1
|
Minami H, Shirai T, Okada S, Miyachi M, Tanifuji T, Okazaki S, Horai T, Mouri K, Otsuka I, Hishimoto A. Comprehensive analysis including in-game spending and violent game playing in patients with internet gaming disorder. Neuropsychopharmacol Rep 2024. [PMID: 39073029 DOI: 10.1002/npr2.12470] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/30/2024] [Revised: 07/12/2024] [Accepted: 07/18/2024] [Indexed: 07/30/2024] Open
Abstract
AIM Internet gaming disorder (IGD) is receiving increasing attention. In particular, violent gameplay or in-game spending affects the psychiatric conditions and economic difficulties of patients. We conducted regression analysis and path analysis to investigate the associations between a comprehensive list of factors in patients with IGD, including the degree of internet or gaming dependence, developmental problems, family background, severity of depression, sleeping habits, in-game spending, and first-person shooter (FPS) and third-person shooter (TPS) game playing. METHODS The participants were 47 Japanese individuals (39 males and 8 females) aged ≤20 years diagnosed with IGD with complete data from the internet addiction test, autism spectrum quotient, Quick Inventory of Depressive Symptomatology, and Pittsburgh Sleep Quality Index. All participants were asked whether their parents have divorce history, whether they have siblings, whether they play FPS or TPS games, and whether they engage in in-game spending. Firstly, we compared these factors between males and females; secondly, we conducted regression analysis and path analysis in male patients. RESULTS As for simple comparison between sex, female patients showed greater severity of IGD and depressive score. In regression analysis of male patients, significant associations were found between FPS or TPS game playing and in-game spending. We also created path diagrams. CONCLUSION The results of the comprehensive analyses suggest the possibility that bidirectional synergistic effects could be achieved by gradually reducing both violent game playing and in-game spending. The concept of internet dependence has a wide range of meanings, and for each subtype, it is important to consider the background that led to the dependence to make individualized environmental adjustments and provide psychotherapy.
Collapse
Affiliation(s)
- Haruka Minami
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Toshiyuki Shirai
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Shohei Okada
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Masao Miyachi
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Takaki Tanifuji
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Satoshi Okazaki
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Tadasu Horai
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Kentaro Mouri
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Ikuo Otsuka
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| | - Akitoyo Hishimoto
- Department of Psychiatry, Kobe University Graduate School of Medicine, Kobe, Japan
| |
Collapse
|
2
|
Jeong JE, Park CH, Kim M, Cho H, Pyeon A, Jung S, Jung D, Kim JY, Choi J, Chun JW, Ahn KJ, Kim DJ. Effects of bilateral tDCS over DLPFC on response inhibition, craving, and brain functional connectivity in Internet gaming disorder: A randomized, double-blind, sham-controlled trial with fMRI. J Behav Addict 2024; 13:610-621. [PMID: 38598290 PMCID: PMC11220806 DOI: 10.1556/2006.2024.00017] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/21/2023] [Revised: 01/21/2024] [Accepted: 03/17/2024] [Indexed: 04/12/2024] Open
Abstract
Background and aims Impaired inhibitory control accompanied by enhanced craving is hallmark of addiction. This study investigated the effects of transcranial direct current stimulation (tDCS) on response inhibition and craving in Internet gaming disorder (IGD). We examined the brain changes after tDCS and their correlation with clinical variables. Methods Twenty-four males with IGD were allocated randomly to an active or sham tDCS group, and data from 22 participants were included for analysis. Participants self-administered bilateral tDCS over the dorsolateral prefrontal cortex (DLPFC) for 10 sessions. Stop-signal tasks were conducted to measure response inhibition and participants were asked about their cravings for Internet gaming at baseline and post-tDCS. Functional magnetic resonance imaging data were collected at pre- and post-tDCS, and group differences in resting-state functional connectivity (rsFC) changes from the bilateral DLPFC and nucleus accumbens were examined. We explored the relationship between changes in the rsFC and behavioral variables in the active tDCS group. Results A significant group-by-time interaction was observed in response inhibition. After tDCS, only the active group showed a decrease in the stop-signal reaction time (SSRT). Although craving decreased, there were no significant group-by-time interactions or group main effects. The anterior cingulate cortex (ACC) showed group differences in post- versus pre-tDCS rsFC from the right DLPFC. The rsFC between the ACC and left middle frontal gyrus was negatively correlated with the SSRT. Discussion and conclusion Our study provides preliminary evidence that bilateral tDCS over the DLPFC improves inhibitory control and could serve as a therapeutic approach for IGD.
Collapse
Affiliation(s)
- Jo-Eun Jeong
- Department of Psychiatry, Daejeon St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Daejeon, Republic of Korea
| | - Chang-hyun Park
- Division of Artificial Intelligence and Software, College of Engineering, Ewha Womans University, Seoul, Republic of Korea
| | - Minji Kim
- Department of Psychiatry, Seoul St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Hyun Cho
- Department of Psychiatry, Seoul St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Arom Pyeon
- Department of Psychiatry, Seoul St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Suji Jung
- Department of Psychiatry, Seoul St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Dongjin Jung
- Mind & Brain Counseling Lab, Seoul, Republic of Korea
| | - Jin-Young Kim
- Department of Psychiatry, Seoul St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Jihye Choi
- Department of Radiology, Severance Hospital, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Ji-Won Chun
- Department of Medical Informatics, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Kook-Jin Ahn
- Department of Radiology, Seoul St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| | - Dai-Jin Kim
- Department of Psychiatry, Seoul St. Mary's Hospital, College of Medicine, The Catholic University of Korea, Seoul, Republic of Korea
| |
Collapse
|
3
|
Krikova K, Klein S, Kampa M, Walter B, Stark R, Klucken T. Appetitive conditioning with pornographic stimuli elicits stronger activation in reward regions than monetary and gaming-related stimuli. Hum Brain Mapp 2024; 45:e26711. [PMID: 38798103 PMCID: PMC11128778 DOI: 10.1002/hbm.26711] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/15/2023] [Revised: 04/24/2024] [Accepted: 05/02/2024] [Indexed: 05/29/2024] Open
Abstract
Appetitive conditioning plays an important role in the development and maintenance of pornography-use and gaming disorders. It is assumed that primary and secondary reinforcers are involved in these processes. Despite the common use of pornography and gaming in the general population appetitive conditioning processes in this context are still not well studied. This study aims to compare appetitive conditioning processes using primary (pornographic) and secondary (monetary and gaming-related) rewards as unconditioned stimuli (UCS) in the general population. Additionally, it investigates the conditioning processes with gaming-related stimuli as this type of UCS was not used in previous studies. Thirty-one subjects participated in a differential conditioning procedure in which four geometric symbols were paired with either pornographic, monetary, or gaming-related rewards or with nothing to become conditioned stimuli (CS + porn, CS + game, CS + money, and CS-) in an functional magnetic resonance imaging study. We observed elevated arousal and valence ratings as well as skin conductance responses for each CS+ condition compared to the CS-. On the neural level, we found activations during the presentation of the CS + porn in the bilateral nucleus accumbens, right medial orbitofrontal cortex, and the right ventral anterior cingulate cortex compared to the CS-, but no significant activations during CS + money and CS + game compared to the CS-. These results indicate that different processes emerge depending on whether primary and secondary rewards are presented separately or together in the same experimental paradigm. Additionally, monetary and gaming-related stimuli seem to have a lower appetitive value than pornographic rewards.
