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Huang E, Xing Y, Song X. Emotional analysis of multiplayer online battle arena games addiction. Front Psychol 2024; 15:1347949. [PMID: 38784616 PMCID: PMC11111968 DOI: 10.3389/fpsyg.2024.1347949] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2023] [Accepted: 04/18/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction Multiplayer Online Battle Arena (MOBA) games have garnered widespread popularity as a form of recreational activity. The launch of League of Legends (LoL), a prominent MOBA game, has captivated the enthusiastic pursuit of gamers in the MOBA community. The surge in MOBA game fervor, coupled with the influence of personal emotions, can result in excessive engagement, ultimately leading to addiction. Objective This study aimed to investigate the moderating effects of visceral perception, behavior, and reflection on game players' addiction within the framework of Leisure Theory (LT), Uses and Gratification Theory (UGT), and Emotional Design Theory (EDT). Methods A hypothesized theoretical model was developed and empirically evaluated based on 236 self-reported validated responses from MOBA gamers. SPSS (version 26) was employed for demographic analysis and game duration analysis. The measurement model and structural model analyses were conducted in two stages using Partial Least Squares Structural Equation Modeling (PLS-SEM) with SmartPLS 4.1.0 to validate the nine theoretical hypotheses. Results It has been observed that personal emotions significantly contributes to MOBA game addiction during gamers' leisure time or moments of gratification. Specifically, a noteworthy connection exists between two dimensions, namely gamers' behavior and reflection, demonstrating a positive correlation with gaming addiction. Without taking entertainment as a motivating factor, there is no significant relationship between gamers' leisure-time and visceral perception. Conclusion This study enhances the theoretical model of gamers' behavioral motives in engaging with MOBA gaming and contributes to the expansion of research on game addiction theory. These findings offer valuable theoretical insights for emotional design in games and the design of mechanisms for preventing game addiction.
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Affiliation(s)
- Enwu Huang
- School of Design, Fujian University of Technology, Fujian, China
- Faculty of Innovation and Design, City University of Macau, Macau, Macao SAR, China
| | - Yalong Xing
- Faculty of Innovation and Design, City University of Macau, Macau, Macao SAR, China
| | - Xiaozhou Song
- School of Humanities, Fujian University of Technology, Fujian, China
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Fathi M, Pourrahimi AM, Poormohammad A, Sardari S, Rajizadeh MA, Mazhari S, Pourkand D. Video game addiction is associated with early stage of inhibitory control problems: An event-related potential study using cued Go/NoGo task. Addict Biol 2024; 29:e13391. [PMID: 38564585 PMCID: PMC10986938 DOI: 10.1111/adb.13391] [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: 01/30/2023] [Revised: 02/23/2024] [Accepted: 02/27/2024] [Indexed: 04/04/2024]
Abstract
Video game addiction (VGA) is associated with cognitive problems, particularly deficits in inhibitory control. The present study aimed to investigate behavioural responses and event-related potential associated with specific response inhibition using the cued Go/NoGo task to examine the effects of VGA on brain activity related to response inhibition. Twenty-five individuals addicted to video games (action video games) and 25 matched healthy controls participated in the study. The results showed that the VGA group had significantly more commission error in the NoGo trials and faster reaction time in the Go trials compared with the control group. The event-related potential analyses revealed significant reductions in amplitudes of N2 cue and N2 NoGo in the VGA group. While there was no significant difference between the N2 amplitudes of the Go and NoGo trials in the VGA group, the control group had a larger N2 amplitude in the NoGo trials. These results indicate that VGA subjects have difficulties in the early stages of response inhibition, as well as some level of impairment in proactive cognitive control.
