [Indexed: 01/26/2023] Open
Abstract
Escapism is a fundamental motivation in many forms of activity engagements. At its core, escapism is "a habitual diversion of the mind … as an escape from reality or routine". Accordingly, escapism may entail many adaptive and maladaptive psychological antecedents, covariates, and outcomes. However, few studies have been conducted on escapism as a motivational mindset in running. Here, in a sample of recreational runners (N = 227), we applied a two-dimensional model of escapism, comprising self-expansion (adaptive escapism) and self-suppression (maladaptive escapism), and examined how they were related to exercise dependence and subjective well-being. First, confirmatory factor analyses showed that the escapism dimensions were highly diversifiable in the sample. Then, correlational analyses showed that self-expansion was positively correlated to subjective well-being, whereas self-suppression was negatively related to well-being. Self-suppression was more strongly related to exercise dependence compared to self-expansion. Finally, path analyses evidenced an explanatory role of self-expansion and self-suppression in the inverse relationship between exercise dependence and well-being. In conclusion, the present findings support escapism as a relevant framework for understanding the relationship between exercise dependence in running and subjective well-being.
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Affiliation(s)
- Frode Stenseng
- Department of Education and Lifelong Learning, Norwegian University of Science and Technology, Trondheim, Norway,Oslo University College, Oslo, Norway,*Correspondence: Frode Stenseng, ✉
| | | | - Beate Wold Hygen
- Norwegian University of Science and Technology Social Research, Trondheim, Norway
| | - Pål Kraft
- Oslo University College, Oslo, Norway,Department of Psychology, University of Oslo, Oslo, Norway
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El Fiky R, Mansour M, Fekry M, ElHabiby M, Elkholy H, Morsy M. Occurrence of problematic Internet use and its correlates among Egyptian adolescent students in international schools in Cairo. MIDDLE EAST CURRENT PSYCHIATRY 2022. [DOI: 10.1186/s43045-022-00219-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022] Open
Abstract
Abstract
Background
Internet addiction is a global phenomenon that has been a topic of great interest to researchers, clinicians, teachers, parents, and community groups. The study aims in determination of the rate of problematic Internet use among a sample of Egyptian adolescent students, relations of problematic Internet use with socio-demographic data, risk factors, and comorbid psychiatric disorders. A sample of 248 Egyptian adolescent school students aged 11 to 18 years old were assessed using the Young’s Internet Addiction Test (IAT), Internet Gaming Disorder (IGD) Scale, Social Media Disorder (SMD) Scale, Youth Self-Report (YSR), and The Mini International Neuropsychiatric Interview for children and adolescents (Mini KID).
Results
Among the study sample, 42.3% of the students suffered from mild Internet addiction, 35.1% suffered from moderate Internet addiction, and 3.6% suffered from severe addiction. 31.5% were risky gamers and 10.5% were disordered gamers; 34.3% had problematic social media disorder and the highest observed psychiatric disorders were major depressive episodes 9.3%, generalized anxiety disorder 7.7%, alcohol dependence 4.4%, attention-deficit hyperactivity disorder 4.4%, social phobia 4%, and a higher percentage of psychiatric disorders among severe Internet addiction 88.9% and among moderate addiction 70.6%, disordered gamers 92.3%, problematic social media users 60%, and a higher mean of hours spent online per day of 6.8 h per day.
Conclusions
Problematic Internet use has a negative impact on Egyptian adolescent students in international schools in study sample and adds to the existing literature regarding the magnitude of Internet addiction and its relationship with different psychiatric disorders.
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Xu X, Gao LF, Lian SL, Chen Q, Zhou ZK. How the Dark Triad associated with internet gaming disorder? The serial mediation of basic psychological needs satisfaction and negative coping styles. CURRENT PSYCHOLOGY 2022; 42:1-9. [PMID: 36471813 PMCID: PMC9714411 DOI: 10.1007/s12144-022-03996-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 10/28/2022] [Indexed: 12/04/2022]
Abstract
According to the I-PACE model, this study focused on the role of need satisfaction and negative coping styles in the relationship between the Dark Triad (i.e., Machiavellianism, psychopathy, and narcissism) and internet gaming disorder (IGD). In a sample of 749 emerging adult gamers, a multiple mediation model with Dark Triad as the distal variable, psychological need satisfaction and negative coping style as mediating variables, and IGD as the outcome variable was tested. Results indicated that Machiavellianism and psychopathy were found to be significant predictors of IGD when mediated by psychological need satisfaction and negative coping styles. Narcissism predicts IGD only through the indirect effect of negative coping styles. The findings enhanced our understanding that Machiavellianism and psychopathy are characterized by compensatory use of internet games, as well as added new perspectives to the understanding of addiction mechanisms in narcissists.
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Affiliation(s)
- Xuan Xu
- School of Psychology, Central China Normal University, Wuhan, China
| | - Ling-feng Gao
- Institute of Psychological and Brain Sciences, Zhejiang Normal University, Zhejiang, China
| | - Shuai-lei Lian
- College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Qian Chen
- School of Psychology, Central China Normal University, Wuhan, China
| | - Zong-kui Zhou
- School of Psychology, Central China Normal University, Wuhan, China
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Marzilli E, Cerniglia L, Cimino S, Tambelli R. Internet Addiction among Young Adult University Students during the COVID-19 Pandemic: The Role of Peritraumatic Distress, Attachment, and Alexithymia. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15582. [PMID: 36497656 PMCID: PMC9739655 DOI: 10.3390/ijerph192315582] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/18/2022] [Revised: 11/20/2022] [Accepted: 11/21/2022] [Indexed: 06/12/2023]
Abstract
The literature focused on the effect of the COVID-19 pandemic on young adult university students' mental health shows a significant increase in psychopathological symptoms and Internet Addiction (IA). The key role played by attachment and alexithymia has also been suggested, but no study has explored the possible dynamic relationship between these variables. We recruited a sample of n = 410 young adult university students online. We assessed the attachment to parents and peers (through IPPA), alexithymia (through TAS-20), peritraumatic distress symptoms due to COVID-19 (through CPDI), and IA (through IAT). The results showed that the relationship between the attachment to mothers and IA was partially mediated by alexithymia and by the serial mediation of alexithymia and peritraumatic distress, whereas the influence of the attachment to fathers on IA was fully mediated by peritraumatic distress. The direct effects of the attachment to peers on alexithymia, peritraumatic distress, and IA were all significant, as were the indirect paths via the simple mediation of both alexithymia and peritraumatic distress and the multiple serial mediation of alexithymia and peritraumatic distress. Our findings suggested that the relationship between attachment, alexithymia, and psychopathological risk is dynamic in predicting IA during the pandemic among young adult university students and that the different attachment figures exert a peculiar contribution to these processes.
