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Amendola S, Bernath J, Presaghi F, Waller G, Hengartner MP. Bidirectional relationship between gaming disorder, internalizing psychopathology, psychological distress, and well-being: A systematic review with meta-analysis of longitudinal studies. J Affect Disord 2025; 383:480-493. [PMID: 40288452 DOI: 10.1016/j.jad.2025.04.108] [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: 09/30/2024] [Revised: 04/08/2025] [Accepted: 04/19/2025] [Indexed: 04/29/2025]
Abstract
There is a lack of a synthesis of longitudinal studies that clarify the relationship between gaming disorder (GD) symptoms and mental health. To address this gap, we undertook a systematic review with meta-analysis of longitudinal studies. The study protocol was preregistered online on PROSPERO (CRD42023407665). We included studies analyzing the association between GD or problematic/pathological videogame use, and internalizing psychopathology (depression and anxiety), psychological distress (loneliness and stress), and well-being (life satisfaction, quality of life, and well-being). Research articles were searched in PsycInfo, PsycArticles, PubMed, and Web of Science up until December 29, 2022.30 articles were considered for meta-analysis (N = 28,782). Effect sizes (partial correlation) were pooled using random-effects models. Sensitivity analyses excluded studies rated as "poor" - using the National Institutes of Health quality assessment tool for observational cohort studies - and Chinese studies. The associations between GD and subsequent depression, emotional mixed symptoms (i.e., a combination of internalizing symptoms) and life satisfaction were statistically significant. GD was not associated with subsequent anxiety. On the other hand, depression, anxiety, emotional mixed symptoms, life satisfaction and loneliness were significantly associated with subsequent GD. Overall, sensitivity analyses supported the robustness of the main results. In conclusion, this study found reciprocal longitudinal associations between GD and depression, life satisfaction, and emotional mixed symptoms, an effect of anxiety on GD (but not the inverse), and of loneliness on GD. However, the causal nature and practical relevance remain uncertain because effect sizes were small - or medium, depending on effect size guidelines - and based on observational studies.
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Affiliation(s)
- Simone Amendola
- Department of Applied Psychology, Zurich University of Applied Sciences, Zurich, Switzerland.
| | - Jael Bernath
- Department of Applied Psychology, Zurich University of Applied Sciences, Zurich, Switzerland
| | - Fabio Presaghi
- Department of Psychology of Developmental and Social Processes, Sapienza University of Rome, Rome, Italy
| | - Gregor Waller
- Department of Applied Psychology, Zurich University of Applied Sciences, Zurich, Switzerland
| | - Michael P Hengartner
- Department of Applied Psychology, Kalaidos University of Applied Sciences, Zurich, Switzerland
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Flayelle M, Andronicos M, King DL, Billieux J. Understanding the interplay between video game design features and dysregulated gaming patterns: A call to anchor future research directions in interactionist frameworks. Addict Behav Rep 2025; 21:100609. [PMID: 40290630 PMCID: PMC12033933 DOI: 10.1016/j.abrep.2025.100609] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2025] [Revised: 04/11/2025] [Accepted: 04/14/2025] [Indexed: 04/30/2025] Open
Abstract
•Research on video game design and dysregulated gaming needs further development.•Research directions must shift from linear causal approaches to interactionist ones.•Relevant research directions, with examples of suitable study designs, are proposed.
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Affiliation(s)
- Maèva Flayelle
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
| | - Mélina Andronicos
- Center for Excessive Gambling, Addiction Medicine, Lausanne University Hospital (CHUV), Lausanne, Switzerland
| | - Daniel L. King
- College of Education, Psychology & Social Work, Flinders University, Adelaide, Australia
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Center for Excessive Gambling, Addiction Medicine, Lausanne University Hospital (CHUV), Lausanne, Switzerland
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Satapathy P, Khatib MN, Balaraman AK, R R, Kaur M, Srivastava M, Barwal A, Prasad GVS, Rajput P, Syed R, Sharma G, Kumar S, Singh MP, Bushi G, Chilakam N, Pandey S, Brar M, Mehta R, Sah S, Gaidhane A, Serhan HA, Samal SK. Burden of gaming disorder among adolescents: A systemic review and meta-analysis. PUBLIC HEALTH IN PRACTICE 2025; 9:100565. [PMID: 40115446 PMCID: PMC11925544 DOI: 10.1016/j.puhip.2024.100565] [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: 03/07/2024] [Revised: 10/17/2024] [Accepted: 12/04/2024] [Indexed: 03/23/2025] Open
Abstract
Objectives Integrating digital technology into daily life has made video games a primary form of entertainment for adolescents worldwide. Despite their benefits, excessive gaming has emerged as a significant public health issue, recognized as a gaming disorder by the World Health Organization in the ICD-11. This study aims to assess the prevalence of gaming disorders among adolescents through a systematic review and meta-analysis. Study design Systematic review and meta-analysis. Methods A search was conducted across multiple databases until February 15, 2024. Observational studies that assessed the prevalence of gaming disorder were included. Nested Knowledge software was used for screening and data extraction. The quality assessment was performed using the Joanna Briggs Institute tool. Meta-analysis using a random effect model was used to synthesize prevalence rates. Statistical analyses were performed in R software version 4.3. Results The meta-analysis included 84 studies covering a diverse geographical scope totaling 641,763 individuals. The pooled prevalence of gaming disorder was 8.6 % (95 % CI: 6.9 %-10.8 %), (I2 = 100 %). Subgroup analysis revealed varying prevalence rates by country, with China reporting the highest rate at 11.7 % (95 % CI: 8.6 %-15.7 %). Meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years, underscoring the growing impact of digital technologies. Conclusion A significant prevalence of gaming disorder among adolescents is observed. With an increasing trend, fostering healthy gaming habits, enhancing awareness, and implementing effective intervention programs are crucial. This emphasizes the importance of global efforts in combating the growing challenge of gaming disorder among adolescents.
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Affiliation(s)
- Prakasini Satapathy
- University Center for Research and Development, Chandigarh University, Mohali, Punjab, India
| | - Mahalaqua Nazli Khatib
- Division of Evidence Synthesis, Global Consortium of Public Health and Research, Datta Meghe Istitute of Higher Education, Wardha, India
| | - Ashok Kumar Balaraman
- Research and Enterprise, University of Cyberjaya, Persiaran Bestari, Cyber 11, 63000, Cyberjaya, Selangor, Malaysia
| | - Roopashree R
- Department of Chemistry and Biochemistry, School of Sciences, JAIN (Deemed to Be University), Bangalore, Karnataka, India
| | - Mandeep Kaur
- Department of Allied Healthcare and Sciences, Vivekananda Global University, Jaipur, Rajasthan, 303012, India
| | | | - Amit Barwal
- Chandigarh Pharmacy College, Chandigarh Group of College, Jhanjeri, Mohali, 140307, Punjab, India
| | - G V Siva Prasad
- Department of Chemistry, Raghu Engineering College, Visakhapatnam, Andhra Pradesh, 531162, India
| | - Pranchal Rajput
- School of Applied and Life Sciences, Division of Research and Innovation, Uttaranchal University, Dehradun, India
| | - Rukshar Syed
- IES Institute of Pharmacy, IES University, Bhopal, Madhya Pradesh, 462044, India
| | | | - Sunil Kumar
- Department of Microbiology, Graphic Era (Deemed to Be University) Clement Town Dehradun-248002, India
| | - Mahendra Pratap Singh
- Center for Global Health Research, Saveetha Medical College and Hospital, Saveetha Institute of Medical and Technical Sciences, Saveetha University, Chennai, India
| | - Ganesh Bushi
- School of Pharmaceutical Sciences, Lovely Professional University, Phagwara, India
| | - Nagavalli Chilakam
- Noida Institute of Engineering and Technology (Pharmacy Institute), Greater Noida, India
| | - Sakshi Pandey
- Centre of Research Impact and Outcome, Chitkara University, Rajpura, 140417, Punjab, India
| | - Manvinder Brar
- Chitkara Centre for Research and Development, Chitkara University, Himachal Pradesh, 174103, India
| | - Rachana Mehta
- Clinical Microbiology, RDC, Manav Rachna International Institute of Research and Studies, Faridabad, Haryana, 121004, India
- Dr Lal PathLabs - Nepal, Chandol-4, Maharajgunj, Kathmandu, 44600, Nepal
| | - Sanjit Sah
- Department of Paediatrics, Dr. D. Y. Patil Medical College, Hospital and Research Centre, Dr. D. Y. Patil Vidyapeeth, Pune, 411018, Maharashtra, India
- Department of Public Health Dentistry, Dr. D.Y. Patil Dental College and Hospital, Dr. D.Y. Patil Vidyapeeth, Pune, 411018, Maharashtra, India
| | - AbhayM Gaidhane
- Jawaharlal Nehru Medical College, and Global Health Academy, School of Epidemiology and Public Health. Datta Meghe Institute of Higher Education, Wardha, India
| | | | - Shailesh Kumar Samal
- Unit of Immunology and Chronic Disease, Institute of Environmental Medicine, Karolinska Institutet, 17177, Stockholm, Sweden
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King DL, Billieux J, Delfabbro PH. Screening, assessment and management of gaming disorder: recent evidence and future directions. World Psychiatry 2025; 24:268-269. [PMID: 40371770 PMCID: PMC12079325 DOI: 10.1002/wps.21319] [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: 05/16/2025] Open
Affiliation(s)
