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DiCarlo JA, Jaywant A, Gochyyev P, Bonkhoff AK, Hardstone R, Erler KS, Ranford J, Cloutier A, Ward N, Sloane KL, Schwamm LH, Cramer SC, Lin DJ. Distinct Constructs Underlie Patient-Reported and Performance-Rated Outcomes after Stroke. Ann Neurol 2025; 97:242-253. [PMID: 39540288 DOI: 10.1002/ana.27129] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2024] [Revised: 10/17/2024] [Accepted: 10/19/2024] [Indexed: 11/16/2024]
Abstract
OBJECTIVE Patient-reported outcome measures (PROMs), which capture patients' perspectives on the consequences of health and disease, are widely used in neurological care and research. However, it is unclear how PROMs relate to performance-rated impairments. Sociodemographic factors are known to affect PROMs. Direct damage to brain regions critical for self-awareness (i.e., parietal regions and the salience/ventral-attention network) may also impair self-report outcomes. This study examined the relationship between PROMs and performance-based measures in stroke survivors with arm motor impairments. We hypothesized that PROMs would be distinct from performance-based outcomes, influenced by sociodemographic factors, and linked to damage in brain circuits involved in self-perception. METHODS We longitudinally assessed 54 stroke survivors using patient-reported and performance-rated measures at 4 timepoints. We used factor analysis to reveal the outcome battery's factorial structure. Linear regression examined the association between classes of measures and sociodemographics. Voxel-lesion-symptom-mapping, region-of-interest-based analysis, and voxel-lesion-network-mapping investigated the relationship between classes of outcomes and stroke-related injury. RESULTS Performance-based and patient-reported measures formed distinct factors, consistent across recovery phases. Higher education (β1 = 0.36, p = 0.02) and income adequacy (β2 = 0.48, p = 0.05) were associated with patient-reported, but not performance-rated outcomes. Greater parietal lobe injury, irrespective of hemisphere, was associated with worse patient-reported outcomes; greater corticospinal tract injury related to worse performance-rated outcomes. Lesions with greater functional connectivity to the salience/ventral-attention network were associated with worse patient-reported outcomes (r = -0.35, p = 0.009). INTERPRETATION Our findings reveal important differences between performance-rated and patient-reported outcomes, each with specific associated factors and anatomy post-stroke. Incorporating sociodemographic and neuroanatomic characteristics into neurorehabilitation strategies may inform and optimize patient outcomes. ANN NEUROL 2025;97:242-253.
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Affiliation(s)
- Julie A DiCarlo
- Center for Neurotechnology and Neurorecovery, Department of Neurology, Massachusetts General Hospital, Boston, MA
- Department of Psychology, Tufts University, Medford, MA
| | - Abhishek Jaywant
- Departments of Psychiatry and Rehabilitation Medicine, Weill Cornell Medicine, New York, NY
| | - Perman Gochyyev
- Department of Healthcare Data Analytics, MGH Institute of Health Professions, Boston, MA
| | - Anna K Bonkhoff
- Center for Neurotechnology and Neurorecovery, Department of Neurology, Massachusetts General Hospital, Boston, MA
- Stroke Service, Department of Neurology, Massachusetts General Hospital, Harvard Medical School, Boston, MA
| | - Richard Hardstone
- Center for Neurotechnology and Neurorecovery, Department of Neurology, Massachusetts General Hospital, Boston, MA
| | - Kimberly S Erler
- Center for Neurotechnology and Neurorecovery, Department of Neurology, Massachusetts General Hospital, Boston, MA
- Tedy's Team Center of Excellence in Stroke Recovery, MGH Institute of Health Professions, Boston, MA
| | - Jessica Ranford
- Department of Occupational Therapy, Massachusetts General Hospital, Boston, MA
| | - Alison Cloutier
- Center for Neurotechnology and Neurorecovery, Department of Neurology, Massachusetts General Hospital, Boston, MA
| | - Nathan Ward
- Department of Psychology, Tufts University, Medford, MA
| | - Kelly L Sloane
- Departments of Neurology and Physical Medicine and Rehabilitation, University of Pennsylvania, Philadelphia, PA
| | - Lee H Schwamm
- Departments of Neurology and Bioinformatics and Data Sciences, Yale Medicine, New Haven, CT
| | - Steven C Cramer
- Department of Neurology, University of California, Los Angeles, CA
- California Rehabilitation Hospital, Los Angeles, CA
| | - David J Lin
- Center for Neurotechnology and Neurorecovery, Department of Neurology, Massachusetts General Hospital, Boston, MA
- Stroke Service, Department of Neurology, Massachusetts General Hospital, Harvard Medical School, Boston, MA
- Department of Veterans Affairs, Rehabilitation Research and Development Service, Center for Neurorestoration and Neurotechnology, Providence, RI
