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Miao S, Xu L, Gao S, Bai C, Huang Y, Peng B. Internet addiction and suicidal ideation in Chinese children with migrant parents: Mediating role of anxiety and moderating role of social support. Acta Psychol (Amst) 2024; 248:104427. [PMID: 39053052 DOI: 10.1016/j.actpsy.2024.104427] [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: 01/06/2024] [Revised: 07/22/2024] [Accepted: 07/23/2024] [Indexed: 07/27/2024] Open
Abstract
INTRODUCTION The prevalence of internet addiction among Chinese left-behind children, coupled with its potential to exacerbate anxiety and suicidal ideation, has become a critical issue. This study seeks to address the dearth of research on the psychological underpinnings of this phenomenon, particularly the mediating role of anxiety and the moderating effect of social support across different parental migration statuses. Understanding these relationships is crucial for developing targeted interventions and informing policy decisions. METHODS In a cross-sectional study, we administered Young's Internet Addiction Test, alongside scales for anxiety, social support, and suicidal ideation, to 2882 middle school students in China with diverse parental migration backgrounds. Utilizing an online survey approach, we ensured broad participation and participant anonymity. Advanced statistical analyses, including regression models for mediation and moderation effects, were employed to rigorously test our hypotheses. RESULTS Among all participants, a significant positive correlation was observed between Internet addiction and suicidal ideation. Anxiety mediated the relationship between Internet addiction and suicidal ideation across all groups, including those with mother-only migration (Effect = 0.383, 95%CI: 0.107,0.943), father-only migration (Effect = 0.806, 95%CI: 0.487-1.230), both-parent migration(Effect = 0.289, 95%CI: 0.105-0.521), and non-left-behind children (Effect = 0.469, 95%CI: 0.342-0.630). Particularly in families where only the mother was absent, the moderating role of social support was especially prominent (B = 1.174, t = 6.446, p < 0.001 for low social support), underscoring the importance of family structure in the context of Internet addiction. CONCLUSION Internet addiction has both direct and indirect effects on suicidal ideation, with anxiety playing a mediating role in the indirect effects. Social support moderates and alleviates the relationship between Internet addiction and anxiety specifically in the mother-only migration group. Therefore, clarifying these relationships helps in developing and implementing effective interventions to specifically improve the mental health and living conditions of left-behind children.
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Affiliation(s)
- Siwei Miao
- Centre for Medical Big Data and Artificial Intelligence, Southwest Hospital of Third Military Medical University, Chongqing 400038, China
| | - Lu Xu
- School of Pharmacy, Chongqing Medical and Pharmaceutical College, Chongqing, 401331, China
| | - Sihong Gao
- Chongqing Fuling District Center for Disease Control and Prevention, Chongqing 408000, China
| | - Cuiping Bai
- Xiushan Traditional Chinese Medicine Hospital, Chongqing 409900, China
| | - Yan Huang
- Chongqing Traditional Chinese Medicine Hospital, Chongqing 400021, China.
| | - Bin Peng
- Department of Health Statistics, School of Public Health, Chongqing Medical University, Chongqing 400016, China.
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Batmaz H, Çelik E. Examining the Mediating Role of Resilience and Life Satisfaction in the Relationship Between Anxiety Sensitivity and Perceived Stress. Psychol Rep 2024:332941241263572. [PMID: 38907633 DOI: 10.1177/00332941241263572] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/24/2024]
Abstract
This study examines the mediation role of life satisfaction and resilience variables in the relationships between anxiety sensitivity and perceived stress. The data was collected with the Anxiety Sensitivity Index-3, Life Satisfaction Scale, Perceived Stress Scale, and Brief Psychological Resilience Scale from 347 university students (Mage = 23.15, SD = 5.15; 70% girls, 30% boys). The analyses were examined by structural equation modeling using AMOS 24. The findings suggest that students with high anxiety sensitivity and perceived stress have low resilience and life satisfaction levels. More importantly, resilience and life satisfaction were found to have partial mediation. As a result, it is seen that anxiety sensitivity has a significant effect on reducing perceived stress by increasing students' resilience and life satisfaction. Therefore, this situation facilitates decreased anxiety levels, greater satisfaction with life, and more robust mental health.
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Affiliation(s)
- Hasan Batmaz
- Psychosocial Counseling Coordinatorship, Karabuk University, Karabük, Turkey
| | - Eyüp Çelik
- Faculty of Education, Sakarya University, Sakarya, Turkey
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Liu Q, Ouyang L, Fan L, Liao A, Li Z, Chen X, Yuan L, He Y. Association between childhood trauma and Internet gaming disorder: a moderated mediation analysis with depression as a mediator and psychological resilience as a moderator. BMC Psychiatry 2024; 24:412. [PMID: 38834952 DOI: 10.1186/s12888-024-05863-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/17/2024] [Accepted: 05/23/2024] [Indexed: 06/06/2024] Open
Abstract
BACKGROUND The effect of childhood trauma on Internet gaming disorder remains unclear. In this study, we examined this association in Chinese students and explored the possible associated roles of psychological resilience and depression. METHODS In total, 8,579 students from Hunan Province, China, provided information regarding their sociodemographic factors, history of childhood trauma, any symptoms of depression, psychological resilience, and characteristics of Internet gaming disorder for this cross-sectional study. The impact of childhood trauma on Internet gaming disorder, as well as the extent to which it was mediated by depression and moderated by psychological resilience was evaluated. RESULTS The influence of childhood trauma on Internet gaming disorder was partially mediated by depression (B = 0.07, 95% CI [0.04, 0.05], p < 0.001), with psychological resilience acting as a mitigating factor (B = -0.002, 95% CI [13.74, 21.72], p < 0.001). Psychological resilience also moderated the association between childhood trauma and depression (B = - 0.003, 95% CI [22.17, 28.10], p < 0.001). Our moderated mediation model elucidated psychosocial mechanisms, revealing the underlying link between childhood trauma and Internet gaming disorder. It also demonstrated the partial mediating role of depression and modulating role of psychological resilience among Chinese students. CONCLUSIONS Education and interventions, along with effective social support, should be provided to enhance students' psychological resilience and prevent childhood trauma and depression.
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Affiliation(s)
- Qian Liu
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
- Hunan Key Laboratory of Psychiatry and Mental Health, China National Technology Institute on Mental Disorders, Institute of Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, 410011, China
| | - Lijun Ouyang
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
- Hunan Key Laboratory of Psychiatry and Mental Health, China National Technology Institute on Mental Disorders, Institute of Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, 410011, China
| | - Lejia Fan
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
- Hunan Key Laboratory of Psychiatry and Mental Health, China National Technology Institute on Mental Disorders, Institute of Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, 410011, China
| | - Aijun Liao
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
- Hunan Key Laboratory of Psychiatry and Mental Health, China National Technology Institute on Mental Disorders, Institute of Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, 410011, China
| | - Zongchang Li
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
- Hunan Key Laboratory of Psychiatry and Mental Health, China National Technology Institute on Mental Disorders, Institute of Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, 410011, China
| | - Xiaogang Chen
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
- Hunan Key Laboratory of Psychiatry and Mental Health, China National Technology Institute on Mental Disorders, Institute of Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, 410011, China
| | - Liu Yuan
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
- Hunan Key Laboratory of Psychiatry and Mental Health, China National Technology Institute on Mental Disorders, Institute of Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, 410011, China
| | - Ying He
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China.
- Hunan Key Laboratory of Psychiatry and Mental Health, China National Technology Institute on Mental Disorders, Institute of Mental Health, Hunan Medical Center for Mental Health, Changsha, Hunan, 410011, China.
- The Second Xiangya Hospital of Central South University, No.139, Renmin Rd, Changsha, Hunan, China.
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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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He M, Mao Y, Qiu J. Trait anxiety and corresponding neuromarkers predict internet addiction: A longitudinal study. J Behav Addict 2024; 13:177-190. [PMID: 38451271 PMCID: PMC10988413 DOI: 10.1556/2006.2023.00086] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/17/2023] [Revised: 11/09/2023] [Accepted: 12/22/2023] [Indexed: 03/08/2024] Open
Abstract
Background and Aims The high prevalence of internet addiction (IA) has become a worldwide problem that profoundly affects people's mental health and executive function. Empirical studies have suggested trait anxiety (TA) as one of the most robust predictors of addictive behaviors. The present study investigated the neural and socio-psychological mechanisms underlying the association between TA and IA. Methods Firstly, we tested the correlation between TA and IA. Then we investigated the longitudinal influence of TA on IA using a linear mixed effect (LME) model. Secondly, connectome-based predictive modeling (CPM) was employed to explore neuromarkers of TA, and we tested whether the identified neuromarkers of TA can predict IA. Lastly, stressful life events and default mode network (DMN) were considered as mediating variables to explore the relationship between TA and IA. Findings A significant positive correlation between TA and IA was found and the high TA group demonstrated higher IA across time. CPM results revealed that the functional connectivity of cognitive control and emotion-regulation circuits and DMN were significantly correlated with TA. Furthermore, a significant association was found between the neuromarkers of TA and IA. Notably, the CPM results were all validated in an independent sample. The results of mediation demonstrated that stressful life events and correlated functional connectivity mediated the association between TA and IA. Conclusions Findings of the present study facilitate a deeper understanding of the neural and socio-psychological mechanisms linking TA and IA and provide new directions for developing neural and psychological interventions.
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Affiliation(s)
- Miao He
- Key Laboratory of Cognition and Personality of the Ministry of Education, Faculty of Psychology, Southwest University, Chongqing, China
| | - Yu Mao
- College of Computer and Information Science, College of Software, Southwest University, Chongqing, China
| | - Jiang Qiu
- Key Laboratory of Cognition and Personality of the Ministry of Education, Faculty of Psychology, Southwest University, Chongqing, China
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Sirola A, Nyrhinen J, Nuckols J, Wilska TA. Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling. Addict Behav Rep 2023; 18:100516. [PMID: 37915884 PMCID: PMC10616135 DOI: 10.1016/j.abrep.2023.100516] [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: 05/30/2023] [Revised: 09/01/2023] [Accepted: 10/12/2023] [Indexed: 11/03/2023] Open
Abstract
Introduction Loot boxes are increasingly common random-reward monetization mechanisms in digital games. They are popular among gamblers and pose various risks due to their gambling-like nature, but little is known about psychosocial vulnerabilities and financial consequences of purchasing them. This article examined psychosocial associations with self-reported increase in loot box purchasing and indebtedness among past-year gamblers during the COVID-19 pandemic. Methods Cross-sectional survey data were collected in April 2021 from Finnish, Swedish, and British past-year gamblers aged 18 to 75 (n = 2,022). Measures of loneliness, psychological resilience, and problem gambling were studied in relation to loot box purchasing and indebtedness. Structural equation modeling was used as an analytical technique. Results Loneliness was positively associated with self-reported increase in loot box purchasing. No evidence was found regarding the protective role of psychological resilience in loot box purchasing. Increased loot box purchasing was associated with problem gambling. Problem gambling mediated the relationship between loot box purchasing and indebtedness. Conclusions The findings bring valuable insight into the psychosocial vulnerabilities and financial consequences in loot box purchasing. Loot box purchasing can add to one's financial strain particularly among vulnerable individuals such as problem gamblers, making it crucial to regulate such monetization practices.