Collapse
Affiliation(s)
- Kseniya Krikova
- Clinical Psychology and PsychotherapyUniversity of SiegenSiegenGermany
- Department of Psychotherapy and Systems NeuroscienceJustus Liebig University GiessenGiessenGermany
- Bender Institute for Neuroimaging (BION)Justus Liebig University GiessenGiessenGermany
| | - Sanja Klein
- Department of Psychotherapy and Systems NeuroscienceJustus Liebig University GiessenGiessenGermany
- Bender Institute for Neuroimaging (BION)Justus Liebig University GiessenGiessenGermany
| | - Miriam Kampa
- Department of Psychotherapy and Systems NeuroscienceJustus Liebig University GiessenGiessenGermany
- Bender Institute for Neuroimaging (BION)Justus Liebig University GiessenGiessenGermany
| | - Bertram Walter
- Department of Psychotherapy and Systems NeuroscienceJustus Liebig University GiessenGiessenGermany
- Bender Institute for Neuroimaging (BION)Justus Liebig University GiessenGiessenGermany
| | - Rudolf Stark
- Department of Psychotherapy and Systems NeuroscienceJustus Liebig University GiessenGiessenGermany
- Bender Institute for Neuroimaging (BION)Justus Liebig University GiessenGiessenGermany
- Center for Mind, Brain and BehaviorUniversities of Marburg and GießenMarburgGermany
| | - Tim Klucken
- Clinical Psychology and PsychotherapyUniversity of SiegenSiegenGermany
| |
Collapse
|
4
|
Chamarro A, Díaz-Moreno A, Bonilla I, Cladellas R, Griffiths MD, Gómez-Romero MJ, Limonero JT. Stress and suicide risk among adolescents: the role of problematic internet use, gaming disorder and emotional regulation. BMC Public Health 2024; 24:326. [PMID: 38291407 PMCID: PMC10826210 DOI: 10.1186/s12889-024-17860-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/03/2023] [Accepted: 01/23/2024] [Indexed: 02/01/2024] Open
Abstract
BACKGROUND Previous studies have associated videogame playing and social media use with suicidal behaviors together with lower stress coping or poor emotion regulation strategies. Due to the inconclusive evidence regarding the factors associated with suicidal behavior, the present study aimed to overcome the limitations of previous research and explored the relationship between adolescent stress, problematic internet use (PIU), gaming disorder (GD), and emotional regulation (ER) in a cross-section design. It was hypothesized that stress would have a direct effect on suicide risk (SR) as well as being mediated by PIU, GD, and ER. METHODS The participants comprised 430 adolescents (58.4% male) aged between 16 and 19 years. They completed an online survey including the Mobile-Related Experiences Questionnaire, Internet Gaming Disorder Scale-Short Form, Meta-Mood Trait Repair Scale, and Spanish version of the Suicidal Behaviors Questionnaire. RESULTS A total of 34.2% of the adolescents (N = 147) were at risk for SR. Results also indicated that 30,7% had experienced suicidal ideation at some point in their life, 12.1% had at least one plan to die by suicide, and 5.1% had attempted suicide. Results of path analysis confirmed that stress appeared to be a risk factor for suicide, but that its effects were not mediated by PIU. However, ER and GD mediated the effect of stress on SR. The results suggest that stress is a main risk factor for suicide, especially among adolescents with poor emotional regulation or problematic gaming. CONCLUSIONS Considering the prevalence of suicide among adolescents, the results of the present study suggest that suicide prevention programs should include emotional regulation strategies, stress coping, and videogaming management skills in the early stages of high school. Providing these protective resources to adolescents will help them face the stressful and changing situations typical of adolescence and will help them to attain greater well-being and satisfaction with life.
Collapse
Affiliation(s)
- Andrés Chamarro
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
| | - Adrian Díaz-Moreno
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
| | - Ivan Bonilla
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
| | - Ramon Cladellas
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
| | - Mark D Griffiths
- International Gaming Unit, Nottingham Trent University, Nottingham, England
| | - Maria José Gómez-Romero
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain
- Psychology Unit, Egarsat, Mutua Colaboradora con la Seguridad Social nº 276, Barcelona, Spain
| | - Joaquín T Limonero
- Stress & Health Research Group. Faculty of Psychology, Autonomous University of Barcelona, 08193 Bellaterra (Cerdanyola del Vallès), Barcelona, Spain.
| |
Collapse
|
5
|
Shouman A, Elez WA, Ibrahim IMA, Elwasify M. Internet gaming disorder and psychological well-being among university students in Egypt. BMC Psychol 2023; 11:367. [PMID: 37924133 PMCID: PMC10623872 DOI: 10.1186/s40359-023-01418-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2023] [Accepted: 10/27/2023] [Indexed: 11/06/2023] Open
Abstract
BACKGROUND Internet gaming disorder (IGD) is a serious rising problem affecting people of all ages. Many researchers reported that students' addictive gaming behavior resulted in the loss of function and the development of psychological problems. In this study, we aimed mainly to measure the prevalence of internet gaming disorder among Mansoura University students and find its relationship with psychological well-being. METHODS A cross-sectional observational study was carried out during the academic year (2021-2022) at the University of Mansoura. Students from four different faculties were included. Participants ages ranged from 18 to 25 years old. An online Google Form questionnaire gathering the tools (questionnaire of demographic and clinical data, Internet Gaming Disorder Short Form scale, Ryff's scale of psychological well-being) was distributed among them. RESULTS In this study, 870 students were included. The age range was 18-25 years. They were divided into three groups: 315 normal gamers (36%), 500 risky gamers (58%), and 55 disordered gamers (6%), with no significant gender difference in each group (p-value = 0.138). A negative correlation was found between IGD and psychological well-being (r = -0.303). CONCLUSIONS The prevalence of IGD was 6% among Mansoura University students. Participants in the theoretical faculties who started playing internet gaming at a younger age and spent more than 2 h per week playing and more than 3 h per week thinking about playing internet games were more likely to develop IGD. Whenever IGD scores increased, psychological well-being scores were found to decrease (r = -0.303).
Collapse
Affiliation(s)
- Aya Shouman
- Department of psychiatry, Faculty of medicine, Mansoura university Hospitals, Mansoura University, Mansoura, Egypt.
| | - Warda Abo Elez
- Department of psychiatry, Faculty of medicine, Mansoura university Hospitals, Mansoura University, Mansoura, Egypt
| | - Ibtihal M A Ibrahim
- Department of psychiatry, Faculty of medicine, Mansoura university Hospitals, Mansoura University, Mansoura, Egypt
| | - Mohammed Elwasify
- Department of psychiatry, Faculty of medicine, Mansoura university Hospitals, Mansoura University, Mansoura, Egypt
| |
Collapse
|
6
|
Ribeiro FJ, Teixeira R, Poínhos R. Dietary Habits and Gaming Behaviors of Portuguese and Brazilian Esports Players. Nutrients 2023; 15:4200. [PMID: 37836483 PMCID: PMC10574580 DOI: 10.3390/nu15194200] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2023] [Revised: 09/24/2023] [Accepted: 09/26/2023] [Indexed: 10/15/2023] Open
Abstract
As the esports industry grows, marketing campaigns for fast food, soft drinks, alcoholic and energy drinks, and dietary supplements at related events intensify. Portuguese and Brazilian esports players' dietary patterns remain unexplored. This study aimed to characterize the dietary and gaming habits of esports players. We applied an anonymous, open online survey to a convenience sample of esports players that included the PREDIMED and the Internet Gaming Disorder Scale. The survey was shared through email and social media platforms, including Facebook, Twitter, Instagram, Discord, WhatsApp, and Twitch. The sample (n = 579) was predominantly male (91.4%), averaged 26.1 (SD = 7.0) years, and 25.9 (SD = 5.5) kg/m2. Most reported a weak (53.7%) adherence to the Mediterranean diet. Almost a third (32.3%) consumed dietary supplements. Our sample presented a low adhesion to the Mediterranean dietary pattern, low consumption of fruit and vegetables, and high consumption of fast food, red and processed meat, soft drinks, and dietary supplements, including caffeine-based supplements. Dietary supplement consumption was related to a higher adhesion to the Mediterranean diet, and a higher level of professionalization and internet gaming disorder correlated with a lower adhesion. In conclusion, we infer that Portuguese and Brazilian esports players follow an unbalanced diet.
Collapse
Affiliation(s)
- Fernando J. Ribeiro
- Faculty of Nutrition and Food Science, University of Porto (FCNAUP), Rua do Campo Alegre, 823, 4150-180 Porto, Portugal; (R.T.); (R.P.)
- Faculty of Sciences, University of Porto (FCUP), Rua do Campo Alegre, 1021, 4169-007 Porto, Portugal
| | - Raquel Teixeira
- Faculty of Nutrition and Food Science, University of Porto (FCNAUP), Rua do Campo Alegre, 823, 4150-180 Porto, Portugal; (R.T.); (R.P.)
| | - Rui Poínhos
- Faculty of Nutrition and Food Science, University of Porto (FCNAUP), Rua do Campo Alegre, 823, 4150-180 Porto, Portugal; (R.T.); (R.P.)
| |
Collapse
|
7
|
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.
Collapse
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
| |
Collapse
|
8
|
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.
Collapse
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
| |
Collapse
|
9
|
Yang T, He Y, He C, Yang Y, Wu L, Wei B, Dong R, Yang M, Pu Z, Wang S, Li J, Xu T, Liu X, Wu S. The relationship between anxiety and internet gaming disorder in children during COVID-19 lockdown: a network analysis. Front Psychiatry 2023; 14:1144413. [PMID: 37265552 PMCID: PMC10229880 DOI: 10.3389/fpsyt.2023.1144413] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/14/2023] [Accepted: 04/11/2023] [Indexed: 06/03/2023] Open
Abstract
Background Internet gaming disorder (IGD) has become a social problem in children. Evidence from previous studies has proven that anxiety is associated with IGD. However, IGD was always assessed as a whole based on total scores, and the fine-grained relationship between anxiety and IGD was hidden. Objective The present study aims to investigate the fine-grained relationship between anxiety and IGD in elementary school students during the COVID-19 lockdown, and to identify potential targets for psychological interventions. Methods During the lockdown caused by the COVID-19 pandemic, 667 children from a primary school in China were investigated by the Spence Children's Anxiety Scale-Short Version and Internet Gaming Disorder Scale. R4.1.1 software was used to construct a network model, assess bridge centrality, and test the robustness of the network and conduct a network. Results There were 23 cross-community edges (weight ranged from -0.03 to 0.12), and each node of anxiety was connected to different nodes of IGD. The nodes with the top 80th percentile bridge expected influence were A2 "social phobia" (0.20), A3 "panic disorder" (0.21) and IGD5 "escape" (0.22). The robustness of the network was acceptable. Conclusion From the perspective of network analysis, the present study explored the correlation pathways between anxiety and IGD in children and identified social phobia and panic disorder as the best targets for intervention to reduce IGD.