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Xue R, Li J, Yang H. The hemispheric differences in prefrontal function of Internet game disorder and non-Internet game disorder: an activation likelihood estimation meta-analysis. Cereb Cortex 2025:bhae493. [PMID: 39756429 DOI: 10.1093/cercor/bhae493] [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: 06/13/2024] [Revised: 12/05/2024] [Accepted: 12/12/2024] [Indexed: 01/07/2025] Open
Abstract
This study explored the differences in brain activation between individuals with and without Internet gaming disorder (IGD) through activation likelihood estimation analysis. In total, 39 studies were included based on the inclusion and exclusion criteria by searching the literature in the PubMed and Web of Science databases, as well as reading other reviews. The analysis revealed that the activated brain regions in IGD were the right inferior frontal gyrus, left cingulate gyrus, and left lentiform nucleus. In comparison, the activated brain regions in non-IGD were the left middle frontal, left inferior frontal, left anterior cingulate, left precentral, and right precentral gyri. The results of the present study on differences in activation further confirm existing theoretical hypotheses. Future studies should explore hemispheric differences in prefrontal brain function between IGD and non-IGD.
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Affiliation(s)
- Rui Xue
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China
- Faculty of Psychology, Tianjin Normal University, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China
| | - Jiaqi Li
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China
- Faculty of Psychology, Tianjin Normal University, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China
| | - Haibo Yang
- Key Research Base of Humanities and Social Sciences of the Ministry of Education, Academy of Psychology and Behavior, Tianjin Normal University, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China
- Faculty of Psychology, Tianjin Normal University, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China
- Tianjin Key Laboratory of Student Mental Health and Intelligence Assessment, No. 393 Binshuixi Road, Xiqing District, Tianjin 300387, China
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Wang Y, Zhang L, Wang C, Lin M, Zheng L, Guo X. An Empirical Investigation of the Relationships Among Self-Esteem, Depression and Self-Serving Bias in People with Internet Gaming Disorder. Psychol Res Behav Manag 2024; 17:2557-2571. [PMID: 38973976 PMCID: PMC11227327 DOI: 10.2147/prbm.s462184] [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: 01/31/2024] [Accepted: 06/25/2024] [Indexed: 07/09/2024] Open
Abstract
Introduction People are generally characterized by a self-serving bias which describes the tendency to ascribe positive outcomes or success to internal or personal causes (self-enhancement motivation) and ascribe negative outcomes or failure to external or situational causes (self-protection motivation). It has been found that the individuals with internet gaming disorder (IGD) who have low self-esteem and high depression exhibit an attenuated self-serving bias. However, the relationships among self-esteem, depression and self-serving bias are not clearly identified. Methods A sample of 138 IGD participants completed self-esteem and depression scales and a causal attribution task (Study 1) to examine the relationships among self-esteem, depression and self-serving bias (both self-enhancement and self-protection). In follow-up Study 2, 28 IGD participants were recruited to undertake self-affirmation intervention which can affirm one's sense of global self-view and bolster self-esteem to explore whether self-affirmation would trigger a reduction of depression and a raise of self-serving bias. Results The results of path analysis in Study 1 showed that the self-serving bias was predicted by self-esteem and depression, and the depression played a mediating role between self-esteem and self-serving bias. The results of Study 2 showed that the IGD participants reported higher self-esteem, lower depression and engaged in more self-protection motivation after affirming-self manipulation as compared with affirming-other manipulation. Conclusion These findings suggest that self-esteem predicts self-serving bias through depression and self-affirmation could trigger an increase of self-esteem, further decrease depression and improve self-serving bias for the individuals with IGD. The present article clearly identified the relationships among these factors and provided a new approach to promote positive self-concept in individuals with IGD. Future research is warranted to explore the lasting benefits of self-affirmation on domains of education, relationships and gaming withdrawal for the individuals with IGD among different populations.
