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Tsui YYY, Cheng C. Internet Gaming Disorder, Risky Online Behaviour, and Mental Health in Hong Kong Adolescents: The Beneficial Role of Psychological Resilience. Front Psychiatry 2021; 12:722353. [PMID: 34721101 PMCID: PMC8554051 DOI: 10.3389/fpsyt.2021.722353] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/08/2021] [Accepted: 09/10/2021] [Indexed: 11/16/2022] Open
Abstract
In the present cyber age, Internet gaming disorder (IGD) and risky online behaviour are prevalent, and adolescents are especially vulnerable to such emergent problems. Few studies have explored the protective factors that mitigate harm caused by IGD and various common risky online behaviours. This study examined the prevalence of IGD and risky online behaviour, their hypothesised associations with depressive symptoms, and the beneficial role of psychological resilience as an underlying psychological mechanism. The participants included 1,099 Chinese junior secondary school students (33% boys, mean age = 13.5 years, age range = 10-17 years) who completed a battery of validated self-report questionnaires at their schools. The results revealed that 4% of the participants were at high risk of IGD and 6% were at an overall risk level of IGD. Depressive symptoms were positively associated with IGD and risky online behaviour, and psychological resilience mediated both of these associations. These results imply that clinicians and teachers should incorporate psychological resilience training into intervention approaches to mitigate IGD and risky online behaviour.
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Affiliation(s)
- Yvonne Yin-Yau Tsui
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong, SAR China
| | - Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong, SAR China
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102
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Why is Internet gaming disorder more prevalent among Chinese male than female adolescents? The role of cognitive mediators. Addict Behav 2021; 112:106637. [PMID: 32919322 DOI: 10.1016/j.addbeh.2020.106637] [Citation(s) in RCA: 23] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/01/2020] [Revised: 08/27/2020] [Accepted: 08/28/2020] [Indexed: 02/07/2023]
Abstract
BACKGROUND Adolescent males were consistently reported to have a higher prevalence of Internet gaming disorder (IGD) than females. The mechanisms underlying the sex difference were potentially important for designing sex-specific interventions but were under-researched. Maladaptive cognitions were potential mediators between sex and adolescent IGD, as they were positively associated with both sex and adolescent IGD. METHODS A total of 3,075 students participated in a cross-sectional survey that was conducted in Guangzhou and Chengdu, China. IGD was measured by using the DSM-5 checklist and maladaptive cognitions were measured by the validated Chinese version of Revised Internet Gaming Cognition Scale (C-RIGCS). Structural equation modeling was used to test the mediation hypotheses. RESULTS Adolescent males showed a significantly higher prevalence of IGD than females (19.2% versus 7.8%, p < .05). Significant positive associations were found between sex and both maladaptive cognitions and IGD. The sex difference in IGD prevalence was partially mediated by the overall scale of C-RIGCS and its three subscales (i.e., perceived overvaluation of rewards of Internet gaming, perceived urges for playing Internet games, and perceived unwillingness to stop playing without completion of gaming tasks), with large mediation effect sizes ranging from 35.0% to 60.0% (Sobel test, p < ,01). CONCLUSIONS The higher levels of maladaptive cognitions among adolescent males explained a relatively large part of the substantially higher prevalence of IGD among adolescent males than females. Interventions targeting adolescent males may consider modifying such cognitions to reduce their IGD.