Collapse
Affiliation(s)
- Tianqi Yang
- Department of Military Medical Psychology, Air Force Medical University, Xi’an, China
| | - Yang He
- Department of Military Medical Psychology, Air Force Medical University, Xi’an, China
| | - Chunyan He
- Department of Nursing, Air Force Medical University, Xi’an, China
| | - Yueqi Yang
- Xiong’an Rongxi Linquan Primary School, Xiong’an New Area, China
| | - Lin Wu
- Department of Military Medical Psychology, Air Force Medical University, Xi’an, China
| | - Bin Wei
- Xijing Hospital, Air Force Medical University, Xi’an, China
| | - Ruina Dong
- Tangdu Hospital, Air Force Medical University, Xi’an, China
| | - Mengyuan Yang
- Department of Military Medical Psychology, Air Force Medical University, Xi’an, China
| | - Zhaojun Pu
- Department of Military Medical Psychology, Air Force Medical University, Xi’an, China
| | - Saiming Wang
- The First Primary School of Fuliang County, Jingdezhen, China
| | - Jing Li
- School of Public Health, Xi’an Medical University, Xi’an, China
| | - Tao Xu
- Psychology Section, Secondary Sanatorium of Air Force Healthcare Center for Special Services, Hangzhou, China
| | - Xufeng Liu
- Department of Military Medical Psychology, Air Force Medical University, Xi’an, China
| | - Shengjun Wu
- Department of Military Medical Psychology, Air Force Medical University, Xi’an, China
| |
Collapse
|
10
|
Junus A, Hsu YC, Wong C, Yip PSF. Is internet gaming disorder associated with suicidal behaviors among the younger generation? Multiple logistic regressions on a large-scale purposive sampling survey. J Psychiatr Res 2023; 161:2-9. [PMID: 36889223 DOI: 10.1016/j.jpsychires.2023.02.038] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/05/2022] [Revised: 02/19/2023] [Accepted: 02/28/2023] [Indexed: 03/10/2023]
Abstract
The ubiquity of Internet gaming as part of the younger generation's (11-35 year-olds) lifestyle to-day warrants a deeper understanding of its impact on their mental health. In particular, there has been scant research investigating the link between Internet Gaming Disorder (IGD) and suicidal behaviors in this demographic group, even though several mental health symptoms of the former are known risk factors for the latter. This paper aims to establish the presence or absence of association between IGD and each of suicidal ideation, self-harm, and suicide attempt among the younger generation. A large-scale online survey on Internet gamers in Hong Kong was conducted in February 2019. 3430 respondents were recruited through purposive sampling. Study samples were stratified into distinct age groups and multiple logistic regression was conducted for each measured suicidal behavior in each age group. After controlling for sociodemographics, Internet usage, self-reported bullying perpetration and bullying victimization, social withdrawal, and self-reported psychiatric diagnoses such as depression and psychosis, analyses revealed that adolescent (11-17 year-old) gamers with IGD were more likely than their peers who had no IGD to have had suicidal ideation, self-harm, and suicide attempt in their lifetime. These associations did not hold for 18-35 year-old gamers. Findings suggest that it may be prudent to recognize IGD as a growing public mental health priority for the young populace, particularly adolescents. Existing suicide prevention efforts can be complemented through screening adolescents for IGD, and could be expanded to online gaming platforms to reach more hidden at-risk individuals.
Collapse
Affiliation(s)
- Alvin Junus
- Department of Social Work and Social Administration, University of Hong Kong, Hong Kong
| | - Yu-Cheng Hsu
- Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong
| | - Clifford Wong
- Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong
| | - Paul S F Yip
- Department of Social Work and Social Administration, University of Hong Kong, Hong Kong; Hong Kong Jockey Club Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong; Research Institute of Social Development, Southwestern University of Finance and Economics, China.
| |
Collapse
|
11
|
Roza TH, Rabelo-da-Ponte FD, Spritzer DT, Hoffmann MS, Massuda R, Salum GA, Miguel EC, Rohde LA, Pan PM, Kessler FHP, Gadelha A, Passos IC. Depression in mothers at childhood: Direct and indirect association with problematic gaming in late adolescence/young adulthood. J Psychiatr Res 2023; 159:14-21. [PMID: 36652752 DOI: 10.1016/j.jpsychires.2023.01.022] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/25/2022] [Revised: 12/06/2022] [Accepted: 01/10/2023] [Indexed: 01/12/2023]
Abstract
OBJECTIVES Little is known about the relationship between depression in mothers and problematic gaming in their children. Therefore, we aimed to investigate the potential role of mothers' depression in childhood as a risk factor for problematic gaming in their offspring in late adolescence/young adulthood. METHODS We assessed data from 1557 participants on three waves (T0 collected in 2010/2011, T1 in 2013/2014, and T2 in 2018/2019) of a large Brazilian school-based cohort. Mother's depression at T0 was tested as a predictor of problematic gaming at T2 in a logistic regression model. In mediation analyses, we individually assessed internalizing or externalizing disorders at T1 as mediators in this association, with participants' sex being tested as a moderator in both models. Inverse probability weights were used to account for sample attrition at T2. All models were adjusted for maternal and participant-related covariates. RESULTS Mother's depression at T0 was significantly associated with problematic gaming at T2 (OR = 2.09, p < 0.001) even after adjusting for multiple confounding factors. The presence of any internalizing disorder at T1 was a partial mediator of this relationship, accounting for 8.18% (p = 0.032) of the total effect, while the presence of any externalizing disorder at T1 was not a significant mediator. Participants' sex was not a significant moderator in mediation models. CONCLUSIONS These findings suggest mother's depression in childhood as a risk factor for problematic gaming in later developmental stages, which may be partially mediated by internalizing psychopathology.
Collapse
Affiliation(s)
- Thiago Henrique Roza
- Laboratory of Molecular Psychiatry, Centro de Pesquisa Experimental (CPE) and Centro de Pesquisa Clínica (CPC), Hospital de Clínicas de Porto Alegre (HCPA), Porto Alegre, RS, Brazil; Graduate Program in Psychiatry and Behavioral Sciences, Department of Psychiatry, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, RS, Brazil.
| | - Francisco Diego Rabelo-da-Ponte
- Laboratory of Molecular Psychiatry, Centro de Pesquisa Experimental (CPE) and Centro de Pesquisa Clínica (CPC), Hospital de Clínicas de Porto Alegre (HCPA), Porto Alegre, RS, Brazil; Graduate Program in Psychiatry and Behavioral Sciences, Department of Psychiatry, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, RS, Brazil; Social, Genetic and Developmental Psychiatry Centre, Institute of Psychiatry, Psychology & Neuroscience, King's College London, London, United Kingdom.
| | - Daniel Tornaim Spritzer
- Graduate Program in Psychiatry and Behavioral Sciences, Department of Psychiatry, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, RS, Brazil.
| | - Maurício Scopel Hoffmann
- Graduate Program in Psychiatry and Behavioral Sciences, Department of Psychiatry, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, RS, Brazil; Department of Neuropsychiatry, Universidade Federal de Santa Maria (UFSM), Santa Maria, RS, Brazil; Care Policy and Evaluation Centre, London School of Economics and Political Science, London, United Kingdom; Instituto Nacional de Psiquiatria do Desenvolvimento (INPD), São Paulo, SP, Brazil.
| | - Raffael Massuda
- Department of Psychiatry, Universidade Federal do Paraná (UFPR), Curitiba, PR, Brazil.
| | - Giovanni Abrahão Salum
- Graduate Program in Psychiatry and Behavioral Sciences, Department of Psychiatry, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, RS, Brazil; Instituto Nacional de Psiquiatria do Desenvolvimento (INPD), São Paulo, SP, Brazil.
| | - Euripedes Constantino Miguel
- Instituto Nacional de Psiquiatria do Desenvolvimento (INPD), São Paulo, SP, Brazil; Department of Psychiatry, School of Medicine, Universidade de São Paulo (USP), São Paulo, SP, Brazil.
| | - Luis Augusto Rohde
- Graduate Program in Psychiatry and Behavioral Sciences, Department of Psychiatry, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, RS, Brazil; Instituto Nacional de Psiquiatria do Desenvolvimento (INPD), São Paulo, SP, Brazil; ADHD Outpatient Program & Developmental Psychiatry Program, Hospital de Clínicas de Porto Alegre (HCPA), Porto Alegre, RS, Brazil.