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Affiliation(s)
- Yifan Wang
- Mental Health Education Center, Zhengzhou University, Zhengzhou, People’s Republic of China
- School of Psychology and Cognitive Science, East China Normal University, Shanghai, People’s Republic of China
| | - Lei Zhang
- School of Physical Education (Main Campus), Zhengzhou University, Zhengzhou, People’s Republic of China
| | - Chenggong Wang
- College of Science and Technology, Ningbo University, Ningbo, People’s Republic of China
| | - Min Lin
- Mental Health Education Center, Zhengzhou University, Zhengzhou, People’s Republic of China
| | - Li Zheng
- Fudan Institute on Ageing, Fudan University, Shanghai, People’s Republic of China
- Ministry of Education (MOE) Laboratory for National Development and Intelligent Governance, Fudan University, Shanghai, People’s Republic of China
| | - Xiuyan Guo
- Fudan Institute on Ageing, Fudan University, Shanghai, People’s Republic of China
- Ministry of Education (MOE) Laboratory for National Development and Intelligent Governance, Fudan University, Shanghai, People’s Republic of China
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Hu C, Cao R, Huang J, Wei Y. The Effect of Self-Discrepancy on Online Behavior: A Literature Review. Front Psychol 2022; 13:883736. [PMID: 35558697 PMCID: PMC9087717 DOI: 10.3389/fpsyg.2022.883736] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/25/2022] [Accepted: 03/28/2022] [Indexed: 11/13/2022] Open
Abstract
People will experience self-discrepancy when they perceive their actual self is distanced from their ideal self and ought self. The perceived self-discrepancy has a significant impact on people's online behavior. The goal of this paper is to provide an overview of the research on self-discrepancy in the Internet era through a literature review. A total of 37 papers were included in this review. First, this study presents the basic characteristic of the reviewed articles (such as research contexts, samples, and data collection methods). Second, it summarized how the Internet affected people's self-discrepancy. Third, this review identified how self-discrepancy was associated with different kinds of online behavior (such as impression management, knowledge contribution, and gaming addiction). Finally, this study outlined several possible directions for future research.
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Affiliation(s)
- Chuan Hu
- School of Public Policy and Administration, Nanchang University, Nanchang, China
| | - Rui Cao
- School of Public Policy and Administration, Nanchang University, Nanchang, China
| | - Jiao Huang
- School of Information Management, Jiangxi University of Finance and Economics, Nanchang, China
| | - Ying Wei
- School of Public Policy and Administration, Nanchang University, Nanchang, China
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Bach P, Hill H, Reinhard I, Gädeke T, Kiefer F, Leménager T. Reliability of the fMRI-based assessment of self-evaluation in individuals with internet gaming disorder. Eur Arch Psychiatry Clin Neurosci 2022; 272:1119-1134. [PMID: 34275007 PMCID: PMC9388403 DOI: 10.1007/s00406-021-01307-2] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/09/2020] [Accepted: 07/12/2021] [Indexed: 11/10/2022]
Abstract
The self-concept-defined as the cognitive representation of beliefs about oneself-determines how individuals view themselves, others, and their actions. A negative self-concept can drive gaming use and internet gaming disorder (IGD). The assessment of the neural correlates of self-evaluation gained popularity to assess the self-concept in individuals with IGD. This attempt, however, seems to critically depend on the reliability of the investigated task-fMRI brain activation. As first study to date, we assessed test-retest reliability of an fMRI self-evaluation task. Test-retest reliability of neural brain activation between two separate fMRI sessions (approximately 12 months apart) was investigated in N = 29 healthy participants and N = 11 individuals with pathological internet gaming. We computed reliability estimates for the different task contrasts (self, a familiar, and an unknown person) and the contrast (self > familiar and unknown person). Data indicated good test-retest reliability of brain activation, captured by the "self", "familiar person", and "unknown person" contrasts, in a large network of brain regions in the whole sample (N = 40) and when considering both experimental groups separately. In contrast to that, only a small set of brain regions showed moderate to good reliability, when investigating the contrasts ("self > familiar and unknown person"). The lower reliability of the contrast can be attributed to the fact that the constituting contrast conditions were highly correlated. Future research on self-evaluation should be cautioned by the findings of substantial local reliability differences across the brain and employ methods to overcome these limitations.