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Affiliation(s)
- Eleonora Marzilli
- Department of Dynamic, Clinical & Health Psychology, Sapienza University of Rome, 00185 Rome, Italy
| | - Luca Cerniglia
- Faculty of Psychology, International Telematic University Uninettuno, 00185 Rome, Italy
| | - Silvia Cimino
- Department of Dynamic, Clinical & Health Psychology, Sapienza University of Rome, 00185 Rome, Italy
| | - Renata Tambelli
- Department of Dynamic, Clinical & Health Psychology, Sapienza University of Rome, 00185 Rome, Italy
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29
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Scherer L, Mader L, Wölfling K, Beutel ME, Egloff B, Müller KW. Nosological Characteristics in Women with Social Media Disorder: The Role of Social Functional Impairment and Agreeableness. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15016. [PMID: 36429740 PMCID: PMC9690005 DOI: 10.3390/ijerph192215016] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/11/2022] [Revised: 11/07/2022] [Accepted: 11/11/2022] [Indexed: 06/16/2023]
Abstract
Social media disorder (SMD) is a frequently occurring subtype of Internet-related disorders (IRD), which has recently become a focus of research. It is noticeable that women are among those affected, whose nosological characteristics need to be examined. A clinical sample of n = 294 women (14-68 years, M = 36.88 years) was generated. The questionnaire included questions about demography, IRD, SMD, personality traits, psychopathological distress, functional impairment and comorbid mental illnesses. IRD was found in 17.5 percent and SMD in 12.5 percent of women. Compared to women with global IRD Women with SMD reported lower scores on the personality traits neuroticism and agreeableness. They are more frequently functionally impaired in the social dimension, more often reported comorbid substance-dependency and less eating disorders. The results suggest that although have similar characteristics to the comparison group, women with SMD differ in their nosological characteristics from women with global IRD.
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Affiliation(s)
- Lara Scherer
- Outpatient Clinic for Behavioural Addictions, Department of Psychosomatic Medicine and Psychotherapy, University Medical Centre of the Johannes Gutenberg University Mainz, 55131 Mainz, Germany
| | - Lisa Mader
- Outpatient Clinic for Behavioural Addictions, Department of Psychosomatic Medicine and Psychotherapy, University Medical Centre of the Johannes Gutenberg University Mainz, 55131 Mainz, Germany
| | - Klaus Wölfling
- Outpatient Clinic for Behavioural Addictions, Department of Psychosomatic Medicine and Psychotherapy, University Medical Centre of the Johannes Gutenberg University Mainz, 55131 Mainz, Germany
| | - Manfred E. Beutel
- Department of Psychosomatic Medicine and Psychotherapy, University Medical Centre of the Johannes Gutenberg University Mainz, 55131 Mainz, Germany
| | - Boris Egloff
- Department of Psychology, Personality Psychology and Psychological Assessment, Johannes Gutenberg University Mainz, 55122 Mainz, Germany
| | - Kai W. Müller
- Outpatient Clinic for Behavioural Addictions, Department of Psychosomatic Medicine and Psychotherapy, University Medical Centre of the Johannes Gutenberg University Mainz, 55131 Mainz, Germany
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Montag C, Schivinski B, Kannen C, Pontes HM. Investigating gaming disorder and individual differences in gaming motives among professional and non-professional gamers: An empirical study. Addict Behav 2022; 134:107416. [PMID: 35901542 DOI: 10.1016/j.addbeh.2022.107416] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2022] [Revised: 05/24/2022] [Accepted: 06/23/2022] [Indexed: 01/31/2023]
Abstract
The present study investigates the relationship between Gaming Disorder (GD) and individual differences in gaming motives and how they might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group included the remaining non-professional gamers (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD was assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become professional were very similar regarding their gaming motive expressions. In contrast, non-professional gamers without esports ambitions scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared across the three gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand competitive gaming in the context of esports.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute for Psychology and Education, Ulm University, Ulm, Germany.
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, Melbourne, Australia
| | - Christopher Kannen
- Department of Molecular Psychology, Institute for Psychology and Education, Ulm University, Ulm, Germany
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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Khazaal Y, El Abiddine FZ, Penzenstadler L, Berbiche D, Bteich G, Valizadeh-Haghi S, Rochat L, Achab S, Khan R, Chatton A. Evaluation of the Psychometric Properties of the Arab Compulsive Internet Use Scale (CIUS) by Item Response Theory Modeling (IRT). INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12099. [PMID: 36231401 PMCID: PMC9566183 DOI: 10.3390/ijerph191912099] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 09/12/2022] [Accepted: 09/14/2022] [Indexed: 06/16/2023]
Abstract
INTRODUCTION The psychometric properties of the Arab translation of the Compulsive Internet Use Scale (CIUS) have been previously studied by confirmatory factor analysis (CFA) with AMOS software using the asymptotically distribution-free (ADF) estimator. Unidimensionality has been achieved at the cost of correlating several item variance errors. However, several reviews of SEM software packages and estimation methods indicate that the option of robust standard errors is not present in the AMOS package and that ADF estimation may yield biased parameter estimates. We therefore explored a second analysis through item response theory (IRT) using the parametric graded response model (GRM) and the marginal maximum likelihood (MML) estimation method embedded in the LTM package of R software. Differential item functioning (DIF) or item bias across subpopulations was also explored within IRT framework as different samples were investigated. The objective of the current study is to (1) analyze the Arab CIUS scale with IRT, (2) investigate DIF in three samples, and (3) contribute to the ongoing debate on Internet-use-related addictive behaviors using the CIUS items as a proxy. METHODS We assessed three samples of people, one in Algeria and two in Lebanon, with a total of 1520 participants. RESULTS Almost three out of every five items were highly related to the latent construct. However, the unidimensionality hypothesis was not supported. Furthermore, besides being locally dependent, the scale may be weakened by DIF across geographic regions. Some of the CIUS items related to increasing priority, impaired control, continued use despite harm, and functional impairment as well as withdrawal and coping showed good discriminative capabilities. Those items were endorsed more frequently than other CIUS items in people with higher levels of addictive Internet use. CONCLUSIONS Contrary to earlier ADF estimation findings, unidimensionality of the CIUS scale was not supported by IRT parametric GRM in a large sample of Arab speaking participants. The results may be helpful for scale revision. By proxy, the study contributes to testing the validity of addiction criteria applied to Internet use related-addictive behaviors.