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Affiliation(s)
- Anu Sirola
- The Department of Social Sciences and Philosophy, University of Jyväskylä, Finland
| | - Jussi Nyrhinen
- The Department of Social Sciences and Philosophy, University of Jyväskylä, Finland
| | - Julia Nuckols
- The Department of Social Sciences and Philosophy, University of Jyväskylä, Finland
| | - Terhi-Anna Wilska
- The Department of Social Sciences and Philosophy, University of Jyväskylä, Finland
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Chang RS, Lee M, Im JJ, Choi KH, Kim J, Chey J, Shin SH, Ahn WY. Biopsychosocial factors of gaming disorder: a systematic review employing screening tools with well-defined psychometric properties. Front Psychiatry 2023; 14:1200230. [PMID: 37533885 PMCID: PMC10390702 DOI: 10.3389/fpsyt.2023.1200230] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/04/2023] [Accepted: 06/21/2023] [Indexed: 08/04/2023] Open
Abstract
Background and aims Considering the growing number of gamers worldwide and increasing public concerns regarding the negative consequences of problematic gaming, the aim of the present systematic review was to provide a comprehensive overview of gaming disorder (GD) by identifying empirical studies that investigate biological, psychological, and social factors of GD using screening tools with well-defined psychometric properties. Materials and methods A systematic literature search was conducted through PsycINFO, PubMed, RISS, and KISS, and papers published up to January 2022 were included. Studies were screened based on the GD diagnostic tool usage, and only five scales with well-established psychometric properties were included. A total of 93 studies were included in the synthesis, and the results were classified into three groups based on biological, psychological, and social factors. Results Biological factors (n = 8) included reward, self-concept, brain structure, and functional connectivity. Psychological factors (n = 67) included psychiatric symptoms, psychological health, emotion regulation, personality traits, and other dimensions. Social factors (n = 29) included family, social interaction, culture, school, and social support. Discussion When the excess amount of assessment tools with varying psychometric properties were controlled for, mixed results were observed with regards to impulsivity, social relations, and family-related factors, and some domains suffered from a lack of study results to confirm any relevant patterns. Conclusion More longitudinal and neurobiological studies, consensus on a diagnostic tool with well-defined psychometric properties, and an in-depth understanding of gaming-related factors should be established to settle the debate regarding psychometric weaknesses of the current diagnostic system and for GD to gain greater legitimacy in the field of behavioral addiction.
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Affiliation(s)
- Rose Seoyoung Chang
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Minju Lee
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Jooyeon Jamie Im
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Kee-Hong Choi
- School of Psychology, Korea University, Seoul, Republic of Korea
| | - Jueun Kim
- Department of Psychology, Chungnam National University, Daejeon, Republic of Korea
| | - Jeanyung Chey
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Suk-Ho Shin
- Department of Child and Adolescent Psychiatry, Dr. Shin’s Neuropsychiatric Clinic, Seoul, Republic of Korea
| | - Woo-Young Ahn
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
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Garg S, Kharb A, Verma D, Antil R, Khanna B, Sihag R, Lamba D. The mediating role of sleep quality on the relationship between internet gaming disorder and perceived stress and suicidal behaviour among Indian medical students. Gen Psychiatr 2023; 36:e100997. [PMID: 37304212 PMCID: PMC10254597 DOI: 10.1136/gpsych-2022-100997] [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: 12/07/2022] [Accepted: 04/27/2023] [Indexed: 06/13/2023] Open
Abstract
Background In the recent digital era, individuals with internet gaming disorder (IGD) have reported a much higher prevalence of poor sleep quality, perceived stress and suicidal behaviour. However, the underlying mechanisms for these psychological problems remain unknown. Aims The primary aims of this study were to explore the mediating role of sleep quality on the relationship between IGD and the health outcomes of perceived stress and suicidal behaviour and to assess the prevalence and risk factors for IGD among medical students. Methods A cross-sectional study enrolling 795 medical students from two medical colleges in a rural area of North India was conducted from April to May 2022. The study participants were chosen using a stratified random sampling approach. A self-administered questionnaire was used to collect data, including sociodemographic and personal information and gaming characteristics. The study also included the Gaming Disorder and Hazardous Gaming Scale, the Pittsburgh Sleep Quality Index, the Perceived Stress Scale-10 and the Suicide Behaviors Questionnaire-Revised to measure IGD, sleep quality, perceived stress and suicidal behaviour, respectively. Multiple logistic regression for the risk factors and Pearson's correlation test for the relationship between variables were used. Hayes' PROCESS macro for SPSS was employed to carry out mediation analysis. Results Among the 348 gamers with a mean age of 21.03 (SD 3.27) years, the prevalence of IGD was 15.23% (95% confidence interval: 11.6% to 19.4%). In the correlational analysis, small to large (r: 0.32-0.72) significant relationships between scores of IGD and other health outcomes were established. The indirect effect (B=0.300) via sleep quality accounted for 30.62% of the total effect (B=0.982) of IGD on perceived stress (partially mediated), while sleep quality (B=0.174) accounted for 27.93% of the total effect (B=0.623) of IGD on suicidal behaviour (partially mediated). The factors of being male, living in a single-parent family, using the internet for other than academic purposes (1-3 hours and more than 3 hours/day), playing games for more than 3 hours/day and playing games with violent content were associated with IGD symptoms. Conclusions Using a dimensional measure, the results specified the relationship between IGD and perceived stress and suicidal behaviour by demonstrating that sleep quality meditated them. This modifiable mediating factor can be addressed by psychotherapy to mitigate the risk of perceived stress and suicidal behaviour among the future medical workforce.
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Affiliation(s)
- Sunny Garg
- Psychiatry, Bhagat Phool Singh Government Medical College for Women, Khanpur Kalan, Sonipat, Haryana, India
| | - Aakanksha Kharb
- Psychiatry, Bhagat Phool Singh Government Medical College for Women, Khanpur Kalan, Sonipat, Haryana, India
| | - Deepika Verma
- MBBS Internship, Bhagat Phool Singh Government Medical College for Women, Khanpur Kalan, Sonipat, Haryana, India
| | - Ritu Antil
- MBBS Student Final Prof, Bhagat Phool Singh Government Medical College for Women, Khanpur Kalan, Sonipat, Haryana, India
| | - Binika Khanna
- MBBS Student Final Prof, Bhagat Phool Singh Government Medical College for Women, Khanpur Kalan, Sonipat, Haryana, India
| | - Ritika Sihag
- MBBS Student Final Prof, Bhagat Phool Singh Government Medical College for Women, Khanpur Kalan, Sonipat, Haryana, India
| | - Divya Lamba
- MBBS Student Final Prof, Bhagat Phool Singh Government Medical College for Women, Khanpur Kalan, Sonipat, Haryana, India
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Li L, Niu Z, Song Y, Griffiths MD, Wen H, Yu Z, Mei S. Relationships Between Gaming Disorder, Risk Factors, and Protective Factors Among a Sample of Chinese University Students Utilizing a Network Perspective. Int J Ment Health Addict 2023:1-19. [PMID: 37363768 PMCID: PMC10127977 DOI: 10.1007/s11469-023-01049-3] [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] [Accepted: 03/24/2023] [Indexed: 06/28/2023] Open
Abstract
Research has demonstrated that some risk and protective factors of gaming disorder (GD) have been identified. However, the interaction of GD with risk and protective factors has rarely been examined from a network analysis perspective. Therefore, the present study examined the relationships between GD, risk factors (i.e., social anxiety and fear of missing out), and protective factors (i.e., resilience, authenticity, and family closeness) utilizing a network analysis approach among a sample of Chinese university students. A cross-sectional study with 1364 participants was performed using the Gaming Disorder Test, the short version of Social Interaction Anxiety Scale (SIAS), the Chinese Trait-State Fear of Missing Out Scale (T-SFoMOSC), the Brief Resilience Scale (BRS), the Authenticity Scale, and a single item assessing family closeness. Social anxiety, FoMO, and two factors of authenticity (i.e., self-alienation and accepting external influence) had positive relationship with GD, while resilience, authentic living, and family closeness had negative relationship with GD. Social anxiety was identified as the core node in the domain-level network. The item "continuation or escalation of gaming" (gd3) and the item "gaming problems" (gd4) constituted the highest edge weight in the facet-level network. The network comparison demonstrated there were no significant differences in relation to network structures and global strengths between gender. The findings suggest bivariate relationships among GD, risk factors (i.e., social anxiety and fear of missing out), and protective factors (i.e., resilience, authenticity, and family closeness). Interventions for GD must be considered through preventing risk factors and increasing protective factors including improving the gaming motivation and maladaptive cognition to decrease negative emotion (e.g., social anxiety and FoMO), enhancing resilience, authentic living and parent-child relationship, as well as decreasing self-alienation and accepting external influence. Supplementary Information The online version contains supplementary material available at 10.1007/s11469-023-01049-3.
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Affiliation(s)
- Li Li
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Zhimin Niu
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Yuting Song
- Teacher Training Department, Yogi Yoga College, Beijing, China
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Hu Wen
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Zhao Yu
- School of Humanities and Social Sciences, Gannan Medical University, Ganzhou, China
| | - Songli Mei
- School of Public Health, Jilin University, Changchun, China
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Ergün N, Özkan Z, Griffiths MD. Social Media Addiction and Poor Mental Health: Examining the Mediating Roles of Internet Addiction and Phubbing. Psychol Rep 2023:332941231166609. [PMID: 36972903 DOI: 10.1177/00332941231166609] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/29/2023]
Abstract
Many researchers have examined the potential detrimental role of problematic social media use (often referred as 'social media addiction') on mental health. The present study investigated how social media addiction is associated with three components of mental health: depression, anxiety, and stress. In addition, structural equation modeling was used to test the mediating roles of internet addiction and phubbing among a sample of young adults (N = 603). Results showed that social media addiction was associated with poorer mental health via internet addiction and phubbing. More specifically, associations between social media addiction and stress, and social media addiction and anxiety were explained by both internet addiction and phubbing. The association between social media addiction and depression was explained by internet addiction only. These results remained consistent after controlling for gender, age, frequency of internet use, frequency of social media use, and frequency of smartphone use. These findings extend the extant literature by providing evidence for the dual roles of internet addiction and phubbing in explaining the relationship between social media addiction and poor mental health. Social media addiction did not directly influence poorer mental health but did via internet addiction and phubbing. Therefore, greater awareness of the inter-relationships between technology-based behaviors and their impact on mental health is needed among a wide range of stakeholders, and these inter-relationships need considering in the prevention and treatment of technology-based disorders.
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Affiliation(s)
- Naif Ergün
- Department of Psychology, Faculty of Letters, 187473Mardin Artuklu University, Mardin, Turkey
| | - Zafer Özkan
- Department of Psychology, Faculty of Science and Literature, 187474Ordu University, Ordu, Turkey
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, 6122Nottingham Trent University, Nottingham, UK
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Šporčić B, Glavak-Tkalić R. The Moderating Role of Well-Being in the Relationship Between Gaming Motivation and Problematic Gaming. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2023. [DOI: 10.4018/ijgcms.320516] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/29/2023]
Abstract
The aim of this study was to explore the moderating role of psychosocial well-being in the relationship between gaming motivation and problematic gaming among problematic and recreational online gamers. Data from 511 online video game players (M = 24.89, SD = 6.39) were analyzed. Problematic online gaming was positively correlated with social anxiety, loneliness, and stress, as well as with social escape, competition, coping, skill development, and fantasy motives for playing online video games. Negative correlation was found between problematic gaming and life satisfaction. The results showed significant interaction terms between loneliness and social motive, life satisfaction and recreation and coping motive, and stress and fantasy motive among problematic gamers. Furthermore, results showed a significant interaction term between stress and skill development motive among recreational gamers. The results are discussed in the framework of the compensatory internet use model (Kardefelt-Winther, 2014a).
