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Tvrtković-Hasandić S, Ünal-Aydın P. Investigating the Effectiveness of a Virtual-Reality-Based Mindfulness Intervention on Internet Gaming Disorder. Behav Sci (Basel) 2024; 14:1137. [PMID: 39767278 PMCID: PMC11674028 DOI: 10.3390/bs14121137] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/11/2024] [Revised: 11/16/2024] [Accepted: 11/21/2024] [Indexed: 01/11/2025] Open
Abstract
Novel treatment approaches for Internet Gaming Disorder (IGD) include the use of mindfulness and technology-based interventions. Mindfulness has been shown as a protective factor against IGD, but the treatment dropout rates are high due to long sessions and treatment duration. Pathological gamers show approach bias towards technological gadgets, and the inclusion of Virtual Reality has been effective in IGD treatment. Due to the effectiveness of mindfulness and the attractiveness of VR, a combined intervention could decrease treatment time and willingness for treatment. Therefore, the aim of this study was to examine the effectiveness of a brief VR-based mindfulness intervention on IGD symptomatology. Nine participants meeting the IGD symptom criteria, ten recreational game users, and eight healthy controls without a gaming history participated in the study. The intervention consisted of four weekly 20-min-long Attentional Focus Mindfulness sessions. The results indicate a significant reduction in IGD symptoms and weekend gaming time in the treatment group. Despite the small sample size in the treatment group (n = 9) and lack of randomization, the findings constitute a valuable starting point. As a cost- and time-effective intervention, this approach could reduce dropout rates and increase treatment adherence, especially in younger gamers. Additional studies with a larger sample size, randomization, and a longitudinal approach are needed to further validate the found results.
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Affiliation(s)
- Selma Tvrtković-Hasandić
- Department of Psychology, International University of Sarajevo, 71000 Sarajevo, Bosnia and Herzegovina;
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Peng Y, Wang Y, Peng Z, Liao X, Gong K, Qin C, Tian M, Cheng X, Zhou X, Deng J, Chen Y, Feng S, Zhang M, Liu K, Xiang B, Lei W, Chen J. The Association Between Causality Orientation and Internet Gaming Disorder, and the Role of Sensation Seeking, Anxiety, and Depression. Psychiatry Investig 2024; 21:1268-1278. [PMID: 39610238 DOI: 10.30773/pi.2024.0122] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/08/2024] [Accepted: 09/19/2024] [Indexed: 11/30/2024] Open
Abstract
OBJECTIVE Self-determination theory (SDT) deems that people have three causality orientations: autonomy orientation, control orientation, and impersonal orientation. Previous studies suggested that lower autonomy orientation or higher control and impersonal orientations may be associated with more addictive behaviors. Our study aimed to investigate if these associations exist in Internet gaming disorder (IGD), and if sensation seeking, anxiety, and depression could influence the associations between causality orientations and IGD symptoms. METHODS A total of 1,400 college students completed the Internet Gaming Disorder Scale, General Causality Orientation Scale, Brief Sensation Seeking Scale, Generalized Anxiety Disorder Scale, and Patient Health Questionnaire. Correlation, multiple linear regressions, structural equation model (SEM) analyses, and moderation analyses were conducted to explore the associations. RESULTS The control and impersonal orientations were positively associated with IGD symptoms, while the autonomy orientation was negatively associated with them. Moreover, SEM analyses showed that the autonomy-IGD relationship was totally mediated by anxiety and depression, the impersonal-IGD relationship was partially mediated by anxiety, and the control-IGD relationship was partially mediated by depression. Finally, the effects of causality orientations on IGD were moderated by sensation seeking. CONCLUSION Overall, autonomy orientation is linked to fewer gaming problems, whereas control and impersonal orientations are associated with more gaming problems. Moreover, the relationships between causality orientations and IGD symptoms are mediated by anxiety and depression and moderated by sensation seeking. Our findings inform theory on the motivations of gaming behaviors and may shed light on the prevention and intervention of IGD from the perspective of SDT.
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Affiliation(s)
- Yanjie Peng
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Yuxiang Wang
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Zhenlei Peng
- Xinjiang Clinical Research Center for Mental (Psychological) Disorders, The Psychological Medicine Center, The First Affiliated Hospital of Xinjiang Medical University, Urumqi, China
| | - Xiaoyuan Liao
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Ke Gong
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Cheng Qin
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Mingyuan Tian
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
| | - Xiaotong Cheng
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
| | - Xinyi Zhou
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
| | - Juan Deng
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
| | - Yuwen Chen
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Shuang Feng
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Maomao Zhang
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Kezhi Liu
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
| | - Bo Xiang
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Wei Lei
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
| | - Jing Chen
- Department of Psychiatry, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- Laboratory of Neurological Diseases and Brain Function, The Affiliated Hospital of Southwest Medical University, Luzhou, China
- School of Clinical Medicine, Southwest Medical University, Luzhou, China
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Lee SJ, Jeong EJ, Choi JI, Park MS. Social intelligence and pathological gaming: a longitudinal study of the associations among negative emotions, social intelligence, aggression, and pathological gaming in adolescents. Front Psychiatry 2024; 15:1353969. [PMID: 38903650 PMCID: PMC11187769 DOI: 10.3389/fpsyt.2024.1353969] [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: 12/12/2023] [Accepted: 05/13/2024] [Indexed: 06/22/2024] Open
Abstract
Introduction Pathological gaming continues to be highlighted as one of the most critical issues concerning adolescents. Numerous studies have aimed to elucidate the relationships between adolescents' negative emotions (e.g., peer stress, anxiety, loneliness) and social factors (e.g., social skills and relationships) with pathological gaming. Despite the recognition of social intelligence as a crucial factor related to social factors in adolescents, there is a paucity of research examining pathological gaming and social intelligence through longitudinal analyses. Method This study focuses on exploring the factors that induce or inhibit pathological gaming among adolescents by analysing three-year longitudinal data from Korean adolescent gamers (N=968). Using a structural equation model, the study examines the relationships between adolescents' negative emotions (e.g., peer stress, anxiety, loneliness), social intelligence, and pathological gaming to elucidate their associations. Results The results indicate that negative emotions can potentially reduce levels of social intelligence and increase aggression. Increased aggression, in turn, appears to be associated with higher levels of pathological gaming. Social intelligence was found to impact pathological gaming potentially negatively and may exert a significantly stronger influence on aggression compared to negative emotions. Discussion The study's findings suggest that bolstering adolescents' social aptitude and addressing mental health concerns could serve as beneficial interventions in tackling issues associated with excessive media engagement among youth. These findings suggest that, within the context of adolescent pathological gaming, social intelligence could significantly affect aggression and emerge as a key variable that may lead to pathological gaming.
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Affiliation(s)
- Sung Je Lee
- Department of Digital Culture and Contents, Konkuk University, Seoul, Republic of Korea
| | - Eui Jun Jeong
- Department of Digital Culture and Contents, Konkuk University, Seoul, Republic of Korea
| | - Jae In Choi
- Department of Digital Culture and Contents, Konkuk University, Seoul, Republic of Korea
| | - Man Su Park
- Department of Media and Communication, Hanyang University, Seoul, Republic of Korea
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Farmer G, Lloyd J. Two Sides of the Same Virtual Coin: Investigating Psychosocial Effects of Video Game Play, including Stress Relief Motivations as a Gateway to Problematic Video Game Usage. Healthcare (Basel) 2024; 12:772. [PMID: 38610194 PMCID: PMC11011277 DOI: 10.3390/healthcare12070772] [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: 01/23/2024] [Revised: 03/26/2024] [Accepted: 03/27/2024] [Indexed: 04/14/2024] Open
Abstract
Video gamers can play to negate the psychological impact of stress, which may become problematic when users over-rely on the stress relief potential of gaming. This study used a repeated measures experimental design to investigate the relationships between stress, video gaming, and problematic video gaming behaviours in a convenience sample of 40 students at a UK university. The results indicated that positive affect increased and negative affect decreased, whilst a biological stress measure (instantaneous pulse rate) also decreased after a short video gaming session (t(36) = 4.82, p < 0.001, d = 0.79). The results also suggested that video gaming can act as a short-term buffer against the physiological impact of stress. Further research should focus on testing individuals who have been tested for gaming disorder, as opposed to the general population. Research could also utilise variations of the methodological framework used in this study to examine the intensity of a stress relief effect under different social situations. The study's findings in relation to published works are also discussed.