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103
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Green R, Delfabbro PH, King DL. Avatar- and self-related processes and problematic gaming: A systematic review. Addict Behav 2020; 108:106461. [PMID: 32480244 DOI: 10.1016/j.addbeh.2020.106461] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/27/2020] [Revised: 04/30/2020] [Accepted: 04/30/2020] [Indexed: 12/24/2022]
Abstract
The concept of self has become increasingly relevant to understanding the psychological mechanisms of problematic online gaming. Many gaming activities feature in-game avatars that enable the adoption of, and experimentation with, different roles and identities. Avatars enable players to compensate for perceived deficiencies in their real-world self (e.g., lack of physical strength, beauty, or social status). Currently, how avatar- and self-related processes may develop and maintain problematic gaming, including gaming disorder (GD), is unclear. This systematic review examined 18 quantitative studies of avatar- and self-related concepts and problematic gaming, including 13 survey-based and 5 neuroimaging studies. Despite variability in the conceptualization and measurement of avatar/self-related concepts, survey-based studies have consistently reported that negative self-concept, avatar identification, and large self-avatar discrepancies are significantly associated with problematic gaming. Poor self-concept appears to be a risk factor for GD, particularly for games that facilitate role-playing and identity formation. Further research and clinical evidence are needed to explain how avatar- and self-related processes may relate to the addictive mechanisms of GD (e.g., cognitive distortions, reward-seeking, inhibitory control, self-regulation systems), amid calls for problem gaming-related assessment and interventions to incorporate a focus on avatar identification.
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Abstract
Playing video games (online or offline) is not a recent phenomenon and for most people it is a leisure activity with no adverse consequences whatsoever. However, for a small minority, gaming has the potential (akin to substance use) to lead on to problematic gaming and gaming disorder. Gaming disorder is a new entry in both the Diagnostic and Statistical Manual of Mental Disorders and the International Classification of Diseases. Given gaming's ever-growing popularity, GPs, psychiatrists and other doctors will be increasingly likely to come across individuals who present with gaming-related problems. Consequently, this article gives doctors a basic understanding of what gaming disorder is, its presentations in practice and diagnosis, and its treatment.
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Affiliation(s)
- Sanju George
- Rajagiri School of Behavioural Sciences and Research, Rajagiri College of Social Sciences (Autonomous), Kochi, India
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
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105
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Park JJ, Booth N, Bagot KL, Rodda SN. A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2020. [DOI: 10.1016/j.chbr.2020.100027] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022] Open
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106
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Bussone S, Trentini C, Tambelli R, Carola V. Early-Life Interpersonal and Affective Risk Factors for Pathological Gaming. Front Psychiatry 2020; 11:423. [PMID: 32499728 PMCID: PMC7242761 DOI: 10.3389/fpsyt.2020.00423] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/31/2020] [Accepted: 04/24/2020] [Indexed: 12/24/2022] Open
Abstract
Internet gaming is among the most popular entertainment options, worldwide; however, a considerable proportion of gamers show symptoms of pathological gaming. Internet gaming disorder (IGD) has been proposed to describe a behavioral addiction, which shares many similarities, both physical and psychological, with substance use disorder. Environmental factors, such as interpersonal and relationship dynamics during childhood and adolescence, have been suggested to modulate the onset and trajectories of IGD. However, studies exploring the contributions of dysfunctional family environments to the development of IGD remain limited. This minireview aims to offer an overview of the current knowledge regarding the impacts of early-life interpersonal and relationship dynamics on the development of IGD and to provide a snapshot of the current state of the literature in this field. Specifically, it underlines the modulatory role of early-life relational factors such as a) family function, b) parent-child relationships, c) childhood maltreatment, and d) bullying and cyberbullying on the development of IGD. Consistent with this evidence, therapeutic interventions that aim to "restructure" the emotional ties and familiar dynamics that are known to be associated with dysfunctional behaviors and feelings, and likely promote pathological gaming, are recognized as the most successful clinical therapeutic approaches for IGD.