- Daniel L King
- College of Education, Psychology and Social Work, Flinders University, Bedford Park, SA, Australia
| | - Joël Billieux
- Institute of Psychology, University of Lausanne, Lausanne, Switzerland
- Centre for Excessive Gambling, Addiction Medicine, Lausanne University Hospitals, Lausanne, Switzerland
| | - Paul H Delfabbro
- School of Psychology, University of Adelaide, Adelaide, SA, Australia
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Casile A, Marraudino M, Bonaldo B, Micioni Di Bonaventura MV, Nasini S, Cifani C, Gotti S. Novel rat model of gaming disorder: assessment of social reward and sex differences in behavior and c-Fos brain activity. Psychopharmacology (Berl) 2025; 242:1103-1122. [PMID: 38575792 PMCID: PMC12043766 DOI: 10.1007/s00213-024-06576-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/29/2023] [Accepted: 03/14/2024] [Indexed: 04/06/2024]
Abstract
RATIONALE In 2018, the International Classification of Diseases (ICD-11) classified Gaming Disorder (GD) as a mental disorder. GD mainly occurs among adolescents, who, after developing addiction, show psychopathological traits, such as social anxiety, depression, social isolation, and attention deficit. However, the different studies conducted in humans so far show several limitations, such as the lack of demographic heterogeneity and equal representation of age, differences in the type of game and in the follow-up period. Furthermore, at present, no animal models specific to GD are available. OBJECTIVES To address the lack of an experimental model for GD, in the present work, we proposed a new GD rat model to investigate some peculiar tracts of the disorder. METHODS Two-month-old Wistar Kyoto rats, both males and females, were subject to a five-week training with a new innovative touch-screen platform. After five weeks of training, rats were assessed for: (a) their attachment to the play under several conditions, (b) their hyperactivity during gaming, and (c) the maintenance of these conditions after a period of game pause and reward interruption. After sacrifice, using immunohistochemistry techniques, the immunoreactivity of c-Fos (a marker of neuronal activity) was analyzed to study different neural areas. RESULTS After the training, the rats subjected to GD protocol developed GD-related traits (e.g., hyperactivity, loss control), and the behavioral phenotype was maintained consistently over time. These aspects were completely absent in the control groups. Lastly, the analysis of c-Fos immunoreactivity in prelimbic cortex (PrL), orbitofrontal cortex (OFC), nucleus Accumbens, amygdala and bed nucleus of stria terminalis (BNST) highlighted significant alterations in the GD groups compared to controls, suggesting modifications in neural activity related to the development of the GD phenotype. CONCLUSIONS The proposal of a new GD rat model could represent an innovative tool to investigate, in both sexes, the behavioral and neurobiological features of this disorder, the possible role of external factors in the predisposition and susceptibility and the development of new pharmacological therapies.
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Affiliation(s)
- Antonino Casile
- School of Pharmacy, Pharmacology Unit, Pharmacology Unit, University of Camerino, Via Madonna delle Carceri, 9, Camerino, 62032, Italy.
- Neuroscience Institute Cavalieri Ottolenghi (NICO), University of Turin, Regione Gonzole, 10, Orbassano, Turin, TO, 10043, Italy.
| | - Marilena Marraudino
- Neuroscience Institute Cavalieri Ottolenghi (NICO), University of Turin, Regione Gonzole, 10, Orbassano, Turin, TO, 10043, Italy
- Department of Neuroscience "Rita Levi-Montalcini", Via Cherasco 15, Turin, TO, 10126, Italy
| | - Brigitta Bonaldo
- Neuroscience Institute Cavalieri Ottolenghi (NICO), University of Turin, Regione Gonzole, 10, Orbassano, Turin, TO, 10043, Italy
- Department of Neuroscience "Rita Levi-Montalcini", Via Cherasco 15, Turin, TO, 10126, Italy
- Department of Health Sciences and Research Center on Autoimmune and Allergic Diseases (CAAD), University of Piemonte Orientale (UPO), Novara, Italy
| | | | - Sofia Nasini
- Laboratory of Molecular and Cellular Pharmacology, Department of Pharmacology, University of Padua, Largo Egidio Meneghetti, 2, Padua, 35131, Italy
| | - Carlo Cifani
- School of Pharmacy, Pharmacology Unit, Pharmacology Unit, University of Camerino, Via Madonna delle Carceri, 9, Camerino, 62032, Italy.
| | - Stefano Gotti
- Neuroscience Institute Cavalieri Ottolenghi (NICO), University of Turin, Regione Gonzole, 10, Orbassano, Turin, TO, 10043, Italy
- Department of Neuroscience "Rita Levi-Montalcini", Via Cherasco 15, Turin, TO, 10126, Italy
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Lin CH, Lin YL, Chan CH. Behavioral and psychological correlates of problematic smartphone use in street ketamine users. BMC Psychol 2025; 13:444. [PMID: 40289153 PMCID: PMC12036220 DOI: 10.1186/s40359-025-02778-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/28/2025] [Accepted: 04/21/2025] [Indexed: 04/30/2025] Open
Abstract
BACKGROUND While problematic smartphone use screening tools are widely used and increasingly evaluated in student populations, their applicability and clinical stability across diverse groups-particularly those with comorbid substance use-remain unclear. Moreover, the overlap between problematic smartphone use and internet gaming disorder has not been well established in clinical contexts. This study explores the behavioral and psychological characteristics associated with problematic smartphone use, focusing on its relationship with online gaming behaviors among ketamine users referred for court-ordered addiction treatment. METHODS The study involved 233 participants diagnosed with ketamine use disorder. Participants reported their daily smartphone use and primary usage purposes. Ketamine dependence was assessed using the Chinese version of the Severity of Dependence Scale. Emotional distress was evaluated using the Brief Symptom Rating Scale and Generalized Anxiety Disorder 7-Item Scale. Attention-deficit/hyperactivity disorder (ADHD) symptoms were assessed using the Adult ADHD Self-Report Scale (ASRS-V1.1). Problematic smartphone use risk was evaluated using the Short Form of the Problematic smartphone use Inventory (SPAI-SF). Logistic regression was used to analyze factors related to problematic smartphone use risk. RESULTS The problematic smartphone use risk group reported significantly longer daily smartphone usage (odds ratio [OR]: 1.64; 95% confidence interval [CI]: 1.29-2.08), higher ASRS-V1.1 scores (OR: 1.14; 95% CI: 1.05-1.23), and a greater likelihood of using smartphones for online gaming (OR: 2.26; 95% CI: 1.19-4.29). CONCLUSIONS Excessive smartphone use in ketamine users is closely linked to online gaming, and ADHD symptoms may increase the risk of problematic smartphone use in this population.
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Affiliation(s)
- Chia-Heng Lin
- Department of General Psychiatry, Bali Psychiatric Center, Ministry of Health and Welfare, New Taipei City, Taiwan
- Graduate School of Criminology, National Taipei University, New Taipei City, Taiwan
- Graduate School of Crime Prevention and Corrections, Central Police University, Taoyuan, Taiwan
| | - Yang-Lin Lin
- Department of General Psychiatry, Taitung Hospital, Ministry of Health and Welfare, Taitung, Taiwan
| | - Chia-Hsiang Chan
- Department of General Psychiatry, Taoyuan Psychiatric Center, 71, Longshou St., Taoyuan, 330, Taiwan.
- Institute of Brain Science, National Yang Ming Chiao Tung University, Taipei, Taiwan.
- Department of Psychology, Chung Yuan Christian University, Chungli, Taiwan.
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7
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Ye X, Fong TCT, Yip PSF. A cross-lagged panel network model on internet gaming disorder and depressive symptoms concerning preferences for game genres. J Affect Disord 2025; 375:27-34. [PMID: 39814188 DOI: 10.1016/j.jad.2025.01.006] [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: 09/18/2024] [Revised: 12/31/2024] [Accepted: 01/03/2025] [Indexed: 01/18/2025]
Abstract
BACKGROUND Internet gaming disorder (IGD) is a prevalent behavioral addiction that co-occurs with depression. Little is known about how IGD and depression intercorrelate longitudinally at a symptom level. This study aimed to explore the directional relationships between IGD and depressive symptoms and identify the key symptoms in their comorbidity using cross-lagged panel network (CLPN) modeling. METHODS A sample of 601 young gamers (mean age = 23.76) in Hong Kong completed the Internet Gaming Disorder Scale - Short Form and Patient Health Questionnaire-9 semi-annually at two-time points. Autoregressive and cross-lagged effects between depressive and IGD symptoms were analyzed via CLPN while controlling gamers' preferences across five game genres in R. RESULTS The comorbidity was mainly driven from depressive symptoms to IGD symptoms, with a few weaker associations from IGD to depressive symptoms. 'Anhedonia' (out-/bridge-expected influence = 2.88; 0.03) and 'Motor problems' (out-/bridge-expected influence = 1.24; 0.03) from depression were the central and bridge symptoms to trigger the development of IGD symptoms, whereas 'continue gaming despite harm' (in-expected influence = 1.29) was the most consequent symptom. 'Anhedonia' (r = 0.17) and 'suicidal risk' (r = 0.15) to 'continuation despite harm' were the strongest paths connecting depression and IGD. Gamers who preferred First-Person Shooter games and Massively Multiplayer Online Role-Playing games were more vulnerable to depressive and IGD symptoms. CONCLUSIONS Our findings provide empirical support for the comorbidity between IGD and depression and clarify their directional relationships at a symptom level. We identify antecedent bridge symptoms as targets for preventing escalation of co-occurring issues.