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Affiliation(s)
- George Farmer
- Westminster Centre for Psychological Sciences, University of Westminster, London W1W 6UW, UK
| | - Joanne Lloyd
- Cyberpsychology Research—University of Wolverhampton, School of Psychology, Faculty of Education, Health and Wellbeing, University of Wolverhampton, Wolverhampton WV1 1LY, UK;
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Jung HW. A new variation of modern prejudice: young Korean men's anti-feminism and male-victim ideology. Front Psychol 2023; 14:1230577. [PMID: 37928587 PMCID: PMC10624222 DOI: 10.3389/fpsyg.2023.1230577] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2023] [Accepted: 09/18/2023] [Indexed: 11/07/2023] Open
Abstract
In South Korea, anti-feminism is now rapidly spreading online among young men, who have started to identify themselves as a social minority or "victims" of female power. Despite its ramifications, theoretically, anti-feminism is indistinct from the racism and sexism of White men that emerged more than half a century ago. In view of this, it shares the same root as typical modern racism or sexism, although it appears to be a novel phenomenon. Such a hypothesis was buttressed by quantifying the attitudes of anti-feminists toward various outgroups based on the transference of prejudice theory. Moreover, the subtle sexist undertones hidden in their arguments have been discussed using various psychological theories and empirical data/statistics. Additionally, various potential factors that may shape or accelerate their attitudes or behaviors have been discussed on the basis of the threat-defense theory. Through comprehensive literature review based on this theory, this study proposes the features related to Korean anti-feminism, encompassing behavioral/situational (overindulging violent or degrading Internet contents, verbal aggression), relational/epistemic (ostracism, attachment insecurity, pseudo-rationalism), and group-level (provocative interactions, polarization) attributes, some of which may also influence groups other than young men and ingrain or exacerbate the extreme ideologies of other groups, including young women. Scrutinizing Korean online anti-feminism and male-victim ideology may improve our understanding of the psychological origins of various social extremities or radical ideologies beyond cultural barriers.
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Affiliation(s)
- Han Wool Jung
- Department of Psychiatry, Hallym University Medical Center, Chuncheon-si, Republic of Korea
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Lin CY, Potenza MN, Pontes HM, Pakpour AH. Psychometric properties of the Persian Gaming Disorder Test and relationships with psychological distress and insomnia in adolescents. BMC Psychol 2023; 11:326. [PMID: 37817223 PMCID: PMC10566088 DOI: 10.1186/s40359-023-01368-z] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2023] [Accepted: 09/30/2023] [Indexed: 10/12/2023] Open
Abstract
BACKGROUND Gaming Disorder (GD) was recently included by the World Health Organization (WHO) as a psychiatric condition in the eleventh revision of the International Classification of Diseases (ICD-11) and is a concern worldwide, including in Iran. Thus, based on the ICD-11 criteria, a Persian version of the Gaming Disorder Test (GDT) was developed to facilitate assessment of GD. METHODS The present study used classical test theory and Rasch analysis to examine the psychometric properties of the Persian GDT. Iranian adolescents (n = 3837; 2171 [56.6%] males; mean [SD] age = 16.02 [1.4] years) completed the GDT and other instruments assessing disordered gaming, psychological distress, and insomnia. RESULTS Overall, the psychometric properties of the Persian GDT were satisfactory based on classical test theory (i.e., confirmatory factor analysis corroborated the unidimensional structure of GDT) and Rasch analysis (i.e., fit statistics suggested that all items were embedded in the concept of GD). Moreover, the Persian GDT was found to be sex-invariant, displaying no items with substantial differential item functioning across sexes. Additionally, it was found that GD mediated associations between time spent gaming and measures of psychological distress and insomnia. CONCLUSION The Persian GDT is a convenient and short instrument for assessing GD among Iranian adolescents. The mediating roles of GD in the associations between time spent gaming and psychological distress and between time spent gaming and insomnia suggest that targeting features of GD may reduce psychological distress and improve sleep for Iranian adolescents.
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Affiliation(s)
- Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, 701, Taiwan
- Biostatistics Consulting Center, College of Medicine, National Cheng Kung University Hospital, National Cheng Kung University, Tainan, 701, Taiwan
| | - Marc N Potenza
- Departments of Psychiatry and Neuroscience and the Child Study Center, School of Medicine, Yale University, New Haven, CT, 06510, USA
- Connecticut Council on Problem Gambling, Wethersfield, CT, 06109, USA
- Connecticut Mental Health Center, New Haven, CT, 06519, USA
- Wu Tsai Institute, Yale University, New Haven, CT, 06510, USA
| | - Halley M Pontes
- School of Psychological Sciences, Birkbeck, University of London, London, UK
| | - Amir H Pakpour
- Social Determinants of Health Research Center, Research Institute for Prevention of Non- Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, 3419759811, Iran.
- Department of Nursing, School of Health and Welfare, Jönköping University, Gjuterigatan 5, Jönköping, 553 18, Sweden.
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Zendle D, Flick C, Gordon-Petrovskaya E, Ballou N, Xiao LY, Drachen A. No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry. Nat Hum Behav 2023; 7:1753-1766. [PMID: 37563302 PMCID: PMC10593605 DOI: 10.1038/s41562-023-01669-8] [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: 11/25/2022] [Accepted: 06/27/2023] [Indexed: 08/12/2023]
Abstract
Governments around the world are considering regulatory measures to reduce young people's time spent on digital devices, particularly video games. This raises the question of whether proposed regulatory measures would be effective. Since the early 2000s, the Chinese government has been enacting regulations to directly restrict young people's playtime. In November 2019, it limited players aged under 18 to 1.5 hours of daily playtime and 3 hours on public holidays. Using telemetry data on over seven billion hours of playtime provided by a stakeholder from the video games industry, we found no credible evidence for overall reduction in the prevalence of heavy playtime following the implementation of regulations: individual accounts became 1.14 times more likely to play heavily in any given week (95% confidence interval 1.139-1.141). This falls below our preregistered smallest effect size of interest (2.0) and thus is not interpreted as a practically meaningful increase. Results remain robust across a variety of sensitivity analyses, including an analysis of more recent (2021) adjustments to playtime regulation. This casts doubt on the effectiveness of such state-controlled playtime mandates.
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Affiliation(s)
- David Zendle
- Department of Computer Science, University of York, York, UK.
| | - Catherine Flick
- School of Computer Science and Informatics, De Montfort University, Leicester, UK
| | | | - Nick Ballou
- School of Electronic Engineering and Computer Science, Queen Mary University of London, London, UK
| | - Leon Y Xiao
- Center for Digital Play, IT University of Copenhagen, Copenhagen, Denmark
| | - Anders Drachen
- Department of Computer Science, University of York, York, UK
- SDU Metaverse Lab, Maersk McKinney-Moeller Institute, University of Southern Denmark, Odense, Denmark
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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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Saini N, Hodgins DC. Investigating gaming structural features associated with gaming disorder and proposing a revised taxonomical model: A scoping review. J Behav Addict 2023; 12:352-374. [PMID: 37256740 PMCID: PMC10316166 DOI: 10.1556/2006.2023.00019] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/30/2022] [Revised: 02/18/2023] [Accepted: 04/30/2023] [Indexed: 06/02/2023] Open
Abstract
Background and aims Gaming disorder (GD) is a mental health concern that has been heavily contested by experts. This scoping review synthesizes the literature to identify the structural features of video game design that can contribute to GD. Furthermore, a taxonomy of the structural features implicated with GD is proposed, revised from earlier work. Methods Seven databases, in addition to Google Scholar, were searched. Peer-reviewed studies were included if they assessed a link between gaming structural characteristics and GD or a proxy. The final pool included 105 articles. Results Avatar creation and customizability, multiplayer characteristics, and reward and punishment features were highly represented in the literature. There was no evidence for three categories in the original taxonomy: support network features, sexual content, and explicit language. Furthermore, structural feature sub-categories emerged that were absent from the previous taxonomy, such as general socialization features, type of virtual world, and in-game currency. Manipulation and control features and presentation features were less represented than social features, narrative and identity features, and reward and punishment features. The reviewers propose two broad classes of addictive gaming structural features: 'features enhancing in-game immersion and realism' and 'gambling-like features'. Discussion and conclusions Numerous studies found a relationship between social, narrative and identity, and reward and punishment structural characteristics with GD. Two broad classes of gaming structural features were associated with addiction. The first, 'features enhancing in-game immersion and realism,' including social gameplay, avatar creation, storytelling, and graphics/sound. The second, 'gambling-like features,' included different mechanisms of rewards-and-punishment.