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Affiliation(s)
- Yasser Khazaal
- Addiction Medicine, Department of Psychiatry, Lausanne University Hospital and Lausanne University, 1015 Lausanne, Switzerland
- Department of Psychiatry and Addictology, Montréal University, Montréal, QC H3T 1J4, Canada
| | - Fares Zine El Abiddine
- Laboratory Psychological and Educational Research, Department of Psychology, University Djillali Liabes of Sidi Bel Abbes, Sidi Bel Abbes 22000, Algeria
| | - Louise Penzenstadler
- Addiction Unit, Department of Psychiatry, Geneva University Hospitals, 1205 Geneva, Switzerland
| | - Djamal Berbiche
- Charles-LeMoyne Hospital Research Centre, Sherbrooke University, Sherbrooke, QC J1K 2R1, Canada
| | - Ghada Bteich
- Faculty of Public Health, Lebanon University, Tripoli P.O. Box 6573/14, Lebanon
| | - Saeideh Valizadeh-Haghi
- Department of Medical Library and Information Sciences, School of Allied Medical Sciences, Shahid Beheshti University of Medical Sciences, Tehran, Iran
| | - Lucien Rochat
- Addiction Unit, Department of Psychiatry, Geneva University Hospitals, 1205 Geneva, Switzerland
| | - Sophia Achab
- Addiction Unit, Department of Psychiatry, Geneva University Hospitals, 1205 Geneva, Switzerland
| | - Riaz Khan
- Department of Mental Health and Psychiatry, Frontier Medical College Affiliated to Bahria University Islamabad, Abbottabad 22010, Pakistan
| | - Anne Chatton
- Department of Psychiatry, Geneva University Hospitals, 1205 Geneva, Switzerland
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El Abiddine FZ, Islam MS, Lin CY, Berbiche D, Griffiths MD. Evaluation of psychometric properties of the Arabic version of the Internet Disorder Scale (IDS-15). Acta Psychol (Amst) 2022; 230:103750. [PMID: 36126376 DOI: 10.1016/j.actpsy.2022.103750] [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: 07/14/2022] [Revised: 09/02/2022] [Accepted: 09/15/2022] [Indexed: 12/24/2022] Open
Abstract
The internet in modern society has impacted individuals of all ages, especially youth. Over the past 25 years, internet has become increasingly accessible, affordable, and available to a large proportion of individuals worldwide. Despite the clear advantages the internet has brought, adverse effects including potential disordered internet use have been noted among a minority of users. This has led to an increase in the development of screening instruments and numerous validation studies in many countries. Although Arabic is spoken in 25 countries worldwide, little research has been carried out, probably because there is a lack of Arabic instruments assessing problematic internet use. The present study evaluated the psychometric properties of the Arabic version of the 15-item Internet Disorder Scale (IDS-15). A cross-sectional study was conducted among 327 active internet users (35.5 % male; mean age = 21.49 years [SD = 3.06]) using a pen-and-paper-based survey. All participants completed the IDS-15, Bergen Social Media Addiction Scale (BSMAS), and Satisfaction with Life Scale (SWLS). The concurrent validity of the Arabic IDS-15 was satisfactory as its total score was significantly correlated with scores on the BSMAS (standardized coefficient [β] = 0.382), time spent online (β = 0.310), time spent on social media (β = 0.368), time spent on sleep (β = -0.176), and SWLS score (β = -0.281). The internal consistency indicated good internal reliability. Confirmatory factor analysis supported the factor structure of the IDS-15. The Arabic version IDS-15 is a psychometrically sound and robust instrument for assessing internet disorder due to its excellent concurrent validity, good reliability, and satisfactory construct validity.
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Affiliation(s)
- Fares Zine El Abiddine
- Psychological and Educational Research Lab, Department of Psychology, University Djillali Liabes of Sidi Bel Abbes, Algeria.
| | - Md Saiful Islam
- Department of Public Health and Informatics, Jahangirnagar University, Savar, Dhaka 1342, Bangladesh; Centre for Advanced Research Excellence in Public Health, Savar, Dhaka 1342, Bangladesh.
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Djamal Berbiche
- Faculty of Medicine and Health Sciences, Université de Sherbrooke, Campus de Longueuil, 150 Place Charles-Le Moyne, Bureau 200, Longueuil, Québec J4K 0A8, Canada.
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham NG1 4FQ, UK.