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Affiliation(s)
- Mazyar Fathi
- Ibn‐e‐Sina and Dr Hejazi Psychiatry HospitalMashhad University of Medical SciencesMashhadIran
- Kerman Neuroscience Research CenterKerman University of Medical SciencesKermanIran
| | | | - Ahmad Poormohammad
- Ibn‐e‐Sina and Dr Hejazi Psychiatry HospitalMashhad University of Medical SciencesMashhadIran
- Kerman Neuroscience Research CenterKerman University of Medical SciencesKermanIran
| | - Sara Sardari
- Kerman Neuroscience Research CenterKerman University of Medical SciencesKermanIran
| | | | - Shahrzad Mazhari
- Kerman Neuroscience Research CenterKerman University of Medical SciencesKermanIran
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Xu Y, Huang Y, Sun L, Yang J. Exploring the Effectiveness of Self-and Other-Focused Happiness: The Moderating Role of Job Resources. Psychol Res Behav Manag 2023; 16:4515-4527. [PMID: 37942439 PMCID: PMC10629361 DOI: 10.2147/prbm.s433888] [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: 09/06/2023] [Accepted: 10/17/2023] [Indexed: 11/10/2023] Open
Abstract
Purpose This paper aims to redefine happiness goals and explore the conditions and mechanisms through which these redefined happiness goals influence work-related outcomes. Methods The study developed and validated scales for self-focused happiness and other-focused happiness through exploratory factor analyses of 244 employees and confirmatory factor analyses of 300 employees. The proposed theoretical model was subsequently tested using a time-lagged analysis with data from 556 supervisor-employee dyads. Results The findings provide strong evidence for the categorization of happiness goals into self-focused happiness and other-focused happiness. Furthermore, both self-focused and other-focused happiness significantly contribute to work-related vigor, subsequently influencing employee creativity. Additionally, the impact of these happiness goals on vigor and creativity is contingent upon the availability of job resources. Conclusion This study highlights the substantial role of self-focused and other-focused happiness in enhancing employee vigor and creativity. However, the extent of these effects depends on the level of available job resources. These outcomes carry notable implications for the fields of positive psychology, positive organizational behavior, and creativity.
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Affiliation(s)
- Yuping Xu
- School of Management, Huazhong University of Science and Technology, Wuhan, People’s Republic of China
| | - Yanyi Huang
- School of Management, Huazhong University of Science and Technology, Wuhan, People’s Republic of China
| | - Lin Sun
- School of History, Culture and Tourism, Guangxi Normal University, Guilin, People’s Republic of China
| | - Jing Yang
- School of Management, Huazhong University of Science and Technology, Wuhan, People’s Republic of China
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Xia LL, Li JD, Duan F, Zhang J, Mu LL, Wang LJ, Jiao CY, Song X, Wang Z, Chen JX, Wang JJ, Wang Y, Zhang XC, Jiao DL. Effects of Online Game and Short Video Behavior on Academic Delay of Gratification - Mediating Effects of Anxiety, Depression and Retrospective Memory. Psychol Res Behav Manag 2023; 16:4353-4365. [PMID: 37908679 PMCID: PMC10615256 DOI: 10.2147/prbm.s432196] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2023] [Accepted: 10/17/2023] [Indexed: 11/02/2023] Open
Abstract
Objective Learner dependence on short videos has many pitfalls for learning outcomes, but the negative effects of excessive short video use have been little discussed in the learning psychology literature. Therefore, this study investigated the effects of excessive short video use on anxiety, depression, prospective memory, and academically delayed gratification (ADOG) in relation to online gaming-related behaviours, and explored the possible mechanisms by which excessive online gaming and short video use may lead to decreased ADOG, to expand our understanding of excessive short video use. Methods Based on the whole class random sampling method, a questionnaire survey was conducted among college students in Northern Anhui, China from May 7 to July 27, 2022. The questionnaires included the Generalized Anxiety Disorder Scale (GAD-7), Patient Health Questionnaire Scale (PHQ-9), Prospective and Retrospective Memory (PRM) Questionnaire, and ADOG Scale. Results A total of 1016 participants completed the survey. The study found that of all the internet behaviors, 20.8% of the college students mainly played online games, 43.9% mainly played short videos, and 35.3% conducted other online behaviors. When compared with other internet behaviors, online gaming and short video behaviors can cause more serious anxiety/depression and worse PRM and ADOG scores. As time spent playing online games and short videos increased, anxiety and depression became worse, and the scores for PRM and ADOG also declined. Anxiety, depression, and PRM mediate the relationship between time spent on online gaming/short videos and ADOG. Conclusion Excessive short videos behaviour may produce the same psychological problems and learning problems as online gaming disorder. Excessive short video and online gaming behaviors may affect ADOG performance through anxiety, depression, and prospective memory. These findings could be used as a basis for future studies on the improvement of ADOG.