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Affiliation(s)
- Silvia Bussone
- Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Rome, Italy
| | - Cristina Trentini
- Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Rome, Italy
| | - Renata Tambelli
- Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Rome, Italy
| | - Valeria Carola
- Department of Dynamic and Clinical Psychology, Sapienza University of Rome, Rome, Italy
- Department of Experimental Neuroscience, Santa Lucia Foundation (IRCCS), Rome, Italy
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107
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King DL, Billieux J, Carragher N, Delfabbro PH. Face validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues. J Behav Addict 2020; 9:1-13. [PMID: 32359228 PMCID: PMC8935192 DOI: 10.1556/2006.2020.00001] [Citation(s) in RCA: 35] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/19/2019] [Revised: 12/11/2019] [Accepted: 12/25/2019] [Indexed: 11/25/2022] Open
Abstract
AIM Critics of gaming disorder (GD; i.e., Internet gaming disorder in the DSM-5; Gaming disorder in the ICD-11) have expressed concerns about the potential risks of misclassification (e.g., false positives). An important consideration of relevance to this discussion is the extent to which commonly used screening instruments contain appropriate, sensible, and relevant items. The aim of this review was to evaluate the face validity of items within current tools for GD. METHODS A systematic review of databases identified 29 instruments. An item bank (n = 417 items) was independently evaluated by three professional raters (i.e., a senior academic in clinical psychology, a senior psychometrician, and an academic/clinical psychologist) according to guidelines for defining and measuring addiction and gaming disorder. FINDINGS Evaluation of the item bank identified issues related to: scope (i.e., "scope creep" or items of questionable relevance); language (i.e., confusing language, unusual wording or syntax); and overpathologizing (i.e., pathologizing typical and/or beneficial aspects or consequences of gaming). A total of 71 items across 23 tools had at least one face validity issue. CONCLUSIONS Most items (83%) demonstrated satisfactory face validity and were consistent with either the DSM-5 or ICD-11 GD classification. However, many tests contain at least one item that may pathologize normal gaming behaviors. Such items refer to basic changes in mood when gaming, a desire to play or continue playing games, and experiencing immersion when gaming. This analysis highlights the challenges of screening for problematic behaviors that are thought to arise within the context of normal recreational activities.
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Affiliation(s)
- Daniel L. King
- College of Education, Psychology, & Social Work, Flinders University, Adelaide, Australia
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
| | - Joel Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Addictive and Compulsive Behaviors Lab, Institute for Health and Behavior, University of Luxembourg, Esch-sur-Alzette, Luxembourg
| | - Natacha Carragher
- Office of Medical Education, University of New South Wales (UNSW) Sydney, Australia
- Department of Mental Health and Substance Use, World Health Organization, Geneva, Switzerland
| | - Paul H. Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, SA, Australia
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108
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109
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Zeidi I, Divsalar S, Morshedi H, Alizadeh H. The effectiveness of group cognitive-behavioral therapy on general self-efficacy, self-control, and internet addiction prevalence among medical university students. SOCIAL HEALTH AND BEHAVIOR 2020. [DOI: 10.4103/shb.shb_20_20] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
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110
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Chau CL, Tsui YYY, Cheng C. Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students. Front Psychol 2019; 10:2468. [PMID: 31736842 PMCID: PMC6839419 DOI: 10.3389/fpsyg.2019.02468] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/05/2019] [Accepted: 10/18/2019] [Indexed: 01/05/2023] Open
Abstract
Internet gaming disorder and risky online behavior (e.g., cyberbullying, exposure to online violent content) have emerged as serious problems in the digital age. Prevalence rates range from 4% to 40% across the globe, with Asia being one of the hardest-hit regions. To address these pressing problems, our team designed the Wise IT-use (WIT) program, a universal prevention program that (a) enhances students' awareness of Internet gaming disorder and an array of common risky online behaviors, and (b) equips them with sufficient knowledge to handle such problems. The WIT program design was based on gamification principles and flow theory to enhance users' motivation and learning experience. A program evaluation study was conducted to assess the social impact of this program in mitigating symptoms of Internet gaming disorder and risky online behavior, and in bolstering emotional well-being. The participants were 248 students aged 7 to 13 from four primary schools in various regions of Hong Kong. They completed validated questionnaires 1 month before and 2 months after participating in the program to evaluate changes in their symptoms of Internet gaming disorder, the frequency with which they displayed risky online behaviors, and their ratings of emotional well-being across the period. The results revealed that both the symptoms of Internet gaming disorder and the proportion of students at risk of the disorder were reduced after the program. The changes observed in students were related to higher levels of positive affect and lower levels of negative affect. Evidence from this study indicates that Internet gaming disorder and risky online behavior are detrimental to the emotional well-being of Hong Kong primary school students. More importantly, the findings demonstrate that our newly developed WIT program can have a social impact in successfully mitigating the symptoms of Internet gaming disorder and enhancing emotional well-being over time. The implications of these findings for the program's broader impact on society and culture are discussed.