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Affiliation(s)
- Xingcan Ye
- Dept of Social Work & Social Administration, University of Hong Kong, Hong Kong
| | - Ted C T Fong
- Research Hub of Population Studies, The University of Hong Kong, Hong Kong
| | - Paul S F Yip
- Dept of Social Work & Social Administration, University of Hong Kong, Hong Kong; HKJC Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong.
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Kim J, Oh H, Yoon AS. Mindfulness-Based Cognitive Therapy-Game: An Ironic Way to Treat Internet Gaming Disorder. J Med Internet Res 2025; 27:e65786. [PMID: 40146992 PMCID: PMC11986384 DOI: 10.2196/65786] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/27/2024] [Revised: 01/19/2025] [Accepted: 02/25/2025] [Indexed: 03/29/2025] Open
Abstract
Internet gaming disorder (IGD) affects 3% of the global population and poses an increasing risk due to advancements in technology. However, there is currently no definitive treatment for this condition. IGD is not a primary disorder but rather a result of "self-prescription" in response to emotional stressors. Unlike conventional mental health treatments that focus on the disorder itself, it is crucial to provide alternative activities that can alleviate negative emotions. This paper extends the concept of the self-medication hypothesis and integrates it with cognitive models of cognitive behavioral therapy and mindfulness-based cognitive therapy. In addition, it introduces the mindfulness-based cognitive therapy-game (MBCT-G), a program designed to explore alternative activities through gaming, focusing on the processes of response and reward, which are not typically emphasized in traditional treatments. This study serves as the theoretical foundation for the development of MBCT-G. MBCT-G aims to train individuals in positive coping strategies that alleviate psychological distress, offering a novel approach to treating self-prescription disorders such as IGD.
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Affiliation(s)
- Jaehyun Kim
- Department of Applied Artificial Intelligence, College of Computing and Informatics, Sungkyunkwan University, Seoul, Republic of Korea
| | - Hayoung Oh
- College of Computing and Informatics, Sungkyunkwan University, Seoul, Republic of Korea
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Peng P, Chen Z, Ren S, Liu Y, Li J, Liao A, Zhao L, He R, Liang Y, Tan Y, Tang J, Chen X, Liao Y. Internet gaming disorder and suicidal behaviors mediated by sleep disturbance: a large-scale school-based study in 135,174 Chinese middle school students. Eur Child Adolesc Psychiatry 2025:10.1007/s00787-025-02675-z. [PMID: 40029399 DOI: 10.1007/s00787-025-02675-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/05/2024] [Accepted: 02/15/2025] [Indexed: 03/05/2025]
Abstract
Emerging research suggests a positive association between Internet gaming disorder (IGD) and suicidal behaviors. However, existing studies predominantly focus on suicidal ideation rather than suicide attempts and often do not adequately control for potential psychological confounders. The mechanism linking IGD to suicidality remains unclear. This study aims to assess the independent association between IGD and suicidal behaviors and to examine the mediating role of sleep disturbance among Chinese adolescents. We recruited 135,174 middle school students from Zigong City using cluster sampling. Data on demographics, suicidal ideation, and suicidal attempts were collected. IGD was assessed using the Internet Gaming Disorder Scale-Short Form. Mental distress, including depression, anxiety, hyperactivity/inattention, conduct problems, sleep problems, and psychotic experiences, was evaluated using standardized questionnaires. Multiple logistic regression models and mediation analysis were conducted. The prevalence rates of IGD, suicidal behaviors, suicidal ideation, and suicide attempts were 1.6%, 16.7%, 11.9%, and 9.8%, respectively. Adolescents with IGD showed a significantly higher risk for suicidality: nearly 60% reported suicidal behaviors, 50% reported suicidal ideation, and 40% reported suicide attempts. Both IGD and gaming usage were independently linked to suicidal behaviors. Sleep disturbance partially mediated the relationship between IGD and suicidal behaviors, accounting for 47.0% of the total effect. Our studies call for timely and regular assessments for suicidality and sleep disturbance in IGD. Targeted interventions addressing sleep disturbance might reduce suicidal risk among adolescents with IGD.
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Affiliation(s)
- Pu Peng
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China
| | - Zhangming Chen
- Department of Psychiatry, Zigong Mental Health Center, Zigong, Sichuan, China
| | - Silan Ren
- Department of Nursing, Sichuan Vocational College of Health and Rehabilitation, Zigong, Sichuan, China
| | - Yi Liu
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China
| | - Jinguang Li
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
| | - Aijun Liao
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
| | - Linlin Zhao
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
| | - Ruini He
- Department of Psychiatry, Zigong Mental Health Center, Zigong, Sichuan, China
| | - Yudiao Liang
- Department of Psychiatry, Zigong Mental Health Center, Zigong, Sichuan, China
| | - Youguo Tan
- Department of Psychiatry, Zigong Mental Health Center, Zigong, Sichuan, China
| | - Jinsong Tang
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China
| | - Xiaogang Chen
- Department of Psychiatry, National Center for Mental Disorders, National Clinical Research Center for Mental Disorders, The Second Xiangya Hospital of Central South University, Changsha, Hunan, 410011, China
| | - Yanhui Liao
- Department of Psychiatry, Sir Run Run Shaw Hospital, Zhejiang University School of Medicine, Hangzhou, Zhejiang, China.
- , East Qingchun Road, Hangzhou, Zhejiang, P.R. China.
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10
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Dadaczynski K, Kaman A, Ravens-Sieberer U, Fischer SM, Bilz L, Sendatzki S, Helmchen RM, Rathmann K, Richter M. [Problematic digital media use and health literacy among schoolchildren in Germany. Findings of the 2022 HBSC Study]. Bundesgesundheitsblatt Gesundheitsforschung Gesundheitsschutz 2025; 68:302-312. [PMID: 39966145 PMCID: PMC11868314 DOI: 10.1007/s00103-025-04008-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/18/2024] [Accepted: 01/06/2025] [Indexed: 02/20/2025]
Abstract
BACKGROUND The digital life of children and young people is characterised by frequent use of social media and digital games. Previous research has demonstrated detrimental health effects of problematic media use. However, links with health literacy (HL) have received little attention, although frameworks suggest health literacy to be a determinant of health behaviour. METHODS This paper draws on data from the representative Health Behaviour in School-Aged Children (HBSC) Study in Germany from 2022 with n = 6475 pupils. Associations between problematic social media use or gaming intensity with health literacy and socio-demographic and socio-economic characteristics were examined using bivariate and binary-logistic regression analyses. RESULTS The prevalence of problematic social media use was 11.1% and approximately one third reported to spend more than nine hours a week playing digital games. Low health literacy was found to be significantly associated with both forms of media use. In addition, problematic social media use was associated with a female and diverse gender, an age of 13 years, a migrant background and belonging to a type of school other than grammar/high school. High gaming intensity was associated with a male and diverse gender, belonging to the 13- and 15-years age group and low family affluence. DISCUSSION The results not only provide guidance for identifying adolescents with a high prevention need but also emphasize the relevance of health literacy for media use behaviour. Exemplary recommendations are taken up with reference to the international literature.
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Affiliation(s)
- Kevin Dadaczynski
- Fachbereich Gesundheitswissenschaften, Hochschule Fulda, Leipziger Straße 123, 36037, Fulda, Deutschland.
- Zentrum für Angewandte Gesundheitswissenschaften, Leuphana Universität Lüneburg, Lüneburg, Deutschland.