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Bäcklund C, Elbe P, Gavelin HM, Sörman DE, Ljungberg JK. Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis. J Behav Addict 2022; 11:667-688. [PMID: 36094861 PMCID: PMC9872536 DOI: 10.1556/2006.2022.00053] [Citation(s) in RCA: 26] [Impact Index Per Article: 13.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/11/2022] [Revised: 06/24/2022] [Accepted: 07/12/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms. Specifically, to (1) explore what gaming motivation questionnaires and classifications are used in studies on gaming disorder symptoms and (2) investigate the relationship between motivational factors and symptoms of gaming disorder. METHOD An electronic database search was conducted via EBSCO (MEDLINE and PsycINFO) and the Web of Science Core Collection. All studies using validated measurements on gaming disorder symptoms and gaming motivations and available correlation coefficients of the relationship between gaming disorder and gaming motivations were included. The meta-analyses were conducted using a random-effects model. RESULTS In total, 49 studies (k = 58 independent sub-samples), including 51,440 participants, out of which 46 studies (k = 55 sub-samples, n = 49,192 participants) provided data for the meta-analysis. The synthesis identified fourteen different gaming motivation instruments, seven unique motivation models, and 26 motivational factors. The meta-analysis showed statistically significant associations between gaming disorder symptoms and 23 out of 26 motivational factors, with the majority of the pooled mean effect sizes ranging from small to moderate. Moreover, large heterogeneity was observed, and the calculated prediction intervals indicated substantial variation in effects across populations and settings. Motivations related to emotional escape were robustly associated with gaming disorder symptoms. DISCUSSION AND CONCLUSIONS The present meta-analysis reinforces the importance of motivational factors in understanding problematic gaming behavior. The analysis showed significant heterogeneity in most outcomes, warranting further investigation. REGISTRATION DETAIL PROSPERO (CRD42020220050).
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Corresponding author. E-mail:
| | - Pia Elbe
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden,Department of Radiation Sciences, Umeå Center for Functional Brain Imaging (UFBI), Umeå University, Sweden
| | | | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
| | - Jessica K. Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Laboratorievägen 14, 971 87, Luleå, Sweden
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Dou K, Feng XK, Wang LX, Li JB. Longitudinal association between parental involvement and internet gaming disorder among Chinese adolescents: Consideration of future consequences as a mediator and peer victimization as a moderator. J Behav Addict 2022; 11:820-830. [PMID: 35994364 PMCID: PMC9872523 DOI: 10.1556/2006.2022.00056] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/04/2022] [Revised: 05/16/2022] [Accepted: 07/19/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD) in adolescents is a concerning issue. Positive parenting has been found to protect against adolescent IGD, but the underlying mechanisms await further investigation. As such, this study examined the longitudinal association between parental involvement (PI) - a specific type of positive parenting understudied in the literature of adolescent gaming disorder - and IGD. Moreover, this study also tested consideration of future consequences (CFC) as a mediator and peer victimization (PV) as a moderator. METHODS A two-wave longitudinal research spanning 6 months apart was conducted. Participants were Chinese adolescents (final N = 434; 222 females; Mage = 14.44 years, SD = 1.56). They provided ratings on PI, PV, and IGD at Wave 1, and CFC-immediate, CFC-future, and IGD at Wave 2. RESULTS Descriptive statistics showed that the prevalence rate of IGD was 10.81% and 9.45% at Waves 1 and 2, respectively. Moreover, results of moderated mediation model found that after controlling for Wave 1 IGD and covariates, Wave 1 PI was associated with Wave 2 IGD via preventing adolescents who had higher levels of PV from developing a tendence of CFC-immediate and via promoting adolescents who had lower levels of PV to develop a tendence of CFC-future. DISCUSSION AND CONCLUSIONS Altogether, these results suggest that facilitative ecological systems (e.g., positive parenting and good relationships with peers) and personal strengths (e.g., positive future orientation) jointly contribute to the mitigation of adolescent IGD.
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Affiliation(s)
- Kai Dou
- Research Center of Adolescent Psychology and Behavior, School of Education, Guangzhou University, Guangzhou, China
| | - Xue-Ke Feng
- Research Center of Adolescent Psychology and Behavior, School of Education, Guangzhou University, Guangzhou, China
| | - Lin-Xin Wang
- Research Center of Adolescent Psychology and Behavior, School of Education, Guangzhou University, Guangzhou, China
| | - Jian-Bin Li
- Department of Early Childhood Education, The Education University of Hong Kong, Hong Kong S.A.R., China,Center for Child and Family Science, The Education University of Hong Kong, Hong Kong S.A.R., China,Corresponding author. E-mail:
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35
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A review of the genetic basis of problematic Internet use. Curr Opin Behav Sci 2022. [DOI: 10.1016/j.cobeha.2022.101149] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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Exploring Internet gaming disorder: an updated perspective of empirical evidence (from 2016 to 2021). Compr Psychiatry 2022; 116:152319. [PMID: 35526417 DOI: 10.1016/j.comppsych.2022.152319] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/15/2021] [Revised: 04/07/2022] [Accepted: 04/13/2022] [Indexed: 02/06/2023] Open
Abstract
BACKGROUND AND AIMS Since the acceptance of Internet gaming disorder (IGD) as a "disorder due to addictive behaviors", research has proliferated exponentially. The present review focuses on the conceptualization of IGD, its diagnosis and assessment, associated factors and existing prevention and treatment plans to address it. RESULTS AND CONCLUSIONS The discrepancies between the diagnostic criteria for IGD proposed by the two central diagnostic entities, as well as the questioning of their clinical validity, have generated multiple proposals for the diagnosis and psychometric evaluation of IGD. Likewise, there have been numerous suggestions to prevent this pathology, with the involvement of governments, the gaming industry and health institutions. Finally, multiple treatment plans have been proposed, both pharmacological and psychological, although only the efficacy of cognitive behavioral therapy has been tested. It is essential, therefore, to delve deeper into this disorder by addressing the central limitations of the current literature.