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12
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Wang Y, Liu M, Nogueira OCBL. Prevalence and Risk Factors of Internet Gaming Disorder Under the COVID-19 Pandemic Among University Students in Macao. SAGE Open Nurs 2023; 9:23779608231158158. [PMID: 36865753 PMCID: PMC9972052 DOI: 10.1177/23779608231158158] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/24/2022] [Revised: 12/11/2022] [Accepted: 01/30/2023] [Indexed: 03/03/2023] Open
Abstract
Introduction During the COVID-19 pandemic, the zero-tolerance policy implemented in Macao affected university students' life and learning styles. Objectives This study aimed to investigate the prevalence of internet gaming disorder (IGD) and analyze its risk factors among university students of Macao amid the COVID-19 pandemic. Methods Two hundred and twenty-nine university students were recruited by convenience sampling. The cross-sectional investigation was conducted using the 9-item Chinese version of the IGD Scale, the Chinese Version of the Self-Compassion Scale, and the Chinese version of the Brief Resilience Scale. Results The prevalence was 7.4%. Compared to Non-IGD gamers, the IGD gamers were more likely to be the older, male gender, with a longer gaming history, with more game hours per day in the last month, and with a lower self-compassion score and resilience. Conclusion The prevalence of IGD increased. Students who are the older, male gender, with more gaming time, low self-compassion, and low resilience, have a high possibility of IGD.
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Affiliation(s)
- Yan Wang
- Faculty of Health Sciences and Sports, Macao Polytechnic
University, Macao, China
| | - Ming Liu
- Peking University Health Science Center, Macao Polytechnic University Nursing
Academy, Macao, China,Ming Liu, M707, Macao Polytechnic
University, R. de Luís Gonzaga Gomes, Macao, China.
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Lin S, Yuan Z, Niu G, Fan C, Hao X. Family Matters More Than Friends on Problematic Social Media Use Among Adolescents: Mediating Roles of Resilience and Loneliness. Int J Ment Health Addict 2023:1-19. [PMID: 36811077 PMCID: PMC9933806 DOI: 10.1007/s11469-023-01026-w] [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] [Accepted: 02/02/2023] [Indexed: 02/18/2023] Open
Abstract
Problematic social media use (PSMU) among adolescents has raised global concern in the current digital age. Despite the important role of perceived social support in adolescents' PSMU has been examined, possible different influences between perceived support from family and friends are still unknown. To address the gap, the present study aimed to examine how perceived support from family and friends is associated differently with PSMU and the mediating roles of resilience and loneliness therein. A sample of 1056 adolescents was recruited to complete standard questionnaires. Mediation analysis showed that resilience and loneliness mediated this association partially between perceived support from family and PSMU but totally between perceived support from friends and PSMU. Further, ANOVA-based analysis showed that influences of perceived support from family and friends on PSMU were mutually independent, and there was no interaction between them. Our results not only highlight different and independent impacts of perceived support from family and friends on PSMU, but also clarify the mediating mechanisms linking perceived social support to adolescent PSMU.
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Affiliation(s)
- Shuting Lin
- School of Psychology, Central China Normal University, Wuhan, 430079 China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079 China
| | - Zhongping Yuan
- School of Psychology, Central China Normal University, Wuhan, 430079 China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079 China
| | - Gengfeng Niu
- School of Psychology, Central China Normal University, Wuhan, 430079 China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079 China
| | - Cuiying Fan
- School of Psychology, Central China Normal University, Wuhan, 430079 China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079 China
| | - Xin Hao
- School of Psychology, Central China Normal University, Wuhan, 430079 China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079 China
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Teng Z, Zhang Y, Wei Z, Liu M, Tang M, Deng Y, Chen Z, Wu Y, Liu R, Yang Y, Gao M, Kun J, Chen J, Wu R, Huang J. Internet addiction and suicidal behavior among vocational high school students in Hunan Province, China: A moderated mediation model. Front Public Health 2023; 10:1063605. [PMID: 36703819 PMCID: PMC9871611 DOI: 10.3389/fpubh.2022.1063605] [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: 10/07/2022] [Accepted: 12/22/2022] [Indexed: 01/12/2023] Open
Abstract
Background Vocational education is an important part of high school education in China. However, there is little research on high school students' mental health. This study aimed to investigate the prevalence of suicidal behavior (SB) among this population and the mediating role of insomnia, depression, anxiety, and stress in the relationship between Internet addiction (IA) and SB using a structural equation model. Methods A cross-sectional questionnaire survey was conducted among several vocational high school students in Hunan Province, and 7,968 valid questionnaires were obtained. General demographic data and data from the Dual-Mode Self-Control Scale, Athens Insomnia Scale, Depression Anxiety Stress scale-21, and Revised Chen Internet Addiction Scale were collected. A structural equation model was used to explore the different pathways from IA to SB. Results Among the participants, 37.7, 15.7, and 21.8% reported suicidal ideation, plans, and attempts, respectively. The structural equation model confirmed that IA was indirectly related to SB and was mediated by insomnia and/or depression, anxiety, and stress. Limitations First, we only recruited students from vocational schools in Hunan Province, therefore, the sample may not represent the entire population of vocational students in China. Second, self-report scales were used in this study, and clinical diagnosis required professional interviews. Third, since this study had a cross-sectional design, the causal relationship between the variables could not be determined. Conclusions The prevalence of SB among vocational high school students in China was significantly high. The prevention of SB related to IA can be attributed to the improvement of insomnia and emotional problems.
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Affiliation(s)
- Ziwei Teng
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Yaru Zhang
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Zirou Wei
- Mental Health Center, The Second Affiliated Hospital of Guangxi Medical University, Nanning, China
| | - Mengdong Liu
- Department of Psychology, University of Washington, Seattle, WA, United States
| | - Meidai Tang
- Department of Psychiatry, Chenzhou No. 2 Middle School, Chenzhou, Hunan, China
| | - Yizhi Deng
- Department of Psychiatry, Chenzhou No. 2 Middle School, Chenzhou, Hunan, China
| | - Zhuohui Chen
- Department of Neurosurgery, Xiangya Hospital, Central South University, Changsha, Hunan, China
| | - Ying Wu
- Department of Intensive Care Unit, The Second Xiangya Hospital, Central South University, Changsha, Hunan, China
| | - Runqi Liu
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Yuanguang Yang
- Department of Psychiatry, The Third Peoples Hospital of Tongren, Tongren, China
| | - Menghui Gao
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Jin Kun
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Jindong Chen
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Renrong Wu
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China
| | - Jing Huang
- Department of Psychiatry, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, China,*Correspondence: Jing Huang ✉
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Kaya A, Türk N, Batmaz H, Griffiths MD. Online Gaming Addiction and Basic Psychological Needs Among Adolescents: The Mediating Roles of Meaning in Life and Responsibility. Int J Ment Health Addict 2023:1-25. [PMID: 36643385 PMCID: PMC9831379 DOI: 10.1007/s11469-022-00994-9] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 12/15/2022] [Indexed: 01/12/2023] Open
Abstract
Individuals whose basic needs are naturally satisfied are much less dependent on their environment and more autonomous. Basic psychological needs (i.e., the general motivators of human actions) are significant predictors of online gaming addiction. Moreover, it has been posited that meaning and responsibility in life are at the center of life from an existential point of view. Therefore, a hypothetical model was tested to examine the relationships between basic psychological needs (autonomy, competence, relatedness), online gaming addiction, responsibility, and meaning in life. Data were collected from a sample of 546 participants. Mediation analysis was conducted, and the results indicated that basic psychological needs, online gaming addiction, responsibility, and meaning in life had significant negative and positive relationships. The findings indicated that responsibility and meaning in life had a serial mediating effect in the relationship between basic psychological needs and online gaming addiction. The findings also showed that the inverse relationship between online gaming addiction and basic psychological needs was at least partially explained by meaning in life and responsibility. The results of the present study are of great importance and suggest that interventions to satisfy the basic psychological needs of adolescents may help prevent online gaming addiction.
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Affiliation(s)
- Alican Kaya
- Department of Guidance and Psychological Counselling, Ağrı İbrahim Çeçen University, Ağrı, Turkey
| | - Nuri Türk
- Department of Guidance and Psychological Counselling, Siirt University, Siirt, Turkey
| | - Hasan Batmaz
- Department of Guidance and Psychological Counselling, Sakarya University PhD Student, Sakarya, Turkey
| | - Mark D. Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ UK
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Common and specific risk factors for comorbidity types of problematic smartphone use in adolescents. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107656] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/13/2023]
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Park JH, Yoo SY, Park HY, Choi JS. Resting-state heart rate variability, level of stress and resilience in internet gaming disorder and alcohol use disorder. Front Pharmacol 2023; 14:1152819. [PMID: 37205906 PMCID: PMC10188983 DOI: 10.3389/fphar.2023.1152819] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/28/2023] [Accepted: 04/20/2023] [Indexed: 05/21/2023] Open
Abstract
Stress and resilience are involved in the pathophysiology of addictive disorders, and heart rate variability (HRV) is an index of an individual's global capability to regulate psychological responses. In this study, we aimed to identify transdiagnostic and disorder-specific markers in people with addictive disorders by analyzing resting-state HRV and associations with the levels of stress and resilience. We compared relevant data between patients with internet gaming disorder (IGD) and/or alcohol use disorder (AUD) and healthy controls (HCs). In all, 163 adults aged 18-35 years (53 with IGD, 49 with AUD, 61 HCs) participated. The levels of stress and resilience were measured using the Psychosocial Wellbeing Index and the Connor-Davidson Resilience Scale, respectively. The HRV was obtained from each participant during a 5 min resting-state. The IGD and AUD patients exhibited increased levels of stress and decreased resilience compared to the HCs. Patients with either addictive disorder exhibited a lower standard deviation of the normal-to-normal beat interval (SDNN) index [SDNNi] compared to HCs even after adjusting for clinical variables such as depression, anxiety, and impulsivity. In multiple comparison tests among the three groups, the AUD group had lower HRV than HCs, but no differences were observed among the groups after adjusting for the clinical variables. The HRV indices were correlated with the levels of stress, resilience, and disease severity. In conclusion, IGD and AUD patients exhibit lower HRV as indicated by the SDNNi compared to HCs, revealing their vulnerability to stress as well as a common transdiagnostic marker of addiction.
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Affiliation(s)
- Jong Hu Park
- Department of Psychiatry, Seoul National University Hospital, Seoul, South Korea
| | - So Young Yoo
- Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul, South Korea
| | - Hye Yoon Park
- Department of Psychiatry, Seoul National University Hospital, Seoul, South Korea
- *Correspondence: Hye Yoon Park, ; Jung-Seok Choi,
| | - Jung-Seok Choi
- Department of Psychiatry, Samsung Medical Center, Sungkyunkwan University School of Medicine, Seoul, South Korea
- *Correspondence: Hye Yoon Park, ; Jung-Seok Choi,
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Resilience Among Gifted Students: Are they Prone to Anxiety During Pandemic? Scand J Child Adolesc Psychiatr Psychol 2022; 10:153-162. [PMID: 36687264 PMCID: PMC9828212 DOI: 10.2478/sjcapp-2022-0016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023] Open
Abstract
Background Resilience is an important protective factor for psychological wellbeing. According to the previous literature, physical activity level and digital game playing are likely to impact anxiety level. Objective The present study aimed to identify the role of resilience, doing physical activity, and playing digital games on gifted children's anxiety levels during the Pandemic period in 2021 in Turkey. Method The sample consisted of 199 gifted students. Anxiety was measured using the Spielberger's State Anxiety Inventory. Resilience was measured using The Brief Resilience Scale. The physical activity and online/digital game-playing were measured using two open-ended questions. Results Results provided evidence that resilience had a strong negative association with anxiety among gifted students during the Pandemic period (β = -.59, p<.001). Doing physical activity was associated with anxiety among gifted boys (β = -.16, p<.001) but not girls. Finally, digital game playing was associated with anxiety among neither girls nor boys. Conclusions These results reflected the importance of resilience for anxiety.