| | - Pedro Mario Pan
- Instituto Nacional de Psiquiatria do Desenvolvimento (INPD), São Paulo, SP, Brazil; Department of Psychiatry, Escola Paulista de Medicina, Universidade Federal de São Paulo (Unifesp), São Paulo, SP, Brazil.
| | - Felix Henrique Paim Kessler
- Graduate Program in Psychiatry and Behavioral Sciences, Department of Psychiatry, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, RS, Brazil.
| | - Ary Gadelha
- Instituto Nacional de Psiquiatria do Desenvolvimento (INPD), São Paulo, SP, Brazil; Department of Psychiatry, Escola Paulista de Medicina, Universidade Federal de São Paulo (Unifesp), São Paulo, SP, Brazil; Programa de Esquizofrenia (PROESQ), Department of Psychiatry, Escola Paulista de Medicina, Universidade Federal de São Paulo (Unifesp), São Paulo, SP, Brazil.
| | - Ives Cavalcante Passos
- Laboratory of Molecular Psychiatry, Centro de Pesquisa Experimental (CPE) and Centro de Pesquisa Clínica (CPC), Hospital de Clínicas de Porto Alegre (HCPA), Porto Alegre, RS, Brazil; Graduate Program in Psychiatry and Behavioral Sciences, Department of Psychiatry, Universidade Federal do Rio Grande do Sul (UFRGS), Porto Alegre, RS, Brazil.
| |
Collapse
|
12
|
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.
Collapse
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.
| | | |
Collapse
|
13
|
Akbari M, Hossein Bahadori M, Khanbabaei S, Boruki Milan B, Horvath Z, Griffiths MD, Demetrovics Z. Metacognitions as a predictor of problematic social media use and internet gaming disorder: Development and psychometric properties of the Metacognitions about Social Media Use Scale (MSMUS). Addict Behav 2023; 137:107541. [PMID: 36370653 DOI: 10.1016/j.addbeh.2022.107541] [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: 08/10/2022] [Accepted: 10/30/2022] [Indexed: 11/06/2022]
Abstract
The aim of the present study was to investigate social media use metacognitions through the development of a new scale, the Metacognitions about Social Media Use Scale (MSMUS). In addition, the study included measures of problematic social media use (PSMU), gaming metacognitions, and gaming disorder (GD) to test concurrent validity. A total of 2390 Iranian adolescents (835 males and 1555 females) aged between 13 and 18 years (M = 16.01 years, SD = 1.38) participated in a cross-sectional online survey. The results of the exploratory factor analysis (n = 1195) and confirmatory factor analysis (n = 1195) suggested that the MSMUS (i) can optimally assess metacognitions concerning social media, and (ii) has a two-factor structure ("negative metacognitions about social media" and "positive metacognitions about social media"). The scale was found to be measurement invariant among males and females, and among individuals with and without risk for PSMU. Social media metacognitions presented significant and predominantly (i) moderate correlations with PSMU symptom severity, and (ii) weak correlations with GD symptom severity. Furthermore, positive and negative social media metacognitions had significant and positive predictive effects on the presence of risk for PSMU with and without a risk for GD - even over the effects of age, gender, and gaming metacognitions. This finding may indicate that metacognitions are possibly a transdiagnostic variable which might be helpful in developmentally assessing addictive behaviors, especially negative metacognitions which might be a risk factor for co-occurring addictive behaviors.
Collapse
Affiliation(s)
- Mehdi Akbari
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran.
| | - Mohammad Hossein Bahadori
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
| | - Salar Khanbabaei
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
| | - Bahman Boruki Milan
- Department of Clinical Psychology, Faculty of Psychology and Education, Kharazmi University, Tehran, Iran
| | - Zsolt Horvath
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary; Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar
| |
Collapse
|
14
|
Liu Y, Wang R, Gong R, Yu Y, Xu C, Yu X, Chang R, Wang S, Hu F, Xiang M, Cai Y. The trajectories and associations of insomnia symptoms with addictive behaviours in adolescents: A two-year longitudinal study. J Sleep Res 2023:e13817. [PMID: 36690596 DOI: 10.1111/jsr.13817] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/14/2022] [Revised: 10/17/2022] [Accepted: 12/14/2022] [Indexed: 01/25/2023]
Abstract
Insomnia displays heterogeneous trajectories across adolescence, which may induce addictive behaviours, including internet gaming disorder and substance use. This study aimed to investigate the latent trajectory classes of insomnia symptoms over 2 years and to examine the associations between insomnia trajectories and these addictive behaviours. Participants were 910 adolescents from six middle schools in Shanghai, China (52.7% males; mean age = 13.17 years). The three-wave survey measured insomnia symptoms, internet gaming disorder, substance use, depressive symptoms, and sociodemographic characteristics from 7th to 9th grade. Latent class growth modelling was performed to identify the latent trajectory classes of insomnia symptoms. Then multivariable logistic regressions were conducted within the best-fitting latent class growth model to examine the associations of insomnia trajectories with internet gaming disorder and substance use. Two latent trajectory classes of insomnia symptoms were recognised: the non-insomnia group (71.8%) and the insomnia group (28.2%). In the multivariable analysis controlling for baseline demographic variables and depressive symptoms, the insomnia group had a higher risk of developing internet gaming disorder (OR = 2.203 [95% CI: 1.258-3.858]) and substance use (OR = 2.215 [95% CI: 1.324-3.705]) compared with the non-insomnia group. These findings add to a growing body of research on heterogeneous trajectories of insomnia symptoms during adolescence, suggesting that intervention strategies are needed to target the characteristics or developmental patterns of different insomnia subgroups. The ultimate goal is to mitigate the impact of insomnia symptoms on adolescent addictive behaviours.
Collapse
Affiliation(s)
- Yujie Liu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China.,Hongqiao International Institute of Medicine, Tongren Hospital, Shanghai Jiao Tong University School of Medicine Shanghai, Shanghai, China
| | - Rongxi Wang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Ruijie Gong
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Yuelin Yu
- Department of Epidemiology & Biostatistics, School of Public Health, Peking University, Beijing, China
| | - Chen Xu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Xiaoyue Yu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Ruijie Chang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Suping Wang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Fan Hu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China
| | - Mi Xiang
- Department of Maternal and Child Health, School of Public Health, Xinhua Hospital, Shanghai Jiao Tong University, Shanghai, China
| | - Yong Cai
- School of Public Health, Shanghai Jiao Tong University School of Medicine, Shanghai, China.,Hongqiao International Institute of Medicine, Tongren Hospital, Shanghai Jiao Tong University School of Medicine Shanghai, Shanghai, China.,Center for Community Health Care, Hospital Development Institute, Shanghai Jiao Tong University, Shanghai, China
| |
Collapse
|
15
|
Zhou R, Zhang JJ, Liu YD, Chen HB, Wang SB, Jia FJ, Hou CL. Internet addiction in adolescent psychiatric patient population: A hospital-based Study from China. Clin Child Psychol Psychiatry 2023; 28:199-211. [PMID: 35841188 DOI: 10.1177/13591045221115289] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
Abstract
BACKGROUND Internet is gradually reshaping adolescents' behaviors in China. It is important to identify the prevalence and risk factors to predict Internet addiction among adolescent psychiatric patients. METHODS The survey was conducted among inpatient or outpatient adolescent patients with mental disorders. All participants were interviewed face-to-face and completed Young Internet Addiction Test and other relevant assessments. Binary logistic regression analysis was used to exam between-group differences of internet addiction. RESULT The prevalence for internet addiction (mild to severe) in adolescent psychiatric patients was 80.2%, where the prevalence for "medium and severe internet addiction was 25.5%. Logistic regression analysis identified two independent predictors for "medium and severe internet addiction" including the total score of Adolescent Non-suicidal-self-injury (NSSI) Behavior Function Assessment Scale (ANBFAS) and the diagnosis of generalized anxiety disorder (GAD) (R2 =0.27, p = .02 for total ANBFAS score, p = .01 for GAD) in psychiatric adolescent patients. CONCLUSION The prevalence of internet addiction is notably high among adolescent psychiatric patients in China. Coping for Internet addiction in adolescent psychiatric patients should conclude the coping of NSSI and GAD.