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Affiliation(s)
- Ling-Ling Xia
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Jun-Da Li
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Fan Duan
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Jing Zhang
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Lin-Lin Mu
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Li-Jin Wang
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Chen-Yang Jiao
- School of Medical Imaging, Wannan Medical College, Wuhu, People’s Republic of China
| | - Xun Song
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Ze Wang
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Jin-Xuan Chen
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Jing-Jing Wang
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Yue Wang
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
| | - Xiao-Chu Zhang
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
- CAS Key Laboratory of Brain Function and Disease and School of Life Sciences, University of Science and Technology of China, Hefei, People’s Republic of China
| | - Dong-Liang Jiao
- School of Mental Health, Bengbu Medical College, Bengbu, People’s Republic of China
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Raney JH, Al-Shoaibi AA, Ganson KT, Testa A, Jackson DB, Singh G, Sajjad OM, Nagata JM. Associations between adverse childhood experiences and early adolescent problematic screen use in the United States. BMC Public Health 2023; 23:1213. [PMID: 37349707 PMCID: PMC10286460 DOI: 10.1186/s12889-023-16111-x] [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: 09/29/2022] [Accepted: 06/13/2023] [Indexed: 06/24/2023] Open
Abstract
BACKGROUND Problematic screen use, defined as an inability to control use despite private, social, and professional life consequences, is increasingly common among adolescents and can have significant mental and physical health consequences. Adverse Childhood Experiences (ACEs) are important risk factors in the development of addictive behaviors and may play an important role in the development of problematic screen use. METHODS Prospective data from the Adolescent Brain Cognitive Development Study (Baseline and Year 2; 2018-2020; N = 9,673, participants who did not use screens were excluded) were analyzed in 2023. Generalized logistic mixed effects models were used to determine associations with ACEs and the presence of problematic use among adolescents who used screens based on cutoff scores. Secondary analyses used generalized linear mixed effects models to determine associations between ACEs and adolescent-reported problematic use scores of video games (Video Game Addiction Questionnaire), social media (Social Media Addiction Questionnaire), and mobile phones (Mobile Phone Involvement Questionnaire). Analyses were adjusted for potential confounders including age, sex, race/ethnicity, highest parent education, household income, adolescent anxiety, depression, and attention-deficit symptoms, study site, and participants who were twins. RESULTS The 9,673 screen-using adolescents ages 11-12 years old (mean age 12.0) were racially and ethnically diverse (52.9% White, 17.4% Latino/Hispanic, 19.4% Black, 5.8% Asian, 3.7% Native American, 0.9% Other). Problematic screen use rates among adolescents were identified to be 7.0% (video game), 3.5% (social media), and 21.8% (mobile phone). ACEs were associated with higher problematic video game and mobile phone use in both unadjusted and adjusted models, though problematic social media use was associated with mobile screen use in the unadjusted model only. Adolescents exposed to 4 or more ACEs experienced 3.1 times higher odds of reported problematic video game use and 1.6 times higher odds of problematic mobile phone use compared to peers with no ACEs. CONCLUSIONS Given the significant associations between adolescent ACE exposure and rates of problematic video and mobile phone screen use among adolescents who use screens, public health programming for trauma-exposed youth should explore video game, social media, and mobile phone use among this population and implement interventions focused on supporting healthy digital habits.