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Affiliation(s)
- Nirav Saini
- Department of Psychology, University of Calgary, Canada
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Shen X, Li Z, Sheng J, Zhou X, Wang J. Functional MRI of inhibitory control processing in problematic mobile video gamers. Psychiatry Res 2023; 325:115220. [PMID: 37148832 DOI: 10.1016/j.psychres.2023.115220] [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: 05/28/2022] [Revised: 04/18/2023] [Accepted: 04/23/2023] [Indexed: 05/08/2023]
Abstract
With the development of mobile technology, mobile video games provide people with a more convenient way of entertainment, but problematic playing could also bring some negative consequences. Prior studies have indicated that Internet gaming addicts were accompanied by impaired inhibitory control. However, as a relatively new form of problematic game usage based on mobile devices, little is known about the neurobiological underpinnings of inhibitory control in problematic mobile video game (PMVG) users. Adopting an event-related fMRI Stroop task, the present study aimed to examine the different neural correlates of inhibitory control between PMVG and healthy control (HC) subjects. Compared with HC group, PMVG group showed greater brain activities in the right dorsolateral prefrontal cortex (DLPFC) during the Stroop process. Moreover, correlation analysis showed that brain activities extracted from the voxel in the DLPFC cluster had a significantly negative correlation with reward sensitivity. Our current findings may suggest the compensating effect in key brain regions of inhibitory control in problematic mobile video gamers relative to healthy controls.
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Affiliation(s)
- Xi Shen
- Center for Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Zhengji Li
- The Research Institution of Science Education, Southwest University, Chongqing, China
| | - Jiarong Sheng
- Center for Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Xinqi Zhou
- Institute of Brain and Psychological Sciences, Sichuan Normal University, Chengdu, China.
| | - Jinliang Wang
- Center for Mental Health Education, Faculty of Psychology, Southwest University, Chongqing, China.
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Junus A, Hsu YC, Wong C, Yip PSF. Is internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey. J Psychiatr Res 2023; 161:2-9. [PMID: 36889223 DOI: 10.1016/j.jpsychires.2023.02.038] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 02/19/2023] [Accepted: 02/28/2023] [Indexed: 03/10/2023]
Abstract
The ubiquity of Internet gaming as part of the younger generation's (11-35 year-olds) lifestyle to-day warrants a deeper understanding of its impact on their mental health. In particular, there has been scant research investigating the link between Internet Gaming Disorder (IGD) and suicidal behaviors in this demographic group, even though several mental health symptoms of the former are known risk factors for the latter. This paper aims to establish the presence or absence of association between IGD and each of suicidal ideation, self-harm, and suicide attempt among the younger generation. A large-scale online survey on Internet gamers in Hong Kong was conducted in February 2019. 3430 respondents were recruited through purposive sampling. Study samples were stratified into distinct age groups and multiple logistic regression was conducted for each measured suicidal behavior in each age group. After controlling for sociodemographics, Internet usage, self-reported bullying perpetration and bullying victimization, social withdrawal, and self-reported psychiatric diagnoses such as depression and psychosis, analyses revealed that adolescent (11-17 year-old) gamers with IGD were more likely than their peers who had no IGD to have had suicidal ideation, self-harm, and suicide attempt in their lifetime. These associations did not hold for 18-35 year-old gamers. Findings suggest that it may be prudent to recognize IGD as a growing public mental health priority for the young populace, particularly adolescents. Existing suicide prevention efforts can be complemented through screening adolescents for IGD, and could be expanded to online gaming platforms to reach more hidden at-risk individuals.
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Affiliation(s)
- Alvin Junus
- Department of Social Work and Social Administration, University of Hong Kong, Hong Kong
| | - Yu-Cheng Hsu
- Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong
| | - Clifford Wong
- Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong
| | - Paul S F Yip
- Department of Social Work and Social Administration, University of Hong Kong, Hong Kong; Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong; Research Institute of Social Development, Southwestern University of Finance and Economics, China.
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Adolescent Problem Gambling and Gaming in the Hierarchical Structure of Psychopathology. Int J Ment Health Addict 2023. [DOI: 10.1007/s11469-023-01032-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/19/2023] Open
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13
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Paquin V, Ferrari M, Sekhon H, Rej S. Time to Think "Meta": A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health. JMIR Serious Games 2023; 11:e43388. [PMID: 36661284 PMCID: PMC9944144 DOI: 10.2196/43388] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/10/2022] [Revised: 11/22/2022] [Accepted: 01/19/2023] [Indexed: 01/21/2023] Open
Abstract
The metaverse is gaining traction in the general population and has become a priority of the technological industry. Defined as persistent virtual worlds that exist in virtual or augmented reality, the metaverse proposes to afford a range of activities of daily life, from socializing and relaxing to gaming, shopping, and working. Because of its scope, its projected popularity, and its immersivity, the metaverse may pose unique opportunities and risks for mental health. In this viewpoint article, we integrate existing evidence on the mental health impacts of video games, social media, and virtual reality to anticipate how the metaverse could influence mental health. We outline 2 categories of mechanisms related to mental health: experiences or behaviors afforded by the metaverse and experiences or behaviors displaced by it. The metaverse may benefit mental health by affording control (over an avatar and its virtual environment), cognitive activation, physical activity, social connections, and a sense of autonomy and competence. However, repetitive rewarding experiences may lead to addiction-like behaviors, and high engagement in virtual worlds may facilitate and perpetuate the avoidance of challenges in the offline environment. Further, time spent in virtual worlds may displace (reduce) other determinants of mental health, such as sleep rhythms and offline social capital. Importantly, individuals will differ in their uses of and psychological responses to the metaverse, resulting in heterogeneous impacts on their mental health. Their technological motivations, developmental stage, sociodemographic context, and prior mental health problems are some of the factors that may modify and frame the positive and negative effects of the metaverse on their mental health. In conclusion, as the metaverse is being scaffolded by the industry and by its users, there is a window of opportunity for researchers, clinicians, and people with lived experience to coproduce knowledge on its possible impacts on mental health and illness, with the hope of influencing policy-making, technological development, and counseling of patients.
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Affiliation(s)
- Vincent Paquin
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Lady Davis Research Institute, Jewish General Hospital, Montreal, QC, Canada
- Douglas Mental Health University Institute, Montreal, QC, Canada
| | - Manuela Ferrari
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Douglas Mental Health University Institute, Montreal, QC, Canada
| | - Harmehr Sekhon
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Lady Davis Research Institute, Jewish General Hospital, Montreal, QC, Canada
- McLean Hospital, Harvard Medical School, Boston, MA, United States
| | - Soham Rej
- Department of Psychiatry, McGill University, Montreal, QC, Canada
- Lady Davis Research Institute, Jewish General Hospital, Montreal, QC, Canada
- Douglas Mental Health University Institute, Montreal, QC, Canada
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14
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Vaarala S, Ruotsalainen H, Hylkilä K, Kääriäinen M, Konttila J, Männistö M, Männikkö N. The association of problematic gaming characteristics with dietary habits among Finnish vocational school students. Sci Rep 2022; 12:21381. [PMID: 36496433 PMCID: PMC9741592 DOI: 10.1038/s41598-022-25343-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/18/2021] [Accepted: 11/29/2022] [Indexed: 12/13/2022] Open
Abstract
Digital gaming is a popular pastime among young people, but its links to dietary habits have been little studied. The purpose of the study was to describe dietary habits and to examine their associations to problematic gaming behavior with regard to the degree of daily digital gaming time and the overall levels of disordered-like gaming behavior among students in vocational education in the Oulu region of Finland. This cross-sectional study consisted of a total of 773 first-year vocational school students who had played digital games regularly. Data was collected by using an online survey measuring sociodemographic information, dietary habits, amount of digital gaming time, and symptoms of problematic gaming behavior. Most prevalent weekly consumed food types were chicken (90.1%), chips (87.7%), and sausages/cold cuts (85.4%). Around one-fourth of students skipped breakfast on weekdays and at weekends. A higher amount of digital gaming time was associated with skipping breakfast on weekdays. More elevated levels of disordered gaming behavior were particularly associated with the use of a group of food types encompassing carbohydrate-dense and fast food. Current research provides indications that digital gaming may have an impact on youths' dietary habits, while at the same time, however, emphasizing that the issue can be affected by several interrelated and complex factors.