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Zhao Y, Xu J, Zhou J, Zhang H. Resilience and Internet Addiction: A Moderated Mediation Model of Loneliness and Resting Respiratory Sinus Arrhythmia. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:828-833. [PMID: 36374247 DOI: 10.1089/cyber.2022.0059] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Internet addiction (IA) has become a global concern among college students. To explore the psychophysiological mechanism that is related to IA, this study investigated the role of resilience, loneliness, and resting respiratory sinus arrhythmia (RSA) in IA through a moderated mediation model. A group of 108 (Mage = 18.93, SD = 0.914; 68 male) Chinese undergraduate students completed questionnaires of resilience, loneliness, and IA. Physiological data were collected during their visit to a university laboratory. Results revealed that loneliness mediated the negative association between resilience and IA, with resting RSA and resilience interactively predicted loneliness. Specifically, resilience was negatively related to loneliness only when students had low, rather than high, levels of resting RSA. These findings enrich our understanding of how resilience is related to college students' IA and highlight the protective role of resting RSA in this association.
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Affiliation(s)
- Yunxin Zhao
- School of Psychology, Nanjing Normal University, Nanjing, P.R. China
| | - Jingyi Xu
- T. Denny Sanford School of Social and Family Dynamics, Arizona State University, Tempe, Arizona, USA
| | - Jinyu Zhou
- School of Psychology, Nanjing Normal University, Nanjing, P.R. China
| | - Hui Zhang
- School of Psychology, Nanjing Normal University, Nanjing, P.R. China.,School of Psychology, Shaanxi Normal University, Shaanxi, P.R. China
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Isralowitz R, Romem Porat SL, Zolotov Y, Yehudai M, Dagan A, Reznik A. Gaming Disorder and Psycho-Emotional Wellbeing among Male University Students and Other Young Adults in Israel. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15946. [PMID: 36498020 PMCID: PMC9738824 DOI: 10.3390/ijerph192315946] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/31/2022] [Revised: 11/14/2022] [Accepted: 11/28/2022] [Indexed: 06/17/2023]
Abstract
The aim of this cross-sectional study was to examine the impact of gaming and gaming disorder on the wellbeing of Israeli male university students and other adults. Gaming disorder (i.e., persistent, and recurrent gaming activity associated with a lack of control that may be clinically diagnosed) was determined using the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Survey participants were recruited from gaming associations, clubs and the gaming community using Facebook. Data were collected in June 2022. A total of 526 males completed the survey (30.9% university students and 69.1% other young adults). Various statistical methods of analysis including regression were used for this study. Significant study group differences revealed university students with more indications of gaming disorder, more burnout, less loneliness, more stimulant (i.e., Ritalin) use, a greater consumption of salt- and/or sugar-loaded foods and lower economic wellbeing. The levels of resilience (i.e., the ability to recover from stress), substance use (e.g., tobacco and alcohol) and weight gain were similar for the two groups. Regression analysis showed gaming disorder as a key predictor of burnout, economic wellbeing and resilience. This study examined only male gamers because of the small number of female respondents. However, additional research is needed about female internet gamers, including their possible exposure to online harassment and sexual degradation. Additionally, additional research should be considered to verify the present study's findings about gamers based on demographic factors and gaming disorder levels. Prevention and treatment intervention measures, including those that can be made available on campus, should be thought about by university administration personnel and student association leaders in consultation with professionals who are experienced in reducing gaming disorder and other harmful behaviors among students.
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Li W, Zhang L, Qin Z, Chen J, Liu C. Childhood Trauma and Malevolent Creativity in Chinese College Students: Moderated Mediation by Psychological Resilience and Aggression. J Intell 2022; 10:jintelligence10040097. [PMID: 36412777 PMCID: PMC9680388 DOI: 10.3390/jintelligence10040097] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/21/2022] [Revised: 10/21/2022] [Accepted: 11/03/2022] [Indexed: 11/09/2022] Open
Abstract
Although a previous study has shown that childhood trauma influences malevolent creativity, aggression and psychological resilience have been linked with childhood trauma and creativity. However, little is known about the complex correlations among these factors in Chinese college students. The present study aimed to investigate the mediating role of aggression and the moderating role of psychological resilience between childhood trauma and malevolent creativity. A total of 389 undergraduates were enrolled in this cross-sectional study. The moderated mediation model was conducted to explore whether aggression mediated the correlation between childhood trauma and malevolent creativity and whether psychological resilience moderated the indirect role of childhood trauma. The results showed that childhood trauma positively correlated with aggression and malevolent creativity and was negatively associated with psychological resilience. Aggression partly mediated the association of childhood trauma with malevolent creativity. Resilience moderated the indirect effect of the mediation model, such that the indirect effect of childhood trauma on malevolent creativity through aggression increased as the level of resilience increased. The study indicated that childhood trauma exposure is associated with malevolent creativity behavior, and aggression mediated this association. The level of psychological resilience differentiates the indirect paths of childhood trauma on malevolent creativity. These results have important implications for preventing and containing expressions of malevolent creativity.
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Affiliation(s)
- Wenfu Li
- School of Mental Health, Jining Medical University, Jining 272067, China
- Correspondence: (W.L.); (J.C.)
| | - Linghui Zhang
- School of Mental Health, Jining Medical University, Jining 272067, China
- Department of Child and Adolescent Psychiatry, Shandong Daizhuang Hospital, Jining 272051, China
| | - Zhilei Qin
- School of Mental Health, Jining Medical University, Jining 272067, China
| | - Jingting Chen
- Labour Union, Jining Medical University, Jining 272067, China
- Correspondence: (W.L.); (J.C.)
| | - Chuanxin Liu
- School of Mental Health, Jining Medical University, Jining 272067, China
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22
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Yamamoto N, Morimoto Y, Kinoshita H, Kumazaki H, Honda S, Iwanaga R, Imamura A, Ozawa H. Game-related behaviors among children and adolescents after school closure during the COVID-19 pandemic: A cross-sectional study. PCN REPORTS : PSYCHIATRY AND CLINICAL NEUROSCIENCES 2022; 1:e37. [PMID: 38868689 PMCID: PMC11114390 DOI: 10.1002/pcn5.37] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/14/2022] [Revised: 06/27/2022] [Accepted: 07/18/2022] [Indexed: 06/14/2024]
Abstract
Aim Increased exposure to digital gaming content among youth in recent years has raised serious health concerns. Social restrictions such as school closures, imposed worldwide because of the ongoing COVID-19 pandemic, may increase exposure to gaming and lead to addictive gaming behavior in young people. In this study, we investigated gaming behaviors among Japanese students during COVID-19 school closures. Methods Students completed questionnaires regarding their living conditions, game-related behaviors, diagnosis of Internet addiction, psychological difficulties, and the impact of the COVID-19 pandemic. We compared differences between the responses of potentially at risk for gaming disorder (potentially at risk for gaming disorder; defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder [PGD]) students who met the criteria for a diagnosis of gaming disorder in ICD-11 MMS and those of control students. Logistic regression analysis was performed to predict the extent of factors contributing to potential gaming disorder. Results Four thousand and forty-eight participants completed the survey. Compared with control students (93%), potentially at risk for gaming disorder (defined in this paper with reference to the ICD-11 MMS criteria for gaming disorder, PGD) students (7%) reported playing games for longer times, spending more money on in-game purchases, were of younger age at the start of game playing, showed a tendency toward Internet dependence, practised school avoidance or absenteeism, and demonstrated the need for psychological support. Moreover, participants in the PGD group reported more anxiety about COVID-19 than control participants, as well as an increase in game-playing time and amount of money spent on games during the COVID-19 pandemic. Conclusion These results indicate that young people classified as having a gaming disorder not only exhibit characteristic game-related behaviors but may be psychologically and socially vulnerable and need special support, especially during the ongoing COVID-19 pandemic.
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Affiliation(s)
- Naoki Yamamoto
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Yoshiro Morimoto
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Hirohisa Kinoshita
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Hirokazu Kumazaki
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
| | - Sumihisa Honda
- Unit of Medical ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Ryoichiro Iwanaga
- Unit of Medical ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Center for Child Mental Health Care and EducationNagasaki UniversityNagasakiJapan
| | - Akira Imamura
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
- Department of Psychiatric Rehabilitation ScienceNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
| | - Hiroki Ozawa
- Department of Neuropsychiatry, Unit of Translational MedicineNagasaki University Graduate School of Biomedical SciencesNagasakiJapan
- Child and Adolescent Psychiatry Community Partnership CenterNagasaki University HospitalNagasakiJapan
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Griffiths MD. Online gaming addiction in youth: Some comments on Rosendo-Rios et al. (2022). Addict Behav 2022; 130:107311. [PMID: 35339731 DOI: 10.1016/j.addbeh.2022.107311] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2022] [Revised: 03/10/2022] [Accepted: 03/17/2022] [Indexed: 11/01/2022]
Abstract
A recent systematic review examining online gaming addiction among children and young adults was published in Addictive Behaviors (i.e., Rosendo-Rios, Trott & Shukla, 2022). However, dozens of papers were missing from the review. One of the reasons why so many studies were not in the review is likely to be because of the search terms used. None of the search terms included the words 'adolescent', 'adolescence', 'emerging adults', 'excessive gaming', 'gaming disorder', 'video game addiction' or 'problematic gaming'. Moreover, studies were also included in the review if the mean age of the total sample was 25 years or below. This meant that some studies in the review included some participants who were not children, adolescents or emerging adults. It also meant that many studies were not included that had mean ages below the age of 26 years because they were not picked up by the search strategy. Given the high number of studies that were not included in the review, readers should view this systematic review as 'suggestive' of research in the area of problematic gaming in youth rather than 'definitive'.
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Zhang M, Sun X, Qin X, Ren X, Wen C, Xie F, Chen B, Dai Q. Problematic utilization of online social networking site in Chinese college students: prediction of personality and dynamic mediators. CURRENT PSYCHOLOGY 2022; 42:1-17. [PMID: 35615693 PMCID: PMC9122732 DOI: 10.1007/s12144-022-03150-7] [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: 04/22/2022] [Indexed: 11/05/2022]
Abstract
Utilization of online social networking sites (SNSs) is often problematic in young people. However, studies seldom seek to understand personal differences and deep-seated reasons in its problematic utilization. This study aims to explore the longstanding and recent psychosocial predictors of problematic utilization of WeChat friend center (PUWF) longitudinally. A total of 433 college students (17-25 years old, male/female ratio: 389/44) were investigated over 2 successive years (T1: first year; T2: second year) using the Sixteen Personality Factor Questionnaire, Adolescent Self-Rating Life Events Checklist, Social Support Scale, Patient Health Questionnaire, Connor-Davidson Resilience Scale, and the problematic utilization scale of the WeChat friend center which was developed in this study. Correlation, regression, and structural equation analyses were conducted. A problematic utilization scale of the WeChat friend center was developed with Cronbach's alpha of .836. 21.02% of students reported WeChat PUWF. Males utilized the WeChat friend center less than females, and females were at higher risk of PUWF, which was correlated with worse mental health. In the longitudinal prediction, regression and modeling analyses showed that apprehension of personality predicted PUWF consistently and directly, and this was partially mediated by T1 depression and T2 negative life events. Resultys suggest that females are at higher risk for PUWF. Apprehension personality has a direct and indirect effect on PUWF through recent depression and life events. The findings help to recognize individuals at risk for PUWF as well as to better prevent it, and provide suggestions as to the functional design of SNSs according to different need of users. Core tips: Utilization of SNSs is often problematic in young people. However, personal differences and deep-seated reasons in its problematic utilization has been poorly revealed. Through a longitudinal investigation, this study confirms that females are at higher risk for PUWF. Apprehension personality has a direct and indirect effect on PUWF through recent depression and life events. The findings help to recognize individuals at risk for PUWF and give theoretical evidence to the functional design of SNSs for diferent users. Supplementary Information The online version contains supplementary material available at 10.1007/s12144-022-03150-7.