Collapse
Affiliation(s)
- Rui Zhou
- The Second School of Clinical Medicine, 70570Southern Medical University, China
| | - Ji-Jie Zhang
- Guangdong Mental Health Center, 89346Guangdong Provincial People's Hospital, Guangdong Academy of Medical Sciences, China
| | - Yin-Du Liu
- Guangdong Mental Health Center, 89346Guangdong Provincial People's Hospital, Guangdong Academy of Medical Sciences, China
| | - Hong-Bei Chen
- Guangdong Mental Health Center, 89346Guangdong Provincial People's Hospital, Guangdong Academy of Medical Sciences, China
| | - Shi-Bin Wang
- Guangdong Mental Health Center, 89346Guangdong Provincial People's Hospital, Guangdong Academy of Medical Sciences, China
| | - Fu-Jun Jia
- Guangdong Mental Health Center, 89346Guangdong Provincial People's Hospital, Guangdong Academy of Medical Sciences, China
| | - Cai-Lan Hou
- The Second School of Clinical Medicine, 70570Southern Medical University, China.,Guangdong Mental Health Center, 89346Guangdong Provincial People's Hospital, Guangdong Academy of Medical Sciences, China
| |
Collapse
|
16
|
Gao YX, Wang JY, Dong GH. The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses. J Psychiatr Res 2022; 154:35-43. [PMID: 35926424 DOI: 10.1016/j.jpsychires.2022.06.049] [Citation(s) in RCA: 35] [Impact Index Per Article: 17.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/28/2021] [Revised: 06/08/2022] [Accepted: 06/24/2022] [Indexed: 11/18/2022]
Abstract
BACKGROUND As a spreading addictive behaviour in recent years, internet gaming disorder (IGD) has been studied a lot and the overall research results indicate that IGD has a high prevalence among adolescents and young adults (AYAs). To update the status quo of prevalence, it is necessary to conduct comprehensive analyses. METHODS On the premise of following the PRISMA statement, the study conducted two systematic reviews and meta-analyses to assess the global prevalence of IGD among AYAs and identify its possible risk factors. To achieve the goals, PubMed and CNKI databases were used to select the concerned studies published up to May 31, 2021. Heterogeneity was assessed using a funnel plot, Begg's test, Egger's test, and trim-and-fil method, followed by sensitivity analysis, subgroup analysis, and meta-regression analysis. RESULTS For the meta-analysis of prevalence, 407,620 participants from 155 reports in 33 countries were included. The pooled prevalence of IGD among AYAs was 9.9% (95% CI: 8.6%-11.3%, P = 0.000, I2 = 94.4%), including 8.8% (95% CI: 7.5%-10.0%) among adolescents and 10.4% (95% CI: 8.8%-11.9%) among young adults. The following 12 factors are the possible risk factors of IGD among AYAs, which are stress, long average game time, family dysfunction, poor academic performance, being bullied, bullying, interpersonal problems, hyperactivity/inattention, anxiety, depression, emotional distress and low self-esteem. CONCLUSIONS This study confirms the prevalence and possible risk factors for IGD among AYAs. It's valuable in understanding the threat of IGD and finding intervention strategies for IGD among AYAs.
Collapse
Affiliation(s)
- Yuan-Xia Gao
- College of Educational Science, Shenyang Normal University, Shenyang, China
| | - Jiang-Yang Wang
- College of Educational Science, Shenyang Normal University, Shenyang, China.
| | - Guang-Heng Dong
- Center for Cognition and Brain Disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, China; Institute of Psychological Science, Hangzhou Normal University, Hangzhou, China; Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, China.
| |
Collapse
|
17
|
Tomska N, Rył A, Turoń-Skrzypińska A, Szylińska A, Marcinkowska J, Durys D, Rotter I. Emotional State of Young Men in Relation to Problematic Internet Use. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12153. [PMID: 36231456 PMCID: PMC9566304 DOI: 10.3390/ijerph191912153] [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: 08/21/2022] [Revised: 09/22/2022] [Accepted: 09/23/2022] [Indexed: 06/16/2023]
Abstract
The Internet has become an indispensable tool in communication, business, entertainment, and obtaining information. Behavioral addictions are disorders associated with uncontrolled activity feeding the reward system, motivation, and memory. The purpose of this study was to assess the emotional state in terms of problematic Internet use. The survey was conducted in 2020-2021 in the West Pomeranian region of Poland and involved 500 men aged 18-30 (24.82 ± 3.83). The study was conducted using our own original questionnaire regarding the amount of time spent playing computer games during the weekdays and on days off; the type of school/university; financial situation; as well as the manner, purpose, and degree of Internet use. Other questionnaires were also used, i.e., Beck Depression Inventory, Internet Use Test, GAD-7 Generalized Anxiety Assessment Questionnaire, and Buss and Perry Aggression Questionnaire. Problematic use of the Internet may result in the occurrence of anxiety, anger, hostility or depression. Longer duration of Internet activity was correlated to higher scores on the Internet Use Test degree of problematic Internet use. There was a correlation between the severity of mild depression symptoms and the occurrence of anxiety, verbal and physical aggression, and problematic Internet use.
Collapse
Affiliation(s)
- Natalia Tomska
- Department of Medical Rehabilitation and Clinical Rehabilitation, Pomeranian Medical University, Żołnierska 54b, 71-210 Szczecin, Poland
| | - Aleksandra Rył
- Department of Medical Rehabilitation and Clinical Rehabilitation, Pomeranian Medical University, Żołnierska 54b, 71-210 Szczecin, Poland
| | - Agnieszka Turoń-Skrzypińska
- Department of Medical Rehabilitation and Clinical Rehabilitation, Pomeranian Medical University, Żołnierska 54b, 71-210 Szczecin, Poland
| | - Aleksandra Szylińska
- Department of Medical Rehabilitation and Clinical Rehabilitation, Pomeranian Medical University, Żołnierska 54b, 71-210 Szczecin, Poland
| | - Julia Marcinkowska
- Clinical Department of Nephrology, Transplantology and Internal Medicine, Pomeranian Medical University, Al. Powstańców Wielkopolskich 72, 70-111 Szczecin, Poland
| | - Damian Durys
- Student Science Club “KINEZIS”, Department of Medical Rehabilitation and Clinical Physiotherapy, Pomeranian Medical University, Żołnierska 54b, 71-210 Szczecin, Poland
| | - Iwona Rotter
- Department of Medical Rehabilitation and Clinical Rehabilitation, Pomeranian Medical University, Żołnierska 54b, 71-210 Szczecin, Poland
| |
Collapse
|
18
|
Alsunni AA, Latif R. Internet gaming disorder and its correlates among university students, Saudi Arabia. J Family Community Med 2022; 29:217-222. [PMID: 36389029 PMCID: PMC9664466 DOI: 10.4103/jfcm.jfcm_129_22] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/30/2022] [Revised: 07/01/2022] [Accepted: 07/26/2022] [Indexed: 05/24/2023] Open
Abstract
BACKGROUND Over-indulgence in online/offline video games could result in the development of internet gaming disorder (IGD). Knowledge of the prevalence and correlates of IGD may help to understand its etiology. The aim of the present study was to estimate IGD and its psychological/game-related correlates in Saudi university students. MATERIALS AND METHODS For this cross-sectional study, 843 students registered in a university in Saudi Arabia filled an online survey comprising diagnostic criteria of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), hospital anxiety and depression scale, Rosenberg self-esteem scale, social phobia inventory scale, satisfaction with life scale, and subjective happiness (SH) scale. For data analysis, an independent sample t-test, Pearson correlation coefficient/Chi-square test, and multiple linear regression followed by hierarchical regressions were used. RESULTS The frequency of IGD was 21.5%. Total game time/day, years of playing games, and social phobia were significantly higher in subjects with IGD (P = 0.001, <0.001, and <0.001, respectively), whereas SH was significantly lower (P < 0.001). Tendency to IGD had a significant positive correlation with social phobia, total game time/day, and years of playing games and a negative correlation with SH. Total game time/day, years of playing games, and social phobia were significant positive predictors of tendency to IGD, whereas SH was a negative predictor. The rest of all variables were insignificant predictors. CONCLUSION The frequency of IGD in Saudi university students identified by DSM-5 criteria was relatively high (21.5%). The prediction of the severity of IGD could be based on social phobia, total game time/day, number of years of playing games, and SH.
