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Núñez-Rodríguez S, Burgos-González D, Mínguez-Mínguez LA, Menéndez-Vega F, Antoñanzas-Laborda JL, González-Bernal JJ, González-Santos J. Effectiveness of Therapeutic Interventions in the Treatment of Internet Gaming Disorder: A Systematic Review. Eur J Investig Health Psychol Educ 2025; 15:49. [PMID: 40277866 PMCID: PMC12025817 DOI: 10.3390/ejihpe15040049] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/03/2025] [Revised: 03/17/2025] [Accepted: 03/22/2025] [Indexed: 04/26/2025] Open
Abstract
Internet Gaming Disorder (IGD) has been recognized by the World Health Organization (WHO) in the International Classification of Diseases (ICD-11) and as an emerging condition in the DSM-5. IGD is increasingly prevalent, with various negative effects on individuals' development and adaptation. To address this issue, different therapeutic interventions, like CBT, virtual reality, mindfulness, or family therapy, have been explored. This systematic review aimed to answer the following research question: What is the effectiveness of therapeutic interventions in reducing IGD symptoms in adolescents and young adults diagnosed with this disorder? Following PRISMA guidelines, 22 studies published between 2014 and 2025 were included. Results show that cognitive behavioral therapy (CBT) is the most effective intervention, significantly reducing IGD severity, anxiety, and depression. Combining CBT with physical exercise or mindfulness further enhanced outcomes. Other promising approaches include virtual reality (VR), transcranial direct current stimulation (tDCS), and family-based interventions. Additionally, treatments involving mindfulness and animal-assisted therapy showed potential in improving emotional regulation and interpersonal relationships. However, further research is needed to evaluate long-term efficacy and explore emerging therapies.
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Affiliation(s)
- Sandra Núñez-Rodríguez
- Department of Health Sciences, University of Burgos, 09001 Burgos, Spain; (S.N.-R.); (D.B.-G.); (L.A.M.-M.); (J.J.G.-B.); (J.G.-S.)
| | - David Burgos-González
- Department of Health Sciences, University of Burgos, 09001 Burgos, Spain; (S.N.-R.); (D.B.-G.); (L.A.M.-M.); (J.J.G.-B.); (J.G.-S.)
| | - Luis Alberto Mínguez-Mínguez
- Department of Health Sciences, University of Burgos, 09001 Burgos, Spain; (S.N.-R.); (D.B.-G.); (L.A.M.-M.); (J.J.G.-B.); (J.G.-S.)
| | - Félix Menéndez-Vega
- Department of Health Sciences, University of Burgos, 09001 Burgos, Spain; (S.N.-R.); (D.B.-G.); (L.A.M.-M.); (J.J.G.-B.); (J.G.-S.)
| | | | - Jerónimo Javier González-Bernal
- Department of Health Sciences, University of Burgos, 09001 Burgos, Spain; (S.N.-R.); (D.B.-G.); (L.A.M.-M.); (J.J.G.-B.); (J.G.-S.)
| | - Josefa González-Santos
- Department of Health Sciences, University of Burgos, 09001 Burgos, Spain; (S.N.-R.); (D.B.-G.); (L.A.M.-M.); (J.J.G.-B.); (J.G.-S.)
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Zhou J, Bai M, Li T, Bi T, Gong X. The dynamic interplay between neuroticism, extraversion, and problematic gaming in adolescents: A 4-wave longitudinal study. J Behav Addict 2025; 14:304-322. [PMID: 39932501 PMCID: PMC11974418 DOI: 10.1556/2006.2024.00069] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/18/2024] [Revised: 10/04/2024] [Accepted: 11/19/2024] [Indexed: 03/29/2025] Open
Abstract
Background and aims Adolescent problematic gaming is a global public health issue, and is associated with numerous negative outcomes. The Big Two personality traits, neuroticism and extraversion, have been identified as significant predictors of problematic gaming in adolescents. However, most previous studies have been cross-sectional, limiting the ability to explore their mutual influences or causality inference. This study addresses this gap by employing a longitudinal design and utilizing the Random Intercept Cross-Lagged Panel Model (RI-CLPM) to examine the bidirectional relations between the Big Two personality traits and problematic gaming at the within-person level. Methods This study included 3,307 students (Mean age = 11.30, SD = 0.48, 43.6% being girls). Participants were assessed annually, completing a total of four assessments over the course of the study. Results The RI-CLPM analyses revealed that neuroticism and problematic gaming significantly predict each other. Extraversion acts as a protective factor against adolescent problematic gaming, whereas problematic gaming leads to a decrease in extraversion levels. Additionally, the longitudinal relations between neuroticism and problematic gaming exhibit significant sex differences. Discussion and conclusions This study provides insights into the interplay between the Big Two personality traits and problematic gaming in adolescents. These findings emphasize the need for prevention and intervention strategies that address personality traits as risk factors while recognizing how problematic gaming can influence personality, promoting a more holistic approach. The observed sex differences highlight the importance of integrating sex-specific considerations in interventions.
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Affiliation(s)
- Jianhua Zhou
- School of Psychology, Northwest Normal University, Lanzhou, People's Republic of China
| | - Meiyu Bai
- School of Psychology, Northwest Normal University, Lanzhou, People's Republic of China
| | - Tubei Li
- School of Psychology, Northwest Normal University, Lanzhou, People's Republic of China
| | - Tiantian Bi
- Department of Preschool Education, College of Home Economics, Hebei Normal University, Shijiazhuang, China
| | - Xue Gong
- Department of Psychology, Normal College, Qingdao University, Qingdao, China
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Hu M, Ku Y, Liu L. Temporal attentional bias to visual game stimuli in Internet gaming disorder. J Behav Addict 2025; 14:335-346. [PMID: 39792180 PMCID: PMC11974432 DOI: 10.1556/2006.2024.00075] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/18/2024] [Revised: 11/03/2024] [Accepted: 12/07/2024] [Indexed: 01/12/2025] Open
Abstract
Background and aims Uncontrollable gaming behavior is a core symptom of Internet Gaming Disorder (IGD). Attentional bias towards game-related cues may contribute to the difficulty in regulating online gaming behavior. However, the context-specific attentional bias and its cognitive mechanisms in individuals with IGD have not been systematically investigated. Methods We compared individuals with IGD to healthy controls (HC) using a rapid serial visual presentation (RSVP) task to measure temporal attentional bias. By applying game-related and neutral stimuli as targets, we specifically assessed how attentional resources were allocated to game-related stimuli compared to neutral stimuli. Results The IGD group showed enhanced attentional blink effect when a game-related stimulus was the first target and a neutral target was the next, reflecting IGD's difficulty in disengaging from game-related stimuli. Both IGD and HC individuals exhibited decreased accuracy in identifying a neutral first target followed by a game-related second target at shorter lags, indicating increased attentional engagement with game-related stimuli in general. Discussion The results provide a cognitive basis for recurrent and uncontrollable gaming behaviors in individuals with IGD. Game cues have priority in the allocation of attentional resources in individuals with IGD. The results shed new light on the development of specific treatments for IGD.
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Affiliation(s)
- Mengjian Hu
- Department of Psychology, Sun Yat-sen University, Guangzhou, China
| | - Yixuan Ku
- Department of Psychology, Sun Yat-sen University, Guangzhou, China
| | - Lu Liu
- Department of Psychology, Sun Yat-sen University, Guangzhou, China
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Mejía-Suazo CJ, Landa-Blanco M, Mejía-Suazo GA, Martínez-Martínez CA. Personality traits and digital challenges in Honduran adults: exploring the Dark and Light Triads' influence on internet gaming disorder and technology-related conflicts. Front Public Health 2025; 13:1485264. [PMID: 40046116 PMCID: PMC11879811 DOI: 10.3389/fpubh.2025.1485264] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/23/2024] [Accepted: 02/04/2025] [Indexed: 05/13/2025] Open
Abstract
Introduction The present study analyzed the effects of Light and Dark Triad traits scores on Internet Gaming Disorder, intrapersonal and interpersonal conflicts related to internet consumption, conflicts, and communicational emotional usage related to mobile phones. Light Triad traits include Faith in Humanity, Humanism, and Kantianism. Dark Triad traits include Machiavellianism, Narcissism, and Psychopathy. Methods The sample consisted of 450 adults of the Honduran population, of which 55.33% were women, and 44.67% were men, with an average mean age of 25.52 years (SD = 6.79). Results Results indicate that Machiavellianism and Psychopathy scores have significant effects over Internet Gaming Disorder scores. Intrapersonal conflicts related to internet consumption were negatively affected by Narcissism scores and positively affected by Machiavellianism. Psychopathy scores explained interpersonal conflicts related to internet consumption scores. On the other hand, conflicts related to mobile phone usage were negatively affected by Narcissism and Kantianism, while Machiavellianism had positive effects. Finally, communicational emotional usage related to mobile phones was significantly affected by Machiavellianism. Discussion When comparing by respondent's sex, Machiavellianism consistently emerges as a key predictor; however, its effects tend to be stronger in men. In contrast, Psychopathy, Kantianism, and Narcissism exhibit more sex-specific associations, influencing females and males differently across digital behaviors and conflicts.
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Affiliation(s)
- Claudio J. Mejía-Suazo
- School of Biology, Faculty of Sciences, National Autonomous University of Honduras, Tegucigalpa, Honduras
| | - Miguel Landa-Blanco
- School of Psychological Sciences, Faculty of Social Sciences, National Autonomous University of Honduras, Tegucigalpa, Honduras
| | - Gliver Aarón Mejía-Suazo
- School of Psychological Sciences, Faculty of Social Sciences, National Autonomous University of Honduras, Tegucigalpa, Honduras
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Luo Z, Xie J. The Development and Validation of the Adolescent Problematic Gaming Scale (PGS-Adolescent). Behav Sci (Basel) 2024; 15:13. [PMID: 39851819 PMCID: PMC11763038 DOI: 10.3390/bs15010013] [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: 10/29/2024] [Revised: 12/21/2024] [Accepted: 12/23/2024] [Indexed: 01/26/2025] Open
Abstract
This study aims to develop and validate the Adolescent Problematic Gaming Scale (PGS-Adolescent). Following established scientific protocols, we developed an initial version of the PGS-Adolescent scale and validated it using data from 448 valid survey responses collected from adolescents in China. The dataset was split into two parts: 225 responses were allocated for exploratory factor analysis (EFA), and 223 for confirmatory factor analysis (CFA). The EFA and CFA processes necessitated the removal of 10 items due to low factor loadings, low communalities, misalignment with intended factors, and inadequate item retention. Significantly, all the survey items measuring daily-life disturbance (DD) were excluded. The final 20-item PGS-Adolescent scale includes four constructs: interpersonal relationships (IRE), schooling disruption (SD), physical consequences (Phy-C), and psychological consequences (Psy-C). Researchers may consider directly applying the validated PGS-Adolescent scale or evaluating its applicability and validity in diverse populations and contexts.
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Affiliation(s)
- Zhanni Luo
- School of Foreign Languages and Literatures, Chongqing Normal University, Chongqing 401331, China
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Gou S, Zhang W, Tang Y, Zhang J, He Q. Prevalence of internet gaming disorder among Chinese adolescents: A systematic review and meta-analysis. Asian J Psychiatr 2024; 102:104257. [PMID: 39366164 DOI: 10.1016/j.ajp.2024.104257] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/01/2023] [Revised: 09/20/2024] [Accepted: 09/25/2024] [Indexed: 10/06/2024]
Abstract
This study aimed to evaluate the prevalence of IGD among Chinese adolescents. Articles published up to April 11, 2024 were retrieved from PubMed, Wiley Online Library, Embase, Web of Science, Ebsco, CNKI, and WanFang. Random-effects models and univariate meta-regression analyses were used to calculate prevalence and heterogeneity estimates with the support of Stata17.0 software. The prevalence of IGD in Chinese adolescents was 10 % (95 %CI: 8 %-12 %). Univariate regression analyses revealed some significant moderators of IGD prevalence, including gender, sample size, and survey year. Spatiotemporal analysis showed the prevalence of IGD varied considerably across provinces in different survey years.
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Affiliation(s)
- Shuangyu Gou
- Faculty of Psychology, Southwest University, Chongqing 400715, China
| | - Wanqin Zhang
- Department of Psychology, School of Medical Humanitarians, Guizhou Medical University, Guiyang 550000, China
| | - Yilin Tang
- Department of Psychology, School of Medical Humanitarians, Guizhou Medical University, Guiyang 550000, China
| | - Jinhui Zhang
- Faculty of Psychology, Southwest University, Chongqing 400715, China; Ministry of Education Key Laboratory of Cognition and Personality, Southwest University, Chongqing 400715, China.
| | - Qinghua He
- Faculty of Psychology, Southwest University, Chongqing 400715, China; Ministry of Education Key Laboratory of Cognition and Personality, Southwest University, Chongqing 400715, China.