| | - Anne Kaman
- Zentrum für Psychosoziale Medizin, Klinik für Kinder- und Jugendpsychiatrie, -psychotherapie und -psychosomatik, Forschungssektion Child Public Health, Universitätsklinikum Hamburg-Eppendorf, Hamburg, Deutschland
| | - Ulrike Ravens-Sieberer
- Zentrum für Psychosoziale Medizin, Klinik für Kinder- und Jugendpsychiatrie, -psychotherapie und -psychosomatik, Forschungssektion Child Public Health, Universitätsklinikum Hamburg-Eppendorf, Hamburg, Deutschland
| | - Saskia M Fischer
- Fakultät für Humanwissenschaften, Brandenburgische Technische Universität Cottbus-Senftenberg, Senftenberg, Deutschland
- Fachbereich Sozialwesen, Hochschule RheinMain, Wiesbaden, Deutschland
| | - Ludwig Bilz
- Fakultät für Humanwissenschaften, Brandenburgische Technische Universität Cottbus-Senftenberg, Senftenberg, Deutschland
| | - Saskia Sendatzki
- Fachbereich Gesundheitswissenschaften, Hochschule Fulda, Leipziger Straße 123, 36037, Fulda, Deutschland
| | - Ronja M Helmchen
- Fachbereich Gesundheitswissenschaften, Hochschule Fulda, Leipziger Straße 123, 36037, Fulda, Deutschland
| | - Katharina Rathmann
- Fachbereich Gesundheitswissenschaften, Hochschule Fulda, Leipziger Straße 123, 36037, Fulda, Deutschland
- Public Health Zentrum Fulda (PHZF), Hochschule Fulda, Fulda, Deutschland
| | - Matthias Richter
- School of Medicine and Health, Lehrstuhl Social Determinants of Health, Technische Universität München, München, Deutschland
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11
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Chew PKH, Naidu KNC, Shi J, Zhang MWB. Prevalence and Correlates of (Internet) Gaming Disorder among Young Adults in Singapore. Psychiatr Q 2025:10.1007/s11126-025-10119-9. [PMID: 39939460 DOI: 10.1007/s11126-025-10119-9] [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] [Accepted: 02/01/2025] [Indexed: 02/14/2025]
Abstract
There is a lack of estimates of prevalence rates of Internet gaming disorder (IGD) and gaming disorder (GD) among young adults in Singapore. Consequently, the current study aimed to examine the prevalence rates of IGD and GD, and their relationships with known correlates. Participants were a representative sample of 1008 young adults in Singapore. They completed instruments that assess IGD, GD, gaming motivations, negative emotional states, and sleep quality. The results showed a prevalence rate of 10.3% for IGD and 5.0% for GD. Males had a higher IGD and GD prevalence rate (14.6% and 7.2%) than females (6.2% and 2.8%). Furthermore, participants with IGD or GD reported higher gaming time, and higher scores on gaming motivations, negative emotional states, and sleep quality than their counterparts with no IGD or GD. The higher prevalence rates in this study compared to other global studies suggest that problematic gaming is a social issue in Singapore. Known correlates relating to gender, gaming time, motivations, and emotions were confirmed in the current study. The finding that participants with IGD or GD had better sleep quality was inconsistent with previous studies and could be due to the use of a single item to assess sleep quality. Limitations include the use of a cross-sectional correlational design. Future research could develop and evaluate prevention programs or intervention programs to alleviate the symptoms and negative consequences of problematic gaming.
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Affiliation(s)
| | - Kuhanesan N C Naidu
- Department of Psychological Medicine, National University Health System, Singapore, Singapore
- Saw Swee Hock School of Public Health, National University of Singapore, Singapore, Singapore
| | - Jing Shi
- Department of Health and Social Science, Singapore Institute of Technology, Singapore, Singapore
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12
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Clark FE. Levelling up the study of animal gameplay. Neurosci Biobehav Rev 2025; 169:106016. [PMID: 39826823 DOI: 10.1016/j.neubiorev.2025.106016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/29/2024] [Revised: 01/03/2025] [Accepted: 01/13/2025] [Indexed: 01/22/2025]
Abstract
Play in humans and other animals is widespread and intuitive to recognise. Creative, unstructured play is difficult to quantify, but games direct play towards a specific goal and have defined rules, mechanics and rewards. To date, games have been under-utilised in human and animal behavioural neuroscience. This review evaluates evidence that animals can play human games, including game-theory contests, tangible games, and video games. Animals can be trained to play various human games with cognitive capacities such as role adoption, rule-following and performance monitoring. Animals can make irrational gameplay decisions that jeopardise rewards and have salient emotional responses to winning and losing. Games can advance the field of behavioural neuroscience in several ways. Cognitive tasks can become more engaging and ecologically relevant by adding game elements, known as gamification. Games can be used to induce and measure more naturalistic emotional responses to the process of overcoming (progression/regression) and end state (winning/losing) of cognitive challenges. There is also scope to target specific cognitive skill deficiencies in captive animals using games. However, a recent rapid increase in computerised testing environments raises an important ethical question about the boundary between games and reality for animals.
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Affiliation(s)
- Fay E Clark
- School of Psychological Science, University of Bristol, Bristol BS8 1TU, United Kingdom.
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13
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Gu A, Chan CL, Xu X, Dexter JP, Becker B, Zhao Z. Real-Time fMRI Neurofeedback Modulation of Dopaminergic Midbrain Activity in Young Adults With Elevated Internet Gaming Disorder Risk: Randomized Controlled Trial. J Med Internet Res 2025; 27:e64687. [PMID: 39879613 PMCID: PMC11822309 DOI: 10.2196/64687] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/26/2024] [Revised: 11/28/2024] [Accepted: 01/10/2025] [Indexed: 01/31/2025] Open
Abstract
This study provides preliminary evidence for real-time functional magnetic resonance imaging neurofeedback (rt-fMRI NF) as a potential intervention approach for internet gaming disorder (IGD). In a preregistered, randomized, single-blind trial, young individuals with elevated IGD risk were trained to downregulate gaming addiction-related brain activity. We show that, after 2 sessions of neurofeedback training, participants successfully downregulated their brain responses to gaming cues, suggesting the therapeutic potential of rt-fMRI NF for IGD (Trial Registration: ClinicalTrials.gov NCT06063642; https://clinicaltrials.gov/study/NCT06063642).
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Affiliation(s)
- Anqi Gu
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macau, China
| | - Cheng Lam Chan
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macau, China
| | - Xiaolei Xu
- School of Psychology, Shandong Normal University, Jinan, China
| | - Joseph P Dexter
- Centre for Data Science, Institute of Collaborative Innovation, University of Macau, Macau, China
- Department of Computer and Information Science, Faculty of Science and Technology, University of Macau, Macau, China
| | - Benjamin Becker
- The State Key Laboratory of Brain and Cognitive Sciences, The University of Hong Kong, Hong Kong, China
- Department of Psychology, The University of Hong Kong, Hong Kong, China
| | - Zhiying Zhao
- Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macau, China
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14
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Siste K, King DL, Hanafi E, Sen LT, Adrian A, Murtani BJ. Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region. JMIR Serious Games 2025; 13:e59740. [PMID: 39819569 PMCID: PMC11753718 DOI: 10.2196/59740] [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: 04/24/2024] [Revised: 11/24/2024] [Accepted: 11/25/2024] [Indexed: 01/19/2025] Open
Abstract
Background The gaming and gambling overlap has intensified with new evidence emerging. However, the relationship between gaming and gambling in the digital space is still inconclusive, especially in resource-limited Asian countries. Objective This study aims to review available evidence on the possible interaction and focuses specifically on the gateway interaction between gambling and gaming. Additionally, this review delves into the state of evidence from the Southeast Asian region, providing an in-depth analysis of this underexplored area. Methods We performed a scoping review by sifting through the publications in five databases. We focused on the gateway interaction and provided a possible pathway model, while two other convergence relationships were provided for comparison. Results The scoping review identified a total of 289 publications, with the majority being empirical (n=181), although only 12 studies used longitudinal designs. A significant proportion of the publications (n=152) concentrated on the correlation or comorbidity between gaming and gambling. Most of the evidence has originated from Global North countries, with very limited research emerging from Southeast Asia (n=8). The most commonly studied gambling-like element in video games was loot boxes (n=105). Other elements investigated included esports betting, skin betting, token wagering, gambling advertisements, and gambling-like features. Several longitudinal studies have highlighted the risk of the gateway effect associated with gamblification involvement. However, emerging evidence suggests more nuanced underlying mechanisms that drive the transition from gaming to gambling. Conclusions Overall, there is early evidence of linkage between gambling and gaming, through shared structural and biopsychosocial characteristics. This association possibly extends beyond disparate comorbidity, as such engagement in one activity might influence the risk of partaking in the other behavior. The field requires further longitudinal data to determine the directionality and significant precipitating factors of the gateway effect, particularly evidence from Asia.
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Affiliation(s)
- Kristiana Siste
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia – Dr. Cipto Mangunkusumo National Referral Hospital, Jakarta, Indonesia
| | - Daniel L King
- College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia
- School of Psychology, The University of Adelaide, Adelaide, Australia
| | - Enjeline Hanafi
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia – Dr. Cipto Mangunkusumo National Referral Hospital, Jakarta, Indonesia
| | - Lee Thung Sen
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia – Dr. Cipto Mangunkusumo National Referral Hospital, Jakarta, Indonesia
| | - Adrian Adrian
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia – Dr. Cipto Mangunkusumo National Referral Hospital, Jakarta, Indonesia
| | - Belinda Julivia Murtani
- Department of Psychiatry, Faculty of Medicine, Universitas Indonesia – Dr. Cipto Mangunkusumo National Referral Hospital, Jakarta, Indonesia
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15
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Hong T, Zhou H, Xi W, Li X, Du Y, Liu J, Geng F, Hu Y. Acting with awareness is positively correlated with dorsal anterior cingulate cortex glutamate concentration but both are impaired in Internet gaming disorder. Neuroscience 2025; 564:226-235. [PMID: 39586421 DOI: 10.1016/j.neuroscience.2024.11.054] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/17/2024] [Revised: 11/08/2024] [Accepted: 11/20/2024] [Indexed: 11/27/2024]
Abstract
Internet gaming disorder (IGD) is increasingly recognized as a public concern for its adverse impacts on cognition and mental health. In IGD, the transition from goal-directed actions to habitual and eventually compulsive behaviors is accompanied by altered neural response within the dorsal anterior cingulate cortex (dACC), a critical region involved in conscious actions. However, the neurochemical profile of the dACC in IGD and its relationship with behavioral awareness remain poorly understood. In this study, 1H-magnetic resonance spectroscopy was employed to quantify dACC glutamate concentration and examine its association with the capacity for 'acting with awareness' among 21 participants with IGD and 19 recreational game users. Results indicated that dACC glutamate levels and behavioral awareness were significantly lower in the IGD group compared to recreational game users. Moreover, a significant positive correlation between awareness and dACC glutamate concentration emerged in the recreational game users' group, a relationship attenuated in those with IGD. In an independent cohort of 107 participants, the positive association between awareness and dACC glutamate concentration was replicated. These findings suggest that reduced dACC glutamate in IGD may underlie diminished awareness of maladaptive habitual behaviors. Enhancing dACC neural excitability through neuromodulation or mindfulness training could represent a potential intervention to restore behavioral awareness.