Collapse
Affiliation(s)
- Ahmed A. Alsunni
- Department of Physiology, College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| | - Rabia Latif
- Department of Physiology, College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia
| |
Collapse
|
19
|
Hernández-Vásquez A, Vargas-Fernández R, Visconti-Lopez FJ, Comandé D, Bendezu-Quispe G. Prevalence and Factors Associated with Gaming Disorder in Latin America and the Caribbean: A Systematic Review. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:10036. [PMID: 36011671 PMCID: PMC9408645 DOI: 10.3390/ijerph191610036] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 05/12/2022] [Revised: 07/30/2022] [Accepted: 08/01/2022] [Indexed: 06/15/2023]
Abstract
We aimed to determine the prevalence and factors associated with gaming disorder (GD) in the population of Latin America and the Caribbean (LAC). A systematic review was performed (PROSPERO protocol registration: CRD42021230565). We included studies that identified participants with GD and/or factors associated with this condition, reported the prevalence of GD, or contained data that assisted in its estimation, were published after 2013 (the year of inclusion of GD in the Fifth Edition of the Diagnostic and Statistical Manual of Mental Disorders) and were carried out in a population residing in an LAC country. Evaluation of the quality of the studies was carried out using the Joanna Briggs Institute Critical appraisal checklist tool. A qualitative synthesis of the data was performed. Of the total of 1567 records identified, 25 passed the full-text review phase, and 6 met the selection criteria. These studies were published between 2018 and 2021 and had a cross-sectional design (three in Brazil, one in Ecuador, Mexico, and the other was multi-country, including a LAC country [Peru]). The prevalence of GD ranged from 1.1% to 38.2%. The three studies in Brazil had the highest figures of GD prevalence (20.4-38.2%). Four studies evaluated factors associated with GD. Characteristics regarding the game (type), pattern of use (hours played), as well as gender (higher in men), tobacco and alcohol consumption, poor interpersonal relationships, and the presence of mental disorders were found to be associated with GD in LAC. Evidence on the prevalence and factors associated with GD in LAC is limited. Studies on GD in LAC evaluate different population subgroups, describing a wide prevalence of this condition (present in up to 38 out of 100 evaluated). Characteristics such as the type and hours of use of the games, sociodemographic data, lifestyles, interpersonal relationships, and the presence of mental disorders increase the probability of presenting GD.
Collapse
Affiliation(s)
- Akram Hernández-Vásquez
- Centro de Excelencia en Investigaciones Económicas y Sociales en Salud, Vicerrectorado de Investigación, Universidad San Ignacio de Loyola, Lima 15024, Peru
| | | | | | - Daniel Comandé
- Instituto de Efectividad Clínica y Sanitaria (IECS-CONICET), Buenos Aires C1414CPV, Argentina
| | - Guido Bendezu-Quispe
- Centro de Investigación Epidemiológica en Salud Global, Universidad Privada Norbert Wiener, Lima 15046, Peru
| |
Collapse
|
20
|
Hamid MS, Abo Hamza E, Hussain Z, AlAhmadi A. The Association Between Internet Gaming Disorder and Sensation Seeking Among Arab Adolescents. Front Psychiatry 2022; 13:905553. [PMID: 35911214 PMCID: PMC9334920 DOI: 10.3389/fpsyt.2022.905553] [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: 03/27/2022] [Accepted: 06/15/2022] [Indexed: 11/13/2022] Open
Abstract
Research on internet gaming disorder (IGD) has increased considerably over the last decade. Although most IGD research has focused on Western or South Asian samples, it is critical to understand and assess this disorder among other populations. The present study investigated the association between IGD and sensation seeking among Arab adolescents. An online survey consisting of the short internet gaming disorder short scale (IGDSS) and brief sensation seeking scale (B-SSS) was completed by 260 participants (mean age = 14.61, SD = 2.43). The results showed that sensation seeking behaviours were associated with higher gaming hours and greater chances of exhibiting IGD. The findings support the current perspective of understanding this disorder from a disease framework as it highlights the relevance of behavioural components in gaming addiction. Importantly, the results will further aid the development of reliable diagnosis and efficacious treatments within clinical practices.
Collapse
Affiliation(s)
| | - Eid Abo Hamza
- College of Humanities and Sciences, Ajman University, Ajman, United Arab Emirates
- Faculty of Education, Tanta University, Tanta, Egypt
| | - Zaheer Hussain
- School of Social Sciences, Nottingham Trent University, Nottingham, United Kingdom
| | - Aisha AlAhmadi
- Department of Psychological Sciences, Qatar University, Doha, Qatar
| |
Collapse
|
21
|
Alfaifi AJ, Mahmoud SS, Elmahdy MH, Gosadi IM. Prevalence and factors associated with Internet gaming disorder among adolescents in Saudi Arabia: A cross-sectional study. Medicine (Baltimore) 2022; 101:e29789. [PMID: 35777010 PMCID: PMC9239651 DOI: 10.1097/md.0000000000029789] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/05/2023] Open
Abstract
This study aimed to assess the prevalence of internet gaming disorder (IGD) and its associated factors among a sample of adolescents in the Faifa governorate in the south of Saudi Arabia. This was a cross-sectional study targeting intermediate and secondary school adolescent students in the Faifa governorate. Multistage sampling was performed to reach the required sample, where 9 schools were randomly selected, followed by the distribution of the questionnaire to all students at all levels. IGD was assessed using a validated Arabic version of the 20-item IGD scale. A chi-square test was used to evaluate the presence of statistical differences between sample demographic data and IGD. Four hundred and fifty students participated in the current study, where 132 (29.3%) of them were classified as having IGD. The prevalence of IGD was associated with gender, year of study, maternal education status, and the number of hours spent online and playing with friends (P values 0.05). Analysis of the IDG items among the current sample indicated that most were at the conflict stage of IGD. The IGD level identified in our sample is high compared to the published literature. Faifa is a mountainous region and, due to its geographical nature, there are limited public entertainment areas. Adolescents tend to spend more time at home, where they may be more exposed to IGD. This suggests the need for strategies to ensure early identification of those at risk of IGD and to provide preventive and treatment options for these students.
Collapse
Affiliation(s)
- Amal J Alfaifi
- Jazan Heatlh Affairs, Ministry of Health, Jazan, Saudi Arabia
| | - Samy S Mahmoud
- Department of Family and Community Medicine, Faculty of Medicine, Jazan University, Jazan, Saudi Arabia
| | - Mona H Elmahdy
- Department of Family and Community Medicine, Faculty of Medicine, Jazan University, Jazan, Saudi Arabia
| | - Ibrahim M Gosadi
- Department of Family and Community Medicine, Faculty of Medicine, Jazan University, Jazan, Saudi Arabia
- *Correspondence: Ibrahim M Gosadi, Faculty of Medicine, Jazan University, P.O. Box 2349. Jazan 82621, Saudi Arabia (e-mail: )
| |
Collapse
|
22
|
Lam YT, Cheng C. Parental Depression and Leisure Activity Engagement on Children's Gaming Disorder: A Dyadic Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19105880. [PMID: 35627422 PMCID: PMC9140680 DOI: 10.3390/ijerph19105880] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/04/2022] [Revised: 05/09/2022] [Accepted: 05/10/2022] [Indexed: 12/02/2022]
Abstract
Nowadays, playing both online and offline video games is a popular leisure activity among youngsters, but excessive gaming activity engagement may lead to gaming disorder that disrupts daily functioning. Identifying risk and protective factors of this emerging problem is thus essential for devising prevention and intervention strategies. This mixed-method, cross-sectional study aimed to examine the roles of parental depressive symptoms and children’s leisure activity engagement on children’s gaming disorder symptoms. Furthermore, the moderating roles of risky and protective leisure activity engagement were investigated. The sample comprised 104 parent-child dyads recruited from a population-based survey (parents: Mage = 45.59 years, SD = 6.70; children: Mage = 11.26 years; SD = 4.12). As predicted, parental depressive symptoms and children’s gaming activity engagement were positively associated with children’s gaming disorder symptoms, whereas children’s literacy activity engagement was negatively associated with these symptoms. Moreover, engagement in these two types of leisure activity moderated the association between parental depressive symptoms and children’s gaming disorder symptoms in distinct manners, further indicating literacy activities as beneficial and gaming activities as risk-enhancing. These new findings imply that parental depressive symptoms and children’s leisure activity engagement should be considered when designing parent-based programs for gaming disorder prevention and intervention.
Collapse
|
23
|
Tang Y, Liao Z, Huang S, Hao J, Huang Q, Chen X, Lin S, Li Y, Qi J, Shen H. Development and Validation of a Risk Assessment Tool for Gaming Disorder in China: The Gaming Hazard Assessment Scale. Front Public Health 2022; 10:870358. [PMID: 35480584 PMCID: PMC9035820 DOI: 10.3389/fpubh.2022.870358] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/06/2022] [Accepted: 03/21/2022] [Indexed: 11/13/2022] Open
Abstract
Despite the growing research interest in gaming disorder, risk screening tools developed specifically for the Chinese population are still lacking. This study aimed to construct a screening tool to evaluate the risk of gaming disorder (GD) development, by assessing the severity of GD symptoms among Chinese gamers, based on clinical expert interviews, structured interviews with GD patients, a background literature review, and IGD/GD criteria proposed by the DSM-5 and ICD-11. It introduced the Gaming Hazard Assessment Scale—a multidimensional GD risk screening tool—and evaluated the dimension structure, reliability, and validity of the scale among 959 Chinese gamers. A three-level structure, consisting of 18 items scored from 0 to 54, ultimately indicated satisfactory reliability, good validity, and acceptable model fit. The scale will help large-scale initial screening and early identification of patients with a high risk of GD. Further evaluation of the Gaming Hazard Assessment Scale in clinical settings is highly recommended.