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Affiliation(s)
- Patrick Bach
- Department of Addictive Behavior and Addiction Medicine, Central Institute of Mental Health, Medical Faculty Mannheim/Heidelberg University, Mannheim, Germany. .,Feuerlein Center on Translational Addiction Medicine (FCTS), University of Heidelberg, Heidelberg, Germany.
| | - Holger Hill
- grid.7892.40000 0001 0075 5874Institute of Sports and Sports Science, Karlsruhe Institute of Technology, Karlsruhe, Germany
| | - Iris Reinhard
- grid.413757.30000 0004 0477 2235Department of Biostatistics, Central Institute of Mental Health, Medical Faculty Mannheim/Heidelberg University, Mannheim, Germany
| | - Theresa Gädeke
- grid.7700.00000 0001 2190 4373Feuerlein Center on Translational Addiction Medicine (FCTS), University of Heidelberg, Heidelberg, Germany
| | - Falk Kiefer
- grid.413757.30000 0004 0477 2235Department of Addictive Behavior and Addiction Medicine, Central Institute of Mental Health, Medical Faculty Mannheim/Heidelberg University, Mannheim, Germany ,grid.7700.00000 0001 2190 4373Feuerlein Center on Translational Addiction Medicine (FCTS), University of Heidelberg, Heidelberg, Germany
| | - Tagrid Leménager
- grid.413757.30000 0004 0477 2235Department of Addictive Behavior and Addiction Medicine, Central Institute of Mental Health, Medical Faculty Mannheim/Heidelberg University, Mannheim, Germany
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Weinstein A, Lejoyeux M. Neurobiological mechanisms underlying internet gaming disorder
. DIALOGUES IN CLINICAL NEUROSCIENCE 2021; 22:113-126. [PMID: 32699511 PMCID: PMC7366941 DOI: 10.31887/dcns.2020.22.2/aweinstein] [Citation(s) in RCA: 65] [Impact Index Per Article: 16.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
This review summarizes studies on the neurobiological correlates of internet gaming disorder (IGD), presently the most direct approach to analyzing the impact of digital technology and the internet on brain mechanisms. Brain imaging studies have shown that IGD shares, to a large extent, neurobiological alterations that are typical for other addictions, such as: (i) activation in brain regions associated with reward, as evident from cue exposure and craving studies and neurotransmitter systems studies that indicate an involvement of dopamine-mediated reward mechanisms; (ii) reduced activity in impulse control areas and impaired decision making; and (iii) reduced functional connectivity in brain networks that are involved in cognitive control, executive function, motivation, and reward. Moreover, there are structural changes, mainly reduction in gray-matter volume and white-matter density. Comorbidity studies indicate that executive control networks in attention deficit-hyperactivity disorder (ADHD) may increase the susceptibility to develop IGD. Most importantly, this review also outlines findings that show the effects of excessive use of screens, here referring to the playing of computer games, which activate many brain regions associated with cognitive, motor, and sensory function and not directly involved in other forms of addiction. This review describes and summarizes comprehensively the neurobiological correlates of addictive internet use in adolescents and young adults.
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Affiliation(s)
- Aviv Weinstein
- Department of Behavioral Science, Ariel University, Ariel, Israel
| | - Michel Lejoyeux
- Department of Psychiatry and Addictive Medicine, Maison Blanche Hospital and Bichat-Claude Bernard Hospital, AP-HP, Paris Diderot University, Paris, France
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Green R, Delfabbro PH, King DL. Player-avatar interactions in habitual and problematic gaming: A qualitative investigation. J Behav Addict 2021; 10:223-233. [PMID: 34280128 PMCID: PMC8996798 DOI: 10.1556/2006.2021.00038] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/15/2020] [Revised: 02/25/2021] [Accepted: 05/26/2021] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS Previous studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related experiences and excessive gaming. METHODS An online survey of 993 adult gamers yielded 3,972 text responses. Qualitative analysis of 59,059 words extracted 10 categories of avatar-related perspectives. RESULTS Some problem and non-problem gamers employed sentimental language (e.g., 'dear friend', 'like a child', 'part of my soul') to refer to their avatar. However, most participants perceived avatars as a means of achieving in-game goals and enabling greater interactivity (e.g., socializing). When asked to reflect on hypothetically losing their avatar, participants generally anticipated feeling temporary frustration or annoyance due to lost time and effort invested into the avatar. Although some participants reported that their avatar 'mattered', avatars were often considered as superficial ('just pixels') and peripheral to the primary reinforcement of achieving in-game rewards and objectives. Some broader psychological and identity issues such as gender dysphoria, rather than 'addiction', were cited as motivating persistent avatar-related interactions and attachment. DISCUSSION AND CONCLUSIONS Participants reported diverse views on the psychological value and function of avatars, but the relationship between avatars and problematic gaming or GD was largely unclear or inconsistent, and refuted by some participants. Future research with clinical samples may lead to a better understanding of player-avatar processes, including whether avatar-stimuli facilitate the development of maladaptive gaming habits, particularly among psychologically vulnerable players. Future investigations should be mindful of 'overpathologizing' avatar-related phenomena and recognize their important role in socializing, storytelling, and creative expression among gamers.