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Affiliation(s)
- Tiantian Hong
- Department of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou 310007, China
| | - Hui Zhou
- Department of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou 310007, China; The State Key Lab of Brain-Machine Intelligence, Zhejiang University, Hangzhou 310007, China
| | - Wan Xi
- Department of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou 310007, China
| | - Xiumei Li
- Department of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou 310007, China
| | - Yusang Du
- Department of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou 310007, China
| | - Jiaxin Liu
- College of Education, Zhejiang University, Hangzhou 310007, China
| | - Fengji Geng
- College of Education, Zhejiang University, Hangzhou 310007, China
| | - Yuzheng Hu
- Department of Psychology and Behavioral Sciences, Zhejiang University, Hangzhou 310007, China; The State Key Lab of Brain-Machine Intelligence, Zhejiang University, Hangzhou 310007, China; MOE Frontiers Science Center for Brain Science & Brain-Machine Integration, Zhejiang University, Hangzhou 310007, China.
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16
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Zuo L, Ai K, Liu W, Qiu B, Tang R, Fu J, Yang P, Kong Z, Song H, Zhu X, Zhang X. Navigating Exploitative Traps: Unveiling the Uncontrollable Reward Seeking of Individuals With Internet Gaming Disorder. BIOLOGICAL PSYCHIATRY. COGNITIVE NEUROSCIENCE AND NEUROIMAGING 2025; 10:26-36. [PMID: 38839035 DOI: 10.1016/j.bpsc.2024.05.005] [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: 02/16/2024] [Revised: 04/17/2024] [Accepted: 05/19/2024] [Indexed: 06/07/2024]
Abstract
BACKGROUND Internet gaming disorder (IGD) involves an imbalance in the brain's dual system, characterized by heightened reward seeking and diminished cognitive control, which lead to decision-making challenges. The exploration-exploitation strategy is key to decision making, but how IGD affects this process is unclear. METHODS To investigate the impact of IGD on decision making, a modified version of the 2-armed bandit task was employed. Participants included 41 individuals with IGD and 44 healthy control individuals. The study assessed the strategies used by participants in the task, particularly focusing on the exploitation-exploration strategy. Additionally, functional magnetic resonance imaging was used to examine brain activation patterns during decision-making and estimation phases. RESULTS The study found that individuals with IGD demonstrated greater reliance on exploitative strategies in decision making due to their elevated value-seeking tendencies and decreased cognitive control. Individuals with IGD also displayed heightened activation in the presupplementary motor area and the ventral striatum compared with the healthy control group in both decision-making and estimation phases. Meanwhile, the prefrontal cortex showed more inhibition in individuals with IGD than in the healthy control group during exploitative strategies. This inhibition decreased as cognitive control diminished. CONCLUSIONS The imbalance in the development of the dual system in individuals with IGD may lead to an overreliance on exploitative strategies. This imbalance, marked by increased reward seeking and reduced cognitive control, contributes to difficulties in decision making and value-related behavioral processes in individuals with IGD.
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Affiliation(s)
- Lin Zuo
- Hefei National Research Center for Physical Sciences at the Microscale, and Department of Hematology, the First Affiliated Hospital of USTC, Division of Life Science and Medicine, University of Science and Technology of China, Anhui, China
| | - Kedan Ai
- Hefei National Research Center for Physical Sciences at the Microscale, and Department of Hematology, the First Affiliated Hospital of USTC, Division of Life Science and Medicine, University of Science and Technology of China, Anhui, China
| | - Weili Liu
- Hefei National Research Center for Physical Sciences at the Microscale, and Department of Hematology, the First Affiliated Hospital of USTC, Division of Life Science and Medicine, University of Science and Technology of China, Anhui, China
| | - Bensheng Qiu
- Centers for Biomedical Engineering, USTC, Anhui, China
| | - Rui Tang
- Hefei National Research Center for Physical Sciences at the Microscale, and Department of Hematology, the First Affiliated Hospital of USTC, Division of Life Science and Medicine, University of Science and Technology of China, Anhui, China
| | - Jiaxin Fu
- Hefei National Research Center for Physical Sciences at the Microscale, and Department of Hematology, the First Affiliated Hospital of USTC, Division of Life Science and Medicine, University of Science and Technology of China, Anhui, China
| | - Ping Yang
- Department of Psychology, School of Humanities & Social Science, USTC, Anhui, China
| | - Zhuo Kong
- Hefei National Research Center for Physical Sciences at the Microscale, and Department of Hematology, the First Affiliated Hospital of USTC, Division of Life Science and Medicine, University of Science and Technology of China, Anhui, China
| | - Hongwen Song
- Hefei National Research Center for Physical Sciences at the Microscale, and Department of Hematology, the First Affiliated Hospital of USTC, Division of Life Science and Medicine, University of Science and Technology of China, Anhui, China; Key Laboratory of Philosophy and Social Science of Anhui Province on Adolescent Mental Health and Crisis Intelligence Intervention, Anhui, China.
| | - Xiaoyu Zhu
- Department of Hematology, The First Affiliated Hospital of USTC, Division of Life Sciences and Medicine, USTC, Anhui, China.
| | - Xiaochu Zhang
- Hefei National Research Center for Physical Sciences at the Microscale, and Department of Hematology, the First Affiliated Hospital of USTC, Division of Life Science and Medicine, University of Science and Technology of China, Anhui, China; Department of Psychology, School of Humanities & Social Science, USTC, Anhui, China; Business School, Guizhou Education University, Guiyang, China; Institute of Health and Medicine, Hefei Comprehensive Science Center, Anhui, China.
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17
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Hofstedt A, Söderpalm Gordh A. Young and adult patients with gaming disorder: Psychiatric co-morbidities and progression of problematic gaming. Front Psychiatry 2024; 15:1423785. [PMID: 39720435 PMCID: PMC11666517 DOI: 10.3389/fpsyt.2024.1423785] [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: 04/26/2024] [Accepted: 11/18/2024] [Indexed: 12/26/2024] Open
Abstract
Background Previous research suggests age-dependent differences in the progression of addiction, and evidence is accumulating, showing that an early initiation of gaming increases the risk for addiction. With the recent introduction of gaming disorder (GD) as a psychiatric diagnosis, there is a need to extend the knowledge of the clinical characteristics of patients seeking treatment for GD of all age groups. Compared to adolescents and young adults, less is known about treatment-seeking adults. This study aimed to investigate whether there are clinically relevant age-dependent differences among patients seeking treatment for GD. Method Participants were recruited among patients seeking treatment and fulfilling diagnosis for GD at an outpatient clinic specialized in the treatment of GD. During the study period, 142 patients went through assessment for GD at the clinic, 37 did not fulfill the diagnosis for GD, and 36 declined participation, leaving a sample of 69 patients (age range = 15-56) for analysis. The sample (men, n = 66; women, n = 3) was divided in two age groups: adolescents and young adults (25 years or younger) and adults (26 years or older). Gaming-related data and information about psychiatric co-morbidity was collected through structured clinical interviews and questionnaires. Results The adolescents and young adults (AYAs) reported a more rapid progression into problematic gaming than the adult group. The younger group developed problematic gaming four years faster than the adults. We also observed comparable clinical profiles in both groups. Both age groups had similar levels of GD as well as symptoms of psychiatric co-morbidities including possible attention deficit hyperactivity disorder (ADHD), autism spectrum disorders (ASD) and problematic gambling. We also noticed that half of our study population consisted of adults. Conclusion With the increasing prevalence of gaming in all age groups, it is unknown how the occurrence of GD will develop in different stages of life. We conclude that the adolescents and young adults had almost double as fast progression to problematic gaming than the adult group, highlighting the need for preventive strategies. The similarity in clinical profiles indicates that treatments with the same type of interventions could be offered to both age groups.