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Affiliation(s)
- Julia H Raney
- Department of Pediatrics, Division of Adolescent and Young Adult Medicine, University of California, San Francisco, CA, USA.
| | - Abubakr A Al-Shoaibi
- Department of Pediatrics, Division of Adolescent and Young Adult Medicine, University of California, San Francisco, CA, USA
| | - Kyle T Ganson
- Factor-Inwentash Faculty of Social Work, University of Toronto, Toronto, ON, Canada
| | - Alexander Testa
- Department of Management, Policy and Community Health, University of Texas Health Science Center at Houston, Houston, TX, USA
| | - Dylan B Jackson
- Department of Population, Family and Reproductive Health, Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, USA
| | - Gurbinder Singh
- Department of Pediatrics, Division of Adolescent and Young Adult Medicine, University of California, San Francisco, CA, USA
| | - Omar M Sajjad
- Geisel School of Medicine, Dartmouth College, Hanover, NH, USA
| | - Jason M Nagata
- Department of Pediatrics, Division of Adolescent and Young Adult Medicine, University of California, San Francisco, CA, USA
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Nong W, He Z, Ye JH, Wu YF, Wu YT, Ye JN, Sun Y. The Relationship between Short Video Flow, Addiction, Serendipity, and Achievement Motivation among Chinese Vocational School Students: The Post-Epidemic Era Context. Healthcare (Basel) 2023; 11:healthcare11040462. [PMID: 36832995 PMCID: PMC9957412 DOI: 10.3390/healthcare11040462] [Citation(s) in RCA: 5] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2022] [Revised: 02/02/2023] [Accepted: 02/03/2023] [Indexed: 02/08/2023] Open
Abstract
Since the COVID-19 outbreak, people have been spending more time in the online world because of restrictions on face-to-face communication due to epidemic prevention controls. This has also brought the issue of Internet addiction, including the overuse and negative effects of short videos, to the forefront of attention. Past research has found that Internet addiction has a negative impact on well-being. However, there is a special concept of positive emotion called "serendipity" (). Serendipity provides a small, fleeting but positive experience, yet it is often associated with negative perceptions from an outside perspective. However, the relationship between short video addiction and serendipity is not yet known. Based on this, a theoretical model was developed in the context of the I-PACE model. To understand the relationship between short video addiction and serendipity among college students, in this study, we conducted snowball sampling and distributed online questionnaires using the Wenjuanxing platform. The target population of the questionnaire distribution was vocational college students in China, of whom 985 valid study participants responded, yielding a valid return rate of 82.1%. Of the respondents, 410 (41.6%) were male and 575 (58.4%) were female. The results were as follows: a. short video flow had a positive relationship with serendipity, a negative relationship with achievement motivation, and a positive effect on short video addiction; b. short video addiction had a positive effect on serendipity and a negative effect on achievement motivation; and c. serendipity had a negative impact on achievement motivation. This shows that short video addiction, like other Internet addictions, can have a negative impact on students' learning.
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Affiliation(s)
- Weiguaju Nong
- School of Education, Guangxi University of Foreign Languages, Nanning 530222, China
| | - Zhen He
- Faculty of Education, Beijing Normal University, Beijing 100875, China
- National Institute of Vocational Education, Beijing Normal University, Beijing 100875, China
| | - Jian-Hong Ye
- Faculty of Education, Beijing Normal University, Beijing 100875, China
- National Institute of Vocational Education, Beijing Normal University, Beijing 100875, China
- Correspondence: (J.-H.Y.); (Y.-F.W.)
| | - Yu-Feng Wu
- Office of Physical Education, Ming Chi University of Technology, New Taipei City 243303, Taiwan
- Correspondence: (J.-H.Y.); (Y.-F.W.)