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Internet Addiction. LIFE (BASEL, SWITZERLAND) 2022; 12:life12060861. [PMID: 35743892 PMCID: PMC9224971 DOI: 10.3390/life12060861] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 05/20/2022] [Accepted: 06/07/2022] [Indexed: 12/24/2022]
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Digital Addiction and Sleep. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19116910. [PMID: 35682491 PMCID: PMC9179985 DOI: 10.3390/ijerph19116910] [Citation(s) in RCA: 15] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/15/2022] [Revised: 06/02/2022] [Accepted: 06/03/2022] [Indexed: 12/25/2022]
Abstract
In 2020, the World Health Organization formally recognized addiction to digital technology (connected devices) as a worldwide problem, where excessive online activity and internet use lead to inability to manage time, energy, and attention during daytime and produce disturbed sleep patterns or insomnia during nighttime. Recent studies have shown that the problem has increased in magnitude worldwide during the COVID-19 pandemic. The extent to which dysfunctional sleep is a consequence of altered motivation, memory function, mood, diet, and other lifestyle variables or results from excess of blue-light exposure when looking at digital device screens for long hours at day and night is one of many still unresolved questions. This article offers a narrative overview of some of the most recent literature on this topic. The analysis provided offers a conceptual basis for understanding digital addiction as one of the major reasons why people, and adolescents in particular, sleep less and less well in the digital age. It discusses definitions as well as mechanistic model accounts in context. Digital addiction is identified as functionally equivalent to all addictions, characterized by the compulsive, habitual, and uncontrolled use of digital devices and an excessively repeated engagement in a particular online behavior. Once the urge to be online has become uncontrollable, it is always accompanied by severe sleep loss, emotional distress, depression, and memory dysfunction. In extreme cases, it may lead to suicide. The syndrome has been linked to the known chronic effects of all drugs, producing disturbances in cellular and molecular mechanisms of the GABAergic and glutamatergic neurotransmitter systems. Dopamine and serotonin synaptic plasticity, essential for impulse control, memory, and sleep function, are measurably altered. The full spectrum of behavioral symptoms in digital addicts include eating disorders and withdrawal from outdoor and social life. Evidence pointing towards dysfunctional melatonin and vitamin D metabolism in digital addicts should be taken into account for carving out perspectives for treatment. The conclusions offer a holistic account for digital addiction, where sleep deficit is one of the key factors.
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Männikkö N, Ojala P, Hylkilä K, Kääriäinen M, Vähänikkilä H, Mustonen T. The effects of an early intervention on adults' gaming-related problems - a pilot study. J Addict Dis 2022; 40:501-513. [PMID: 35353652 DOI: 10.1080/10550887.2022.2030640] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
Gaming Disorder (GD) has been recognized as an official psychiatric condition characterized by individuals' impaired control over gaming, continuous gaming despite the occurrence of negative side-effects, and gaming taking increasing priority over other important areas of life, thus leading to significant impairments in their everyday lives. To date few prevention and treatment programs have been developed. The present pilot study aimed to investigate the effects of an early psycho-educational intervention for young adults with excessive gaming behaviors. A one-group pre- and post-test design without a control group was used. A total of 22 young adults (20 males and 2 females) aged between 18 and 28 (M = 23.05, SD = 3.02) years old, engaged with the intervention. The severity of gaming-related problems, average gaming time per day, quality of life, and mental well-being were assessed at pretest and post-test stages. Participants demonstrated a slight reduction in gaming time (d = 0.13, p = .545 for weekdays, and d = 0.08, p = .714 for weekend days) and in the severity of problematic gaming (d = 0.17, p = .411) over the three-month intervention period. Changes in neither gaming-related measures nor self-assessed quality of life (p > .01) and mental well-being (d = 0.23, p = .288) reached statistical significance, however. Regardless of limitations on sample size, this study shows encouraging signs that this brief 10-session and three-month educational intervention can achieve positive effects on gaming behavior. A larger scale investigation is needed to develop the intervention further.
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Affiliation(s)
- Niko Männikkö
- School of Health and Social Care, Oulu University of Applied Sciences, Oulu, Finland.,Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland
| | - Paula Ojala
- Well-Being Services, City of Oulu, Oulu, Finland
| | - Krista Hylkilä
- Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland
| | - Maria Kääriäinen
- Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland.,Oulu University Hospital, Oulu, Finland
| | - Hannu Vähänikkilä
- Northern Finland Birth Cohorts, Arctic Biobank, Infrastructure for Population Studies, Faculty of Medicine, University of Oulu, Oulu, Finland
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Kósa G, Feher G, Horvath L, Zadori I, Nemeskeri Z, Kovacs M, Fejes É, Meszaros J, Banko Z, Tibold A. Prevalence and Risk Factors of Problematic Internet Use among Hungarian Adult Recreational Esports Players. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19063204. [PMID: 35328893 PMCID: PMC8949934 DOI: 10.3390/ijerph19063204] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 02/16/2022] [Revised: 03/03/2022] [Accepted: 03/07/2022] [Indexed: 02/04/2023]
Abstract
Background: Esports are highly prevalent in modern culture, particularly among young people, and are a healthy hobby for the majority of users. However, there is a possible link between video gaming (including esports) and problematic internet use (so-called internet addiction, IA), mostly involving adolescents. Methods: Here we present an online survey focusing on the prevalence and risk factors of internet addiction among adult esports players. Demographics included age, gender, family type, type of work, working years and daily internet use. Medical conditions associated with IA such as smoking, alcohol and drug intake, hypertension, diabetes, ischemic heart disease, musculoskeletal pain and history of depression were also recorded. Results: Overall, 2313 players including 176 females (7.6%) and 2137 males (92.4%) participated in our online survey. Age distribution was the following: 18−25 years 90.3% (2088/2313), 26−35 years 7.95% (184/2313), 36−45 years 0.86% (20/2313), 46−55 years 0.82% (19/2313), 56−62 years 0.04% (1/2313) and 62 years or older 0.04% (1/2313). Internet addiction was detected in 19.9% of players (461/2313) based on the Problematic Internet Use Questionnaire. In a multivariate analysis internet addiction was significantly associated with age between 18 and 25 (OR: 1.675, p = 0.002), being single (OR = 1.505, p = 0.014), internet use > 6 h daily (OR = 4.338, p < 0.001), having < 3 children (OR: 2.037, p = 0.023) and having secondary employment (OR = 1.789, p = 0.037). Regular alcohol intake (OR = 18.357, p < 0.001) and history of depression (OR= 5.361, p = 0.032) were also strongly correlated with IA. Conclusion: This is the first study from Hungary investigating the prevalence and risk factors of internet addiction among adult esports players. One out of five adult gamers suffered from IA. Our study also draws attention to increased risk within this group and risk factors such as younger age, family status and type of employment.