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Affiliation(s)
- Annika Hofstedt
- Sahlgrenska Academy, Institution for Neuroscience and Physiology, Section for Psychiatry and Neurochemistry, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Clinic for Gambling Disorder and Screen Health, Sahlgrenska University Hospital, Gothenburg, Sweden
| | - Anna Söderpalm Gordh
- Sahlgrenska Academy, Institution for Neuroscience and Physiology, Section for Psychiatry and Neurochemistry, University of Gothenburg, Gothenburg, Sweden
- Department of Addiction and Dependency, Clinic for Gambling Disorder and Screen Health, Sahlgrenska University Hospital, Gothenburg, Sweden
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18
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Zhang Y, Zhou J, Wang F, Chen Y, Zhou X, Yan Y, Luo J. The Impact of Cyberbullying Victimization on Internet Gaming Addiction Among College Students: The Mediating Roles of Basic Psychological Need Satisfaction and Frustration, and the Moderating Role of Parental Autonomy Support. Psychol Res Behav Manag 2024; 17:4105-4118. [PMID: 39650088 PMCID: PMC11624674 DOI: 10.2147/prbm.s486250] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/09/2024] [Accepted: 11/21/2024] [Indexed: 12/11/2024] Open
Abstract
PURPOSE Research on the relationship between cyberbullying victimization and Internet gaming addiction in China is limited, while the mechanisms underlying this association remain unclear. Based on the Self-Determination Theory, this study establishes a moderated mediation model to test the mediating roles of basic psychological need satisfaction and frustration between cyberbullying victimization and Internet gaming addiction, as well as the moderating role of parental autonomy support in this mediating effect. METHODS 2819 college students were surveyed using self-reported questionnaires about cyberbullying victimization, basic psychological need satisfaction and frustration, parental autonomy support, and Internet gaming addiction. SPSS 24.0 was utilized to analyze the correlations between variables, and Amos 24.0 was employed to test the structural equation model of this study. RESULTS Cyberbullying victimization was found to significantly predict Internet gaming addiction positively. Basic psychological need satisfaction and frustration played partial mediating roles between cyberbullying victimization and Internet gaming addiction respectively. Parental autonomy support further moderated the first half of the mediated model pathway. Specifically, the impact of cyberbullying victimization on basic psychological need satisfaction and frustration are more obvious among college students with high level of parental autonomy support. CONCLUSION The findings advance our understanding of how cyberbullying victimization affects Internet gaming addiction.Within the college environment, reducing cyberbullying victimization could prevent Internet gaming addiction. Furthermore, enhancing basic psychological need satisfaction, reducing basic psychological need frustration, and reinforcing parental autonomy support among college students who have experienced cyberbullying would be effective to prevent Internet gaming addiction.
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Affiliation(s)
- Yan Zhang
- School of Psychiatry, North Sichuan Medical College, Nanchong, Sichuan, People’s Republic of China
| | - Jinhui Zhou
- School of Psychiatry, North Sichuan Medical College, Nanchong, Sichuan, People’s Republic of China
- School of Psychology, South China Normal University, Guangzhou, Guangdong, People’s Republic of China
| | - Fei Wang
- North Sichuan Medical College, Nanchong, Sichuan, People’s Republic of China
| | - Ying Chen
- School of Psychiatry, North Sichuan Medical College, Nanchong, Sichuan, People’s Republic of China
| | - Xin Zhou
- School of Psychiatry, North Sichuan Medical College, Nanchong, Sichuan, People’s Republic of China
| | - Yuxian Yan
- School of Psychiatry, North Sichuan Medical College, Nanchong, Sichuan, People’s Republic of China
| | - Jiaming Luo
- School of Psychiatry, North Sichuan Medical College, Nanchong, Sichuan, People’s Republic of China
- Mental Health Center, Affiliated Hospital of North Sichuan Medical College, Nanchong, Sichuan, People’s Republic of China
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19
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Aonso-Diego G, González-Roz A, Weidberg S, Secades-Villa R. Depression, anxiety, and stress in young adult gamers and their relationship with addictive behaviors: A latent profile analysis. J Affect Disord 2024; 366:254-261. [PMID: 39218313 DOI: 10.1016/j.jad.2024.08.203] [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: 01/28/2024] [Revised: 07/01/2024] [Accepted: 08/29/2024] [Indexed: 09/04/2024]
Abstract
BACKGROUND There is limited research examining latent profiles of gamers based on emotional variables, which has implications for prevention efforts. The study sought to identify young adult gamer profiles based on depression, anxiety, and stress, and to examine differences between the latent profiles in other addictive behaviors (i.e., tobacco, alcohol, cannabis, illegal substance use, gaming, and gambling). METHODS A total of 1209 young adults (Mage = 19.37, SD = 1.62; 55.3%males) reported past-year gaming. A latent profile analysis (LPA) was performed to identify distinct profiles, and a set of ANOVA and chi-square analyses characterized the profiles in terms of sociodemographic, addictive behaviors, and emotional variables. RESULTS LPA suggested a three-profile solution: profile 1 (n = 660, 'low emotional distress'), profile 2 (n = 377, 'moderate emotional distress'), and profile 3 (n = 172, 'high emotional distress'). Participants with 'moderate' and 'high emotional distress' were mostly women, showed greater gaming severity, higher prevalence of past-month substance use (i.e., tobacco and illegal drugs), and greater consequences of alcohol use. LIMITATIONS The cross-sectional nature of the study and sample being university students. CONCLUSION Findings revealed three distinct profiles of gamers, which differed in emotional, gaming, and substance use severity. Transdiagnostic prevention programs have the potential to provide significant benefits to college students by addressing the core processes (e.g., emotion regulation) that underlie substance use and gaming.
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Affiliation(s)
- Gema Aonso-Diego
- Addictive Behaviors Research Group, Department of Psychology, University of Oviedo, Spain.
| | - Alba González-Roz
- Addictive Behaviors Research Group, Department of Psychology, University of Oviedo, Spain
| | - Sara Weidberg
- Addictive Behaviors Research Group, Department of Psychology, University of Oviedo, Spain
| | - Roberto Secades-Villa
- Addictive Behaviors Research Group, Department of Psychology, University of Oviedo, Spain
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20
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Maldonado-Murciano L, Pontes HM, Barrios M, Gómez-Benito J, Guilera G. Mokken scale analysis of the Internet Gaming Disorder Scale-Short-Form and the Gaming Disorder Test. Addict Behav Rep 2024; 20:100567. [PMID: 39611105 PMCID: PMC11602559 DOI: 10.1016/j.abrep.2024.100567] [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: 02/05/2024] [Revised: 10/16/2024] [Accepted: 10/16/2024] [Indexed: 11/30/2024] Open
Abstract
In recent years, research on disordered gaming has grown substantially with researchers developing different psychometric tools for assessing it. Two of the most prominent assessment tools are the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) and the Gaming Disorder Test (GDT), which evaluate disordered gaming under the American Psychiatric Association (APA) and the World Health Organization (WHO) frameworks, respectively. The main aim of this study was to assess and compare the scalability, reliability, and validity of both scales to determine if they effectively assess disordered gaming in a normative sample, through the Mokken Scale Analysis (MSA). A sample of 605 participants (42.31 % female, meanage = 23.98 years, SD = 9.21 years) was recruited for the present study. Results showed that both the IGDS9-SF and GDT were unidimensional, with all items presenting latent monotonicity fitting in the Monotone Homogeneity Model (MHM). Item characteristic curves did not intersect and presented with adequate fit in the Double Monotonicity Model (DMM). These findings further support the psychometric adequacy of the IGDS9-SF and GDT, attesting to their suitability to assess disordered gaming.
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Affiliation(s)
- Laura Maldonado-Murciano
- Faculty of Psychology, University of Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Spain
- Department of Psychology, International University of Catalonia, Spain
| | - Halley M. Pontes
- School of Psychological Sciences, Birkbeck, University of London, United Kingdom
| | - Maite Barrios
- Faculty of Psychology, University of Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Spain
| | - Juana Gómez-Benito
- Faculty of Psychology, University of Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Spain
| | - Georgina Guilera
- Faculty of Psychology, University of Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Spain
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21
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Wang Y, Ran G, Zhang Q, Zhang Q. The association between social support and prosocial behavior: A three-level meta-analysis. Psych J 2024; 13:1026-1043. [PMID: 39034601 PMCID: PMC11608784 DOI: 10.1002/pchj.792] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/14/2023] [Accepted: 06/18/2024] [Indexed: 07/23/2024]
Abstract
Numerous studies have examined the relationship between social support and prosocial behavior and have concluded that social support is an important factor in generating prosocial behavior. However, different studies have produced different conclusions, and the moderating effect on the relationship is not entirely clear. The current study uses a three-level meta-analysis method to clarify the relationship between social support and prosocial behavior, and explores the moderating variables that affect the relationship between the two variables. Through a systematic literature search, a total of 92 studies, 418 effect sizes, and 74,378 participants were obtained. The main effects test found a significant positive correlation between social support and prosocial behavior. Tests of the moderating effects indicated that the relationship between social support and prosocial behavior was moderated by year of publication, source of social support, measurement of social support and measurement of prosocial behavior. In summary, social support plays an important role in prosocial behavior, and exploring their relationship is beneficial to families, schools and society in guiding individuals' prosocial behavior.