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Faílde Garrido JM, Dapía Conde MD, Isorna Folgar M, Braña Rey F. Problematic Use of Video Games in Schooled Adolescents: The Role of Passion. Behav Sci (Basel) 2024; 14:992. [PMID: 39594292 PMCID: PMC11590978 DOI: 10.3390/bs14110992] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/13/2024] [Revised: 10/16/2024] [Accepted: 10/20/2024] [Indexed: 11/28/2024] Open
Abstract
The present study aims to determine the predictive value of sociodemographic, academic, educational clinical psychological variables-ADHD diagnosis, emotional self-regulation, passion and emotional and behavioural symptoms-and modality of use of video games in adolescents who either make potentially problematic or severely problematic use of video games. This is a descriptive cross-sectional study in which 2.533 Galician students (region located in the northwest of Spain) aged between 11 and 20 years participated, who were selected through multistage random sampling. The mean age was 14.78 years (SD = 1.76). The analysis of the data seems to indicate that in the prediction of the problematic use of video games, different variables are combined, among which passion plays a capital role. In addition, the problematic use of video games is related to poor parental control, poor academic performance, use of addictive substances or to an earlier onset, as well as with the diagnosis of ADHD and with greater negative emotional and behavioural symptoms. The results of this study may be of interest for the design and implementation of preventive and corrective actions aimed at reducing the problematic or addictive use of video games.
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Affiliation(s)
| | - María Dolores Dapía Conde
- Faculty of Education and Social Work, University of Vigo, 32004 Ourense, Spain; (J.M.F.G.); (M.I.F.); (F.B.R.)
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Ma X, Jiang A, Dai J, Li S, Chen H, Xie Y, Wang S, Yang B, Wang L, Dong GH. Comparative analysis of cortical anatomy in male participants with internet gaming disorder or tobacco use disorder: Insights from normative modeling. J Behav Addict 2024; 13:841-853. [PMID: 39259611 PMCID: PMC11457027 DOI: 10.1556/2006.2024.00044] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/23/2023] [Revised: 05/05/2024] [Accepted: 07/30/2024] [Indexed: 09/13/2024] Open
Abstract
Background Research on individual differences in brain structural features of internet gaming disorder (IGD) and established addictions such as tobacco use disorder (TUD) is currently limited. This study utilized normative modeling to analyze the cortical thickness (CT) development patterns of male patients with IGD and TUD, aiming to provide further insights into whether IGD qualifies as an addiction. Methods Surface-based brain morphometry (SBM) was used to calculate CT from T1-weighted magnetic resonance imaging data of 804 male participants (665 healthy individuals, 68 IGD and 71 TUD). Gaussian process regression was employed to generate normative models of CT development. Deviation maps were produced to depict deviations of IGD and TUD participants from the typical developmental patterns. Results Both addiction groups exhibited widespread cortical thinning, particularly in regions such as the bilateral temporal pole and medial orbitofrontal cortex. The TUD group demonstrated a higher degree of individualization and limited spatial overlap compared to the IGD group. Opposite trends in CT changes were observed between the two groups in the bilateral pericalcarine cortex and pars triangularis. Conclusions These findings regarding the similarities and differences between IGD and TUD provide support for the idea that IGD shares common features with substance-related addictions and contribute to a deeper understanding of the neural mechanisms underlying IGD.
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Affiliation(s)
- Xuefeng Ma
- Department of Psychology, Yunnan Normal University, Kunming, Yunnan Province, P.R. China
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
| | - Anhang Jiang
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
| | - Junhong Dai
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
| | - Shuang Li
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
| | - Hongan Chen
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
| | - Yong Xie
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
| | - Shizhen Wang
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
| | - Bo Yang
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
| | - Lingxiao Wang
- Center for Cognition and Brain Disorders, School of Clinical Medicine and the Affiliated Hospital of Hangzhou Normal University, Hangzhou, P.R. China
- Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, P.R. China
- Institutes of Psychological Sciences, Hangzhou Normal University, Hangzhou, Zhejiang Province, P.R. China
| | - Guang-Heng Dong
- Department of Psychology, Yunnan Normal University, Kunming, Yunnan Province, P.R. China
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Rodríguez-Fernández A, Ruíz-De la Fuente M, Maury-Sintjago E, Petersen S, Paredes V, Montero B. Sociodemographic Factors Associated with Video Game Addiction in Schoolchildren from the South-Central Region of Chile. CHILDREN (BASEL, SWITZERLAND) 2024; 11:1156. [PMID: 39457120 PMCID: PMC11506550 DOI: 10.3390/children11101156] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/31/2024] [Revised: 09/18/2024] [Accepted: 09/19/2024] [Indexed: 10/28/2024]
Abstract
Video game addiction is a worldwide concern, particularly in schoolchildren where it has impact on academic, social, and emotional spheres. The objective of this study was to determine the sociodemographic factors associated with video game addiction in schoolchildren from the south-central region of Chile. Methods: An analytical cross-sectional study that included a sample of 308 schoolchildren was performed. Sociodemographic factors were analyzed and levels of video game addiction was assessed using the Video Game Addiction Test (VAT) developed by Chóliz and Marco. A general linear regression model (ANCOVA) (α = 0.05) was applied (STATA v16). The prevalence of video game use was 82.7%, while addiction reached 10%. Risk factors associated with the increased risk of addiction were as follows: being male (β = 13.99; p < 0.001); being in the care of another relative (β = 11.1; p < 0.001); a higher number of people in the household (β = 11.2; p < 0.001); the caregiver in employment (β = 12.8; p < 0.001); and not performing extracurricular physical activity (β = 9.9; p < 0.001).
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Affiliation(s)
- Alejandra Rodríguez-Fernández
- Department of Nutrition and Public Health, Universidad del Bío-Bío, Chillan 3780000, Chile; (M.R.-D.l.F.); (E.M.-S.)
| | - Marcela Ruíz-De la Fuente
- Department of Nutrition and Public Health, Universidad del Bío-Bío, Chillan 3780000, Chile; (M.R.-D.l.F.); (E.M.-S.)
| | - Eduard Maury-Sintjago
- Department of Nutrition and Public Health, Universidad del Bío-Bío, Chillan 3780000, Chile; (M.R.-D.l.F.); (E.M.-S.)
| | - Sofía Petersen
- Escuela de Nutrición y Dietética, Universidad del Bío-Bío, Chillan 3780000, Chile; (S.P.); (V.P.); (B.M.)
| | - Valentina Paredes
- Escuela de Nutrición y Dietética, Universidad del Bío-Bío, Chillan 3780000, Chile; (S.P.); (V.P.); (B.M.)
| | - Bárbara Montero
- Escuela de Nutrición y Dietética, Universidad del Bío-Bío, Chillan 3780000, Chile; (S.P.); (V.P.); (B.M.)
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Iannuzzo F, Lombardo C, Silvestri MC, Turiaco F, Genovese G, Rombolà C, Mento C, Muscatello MRA, Bruno A. The shield of the screen: The role of anger on the development of social media addiction and internet gaming disorder. AIMS Public Health 2024; 11:1002-1012. [PMID: 39802562 PMCID: PMC11717541 DOI: 10.3934/publichealth.2024051] [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: 04/23/2024] [Revised: 06/21/2024] [Accepted: 07/05/2024] [Indexed: 01/16/2025] Open
Abstract
This study aims to explore if the dimensions of anger can be risk factors for the development of social media addiction and an internet gaming disorder, considering that the correlation between anger and these specific subcategories of internet addiction can represent a core intervention in their prevention and treatment. 477 subjects, recruited among the general population, were assessed on-line by the following tools: STAXI-2; BSMAS, and IGDS9-SF. A correlation analyses showed a significantly positive relationship between the total score of the BSMAS and the STAXI-2 scales SANG (p < 0.0001), TANG (p < 0.0001), AX-O (p = 0.003), and AX-I (p < 0.0001), and between the total score of the IGDS9-SF and the STAXI-2 scales SANG (p = 0.002), TANG (p < 0.0001), AX-O (p = 0.001), AX-I (p < 0.0001), and AC-O (p = 0.004). A linear regression model showed how TANG and AX-I were direct predictors of the BSMAS total scores, and how AX-I was a direct predictor of the IGDS9-SF total scores. It appears plausible that there is a significant correlation between the dimensions of anger and the emergence of social media addiction and internet gaming: internet usage may serve as a coping mechanism for emotional or social challenges and as a protective screen to deal with negative emotions.
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Affiliation(s)
- Fiammetta Iannuzzo
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, Messina, Italy
| | - Clara Lombardo
- Department “Scienze della Salute”, University of Catanzaro, Catanzaro, Italy
| | | | - Fabrizio Turiaco
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, Messina, Italy
| | - Giovanni Genovese
- Psychiatry Unit, Polyclinic Hospital University of Messina, Messina, Italy
| | - Caterina Rombolà
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, Messina, Italy
| | - Carmela Mento
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, Messina, Italy
| | | | - Antonio Bruno
- Department of Biomedical and Dental Sciences and Morphofunctional Imaging, University of Messina, Messina, Italy
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Anjum R, Nodi NH, Das PR, Roknuzzaman ASM, Sarker R, Islam MR. Exploring the association between online gaming addiction and academic performance among the school-going adolescents in Bangladesh: A cross-sectional study. Health Sci Rep 2024; 7:e70043. [PMID: 39221049 PMCID: PMC11362216 DOI: 10.1002/hsr2.70043] [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: 12/17/2023] [Revised: 07/16/2024] [Accepted: 08/16/2024] [Indexed: 09/04/2024] Open
Abstract
Background and Aims The pervasive nature of online gaming, notably accentuated during the COVID-19 pandemic, has spurred concerns regarding gaming addiction among children. This study explores the intricate ramifications of online gaming addiction on the academic performance and social dynamics of children in Bangladesh. Our primary objective is to gauge the extent of online gaming addiction and unravel its profound effects on academic performance. Methods Conducting a nationwide survey from January 1, 2023, to June 30, 2023, we analyzed 502 responses from participants aged 6-17 years. The survey encompassed sociodemographic details, gaming addiction assessment, and academic performance following a simple random sampling method. We analyzed participant demographics utilizing descriptive statistics, chi-square tests, and logistic regression. Results Key findings revealed a majority within the 13-17 age bracket (75.50%), predominantly male (58.57%), and enrolled in secondary education (83.27%). A robust inverse relationship showed that nonaddicted students towards online gaming had higher academic performance. Therefore, it is important to implement targeted strategies to address online gaming addiction among Bangladeshi children. Conclusion Recommending early intervention, academic initiatives, and holistic therapy, we advocate for collaboration among educational institutions, mental health professionals, parents, and policymakers. All of these initiatives are essential to navigate the evolving challenges presented by gaming addiction. Furthermore, our call for ongoing research seeks to deepen our understanding of enduring consequences on academic and social dimensions, fostering a digitally supportive environment conducive to the holistic well-being of children.
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Affiliation(s)
- Ramisa Anjum
- Department of PharmacyUniversity of Asia PacificDhakaBangladesh
| | | | - Proma Rani Das
- Department of PharmacyUniversity of Asia PacificDhakaBangladesh
| | | | - Rapty Sarker
- Department of PharmacyUniversity of Asia PacificDhakaBangladesh
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Abdallat M, Al-Sanouri M, Al-Salaymeh S, Zoubi M, Barakat T, Badwan A, Alzubi A, Murshidi R. Internet Gaming Disorder and Sleep Quality among Jordanian University Students: A Cross-sectional Study. Clin Pract Epidemiol Ment Health 2024; 20:e17450179310269. [PMID: 39839221 PMCID: PMC11748057 DOI: 10.2174/0117450179310269240820042452] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/10/2024] [Revised: 08/01/2024] [Accepted: 08/02/2024] [Indexed: 01/23/2025]
Abstract
Background Internet gaming disorder is defined as "Persistent and recurrent use of the internet to engage in games, often with other players, leading to clinically significant impairment or distress." It is a new evolving disorder that affects many life aspects; therefore, it needs further investigation among different population groups. IGD was introduced for the first time in 2013 in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders, and it suggested carrying out further research among different populations. In 2018, Gaming Disorder (GD) has officially become a type of addiction as the World Health Organization released the 11th revision of the International Classification of Diseases (ICD-11). Aims The objective of this study is to investigate the prevalence of internet gaming disorder (IGD) and its association with sleep quality and academic performance among Jordanian university students aged 18-26. Our literature review revealed a lack of research on this topic concerning this specific population and culture. Therefore, our study aims to contribute to the existing literature and to provide insights that can inform prevention, assessment, and treatment strategies for those affected. Methods A cross-sectional study design was used by employing convenience and snowball sampling; a total of 2473 participants completed an electronic self-administered questionnaire that included the Internet Gaming Disorder Scale-SF (IGDS9-SF) and Pittsburgh Sleep Quality Index (PSQI). Of these, 432 were excluded based on our criteria. Our inclusion criteria required participants to be Jordanian university students between the ages of 18 and 26, enrolled as undergraduates at Jordanian universities, and free of neurological or psychiatric conditions. Results The prevalence of IGD in this study was 15.2% and was more prevalent among males compared to females (p= <0.001). Poor sleep quality was reported by 64.6% of the study population and was more frequently observed in females. Age and academic achievements (GPA) were not associated with having IGD. When binary logistic regression was used, IGD (OR=1.882) positively predicted poor sleep quality. Conclusion Internet gaming disorder is common among Jordanian university students and is associated with poor sleep quality, and our findings have significant implications for policymakers, educators, and healthcare providers in raising awareness about the IGD and its impact on sleep quality.