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Affiliation(s)
- Gábor Kósa
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
| | - Gergely Feher
- Department of Primary Health Care, University of Pécs, 7623 Pecs, Hungary
- Correspondence:
| | - Lilla Horvath
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
| | - Ivan Zadori
- Faculty of Cultural Sciences, Education and Regional Development, University of Pécs, 7633 Pecs, Hungary; (I.Z.); (Z.N.)
| | - Zsolt Nemeskeri
- Faculty of Cultural Sciences, Education and Regional Development, University of Pécs, 7633 Pecs, Hungary; (I.Z.); (Z.N.)
| | - Miklos Kovacs
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
| | - Éva Fejes
- Hospital of Komló, 7300 Komlo, Hungary;
| | - Janos Meszaros
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
| | - Zoltan Banko
- Department of Labour Law and Social Security Law, Faculty of Law, University of Pécs, 7622 Pecs, Hungary;
| | - Antal Tibold
- Centre for Occupational Medicine, Medical School, University of Pécs, 7624 Pecs, Hungary; (G.K.); (L.H.); (M.K.); (J.M.); (A.T.)
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Kim HS, Son G, Roh EB, Ahn WY, Kim J, Shin SH, Chey J, Choi KH. Prevalence of gaming disorder: A meta-analysis. Addict Behav 2022; 126:107183. [PMID: 34864436 DOI: 10.1016/j.addbeh.2021.107183] [Citation(s) in RCA: 71] [Impact Index Per Article: 35.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/03/2021] [Revised: 11/05/2021] [Accepted: 11/15/2021] [Indexed: 12/11/2022]
Abstract
BACKGROUND Gaming disorder (GD) has been listed in the International Classification of Diseases 11th Revision. Studies on GD prevalence have been highly heterogeneous, and there are significant gaps in prevalence estimates. Few studies have examined what methodological and demographic factors could explain this phenomenon. Therefore, this meta-analytic study quantifies globally reported GD prevalence rates and explores their various moderating variables. METHODS Prevalence estimates were extracted from 61 studies conducted before December 3, 2020, which included 227,665 participants across 29 countries. Subgroup and moderator analyses were used to investigate the potential causes of heterogeneity, including region, sample size, year of data collection, age group, study design, sampling method, survey format, sample type, risk of bias, terminology, assessment tool, and male proportion. RESULTS The overall pooled prevalence of GD was 3.3% (95% confidence interval: 2.6-4.0) (8.5% in males and 3.5% in females). By selecting only 28 representative sample studies, the prevalence estimate was reduced to 2.4% (95% CI 1.7-3.2), and the adjusted prevalence estimate using the trim-and-fill method was 1.4% (95% CI 0.9-1.9). High heterogeneity in GD prevalence rates was influenced by various moderators, such as participant variables (e.g., region, sample size, and age) and study methodology (e.g., study design, sampling method, sample type, terminology, and instrument). The moderator analyses revealed that the sample size, mean age, and study quality were negatively associated with GD prevalence. CONCLUSIONS This study confirms that GD prevalence studies were highly heterogeneous based on participant demographics and research methodologies. Various confounding variables, such as sampling methods, sample types, assessment tools, age, region, and cultural factors have significantly influenced the GD prevalence rates. Prevalence estimates are likely to vary depending on study quality. Further epidemiological studies should be conducted using rigorous methodological standards to more accurately estimate GD prevalence.
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Evidence on Problematic Online Gaming and Social Anxiety over the Past Ten Years: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2022. [DOI: 10.1007/s40429-021-00406-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Abstract
Purpose of Review
The present study aimed to review the literature concerning the relationship between problematic online gaming (POG) and social anxiety, taking into account the variables implicated in this relationship. This review included studies published between 2010 and 2020 that were indexed in major databases with the following keywords: Internet gaming, disorder, addiction, problematic, social phobia, and social anxiety.
Recent Findings
In recent years, scientific interest in POG has grown dramatically. Within this prolific research field, difficulties associated with social anxiety have been increasingly explored in relation to POG. Indeed, evidence showed that individuals who experience social anxiety are more exposed to the risk of developing an excessive or addictive gaming behavior.
Summary
A total of 30 studies satisfied the initial inclusion criteria and were included in the present literature review. Several reviewed studies found a strong association between social anxiety and online gaming disorder. Furthermore, the relationships among social anxiety, POG, age, and psychosocial and comorbid factors were largely explored. Overall, the present review showed that socially anxious individuals might perceive online video games as safer social environments than face-to-face interactions, predisposing individuals to the POG. However, in a mutually reinforcing relationship, individuals with higher POG seem to show higher social anxiety. Therefore, despite online gaming might represent an activity able to alleviate psychopathological symptoms and/or negative emotional states, people might use online gaming to counterbalance distress or negative situations in everyday life, carrying out a maladaptive coping strategy.