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Affiliation(s)
- Yinlan Wang
- Department of Psychology, School of EducationChina West Normal UniversityNanchongChina
| | - Guangming Ran
- Department of Psychology, School of EducationChina West Normal UniversityNanchongChina
| | - Qi Zhang
- College of Preschool and Primary EducationChina West Normal UniversityNanchongChina
| | - Qiongzhi Zhang
- Department of Psychology, School of EducationChina West Normal UniversityNanchongChina
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Chew PKH, Lin PKF, Yow YJ. Cross-Cultural Differences in the Pathways to Internet Gaming Disorder. Asia Pac Psychiatry 2024; 16:e12565. [PMID: 39390779 DOI: 10.1111/appy.12565] [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: 02/21/2024] [Revised: 05/21/2024] [Accepted: 09/22/2024] [Indexed: 10/12/2024]
Abstract
BACKGROUND No research to date has examined cross-cultural differences in the pathways to internet gaming disorder (IGD). The current study aimed to address this limitation by examining the relationships between nationality (Singaporeans vs. Australians), culture orientation, gaming motivations, and IGD. METHODS Participants were 101 Singaporeans (55.4% males) and 98 Australians (52.0% males). They completed the Culture Orientation Scale, the Motives for Online Gaming Questionnaire, and the Internet Gaming Disorder Scale-Short-Form. RESULTS A series of mediational analyses showed that Singaporeans tend to be more collectivistic (both horizontally and vertically). In turn, this culture orientation motivates them to play games for social reasons, increasing the risk for IGD. In contrast, Australians tend to be more individualistic (vertically only). In turn, this culture orientation motivates them to play games for competitive reasons, increasing the risk for IGD. CONCLUSION Limitations include the use of samples from two countries only, precluding a generalization of the results. Future research directions include examining the role of game genres as a mediator in the nationality-IGD relationship.
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Affiliation(s)
- Peter K H Chew
- School of Social and Health Sciences, James Cook University, Singapore, Singapore
| | - Patrick K F Lin
- School of Social and Health Sciences, James Cook University, Singapore, Singapore
| | - Yong Jie Yow
- School of Social and Health Sciences, James Cook University, Singapore, Singapore
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Kim JS, Song YW, Kim S, Lee JY, Yoo SY, Jang JH, Choi JS. Resting-state EEG microstate analysis of internet gaming disorder and alcohol use disorder. DIALOGUES IN CLINICAL NEUROSCIENCE 2024; 26:89-102. [PMID: 39601360 DOI: 10.1080/19585969.2024.2432913] [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: 05/17/2024] [Revised: 11/09/2024] [Accepted: 11/17/2024] [Indexed: 11/29/2024]
Abstract
INTRODUCTION To investigate the neurophysiological aspects of addiction, the microstate characteristics of internet gaming disorder (IGD), alcohol use disorder (AUD), and healthy control (HC) groups were compared using resting-state electroencephalography (EEG). METHODS In total, 199 young adults (75 patients with IGD, 57 patients with AUD, and 67 HCs) participated in this study. We conducted EEG microstate analysis among the groups and also compared the obtained parameters with the results of psychological assessments. RESULTS The global explained variance, occurrence, and coverage of microstate C were significantly lower in the AUD group than in the IGD group. Additionally, rates of transition from microstates A, B, and D to C were significantly lower in the AUD group than in the IGD group, whereas rates of transition from microstate A to B were lower in the IGD group compared to HCs. Furthermore, the occurrence of microstate C and transition from microstate B to C were negatively correlated with the Alcohol Use Disorder Identification and Behavioural Inhibition Scale score. CONCLUSION There were significant differences in microstate characteristics among the groups, which correlated with the psychological scores. These findings suggest that microstate features can be used as neuromarkers in clinical settings to differentiate between addictive disorders and evaluate the pathophysiology of AUD and IGD.
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Affiliation(s)
- Ji Sun Kim
- Department of Psychiatry, Soonchunhyang University Cheonan Hospital, Cheonan, Republic of Korea
| | - Young Wook Song
- Department of Applied Artificial Intelligence, Hanyang University, Ansan, Republic of Korea
| | - Sungkean Kim
- Department of Applied Artificial Intelligence, Hanyang University, Ansan, Republic of Korea
- Department of Human-Computer Interaction, Hanyang University, Ansan, Republic of Korea
| | - Ji-Yoon Lee
- Department of Health Science and Technology, Graduate School of Convergence Science and Technology, Seoul National University, Seoul, Republic of Korea
| | - So Young Yoo
- Department of Psychiatry, Seoul National University College of Medicine, SMG-SNU Boramae Medical Center, Seoul, Republic of Korea
| | - Joon Hwan Jang
- Department of Psychiatry, Seoul National University Health Service Center, Seoul, Republic of Korea
- Department of Human Systems Medicine, Seoul National University College of Medicine, Seoul, Republic of Korea
| | - Jung-Seok Choi
- Department of Psychiatry, Samsung Medical Center, Sungkyunkwan University School of Medicine, Seoul, Republic of Korea
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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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Ruckwongpatr K, Lee YH, Tran ND, Pham LA, Griffiths MD, Pakpour AH, Lin CK, Huang YT, Chen JS, Lei SM, Lin CY. The gaming disorder test and gaming disorder scale for adolescents: translation and validation among Vietnamese young adults. PSICOLOGIA-REFLEXAO E CRITICA 2024; 37:43. [PMID: 39419899 PMCID: PMC11486874 DOI: 10.1186/s41155-024-00328-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/12/2024] [Accepted: 10/06/2024] [Indexed: 10/19/2024] Open
Abstract
BACKGROUND Previous studies have shown that the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A) have promising validity and reliability when assessing symptoms of gaming disorder among young adults. However, validity and reliability properties of the two scales have not been established among a Vietnamese population. OBJECTIVE The present study translated the GDT and GADIS-A into Vietnamese and examined their factor structures, measurement invariance, convergent validity, concurrent validity, and divergent validity among university students. METHODS A total of 610 young adults (mean age = 21.09 years; 63.4% females) were recruited using convenience sampling and who completed a paper-and-pencil survey between April and June 2023. All participants completed a demographic questionnaire, GDT, GADIS-A, and six standardized scales related to gaming disorder, social media addiction, smartphone addiction, and psychological distress. Confirmatory factor analysis (CFA), internal consistency testing, and Pearson's correlations were performed. RESULTS CFA showed that the GDT had a one-factor structure and the GADIS-A had a two-factor structure. The internal consistency was excellent for both scales among this population. Moreover, both GDT and GADIS-A showed convergent, concurrent, and divergent validity with other standardized scales. CONCLUSION The Vietnamese versions of the GDT and GADIS-A have good psychometrics, which may be utilized in future research regarding gaming disorder among Vietnamese populations.
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Affiliation(s)
- Kamolthip Ruckwongpatr
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, 701, Taiwan
| | - Yu-Han Lee
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, 701, Taiwan
| | - Ngoc Dang Tran
- Department of Environmental and Occupational Health, University of Medicine and Pharmacy at Ho Chi Minh City, Ho Chi Minh City, Vietnam
| | - Le An Pham
- Center of Family Medicine, University of Medicine and Pharmacy at Ho Chi Minh City, Ho Chi Minh City, Vietnam
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, NG1 4FQ, UK
| | - Amir H Pakpour
- Department of Nursing, School of Health and Welfare, Jönköping University, 55318, Jönköping, Sweden
| | - Cheng-Kuan Lin
- Institute of Public Health, National Yang Ming Chiao Tung University, Taipei, 112, Taiwan
| | - Yu-Ting Huang
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, 701, Taiwan
| | - Jung-Sheng Chen
- Department of Medical Research, E-Da Hospital, I-Shou University, Kaohsiung, 82445, Taiwan
| | - Sio-Meng Lei
- Department of Psychiatry, E-Da Hospital, I-Shou University, No. 1, Yida Rd., Yanchao Dist., Kaohsiung, 82445, Taiwan.
- School of Medicine, I-Shou University, Kaohsiung, 82445, Taiwan.
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, 701, Taiwan.
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, 701, Taiwan.
- Biostatistics Consulting Center, College of Medicine, National Cheng Kung University Hospital, National Cheng Kung University, Tainan, 701, Taiwan.
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, 701, Taiwan.
- Departments of Occupational Therapy and Public Health, and Biostatistics Consulting Center, Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University Hospital, National Cheng Kung University, 1 University Rd, Tainan, 701401, Taiwan.
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Tan X, Liu C, Yang W, Hui X, Zhang L, Chen S, He Y. Who has the greatest influence on adolescent gaming disorder: parents, teachers, or peers? An interpersonal relationships network model of gaming disorder. Front Psychiatry 2024; 15:1419014. [PMID: 39435132 PMCID: PMC11491350 DOI: 10.3389/fpsyt.2024.1419014] [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: 04/17/2024] [Accepted: 09/09/2024] [Indexed: 10/23/2024] Open
Abstract
Introduction Gaming disorder (GD) in adolescents is associated with impaired interpersonal relationships, including those with parents, teachers and peers. However, the interpersonal relationships most strongly associated with GD-related maladaptive behaviors are not well established. This study aimed to investigate the associations between these three types of relationships and the manifestation of GD in adolescents. Methods In this cross-sectional study, 1920 Chinese adolescents participated in a survey that assessed interpersonal relationships (parent-child, teacher-student, and peer relationships) and demographic variables (e.g., gender, grade, duration of gaming), and 1414 participants were ultimately included. A network analysis approach was utilized to evaluate the key network metrics of edge weight and node centrality. Results The findings revealed that peer fear and inferiority (r = 0.12) and teacher-student conflict were most strongly correlated with GD, followed by parent-child conflict (r = 0.09). Peer fear and inferiority exhibited the highest strength centrality (0.84), followed by teacher-student conflict (0.83) and parent-child conflict (0.35). Moreover, the duration of gaming was significantly and positively correlated with GD (r = 0.19). Conclusions The present study underscores the significant role of conflict and rejection within interpersonal relationships, particularly among peers, in the manifestation of GD-related behaviors in Chinese adolescents.