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Affiliation(s)
- Mengjia Zhang
- Department of Psychology, Army Medical University, Chongqing, 400038 China
| | - Xiaoxiao Sun
- Department of Psychology, Army Medical University, Chongqing, 400038 China
| | - Xuemei Qin
- Department of Psychology, Army Medical University, Chongqing, 400038 China
| | - Xiaomei Ren
- Department of Psychology, Army Medical University, Chongqing, 400038 China
| | - Chong Wen
- Department of Psychology, Army Medical University, Chongqing, 400038 China
| | - Fei Xie
- Department of Nursing Psychology, Army Medical University, Chongqing, 400038 China
| | - Beijing Chen
- Department of Nursing Psychology, Army Medical University, Chongqing, 400038 China
| | - Qin Dai
- Department of Psychology, Army Medical University, Chongqing, 400038 China
- Department of Nursing Psychology, Army Medical University, Chongqing, 400038 China
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Cao H, Zhang K, Ye D, Cai Y, Cao B, Chen Y, Hu T, Chen D, Li L, Wu S, Zou H, Wang Z, Yang X. Relationships Between Job Stress, Psychological Adaptation and Internet Gaming Disorder Among Migrant Factory Workers in China: The Mediation Role of Negative Affective States. Front Psychol 2022; 13:837996. [PMID: 35391955 PMCID: PMC8982757 DOI: 10.3389/fpsyg.2022.837996] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/17/2021] [Accepted: 02/21/2022] [Indexed: 11/13/2022] Open
Abstract
Factory workers make up a large proportion of China's internal migrants and may be highly susceptible to job and adaptation stress, negative affective states (e.g., depression and anxiety), and Internet gaming disorder (IGD). This cross-sectional study investigated the relationships between job stress, psychological adaptation, negative affective states and IGD among 1,805 factory workers recruited by stratified multi-stage sampling between October and December 2019. Structural equation modeling (SEM) was conducted to test the proposed mediation model. Among the participants, 67.3% were male and 71.7% were aged 35 years old or below. The prevalence of probable depression, probable anxiety, and IGD was 39.3, 28.7, and 7.5%. Being male, younger age, and shorter duration of living in Shenzhen were associated with higher IGD scores. Job stress was significantly associated with IGD (β = 0.11, p = 0.01) but not with negative affective states (β = 0.01, p = 0.77). Psychological adaptation was significantly associated with negative affective states (β = -0.37, p < 0.001) but not with IGD (β = 0.09, p > 0.05). Negative affective states were positively associated with IGD (β = 0.27, p < 0.001). The indirect effect of psychological adaptation (β = -0.10, p = 0.004) but not job stress (β = 0.003, p = 0.77) on IGD through negative affective states was statistically significant. The observed psychological correlates and mechanisms are modifiable, and can inform the design of evidence-based prevention programs for depression, anxiety, and IGD in this population.
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Affiliation(s)
- He Cao
- Longhua District Center for Disease Control and Prevention, Shenzhen, China
| | - Kechun Zhang
- Longhua District Center for Disease Control and Prevention, Shenzhen, China
| | - Danhua Ye
- Faculty of Medicine, JC School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, Hong Kong SAR, China
| | - Yong Cai
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Bolin Cao
- School of Media and Communication, Shenzhen University, Shenzhen, China
| | - Yaqi Chen
- Longhua District Center for Disease Control and Prevention, Shenzhen, China
| | - Tian Hu
- Longhua District Center for Disease Control and Prevention, Shenzhen, China
| | - Dahui Chen
- Shenzhen Health Development Research and Date Management Center, Shenzhen, China
| | - Linghua Li
- Guangzhou Eighth People's Hospital, Guangzhou Medical University, Guangzhou, China
| | - Shaomin Wu
- School of Public Health (Shenzhen), Sun Yat-sen University, Shenzhen, China
| | - Huachun Zou
- School of Public Health (Shenzhen), Sun Yat-sen University, Shenzhen, China.,Kirby Institute, University of New South Wales, Sydney, NSW, Australia
| | - Zixin Wang
- Faculty of Medicine, JC School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, Hong Kong SAR, China
| | - Xue Yang
- Faculty of Medicine, JC School of Public Health and Primary Care, The Chinese University of Hong Kong, Hong Kong, Hong Kong SAR, China
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Klier K, Seiler K, Wagner M. Influence of esports on Sleep and Stress. ZEITSCHRIFT FUR SPORTPSYCHOLOGIE 2022. [DOI: 10.1026/1612-5010/a000368] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
Abstract. Recreative sleep and a low stress level are important health- and performance-enhancing factors in daily life. The present investigation examines the influence of esports on sleep and stress. In a counterbalanced within-subjects design, 44 participants (37 males, 7 females, 25.2 ± 4.6 years old) completed both a gaming and a nongaming session on two consecutive evenings. We assessed individual sleep duration and individual stress parameters via a Garmin® smartwatch in addition to a short subjective scale. The results show that, in the gaming condition, total sleep time was significantly lower than in the nongaming condition ( p = .003). The participants’ stress level was significantly increased after gaming compared to nongaming ( p = .005). Future research should not only examine the long-term effects of esports on health longitudinally, but also establish suitable sleep interventions and stress coping strategies.
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Affiliation(s)
- Kristina Klier
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
| | - Kirstin Seiler
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
| | - Matthias Wagner
- Institute of Sports Science, Department of Human Sciences, Universität der Bundeswehr München, Germany
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27
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Costa S, Canale N, Mioni G, Cellini N. Maintaining social support while social distancing: The longitudinal benefit of basic psychological needs for symptoms of anxiety during the COVID‐19 outbreak. JOURNAL OF APPLIED SOCIAL PSYCHOLOGY 2022; 52:439-448. [PMID: 35601114 PMCID: PMC9114830 DOI: 10.1111/jasp.12870] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/03/2021] [Revised: 02/11/2022] [Accepted: 03/10/2022] [Indexed: 11/04/2022]
Abstract
Although social distancing measures could be potentially perceived as thwarting conditions for basic psychological needs and thus causing psychological distress, off(on)line social support could compensate for this frustration by providing psychological proximity. Using self‐determination theory, in this study, we aimed (a) to evaluate the change of perception in need satisfaction over time (before and during home‐confinement and after a month of lockdown) and (b) to test the short‐term longitudinal association between off(on)line social support, basic needs, and anxiety during social distancing measures in response to the COVID‐19 outbreak. During the lockdown period decreed by Italy in March 2019 to confront the COVID‐19 emergency, 1344 participants completed an online questionnaire and 131 participants completed a follow‐up after 1 month. Results showed a decrease in need satisfaction during home confinement and a further reduction after a month of lockdown. Cross‐sectional path analysis showed that both online and offline social support were associated with higher need satisfaction, which, in turn, was related to a lower level of anxiety. Longitudinal paths also confirmed the association between need satisfaction and anxiety. Collectively, these results suggest that maintaining psychological proximity despite social distancing measures may provide important avenues for reducing negative outcomes during forced home confinement.
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Affiliation(s)
- Sebastiano Costa
- Department of Psychology University of Campania Luigi Vanvitelli Caserta Italy
| | - Natale Canale
- Department of Developmental and Social Psychology University of Padova Padova Italy
| | - Giovanna Mioni
- Department of General Psychology University of Padova Padova Italy
| | - Nicola Cellini
- Department of General Psychology University of Padova Padova Italy
- Department of Biomedical Sciences University of Padova Padova Italy
- Padova Neuroscience Center Padova Italy
- Human Inspired Technology Center Padova Italy
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28
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Wu Q, Luo T, Tang J, Wang Y, Wu Z, Liu Y, Chen W, Deng Q, Liao Y. Gaming in China Before the COVID-19 Pandemic and After the Lifting of Lockdowns: a Nationwide Online Retrospective Survey. Int J Ment Health Addict 2022; 21:1-13. [PMID: 35382159 PMCID: PMC8969819 DOI: 10.1007/s11469-022-00792-3] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 02/23/2022] [Indexed: 12/12/2022] Open
Abstract
With the lockdown and social distancing during the outbreak of coronavirus disease 2019 (COVID-19), gaming has become a popular leisure activity. This study aimed to explore changes in gaming behavior after the lifting of COVID-19 lockdowns and risk factors for increased gaming behavior. This online retrospective study included 5268 gamers. A total of 5% gamers scored 32 or higher on the 9-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), suggesting diagnosis of internet gaming disorder (IGD). Over one-third of gamers reported an increase in time spent on gaming per day after the lockdowns were lifted. Logistic regression analysis revealed that gamers who were female, students, experienced stress, or scored higher on IGDS9-SF were more likely to spend more time on gaming per day after the lifting of lockdowns. These findings highlighted the needs for more effective coping strategies or interventions to prevent excessive gaming, especially for females and students.
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Affiliation(s)
- Qiuxia Wu
- Department of Psychiatry, and National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, 410011 Hunan China
| | - Tao Luo
- The Treatment Center for Addiction, Jiangxi Mental Hospital, Nanchang, 330029 Jiangxi China
| | - Jinsong Tang
- Department of Psychiatry, Sir Run Run Shaw Hospital, School of Medicine, Zhejiang University, Hangzhou, 310016 Zhejiang China
| | - Yunfei Wang
- Department of Psychiatry, and National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, 410011 Hunan China
| | - Zhenzhen Wu
- Ningbo Kangning Hospital, Ningbo, 315201 Zhejiang China
| | - Yueheng Liu
- Department of Psychiatry, and National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, 410011 Hunan China
| | - Wei Chen
- Department of Psychiatry, Sir Run Run Shaw Hospital, School of Medicine, Zhejiang University, Hangzhou, 310016 Zhejiang China
- Key Laboratory of Medical Neurobiology of Zhejiang Province, Hangzhou, 310016 China
| | - Qijian Deng
- Department of Psychiatry, and National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, 410011 Hunan China
| | - Yanhui Liao
- Department of Psychiatry, Sir Run Run Shaw Hospital, School of Medicine, Zhejiang University, Hangzhou, 310016 Zhejiang China
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29
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Lee SE, Yim M, Hur JW. Beneath the surface: Clinical and psychosocial correlates of posting nonsuicidal self-injury content online among female young adults. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107262] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
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30
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Moore S, Satel J, Pontes HM. Investigating the Role of Health Factors and Psychological Well-Being in Gaming Disorder. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:94-100. [PMID: 34788152 DOI: 10.1089/cyber.2021.0050] [Citation(s) in RCA: 13] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
Abstract
The recent recognition of Gaming Disorder (GD) as a mental health issue has provided a unique opportunity for researchers to advance our current understanding of the intricate relationships between GD and specific health-related factors and well-being. This study sought to investigate the role of key physical and psychological health and well-being factors in GD. To achieve this, three goals were explored. First, we tested whether GD can be predicted by health and well-being factors such as depression, anxiety, loneliness, attention problems, physical health problems (PHP), and psychological well-being (PWB). Second, we assessed the role of distress tolerance (DT) as a moderator in the relationship between PWB and GD. Third, we examined whether PWB would mediate the relationship between PHP and GD. A sample of 474 participants (Meanage = 28.86 years; SD = 9.23; range: 18-66 years; 47 percent female) were recruited. The results of the multiple linear regression analysis indicated that age, attention problems, and PHP significantly predicted GD (R2 = 0.15). In addition, the mediation findings uncovered an important direct association between PHP and GD despite the lack of mediation effects through PWB and the absence of moderating effects from DT. The present findings signify important health-related implications related to GD that are further discussed here in terms diagnosis, treatment, and prevention efforts.