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Affiliation(s)
- Raquel Green
- School of Psychology, The University of Adelaide, Australia
| | | | - Daniel L. King
- School of Psychology, The University of Adelaide, Australia,College of Education, Psychology and Social Work, Flinders University, Australia,Corresponding author. E-mail:
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Wang Y, Zheng L, Wang C, Guo X. Attenuated self-serving bias in people with internet gaming disorder is related to altered neural activity in subcortical-cortical midline structures. BMC Psychiatry 2020; 20:512. [PMID: 33081740 PMCID: PMC7576814 DOI: 10.1186/s12888-020-02914-4] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/16/2020] [Accepted: 10/11/2020] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND To protect and maintain the positivity of self-concept, normal people usually show a self-serving bias (internal attribution of positive events and external attribution of negative events) by the motives of self-enhancement and self-protection. Additionally, self-serving assessments predominantly activate the subcortical-cortical midline structures (CMS) in healthy individuals. However, little is known about self-serving bias and its underlying neural correlates among individuals with Internet gaming disorder (IGD). METHODS Twenty-four participants with IGD and 25 recreational Internet gaming users (RGUs) were scanned while attributing the causes of positive/negative self- and other-related events that could occur in both the game-world and real-world contexts. Region-of-interest (within CMS regions) and parametric analysis were performed to investigate the neural correlates of self-serving bias in IGD. RESULTS Behaviorally, the IGD participants attributed more negative and fewer positive events to themselves than RGU participants in both contexts. Neurally, during the attributions of negative events, the IGD participants exhibited increased ventromedial prefrontal cortex (vmPFC) activation in both contexts compared with RGU participants. Higher vmPFC activation was associated with weaker self-protective motivation in the IGD group. Meanwhile, during the attributions of positive events, the IGD participants exhibited decreased precuneus/posterior cingulate cortex activation in the real world compared with RGU participants. Parametric analysis showed a reduced positive correlation between precuneus activation and self-attribution ratings of positive events in the real world in the IGD group relative to the RGU group. CONCLUSION These results suggest that individuals with IGD show an attenuated self-serving bias and altered brain activity within CMS regions involved in self-attribution, providing evidence for the negative self-concept and weakened abilities in both self-enhancement and self-protection in IGD.
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Affiliation(s)
- Yifan Wang
- grid.22069.3f0000 0004 0369 6365School of Psychology and Cognitive Science, East China Normal University, No. 3663, North Zhongshan Road, Shanghai, 200062 China
| | - Li Zheng
- grid.22069.3f0000 0004 0369 6365School of Psychology and Cognitive Science, East China Normal University, No. 3663, North Zhongshan Road, Shanghai, 200062 China
| | - Chenggong Wang
- School of Psychology and Cognitive Science, East China Normal University, No. 3663, North Zhongshan Road, Shanghai, 200062, China.
| | - Xiuyan Guo
- grid.22069.3f0000 0004 0369 6365School of Psychology and Cognitive Science, East China Normal University, No. 3663, North Zhongshan Road, Shanghai, 200062 China ,grid.22069.3f0000 0004 0369 6365Shanghai Key Laboratory of Magnetic Resonance, Department of Physics, East China Normal University, No. 3663, North Zhongshan Road, Shanghai, 200062 China ,grid.22069.3f0000 0004 0369 6365National Demonstration Center for Experimental Psychology Education, East China Normal University, No. 3663, North Zhongshan Road, Shanghai, 200062 China
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Self-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults. J Clin Med 2020; 9:jcm9092720. [PMID: 32842707 PMCID: PMC7564646 DOI: 10.3390/jcm9092720] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2020] [Accepted: 08/14/2020] [Indexed: 11/17/2022] Open
Abstract
This study investigated differences in the self-efficacy and clinical characteristics which were found relevant to addictive behaviors in young adults according to time spent gaming. To our knowledge, this is the first study to explore self-efficacy in casual gamers relative to patients with internet gaming disorder (IGD) and non-gamers. In total, 158 young adults participated in this study and were divided into three groups: excessive gamers, who were diagnosed with IGD based on the Diagnostic and Statistical Manual of Mental Disorder-fifth edition (DSM-5, n = 71); casual gamers, who played games regularly but did not meet the criteria for IGD (n = 37); and non-gamers/controls, who did not engage in gaming (n = 50). All participants completed self-administered questionnaires, including measures of self-efficacy and clinical features such as the Barratt Impulsiveness Scale, Beck Depression Inventory, Beck Anxiety Inventory, Behavioral Activation/Inhibition Systems, aggression, and psychosocial well-being. There were significant differences in the self-efficacy according to the extent of gaming (excessive gamers < casual gamers < non-gamers). In addition, aggression, impulsivity, depression, anxiety, level of stress, and behavioral inhibition system scores were significantly higher in excessive gamers than in casual gamers and non-gamers. These findings showed that individuals who spend more time playing games tend to have lower self-efficacy. Our study suggests that self-efficacy may protect against or constitute a risk of excessive gaming, particularly among casual gamers. It is necessary to pay attention to enhancing psychological well-being through self-efficacy to prevent addiction in young adult gamers.