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Affiliation(s)
- Mahmoud Abdallat
- Department of Neurosurgery, The University of Jordan, Amman, Jordan
| | | | | | - Mohammad Zoubi
- School of Medicine, The University of Jordan, Amman, Jordan
| | - Tamer Barakat
- School of Medicine, The University of Jordan, Amman, Jordan
| | - Ahmad Badwan
- School of Medicine, The University of Jordan, Amman, Jordan
| | | | - Rand Murshidi
- Department of Dermatology, School of Medicine, The University of Jordan, Amman, Jordan
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Chessa A, Sentissi O. [ICD-11: New revision and impact of this classification in psychiatry]. L'ENCEPHALE 2024; 50:329-338. [PMID: 38092593 DOI: 10.1016/j.encep.2023.10.003] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/12/2023] [Revised: 09/26/2023] [Accepted: 10/27/2023] [Indexed: 05/31/2024]
Abstract
OBJECTIVES After more than 20 years of work, the World Health Organization's efforts have culminated in the adoption of the 11th revision of the International Classification of Diseases (ICD-11). The process has been guided by the principles of global applicability, scientific validity, and clinical utility. The update of the chapter on mental, behavioral, and neurodevelopmental disorders (MBND) within the ICD-11 has generated widespread interest worldwide. This has raised various questions about the status of mental disorder nosology, changes to diagnostic guidelines, and the potential implications for clinical practice. METHODS We conducted a narrative analysis of the literature in four different languages to track the various stages of the ICD-11 revision and to highlight the major changes. We searched databases such as PubMed, EMBASE, MEDLINE, and Google Scholar, and consulted the official websites of the WHO, APA, and UNICEF. A total of 79 articles from 40 different editorials and websites were analyzed and included in this study. RESULTS The new chapters on mental disorders in the ICD-11 include 21 groups, as opposed to the 11 in the ICD-10. The changes aim to align the diagnoses with those of the DSM-5 and introduce a new chapter structure, new diagnostic categories, modifications to diagnostic criteria, and advancements in dimensionality. For the first time in the history of the ICD, sleep and wakefulness disorders, as well as disorders related to sexual health, have been addressed in separate chapters of the international classification. Four new diagnoses have been added: complex post-traumatic stress disorder (PTSD), gaming disorder, prolonged grief disorder, and compulsive sexual behavior which replaces "excessive sexual activity" in the ICD-10. Moreover, the ICD-11 revision has brought about a fundamental change in the clinical conceptualization of addictive behaviors, introducing a distinction between substance use disorders and addictive behaviors. The criteria for many existing conditions have been revised, particularly those related to bipolar disorders, eating disorders, and gender identity disorders. CONCLUSIONS The revision process for mental, behavioral, and neurodevelopmental disorders in the ICD-11 has witnessed unprecedented participation in the history of mental disorder classification. These changes could have a significant impact on clinical practice in psychiatry. However, it is crucial to examine the advantages and limitations of this new classification compared to previous versions.
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Affiliation(s)
- Ambra Chessa
- Département de psychiatrie, service de psychiatrie adulte, CAPPI jonction, hôpitaux universitaires Genève, 35, rue des Bains, 1205 Genève, Suisse
| | - Othman Sentissi
- Département de psychiatrie, service de psychiatrie adulte, CAPPI jonction, hôpitaux universitaires Genève, 35, rue des Bains, 1205 Genève, Suisse.
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14
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Qi W, Liao X, Wang D, Cai J. The effect of childhood harshness and unpredictability on Internet addiction among college students: The mediating effect of self-control. Heliyon 2024; 10:e31322. [PMID: 38803874 PMCID: PMC11128988 DOI: 10.1016/j.heliyon.2024.e31322] [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: 02/17/2023] [Revised: 05/09/2024] [Accepted: 05/14/2024] [Indexed: 05/29/2024] Open
Abstract
College students are inevitably online and at risk of becoming addicted. Life history theory provides an explanatory framework for individual differences in Internet addiction, and childhood harshness and unpredictability may be important antecedents. However, it is unclear whether and how childhood harshness and/or unpredictability affect Internet addiction during college. In this study, we recruited 483 Chinese college students and assessed their childhood harshness, unpredictability, self-control, and Internet addiction. The results of path analysis showed that childhood unpredictability was positively associated with Internet addiction among college students and was partially mediated by self-control. The effect of harshness on Internet addiction showed a suppression effect, i.e., the direct effect of harshness on Internet addiction was negative and the indirect effect through self-control was positive. This suggests that the high risk of Internet addiction stems from harshness and unpredictability in childhood, but that the effects of these factors are independent and distinct. Self-control plays an important role in this process, but many internal mechanisms remain to be tested in future research.
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Affiliation(s)
- Wei Qi
- Department of Psychology, Zhejiang Sci-Tech University, Hangzhou, Zhejiang, China
| | - Xiang Liao
- Department of Psychology, Fudan University, Shanghai, China
| | - Dan Wang
- Department of Psychology, Zhejiang Sci-Tech University, Hangzhou, Zhejiang, China
| | - Jie Cai
- Department of Psychology, Zhejiang Sci-Tech University, Hangzhou, Zhejiang, China
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15
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Mao P, Cai Z, Chen B, Sun X. The association between problematic internet use and burnout: A three-level meta-analysis. J Affect Disord 2024; 352:321-332. [PMID: 38302068 DOI: 10.1016/j.jad.2024.01.240] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/26/2023] [Revised: 01/17/2024] [Accepted: 01/26/2024] [Indexed: 02/03/2024]
Abstract
BACKGROUND Burnout has received considerable attention in recent years because of the adverse consequences for people. Theoretical perspectives propose that problematic internet use is a significant potential risk for burnout. Despite a plethora of studies showing a positive association between problematic internet use and burnout, there remains a contentious debate regarding the extent and direction of this association. METHODS This study aims to perform a three-level meta-analysis to evaluate the strength of the relationship between problematic internet use and burnout through a quantitative synthesis of eligible studies published until April 2023. RESULTS A total of 42 studies with 54,121 participants and 103 effect sizes were identified. The results indicated a positive, moderate, and significant association between problematic internet use and burnout. Furthermore, the subgroup analysis found that this association was moderated by population, dimension of burnout, and the measure of burnout, however, some study features (i.e., region, type of problematic internet use, gender, and publication year) could not explain the heterogeneity across individual studies. LIMITATIONS Studies included in the current meta-analysis mainly used cross-sectional designs, which limited the potential to make inferences on the causal relationship between problematic internet use and burnout. CONCLUSIONS Individuals with problematic internet use have exhibited higher levels of burnout. Overall, these findings develop a deeper understanding of this association between problematic internet use and burnout and have implications for the direction of future research and interventions.
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Affiliation(s)
- Peipei Mao
- School of Psychology, Central China Normal University, Wuhan 430079, China; Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan 430079, China
| | - Zhihui Cai
- School of Psychology, Central China Normal University, Wuhan 430079, China; Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan 430079, China
| | - Bizhong Chen
- School of Psychology, Central China Normal University, Wuhan 430079, China; Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan 430079, China
| | - Xiaojun Sun
- School of Psychology, Central China Normal University, Wuhan 430079, China; Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan 430079, China; Beijing Normal University Collaboration Innovation Center, Central China Normal University Branch, Wuhan 430079, China.
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16
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Cho K, Kim M, Cho Y, Hur JW, Kim DH, Park S, Park S, Jang M, Lee CG, Kwon JS. Digital Phenotypes for Early Detection of Internet Gaming Disorder in Adolescent Students: Explorative Data-Driven Study. JMIR Ment Health 2024; 11:e50259. [PMID: 38683658 DOI: 10.2196/50259] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/18/2023] [Revised: 01/23/2024] [Accepted: 02/26/2024] [Indexed: 05/01/2024] Open
Abstract
BACKGROUND Limited awareness, social stigma, and access to mental health professionals hinder early detection and intervention of internet gaming disorder (IGD), which has emerged as a significant concern among young individuals. Prevalence estimates vary between 0.7% and 15.6%, and its recognition in the International Classification of Diseases, 11th Revision and Diagnostic and Statistical Manual of Mental Disorders, 5th Edition underscores its impact on academic functioning, social isolation, and mental health challenges. OBJECTIVE This study aimed to uncover digital phenotypes for the early detection of IGD among adolescents in learning settings. By leveraging sensor data collected from student tablets, the overarching objective is to incorporate these digital indicators into daily school activities to establish these markers as a mental health screening tool, facilitating the early identification and intervention for IGD cases. METHODS A total of 168 voluntary participants were engaged, consisting of 85 students with IGD and 83 students without IGD. There were 53% (89/168) female and 47% (79/168) male individuals, all within the age range of 13-14 years. The individual students learned their Korean literature and mathematics lessons on their personal tablets, with sensor data being automatically collected. Multiple regression with bootstrapping and multivariate ANOVA were used, prioritizing interpretability over predictability, for cross-validation purposes. RESULTS A negative correlation between IGD Scale (IGDS) scores and learning outcomes emerged (r166=-0.15; P=.047), suggesting that higher IGDS scores were associated with lower learning outcomes. Multiple regression identified 5 key indicators linked to IGD, explaining 23% of the IGDS score variance: stroke acceleration (β=.33; P<.001), time interval between keys (β=-0.26; P=.01), word spacing (β=-0.25; P<.001), deletion (β=-0.24; P<.001), and horizontal length of strokes (β=-0.21; P=.02). Multivariate ANOVA cross-validated these findings, revealing significant differences in digital phenotypes between potential IGD and non-IGD groups. The average effect size, measured by Cohen d, across the indicators was 0.40, indicating a moderate effect. Notable distinctions included faster stroke acceleration (Cohen d=0.68; P=<.001), reduced word spacing (Cohen d=.57; P=<.001), decreased deletion behavior (Cohen d=0.33; P=.04), and longer horizontal strokes (Cohen d=0.34; P=.03) in students with potential IGD compared to their counterparts without IGD. CONCLUSIONS The aggregated findings show a negative correlation between IGD and learning performance, highlighting the effectiveness of digital markers in detecting IGD. This underscores the importance of digital phenotyping in advancing mental health care within educational settings. As schools adopt a 1-device-per-student framework, digital phenotyping emerges as a promising early detection method for IGD. This shift could transform clinical approaches from reactive to proactive measures.
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Affiliation(s)
- Kwangsu Cho
- 3R Innovation Research Center, Seoul, Republic of Korea
| | - Minah Kim
- Department of Neuropsychiatry, Seoul National University Hospital, Seoul, Republic of Korea
- Department of Psychiatry, Seoul National University College of Medicine, Seoul, Republic of Korea
| | - Youngeun Cho
- Department of Artificial Intelligence, Hanyang University, Ansan, Republic of Korea
| | - Ji-Won Hur
- School of Psychology, Korea University, Seoul, Republic of Korea
| | - Do Hyung Kim
- Department of Computer Science and Engineering, Seoul National University, Seoul, Republic of Korea
| | | | - Sunghyun Park
- Department of Neuropsychiatry, Seoul National University Hospital, Seoul, Republic of Korea
| | - Moonyoung Jang
- Department of Neuropsychiatry, Seoul National University Hospital, Seoul, Republic of Korea
- Department of Psychiatry, Seoul National University College of Medicine, Seoul, Republic of Korea
| | - Chang-Gun Lee
- Department of Computer Science and Engineering, Seoul National University, Seoul, Republic of Korea
| | - Jun Soo Kwon
- Department of Neuropsychiatry, Seoul National University Hospital, Seoul, Republic of Korea
- Department of Psychiatry, Seoul National University College of Medicine, Seoul, Republic of Korea
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Samek DR, Crumly B, Akua BA, Dawson M, Duke-Marks A. Microaggressions, perceptions of campus climate, mental health, and alcohol use among first-year college students of color. JOURNAL OF RESEARCH ON ADOLESCENCE : THE OFFICIAL JOURNAL OF THE SOCIETY FOR RESEARCH ON ADOLESCENCE 2024; 34:96-113. [PMID: 37984497 DOI: 10.1111/jora.12897] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/06/2023] [Revised: 08/11/2023] [Accepted: 10/19/2023] [Indexed: 11/22/2023]
Abstract
Depressive and anxiety symptoms are increasingly common, and problematic alcohol use remains prevalent in college. To expand on prior research on mostly white samples, we surveyed first-year students of color from our predominately white university (Southeastern US) to identify risk factors for mental health symptoms and potentially co-occurring problematic alcohol use. Results showed significant associations between microaggressions and poor campus climate (hypothetical predictors) with depressive, anxiety, somatic symptoms (hypothetical outcomes) that were indirectly linked through perceived stress, poor sleep, and academic burnout (hypothetical mediators). Poor campus climate, academic burnout, and using alcohol to cope were the most relevant to alcohol use disorder symptoms. Results support efforts to address and reduce racial microaggressions and promote a positive campus climate for all.