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Affiliation(s)
- Samuel Moore
- School of Psychological Sciences, University of Tasmania, Launceston, Australia
| | - Jason Satel
- School of Psychological Sciences, University of Tasmania, Launceston, Australia
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
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Volpe U, Orsolini L, Salvi V, Albert U, Carmassi C, Carrà G, Cirulli F, Dell’Osso B, Luciano M, Menculini G, Nanni MG, Pompili M, Sani G, Sampogna G, Group W, Fiorillo A. COVID-19-Related Social Isolation Predispose to Problematic Internet and Online Video Gaming Use in Italy. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19031539. [PMID: 35162568 PMCID: PMC8835465 DOI: 10.3390/ijerph19031539] [Citation(s) in RCA: 29] [Impact Index Per Article: 14.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/07/2021] [Revised: 01/24/2022] [Accepted: 01/27/2022] [Indexed: 12/17/2022]
Abstract
COVID-19 pandemic and its related containment measures have been associated with increased levels of stress, anxiety and depression in the general population. While the use of digital media has been greatly promoted by national governments and international authorities to maintain social contacts and healthy lifestyle behaviors, its increased access may also bear the risk of inappropriate or excessive use of internet-related resources. The present study, part of the COVID Mental hEalth Trial (COMET) study, aims at investigating the possible relationship between social isolation, the use of digital resources and the development of their problematic use. A cross sectional survey was carried out to explore the prevalence of internet addiction, excessive use of social media, problematic video gaming and binge watching, during Italian phase II (May-June 2020) and III (June-September 2020) of the pandemic in 1385 individuals (62.5% female, mean age 32.5 ± 12.9) mainly living in Central Italy (52.4%). Data were stratified according to phase II/III and three groups of Italian regions (northern, central and southern). Compared to the larger COMET study, most participants exhibited significant higher levels of severe-to-extremely-severe depressive symptoms (46.3% vs. 12.4%; p < 0.01) and extremely severe anxiety symptoms (77.8% vs. 7.5%; p < 0.01). We also observed a rise in problematic internet use and excessive gaming over time. Mediation analyses revealed that COVID-19-related general psychopathology, stress, anxiety, depression and social isolation play a significant role in the emergence of problematic internet use, social media addiction and problematic video gaming. Professional gamers and younger subjects emerged as sub-populations particularly at risk of developing digital addictions. If confirmed in larger and more homogenous samples, our findings may help in shedding light on possible preventive and treatment strategies for digital addictions.
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Affiliation(s)
- Umberto Volpe
- Clinical Psychiatry Unit, Department of Clinical Neurosciences, School of Medicine, Università Politecnica delle Marche, Via Tronto 10/A, 60126 Ancona, Italy; (L.O.); (V.S.)
- Correspondence: ; Tel.: +39-71-596-3301; Fax: +39-71-596-3540
| | - Laura Orsolini
- Clinical Psychiatry Unit, Department of Clinical Neurosciences, School of Medicine, Università Politecnica delle Marche, Via Tronto 10/A, 60126 Ancona, Italy; (L.O.); (V.S.)
| | - Virginio Salvi
- Clinical Psychiatry Unit, Department of Clinical Neurosciences, School of Medicine, Università Politecnica delle Marche, Via Tronto 10/A, 60126 Ancona, Italy; (L.O.); (V.S.)
| | - Umberto Albert
- Department of Medicine, Surgery and Health Sciences, University of Trieste and Department of Mental Health, Azienda Sanitaria Universitaria Giuliano Isontina—ASUGI, 34148 Trieste, Italy;
| | - Claudia Carmassi
- Department of Clinical and Experimental Medicine, University of Pisa, 56126 Pisa, Italy;
| | - Giuseppe Carrà
- Department of Medicine and Surgery, University of Milan Bicocca, 20126 Milan, Italy;
| | | | - Bernardo Dell’Osso
- Department of Biomedical and Clinical Sciences Luigi Sacco, Aldo Ravelli Center for Neurotechnology and Brain Therapeutic, University of Milan, 20157 Milano, Italy;
| | - Mario Luciano
- Department of Psychiatry, University of Campania “L. Vanvitelli”, 80138 Naples, Italy; (M.L.); (G.S.); (A.F.)
| | - Giulia Menculini
- Department of Psychiatry, University of Perugia, 06132 Perugia, Italy;
| | - Maria Giulia Nanni
- Department of Neurosciences and Rehabilitation, University of Ferrara, 44124 Ferrara, Italy;
| | - Maurizio Pompili
- Department of Neurosciences, Mental Health and Sensory Organs, Faculty of Medicine and Psychology, Sapienza University of Rome, 00100 Rome, Italy;
| | - Gabriele Sani
- Department of Neuroscience, Section of Psychiatry, University Cattolica del Sacro Cuore, 00100 Rome, Italy;
- Fondazione Policlinico A. Gemelli IRCCS, 00100 Rome, Italy
| | - Gaia Sampogna
- Department of Psychiatry, University of Campania “L. Vanvitelli”, 80138 Naples, Italy; (M.L.); (G.S.); (A.F.)
| | | | - Andrea Fiorillo
- Department of Psychiatry, University of Campania “L. Vanvitelli”, 80138 Naples, Italy; (M.L.); (G.S.); (A.F.)
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Li H, Gan X, Li X, Zhou T, Jin X, Zhu C. Diathesis stress or differential susceptibility? testing the relationship between stressful life events, neuroticism, and internet gaming disorder among Chinese adolescents. PLoS One 2022; 17:e0263079. [PMID: 35085357 PMCID: PMC8794087 DOI: 10.1371/journal.pone.0263079] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2021] [Accepted: 01/11/2022] [Indexed: 11/19/2022] Open
Abstract
A previous study has documented that stressful life events is positively related to Internet gaming disorder (IGD) among adolescents. However, the mechanism underlying this relationship remains unclear. The current study examined whether the link between stressful life events and adolescent IGD was moderated by neuroticism and whether the interaction of stressful life events and neuroticism supported the diathesis stress model or differential susceptibility model. To this end, self-report questionnaires were distributed. Participants were 927 Chinese adolescents (meanage = 14.53 years, 51.02% male). After controlling for adolescent gender, age, family economic situation, and family socioeconomic status, the results revealed that stressful life events could be positively associated with adolescent IGD and that this link is moderated by neuroticism. Moreover, the results of interaction effects supported the "diathesis stress" model. The above findings contributed to a better understanding of how and when stressful life events increase the risk of IGD and provided new evidence for the diathesis stress hypothesis.
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Affiliation(s)
- Hao Li
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xiong Gan
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xin Li
- Xian Tao No.1 Middle School, XianTao, China
| | - Ting Zhou
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
| | - Xin Jin
- Yangtze University College of Technology and Engineering, Jingzhou, China
| | - Congshu Zhu
- Department of Psychology, College of Education and Sports Sciences, Yangtze University, Jingzhou, China
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Liu Y, Ni X, Niu G. Perceived Stress and Short-Form Video Application Addiction: A Moderated Mediation Model. Front Psychol 2021; 12:747656. [PMID: 35002843 PMCID: PMC8733249 DOI: 10.3389/fpsyg.2021.747656] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/26/2021] [Accepted: 11/12/2021] [Indexed: 11/22/2022] Open
Abstract
Nowadays, short-form video applications have become increasingly popular due to their strong appeal to people, especially among college students. With this trend, the phenomenon of short-form video application addiction (SVA) also become prominent, which is a great risk for individuals' health and adaptation. Against this background, the present study aimed to examine the association between perceived stress and SVA addiction, as well as its mechanism-the mediating role of self-compensation motivation (SCM) and the moderating role of shyness. A total of 896 Chinese college students was recruited to complete a set of questionnaires on perceived stress (PS), SCM, shyness, and short-form video applications. The results show that PS was positively associated with SVA, and SCM partially mediated this association. In addition, both the direct association between PS and SVA and the indirect effect of SCM were moderated by shyness and were stronger for individuals with higher levels of shyness. The results could not only deepen our understanding of the underlying factors of SVA but also provide suggestions for relevant prevention and intervention procedures.
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Affiliation(s)
- Yinbo Liu
- School of Humanities and Social Sciences, Xi’an Jiaotong University, Xi’an, China
| | - Xiaoli Ni
- School of Humanities and Social Sciences, Xi’an Jiaotong University, Xi’an, China
| | - Gengfeng Niu
- School of Psychology, Central China Normal University, Wuhan, China
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35
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Jhone JH, Song IH, Lee MS, Yoon JY, Bhang SY. Is the I-PACE (Interaction of Person-Affect-Cognition-Execution) model valid in South Korea? The effects of adverse childhood experiences (ACEs) on internet gaming disorder and the mediating effect of stress on adolescents. J Behav Addict 2021; 10:967-982. [PMID: 34935634 PMCID: PMC8987428 DOI: 10.1556/2006.2021.00081] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/10/2021] [Revised: 10/26/2021] [Accepted: 10/28/2021] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS The purpose of the present study was to investigate the effects of adverse childhood experiences (ACEs) on internet gaming disorder (IGD) and the mediating effect of stress based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) model. METHODS The 2017 survey data from one community addiction management center in South Korea were analyzed. A sample of 3,593 adolescents (mean age = 13.75 years, SD = 2.22) were recruited from 23 elementary, middle and high schools and 11 local children's centers. The mediating effect was analyzed by the three-step analysis method. RESULTS Our study found that ACEs had a significant effect on the stress score (B = 1.420, P < 0.001) and the stress scale score had a significant effect the IGD score (B = 0.127, P < 0.001). After adjusting for the stress score in the model, ACEs had a significant effect on the IGD score (B = 0.328, P < 0.001), and the stress score had partial mediating effects (B = 0.1802, 95% C. I: 0.131-0.239). DISCUSSION We found that ACEs directly affect IGD and that ACEs directly affect IGD through stress in support of the I-PACE model. In the sensitivity analysis, the mediating effect of stress in the low-risk IGD group was significant, but the mediating effect of stress in the high-risk IGD group was not significant. Prior ACEs should be considered when interviewing IGD clients. In addition, enhancing stress management skills would be beneficial to IGD clients with a history of ACEs, and actions reducing exposure to ACEs in childhood are necessary.