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“Who Am I” and “How Should I Be”: a Systematic Review on Self-Concept and Avatar Identification in Gaming Disorder. CURRENT ADDICTION REPORTS 2020. [DOI: 10.1007/s40429-020-00307-x] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
Abstract
Purpose of Review
Gaming disorder (GD) appears to be associated with self-concept deficits and increased identification with one’s avatar. The goal of this literature review is to highlight study findings assessing psychological and neurobiological correlates of self-concept-related characteristics and avatar identification in GD.
Recent Findings
The review was based on three literature researches on GD: (1) self-esteem, (2) emotional, social, and academic self-concept domains and avatar identification, and (3) neurobiological correlates of self-concept and avatar identification. The results indicate that GD is associated with decreased self-esteem as well as deficits in physical, social, and emotional self-concept domains. A relatively stable relationship between higher avatar identification and GD was reported in addicted gamers. Furthermore, addicted gamers showed increased activation of brain regions associated with Theory-of-Mind processing while contemplating their own avatar.
Summary
The results point towards impairments in self-concept and increased identification with the virtual gaming character in addicted gamers. This virtual compensation fosters the formation of an idealized self-concept, which grows increasingly distant from their own self-image. Thus, additional empirically based psychological interventions should focus on the development of a realistic self-image by reducing the dysfunctional discrepancy between the ideal self and the real self.
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Vaccaro AG, Potenza MN. Diagnostic and Classification Considerations Regarding Gaming Disorder: Neurocognitive and Neurobiological Features. Front Psychiatry 2019; 10:405. [PMID: 31258494 PMCID: PMC6586738 DOI: 10.3389/fpsyt.2019.00405] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/08/2019] [Accepted: 05/21/2019] [Indexed: 12/26/2022] Open
Abstract
Video gaming and Internet use have become a part of the everyday lives of many individuals, especially during adolescence. Given the health concerns related to problematic gaming behaviors, gaming disorder (GD) has been included in the version of the 11th edition of The International Classification of Diseases (ICD-11) ratified by the secretariat of the World Health Organization. Given these considerations and others (including debate regarding the most appropriate classification of GD and how best to prevent and treat the condition), there is a need for further research into GD. Specifically, we suggest that researching intermediate phenotypes focusing on cognitive and neurobiological function may help clarify GD's relationships to other addictive disorders and more accurately define their relationships with core and associated features of GD. Overlaps in neural activity, cognitive functioning, and other features suggest that GD shares similarities with gambling and substance-use disorders and may best be classified as an addictive disorder. Individuals with GD differ from those with regular game use (RGU) on neurocognitive levels. However, concerns have been raised with respect to the differences between GD and substance-use disorders in certain dimensional features, such as tolerance. Additionally, it has been argued that differences between GD and RGU may not be fully captured by nomenclature systems like the ICD-11. Nonetheless, individuals seek treatment for help with GD, despite the limited data available for effective treatments. As more data are gathered from investigations of GD, they should be translated into refining criteria for GD and optimizing interventions.
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Affiliation(s)
- Anthony G. Vaccaro
- Child Study Center, Yale University School of Medicine, New Haven, CT, United States
- Brain and Creativity Institute, Dornsife College of Arts and Sciences, University of Southern California, Los Angeles, CA, United States
| | - Marc N. Potenza
- Child Study Center, Yale University School of Medicine, New Haven, CT, United States
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, United States
- Department of Neuroscience, Yale University School of Medicine, New Haven, CT, United States
- Connecticut Council on Problem Gambling, Wethersfield, CT, United States
- Connecticut Mental Health Center, New Haven, CT, United States
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