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Müller KW, Beutel ME, Reinecke L, Dreier M, Schemer C, Weber M, Schnauber-Stockmann A, Stark B, Quiring O, Wölfling K. Internet-Related Disorders and Their Effects on Personality Development in Adolescents from Germany-Results from a Prospective Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19010529. [PMID: 35010787 PMCID: PMC8744615 DOI: 10.3390/ijerph19010529] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 11/18/2021] [Revised: 12/14/2021] [Accepted: 12/15/2021] [Indexed: 01/30/2023]
Abstract
Internet-related disorders (IRD) are increasingly becoming a major health issue. IRD are defined as the predominant use of online content, related to a loss of control and continued use despite negative consequences. Despite findings from cross-sectional studies, the causality of pathways accelerating the development of IRD are unclear. While etiological models emphasize the role of personality as risk factor, mutual influences between IRD and personality have not been examined. A prospective study with two assessments was conducted with n = 941 adolescents (mean age of 13.1 years; 10–17 years). Our aim was to validate etiological assumptions and to examine the effects of IRD-symptoms on the maturation of personality. IRD were measured with the Scale of the Assessment of Internet and Computer game Addiction (AICA-S). Personality traits were assessed using the Brief Five Factor Inventory (BFI). Conscientiousness and neuroticism were predictive for IRD symptoms one year later, and were likewise prone to changes depending on incidence or remission of IRD. Conscientiousness and openness moderated the course of IRD symptoms. Our findings point to complex trait–pathology associations. Personality influences the risk of development and maintenance of IRD symptoms and pre-existing IRD-symptoms affect the development of personality. Adaptations to etiological models are discussed and perspectives for novel intervention strategies are suggested.
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Affiliation(s)
- Kai W. Müller
- Outpatient Clinic for Behavioral Addiction, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center, Johannes Gutenberg University Mainz, 55131 Mainz, Germany; (M.E.B.); (M.D.); (K.W.)
- Correspondence:
| | - Manfred E. Beutel
- Outpatient Clinic for Behavioral Addiction, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center, Johannes Gutenberg University Mainz, 55131 Mainz, Germany; (M.E.B.); (M.D.); (K.W.)
| | - Leonard Reinecke
- Department of Communication, Johannes Gutenberg University Mainz, 55128 Mainz, Germany; (L.R.); (C.S.); (M.W.); (A.S.-S.); (B.S.); (O.Q.)
| | - Michael Dreier
- Outpatient Clinic for Behavioral Addiction, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center, Johannes Gutenberg University Mainz, 55131 Mainz, Germany; (M.E.B.); (M.D.); (K.W.)
| | - Christian Schemer
- Department of Communication, Johannes Gutenberg University Mainz, 55128 Mainz, Germany; (L.R.); (C.S.); (M.W.); (A.S.-S.); (B.S.); (O.Q.)
| | - Mathias Weber
- Department of Communication, Johannes Gutenberg University Mainz, 55128 Mainz, Germany; (L.R.); (C.S.); (M.W.); (A.S.-S.); (B.S.); (O.Q.)
| | - Anna Schnauber-Stockmann
- Department of Communication, Johannes Gutenberg University Mainz, 55128 Mainz, Germany; (L.R.); (C.S.); (M.W.); (A.S.-S.); (B.S.); (O.Q.)
| | - Birgit Stark
- Department of Communication, Johannes Gutenberg University Mainz, 55128 Mainz, Germany; (L.R.); (C.S.); (M.W.); (A.S.-S.); (B.S.); (O.Q.)
| | - Oliver Quiring
- Department of Communication, Johannes Gutenberg University Mainz, 55128 Mainz, Germany; (L.R.); (C.S.); (M.W.); (A.S.-S.); (B.S.); (O.Q.)
| | - Klaus Wölfling
- Outpatient Clinic for Behavioral Addiction, Department of Psychosomatic Medicine and Psychotherapy, University Medical Center, Johannes Gutenberg University Mainz, 55131 Mainz, Germany; (M.E.B.); (M.D.); (K.W.)
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Zhang L, Luo T, Hao W, Cao Y, Yuan M, Liao Y. Gaming Disorder Symptom Questionnaire: The Development and Validation of a Screening Tool for ICD-11 Gaming Disorder in Adolescents. Front Psychiatry 2022; 13:848157. [PMID: 35401279 PMCID: PMC8987917 DOI: 10.3389/fpsyt.2022.848157] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/04/2022] [Accepted: 01/31/2022] [Indexed: 12/05/2022] Open
Abstract
BACKGROUND Gaming disorder (GD) has been recognized as an official diagnostic entity in the latest revision of the International Classification of Diseases (ICD-11). However, the majority of previous studies used different instruments, which are not fully consistent with the concept of GD in ICD-11. The development of a screening assessment instrument based on ICD-11 for this new disease entity is very urgent and important. METHODS The ICD-11 Gaming Disorder Symptom Questionnaire (GDSQ), based on the ICD-11 diagnostic guidelines for GD, was developed by a team of GD experts. A total of 7,790 adolescents were included in this study. Criterion validity was assessed by GDSQ, Video Gaming Dependency Scale (VGDS), weekly game playing time, weekly game video viewing time, and monthly money spent on games. Item structure was measured by factorial analysis. Discrimination between GD and non-GD was examined based on the receiver characteristic curve (ROC). RESULTS The GDSQ was very well described by three symptoms of GD (i.e., impaired control, increasing priority to gaming, and continued use despite the occurrence of negative consequences). The internal consistency was excellent (Cronbach's α = 0.964) with good criterion validity and good discriminatory power. The optimal cutoff point for determining the profile of gamers was found to be ≥62 points. The GDSQ revealed that the prevalence of GD was 2.27% in this adolescent sample. CONCLUSION The ICD-11-based GDSQ is a successfully validated measurement scale for GD among adolescents. This study provides a new tool (GDSQ) for us to effectively identify individuals with risk of GD in medical and non-medical settings.
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Affiliation(s)
- Lina Zhang
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Tao Luo
- Department of Psychology, The First Affiliated Hospital of Nanchang University, Nanchang, China
| | - Wei Hao
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Yuanyuan Cao
- Department of Teaching and Research, No. 41 Middle School Urumqi, Urumqi, China
| | - Ming Yuan
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Yanhui Liao
- Department of Psychiatry, Sir Run Run Shaw Hospital, School of Medicine Zhejiang University, Hangzhou, China
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Montag C, Schivinski B, Pontes HM. Is the proposed distinction of gaming disorder into a predominantly online vs. offline form meaningful? Empirical evidence from a large German speaking gamer sample. Addict Behav Rep 2021; 14:100391. [PMID: 34938849 PMCID: PMC8664876 DOI: 10.1016/j.abrep.2021.100391] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2021] [Revised: 10/22/2021] [Accepted: 10/28/2021] [Indexed: 01/30/2023] Open
Abstract
Disordered gaming is distinguished by predominantly online, offline, and unspecific gaming. Online gamers showed the highest tendencies towards disordered gaming. Gaming via desktop computers was linked with the highest disordered gaming levels.