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Affiliation(s)
- Diana R Samek
- Auburn University, Human Development and Family Science, Auburn, Alabama, USA
| | - Brianna Crumly
- Auburn University, Human Development and Family Science, Auburn, Alabama, USA
| | - Bruno Ache Akua
- Auburn University, Human Development and Family Science, Auburn, Alabama, USA
| | - Mary Dawson
- Auburn University, Human Development and Family Science, Auburn, Alabama, USA
| | - Adrienne Duke-Marks
- Auburn University, Human Development and Family Science, Auburn, Alabama, USA
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J. Gurjar Y, Nikita S, Himalay J, Margi J, Rajveersinh J, Abhishek J, Harsh H, Jaydip J. The Prevalence of Internet Gaming Disorder and its Associated Factors Among College Students in Saurashtra Region, Gujarat, India. ADDICTION & HEALTH 2024; 16:11-16. [PMID: 38651028 PMCID: PMC11032614 DOI: 10.34172/ahj.2024.1451] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 03/04/2023] [Accepted: 04/24/2023] [Indexed: 04/25/2024]
Abstract
Background Internet gaming has become popular in the last few decades; however, very few studies have been conducted on internet gaming in India. This study aimed to investigate internet gaming disorder (IGD), its prevalence, gaming behavior, and effects as well as multiple factors associated with its emergence among college students. Methods This cross-sectional study involved a group of 150 college students. Data were collected using a semi-structured questionnaire containing the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Statistical analysis was done using Jamovi software. Findings A total of 150 college student gamers were involved with a mean age of 18.69±0.10 years. The mean IGD score was 18.74 with a standard deviation of 0.53, while the median score was 18. The prevalence of IGD was 5.3% among the participants. The IGD prevalence was higher in male students and those whose mothers had a high school diploma or higher. Gamers who spent more than2 hours a day on games had significantly higher IGD scores (P<0.05). A significant association was also found between tingling/numbness in the hand while playing and physical pain with IGD (P<0.05). Conclusion Spending more time playing online games was significantly associated with a higher risk of IGD. One negative consequence of IGD is the development of physical health issues. It is important to raise awareness about the physical health consequences of excessive gaming among students, parents, institutions, and concerned authorities.
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Affiliation(s)
- Yamini J. Gurjar
- Department of Community medicine, Shantbaa medical College & general Hospital, Amreli, India
| | - Savani Nikita
- Department of Community medicine, Swaminarayan Institue of medical Sciences and Research, kalol, Gandhinagar, India
| | - Joshi Himalay
- Shantbaa medical College & general Hospital, Amreli, India
| | - Jani Margi
- Shantbaa medical College & general Hospital, Amreli, India
| | | | - Jani Abhishek
- Shantbaa medical College & general Hospital, Amreli, India
| | - Hirpara Harsh
- Shantbaa medical College & general Hospital, Amreli, India
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Selvam IJ. Cardiology and Neurophysiological Stimulation of Internet Gaming Disorders: A Systematic Review. Curr Cardiol Rev 2024; 20:e210624231164. [PMID: 38910426 PMCID: PMC11337613 DOI: 10.2174/011573403x295560240530104352] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/28/2023] [Revised: 03/19/2024] [Accepted: 03/27/2024] [Indexed: 06/25/2024] Open
Abstract
BACKGROUND Internet Gaming Disorder (IGD) is recognized as a mental health condition associated with excessive video gaming, leading to functional impairments. The inclusion of IGD in the DSM-5 has underscored the importance of comprehensively understanding its physiological and psychological effects. OBJECTIVE This systematic review aims to analyze and synthesize existing literature on the cardiophysiological and neurophysiological activities of individuals diagnosed with IGD, with a focus on identifying patterns, trends, and implications for clinical practice and future research. METHODS A systematic search was conducted in PubMed and Scopus databases to identify relevant studies published up to 2023. The search strategy included terms related to IGD, cardiophysiology, neurophysiology, and relevant measurement techniques. Inclusion criteria encompassed peer-reviewed research articles and clinical trials examining cardiophysiological (e.g., heart rate variability, blood pressure) and neurophysiological (e.g., brain imaging, electroencephalography) parameters in individuals with IGD. Exclusion criteria were applied to ensure methodological rigor and relevance to the research question. RESULTS The initial search yielded 1320 papers related to IGD, of which twenty studies met the eligibility criteria and were included in the review. Data extraction and synthesis focused on key cardiophysiological and neurophysiological outcomes observed in individuals with IGD compared to healthy controls. Findings revealed decreased Heart Rate Variability (HRV), increased sympathetic activity, and executive control deficits in IGD individuals based on Electrocardiogram (ECG) recordings and cognitive assessments. Neuroimaging studies demonstrated heightened brain activation in the lateral and prefrontal cortex, altered reward processing, and impulse control mechanisms among IGD subjects. Gender-specific differences were noted, with males exhibiting distinct thalamic activation striatum and decreased Regional Homogeneity (ReHo) in the right Posterior Cingulate (rPCC) compared to females. DISCUSSION The synthesized evidence indicates a complex interplay between excessive gaming and cardiophysiological/neurophysiological changes, highlighting the need for multidimensional assessments in diagnosing and managing IGD. Implications for clinical practice include early detection using ECG, EEG, and advanced neuroimaging techniques, as well as personalized interventions tailored to individual characteristics and gender-specific differences. CONCLUSION This systematic review provides a comprehensive overview of the cardiophysiological and neurophysiological activities associated with Internet Gaming Disorder. The findings underscore the need for further research to elucidate underlying mechanisms, develop standardized diagnostic protocols, and optimize targeted interventions for individuals with IGD.
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Affiliation(s)
- Immaculate Joy Selvam
- Department of Electronics and Communication Engineering, Saveetha Engineering College, Thandalam, Chennai, India
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Labrador M, Sánchez-Iglesias I, Bernaldo-de-Quirós M, Estupiñá FJ, Fernandez-Arias I, Vallejo-Achón M, Labrador FJ. Video Game Playing and Internet Gaming Disorder: A Profile of Young Adolescents. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:7155. [PMID: 38131707 PMCID: PMC10742736 DOI: 10.3390/ijerph20247155] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/30/2023] [Revised: 12/03/2023] [Accepted: 12/06/2023] [Indexed: 12/23/2023]
Abstract
In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between "normal" and "problematic" video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.
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Affiliation(s)
- Marta Labrador
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Iván Sánchez-Iglesias
- Department of Psychobiology & Behavioral Sciences Methods, Complutense University of Madrid, 28223 Madrid, Spain
| | - Mónica Bernaldo-de-Quirós
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Francisco J. Estupiñá
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Ignacio Fernandez-Arias
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Marina Vallejo-Achón
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
| | - Francisco J. Labrador
- Department of Personality, Assessment and Clinical Psychology, Complutense University of Madrid, 28223 Madrid, Spain; (M.L.); (M.B.-d.-Q.); (F.J.E.); (I.F.-A.); (M.V.-A.); (F.J.L.)
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Hong SJ, Lee D, Park J, Kim T, Jung YC, Shon YM, Kim IY. Severity identification for internet gaming disorder using heart rate variability reactivity for gaming cues: a deep learning approach. Front Psychiatry 2023; 14:1231045. [PMID: 38025469 PMCID: PMC10662324 DOI: 10.3389/fpsyt.2023.1231045] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/29/2023] [Accepted: 10/23/2023] [Indexed: 12/01/2023] Open
Abstract
Background The diminished executive control along with cue-reactivity has been suggested to play an important role in addiction. Hear rate variability (HRV), which is related to the autonomic nervous system, is a useful biomarker that can reflect cognitive-emotional responses to stimuli. In this study, Internet gaming disorder (IGD) subjects' autonomic response to gaming-related cues was evaluated by measuring HRV changes in exposure to gaming situation. We investigated whether this HRV reactivity can significantly classify the categorical classification according to the severity of IGD. Methods The present study included 70 subjects and classified them into 4 classes (normal, mild, moderate and severe) according to their IGD severity. We measured HRV for 5 min after the start of their preferred Internet game to reflect the autonomic response upon exposure to gaming. The neural parameters of deep learning model were trained using time-frequency parameters of HRV. Using the Class Activation Mapping (CAM) algorithm, we analyzed whether the deep learning model could predict the severity classification of IGD and which areas of the time-frequency series were mainly involved. Results The trained deep learning model showed an accuracy of 95.10% and F-1 scores of 0.995 (normal), 0.994 (mild), 0.995 (moderate), and 0.999 (severe) for the four classes of IGD severity classification. As a result of checking the input of the deep learning model using the CAM algorithm, the high frequency (HF)-HRV was related to the severity classification of IGD. In the case of severe IGD, low frequency (LF)-HRV as well as HF-HRV were identified as regions of interest in the deep learning model. Conclusion In a deep learning model using the time-frequency HRV data, a significant predictor of IGD severity classification was parasympathetic tone reactivity when exposed to gaming situations. The reactivity of the sympathetic tone for the gaming situation could predict only the severe group of IGD. This study suggests that the autonomic response to the game-related cues can reflect the addiction status to the game.
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Affiliation(s)
- Sung Jun Hong
- Biomedical Engineering Research Center, Samsung Medical Center, Seoul, Republic of Korea
| | - Deokjong Lee
- Department of Psychiatry, Yongin Severance Hospital, Yonsei University College of Medicine, Yongin, Republic of Korea
- Institute of Behavioral Sciences in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Jinsick Park
- Division of Research Planning, Mental Health Research Institute, National Center for Mental Health, Seoul, Republic of Korea
| | - Taekyung Kim
- Biomedical Engineering Research Center, Samsung Medical Center, Seoul, Republic of Korea
- Department of Medical Device Management and Research, Samsung Advanced Institute for Health Science and Technology, Sungkyunkwan University, Seoul, Republic of Korea
| | - Young-Chul Jung
- Institute of Behavioral Sciences in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea
- Department of Psychiatry, Yonsei University College of Medicine, Seoul, Republic of Korea
- Institute for Innovation in Digital Healthcare, Yonsei University, Seoul, Republic of Korea
| | - Young-Min Shon
- Biomedical Engineering Research Center, Samsung Medical Center, Seoul, Republic of Korea
- Department of Medical Device Management and Research, Samsung Advanced Institute for Health Science and Technology, Sungkyunkwan University, Seoul, Republic of Korea
- Department of Neurology, Samsung Medical Center, Sungkyunkwan University School of Medicine, Seoul, Republic of Korea
| | - In Young Kim
- Department of Biomedical Engineering, Graduate School of Biomedical Science and Engineering, Hanyang University, Seoul, Republic of Korea
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22
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Limone P, Ragni B, Toto GA. The epidemiology and effects of video game addiction: A systematic review and meta-analysis. Acta Psychol (Amst) 2023; 241:104047. [PMID: 37897856 DOI: 10.1016/j.actpsy.2023.104047] [Citation(s) in RCA: 13] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/30/2022] [Revised: 09/21/2023] [Accepted: 09/30/2023] [Indexed: 10/30/2023] Open
Abstract
With the increasing popularity and accessibility of video games, the public concern about their effects - positive and negative - has also increased. In this regard, this systematic review sought to identify and thematically analyze recent studies (in the last five years) and report on video games' epidemiological characteristics and outcomes. A systematic database search was done on ScienceDirect, APA PsycINFO, Emerald, and Scopus databases for articles published from January 1, 2017, to April 1, 2022. The Meta XL software - an add-in for Microsoft Excel - was used to calculate the pooled prevalence level of video game addiction. The database search yielded a total of 693 non-duplicate articles. After applying the inclusion and exclusion criteria, 27 articles were selected to be included in the systematic review. Along with this, 12 articles were considered for the final meta-analysis. The pooled prevalence level of gaming addiction was 5.0 % (95 % CI, 2.1-8.8 %). The I2 value was 99.297 with a p-value of 0.000. The factors that accompanied addictive video gaming were psychological, social, and personal. An addictive gaming behavior was characterized by spending an above-average time on gaming, doing most of the gaming online, and gaming activities interfering with sleep patterns. Some predictors of addictive gaming were emotional dependence, social detachment, increased gaming time, preference for playing online than offline, and increased emotional and psychological stress. Engaging in addictive gaming led to adverse outcomes such as lower academic scores, depression, and anxiety, as well as decreased self-esteem, life satisfaction, and social support. From the collected findings it could be concluded that extreme playing of video games can be classified as addictive. Following the identification of risk factors, appropriate corrective or interventional measures should be developed and applied coherently to newer statistical data.
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Affiliation(s)
- Pierpaolo Limone
- Learning Science Hub, Department of Human Sciences, University of Foggia, Italy.
| | - Benedetta Ragni
- Learning Science Hub, Department of Human Sciences, University of Foggia, Italy.
| | - Giusi Antonia Toto
- Learning Science Hub, Department of Human Sciences, University of Foggia, Italy.