| | - Yu-Tai Wu
- Office of Physical Education, Soochow University, Taipei City 111002, Taiwan
| | - Jhen-Ni Ye
- Graduate Institute of Technological & Vocational Education, National Taipei University of Technology, Taipei City 106344, Taiwan
| | - Yu Sun
- Department of Industrial Education, National Taiwan Normal University, Taipei City 106, Taiwan
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Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers. CHILDREN (BASEL, SWITZERLAND) 2022; 10:children10010086. [PMID: 36670637 PMCID: PMC9856521 DOI: 10.3390/children10010086] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Revised: 12/24/2022] [Accepted: 12/27/2022] [Indexed: 01/03/2023]
Abstract
Even though video games have been present among children for many years, children are using them more continuously and in an abusive and indiscriminate way nowadays because of the "technological boom". It is affecting the behavior of children and adolescents. This is the reason why we are carrying out this systematic review. The main objective of this article is to investigate literature that directly connects the continuous and undifferentiated use of video games with the emergence of behavioral disorders in children and young people. The PRISMA statement was followed in the process of this article. We used SCOPUS, Web of Science and PubMed as databases, moreover, we searched studies with a scoping review. The results indisputably supported six out of seven of our hypotheses. We find that the excessive use of video games causes addiction to technology, aggressive behaviors, sleep disorders, and poor school performance. In addition, it hinders social relationships and the development of emotional intelligence. To conclude, it is necessary to correctly use video games in particular, and technologies in general, adapting their content to children's age, as well as the amount of time that they dedicate to use them.
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Imataka G, Sakuta R, Maehashi A, Yoshihara S. Current Status of Internet Gaming Disorder (IGD) in Japan: New Lifestyle-Related Disease in Children and Adolescents. J Clin Med 2022; 11:4566. [PMID: 35956181 PMCID: PMC9369635 DOI: 10.3390/jcm11154566] [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] [Subscribe] [Scholar Register] [Received: 07/04/2022] [Revised: 07/28/2022] [Accepted: 08/03/2022] [Indexed: 02/01/2023] Open
Abstract
The World Health Organization recognizes internet gaming disorder (IGD) as a disorder that causes problems in daily life as a result of excessive interest in online games. The causes of IGD have become more apparent in recent years. Because of prolonged exposure to games, the mechanisms controlling the reward system, such as the prefrontal cortex, limbic system, and amygdala of the cerebrum, do not function properly in IGD. This mechanism is similar to that of various behavioral addictions, such as gambling addiction. IGD is particularly risky in children and adolescents because it easily causes brain dysfunction, especially in the developing brain. IGD should be regarded as a new lifestyle-related disease in younger individuals, and lifestyle modifications, including counseling and family therapy, are critical for its management.
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Affiliation(s)
- George Imataka
- Department of Pediatrics, Dokkyo Medical University, Tochigi 321-0293, Japan
| | - Ryoichi Sakuta
- Child Development and Psychosomatic Medicine Center, Dokkyo Medical University Saitama Medical Center, Saitama 343-8555, Japan
| | - Akira Maehashi
- Faculty of Human Sciences, Waseda University, Saitama 359-1192, Japan
| | - Shigemi Yoshihara
- Department of Pediatrics, Dokkyo Medical University, Tochigi 321-0293, Japan
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Sprong ME, Chamarro A, Polonsky M, Pechek AA, Pilcher C, Griffiths MD, Buono FD. The Spanish Version of the Video Game Functional Assessment-Revised. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:458-464. [PMID: 35594309 DOI: 10.1089/cyber.2021.0325] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
It is estimated that 16.8 million in Spain (41% female) are involved in gaming, and approximately 8.3% of Spanish gamers are problematic gamers (i.e., endorsing five or more of the nine criteria for Internet Gaming Disorder [IGD]). Given the high prevalence of IGD in Spain, this study evaluated construct validity and concurrent validity of the Spanish Version of the Video Game Functional Assessment-Revised (SP-VGFA-R), by examining the correlational coefficients with the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). A total of 434 adults 18 years of age or older participated in the study (15.1% female). Results showed that the SP-VGFA-R was positively and significantly associated with the IGDS9-SF (bivariate coefficients ranging from 0.411 to 0.610). Four distinct factors in the SP-VGFA-R were identified in confirmatory factor analysis, including (a) social attention, (b) tangible/intangible rewards, (c) escape/avoidance of demands or pain, and (d) sensory stimulation. Other findings showed that IGDS9-SF scores increased as (a) the escape/avoidance of demands or pain function increased and (b) two or more function scores increased. The SP-VGFA-R can be used in combination with the IGDS9-SF to assess Spanish gamers with IGD internationally, and to develop evidence-based behavioral interventions.