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Affiliation(s)
| | | | - Cecilia Cheng
- Department of Psychology, The University of Hong Kong, Pokfulam, Hong Kong
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111
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Zhang J, Zhang Y, Xu F. Does cognitive-behavioral therapy reduce internet addiction? Protocol for a systematic review and meta-analysis. Medicine (Baltimore) 2019; 98:e17283. [PMID: 31568011 PMCID: PMC6756623 DOI: 10.1097/md.0000000000017283] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/28/2019] [Accepted: 08/29/2019] [Indexed: 11/26/2022] Open
Abstract
BACKGROUND Cognitive-behavioral therapy has been considered as a means for internet addiction, but its long-term effect and the impact of internet addiction types and culture are still unclear. OBJECTIVE This study aims to assess the efficacy of cognitive-behavior therapy for internet addiction symptoms and associated other psychopathological symptoms. METHOD AND ANALYSIS We will search PubMed, Web of Knowledge, Ovid Medline, Chongqing Vip Database, Wanfang, and China National Knowledge Infrastructure database. Random-effects model in comprehensive meta-analysis software will be used to conduct main meta-analysis. Cochran Q and I are be used to assess heterogeneity while funnel plots and the Egger test are used to assess publication bias. Risk of bias for each study included is assessed by using the Cochrane risk of bias tool. The primary outcome is internet addiction symptom while secondary outcomes are psychopathological symptoms, time spent online, and dropout. TRIALS REGISTRATION NUMBER PROSPERO CRD42019125667.
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Affiliation(s)
- Junhua Zhang
- School of Education, Jiangsu Key Constructive Laboratory for Big Data of Psychology and Cognitive Science, Yancheng Teachers University, Yancheng
- School of Psychology, Nanjing Normal University, Nanjing, China
| | - Yu Zhang
- School of Education, Jiangsu Key Constructive Laboratory for Big Data of Psychology and Cognitive Science, Yancheng Teachers University, Yancheng
| | - Fang Xu
- School of Education, Jiangsu Key Constructive Laboratory for Big Data of Psychology and Cognitive Science, Yancheng Teachers University, Yancheng
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112
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Abstract
Gaming disorder is set to be included in the International Statistical Classification of Diseases and Related Health Problems alongside other behavioural addictions (gambling disorder) and substance-related addictions. Given the popularity of online gaming, this is set to become an increasingly common presentation to general mental health professionals, addiction specialists, and general practitioners. This article briefly examines online gaming and describes the characteristics of gaming disorder. Some features of online gaming that have addictive potential and similarities to other addictive behaviours such as gambling disorder are discussed. Finally, the article examines treatment options available for gaming disorder and treatment going forward from an Irish perspective.
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113
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Wang Q, Ren H, Long J, Liu Y, Liu T. Research progress and debates on gaming disorder. Gen Psychiatr 2019; 32:e100071. [PMID: 31423477 PMCID: PMC6678059 DOI: 10.1136/gpsych-2019-100071] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/02/2019] [Revised: 05/28/2019] [Accepted: 06/03/2019] [Indexed: 02/06/2023] Open
Abstract
Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.