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Affiliation(s)
- Susanna Vaarala
- grid.10858.340000 0001 0941 4873Research Unit of Health Science and Technology, Faculty of Medicine, University of Oulu, P.O. Box 5000, 90014 Oulu, Finland
| | - Heidi Ruotsalainen
- grid.445620.10000 0000 9458 6751School of Health and Social Care, Oulu University of Applied Sciences, Oulu, Finland
| | - Krista Hylkilä
- grid.10858.340000 0001 0941 4873Research Unit of Health Science and Technology, Faculty of Medicine, University of Oulu, P.O. Box 5000, 90014 Oulu, Finland
| | - Maria Kääriäinen
- grid.10858.340000 0001 0941 4873Research Unit of Health Science and Technology, Faculty of Medicine, University of Oulu, P.O. Box 5000, 90014 Oulu, Finland ,grid.412326.00000 0004 4685 4917Medical Research Center Oulu, Oulu University Hospital and University of Oulu, Oulu, Finland
| | - Jenni Konttila
- grid.10858.340000 0001 0941 4873Research Unit of Health Science and Technology, Faculty of Medicine, University of Oulu, P.O. Box 5000, 90014 Oulu, Finland
| | - Merja Männistö
- grid.445620.10000 0000 9458 6751School of Health and Social Care, Oulu University of Applied Sciences, Oulu, Finland
| | - Niko Männikkö
- grid.10858.340000 0001 0941 4873Research Unit of Health Science and Technology, Faculty of Medicine, University of Oulu, P.O. Box 5000, 90014 Oulu, Finland ,grid.445620.10000 0000 9458 6751School of Health and Social Care, Oulu University of Applied Sciences, Oulu, Finland
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15
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Arness DC, Ollis T. A mixed-methods study of problematic social media use, attention dysregulation, and social media use motives. CURRENT PSYCHOLOGY 2022; 42:1-20. [PMID: 35967489 PMCID: PMC9358364 DOI: 10.1007/s12144-022-03472-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 07/08/2022] [Indexed: 11/05/2022]
Abstract
Problematic social media use (PSMU) refers to excessive uncontrolled use of social media which impacts upon daily functioning (Blackwell et al., 2017). Self-regulation is central to the development and experience of PSMU, and conceptually interrelates with individual usage motivations (Reinecke et al., 2022). While there is a growing body of research on social media use motivations, how usage motivations and self-regulation combined influence PSMU is not well understood. There are also persistent questions around the effectiveness of addiction-based measures of PSMU. The quantitative component of this nested mixed-methods study (N = 607) employed hierarchical regression and structural equation modelling, principally identifying that impulsive social media usage mediates the pathway between perceived executive/attentional functioning and the Bergen Social Media Addiction Scale (BSMAS, Andreassen et al., 2012, 2016), a popular tool used to measure PSMU. In contrast, social-engagement motivations had a negative influence on the BSMAS. The qualitative component, comprising interview/open-ended questionnaire, explored individual experiences self-regulating social media use. Participants (N = 24) were recruited from the survey study, based on meeting screening criteria for executive dysfunction (Adult Self-Report ADHD Scale, Kessler et al., 2005), with sub-groups defined by top and bottom quartile BSMAS scores (evenly grouped). Thematic analysis found that most individuals with attention dysregulation, regardless of their BSMAS category, perceive self-regulation of social media use as highly challenging and effortful, describing broadly problematic relationship with social media. They also described rich combination of motivations and context of using social media, and strategies for managing use. This research questions the effectiveness of the BSMAS as a measure of general PSMU (lacking a formed self-regulation component), especially in individuals with attentional dysregulation. Future research investigating self-regulation strategies and focusing on characteristics of positive social media use is needed.
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Affiliation(s)
| | - Theodora Ollis
- School of Psychology, Western Sydney University, Sydney, NSW Australia
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16
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Alcohol Consumption in Chinese Young Adult Gamers: Factor Structure and Measurement Invariance of the Alcohol Use Disorders Identification Test (AUDIT). Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00866-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/17/2022] Open
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17
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Formosa J, Johnson D, Türkay S, Mandryk RL. Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic. COMPUTERS IN HUMAN BEHAVIOR 2022; 131:107232. [PMID: 35165496 PMCID: PMC8829687 DOI: 10.1016/j.chb.2022.107232] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/17/2021] [Revised: 01/31/2022] [Accepted: 02/05/2022] [Indexed: 12/15/2022]
Abstract
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to stay-at-home and quarantine restrictions, which has led to further concerns regarding the wellbeing impacts of videogames. Due to the challenges and stressors associated with living in a pandemic, it is even more crucial now to understand how engagement with videogames influence players’ wellbeing. This study, therefore, utilises Self-Determination Theory and the Dualistic Model of Passion to explore the relationships between people’s need satisfaction (and frustration), passion for videogames, and wellbeing prior to and during the COVID-19 pandemic. Findings showed that, during both periods, in-game need satisfaction could lead to either harmonious or obsessive passion for videogames, while frustration of needs through important life domains was more likely to determine an obsessive passion. The findings also highlighted significant differences in wellbeing outcomes seen prior to and during the COVID-19 pandemic, suggesting that videogame engagement may play an important role in improving players’ vitality and lowering psychological distress during this time.
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18
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Facets of competitiveness as predictors of problem video gaming among players of massively multiplayer online first-person shooter games. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-020-00886-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
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19
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Pallavicini F, Pepe A, Mantovani F. The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:334-354. [PMID: 35639118 DOI: 10.1089/cyber.2021.0252] [Citation(s) in RCA: 29] [Impact Index Per Article: 9.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested that video games for many individuals have helped to cope with such difficult life experience. However, other research indicates that gaming may have had harmful effects. Within this context, this systematic review aimed to describe the literature on the effects of video games during the early stages of the COVID-19 crisis on stress, anxiety, depression, loneliness, and gaming disorder (GD), examining the study characteristics and outcomes. A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was preregistered in the International Platform of Registered Systematic Review and Meta-Analysis Protocols (INPLASY)-INPLASY202180053. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [("video game*") OR ("computer game*") OR ("gaming")] AND [("COVID-19")]. Twenty-four studies met the inclusion criteria. Four research explored the effects of playing video games during the COVID-19 pandemic on stress, anxiety, and depression. Four studies investigated loneliness, while 18 research investigated game disorder. Video games, especially augmented reality and online multiplayer ones, mitigated stress, anxiety, depression, and loneliness among adolescents and young adults during stay-at-home restrictions. However, in the case of at-risk individuals (i.e., particularly male youths), playing video games had detrimental effects.
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Affiliation(s)
- Federica Pallavicini
- Department of Human Sciences for Education "Riccardo Massa," University of Milano Bicocca, Milan, Italy
| | - Alessandro Pepe
- Department of Human Sciences for Education "Riccardo Massa," University of Milano Bicocca, Milan, Italy
| | - Fabrizia Mantovani
- Department of Human Sciences for Education "Riccardo Massa," University of Milano Bicocca, Milan, Italy
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20
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Chandra R, Kumar S, Bahurupi Y, Rawat VS. The Association of Problematic Online Gaming Behavior With Mental Well-Being and Depressive Symptoms Among Students of Professional Colleges in Rishikesh. Cureus 2022; 14:e22007. [PMID: 35282523 PMCID: PMC8908279 DOI: 10.7759/cureus.22007] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/08/2022] [Indexed: 11/05/2022] Open
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21
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Evidence on Problematic Online Gaming and Social Anxiety over the Past Ten Years: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2022. [DOI: 10.1007/s40429-021-00406-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Abstract
Purpose of Review
The present study aimed to review the literature concerning the relationship between problematic online gaming (POG) and social anxiety, taking into account the variables implicated in this relationship. This review included studies published between 2010 and 2020 that were indexed in major databases with the following keywords: Internet gaming, disorder, addiction, problematic, social phobia, and social anxiety.
Recent Findings
In recent years, scientific interest in POG has grown dramatically. Within this prolific research field, difficulties associated with social anxiety have been increasingly explored in relation to POG. Indeed, evidence showed that individuals who experience social anxiety are more exposed to the risk of developing an excessive or addictive gaming behavior.
Summary
A total of 30 studies satisfied the initial inclusion criteria and were included in the present literature review. Several reviewed studies found a strong association between social anxiety and online gaming disorder. Furthermore, the relationships among social anxiety, POG, age, and psychosocial and comorbid factors were largely explored. Overall, the present review showed that socially anxious individuals might perceive online video games as safer social environments than face-to-face interactions, predisposing individuals to the POG. However, in a mutually reinforcing relationship, individuals with higher POG seem to show higher social anxiety. Therefore, despite online gaming might represent an activity able to alleviate psychopathological symptoms and/or negative emotional states, people might use online gaming to counterbalance distress or negative situations in everyday life, carrying out a maladaptive coping strategy.