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Affiliation(s)
- Matthew E Sprong
- Clinical Mental Health Counseling, Lock Haven University, Lock Haven, Pennsylvania, USA
| | - Andres Chamarro
- Department of Psychology, Autonomous University of Barcelona, Barcelona, Spain
| | - Maxim Polonsky
- Clinical and Community Research, Yale School of Medicine, New Haven, Connecticut, USA
| | - Ashley A Pechek
- Clinical Mental Health Counseling, Lock Haven University, Lock Haven, Pennsylvania, USA
| | - Cindy Pilcher
- Clinical Mental Health Counseling, Lock Haven University, Lock Haven, Pennsylvania, USA
| | - Mark D Griffiths
- Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Frank D Buono
- Department of Psychiatry, Yale School of Medicine, New Haven, Connecticut, USA
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10
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Fathi M, Mazhari S, Pourrahimi AM, Poormohammad A, Sardari S. Proactive and reactive inhibitory control are differently affected by video game addiction: An event-related potential study. Brain Behav 2022; 12:e2584. [PMID: 35470576 PMCID: PMC9226792 DOI: 10.1002/brb3.2584] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/03/2021] [Revised: 01/31/2022] [Accepted: 03/19/2022] [Indexed: 12/01/2022] Open
Abstract
INTRODUCTION Video game addiction (VGA) is associated with physical and mental disorders, one of which is problem in executive function, particularly inhibitory control. The present study aimed to investigate reactive and proactive inhibitory controls by event-related potential (ERP). METHODS Thirty video game (action video games)-addicted subjects and 30 matched healthy controls participated in the study, who were tested by the selective stop-signal task. RESULTS The main results revealed that the VGA group had significantly more problems in preparatory processes and proactive stop trials, showing that VGA has a negative effect on proactive inhibition. CONCLUSION Finding the problem in proactive inhibitory control might be helpful in developing new treatments and rehabilitation methods in these fields.
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Affiliation(s)
- Mazyar Fathi
- Neuroscience Research Center, Institute of Neuropharmacology, Kerman University of Medical Sciences, Kerman, Iran
| | - Shahrzad Mazhari
- Neuroscience Research Center, Institute of Neuropharmacology, Kerman University of Medical Sciences, Kerman, Iran.,Department of Psychiatry, Medical School, Kerman University of Medical Sciences, Kerman, Iran
| | - Ali Mohammad Pourrahimi
- Neuroscience Research Center, Institute of Neuropharmacology, Kerman University of Medical Sciences, Kerman, Iran
| | - Ahmad Poormohammad
- Neuroscience Research Center, Institute of Neuropharmacology, Kerman University of Medical Sciences, Kerman, Iran
| | - Sara Sardari
- Parsian Hearing and Balance Center, Shahin Shar, Isfahan, Iran
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11
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Günaydın N, Kaşko Arıcı Y, Kutlu FY, Yancar Demir E. The relationship between problematic Internet use in adolescents and emotion regulation difficulty and family Internet attitude. JOURNAL OF COMMUNITY PSYCHOLOGY 2022; 50:1135-1154. [PMID: 34536295 DOI: 10.1002/jcop.22708] [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: 05/17/2021] [Revised: 08/09/2021] [Accepted: 08/11/2021] [Indexed: 06/13/2023]
Abstract
The study aims to determine the relationship between problematic Internet use in adolescents and emotion regulation difficulty and family Internet attitude. The study used a descriptive and correlational design. The sample of the study consisted of 5916 students. The data were collected using the "Problematic Internet Use Scale," "Difficulties in Emotion Regulation Scale," "Internet Parental Style Scale." The total score on the Problematic Internet Use Scale was 55.41 ± 19.60 while the total score on the Difficulties in Emotion Regulation Scale was 97.51 ± 17.84. Considering the Internet parental styles, it was found that 42.89% of the parents had a negligent attitude. According to the results of the logistic regression analysis performed, grade level was found to affect problematic Internet use. A highly significant correlation was found between problematic Internet use and emotional regulation difficulties and family control of family Internet attitude (p < 0.01). This study determined that adolescents' grade level and excessive Internet use of the father were effective in the problematic Internet use of the adolescents. Adolescents' difficulties in emotion regulation and the type of families' attitudes towards Internet use were associated with problematic Internet use. In accordance with these results, it can be recommended to form programs to decrease problematic Internet use.