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23
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Mestre-Bach G, Potenza MN. Neuroimaging correlates of internet gaming disorder: Can we achieve the promise of translating understandings of brain functioning into clinical advances? CANADIAN JOURNAL OF ADDICTION 2023; 14:7-17. [PMID: 38371925 PMCID: PMC10871672 DOI: 10.1097/cxa.0000000000000178] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/20/2024]
Abstract
Objectives Here we aimed to consider the neural factors associated with internet gaming disorder (IGD), as well as the associations between these factors and existing treatments for the disorder. Methods A narrative review was conducted. Results Pharmacological as well as psychological treatments for IGD may be associated with specific changes in multiple brain areas and circuits. In particular, fronto-striatal and subcortical regions and pathways appear relevant to IGD and its treatment. Conclusions Neuroimaging holds promise for identifying specific mechanisms underlying IGD interventions. However, to date, firm conclusions are difficult to draw and more research examining neural mechanisms of empirically supported treatments for IGD is needed.
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Affiliation(s)
| | - Marc N. Potenza
- Department of Psychiatry, Yale University School of Medicine, New Haven, CT, USA
- Connecticut Mental Health Center, New Haven, CT, USA
- Connecticut Council on Problem Gambling, Wethersfield, CT, USA
- Wu Tsai Institute, Yale University, New Haven, CT, USA
- Yale Child Study Center, Yale University School of Medicine, New Haven, CT, USA
- Department of Neuroscience, Yale University School of Medicine, New Haven, CT, USA
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Chang RS, Lee M, Im JJ, Choi KH, Kim J, Chey J, Shin SH, Ahn WY. Biopsychosocial factors of gaming disorder: a systematic review employing screening tools with well-defined psychometric properties. Front Psychiatry 2023; 14:1200230. [PMID: 37533885 PMCID: PMC10390702 DOI: 10.3389/fpsyt.2023.1200230] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/04/2023] [Accepted: 06/21/2023] [Indexed: 08/04/2023] Open
Abstract
Background and aims Considering the growing number of gamers worldwide and increasing public concerns regarding the negative consequences of problematic gaming, the aim of the present systematic review was to provide a comprehensive overview of gaming disorder (GD) by identifying empirical studies that investigate biological, psychological, and social factors of GD using screening tools with well-defined psychometric properties. Materials and methods A systematic literature search was conducted through PsycINFO, PubMed, RISS, and KISS, and papers published up to January 2022 were included. Studies were screened based on the GD diagnostic tool usage, and only five scales with well-established psychometric properties were included. A total of 93 studies were included in the synthesis, and the results were classified into three groups based on biological, psychological, and social factors. Results Biological factors (n = 8) included reward, self-concept, brain structure, and functional connectivity. Psychological factors (n = 67) included psychiatric symptoms, psychological health, emotion regulation, personality traits, and other dimensions. Social factors (n = 29) included family, social interaction, culture, school, and social support. Discussion When the excess amount of assessment tools with varying psychometric properties were controlled for, mixed results were observed with regards to impulsivity, social relations, and family-related factors, and some domains suffered from a lack of study results to confirm any relevant patterns. Conclusion More longitudinal and neurobiological studies, consensus on a diagnostic tool with well-defined psychometric properties, and an in-depth understanding of gaming-related factors should be established to settle the debate regarding psychometric weaknesses of the current diagnostic system and for GD to gain greater legitimacy in the field of behavioral addiction.
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Affiliation(s)
- Rose Seoyoung Chang
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Minju Lee
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Jooyeon Jamie Im
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Kee-Hong Choi
- School of Psychology, Korea University, Seoul, Republic of Korea
| | - Jueun Kim
- Department of Psychology, Chungnam National University, Daejeon, Republic of Korea
| | - Jeanyung Chey
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
| | - Suk-Ho Shin
- Department of Child and Adolescent Psychiatry, Dr. Shin’s Neuropsychiatric Clinic, Seoul, Republic of Korea
| | - Woo-Young Ahn
- Department of Psychology, Seoul National University, Seoul, Republic of Korea
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Saini N, Hodgins DC. Investigating gaming structural features associated with gaming disorder and proposing a revised taxonomical model: A scoping review. J Behav Addict 2023; 12:352-374. [PMID: 37256740 PMCID: PMC10316166 DOI: 10.1556/2006.2023.00019] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/30/2022] [Revised: 02/18/2023] [Accepted: 04/30/2023] [Indexed: 06/02/2023] Open
Abstract
Background and aims Gaming disorder (GD) is a mental health concern that has been heavily contested by experts. This scoping review synthesizes the literature to identify the structural features of video game design that can contribute to GD. Furthermore, a taxonomy of the structural features implicated with GD is proposed, revised from earlier work. Methods Seven databases, in addition to Google Scholar, were searched. Peer-reviewed studies were included if they assessed a link between gaming structural characteristics and GD or a proxy. The final pool included 105 articles. Results Avatar creation and customizability, multiplayer characteristics, and reward and punishment features were highly represented in the literature. There was no evidence for three categories in the original taxonomy: support network features, sexual content, and explicit language. Furthermore, structural feature sub-categories emerged that were absent from the previous taxonomy, such as general socialization features, type of virtual world, and in-game currency. Manipulation and control features and presentation features were less represented than social features, narrative and identity features, and reward and punishment features. The reviewers propose two broad classes of addictive gaming structural features: 'features enhancing in-game immersion and realism' and 'gambling-like features'. Discussion and conclusions Numerous studies found a relationship between social, narrative and identity, and reward and punishment structural characteristics with GD. Two broad classes of gaming structural features were associated with addiction. The first, 'features enhancing in-game immersion and realism,' including social gameplay, avatar creation, storytelling, and graphics/sound. The second, 'gambling-like features,' included different mechanisms of rewards-and-punishment.
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Affiliation(s)
- Nirav Saini
- Department of Psychology, University of Calgary, Canada
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26
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Almutairi TA, Almutairi KS, Ragab KM, Nourelden AZ, Assar A, Matar S, Rashid HH, Elsayed M, Fathallah AH, Spitzer M, Schönfeldt-Lecuona C, Collaboration Team. Prevalence of Internet gaming disorder and its association with psychiatric comorbidities among a sample of adults in three Arab countries. MIDDLE EAST CURRENT PSYCHIATRY 2023. [DOI: 10.1186/s43045-023-00280-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/25/2023] Open
Abstract
Abstract
Background
As Internet gaming became publicly available over the past 25 years, Internet gaming disorder emerged as a new diagnostic entity and became established in psychiatric diagnostic systems as a form of addiction. Given the recency of its advent, reliable data on the epidemiology and psychiatric comorbidity of this disorder in specific geographic regions are scarce and dearly needed for appropriate treatment.
Results
A total sample of number = 1332 participants completed the questionnaire. Four-hundred twenty-three of them were gamers; in this cohort, the prevalence of Internet gaming disorder was 6.1%. A strong association between Internet gaming and several psychiatric disorders (attention deficit, hyperactivity, depression, and anxiety) was found.
Conclusions
Internet gaming disorder is frequent in adults from Arab countries. It is associated with psychiatric comorbidities in this current sample; the nature of this association needs to be properly investigated.
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Li S, Wu Z, Zhang Y, Xu M, Wang X, Ma X. Internet gaming disorder and aggression: A meta-analysis of teenagers and young adults. Front Public Health 2023; 11:1111889. [PMID: 37089492 PMCID: PMC10115996 DOI: 10.3389/fpubh.2023.1111889] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Accepted: 03/13/2023] [Indexed: 04/25/2023] Open
Abstract
Background and aims Internet gaming disorder (IGD) and aggression (AG) are widespread phenomena around the world. Numerous studies have explored the relationship between the two but findings from such studies are inconsistent. The meta-analysis aimed to evaluate the relationship between IGD and AG as well as identify the variables moderating the relationship. Method Studies investigating the relationship between IGD and AG were searched using selected terms to identify studies published from 1999 to 2022 on CNKI, Wanfang Data, Chongqing VIP Information Co., Ltd. (VIP), Baidu scholar, ProQuest dissertations, Taylor & Francis, Springer, Web of Science, Google Scholar, Elsevier Science (Science Direct), EBSCO, and PsycINFO. The identified studies were pooled and analyzed. Results A total of 30 samples comprising 20,790 subjects were identified. Results showed that there was a moderate relationship between IGD and AG (r = 0.300, 95%CI [0.246, 0.353]). Moderator analysis revealed that the relationship between IGD and AG was moderated by the region, age, and survey year. Conclusion This meta-analysis indicated that people with a higher level of IGD might show more aggression, and people with more aggression might have a higher level of IGD. The correlation coefficient between IGD and AG was significantly higher in Asia than in Europe, higher in primary school than in middle school and university, and higher by increasing year. Overall, our findings provide a basis for developing prevention and intervention strategies against IGD and AG. Systematic review registration https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42022375267, 42022375267.
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Affiliation(s)
- Shunyu Li
- Center for Higher Education Development Research in Xinjiang, Xinjiang Normal University, Ürümqi, Xinjiang, China
| | - Zhili Wu
- Center for Higher Education Development Research in Xinjiang, Xinjiang Normal University, Ürümqi, Xinjiang, China
| | - Yuxuan Zhang
- Department of Social and Behavioural Sciences, City University of Hong Kong, Kowloon, Hong Kong SAR, China
- *Correspondence: Yuxuan Zhang,
| | - Mengmeng Xu
- Center for Higher Education Development Research in Xinjiang, Xinjiang Normal University, Ürümqi, Xinjiang, China
| | - Xiaotong Wang
- School of Education, Liaoning Normal University, Dalian, Liaoning, China
| | - Xiaonan Ma
- Center for Higher Education Development Research in Xinjiang, Xinjiang Normal University, Ürümqi, Xinjiang, China
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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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Finserås TR, Sivertsen B, Pallesen S, Leino T, Mentzoni RA, Skogen JC. Different Typologies of Gamers Are Associated with Mental Health: Are Students DOOMed? INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15058. [PMID: 36429777 PMCID: PMC9690902 DOI: 10.3390/ijerph192215058] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/18/2022] [Revised: 11/11/2022] [Accepted: 11/12/2022] [Indexed: 06/16/2023]
Abstract
(1) Background: The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) led to a rapid development of assessment instruments based on the suggested diagnosis. However, previous studies suggest that some of the symptoms in the diagnosis reflect engagement in gaming rather than a disorder or addiction. The aim of the present cross-sectional study was to investigate mental health associations with different typologies of gamers. (2) Methods: Data stemmed from a large national survey of students (SHoT2022) that was conducted between February and April 2022 (N = 59,544). Participants were categorized into non-gamers, recreational gamers, engaged gamers, problematic gamers, and addicted gamers. Logistic regression models adjusted for age were analyzed with and without gender-stratification for mental distress and life satisfaction as dependent variables across gaming categories. (3) Results: The proportion reporting case-level mental distress was lower for recreational gamers compared to non-gamers, indicating fewer mental health problems for recreational gamers. However, after stratifying the analysis by gender, female recreational gamers had higher levels of mental distress compared to female non-gamers, reflecting Simpson's paradox. (4) Conclusions: Future studies investigating mental health and gaming should include a gender perspective.
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Affiliation(s)
- Turi Reiten Finserås
- Department of Health Promotion, Norwegian Institute of Public Health, 5015 Bergen, Norway
| | - Børge Sivertsen
- Department of Health Promotion, Norwegian Institute of Public Health, 5015 Bergen, Norway
- Department of Research and Innovation, Helse Fonna HF, 5525 Haugesund, Norway
- Department of Mental Health, Norwegian University of Science and Technology, 7034 Trondheim, Norway
| | - Ståle Pallesen
- Department of Psychosocial Science, University of Bergen, 5015 Bergen, Norway
- Norwegian Competence Center for Gambling and Gaming Research, University of Bergen, 5015 Bergen, Norway
| | - Tony Leino
- Department of Health Promotion, Norwegian Institute of Public Health, 5015 Bergen, Norway
| | - Rune Aune Mentzoni
- Department of Psychosocial Science, University of Bergen, 5015 Bergen, Norway
- Norwegian Competence Center for Gambling and Gaming Research, University of Bergen, 5015 Bergen, Norway
| | - Jens Christoffer Skogen
- Department of Health Promotion, Norwegian Institute of Public Health, 5015 Bergen, Norway
- Centre for Evaluation of Public Health Measures, Norwegian Institute of Public Health, 0473 Oslo, Norway
- Alcohol and Drug Research Western Norway, Stavanger University Hospital, 4068 Stavanger, Norway
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30
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Byeon G, Jo SJ, Park JI, Jeong H, Lee HK, Yim HW. Risk factors and outcomes of internet gaming disorder identified in Korean prospective adolescent cohort study. J Behav Addict 2022; 11:1035-1043. [PMID: 36194504 PMCID: PMC9881665 DOI: 10.1556/2006.2022.00071] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/18/2021] [Revised: 08/12/2022] [Accepted: 09/02/2022] [Indexed: 12/31/2022] Open
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD) is known to cause various psychological and physical complications. Through data collected from an adolescent prospective longitudinal cohort, we examined how IGD is related to lifestyle and physical symptoms, as well as the temporal relationship between them. METHODS This study was conducted as part of iCURE (Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence) in Korea between 2015 and 2019. Sleep and physical activity time, dry eye symptoms, musculoskeletal pain, and near-miss accidents were measured at baseline and followed-up after one year. IGD risk was evaluated using the Internet Game Use - Elicited Symptom Screen (IGUESS). The association between IGD risk and measured variables was analyzed, both at baseline and at follow-up after one year. RESULTS At baseline, the IGD risk group had significantly less physical activity time and sleep time and had more dry eye symptoms, musculoskeletal pain, and near-miss accidents than the IGD non-risk group. Additionally, in the IGD risk group at baseline, dry eye symptoms, musculoskeletal pain, and near-miss accidents occurred significantly more after one year of follow-up. DISCUSSION AND CONCLUSION The results of this study show that IGD is a significant risk factor that increases the probability of physical disease and trauma in adolescents. Therefore, interventions aimed at reducing IGD risk and protecting the physical and mental health of adolescents are imperative.