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22
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Lindenberg K, Holtmann M. [Inclusion of gaming disorder as a behavioral addiction in ICD-11]. ZEITSCHRIFT FUR KINDER-UND JUGENDPSYCHIATRIE UND PSYCHOTHERAPIE 2022; 50:1-7. [PMID: 34974738 DOI: 10.1024/1422-4917/a000837] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Inclusion of gaming disorder as a behavioral addiction in ICD-11 Abstract. With the inclusion of the new category "disorders due to addictive behaviors" in ICD-11, it has been officially recognized by the WHO that highly rewarding behaviors, analogous to psychotropic substances, can become addictive. In addition to gambling disorder, which was already listed in ICD-10, computer gaming disorder was added as a new diagnosis in this category. The phenotype is characterized by loss of control, priority of gaming over other activities, continuation of gaming despite negative consequences, and the condition of significant impairment caused by the symptomatology. Disorder-typical pathomechanisms include consumption-dependent factors, developmental factors, changes in reward sensitivity and processing, and biased reward expectations (cognitions). Psychotherapeutic care for children, adolescents, and young adults with this disorder, who now comprise a substantial proportion of outpatient care, is challenging. In addition to the development of valid diagnostic tools and effective intervention methods, there is a great need for further training in child and adolescent psychiatry and psychotherapy on this new disorder.
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Affiliation(s)
- Katajun Lindenberg
- Institut für Psychologie, Goethe-Universität Frankfurt, Frankfurt am Main
| | - Martin Holtmann
- LWL-Universitätsklinik Hamm der Ruhr-Universität Bochum, Hamm
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23
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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: 14] [Impact Index Per Article: 3.5] [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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Gutwinski S, Heinz A. [Changes in ICD-11: Disorders Due to Substance Use or Addictive Behaviours]. PSYCHIATRISCHE PRAXIS 2021; 49:156-163. [PMID: 34921363 DOI: 10.1055/a-1548-6256] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
ICD-11 will discriminate 3 subcategories of harmful patterns of substance use and 5 subcategories of dependence. According to a pre-version, the 6 diagnostic criteria of substance dependence in ICD-10 will be condensed in 3 pairs in ICD-11. The term "persistent substance use despite clear evidence overly harmful consequence" shall be replaced by "substance use often continues despite the occurrence of problems". Pathological gambling and pathological gaming will be listed as addictive behaviors next to substance use disorders.The reduction from 6 to 3 criteria of substance dependence may be problematic in some cases. First studies report an increase of alcohol and cannabis dependence under use of ICD-11. The change of the description of "persistent substance use despite clear evidence overly harmful consequence" to "substance use often continues despite the occurrence of problems" could imply legal and social problems, which could lead to pathologization of social problems.
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Affiliation(s)
- Stefan Gutwinski
- Klinik für Psychiatrie und Psychotherapie, Psychiatrische Universitätsklinik der Charité im St. Hedwig Krankenhaus
| | - Andreas Heinz
- Klinik für Psychiatrie und Psychotherapie, Charité Universitätsmedizin Berlin Campus Charité Mitte
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25
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Yoon S, Yang Y, Ro E, Ahn WY, Kim J, Shin SH, Chey J, Choi KH. Reliability, and Convergent and Discriminant Validity of Gaming Disorder Scales: A Meta-Analysis. Front Psychol 2021; 12:764209. [PMID: 34950088 PMCID: PMC8689178 DOI: 10.3389/fpsyg.2021.764209] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2021] [Accepted: 11/10/2021] [Indexed: 12/29/2022] Open
Abstract
Background: An association between gaming disorder (GD) and the symptoms of common mental disorders is unraveled yet. In this preregistered study, we quantitatively synthesized reliability, convergent and discriminant validity of GD scales to examine association between GD and other constructs. Methods: Five representative GD instruments (GAS-7, AICA, IGDT-10, Lemmens IGD-9, and IGDS9-SF) were chosen based on recommendations by the previous systematic review study to conduct correlation meta-analyses and reliability generalization. A systematic literature search was conducted through Pubmed, Proquest, Embase, and Google Scholar to identify studies that reported information on either reliability or correlation with related variables. 2,124 studies were full-text assessed as of October 2020, and 184 were quantitatively synthesized. Conventional Hedges two-level meta-analytic method was utilized. Results: The result of reliability generalization reported a mean coefficient alpha of 0.86 (95% CI = 0.85-0.87) and a mean test-retest estimate of 0.86 (95% CI = 0.81-0.89). Estimated effect sizes of correlation between GD and the variables were as follows: 0.33 with depression (k = 45; number of effect sizes), 0.29 with anxiety (k = 37), 0.30 with aggression (k = 19), -0.22 with quality of life (k = 18), 0.29 with loneliness (k = 18), 0.56 with internet addiction (k = 20), and 0.40 with game playtime (k = 53), respectively. The result of moderator analyses, funnel and forest plots, and publication bias analyses were also presented. Discussion and Conclusion: All five GD instruments have good internal consistency and test-retest reliability. Relatively few studies reported the test-retest reliability. The result of correlation meta-analysis revealed that GD scores were only moderately associated with game playtime. Common psychological problems such as depression and anxiety were found to have a slightly smaller association with GD than the gaming behavior. GD scores were strongly correlated with internet addiction. Further studies should adopt a rigorous methodological procedure to unravel the bidirectional relationship between GD and other psychopathologies. Limitations: The current study did not include gray literature. The representativeness of the five tools included in the current study could be questioned. High heterogeneity is another limitation of the study. Systematic Review Registration: [https://www.crd.york.ac.uk/PROSPERO/], identifier [CRD42020219781].
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Affiliation(s)
- Seowon Yoon
- School of Psychology, Korea University, Seoul, South Korea
| | - Yeji Yang
- School of Psychology, Korea University, Seoul, South Korea
| | - Eunbin Ro
- School of Psychology, Korea University, Seoul, South Korea
| | - Woo-Young Ahn
- Department of Psychology, Seoul National University, Seoul, South Korea
| | - Jueun Kim
- Department of Psychology, Chungnam National University, Daejeon, South Korea
| | - Suk-Ho Shin
- Dr. Shin’s Neuropsychiatric Clinic, Seoul, South Korea
| | - Jeanyung Chey
- Department of Psychology, Seoul National University, Seoul, South Korea
| | - Kee-Hong Choi
- School of Psychology, Korea University, Seoul, South Korea
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Mediational role of gaming motives in the associations of the Five Factor Model of personality with weekly and disordered gaming in adolescents. PERSONALITY AND INDIVIDUAL DIFFERENCES 2021. [DOI: 10.1016/j.paid.2021.111063] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/23/2023]
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27
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Profile of Treatment-Seeking Gaming Disorder Patients: A Network Perspective. J Gambl Stud 2021; 38:941-965. [PMID: 34625873 DOI: 10.1007/s10899-021-10079-2] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 09/22/2021] [Indexed: 01/11/2023]
Abstract
The increasing presence of gaming disorder in recent years has led to major efforts to identify the specific predictors that have a high impact on the profile of people seeking treatment for this mental condition. The purpose of this study was to explore the network structure of the correlates of gaming disorder considering sociodemographic features and other clinical symptoms. Network analysis was applied to a sample of patients who met clinical criteria for gaming disorder (n = 117, of ages ranging from 15 to 70 yrs-old). Variables considered in the network included sex, age, socioeconomic position, global emotional distress, age of onset and duration of the gaming disorder, personality traits and the presence of other addictive behaviors (tobacco, alcohol and behavioral addictions). The central nodes in the network were global psychological distress, chronological age, and age of onset of gaming related problems. Linkage analysis also identified psychopathological status and age as the variables with the most valuable information in the model. The poorest relevance in the analysis was for the duration of gaming problems and socioeconomic levels. Modularity analysis grouped the nodes within four clusters. Identification of the variables with the highest centrality/linkage can be particularly useful for developing precise management plans to prevent and treat gaming disorder related problems.