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Affiliation(s)
- Qianjin Wang
- Department of Behavioral Medicine, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Honghong Ren
- Department of Behavioral Medicine, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Jiang Long
- Department of Behavioral Medicine, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Yueheng Liu
- Department of Behavioral Medicine, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Tieqiao Liu
- Department of Behavioral Medicine, The Second Xiangya Hospital of Central South University, Changsha, China
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114
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Lee SY, Kim MS, Lee HK. Prevention Strategies and Interventions for Internet Use Disorders Due to Addictive Behaviors Based on an Integrative Conceptual Model. CURRENT ADDICTION REPORTS 2019. [DOI: 10.1007/s40429-019-00265-z] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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115
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Pluhar E, Kavanaugh JR, Levinson JA, Rich M. Problematic interactive media use in teens: comorbidities, assessment, and treatment. Psychol Res Behav Manag 2019; 12:447-455. [PMID: 31308769 PMCID: PMC6615461 DOI: 10.2147/prbm.s208968] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/16/2019] [Accepted: 05/24/2019] [Indexed: 12/19/2022] Open
Abstract
Problematic Interactive Media Use (PIMU), aka internet or video game addiction, is increasingly presenting to pediatricians for care. The majority of youth now use mobile media almost constantly to communicate, learn, and entertain themselves, but for some, uncontrolled video gaming, social media use, pornography viewing, and information-bingeing on short videos or websites contribute to functional impairment. PIMU can result in academic failure, social withdrawal, behavioral problems, family conflict, and physical and mental health problems. There is no formal diagnosis to describe the spectrum of PIMU behaviors and therefore no standardized therapeutic interventions. Anticipatory guidance will help identify youth at risk and empower parents to recognize and prevent problems. In addition, epidemiology and etiology indicate that Attention-Deficit/Hyperactivity Disorder (ADHD), affective disorders, and Autism Spectrum Disorder (ASD) may predispose to and, in some cases, result from PIMU, offering opportunities for effective treatment by addressing underlying pathology that is manifesting itself in the interactive media environment. Efforts to establish evidence-based diagnoses, develop and evaluate therapeutic strategies, and to train clinicians in recognition and care of PIMU are reviewed.
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Affiliation(s)
- Emily Pluhar
- Division of Adolescent and Young Adult Medicine, Boston Children’s Hospital, Boston, MA02115, USA
- Department of Psychiatry, Harvard Medical School, Boston, MA02115, USA
| | - Jill R Kavanaugh
- Division of Adolescent and Young Adult Medicine, Boston Children’s Hospital, Boston, MA02115, USA
| | - Jordan A Levinson
- Division of Adolescent and Young Adult Medicine, Boston Children’s Hospital, Boston, MA02115, USA
| | - Michael Rich
- Division of Adolescent and Young Adult Medicine, Boston Children’s Hospital, Boston, MA02115, USA
- Department of Psychiatry, Harvard Medical School, Boston, MA02115, USA
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116
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Costa S, Kuss DJ. Current diagnostic procedures and interventions for Gaming Disorders: A Systematic Review. Front Psychol 2019; 10:578. [PMID: 30971971 PMCID: PMC6445881 DOI: 10.3389/fpsyg.2019.00578] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/17/2018] [Accepted: 03/01/2019] [Indexed: 12/24/2022] Open
Abstract
Background: Despite the growth in the number of studies on Gaming Disorders (GD), assessing the characteristics of clinical subjects is still limited. Driven by the need to overcome this limitation, a broad systematic review is essential to cover the studies that have already assessed the clinical characteristics of individuals diagnosed with GD. Objectives: The aim of this systematic review is to provide a broad cross-cultural picture of the current diagnostic procedures and interventions used for GDs in clinical practice. Methods: A total of 28 studies met the inclusion criteria, and data were synthesized in these categories: (1) the cultural background of the country where the research took place; (2) the instruments used to measure GD; (3) the diagnostic criteria for GD; (4) the diagnostic procedures used; and (5) the treatment protocol applied. Results: Results of this systematic review suggest that in GD clinical practice, there is a great deal of heterogeneity in the choice of instruments, the diagnostic and intervention processes for GD. Conclusions: This systematic review indicates that a validation process of standard procedures in clinical populations with GD is necessary to create clear shared guidelines for practitioners.
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Affiliation(s)
- Sebastiano Costa
- Dipartimento di Psicologia, Università degli Studi della Campania Luigi Vanvitelli, Caserta, Italy
| | - Daria J Kuss
- Department of Psychology, Nottingham Trent University, Nottingham, United Kingdom
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