In the eleventh revision of the International Classification of Diseases (ICD-11), Gaming Disorder (GD) is distinguished between disordered gaming occurring predominantly online, offline, and unspecified. Currently, no study has investigated whether such a distinction is meaningful in diagnosing disordered gaming. Therefore, a large group of gamers with varied tendencies towards disordered gaming was recruited to examine this issue. A large sample (N = 2,768) was recruited and data were collected on disordered gaming, along with information on their preferred gaming mode and device used to play. The present study shows that the distinction between online and offline gaming mode proposed by the WHO is meaningful because online gamers presented with the highest disordered gaming scores followed by mixed gamers (those stating to equally prefer online and offline gaming), and offline gamers. Finally, it was also observed that the type of device for gaming used associated with disordered gaming levels. Specifically, those reporting mostly to use their desktop computer for gaming showed the highest disordered gaming scores. The present study lends empirical support for the consideration of both gaming mode and gaming device in the study of disordered gaming.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, VIC 3000 Melbourne, Australia
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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Montag C, Kannen C, Schivinski B, Pontes HM. Empirical evidence for robust personality-gaming disorder associations from a large-scale international investigation applying the APA and WHO frameworks. PLoS One 2021; 16:e0261380. [PMID: 34936677 PMCID: PMC8694446 DOI: 10.1371/journal.pone.0261380] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/02/2021] [Accepted: 11/29/2021] [Indexed: 11/25/2022] Open
Abstract
Disordered gaming has gained increased medical attention and was recently included in the eleventh International Classification of Diseases (ICD-11) by the World Health Organization (WHO) after its earlier inclusion in the Diagnostic and Statistical Manual of Mental Disorders (fifth revision) (DSM-5) as an emerging disorder by the American Psychiatric Association (APA). Although many studies have investigated associations between personality and disordered gaming, no previous research compared the differential associations between personality and disordered gaming with time spent gaming. Due to the novelty of the WHO diagnostic framework for disordered gaming, previous research focused mainly on the associations between personality and disordered gaming in relation to the APA framework. Beyond that, these studies are generally limited by small sample sizes and/or the lack of cross-cultural emphasis due to single-country sampling. To address these limitations, the present study aimed to investigate the associations between personality and gaming behavior in a large and culturally heterogeneous sample (N = 50,925) of individuals from 150 countries. The results obtained suggested that low conscientiousness and high neuroticism were robustly associated with disordered gaming across both the APA and WHO frameworks. Interestingly, personality associations with weekly time spent gaming were smaller. The findings of the present study suggest that personality is of higher importance to predict disordered gaming compared to weekly time spent gaming.
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Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
- * E-mail:
| | - Christopher Kannen
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, Melbourne, VIC, Australia
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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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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Holm JM, Prosek EA, Bennett CM, Sims MK. Understanding Predictors and Withdrawal Symptoms of Internet Gaming Disorder. JOURNAL OF ADDICTIONS & OFFENDER COUNSELING 2021. [DOI: 10.1002/jaoc.12094] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Affiliation(s)
- Jessica M. Holm
- Department of Psychology and Counseling University of Texas at Tyler
| | - Elizabeth A. Prosek
- Educational Psychology, Counseling, and Special Education Penn State University
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Kim D, Lee J, Nam JK. Latent Profile of Internet and Internet Game Usage Among South Korean Adolescents During the COVID-19 Pandemic. Front Psychiatry 2021; 12:714301. [PMID: 34630178 PMCID: PMC8495016 DOI: 10.3389/fpsyt.2021.714301] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/25/2021] [Accepted: 08/23/2021] [Indexed: 01/17/2023] Open
Abstract
Introduction: Globally, more people are spending time on the Internet and gaming since the outbreak of the Coronavirus Disease 2019 (COVID-19). Consequently, concerns about developing behavioral addiction of adolescents have been raised. Such risk could be greater for adolescents in South Korea where the majority of adolescents have access to the Internet and own a smartphone. In fact, statistics indicate that Korean youths are spending significantly more time on the Internet and gaming during the COVID-19 pandemic. Previous studies on the patterns of time spent on the Internet and Internet gaming show inconsistent results. The aim of this study is to investigate the latent profiles of the Internet and Internet game usage among adolescents in South Korea. Method: Data from a national survey on elementary and middle school students across South Korea were used. The sample consists of 3,149 respondents, and 2,984 responses were analyzed after removing missing responses. Latent profile analysis was performed to investigate the number of latent profiles for the Internet and Internet game usage time. To validate the profiles, differences in problematic gaming behavior, sex, and neuroticism were examined. Results: Seven profiles were found: Casual User, Moderate User, Smartphone User, Internet User, PC Internet Gamer, Heavy User, and Excessive User. Validation of the profiles indicated differences in problematic gaming behavior, sex, and neuroticism among selected profiles. Conclusion: This study presented different profiles of the Internet and Internet game usage among adolescents in South Korea. Profiles with higher game usage time scored higher in problematic game use compared to other profiles. Males were more likely to be in the profiles with high gaming time, and females were more likely to be in Internet and Smartphone User profiles. The results indicate that Internet and Internet gaming usage patterns could be classified by the type of device used and the content of the Internet.
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Affiliation(s)
- Dongil Kim
- Department of Education, Seoul National University, Seoul, South Korea
| | - Junwon Lee
- Department of Education, Seoul National University, Seoul, South Korea
| | - JeeEun Karin Nam
- Graduate School of Education, Ewha Womans University, Seoul, South Korea
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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: 1.0] [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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