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Affiliation(s)
- Gihwan Byeon
- Department of Psychiatry, Kangwon National University Hospital, Chuncheon, Korea
| | - Sun-Jin Jo
- Department of Prevention Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Jong-Ik Park
- Department of Psychiatry, Kangwon National University Hospital, Chuncheon, Korea,Department of Psychiatry, Kangwon National University School of Medicine, Chuncheon, Korea
| | - Hyunsuk Jeong
- Department of Prevention Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hae Kook Lee
- Department of Psychiatry, College of Medicine, The Catholic University of Korea, Uijeongbu St. Mary's Hospital, Uijeongbu, Korea
| | - Hyeon Woo Yim
- Department of Prevention Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea,Corresponding author. E-mail:
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Kandeğer A, Egilmez Ü. Dissociative Absorption May Contribute to Internet Gaming Disorder Independent of Childhood Trauma and ADHD Symptoms Among Male University Students. Eurasian J Med 2022; 54:259-263. [PMID: 35950830 PMCID: PMC9797747 DOI: 10.5152/eurasianjmed.2021.21179] [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] [Indexed: 01/05/2023] Open
Abstract
OBJECTIVE We aimed to investigate the relationship between childhood trauma, dissociative experiences, and internet gaming disorder in male university students with probable attention-deficit hyperactivity disorder determined by both childhood and current attention-deficit hyperactivity disorder symptoms. MATERIALS AND METHODS Volunteers were 376 university students who completed a test battery that included a sociodemographic form as well as the Adult ADHD Severity Rating Scale, Wender Utah Rating Scale, Childhood Trauma Questionnaire, Dissociative Experiences Scale, Somatoform Dissociation Questionnaire, and Internet Gaming Disorder Scale-Short Form. Volunteers were divided into 2 groups as with and without probable attention-deficit hyperactivity disorder D based on both childhood and current attentiondeficit hyperactivity disorder symptoms. RESULTS Childhood Trauma Questionnaire (t=-3.94; P < .01), Dissociative Experiences Scale (t=-5.97; P < .01), Somatoform Dissociation Questionnaire (t=-3.80; P < .01), and Internet Gaming Disorder Scale-Short Form (t=-5.21; P < .01) scores were significantly higher in the group with probable attentiondeficit hyperactivity disorder than in those without. Two different hierarchical regression analysis models in which internet gaming disorder scores were dependent variables showed that dissociative experiences in first model (β=0.15, t=2.28, P = .023) and dissociative absorption in second model (β=0.22, t=2.76, P = .006) were associated with internet gaming disorder after controlling for childhood trauma and attentiondeficit hyperactivity disorder symptoms. CONCLUSION Dissociative absorption may contribute to internet gaming disorder independent of childhood trauma and attention-deficit hyperactivity disorder symptoms, however further studies are needed to investigate this claim.
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Affiliation(s)
- Ali Kandeğer
- Department of Psychiatry, Selçuk University Faculty of Medicine, Konya, Turkey,Corresponding author: Ali Kandeğer E-mail:
| | - Ümran Egilmez
- Department of Psychiatry, Niğde Ömer Halisdemir University Training and Research Hospital, Niğde, Turkey
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Wang L, Zheng H, Wang M, Chen S, Du X, Dong GH. Sex differences in neural substrates of risk taking: Implications for sex-specific vulnerabilities to internet gaming disorder. J Behav Addict 2022; 11:778-795. [PMID: 36053718 PMCID: PMC9872542 DOI: 10.1556/2006.2022.00057] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/11/2021] [Revised: 06/15/2022] [Accepted: 07/20/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS Sex differences in internet gaming disorder (IGD) remain unknown. Investigating sex-specific neural features that underlie the core risk factor (i.e., risk-taking) of IGD would help in understanding sex-specific vulnerabilities to IGD and advance sex-specific treatments and prevention for IGD. METHODS 111 participants (28 IGD males, 27 IGD females, 26 recreational game user (RGU) males, 30 RGU females) completed a probability discounting task during fMRI scanning. RESULTS First, among RGUs, males showed a higher risk-taking tendency and greater neural activation associated with risk/value evaluation for reward (the ventromedial prefrontal cortex (vmPFC), anterior cingulate cortex (ACC), left putamen) and smaller activation associated with cognitive control (the inferior frontal gyrus) than females during the contrast of risky-safe choices. Moreover, males showed a greater modulatory effect of risky choices on the connection from the vmPFC/ACC to the left putamen than females. Second, IGD males showed decreased activation in the vmPFC/ACC and left putamen compared to RGU males, whereas this decrease did not exist in IGD females. DISCUSSION Males show a higher risk-taking tendency than females. Altered neural substrates associated with risky decision-making exist in IGD males but not in IGD females. CONCLUSIONS The present findings fill the gap in information on the behavioral and neural substrates underlying IGD among females and demonstrate that a high risk-taking tendency is a risk factor and core symptom only in IGD males but not in IGD females. It is necessary to design and adopt distinct treatments and prevention strategies for IGD in males and females.
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Affiliation(s)
- Lingxiao Wang
- Centre for Cognition and Brain disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China,Institute of Psychological Science, Hangzhou Normal University, Hangzhou, Zhejiang Province, China,Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China,Corresponding author. E-mail:
| | - Hui Zheng
- Shanghai Key Laboratory of Psychotic Disorders, Shanghai Mental Health Center, Shanghai Jiaotong University School of Medicine, Shanghai, China
| | - Min Wang
- Centre for Cognition and Brain disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China,Institute of Psychological Science, Hangzhou Normal University, Hangzhou, Zhejiang Province, China,Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China
| | - Shuaiyu Chen
- Centre for Cognition and Brain disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China,Institute of Psychological Science, Hangzhou Normal University, Hangzhou, Zhejiang Province, China,Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China
| | - Xiaoxia Du
- School of Psychology, Shanghai University of Sport, Shanghai, China
| | - Guang-Heng Dong
- Centre for Cognition and Brain disorders, The Affiliated Hospital of Hangzhou Normal University, Hangzhou, Zhejiang Province, China,Institute of Psychological Science, Hangzhou Normal University, Hangzhou, Zhejiang Province, China,Zhejiang Key Laboratory for Research in Assessment of Cognitive Impairments, Hangzhou, Zhejiang Province, China,Corresponding author. E-mail:
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Dou K, Feng XK, Wang LX, Li JB. Longitudinal association between parental involvement and internet gaming disorder among Chinese adolescents: Consideration of future consequences as a mediator and peer victimization as a moderator. J Behav Addict 2022; 11:820-830. [PMID: 35994364 PMCID: PMC9872523 DOI: 10.1556/2006.2022.00056] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/04/2022] [Revised: 05/16/2022] [Accepted: 07/19/2022] [Indexed: 02/03/2023] Open
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD) in adolescents is a concerning issue. Positive parenting has been found to protect against adolescent IGD, but the underlying mechanisms await further investigation. As such, this study examined the longitudinal association between parental involvement (PI) - a specific type of positive parenting understudied in the literature of adolescent gaming disorder - and IGD. Moreover, this study also tested consideration of future consequences (CFC) as a mediator and peer victimization (PV) as a moderator. METHODS A two-wave longitudinal research spanning 6 months apart was conducted. Participants were Chinese adolescents (final N = 434; 222 females; Mage = 14.44 years, SD = 1.56). They provided ratings on PI, PV, and IGD at Wave 1, and CFC-immediate, CFC-future, and IGD at Wave 2. RESULTS Descriptive statistics showed that the prevalence rate of IGD was 10.81% and 9.45% at Waves 1 and 2, respectively. Moreover, results of moderated mediation model found that after controlling for Wave 1 IGD and covariates, Wave 1 PI was associated with Wave 2 IGD via preventing adolescents who had higher levels of PV from developing a tendence of CFC-immediate and via promoting adolescents who had lower levels of PV to develop a tendence of CFC-future. DISCUSSION AND CONCLUSIONS Altogether, these results suggest that facilitative ecological systems (e.g., positive parenting and good relationships with peers) and personal strengths (e.g., positive future orientation) jointly contribute to the mitigation of adolescent IGD.
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Affiliation(s)
- Kai Dou
- Research Center of Adolescent Psychology and Behavior, School of Education, Guangzhou University, Guangzhou, China
| | - Xue-Ke Feng
- Research Center of Adolescent Psychology and Behavior, School of Education, Guangzhou University, Guangzhou, China
| | - Lin-Xin Wang
- Research Center of Adolescent Psychology and Behavior, School of Education, Guangzhou University, Guangzhou, China
| | - Jian-Bin Li
- Department of Early Childhood Education, The Education University of Hong Kong, Hong Kong S.A.R., China,Center for Child and Family Science, The Education University of Hong Kong, Hong Kong S.A.R., China,Corresponding author. E-mail:
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Sharma MK, Anand N, Tadpatrikar A, Marimuthu P, Narayanan G. Effectiveness of multimodal psychotherapeutic intervention for internet gaming disorder. Psychiatry Res 2022; 314:114633. [PMID: 35671563 DOI: 10.1016/j.psychres.2022.114633] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/08/2021] [Revised: 05/11/2022] [Accepted: 05/12/2022] [Indexed: 11/18/2022]
Abstract
BACKGROUND Large number of studies on Internet gaming disorder (IGD) have primarily focused on ascertaining its psychological correlates. Few studies have focused on developing and assessing effectiveness of multimodal psychotherapeutic intervention programs. This intervention focused on minimizing salience, pre-occupation, conflict related to gaming and enhancing the overall quality of life, inclusive of psychological health, physical health, and environmental problems in individuals with IGD. At present, there appear to be no such studies in the Indian context. METHODS In this study, we developed and assessed the effectiveness of an intervention manual for IGD. The intervention program consisted of ten 60-minutes sessions with one therapist administering sessions once in each week. The interventions included motivational enhancement strategies, cognitive restructuring, behavioral strategies and relapse prevention. The outcomes from intervention were measured in terms of improvement in IGD, IAT, and overall quality of life. Our assessments, both at baseline and post-intervention consisted of Internet Addiction Test (IAT), Internet Gaming Disorder Test (IGD-20) and the Whoqol-Bref. A total sample of 40 was selected out of which 33 individuals completed the 10 sessions of multimodal psychotherapy program and post assessments. RESULTS A total of 40 participants (age: M = 20.25, SD = 5.39) enrolled, out of which 33 completed the entire intervention program of 10 sessions and showed significant improvements. The IAT and IGD-20 showed significant difference in the scores for before treatment (M = 52.88, SD = 16.25) and after treatment (M = 42.87, SD = 11.31; t (32) = 5.10, p = 0.000) conditions; and right before treatment (M = 56.88, SD = 19.25) and after treatment (M = 47.87, SD = 15.31; t (32) = 6.94, p = 0.000) conditions respectively. The internet addiction and internet gaming disorder scores showed a similar degree of severity reductions on the IAT and IGD-20 respectively at the end of week 8. In addition, the participants showed significant improvements in the quality of life inclusive of physical and psychological health post the completion of intervention program. LIMITATIONS The sample size of the study was small and assessments for evaluation of other psychological symptoms like depression, anxiety could have been conducted. CONCLUSION The intervention program indicated a substantial change in the IGD scores at post- assessment. A study on a larger sample to assess the validity of the manualized multimodal psychotherapy program for IGD needs to be conducted. In addition, this manualized intervention program can be useful for administering structured intervention for IGD by mental health professionals working in the area of internet gaming disorder.