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28
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Gutwinski S. [Addictive Disorders in ICD-11]. PSYCHIATRISCHE PRAXIS 2021; 48:171-172. [PMID: 33957692 DOI: 10.1055/a-1463-8731] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Affiliation(s)
- Stefan Gutwinski
- Klinik für Psychiatrie und Psychotherapie, Charité Universitätsmedizin Berlin.,Psychiatrische Universitätsklinik der Charité im St. Hedwig Krankenhaus
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Yu Y, Li JB, Lau JTF. Awareness and Potential Impacts of the Medicalization of Internet Gaming Disorder: Cross-sectional Survey Among Adolescents in China. J Med Internet Res 2021; 23:e22393. [PMID: 33625362 PMCID: PMC7946591 DOI: 10.2196/22393] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/10/2020] [Revised: 11/12/2020] [Accepted: 01/17/2021] [Indexed: 12/03/2022] Open
Abstract
Background The Eleventh Revision of International Classification of Diseases (ICD-11) newly listed gaming disorder, including internet gaming disorder (IGD), as a disease. The level of awareness and potential positive and negative impacts of this medicalization among adolescents were unknown. Objective This study investigated the levels, associated factors, and potential positive and negative impacts of awareness of the medicalization of IGD among adolescents in China. Methods In a cross-sectional survey, 1343 middle school students in Guangzhou, China, self-administered an anonymous questionnaire in classrooms (October to December 2019). Three risk subgroups were identified: those who scored ≥5 items in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition checklist (IGD-S), those who self-perceived having IGD currently (IGD-PC), and those who self-perceived having IGD within 12 months (IGD-P12M). Results Of the internet gamers, 48.3% (460/952) were aware of the medicalization of IGD; they were more likely to belong to the IGD-P12M/IGD-S risk subgroups. Within the IGD-PC/IGD-P12M (but not IGD-S) risk subgroups, IGD medicalization awareness was positively associated with favorable outcomes (reduced internet gaming time in the past 12 months, seeking help from professionals if having IGD, and fewer maladaptive cognitions). After being briefed about the ICD-11 inclusion of IGD, 54.2% (516/952) and 32.8% (312/952) expressed that it would lead to the reduction of gaming time and help-seeking behaviors, respectively; however, 17.9% (170/952), 21.5% (205/952), 15.9% (151/952), and 14.5% (138/952) perceived self-doubt for being diseased, stronger pressure from family members, negative emotional responses, and labeling effect, respectively. With a few exceptions, such perceived positive or negative impacts were stronger among the IGD-S, IGD-PC, and IGD-P12M risk subgroups. Conclusions The exploratory study shows that the medicalization of IGD may have benefits that need maximization and potentially harmful effects that need minimization. Future studies should test the efficacies of health promotion that increases IGD medicalization awareness.
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Affiliation(s)
- Yanqiu Yu
- Center for Health Behaviours Research, Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, Hong Kong
| | - Ji-Bin Li
- Department of Clinical Research, Sun Yat-Sen University Cancer Center, State Key Laboratory of Oncology in South China, Collaborative Innovation Center for Cancer Medicine, Guangzhou, China
| | - Joseph T F Lau
- Center for Health Behaviours Research, Jockey Club School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, Hong Kong
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Chang YC, Tzang RF. Proposing and Validating the Diagnosis Scale for Internet Gaming Disorder in Taiwanese ADHD Adolescents: Likert Scale Method Based on the DSM-5. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18041492. [PMID: 33557435 PMCID: PMC7915797 DOI: 10.3390/ijerph18041492] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/28/2020] [Revised: 01/28/2021] [Accepted: 01/30/2021] [Indexed: 11/16/2022]
Abstract
The paper aims to adjust the Taiwanese version of Internet gaming disorder-short form Likert scale with Likert (IGD-SF-T-L) based on the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria to a Likert scale model and test its psychometric property among children and adolescents with Attention Deficit Hyperactivity Disorder (ADHD). Confirmatory factor analysis (CFA) was conducted for validity and the Cronbach’s α for reliability of IGD-SF-T-L. The ROC (receiver operating curves) was used to propose the cut-off point for assessing the instrument’s psychometric properties and its corresponding indices for the diagnostic accuracy. In total, 102 children and adolescents with ADHD were recruited. The construct validity of IGD-SF-T by CFA was model well fitted with excellent reliability (Cronbach’s α = 0.918). The ROC using the Chen’s CIAS > 56 as the state variable for IGD diagnosis showed the AUC (areas under the curves) was 0.918. The cut-off point proposed for IGD-SF-T-L to indicate a diagnosis of IGD was ≥ 10. The corresponding indices of accuracy: sensitivity, specificity, LR (likelihood ratio) +, LR-, and AUC were 0.893, 0.826, 5.134, 0.130, and 0.859, respectively. The proposed IGD-SF-T-L is an adequate, standardized psychometrical measurement for diagnosing IGD among Taiwanese adolescents with ADHD. More attention should be paid toward recent ADHD youth with Internet gaming disorder and their family.
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Affiliation(s)
- Yue-Cune Chang
- Department of Mathematics, Tamkang University, New Taipei 251, Taiwan;
| | - Ruu-Fen Tzang
- Department of Psychiatry, Mackay Memorial Hospital, Taipei 104, Taiwan
- Department of Childhood Care and Education, Mackay Junior College of Medicine, Nursing, and Management, Taipei 252, Taiwan
- Department of Medicine, Mackay Medical College, Taipei 252, Taiwan
- Correspondence: ; Tel.: +886-2-25433535; Fax: +886-2-28098249
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Jeong H, Yim HW, Lee SY, Lee HK, Potenza MN, Shin Y. Preschool Exposure to Online Games and Internet Gaming Disorder in Adolescents: A Cohort Study. Front Pediatr 2021; 9:760348. [PMID: 34888270 PMCID: PMC8650316 DOI: 10.3389/fped.2021.760348] [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: 08/18/2021] [Accepted: 11/02/2021] [Indexed: 11/13/2022] Open
Abstract
Objectives: Although considerable evidence has already been collected on the effects of early initiation of drug/alcohol consumption on addictive behaviors in adolescents, little is known about the impact of early exposure to online games during preschool ages on the risk of internet gaming disorder (IGD). We evaluated the effects of exposure to online games before entering elementary school on IGD occurrence during the secondary school years using a community-based longitudinal study. Methods: Data from 1,760 adolescents (seventh grade), who were recruited from the iCURE study and followed for 2 years, were analyzed. A high risk of IGD (HRIGD) was assessed by the Internet Game Use Elicited Symptom Screen, a self-reported questionnaire based on the fifth version of DSM-5 IGD criteria. Early exposure to online gaming was defined as when adolescents played online games during their preschool years. A multivariate generalized-estimating-equation model was applied to examine the independent risk factor of the occurrence of HRIGD during the 2-year follow-up period. Results: As compared with the later-exposure group, those with early exposure to online games showed an ~1.7-fold greater incidence of HRIGD over the 2-year follow-ups after adjusting for potential confounders including baseline IGD scores (adjusted relative risk:1.69; 95%confidence interval:1.08-2.66). Pre-specified sensitivity analyses showed that the results were robust. Conclusion: Exposure to online gaming during the preschool years increases the likelihood of occurrence of HRIGD in adolescence. Restricting exposure to online games during the preschool years should be examined as a way to reduce the risk of IGD in adolescents. Clinical Trial Registration: www.clinicaltrials.gov, identifier: NCT02415322.
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Affiliation(s)
- Hyunsuk Jeong
- Department of Preventive Medicine, College of Medicine, Catholic University of Korea, Seoul, South Korea
| | - Hyeon Woo Yim
- Department of Preventive Medicine, College of Medicine, Catholic University of Korea, Seoul, South Korea
| | - Seung-Yup Lee
- Department of Psychiatry, College of Medicine, Catholic University of Korea, Seoul, South Korea
| | - Hae Kook Lee
- Department of Psychiatry, College of Medicine, Catholic University of Korea, Seoul, South Korea
| | - Marc N Potenza
- Departments of Psychiatry, Neuroscience and Child Study Center, Yale University, New Haven, CT, United States.,Connecticut Council on Problem Gambling, Wethersfield, CT, United States.,Connecticut Mental Health Center, New Haven, CT, United States
| | - Yunmi Shin
- Department of Psychiatry, School of Medicine, Ajou University, Suwon, South Korea
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Kircaburun K, Pontes HM, Stavropoulos V, Griffiths MD. A brief psychological overview of disordered gaming. Curr Opin Psychol 2020; 36:38-43. [DOI: 10.1016/j.copsyc.2020.03.004] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/09/2020] [Revised: 03/13/2020] [Accepted: 03/16/2020] [Indexed: 12/20/2022]
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Relationship of Internet Gaming Disorder with Psychopathology and Social Adaptation in Italian Young Adults. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17218201. [PMID: 33172015 PMCID: PMC7664226 DOI: 10.3390/ijerph17218201] [Citation(s) in RCA: 21] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 10/12/2020] [Revised: 11/01/2020] [Accepted: 11/02/2020] [Indexed: 01/24/2023]
Abstract
Internet addiction is currently considered a worldwide problem, with a possible impact on mental health. This study aimed to investigate the prevalence of internet gaming disorder (IGD) among Italian young adults and to explore its association with psychopathological symptoms. Our sample included 566 young adults (324 males/242 females; age: 22.74 ± 4.83 years). Participants were asked to state their favorite games and complete the following questionnaires: the Internet Gaming Disorder Scale Short Form (IGD9-SF); the APA symptom checklist, based on DSM-5 diagnostic criteria for IGD; the Symptom Checklist-90 Revised (SCL-90 R); and the Social Adaptation Self Evaluation Scale (SASS). Use of video games was common among study participants (95% of the sample). Thirty subjects (5.3% of the sample) matched criteria for a clinical diagnosis of IGD. Data showed a positive correlation between higher use of online games and higher levels of depression (r = 0.501), anxiety (r = 0.361) and psychoticism (r = 0.431), and lower family and extra-family relationships (r = −0.383). At linear regression analysis, somatization (p = 0.002), depression (p = 0.001) and sleep disturbances (p = 0.003) were predictors of IGD diagnosis. IGD was significantly associated to mental health distress. Healthcare professionals should be aware of the problematic consequences of online gaming.