Collapse
Affiliation(s)
- Ying Tang
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Zhenjiang Liao
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Shucai Huang
- Department of Psychiatry, The Fourth People's Hospital of Wuhu, Wuhu, China
| | - Jingyue Hao
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Qiuping Huang
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Xinxin Chen
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Shuhong Lin
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - YiFan Li
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Jing Qi
- Department of Psychiatry, Brain Hospital of Hunan Province, Changsha, China
| | - Hongxian Shen
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
- *Correspondence: Hongxian Shen
| |
Collapse
|
24
|
Wang S, Li J, Wang S, Mi C, Wang W, Xu Z, Xiong W, Tang L, Li Y. Escapism-Based Motivation Affected the Psychological Performances of High-Risk Internet Gaming Disorder Individuals. Front Psychiatry 2022; 13:855631. [PMID: 35360144 PMCID: PMC8963934 DOI: 10.3389/fpsyt.2022.855631] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/15/2022] [Accepted: 02/18/2022] [Indexed: 11/13/2022] Open
Abstract
Background Escapism-based motivation (EBM) is considered as one of the diagnostic criteria for internet gaming disorder (IGD). However, how EBM affects the high risk of IGD (HIGD) population remains unclear. Methods An initial number of 789 college students participated in the general, internet gaming behavior, and motivation surveys. After multiple evaluations, 57 individuals were identified as HIGD (25 with EBM, H-EBM; 32 with non-EBM, H-nEBM). In addition, 51 no-gaming individuals were included as the control group (CONTR). The cohorts completed the psychological assessments and eye-tracking tests, and analyses of group differences, correlations, and influencing factors of the indicators were performed. Results The Barratt impulsiveness score of H-nEBM and H-EBM was significantly higher than that of CONTR (MD = 3.605, P = 0.017; MD = 3.744, P = 0.022). In addition, emotional intelligence self-emotion management ability was significantly lower in the H-EBM than in CONTR (MD = -2.038, P = 0.004). Correct rates and reaction times in the anti-saccade task differed significantly between the three groups (F = 3.525, P = 0.033; F = 4.459, P = 0.014). However, no differences were found in the comparison of the digital span test (DST), trail making test (TMT), animal verbal fluency test, Stroop test, and mental rotation test results. The anti-saccade test indicators were positively correlated with the DST results but negatively correlated with the Stroop test results (P < 0.05). Correct rates in the mental rotation test were negatively correlated with the TMT results but positively correlated with the DST results (P < 0.05). The participants with high Stroop test scores and no lover experience and who were raised by their grandparents were likely to develop EBM to engage in high risk of internet gaming disorder (P < 0.05). Conclusion EBM has a significantly negative effect on impulsivity, self-emotion management ability, and response inhibition in the HIGD participants.
Collapse
Affiliation(s)
- Shuai Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Jialing Li
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Siyu Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Can Mi
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Wei Wang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Zhengjia Xu
- School of Clinical Medicine, Chengdu Medical College, Chengdu, China
| | - Wenjing Xiong
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Longxing Tang
- School of Psychology, Chengdu Medical College, Chengdu, China
| | - Yanzhang Li
- School of Psychology, Chengdu Medical College, Chengdu, China
| |
Collapse
|
25
|
Erevik EK, Landrø H, Mattson ÅL, Kristensen JH, Kaur P, Pallesen S. Problem Gaming and Suicidality: A Systematic Literature Review. Addict Behav Rep 2022; 15:100419. [PMID: 35340768 PMCID: PMC8943245 DOI: 10.1016/j.abrep.2022.100419] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/16/2022] [Revised: 02/27/2022] [Accepted: 03/08/2022] [Indexed: 11/24/2022] Open
Abstract
This is the first review on the association between problem gaming and suicidality. 12 studies were identified, all of which found a positive association. Future studies should investigate the causality and mechanisms in the relationship.
Background No studies have so far synthesised the current evidence concerning a possible relationship between problem gaming and suicidality. We therefore conducted a systematic review of the literature. Our objective was to investigate the relationship between problem gaming and suicidality. The review was funded by the Norwegian Competence Center for Gambling and Gaming Research. Methods The review was pre-registered in PROSPERO International prospective register of systematic reviews (CRD42021279774). Searches were conducted in Web of Science, PsycINFO, EMBASE, PubMed and Google Scholar, September 2021. Studies that reported data on the relationship between problem gaming and suicidality, published between 2000 and 2021, and written in any European language were included. Studies investigating internet addiction/problematic internet use and not problem gaming, specifically, and studies investigating mental health in general or mental health outcomes other than suicidality, were excluded. Data from the included studies were extracted independently by two coders who also evaluated for risk of bias using the Newcastle-Ottawa Quality Assessment Scale. The results from each included study were presented in a table. Results A total of 12 cross-sectional studies, with in total 88,732 participants, were included in the review. In total 10 studies investigated the association between problem gaming and suicidal ideation. One of these also investigated the association between problem gaming and suicide attempts. Two studies combined suicidal ideation and suicide attempts into one variable and investigated the association between that variable and problem gaming. In total 11 of the 12 included studies found positive, crude associations between problem gaming and suicidal ideation/attempts. Five studies adjusted for possible confounding variables. Three of these still found significant associations between problem gaming and suicidal ideation, one found a positive but not statistically significant association, and the fifth found an inverse, non-significant association. Discussion The current findings indicate that there is an association between problem gaming and suicidal ideation, and likely between problem gaming and suicide attempts. The most important limitation of the included studies is the lack of longitudinal designs. Future studies should aim to investigate the causality and mechanisms in the relationships using more stringent designs.
Collapse
|
26
|
Interaction Effects of DRD2 Genetic Polymorphism and Interpersonal Stress on Problematic Gaming in College Students. Genes (Basel) 2022; 13:genes13030449. [PMID: 35328003 PMCID: PMC8951734 DOI: 10.3390/genes13030449] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/26/2022] [Revised: 02/24/2022] [Accepted: 02/26/2022] [Indexed: 11/17/2022] Open
Abstract
Problematic gaming has become a public concern, influenced both by genetic factors and stressful environments. Studies have reported the effects of dopamine-related genes and interpersonal stressors on problematic gaming, but gene and environment interaction (G × E) studies have not been conducted. In this study, we investigated the interaction effects of dopamine receptor D2 (DRD2) polymorphisms and interpersonal stress on problematic gaming and the mediating effect of avoidant coping to reveal the mechanism of the G × E process. We recruited 168 college students (mean age = 22; male 63.1%) and genotyped their DRD2 C957T (rs6277) and Taq1 (rs1800497) polymorphisms. The results of the mediated moderation analysis showed that, when experiencing interpersonal stressors, individuals with both the C957T T allele and the Taq1 A1 allele showed more elevated problematic gaming scores than non-carriers. Moreover, the interaction effect of the combined DRD2 polymorphisms and interpersonal stress was significantly mediated by avoidant coping. These findings suggest that the influence of interpersonal stress on problematic gaming can be changed as a function of DRD2 genotypes, which may be because of the avoidant coping styles of C957T T allele and Taq1 A1 allele carriers in response to stress.
Collapse
|
27
|
Evidence on Problematic Online Gaming and Social Anxiety over the Past Ten Years: a Systematic Literature Review. CURRENT ADDICTION REPORTS 2022. [DOI: 10.1007/s40429-021-00406-3] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/31/2023]
Abstract
Abstract
Purpose of Review
The present study aimed to review the literature concerning the relationship between problematic online gaming (POG) and social anxiety, taking into account the variables implicated in this relationship. This review included studies published between 2010 and 2020 that were indexed in major databases with the following keywords: Internet gaming, disorder, addiction, problematic, social phobia, and social anxiety.
Recent Findings
In recent years, scientific interest in POG has grown dramatically. Within this prolific research field, difficulties associated with social anxiety have been increasingly explored in relation to POG. Indeed, evidence showed that individuals who experience social anxiety are more exposed to the risk of developing an excessive or addictive gaming behavior.
Summary
A total of 30 studies satisfied the initial inclusion criteria and were included in the present literature review. Several reviewed studies found a strong association between social anxiety and online gaming disorder. Furthermore, the relationships among social anxiety, POG, age, and psychosocial and comorbid factors were largely explored. Overall, the present review showed that socially anxious individuals might perceive online video games as safer social environments than face-to-face interactions, predisposing individuals to the POG. However, in a mutually reinforcing relationship, individuals with higher POG seem to show higher social anxiety. Therefore, despite online gaming might represent an activity able to alleviate psychopathological symptoms and/or negative emotional states, people might use online gaming to counterbalance distress or negative situations in everyday life, carrying out a maladaptive coping strategy.
Collapse
|
28
|
Montag C, Schivinski B, Pontes HM. Is the proposed distinction of gaming disorder into a predominantly online vs. offline form meaningful? Empirical evidence from a large German speaking gamer sample. Addict Behav Rep 2021; 14:100391. [PMID: 34938849 PMCID: PMC8664876 DOI: 10.1016/j.abrep.2021.100391] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2021] [Revised: 10/22/2021] [Accepted: 10/28/2021] [Indexed: 01/30/2023] Open
Abstract
Disordered gaming is distinguished by predominantly online, offline, and unspecific gaming. Online gamers showed the highest tendencies towards disordered gaming. Gaming via desktop computers was linked with the highest disordered gaming levels.