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Affiliation(s)
- Manoj Kumar Sharma
- SHUT Clinic (Service for Healthy Use of Technology), NIMHANS Centre for WellBeing, National Institute of Mental Health & Neuro Sciences (NIMHANS), Bengaluru, Karnataka, India; Department of Clinical Psychology, National Institute of Mental Health & Neuro Sciences (NIMHANS), Bengaluru, Karnataka, India.
| | - Nitin Anand
- Department of Clinical Psychology, National Institute of Mental Health & Neuro Sciences (NIMHANS), Bengaluru, Karnataka, India
| | - Ashwini Tadpatrikar
- Department of Clinical Psychology, National Institute of Mental Health & Neuro Sciences (NIMHANS), Bengaluru, Karnataka, India
| | - Palaniappan Marimuthu
- Department of Biostatistics, National Institute of Mental Health & Neuro Sciences (NIMHANS), Bengaluru, Karnataka,India
| | - Gitanjali Narayanan
- Department of Clinical Psychology, National Institute of Mental Health & Neuro Sciences (NIMHANS), Bengaluru, Karnataka, India
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A Longitudinal Study on the Effects of Parental Anxiety on Mobile Game Addiction in Adolescents: the Mediating Role of Adolescent Anxiety and Loneliness. Int J Ment Health Addict 2022. [DOI: 10.1007/s11469-022-00890-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/16/2022] Open
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Raybould J, Watling D, Larkin M, Tunney R. The gaming problem: A latent class analysis of DSM-5 criteria for Internet Gaming Disorder in a non-clinical sample. F1000Res 2022. [DOI: 10.12688/f1000research.123390.1] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/20/2022] Open
Abstract
Background: In this study we aimed to test whether suggested DSM-5 criteria for Internet Gaming Disorder (IGD) share a similar latent structure to formally recognised addiction. Methods: We used latent class analysis on a dichotomous measure of IGD. The data was collected from a convenient general population sample (500) and a targeted gaming forum sample (236). Results: We found a four or six-class model to be most appropriate, ranging from ‘casual/non-gamer’ to ‘potentially disordered’ with increasing symptom severity. The majority of ‘potentially disordered’ gamers (5+ criteria) were found to be 18-30 years old, and no ‘potentially disordered’ gamers were over 42. Conclusions: The results suggest that gaming may share a similar latent structure to established addictions, with adolescents and young adults being more at risk. Studies replicating these results would be beneficial, with further emphasis on a critical evaluation of the criteria and symptom cut-off point.
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Exploring Internet gaming disorder: an updated perspective of empirical evidence (from 2016 to 2021). Compr Psychiatry 2022; 116:152319. [PMID: 35526417 DOI: 10.1016/j.comppsych.2022.152319] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/15/2021] [Revised: 04/07/2022] [Accepted: 04/13/2022] [Indexed: 02/06/2023] Open
Abstract
BACKGROUND AND AIMS Since the acceptance of Internet gaming disorder (IGD) as a "disorder due to addictive behaviors", research has proliferated exponentially. The present review focuses on the conceptualization of IGD, its diagnosis and assessment, associated factors and existing prevention and treatment plans to address it. RESULTS AND CONCLUSIONS The discrepancies between the diagnostic criteria for IGD proposed by the two central diagnostic entities, as well as the questioning of their clinical validity, have generated multiple proposals for the diagnosis and psychometric evaluation of IGD. Likewise, there have been numerous suggestions to prevent this pathology, with the involvement of governments, the gaming industry and health institutions. Finally, multiple treatment plans have been proposed, both pharmacological and psychological, although only the efficacy of cognitive behavioral therapy has been tested. It is essential, therefore, to delve deeper into this disorder by addressing the central limitations of the current literature.
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Cudo A, Dobosz M, Griffiths MD, Kuss DJ. The Relationship Between Early Maladaptive Schemas, Depression, Anxiety and Problematic Video Gaming Among Female and Male Gamers. Int J Ment Health Addict 2022:1-28. [PMID: 35789815 PMCID: PMC9244023 DOI: 10.1007/s11469-022-00858-2] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 06/10/2022] [Indexed: 12/20/2022] Open
Abstract
The present study investigated the relationship between problematic video gaming (PVG) and early maladaptive schemas (EMSs) among male and female gamers. Additionally, the present study investigated depression and anxiety as mediators in the relationship between EMSs and PVG. The study comprised 673 videogame players (391 female gamers) aged from 18 to 38 years. PVG was assessed using the nine-item Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Depression and anxiety symptoms were assessed using the Hospital Anxiety and Depression Scale (HADS). EMS dimensions were assessed using the Young Schema Questionnaire (YSQ-S3). Results suggested that EMSs such as practical incompetence/dependence were positively related to PVG. The findings showed gender differences in these relationships. The vulnerability to harm or illness, enmeshment and subjugation schemas were positively related to PVG among male gamers. However, depression and anxiety did not mediate the relationship between EMSs and PVG. These findings may contribute to a better understanding of mechanisms related to PVG development, which are associated with maladaptive schemas. Supplementary Information The online version contains supplementary materials available at 10.1007/s11469-022-00858-2.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, al. Racławickie 14, 20-950 Lublin, Poland
| | - Mateusz Dobosz
- The Psychological and Psychotherapeutic Care Center for Children and Youth in Klimkówka, ul. Kasztanowa 30, 38-480 Klimkówka, Poland
| | - Mark D. Griffiths
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham, NG1 4FQ UK
| | - Daria J. Kuss
- International Gaming Research Unit, Nottingham Trent University, 50 Shakespeare St, Nottingham, NG1 4FQ UK
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Siste K, Hanafi E, Sen LT, Damayanti R, Beatrice E, Ismail RI. Psychometric properties of the Indonesian Ten-item Internet Gaming Disorder Test and a latent class analysis of gamer population among youths. PLoS One 2022; 17:e0269528. [PMID: 35700179 PMCID: PMC9197045 DOI: 10.1371/journal.pone.0269528] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/07/2021] [Accepted: 05/23/2022] [Indexed: 11/19/2022] Open
Abstract
Internet gaming disorder (IGD) is a rising health concern. Indonesia has yet to have any validated instrument specifically designed to screen for this disorder. This study aims to validate the Indonesian version of the Ten-item Internet Gaming Disorder Test (IGDT-10) and conduct a latent class analysis of gamers among the youth. An online survey was conducted between October and December 2020 at two universities in Depok and Jakarta, Indonesia. In total, 1233 respondents (62.6% female and 20.3±1.90 years old) gave valid responses and played video games. Confirmatory factor analysis (CFA) confirmed the unidimensional structure of the scale. Cronbach’s alpha was 0.72 and composite reliability was 0.92. The latent class analysis yielded three distinct classes of gamers. The continuation and negative consequences were highly distinctive for the group at high risk of IGD (class 3). Deception had the lowest endorsement rate (41.7%); while, the continuation domain had the highest endorsement, 91.2%. The IGD prevalence estimate was 1.90% among the respondents. Approximately 70.2% of the gamers did not show IGD symptoms. The adapted Indonesian IGDT-10 was demonstrated as valid and reliable among Indonesian youths. Consistent with previous studies, the deception domain had a low endorsement rate. The detected IGD rates were comparable to the global range. The majority of the current sample disclosed no symptoms; however, a considerable proportion would benefit from early preventive measures.
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Affiliation(s)
- Kristiana Siste
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia–dr, Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Enjeline Hanafi
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia–dr, Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Lee Thung Sen
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia–dr, Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Reza Damayanti
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia–dr, Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Evania Beatrice
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia–dr, Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
| | - Raden Irawati Ismail
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia–dr, Cipto Mangunkusumo General Hospital, Jakarta, Indonesia
- * E-mail:
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Wang P, Pan R, Wu X, Zhu G, Wang Y, Tian M, Sun Y, Wang J. Reciprocal associations between shyness, depression, and Internet gaming disorder among Chinese adolescents: A cross-lagged panel study. Addict Behav 2022; 129:107256. [PMID: 35114630 DOI: 10.1016/j.addbeh.2022.107256] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2021] [Revised: 01/13/2022] [Accepted: 01/17/2022] [Indexed: 01/22/2023]
Abstract
While video games are one of the most common online entertainment activities, Internet gaming disorder (IGD) in adolescents is a critical issue that has become a widely raised public concern. This one-year longitudinal study examined the reciprocal associations between shyness, depression, and IGD symptoms in a sample of Chinese adolescents. A fully cross-lagged panel design was used, in which shyness, depression, and IGD symptoms were assessed at two time points with an interval of one year (T1 and T2). A total of 1,047 junior high school students (504 boys; 543 girls; mean age = 12.45 years) participated in the study. Cross-lagged analysis results indicated a significant positive correlation between shyness, depression, and IGD symptoms, as well as a dynamic and bidirectional relationship between them. Specifically, T1 shyness positively predicted T2 depression symptoms (β = 0.167, p < 0.001), T1 depression symptoms positively predicted T2 shyness (β = 0.141, p < 0.01), and T1 IGD symptoms positively predicted T2 depression symptoms (β = 0.073, p < 0.05). In addition to these findings, gender differences were identified in shyness (T1 and T2), IGD symptoms (T1 and T2), and depression symptoms (T2). The results also indicated that shyness and symptoms of depression could significantly positively predict each other over time, and IGD symptoms could significantly predict depression symptoms. However, depression symptoms could not significantly predict IGD symptoms over the one-year study period, and there was no significant two-way prediction between shyness and IGD symptoms. Thus, this study reveals possible reciprocal associations between shyness, depression, and IGD symptoms in Chinese adolescents and provides insights and suggestions for reducing online gaming addiction among adolescents from the perspective of shyness and depression.
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41
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Reed GM, First MB, Billieux J, Cloitre M, Briken P, Achab S, Brewin CR, King DL, Kraus SW, Bryant RA. Emerging experience with selected new categories in the ICD-11: complex PTSD, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder. World Psychiatry 2022; 21:189-213. [PMID: 35524599 PMCID: PMC9077619 DOI: 10.1002/wps.20960] [Citation(s) in RCA: 76] [Impact Index Per Article: 25.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/06/2023] Open
Abstract
Among the important changes in the ICD-11 is the addition of 21 new mental disorders. New categories are typically proposed to: a) improve the usefulness of morbidity statistics; b) facilitate recognition of a clinically important but poorly classified mental disorder in order to provide appropriate management; and c) stimulate research into more effective treatments. Given the major implications for the field and for World Health Organization (WHO) member states, it is important to examine the impact of these new categories during the early phase of the ICD-11 implementation. This paper focuses on four disorders: complex post-traumatic stress disorder, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder. These categories were selected because they have been the focus of considerable activity and/or controversy and because their inclusion in the ICD-11 represents a different decision than was made for the DSM-5. The lead authors invited experts on each of these disorders to provide insight into why it was considered important to add it to the ICD-11, implications for care of not having that diagnostic category, important controversies about adding the disorder, and a review of the evidence generated and other developments related to the category since the WHO signaled its intention to include it in the ICD-11. Each of the four diagnostic categories appears to describe a population with clinically important and distinctive features that had previously gone unrecognized as well as specific treatment needs that would otherwise likely go unmet. The introduction of these categories in the ICD-11 has been followed by a substantial expansion of research in each area, which has generally supported their validity and utility, and by a significant increase in the availability of appropriate services.
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Affiliation(s)
- Geoffrey M Reed
- Department of Psychiatry, Columbia University Vagelos College of Physicians and Surgeons, New York, NY, USA
| | - Michael B First
- Department of Psychiatry, Columbia University Vagelos College of Physicians and Surgeons, New York, NY, USA
- New York State Psychiatric Institute, New York, NY, USA
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Center for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals, Lausanne, Switzerland
| | - Marylene Cloitre
- National Center for PTSD Dissemination and Training Division, VA Palo Alto Health Care, Menlo Park, CA, USA
- Department of Psychiatry and Behavioral Sciences, Stanford University, Stanford, CA, USA
| | - Peer Briken
- Institute for Sex Research and Forensic Psychiatry, University Medical Center Hamburg-Eppendorf, Hamburg, Germany
| | - Sophia Achab
- Outpatient Treatment Unit for Addictive Behaviors ReConnecte, Geneva University Hospitals, Geneva, Switzerland
- Psychological and Sociological Research and Training Unit, Department of Psychiatry, University of Geneva, Geneva, Switzerland
| | - Chris R Brewin
- Department of Clinical, Educational and Health Psychology, University College London, London, UK
| | - Daniel L King
- College of Education, Psychology, and Social Work, Flinders University, Adelaide, SA, Australia
| | - Shane W Kraus
- Department of Psychology, University of Nevada, Las Vegas, NV, USA
| | - Richard A Bryant
- School of Psychology, University of New South Wales, Sydney, NSW, Australia
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Do adolescents addict to internet games after being phubbed by parents? The roles of maladaptive cognition and self-esteem. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03255-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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Marchica LA, Richard J, Nower L, Ivoska W, Derevensky JL. Problem video gaming in adolescents: An examination of the Pathways Model. INTERNATIONAL GAMBLING STUDIES 2022. [DOI: 10.1080/14459795.2022.2055110] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
- Loredana A. Marchica
- Behaviors, McGill UniversityInternational Center for Youth Gambling and High-Risk, Montreal, Quebec, Canada
- Department of Psychology, The Montreal Children’s Hospital, Montreal, Quebec, Canada
| | - Jérémie Richard
- Behaviors, McGill UniversityInternational Center for Youth Gambling and High-Risk, Montreal, Quebec, Canada
| | - Lia Nower
- Center for Gambling Studies, Rutgers University, New Brunswick, NJ, USA
| | - William Ivoska
- Drug Addiction and Mental Health Services Board of Wood County Ohio, Wood County, OH, USA
| | - Jeffrey L. Derevensky
- Behaviors, McGill UniversityInternational Center for Youth Gambling and High-Risk, Montreal, Quebec, Canada
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Tang Y, Liao Z, Huang S, Hao J, Huang Q, Chen X, Lin S, Li Y, Qi J, Shen H. Development and Validation of a Risk Assessment Tool for Gaming Disorder in China: The Gaming Hazard Assessment Scale. Front Public Health 2022; 10:870358. [PMID: 35480584 PMCID: PMC9035820 DOI: 10.3389/fpubh.2022.870358] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/06/2022] [Accepted: 03/21/2022] [Indexed: 11/13/2022] Open
Abstract
Despite the growing research interest in gaming disorder, risk screening tools developed specifically for the Chinese population are still lacking. This study aimed to construct a screening tool to evaluate the risk of gaming disorder (GD) development, by assessing the severity of GD symptoms among Chinese gamers, based on clinical expert interviews, structured interviews with GD patients, a background literature review, and IGD/GD criteria proposed by the DSM-5 and ICD-11. It introduced the Gaming Hazard Assessment Scale—a multidimensional GD risk screening tool—and evaluated the dimension structure, reliability, and validity of the scale among 959 Chinese gamers. A three-level structure, consisting of 18 items scored from 0 to 54, ultimately indicated satisfactory reliability, good validity, and acceptable model fit. The scale will help large-scale initial screening and early identification of patients with a high risk of GD. Further evaluation of the Gaming Hazard Assessment Scale in clinical settings is highly recommended.