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Affiliation(s)
- Nevin Günaydın
- Department of Psychiatric Nursing, Faculty of Health Sciences, Ordu University, Ordu, Turkey
| | - Yeliz Kaşko Arıcı
- Department of Biostatistics and Medical Informatics, Faculty of Medicine, Ordu University, Ordu, Turkey
| | - Fatma Y Kutlu
- Department of Mental Health and Psychiatric Nursing, Florence Nightingale Faculty of Nursing, Istanbul University, İstanbul, Turkey
| | - Esra Yancar Demir
- Department of Psychiatry, Faculty of Medicine, Ordu University, Ordu, Turkey
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12
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Nagata JM, Singh G, Sajjad OM, Ganson KT, Testa A, Jackson DB, Assari S, Murray SB, Bibbins-Domingo K, Baker FC. Social epidemiology of early adolescent problematic screen use in the United States. Pediatr Res 2022; 92:1443-1449. [PMID: 35768491 PMCID: PMC9243697 DOI: 10.1038/s41390-022-02176-8] [Citation(s) in RCA: 11] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/15/2022] [Accepted: 06/07/2022] [Indexed: 12/25/2022]
Abstract
OBJECTIVE To determine sociodemographic correlates of problematic screen use (social media, video games, mobile phones) among a racially/ethnically and socioeconomically diverse population-based sample of 10-14-year-old early adolescents. STUDY DESIGN We analyzed cross-sectional data from the Adolescent Brain Cognitive Development Study (Year 2, 2018-2020; N = 8753). Multiple linear regression analyses were used to estimate associations between sociodemographic factors (age, sex, race/ethnicity, primary language, household income, parental education) and adolescent-reported problematic video game (Video Game Addiction Questionnaire), social media (Social Media Addiction Questionnaire), and mobile phone use (Mobile Phone Involvement Questionnaire). RESULTS Boys reported higher problematic video game use while girls reported higher problematic social media and mobile phone use. Native American, black, and Latinx adolescents reported higher scores across all problematic screen measures compared to non-Latinx white adolescents. Having unmarried/unpartnered parents was associated with higher problematic social media use. Although higher household income was generally protective against problematic video game use, these associations were weaker for black than white adolescents (p for interaction <0.05). CONCLUSIONS Given the sociodemographic differences in problematic screen use, digital literacy education strategies can focus on at-risk populations, encourage targeted counseling by pediatricians, and adapt family media use plans for diverse backgrounds. IMPACT While sociodemographic differences in screen time are documented, we examined sociodemographic differences in problematic screen use in a large, diverse sample of early adolescents in the US. Boys reported higher problematic video game use while girls reported higher problematic social media and mobile phone use. Native American, black, and Latinx adolescents reported higher scores across all problematic screen measures compared to non-Latinx white adolescents. Although higher household income was generally protective against problematic video game use, these associations were weaker for black than white adolescents. Beyond time spent on screens, pediatricians, parents, and educators should be aware of sociodemographic differences in problematic screen use.