In the eleventh revision of the International Classification of Diseases (ICD-11), Gaming Disorder (GD) is distinguished between disordered gaming occurring predominantly online, offline, and unspecified. Currently, no study has investigated whether such a distinction is meaningful in diagnosing disordered gaming. Therefore, a large group of gamers with varied tendencies towards disordered gaming was recruited to examine this issue. A large sample (N = 2,768) was recruited and data were collected on disordered gaming, along with information on their preferred gaming mode and device used to play. The present study shows that the distinction between online and offline gaming mode proposed by the WHO is meaningful because online gamers presented with the highest disordered gaming scores followed by mixed gamers (those stating to equally prefer online and offline gaming), and offline gamers. Finally, it was also observed that the type of device for gaming used associated with disordered gaming levels. Specifically, those reporting mostly to use their desktop computer for gaming showed the highest disordered gaming scores. The present study lends empirical support for the consideration of both gaming mode and gaming device in the study of disordered gaming.
Collapse
Affiliation(s)
- Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Bruno Schivinski
- School of Media and Communication, RMIT University, VIC 3000 Melbourne, Australia
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
| |
Collapse
|
29
|
Macur M, Pontes HM. Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors. BMC Public Health 2021; 21:1547. [PMID: 34384394 PMCID: PMC8361866 DOI: 10.1186/s12889-021-11394-4] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2021] [Accepted: 06/23/2021] [Indexed: 11/25/2022] Open
Abstract
Background Electronic gaming is a popular free-time activity and its deleterious effects have been considered by the American Psychiatric Association and World Health Organization. More recently ‘Gaming Disorder’ (GD) has been added to the 11th revision of the International Classification of Diseases, while ‘Internet Gaming Disorder’ (IGD) remains as a tentative disorder in the 5th revision of the Diagnostic and Statistical Manual of Mental Disorders. This study aimed to explore the characteristics of young gamers at risk for developing IGD. Methods To achieve this, a quantitative and nationally representative study was conducted in primary schools in Slovenia with eighth grade as the primary sampling unit (N = 1071, Meanage = 13.44 years, SDage = 0.59). Psychometric testing assessing IGD was conducted to identify participants’ IGD risk levels and to compare ‘high risk gamers’, ‘low risk gamers’, and ‘non-gamers’ in relation to free-time activities, self-control, and parent-child relationship. A one-way ANOVA analysis was conducted with Games-Howell post-hoc test to compare the three groups of participants. Statistically significant IGD factors were then included in a multinomial logistic regression analysis to identify the most relevant predictors of IGD. Results About 4.7% (n = 48) [95% CI: 3.4–6.0%] of Slovenian adolescents were found to be ‘high risk gamers’ when considering risk of IGD. These were mostly males (n = 42, 87.5%), and their preferred leisure activities involved more screen time activities (e.g., watching TV, playing video games, using social media). Moreover, ‘high risk gamers’ showed significantly lower levels of self-control compared to ‘low risk gamers’, and poorer understanding with their parents. Perceived satisfaction with life and mental health did not differ significantly between the three groups. The multinomial logistic regression identified four key predictors of IGD: male gender, gaming as a frequent free-time activity, attending music school or a choir and self-control. Conclusion Public health measures should target adolescents at increased risk of developing IGD in early age because they are particularly drawn to excessive gaming behaviors and present greater IGD vulnerability.
Collapse
Affiliation(s)
- Mirna Macur
- Angela Boškin Faculty of Health Care, Spodnji Plavž 3, SI-4270, Jesenice, Slovenia.
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, Malet Street, Bloomsbury, London, WC1E 7HX, UK
| |
Collapse
|
30
|
Liu Y, Gong R, Yu Y, Xu C, Yu X, Chang R, Wang H, Wang S, Wang Q, Cai Y. Longitudinal predictors for incidence of internet gaming disorder among adolescents: The roles of time spent on gaming and depressive symptoms. J Adolesc 2021; 92:1-9. [PMID: 34246122 DOI: 10.1016/j.adolescence.2021.06.008] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Revised: 06/17/2021] [Accepted: 06/26/2021] [Indexed: 01/20/2023]
Abstract
INTRODUCTION Internet gaming disorder (IGD) was popular among adolescents worldwide, but whether some associated factors could contribute to the development of IGD was unclear. This longitudinal study explored the temporal stability of IGD over one year and determined the predictors for IGD incidence. METHODS Participants were 1121 adolescents from six junior high schools in Shanghai, China (50.6% males; median age = 13.0 years). The baseline and follow-up questionnaire survey measured IGD, time spent on gaming, depressive symptoms, insomnia condition, substance use and background variables from 7th to 8th grade. Multivariate logistic regression analysis was conducted to test the associations between other factors and IGD incidence. RESULTS IGD incidence was 7.7% at one-year follow-up. Gender, family financial condition, parental educational level, time spent on gaming, insomnia condition and depressive symptoms were associated with IGD incidence in univariate analysis, whereas only gender, family financial condition, time spent on gaming and depressive symptoms were associated with IGD incidence in multivariate logistic regression. CONCLUSIONS IGD might persist for years during adolescence. After controlling for sociodemographic factors, time spent on gaming and depressive symptoms were independent predictors for IGD incidence.
Collapse
Affiliation(s)
- Yujie Liu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Ruijie Gong
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Yuelin Yu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Chen Xu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Xiaoyue Yu
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Ruijie Chang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Huwen Wang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Suping Wang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China
| | - Qian Wang
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China.
| | - Yong Cai
- School of Public Health, Shanghai Jiao Tong University School of Medicine, No 227 S Chongqing Road, Shanghai, 200025, China.
| |
Collapse
|
31
|
Kristensen JH, Pallesen S, King DL, Hysing M, Erevik EK. Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis. Front Psychiatry 2021; 12:675237. [PMID: 34163386 PMCID: PMC8216490 DOI: 10.3389/fpsyt.2021.675237] [Citation(s) in RCA: 24] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/02/2021] [Accepted: 05/04/2021] [Indexed: 01/20/2023] Open
Abstract
Problematic gaming has been linked to poor sleep outcomes; however, these associations have not yet been synthesized quantitatively. This review employed a meta-analysis to investigate the relationship between problematic gaming and sleep-related outcomes. A search of Medline, Embase, Web of Science, PsycINFO, and Google Scholar identified a total of 763 studies, including 34 studies (n = 51,901 participants) eligible for inclusion. Papers were included if available in any European language, addressed problematic gaming, contained original data, and provided sufficient data for calculation of effect sizes. Two researchers independently extracted data using pre-defined fields including quality assessment. Sleep-related outcomes were meta-analyzed for sleep parameters that were reported by 5 or more papers. Significant overall effects were found for sleep duration (g = -0.238, 95% CI = -0.364, -0.112), poor sleep quality (OR = 2.02, 95% CI = 1.47, 2.78), daytime sleepiness (OR = 1.57, 95% CI = 1.00, 2.46) and sleep problems (OR = 2.60, 95% CI = 1.94, 3.47). Between-study heterogeneity was detected for all meta-analyses. Subgroup analyses showed a higher inverse effect size for adolescent samples compared to adult or non-specific age samples in terms of sleep duration. For daytime sleepiness, a larger effect size was found for studies based on single-item sleep measures compared to multi-item sleep measures. For sleep problems, the subgroup analysis showed the opposite with a higher effect size for studies based on single-item sleep measures than multi-item sleep measures. Across all sleep parameters, problematic gamers consistently reported a more adverse sleep status than non-problematic gamers. Systematic Review Registration: https://www.crd.york.ac.uk/PROSPERO/; record ID: CRD42020158955.
Collapse
Affiliation(s)
- Joakim H Kristensen
- Department of Psychosocial Science, University of Bergen, Bergen, Norway.,Norwegian Competence Centre for Gambling and Gaming Research, University of Bergen, Bergen, Norway
| | - Ståle Pallesen
- Department of Psychosocial Science, University of Bergen, Bergen, Norway.,Norwegian Competence Centre for Gambling and Gaming Research, University of Bergen, Bergen, Norway.,Optentia, Vaal Triangle Campus of the North-West University, Vanderbijlpark, South Africa.,Norwegian Competence Center for Sleep Disorders, Haukeland University Hospital, Bergen, Norway
| | - Daniel L King
- College of Education, Psychology, & Social Work, Flinders University, Adelaide, SA, Australia
| | - Mari Hysing
- Department of Psychosocial Science, University of Bergen, Bergen, Norway
| | - Eilin K Erevik
- Department of Psychosocial Science, University of Bergen, Bergen, Norway.,Norwegian Competence Centre for Gambling and Gaming Research, University of Bergen, Bergen, Norway
| |
Collapse
|