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Affiliation(s)
- Jin-Ho Jhone
- Graduate School of Social Welfare, Yonsei University, Seoul, Korea
- Suicide and School Mental Health Institute, Hallym University College of Medicine, Anyang, Korea
| | - In Han Song
- Graduate School of Social Welfare, Yonsei University, Seoul, Korea
- T.H. Chan School of Public Health, Harvard University, Boston, USA
| | - Mi-Sun Lee
- Suicide and School Mental Health Institute, Hallym University College of Medicine, Anyang, Korea
- Center for School Mental Health, Eulji University, Seoul, Korea
| | - Ji Young Yoon
- Department of Social Welfare, Ewha Womans University, Seoul, Korea
| | - Soo-Young Bhang
- Center for School Mental Health, Eulji University, Seoul, Korea
- Department of Psychiatry, Eulji University School of Medicine, Nowon Eulji University Hospital, Seoul, Korea
- Nowon Community Addiction Management Center, Seoul, Korea
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Öztürk A, Kundakçı N. Loneliness, Perceived Social Support, and Psychological Resilience as Predictors of Internet Addiction: A Cross-Sectional Study with a Sample of Turkish Undergraduates. PSYCHIAT CLIN PSYCH 2021; 31:449-456. [PMID: 38765644 PMCID: PMC11079665 DOI: 10.5152/pcp.2021.21115] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/24/2021] [Accepted: 10/28/2021] [Indexed: 05/22/2024] Open
Abstract
Background This article examined the perceived social support, psychological resilience, and loneliness as predictors of internet addiction among university undergraduate students in Turkey. Methods Participants were 1028 university students (408 males and 620 females) from state university in Turkey. Measuring tools included the Descriptive Information Form, Internet Addiction Scale, Multidimensional Perceived Social Support Scale, UCLA Loneliness Scale, and Brief Resilience Scale. Results According to the findings of the study, positive correlation between internet addiction and perceived social support (r = 0.078, P < .01) and loneliness (r = 0.525, P < .001) shows a significant relationship. There was a significant and inverse relationship between psychological resilience and internet addiction (r = -0.498, P < .001). It was found that perceived social support, loneliness, and psychological resilience explained 34% of the total variance in internet addiction. Regression analysis showed that perceived social support (β = 0.061, P < .01), loneliness (β = 0.574, P < .001), and psychological resilience (β = -1.128 P < .001) significantly predicted internet addiction. Regression analysis revealed that psychological resilience negatively predicted internet addiction, while perceived social support and loneliness positively predicted internet addiction. Conclusion : Based on the findings, improving students' psychological resilience can be an effective way to reduce internet addiction behavior. Additionally, social activities and relevant measures should be planned to increase students' awareness of internet addiction, reduce their feelings of loneliness, and encourage them to establish positive interpersonal relationships.
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Affiliation(s)
- Ayfer Öztürk
- Department of Psychiatric Nursing, Bartin University Faculty of Health Sciences, Bartin, Turkey
| | - Necla Kundakçı
- Department of Psychiatric Nursing, Bartin State Hospital, Bartin Turkey
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Sun X, Duan C, Niu G, Tian Y, Zhang Y. Mindfulness buffers the influence of stress on cue-induced craving for Internet among Chinese colleges with problematic Internet use. J Behav Addict 2021; 10:983-989. [PMID: 34797217 PMCID: PMC8987433 DOI: 10.1556/2006.2021.00080] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/28/2021] [Revised: 07/30/2021] [Accepted: 10/28/2021] [Indexed: 12/21/2022] Open
Abstract
BACKGROUND AND AIMS Stress is a common experience among college students with problematic Internet use, and it may exacerbate their cue-induced Internet craving. This study aimed to examine the influence of stress on cue-induced craving for the Internet among subjects with problematic Internet use and the buffering effect of mindfulness. METHODS Sixty-eight college students with problematic Internet use were assigned to groups with a 2 (stress vs. no-stress) × 2 (high vs. low mindfulness) between-subject design. RESULTS It was deduced that stress could significantly enhance cue-induced craving for the Internet, and mindfulness could buffer this effect. Specifically, the effect of stress on cue-induced craving for the Internet was weaker among subjects with high mindfulness as compared to subjects with low mindfulness. DISCUSSION AND CONCLUSIONS These findings contribute to understanding of the factors influencing problematic Internet use and how such factors interact. It also provides recommendations on how to prevent the progression of problematic Internet use and suggests possible interventions.
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Affiliation(s)
- Xiaojun Sun
- School of Psychology, Central China Normal University, Wuhan, 430079, China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079, China
- Beijing Normal University Collaboration Innovation Center, Central China Normal University Branch, Wuhan, 430079, China
| | - Changying Duan
- School of Psychology, Central China Normal University, Wuhan, 430079, China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079, China
| | - Gengfeng Niu
- School of Psychology, Central China Normal University, Wuhan, 430079, China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079, China
- Beijing Normal University Collaboration Innovation Center, Central China Normal University Branch, Wuhan, 430079, China
| | - Yuan Tian
- School of Psychology, Central China Normal University, Wuhan, 430079, China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079, China
- Beijing Normal University Collaboration Innovation Center, Central China Normal University Branch, Wuhan, 430079, China
| | - Yamei Zhang
- School of Psychology, Central China Normal University, Wuhan, 430079, China
- Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, 430079, China
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Claesdotter-Knutsson E, André F, Håkansson A. Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study. JMIR Serious Games 2021; 10:e33059. [PMID: 34817386 PMCID: PMC8793916 DOI: 10.2196/33059] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/23/2021] [Revised: 10/07/2021] [Accepted: 11/13/2021] [Indexed: 12/24/2022] Open
Abstract
Background Young people’s daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policy makers, and research communities about the effect on young people’s online behaviors. Objective This cross-sectional study aimed to study self-reported changes in gaming, focusing on a younger section of the population during the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming during the pandemic, including gaming patterns, gambling behavior, psychological distress, certain sociodemographic characteristics, health factors, and school situation. Methods This was an anonymous online survey study of web panel participants in Sweden (n=1501) to study changes in gaming behaviors during the COVID-19 pandemic. Self-reported increases in gaming were analyzed in logistic regression analyses against sociodemographic and health factors. Results Within the study population that reported changes in gaming activity, we found significant differences in age, employment status, disposable income, whether they ever played on loot boxes, time spent at home, school attendance, psychological distress, and gambling and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. When examining the 16–24-year-old age group who reported changes in gaming activity, we found significant differences within the group in disposable income, time at home, and school attendance. When examining the 25–39-year-old age group who reported changes in gaming activity, we found significant differences within the group in employment status, disposable income, time spent at home, whether the respondents were studying, school attendance level, psychological distress, and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. Psychological distress (all age groups analyzed together; 25–39-year-old age group), drinking less alcohol (all age groups analyzed together), spending more time at home (all age groups analyzed together), gaming problems, and exercising less (25–39-year-old age group) were positively correlated with a self-reported increase in gaming activity. Being employed (25–39-year-old age group) and being over 40 years of age (all age groups analyzed together) were negatively correlated with increased gaming. We found no significant correlations in the 16–24-year-old age group. Conclusions Those who reported increased gaming during the COVID-19 pandemic were more likely to be 16 years to 39 years old. In the age group of 25 years to 39 years old, the increase was associated with psychological distress, reporting less exercise, and being unemployed. COVID-19 may present as a risk factor of increased online gaming in a small but vulnerable group. More research and preferably longitudinal studies are needed in the field of gaming and effects of the COVID-19 pandemic.
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Affiliation(s)
| | - Frida André
- Department of Clinical Sciences Lund, Faculty of Medicine,, Lund University, Lund, SE
| | - Anders Håkansson
- Department of Clinical Sciences Lund, Faculty of Medicine,Malmö Addiction Centre, Gambling Disorder Unit,, Lund University, Lund, SE
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Hussain Z, Wegmann E. Problematic social networking site use and associations with anxiety, attention deficit hyperactivity disorder, and resilience. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100125] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022] Open
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40
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Bush R, Russell AMT, Staiger PK, Waling A, Dowling NA. Risk and protective factors for the development of gambling-related harms and problems among Australian sexual minority men. BMC Psychol 2021; 9:102. [PMID: 34187562 PMCID: PMC8240316 DOI: 10.1186/s40359-021-00597-4] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/05/2020] [Accepted: 05/24/2021] [Indexed: 11/10/2022] Open
Abstract
Background Sexual minority men (SMM) often experience stressful social environments dominated by stigma and discrimination. SMM are typically more likely than heterosexual men to engage in certain risky behaviours such as problem gambling. This study aimed to compare gambling behaviour among SMM and examine potential risk factors (erroneous gambling cognitions, gambling outcome expectancies, hazardous alcohol use, impulsivity, and psychological distress; as well as perceived stigma and discrimination for the SMM participants) and potential protective factors (resilience, social support, and community connectedness) for problem gambling severity and gambling-related harms among SMM living in Australia. Methods An online survey, with an over-representation of SMM participants and problem, moderate-risk, and low-risk gamblers, was completed by 101 SMM (mean age = 28.5) and 207 heterosexual men (mean age = 26.4). Results SMM were found to have significantly lower levels of problem gambling severity compared with heterosexual men, and report significantly lower gambling participation, frequencies and expenditure on any gambling activity, casino table games, horse racing/greyhound betting, sports betting, and keno. However, in the SMM group, 38.3% were classified in the problem gambling category of the Problem Gambling Severity Index and 27.6% were classified in the moderate-risk gambling category. There were no significant differences between groups in gambling-related harms. Multiple regression analyses revealed that problem gambling severity and related harms were independently predicted by higher levels of impulsivity and erroneous gambling cognitions for both groups. Conclusions Lower frequency of gambling behaviours among SMM and similar risk factors predicting problem gambling severity/harms for both groups suggests that problem gambling is not pronounced among SMM. This study adds new evidence to the gambling literature which can be used as comparative benchmarks for future research. Supplementary Information The online version contains supplementary material available at 10.1186/s40359-021-00597-4.
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Affiliation(s)
- Rachel Bush
- School of Psychology, Deakin University, 221 Burwood Highway, BurwoodGeelong, 3125, Australia.
| | - Alex M T Russell
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Level 6, 400 Kent St, Sydney, NSW, 2000, Australia
| | - Petra K Staiger
- School of Psychology, Deakin University, 221 Burwood Highway, BurwoodGeelong, 3125, Australia.,Centre for Drug Use, Addictive and Anti-Social Behaviour Research (CEDAAR), Deakin University, Geelong, Australia
| | - Andrea Waling
- Australian Research Centre in Sex, Health and Society, NR6, La Trobe University, Bundoora, 3086, Australia
| | - Nicki A Dowling
- School of Psychology, Deakin University, 221 Burwood Highway, BurwoodGeelong, 3125, Australia.,Centre for Drug Use, Addictive and Anti-Social Behaviour Research (CEDAAR), Deakin University, Geelong, Australia.,Melbourne Graduate School of Education, University of Melbourne, Parkville, Australia
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Coping, Resilience, and Perceived Stress in Individuals with Internet Gaming Disorder in Taiwan. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18041771. [PMID: 33670343 PMCID: PMC7917620 DOI: 10.3390/ijerph18041771] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 01/21/2021] [Revised: 01/31/2021] [Accepted: 02/06/2021] [Indexed: 12/15/2022]
Abstract
Aim: Gaming escapism is an essential factor for developing internet gaming disorder (IGD). We evaluated coping strategies, resilience, stress, and depression in individuals with IGD. Methods: We included 69 participants with IGD and 138 controls (69 regular gamers and other non-gamers) in Taiwan. The self-reported coping strategies, coping stress with gaming, resilience, perceived stress, and depression were assessed. Results: Participants with IGD had higher dysfunctional coping, coping stress by gaming, perceived stress, and depression, as well as lower problem-focused coping and resilience. Regression analysis revealed that coping by gaming was associated with dysfunctional coping mechanisms, particularly venting and self-distraction. Compared with participants with adequate resilience, those with lower resilience had higher perceived stress, depression, and coping by gaming, and lower problem-focused and emotion-focused coping. Dysfunctional coping and coping by gaming were associated with perceived stress and depression in both IGD and control groups. Problem-focused coping was negatively associated with perceived stress and depression in controls. Conclusion: Individuals with IGD had higher perceived stress and depression, as they were more likely to cope with stress by dysfunctional coping and gaming and less likely to try problem-focused coping, particularly those with lower resilience. Interventions for IGD should promote problem-focused coping, such as active coping and planning strategies, particularly among those with lower resilience.