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Affiliation(s)
- Jason M. Nagata
- grid.266102.10000 0001 2297 6811Division of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA USA
| | - Gurbinder Singh
- grid.266102.10000 0001 2297 6811Division of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, San Francisco, CA USA
| | - Omar M. Sajjad
- grid.254880.30000 0001 2179 2404Geisel School of Medicine, Dartmouth College, Hanover, NH USA
| | - Kyle T. Ganson
- grid.17063.330000 0001 2157 2938Factor-Inwentash Faculty of Social Work, University of Toronto, Toronto, ON Canada
| | - Alexander Testa
- grid.267308.80000 0000 9206 2401Department of Management, Policy and Community Health, University of Texas Health Science Center at Houston, Houston, TX USA
| | - Dylan B. Jackson
- grid.21107.350000 0001 2171 9311Department of Population, Family, and Reproductive Health, Johns Hopkins Bloomberg School of Public Health, Johns Hopkins University, Baltimore, MD USA
| | - Shervin Assari
- grid.254041.60000 0001 2323 2312Department of Family Medicine, College of Medicine, Charles R. Drew University of Medicine and Science, Los Angeles, CA USA ,grid.254041.60000 0001 2323 2312Department of Urban Public Health, Charles R. Drew University of Medicine and Science, Los Angeles, CA USA ,grid.254041.60000 0001 2323 2312Marginalization-related Diminished Returns (MDRs) Research Center, Charles R. Drew University of Medicine and Science, Los Angeles, CA USA
| | - Stuart B. Murray
- grid.42505.360000 0001 2156 6853Department of Psychiatry and Behavioral Sciences, University of Southern California, Los Angeles, CA USA
| | - Kirsten Bibbins-Domingo
- grid.266102.10000 0001 2297 6811Department of Epidemiology and Biostatistics, University of California, San Francisco, San Francisco, CA USA
| | - Fiona C. Baker
- grid.98913.3a0000 0004 0433 0314Center for Health Sciences, SRI International, Menlo Park, CA USA ,grid.11951.3d0000 0004 1937 1135School of Physiology, University of the Witwatersrand, Johannesburg, South Africa
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Walia B, Kim J, Ijere I, Sanders S. Video Game Addictive Symptom Level, Use Intensity, and Hedonic Experience: An Empirical Analysis of a Novel Survey Instrument (Preprint). JMIR Serious Games 2021; 10:e33661. [PMID: 35471995 PMCID: PMC9227790 DOI: 10.2196/33661] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/17/2021] [Revised: 01/25/2022] [Accepted: 04/22/2022] [Indexed: 11/13/2022] Open
Abstract
Background The effects of behavioral addiction to video games has received increasing attention in the literature, given increased use intensity among subgroups of video game players. Objective This study seeks to empirically determine the relationship between intensity of video gaming and hedonic experience of the player. Methods We conducted a survey of 835 individuals who regularly play video games to determine the relationship between intensity of use and hedonic experience. We divided the sample into quartiles by self-reported video game addictive symptom level (from the Internet Gaming Disorder Scale) and conducted polynomial regressions separately for each quartile. Results We found that the higher video game addictive symptom level groups experienced a U-shaped (curvilinear) relationship between hedonic experience and intensity of play, whereas groups with lower video game addictive symptom levels exhibited no such relationship. The coefficients for the highest addictive symptom level group (quartile 4) for marginal effects for hours played per week and hours played per week squared were significantly negative (P=.005) and significantly positive (P=.004), respectively. Conclusions Our results are consistent with sensitization and tolerance theories, which suggest that high-symptom groups experience frustration and disappointment until they achieve excessive dopamine release, at which point their hedonic experience is expected to improve with additional play. Conversely, low-symptom groups experience no such fall-and-rise pattern. This result is consistent with the outcome that members of the latter group play the game for the direct experience, such that their hedonic experience is more directly related to events occurring in the game than to the increasingly elusive pursuit of excessive dopamine release. We also find that high-symptom groups spend substantially more time and money to support video game use and are much more likely to engage in video game use at the expense of other important activities, such as working, sleeping, and eating.
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Affiliation(s)
- Bhavneet Walia
- Department of Public Health, Falk College, Syracuse University, Syracuse, NY, United States
| | - Jeeyoon Kim
- Department of Sport Management, Falk College, Syracuse University, Syracuse, NY, United States
| | - Ignatius Ijere
- Department of Public Health, Falk College, Syracuse University, Syracuse, NY, United States
| | - Shane Sanders
- Department of Sport Management, Falk College, Syracuse University, Syracuse, NY, United States
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