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Bender PK, Kim EL, Gentile DA. Gaming Disorder in Children and Adolescents: Risk Factors and Preventive Approaches. CURRENT ADDICTION REPORTS 2020. [DOI: 10.1007/s40429-020-00337-5] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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35
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36
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Seclusion in adolescents with IGD: New diagnostic criteria or measure of severity? COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106394] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
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37
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Stavropoulos V, Pontes HM, Gomez R, Schivinski B, Griffiths M. Proteus Effect Profiles: how Do they Relate with Disordered Gaming Behaviours? Psychiatr Q 2020; 91:615-628. [PMID: 32140972 DOI: 10.1007/s11126-020-09727-4] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Gamers represent themselves in online gaming worlds through their avatars. The term "Proteus Effect" (PE) defines the potential influences of the gamers' avatars on their demeanour, perception and conduct and has been linked with excessive gaming. There is a significant lack of knowledge regarding likely distinct PE profiles and whether these could be differentially implicated with disordered gaming. A normative group of 1022 World of Warcraft (WoW) gamers were assessed in the present study (Mean age = 28.60 years). The Proteus Effect Scale (PES) was used to evaluate the possible avatar effect on gamers' conduct, and the Internet Gaming Disorder Scale-Short-Form was used to examine gaming disorder behaviors. Latent class profiling resulted in three distinct PE classes, 'non-influenced-gamers' (NIGs), 'perception-cognition-influenced-gamers' (PCIGs), and 'emotion-behaviour-influenced-gamers' (EBIGs). The NIGs reported low rates across all PES items. The PCIGs indicated higher avatar influence in their perception-experience but did not report being affected emotionally. The EBIGs indicated significantly higher avatar influence in their emotion and behaviour than the other two classes but reported stability in their perception of aspects independent of their avatar. Gaming disorder behaviours were reduced for the NIGs and progressively increased for the PCIGs and the EBIGs.
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Affiliation(s)
| | - Halley M Pontes
- University of Tasmania, School of Psychological Sciences, Newnham Campus, Building O, Launceston, TAS, 7250, Australia.,The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS, 7250, Australia
| | - Rapson Gomez
- Federation University Australia, Ballarat, Australia
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Richard J, Fletcher É, Boutin S, Derevensky J, Temcheff C. Conduct problems and depressive symptoms in association with problem gambling and gaming: A systematic review. J Behav Addict 2020; 9:497-533. [PMID: 32750033 PMCID: PMC8943658 DOI: 10.1556/2006.2020.00045] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/28/2020] [Revised: 05/21/2020] [Accepted: 06/26/2020] [Indexed: 02/02/2023] Open
Abstract
BACKGROUND AND AIMS Behavioral addictions such as gambling and gaming disorder are significant public health issues that are of increasing importance to policy makers and health care providers. Problem gambling and gaming behaviors have been identified as being associated with externalizing and internalizing problems, with theoretical models suggesting that both conduct problems and depressive symptoms may be significant risk factors in the development of problem gambling and gaming. As such, the purpose of this systematic review is to provide an overview of research identifying the relationship between conduct problems, depressive symptoms and problem gambling and gaming among adolescents and young adults. METHODS Systematic literature searches in accordance with PRISMA guidelines found 71 eligible studies that met the inclusion criteria, 47 for problem gambling, 23 for problem gaming and one for both problem behaviors. RESULTS Based on cross-sectional evidence, both problem gambling and gaming are consistently concurrently associated with conduct problems and depressive symptoms. Longitudinal evidence appears to be clearer for conduct problems as a risk factor for problem gambling, and depressive symptoms as a risk factor for problem gaming. However, both risk factors appear to increase the risk for these problem behaviors. DISCUSSION AND CONCLUSIONS Results from the literature review suggest that problem gambling and gaming are associated with the presence of conduct problems and depressive symptoms, with the potential of sharing common etiological factors. Additional research is necessary to confirm these longitudinal relationships with an emphasis on investigating the interaction of both early conduct problems and depressive symptoms.
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Affiliation(s)
- Jérémie Richard
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada,Corresponding author. E-mail:
| | - Émilie Fletcher
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Stephanie Boutin
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Jeffrey Derevensky
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
| | - Caroline Temcheff
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, Montreal, QC, Canada,Department of Educational and Counselling Psychology, Faculty of Education, McGill University, Montreal, QC, Canada
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Tham SM, Ellithorpe ME, Meshi D. Real-world social support but not in-game social support is related to reduced depression and anxiety associated with problematic gaming. Addict Behav 2020; 106:106377. [PMID: 32151891 DOI: 10.1016/j.addbeh.2020.106377] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/10/2020] [Revised: 02/24/2020] [Accepted: 02/26/2020] [Indexed: 10/24/2022]
Abstract
Playing video games can become problematic, interfering with gamers' daily functioning. This problematic gaming is associated with negative mental health outcomes, such as depression and anxiety. Social support, provided in the real-world, can protect against mental health disorders such as depression and anxiety. However, previous research on gaming has found that real-world social support for gamers often decreases, while within-game social support increases. Importantly, it is currently unknown whether in-game social support can replace real-world social support in protecting problematic gamers from symptoms of depression and anxiety. To address this, we conducted an online survey (n = 361), recruiting participants from both a general university population and an online campus gaming (E-sports) group. We collected measures of problematic gaming, depression, anxiety, and both real-world and in-game social support, and then conducted a path analysis. In line with previous research, problematic gaming was significantly associated with decreased real-world social support and increased in-game social support. However, only real-world social support was then associated with reduced depression and anxiety, while in-game social support was unrelated to both. Problematic gaming also retained a significant direct effect on depression and anxiety. Maintaining real-world social support should be encouraged in the face of problematic gaming behaviors.
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A new era for gaming disorder research: Time to shift from consensus to consistency. Addict Behav 2020; 103:106059. [PMID: 31473045 DOI: 10.1016/j.addbeh.2019.106059] [Citation(s) in RCA: 29] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2019] [Revised: 07/16/2019] [Accepted: 07/16/2019] [Indexed: 11/24/2022]
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41
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Self-determination theory, internet gaming disorder, and the mediating role of self-control. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2019.106209] [Citation(s) in RCA: 46] [Impact Index Per Article: 9.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
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42
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An Overview of the Expert Consensus on the Prevention and Treatment of Gaming Disorder in China (2019 Edition). Neurosci Bull 2020; 36:825-828. [PMID: 32125603 DOI: 10.1007/s12264-020-00475-w] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2019] [Accepted: 01/05/2020] [Indexed: 10/24/2022] Open
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Marchica LA, Mills DJ, Keough MT, Derevensky JL. Exploring Differences Among Video Gamers With and Without Depression: Contrasting Emotion Regulation and Mindfulness. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 23:119-125. [PMID: 31923362 DOI: 10.1089/cyber.2019.0451] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/19/2022]
Abstract
Video games are a leisure activity with mass appeal for individuals of all ages. However, for some individuals, playing video games may become problematic and addictive, resulting in negative consequences affecting their physical, social, and psychological well-being. Internet gaming disorder (IGD) has estimated prevalence rates of around 3 percent and has been strongly associated with several psychopathologies, including depression. Given that emotion regulation (ER) and mindfulness are fluid constructs that can be enhanced, the potential for intervention and prevention is considerable. Thus, this study sought to, as a first step in determining clinical relevance, explore the differences in ER, mindfulness, and impulsivity among emerging adult gamers who met criteria for IGD, depression, or both IGD and depression (Dep + IGD). A sample of 1,536 gamers (45 percent male, Mage = 20.45 years old) completed an online survey, including an assessment for IGD, depression, difficulties with ER, impulsivity, and mindfulness. Relative to individuals below IGD and depression cutoffs (control), the clinical groups (IGD, depression, and Dep + IGD) reported greater ER difficulties, higher impulsivity, and lower mindfulness. Finally, relative to the IGD + depression group, the other two clinical groups had fewer difficulties with cognitive impulsivity, whereas the depression group reported more difficulties with strategy use. These results suggest that gamers should be considered a heterogeneous group and that comorbid disorders are important considerations when developing targeted treatments for individuals with IGD.