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Tsui YYY, Cheng C. Internet Gaming Disorder, Risky Online Behaviour, and Mental Health in Hong Kong Adolescents: The Beneficial Role of Psychological Resilience. Front Psychiatry 2021; 12:722353. [PMID: 34721101 PMCID: PMC8554051 DOI: 10.3389/fpsyt.2021.722353] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/08/2021] [Accepted: 09/10/2021] [Indexed: 11/16/2022] Open
Abstract
In the present cyber age, Internet gaming disorder (IGD) and risky online behaviour are prevalent, and adolescents are especially vulnerable to such emergent problems. Few studies have explored the protective factors that mitigate harm caused by IGD and various common risky online behaviours. This study examined the prevalence of IGD and risky online behaviour, their hypothesised associations with depressive symptoms, and the beneficial role of psychological resilience as an underlying psychological mechanism. The participants included 1,099 Chinese junior secondary school students (33% boys, mean age = 13.5 years, age range = 10-17 years) who completed a battery of validated self-report questionnaires at their schools. The results revealed that 4% of the participants were at high risk of IGD and 6% were at an overall risk level of IGD. Depressive symptoms were positively associated with IGD and risky online behaviour, and psychological resilience mediated both of these associations. These results imply that clinicians and teachers should incorporate psychological resilience training into intervention approaches to mitigate IGD and risky online behaviour.
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Affiliation(s)
- Yvonne Yin-Yau Tsui
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong, SAR China
| | - Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong, SAR China
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Kumar P, Patel V, Tiwari D, Vasavada D, Bhatt R, Chanpa N. Gaming pattern, prevalence of problematic gaming, and perceived stress level among the Indian medical graduate. JOURNAL OF MENTAL HEALTH AND HUMAN BEHAVIOUR 2021. [DOI: 10.4103/jmhhb.jmhhb_116_20] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022] Open
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Arpaci I, Gundogan S. Mediating role of psychological resilience in the relationship between mindfulness and nomophobia. BRITISH JOURNAL OF GUIDANCE & COUNSELLING 2020. [DOI: 10.1080/03069885.2020.1856330] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Affiliation(s)
- Ibrahim Arpaci
- Department of Computer Education and Instructional Technology, Tokat Gaziosmanpasa University, Tokat, Turkey
| | - Selim Gundogan
- Department of Educational Sciences, Niğde Ömer Halisdemir University, Niğde, Turkey
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Maghsoudi R, Shapka J, Wisniewski P. Examining how online risk exposure and online social capital influence adolescent psychological stress. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106488] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
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Melodia F, Canale N, Griffiths MD. The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review. Int J Ment Health Addict 2020. [DOI: 10.1007/s11469-020-00422-w] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/21/2022] Open
Abstract
AbstractOver the past two decades, research into Internet Gaming Disorder (IGD) has markedly increased due to worldwide spread of online videogames. The reasons and motivations for playing greatly contribute to its popularity. Escapism and avoidance coping strategies have been studied extensively and conceptualized as motives to play. A growing research base has demonstrated a strong association between these motives to play and negative gaming outcomes. Consequently, the aim of the present systematic review was to provide a comprehensive overview of the role of avoidance coping and escape motives in problematic online gaming. A systematic literature search was carried out using academic databases and a total of 26 empirical studies met the inclusion criteria. The results show that escapism and avoidance coping represent both a predictor of IGD and play a mediating role between many psychological factors (e.g., self-esteem, loneliness, self-concept, anxiety) and problematic online gaming. However, the review also highlights the paucity of longitudinal studies that hinder the determination of the causal direction of these associations. Despite this limitation, the evidence has important implication for developing more effective prevention programs and clinical interventions.
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Somer E, Abu-Rayya HM, Schimmenti A, Metin B, Brenner R, Ferrante E, Göçmen B, Marino A. Heightened Levels of Maladaptive Daydreaming Are Associated With COVID-19 Lockdown, Pre-existing Psychiatric Diagnoses, and Intensified Psychological Dysfunctions: A Multi-country Study. Front Psychiatry 2020; 11:587455. [PMID: 33240135 PMCID: PMC7667241 DOI: 10.3389/fpsyt.2020.587455] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/26/2020] [Accepted: 09/30/2020] [Indexed: 12/15/2022] Open
Abstract
The COVID-19 pandemic has been spreading globally since December 2019, bringing with it anxieties, mortal risk, and agonizing psychological suffering. This study aimed to explore the relationship between maladaptive daydreaming (MD)-an addictive mental behavior to vivid fantasy associated with distress and functional impairment-and forced COVID-19 pandemic-related self-isolation and quarantine. Previous literature indicated that individuals employ MD for the regulation of distress and boredom, wish fulfillment, and entertainment experiences. The literature on the impact of the COVID-19 pandemic on mental health identifies a flareup in psychological difficulties in the general population. In this study we explored the associations between the pandemic threat and mental health indices among individuals with MD. We surveyed 1,565 adults from over 70 countries who responded to calls for participants posted in online MD communities and other general social media sites. Probable MD was determined based on an empirically derived cut-off score on a pertinent measure. After controlling for sociodemographic variables, a series of MANCOVAs, followed by post-hoc ANCOVAs, revealed that individuals with probable MD who were observing lockdown restrictions reported having spent more time in fantasy, experienced more intense and vivid daydreaming, and had a stronger urge to daydream than other participants. Similar statistical procedures indicated that, individuals with probable MD who reported pre-existing anxiety and depression disorders described a greater urge to daydream due to the pandemic and greater difficulty to control this addictive behavior. Compared to individuals with likely normal daydreaming, individuals with suspected MD reported more pandemic-attributed deterioration on a wide array of psychological distress indices. Our data show that the current worldwide pandemic threat is connected with an elevated intensity of this addictive form of mental activity, and that MD is associated with the exacerbation of psychological distress and dysfunction rather than with beneficial regulation of the experienced stressor.
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Affiliation(s)
- Eli Somer
- School of Social Work, University of Haifa, Haifa, Israel
| | - Hisham M. Abu-Rayya
- School of Social Work, University of Haifa, Haifa, Israel
- School of Psychology and Public Health, La Trobe University, Melbourne, VIC, Australia
| | - Adriano Schimmenti
- Faculty of Human and Social Sciences, Kore University of Enna, Enna, Italy
| | - Bariş Metin
- Psychology Department, Üsküdar University, Istanbul, Turkey
| | - Reut Brenner
- School of Social Work, University of Haifa, Haifa, Israel
| | - Erika Ferrante
- Faculty of Human and Social Sciences, Kore University of Enna, Enna, Italy
| | - Buse Göçmen
- Psychology Department, Üsküdar University, Istanbul, Turkey
| | - Alessia Marino
- Faculty of Human and Social Sciences, Kore University of Enna, Enna, Italy
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Ko CH, Király O, Demetrovics Z, Chang YM, Yen JY. Identifying individuals in need of help for their uncontrolled gaming: A narrative review of concerns and comments regarding gaming disorder diagnostic criteria. J Behav Addict 2020; 9:572-588. [PMID: 33011711 PMCID: PMC8943683 DOI: 10.1556/2006.2020.00058] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/02/2020] [Revised: 07/28/2020] [Accepted: 08/21/2020] [Indexed: 12/24/2022] Open
Abstract
OBJECTIVE In 2013, the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) included the diagnostic criteria of Internet gaming disorder (IGD). Then, in 2019, the 11th Revision of the International Classification of Diseases (ICD-11) categorized gaming disorder (GD) as an addictive disorder. This review aimed to review the raised concerns, debate, and research of IGD or GD criteria and provide suggestions to resolve them. METHODS A narrative review was conducted, and PubMed was searched for articles mentioning concerns and research on the DSM-5 criteria for IGD, ICD-11 criteria for GD, or criteria for other synonyms, such as problematic gaming or gaming addiction. A total of 107 articles were identified. RESULTS Concerns were organized into three categories: conceptual framework, moral panic, and diagnostic validity. Most argumentations supported the proposition that GD and other substance use disorders have similar presentations. A clear definition of GD and adequate public education could prevent rather than exacerbate moral panic. Several researchers reported concerns regarding the nosology, diagnostic validity, and wording of each criterion. However, the threshold, five of the nine criteria with impaired function, demonstrated adequate validity in interview studies. CONCLUSION The current findings support the addiction framework, functional impairment, and validity of the GD criteria. However, further prospective, experimental, and clinical studies validating these findings are warranted. Moreover, an integrative review or debate conference could contribute to the organization of the available results and concept development. Aggregating adequate scientific information could allay or resolve concerns related to the diagnosis of GD.
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Affiliation(s)
- Chih-Hung Ko
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, 100 Tzyou 1st Rd., 807, Kaohsiung City, Taiwan,Department of Psychiatry, Kaohsiung Municipal Siaogang Hospital, Kaohsiung Medical University, 482 San-Ming Rd., 812, Kaohsiung City, Taiwan,Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, 100 Shi-Chuan 1st Rd., 807, Kaohsiung City, Taiwan,Corresponding author. E-mail:
| | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Yun-Ming Chang
- Department of Psychology, Minnan Normal University, China
| | - Ju-Yu Yen
- Department of Psychiatry, Kaohsiung Medical University Hospital, Kaohsiung Medical University, 100 Tzyou 1st Rd., 807, Kaohsiung City, Taiwan,Department of Psychiatry, Faculty of Medicine, College of Medicine, Kaohsiung Medical University, 100 Shi-Chuan 1st Rd., 807, Kaohsiung City, Taiwan,Department of Psychiatry, Kaohsiung Municipal Ta-Tung Hospital, Kaohsiung Medical University, Kaohsiung City, 812, Taiwan
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Abstract
Abstract
Purpose of Review
Gaming disorder (GD), meanwhile classified as a mental disorder in both DSM-5 and ICD-11, is a current public health issue. Theoretical models assume core psychological processes, such as cue reactivity, craving, reward processing, decision-making, cognitive biases, inhibitory control, and stress relief, to be crucially involved in the development and maintenance of GD. This review summarizes neuroscientific findings on these processes in the context of GD as well as treatments and intervention programs addressing these processes.
Recent Findings
We identified overlaps regarding the involvement of neural structures and networks related to psychological processes which may be targeted by public health programs. Complex interactions between executive control, salience, reward, and habit networks are crucially linked to processes involved in GD and public health programs respectively.
Summary
We point at the difficulties of making one to one assignments of neural networks to psychological processes or interventions. Furthermore, new treatment and prevention programs of GD are discussed pointing at possible future directions for neuroscientific research and treatment programs for GD.
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Correlation among psychological resilience, loneliness, and internet addiction among left-behind children in China: A cross-sectional study. CURRENT PSYCHOLOGY 2020. [DOI: 10.1007/s12144-020-00970-3] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
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