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Affiliation(s)
- Ying Tang
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Zhenjiang Liao
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Shucai Huang
- Department of Psychiatry, The Fourth People's Hospital of Wuhu, Wuhu, China
| | - Jingyue Hao
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Qiuping Huang
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Xinxin Chen
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Shuhong Lin
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - YiFan Li
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
| | - Jing Qi
- Department of Psychiatry, Brain Hospital of Hunan Province, Changsha, China
| | - Hongxian Shen
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
- Hunan Key Laboratory of Psychiatry and Mental Health, Hunan Medical Center for Mental Health, Chinese National Technology Institute on Mental Disorders, Institute of Mental Health of Central South University, Changsha, China
- *Correspondence: Hongxian Shen
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Broman N, Prever F, di Giacomo E, Jiménez-Murcia S, Szczegielniak A, Hansson H, Håkansson A. Gambling, Gaming, and Internet Behavior in a Sexual Minority Perspective. A Cross-Sectional Study in Seven European Countries. Front Psychol 2022; 12:707645. [PMID: 35498152 PMCID: PMC9045133 DOI: 10.3389/fpsyg.2021.707645] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2021] [Accepted: 11/23/2021] [Indexed: 12/02/2022] Open
Abstract
Background Addictive behavior of gambling, gaming and internet activity is partly a new research domain and has not been well investigated with regard to sexual minority populations. Although health disparities between sexual minorities and the general population are well documented, there is a lack of inclusion of sexual minorities in both research and clinic. Among lesbian, gay and bisexual populations certain features could be present that play a role for the development of addictive behaviors, such as social isolation and increased risk of other psychiatric problems. The aim of this study was to investigate problem gambling, problem gaming and problematic internet behavior in a European context and if it is affected by sexual orientation status. Methods An online web-survey was distributed among web-panels in England, Poland, Switzerland, Italy, Spain, Denmark, and Sweden in 2017-2018. Result 10 983 complete answers were collected. 7.1% of the participants had a sexual minority status (n = 774). Regression models found that there was no difference in gambling, gaming and internet behavior among heterosexual and sexual minority men. Sexual minority women were associated with problematic gambling and gaming behavior, when also controlling for age and nationality. When also controlling for psychological distress, women defining as having another sexual minority status than lesbian and bisexual remained significant for having a problematic gaming behavior (AOR = 2.3). Conclusion An awareness of female sexual minority perspectives is relevant in facilities treating behavioral addiction as well as in future research in behavioral addiction. More research is needed in problematic gambling and gaming behavior in different sexual minority populations with regard to psychiatric comorbidity and living conditions. An inclusion of sexual minority groups defining as other than gay and bisexual is needed in future research. No significant differences were found between heterosexual and sexual minority men in adjusted analysis in this study.
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Affiliation(s)
- Niroshani Broman
- Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden
- Gambling Disorder Unit, Malmö Addiction Center, Region Skåne, Malmö, Sweden
| | - Fulvia Prever
- National Health System (NHS), Addiction Department, Milan, Italy
- SUN(N)COOP Scientific Director “Women and Gambling Project,” Milan, Italy
| | - Ester di Giacomo
- Section of Forensic Psychiatry, King’s College London, Institute of Psychiatry, London, United Kingdom
- School of Medicine and Surgery, University of Milan Bicocca, Milan, Italy
- Psychiatric Department -Azienda Socio-Sanitaria Territoriale (ASST), Monza, Italy
| | - Susana Jiménez-Murcia
- Department of Psychiatry, Bellvitge University Hospital-IDIBELL, Barcelona, Spain
- Ciber Fisiopatología Obesidad y Nutrición (CIBERObn), Instituto de Salud Carlos III, Madrid, Spain
- Department of Clinical Sciences, Faculty of Medicine, University of Barcelona, Barcelona, Spain
| | - Anna Szczegielniak
- Faculty of Medical Sciences in Katowice, Medical University of Silesia, Katowice, Poland
| | - Helena Hansson
- Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden
| | - Anders Håkansson
- Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden
- Gambling Disorder Unit, Malmö Addiction Center, Region Skåne, Malmö, Sweden
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An empirical investigation of the externalizing and internalizing pathways to disordered gaming behavior: A longitudinal study across childhood and adolescence. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107096] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/11/2022]
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Kim HS, Son G, Roh EB, Ahn WY, Kim J, Shin SH, Chey J, Choi KH. Prevalence of gaming disorder: A meta-analysis. Addict Behav 2022; 126:107183. [PMID: 34864436 DOI: 10.1016/j.addbeh.2021.107183] [Citation(s) in RCA: 93] [Impact Index Per Article: 31.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/03/2021] [Revised: 11/05/2021] [Accepted: 11/15/2021] [Indexed: 12/11/2022]
Abstract
BACKGROUND Gaming disorder (GD) has been listed in the International Classification of Diseases 11th Revision. Studies on GD prevalence have been highly heterogeneous, and there are significant gaps in prevalence estimates. Few studies have examined what methodological and demographic factors could explain this phenomenon. Therefore, this meta-analytic study quantifies globally reported GD prevalence rates and explores their various moderating variables. METHODS Prevalence estimates were extracted from 61 studies conducted before December 3, 2020, which included 227,665 participants across 29 countries. Subgroup and moderator analyses were used to investigate the potential causes of heterogeneity, including region, sample size, year of data collection, age group, study design, sampling method, survey format, sample type, risk of bias, terminology, assessment tool, and male proportion. RESULTS The overall pooled prevalence of GD was 3.3% (95% confidence interval: 2.6-4.0) (8.5% in males and 3.5% in females). By selecting only 28 representative sample studies, the prevalence estimate was reduced to 2.4% (95% CI 1.7-3.2), and the adjusted prevalence estimate using the trim-and-fill method was 1.4% (95% CI 0.9-1.9). High heterogeneity in GD prevalence rates was influenced by various moderators, such as participant variables (e.g., region, sample size, and age) and study methodology (e.g., study design, sampling method, sample type, terminology, and instrument). The moderator analyses revealed that the sample size, mean age, and study quality were negatively associated with GD prevalence. CONCLUSIONS This study confirms that GD prevalence studies were highly heterogeneous based on participant demographics and research methodologies. Various confounding variables, such as sampling methods, sample types, assessment tools, age, region, and cultural factors have significantly influenced the GD prevalence rates. Prevalence estimates are likely to vary depending on study quality. Further epidemiological studies should be conducted using rigorous methodological standards to more accurately estimate GD prevalence.
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Kandeğer A, Şen B, Tekdemir R, Gülpamuk G, Selvi Y. Dissociative Experiences Associated With Internet Gaming Disorder After Controlling For Childhood Trauma And ADHD Diagnosis. J Trauma Dissociation 2022; 23:68-78. [PMID: 34569448 DOI: 10.1080/15299732.2021.1984366] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Abstract
The aim of this study was to investigate the relationships among childhood trauma, dissociative experiences, and internet gaming disorder (IGD) in young adults diagnosed with attention deficit hyperactivity disorder (ADHD) and age- and gender-matched controls. Forty participants diagnosed with ADHD at a university hospital psychiatric outpatient clinic and 40 healthy controls completed a test battery that included a sociodemographic form as well as the Adult ADHD Severity Rating Scale (ASRS), Childhood Trauma Questionnaire (CTQ), Dissociative Experiences Scale (DES), Somatoform Dissociation Questionnaire (SDQ), and Internet Gaming Disorder Scale - Short Form (IGDS9-SF). The CTQ (t = -4.61, p < .01), DES (t = -4.71, p < .01), SDQ (t = -2.40, p < .01), and IGDS9-SF (t = -4.89, p < .01) scores were significantly higher in the ADHD group than in the control group. A hierarchical regression analysis that explained 50% of unique variance in internet gaming disorder (IGD) indicated that being male (β = 0.41, t = 4.61, p < .001) and having an ADHD diagnosis (β = 0.48, t = 5.49, p < .001) are robust predictors. Additionally, the DES score, which indicates the severity of psychoform dissociation (β = 0.34, t = 2.43, p = .017), was found to be significantly associated with IGD after controlling for ADHD diagnosis and childhood trauma. While excessive gaming may increase dissociative symptoms, the mental state of dissociative experiences may be a predisposing factor for IGD; however, further studies are needed to investigate these claims.
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Affiliation(s)
- Ali Kandeğer
- Department of Psychiatry, Faculty of Medicine, Selçuk University, Konya, Turkey
| | - Barış Şen
- Department of Psychiatry, Biga State Hospital, Çanakkale, Turkey
| | - Rukiye Tekdemir
- Department of Psychiatry, Faculty of Medicine, Selçuk University, Konya, Turkey
| | - Gizem Gülpamuk
- Department of Psychiatry, Faculty of Medicine, Selçuk University, Konya, Turkey
| | - Yavuz Selvi
- Department of Psychiatry, Faculty of Medicine, Neuroscience Research Center (Sam), Selçuk University, Konya, Turkey
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Global prevalence of digital addiction in general population: A systematic review and meta-analysis. Clin Psychol Rev 2022; 92:102128. [DOI: 10.1016/j.cpr.2022.102128] [Citation(s) in RCA: 161] [Impact Index Per Article: 53.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/26/2021] [Revised: 12/29/2021] [Accepted: 01/20/2022] [Indexed: 01/10/2023]
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Ansari M, Patel NM, Mahida AN, Phatak AG, Prabhakaran A, Varma JR. Correlates of internet gaming among violent and nonviolent gamers and comparison of their psychological well-being with nongamers in a university student population. Indian J Psychiatry 2022; 64:98-101. [PMID: 35400738 PMCID: PMC8992759 DOI: 10.4103/indianjpsychiatry.indianjpsychiatry_1208_20] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/14/2021] [Revised: 11/01/2021] [Accepted: 11/06/2021] [Indexed: 12/03/2022] Open
Abstract
BACKGROUND India's population has seen increasing access to the Internet and gaming mainly in adolescents and young adults. AIM The aim of the study was to assess the prevalence and correlates of Internet gaming and its effects on the psychological well-being of gamers versus nongamers. MATERIALS AND METHODS Cross-sectional survey was done to enroll a convenient sample of nongamers, violent gamers, and nonviolent gamers. Measures included Psychological general well-being scale-short (PGWB-S), Internet Gaming Disorder-Short Form-9 (IGDS9-SF), name, frequency, and duration of game use. RESULTS The study enrolled 119 nongamers, 62 violent gamers, and 58 non-violent gamers. The prevalence of IGD was 0.8%. PGWB-S scores of gamers were comparable to nongamers. On multiple linear regression, lower PGWB-S score and higher frequency of use were found significantly associated with higher IGDSF-S9 scores. Violent gaming was found significantly associated with male gender (P ≤ 0.001), frequency (P = 0.012), and duration of game use (P ≤ 0.001). CONCLUSIONS The study provides empirical evidence for the "gaming as a consequence of self-medication" hypothesis.
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Affiliation(s)
- Maliha Ansari
- Department of Psychiatry, Pramukhswami Medical College, Bhaikaka University, Karamsad, Anand, Gujarat, India
| | - Nisheet M Patel
- Department of Psychiatry, Smt. B K Shah Medical Institute and Research Center, Sumandeep Vidhyapeeth Piparia, Vadodara, Gujarat, India
| | - Ankur N Mahida
- Department of Psychiatry, Pramukhswami Medical College, Bhaikaka University, Karamsad, Anand, Gujarat, India
| | - Ajay G Phatak
- Department of Central Research Services, Pramukhswami Medical College, Bhaikaka University, Karamsad, Anand, Gujarat, India
| | - Anusha Prabhakaran
- Department of Psychiatry, Pramukhswami Medical College, Bhaikaka University, Karamsad, Anand, Gujarat, India
| | - Jagdish R Varma
- Department of Psychiatry, Pramukhswami Medical College, Bhaikaka University, Karamsad, Anand, Gujarat, India
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