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Affiliation(s)
- Loredana A Marchica
- Department of Education and Counselling Psychology, McGill University, Montreal, Canada
| | - Devin J Mills
- School of Social Work, Rutgers University, New Brunswick, New Jersey
| | - Matthew T Keough
- Department of Psychology, Faculty of Health, York University, Toronto, Canada
| | - Jeffrey L Derevensky
- Department of Education and Counselling Psychology, McGill University, Montreal, Canada
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45
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Egorov AY, Grechanyi SV. [Current approaches to the treatment and correction of Internet addiction]. Zh Nevrol Psikhiatr Im S S Korsakova 2019; 119:152-159. [PMID: 31407696 DOI: 10.17116/jnevro2019119061152] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/09/2023]
Abstract
According to WHO consensus decision, gambling disorder, including the form of Internet addiction (IA), should be included in the section 'Impulsive disorders and behavioral addictions' of ICD-11. Population studies in the USA and Europe show the prevalence of IA from 1.5 to 8.2%, and in the countries of Southeast Asia it reaches 20-30% among young people. All this raises questions about the development of standardized approaches to the treatment and correction of this disorder. The review covers pharmacological and non-pharmacological approaches. Several studies and clinical observations have been devoted to pharmacological methods for treating IA, including the successful use of antidepressants such as escitalopram, clomipramine, and bupropion. There are data on the effectiveness of quetiapine, clonazepam, naltrexone and methylphenidate. In general, research was limited to methodological deficiencies, including small sample sizes, lack of control groups etc. Of non-pharmacological and psychotherapeutic approaches, in particular, cognitive-behavioral therapy (CBT) is the most studied. Special programs CBT are developed focused on children and teenagers. In addition to CBT, other psychotherapeutic approaches were used for the correction of IA: reality therapy, Internet interventions, acceptance and responsibility therapy, family therapy, complex methods. In many countries educational medical camps have been established (for example, sports or other outdoor activities) for adolescents with IA. Further studies in the field are needed to develop treatment approaches and diagnostic classification of IA.
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Affiliation(s)
- A Yu Egorov
- Sechenov Institute of Evolutionary Physiology and Biochemistry the Russian Academy of Sciences, St.-Petersburg, Russia; St.-Petersburg State University, St.-Petersburg, Russia; Mechnikov North-West State Medical University, St.-Petersburg, Russia
| | - S V Grechanyi
- St.-Petersburg State Pediatric Medical University, St.-Petersburg, Russia
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46
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Bányai F, Griffiths MD, Demetrovics Z, Király O. The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. Compr Psychiatry 2019; 94:152117. [PMID: 31422185 DOI: 10.1016/j.comppsych.2019.152117] [Citation(s) in RCA: 55] [Impact Index Per Article: 9.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/03/2019] [Revised: 07/28/2019] [Accepted: 08/06/2019] [Indexed: 12/27/2022] Open
Abstract
Research examining the relationship between gaming disorder, gaming motivations, and mental health is increasing, but the types of gaming use, such as recreational gaming and esports are not commonly distinguished. The present study compared recreational gamers and esport gamers (N = 4284) on a number of variables including game time, gaming motivations, severity of gaming disorder, and psychiatric symptoms. Additionally, the mediating effect of gaming motivations among esport and recreational gamers between psychiatric distress and problematic gaming was examined. Results showed that esport gamers spent significantly more time playing video games both on weekdays and weekend days than recreational gamers. Moreover, esport gamers had higher scores on social, competition, and skill development gaming motivations than recreational gamers. The mediation model demonstrated a significant positive direct and significant mediated effect via escapism (i.e., gaming excessively to avoid real life problems) between the higher levels of psychiatric distress and gaming disorder. However, esport and recreational gamers showed no significant differences in the model. The escapism motive appeared to be the common predictor of problematic gaming among both esport and recreational gamers. Future studies should focus on exploring escapism's mechanism in different subgroups of gamers in relation to problematic gaming to help the development of prevention, intervention, and treatment programs.
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Affiliation(s)
- Fanni Bányai
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Doctoral School of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary.
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
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Leouzon H, Alexandre JM, Fatséas M, Auriacombe M. L’addiction aux jeux vidéo dans le DSM-5, controverses et réponses relatives à son diagnostic et sa définition. ANNALES MÉDICO-PSYCHOLOGIQUES, REVUE PSYCHIATRIQUE 2019. [DOI: 10.1016/j.amp.2019.03.013] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
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Jeong EJ, Ferguson CJ, Lee SJ. Pathological Gaming in Young Adolescents: A Longitudinal Study Focused on Academic Stress and Self-Control in South Korea. J Youth Adolesc 2019; 48:2333-2342. [PMID: 31327099 DOI: 10.1007/s10964-019-01065-4] [Citation(s) in RCA: 39] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2019] [Accepted: 06/14/2019] [Indexed: 12/24/2022]
Abstract
With the increase in social concern regarding pathological gaming among adolescents, the WHO (World Health Organization) included "gaming disorder" in the International Classification of Disorders, 11th version (ICD-11). However, little longitudinal research has been conducted examining social influences on pathological gaming, particularly in Asian countries (e.g., South Korea, China). With 4-year panel data from young adolescents (N = 968, 50.7% girls; Mage = 13.3 years) in South Korea, this study examined the effects of cultural environmental factors (parents' excessive interference, communication with parents, and friends' and teachers' support) on pathological gaming through academic stress and self-control. The results showed the critical role of academic stress and self-control in the effects of environmental factors on pathological gaming. Parents' excessive interference increased the degree to which youth experienced academic stress while the degree of communication with parents decreased this stress. Increased academic stress damaged self-control, which finally increased the degree of pathological gaming. Self-control affected the degree of pathological gaming stronger than gaming time did. The theoretical and practical implications from the study findings are discussed.
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Affiliation(s)
- Eui Jun Jeong
- Department of Digital Culture & Contents, Konkuk University, Seoul, South Korea
| | - Christopher J Ferguson
- Department of Psychology, Stetson University, 421N. Woodland Blvd. Unit 8358, DeLand, FL, 32723, USA.
| | - Sung Je Lee
- Department of Digital Culture & Contents, Konkuk University, Seoul, South Korea
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The Future of Gaming Disorder Research and Player Protection: What Role Should the Video Gaming Industry and Researchers Play? Int J Ment Health Addict 2019. [DOI: 10.1007/s11469-019-00110-4] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/26/2022] Open
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The cross-cultural expression of internet gaming distress in North America, Europe, and China. Addict Behav Rep 2019; 9:100146. [PMID: 31193753 PMCID: PMC6542297 DOI: 10.1016/j.abrep.2018.100146] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/07/2018] [Revised: 10/22/2018] [Accepted: 11/17/2018] [Indexed: 11/23/2022] Open
Abstract
We compare the forms online gaming-related distress takes cross-culturally, and examine how much such distress resembles the World Health Organization's (WHO) “Gaming disorder,” understood to be an “addiction.” Our preliminary exploratory factor analysis (EFA) in North America (n = 2025), Europe (n = 1198), and China (n = 841) revealed a constant four-factor structure across the three regions, with classic “addiction” symptoms always clustering together on the first and most important factor, though with some variability in regional factors' exact item composition. In the present study, we use second-order confirmatory factor analysis (CFA) to further examine this factor structure and the cultural similarities and differences. Specifically, we focus on confirming the regional structure and composition of an ethnographically developed 21-item gaming distress scale, which contains a wider symptoms pool than typical gaming disorder scales, and thus allows us to better separate generalized gaming distress's “addictive” from other culturally-influenced “problem” experiences and behaviors in each regional case. We use propensity score matching to separate the impact on gaming-related distress of regional culture from demographic variables (North America/Europe: n = 1043 pairs; North America/China: n = 535 pairs). Although our results support current WHO formulations of gaming-related distress as an addictive disorder, we show how cultural forces can shape how “addictive” and “problem” gaming are experienced and thus psychiatrically presented in different parts of the world. In particular, generalized gaming distress's addictive and problematic dimensions seem to be shaped by culture-specific expressions of achievement motivations, social connection and disconnection, and unique psychosomatic experiences. Second-order CFA shows similarities and differences between online gaming distress in North America, Europe, and China. Our 21-item distress scale allows us to separate “addictive” from “problem” experiences and behaviors in each regional case. Propensity score matching helps us separate the impact on gaming distress of regional culture from demographic variables. Generalized gaming distress consists of four dimensions, with three closely related to addiction experiences and behaviors. Our results support current WHO and APA formulations of gaming-related distress as an addictive disorder. Culture also shapes how “addictive” and “problem” gaming are experienced in different parts of the world.
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