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Affiliation(s)
- Xinjie Tan
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
- Department of Military Developmental Psychology, Faculty of Medical Psychology, Army Medical University, Chongqing, China
| | - Chunlin Liu
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
- Department of Military Developmental Psychology, Faculty of Medical Psychology, Army Medical University, Chongqing, China
| | - WanJun Yang
- Department of Military Developmental Psychology, Faculty of Medical Psychology, Army Medical University, Chongqing, China
| | - Xiao Hui
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
| | - Ling Zhang
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
| | - Shuanghong Chen
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
| | - Ying He
- Department of Medical Psychology, Neurological Medical Center, Xinqiao Hospital and The Second Affiliated Hospital, Army Medical University, Chongqing, China
- Department of Military Developmental Psychology, Faculty of Medical Psychology, Army Medical University, Chongqing, China
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Philippi J, Simon-Kutscher K, Austermann MI, Thomasius R, Paschke K. Investigating Parental Factors for Adolescent Problematic Gaming and Social Media Use - A Cross-sectional and Longitudinal Approach. J Adolesc Health 2024; 75:626-634. [PMID: 39066753 DOI: 10.1016/j.jadohealth.2024.06.012] [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: 10/27/2023] [Revised: 06/08/2024] [Accepted: 06/10/2024] [Indexed: 07/30/2024]
Abstract
PURPOSE Increasing concern has been raised on the addictive potential of digital games and socialmedia platforms, especially in adolescent users. Hence, investigating the etiology of problematic gaming (PG) and problematic social-media use (PSMU) is of great scientific and clinical interest. Parental factors have not been sufficiently addressed yet. Therefore, this study aims to investigate the predictive values of parental demographic, psychological, parenting, and role model factors for adolescent PG/PSMU. METHODS In a representative parent-child (10-17 years) sample parental factors and adolescent PG/PSMU were assessed cross-sectionally (Ndyads = 1221) and longitudinally (Ndyads = 659) using online-questionnaires at two measurement points 14 months apart. Parental factors included parental media-use patterns, sociodemographic aspects, (digital) emotion regulation, stress perception, (digital) parental self-efficacy, and media rules. Best subset linear regression models were estimated to identify parental factors with greatest predictive values. These were included in prospective linear regression analyses. RESULTS At the cross-sectional level, 18% of model variance predicting PG and 24% predicting PSMU could be explained by parental media-use patterns, media rules, and (digital) parental self-efficacy after controlling for adolescent age. Longitudinally, 33% of variance in the PG model and 34% of variance of the PSMU model could be explained by parental media-use patterns and parental self-efficacy after controlling for adolescent age and baseline PG/PSMU. DISCUSSION This study is the first to differentially investigate parental factors in the context of adolescent PG/PSMU in a prospective representative parent-child study. Aspects of digital parental role modeling and parenting could be identified as promising anchors for prevention and treatment.
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Affiliation(s)
- Johanna Philippi
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Kathrin Simon-Kutscher
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Maria Isabella Austermann
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Rainer Thomasius
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Kerstin Paschke
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany.
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López-Fernández FJ, Mezquita L, Vidal-Arenas V, Michelini Y, Bravo AJ, Pilatti A, Ortet G, Ibáñez MI. Big five personality traits, gaming motives, and regular and disordered gaming: A cross-national examination among college student gamers in seven countries. Addict Behav 2024; 156:108049. [PMID: 38733950 DOI: 10.1016/j.addbeh.2024.108049] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/12/2024] [Revised: 04/22/2024] [Accepted: 04/30/2024] [Indexed: 05/13/2024]
Abstract
INTRODUCTION Previous research has shown that personality traits and gaming motives are important predictors for explaining regular and disordered gaming. However, the mediating role of gaming motives in the relation between personality traits and video game outcomes (e.g., time spent gaming or disordered gaming) has been scarcely studied and limited cross-national studies have addressed this issue. The present study aimed to examine the direct and indirect effects of the Big Five personality traits on weekly gaming and disordered gaming via gaming motives across seven countries. METHOD 3540 college student gamers (59.5% women) from the U.S., Canada, Spain, Argentina, Uruguay, South Africa and England completed the online survey. Structural equation modeling was conducted to test models. Multigroup models were employed to test model invariance across countries. RESULTS Significant, albeit weak, relations were found between personality traits and gaming outcomes, and were mediated mostly by coping motives in predicting disordered gaming, and by social interaction and recreation (to a lesser extent) motives in predicting weekly gaming. Some minor, yet significant, differences across countries appeared and are discussed in detail. DISCUSSION The present findings indicate that the differential interrelations between personality traits, gaming motives, and video gaming outcomes may be generalized in college students across countries.
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Affiliation(s)
- Francisco J López-Fernández
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain
| | - Laura Mezquita
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain.
| | - Verónica Vidal-Arenas
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain
| | - Yanina Michelini
- Facultad de Psicología, Universidad Nacional de Córdoba, Instituto de Investigaciones Psicológicas, IIPsi (CONICET-UNC), Córdoba, Argentina
| | - Adrian J Bravo
- Department of Psychological Sciences, William & Mary, Williamsburg, VA, USA
| | - Angelina Pilatti
- Facultad de Psicología, Universidad Nacional de Córdoba, Instituto de Investigaciones Psicológicas, IIPsi (CONICET-UNC), Córdoba, Argentina
| | - Generós Ortet
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain
| | - Manuel I Ibáñez
- Department of Basic and Clinical Psychology and Psychobiology, Universitat Jaume I, Castelló de la Plana, Spain; Instituto de Salud Carlos III, Centro de Investigación Biomédica en Red de Salud Mental (CIBERSAM), Castelló de la Plana, Spain
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Fong TCT, Junus A, Wen M, Yip PSF. Comorbidity among symptoms of internet gaming disorder, social withdrawal, and depression in 3430 young people in Hong Kong: A network analysis. J Affect Disord 2024; 359:319-326. [PMID: 38777272 DOI: 10.1016/j.jad.2024.05.091] [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: 11/13/2023] [Revised: 04/22/2024] [Accepted: 05/18/2024] [Indexed: 05/25/2024]
Abstract
BACKGROUND The present study aimed to examine the comorbidity among symptoms of internet gaming disorder (IGD), social withdrawal, and depression using the network perspective. METHODS An online survey recruited 3430 young people in Hong Kong (mean age = 19.4 years, 80.5 % male) via gaming channels in 2019. The participants completed the 9-item IGD Scale, Hikikomori Questionnaire, and Patient Health Questionnaire-9. Network analysis was conducted using R to estimate the central symptoms of IGD and depression in individual networks and identified the bridge symptoms in combined network of IGD, social withdrawal, and depressive symptoms. RESULTS All network models showed high stability. 'Withdrawal', 'Loss of control', and 'Tolerance' were the central IGD symptoms, while 'Depressed mood' and 'Self-blame/guilt' were the central depressive symptoms. The bridge symptoms were 'Gaming as escape or mood relief' from IGD cluster, 'Depressed mood' and 'Self-blame/guilt' from depression cluster, and 'Marked social isolation at home' and 'Significant distress due to social isolation' from social withdrawal cluster. The combined network showed no significant differences in network structure and global strength across gender and age groups. LIMITATIONS The cross-sectional sample only indicated undirected associations between the symptoms in the three clusters and could not model the intra-individual variation. CONCLUSIONS The present study provided the first results on the comorbidity among IGD, social withdrawal, and depression at a symptom level among Chinese young people via network analysis. The bridge symptoms highlight potential targets for interventions of comorbidity among the disorders.
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Affiliation(s)
- Ted C T Fong
- Faculty of Social Sciences, University of Hong Kong, Hong Kong; Centre on Behavioral Health, University of Hong Kong, Hong Kong.
| | - Alvin Junus
- Centre for Urban Mental Health, University of Amsterdam, Amsterdam, The Netherlands
| | - Ming Wen
- Department of Sociology, University of Hong Kong, Hong Kong; Department of Sociology, University of Utah, Salt Lake City, USA
| | - Paul S F Yip
- Department of Social Work & Social Administration, University of Hong Kong, Hong Kong; HKJC Centre for Suicide Research and Prevention, University of Hong Kong, Hong Kong.
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Magnusson K, Johansson F, Przybylski AK. Harmful compared to what? The problem of gaming and ambiguous causal questions. Addiction 2024; 119:1478-1486. [PMID: 38698562 DOI: 10.1111/add.16516] [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: 06/19/2023] [Accepted: 04/09/2024] [Indexed: 05/05/2024]
Abstract
BACKGROUND AND AIMS There has been much concern regarding potential harmful effects of video game-play in the past 40 years, but limited progress in understanding its causal role. This paper discusses the basic requirements for identifying causal effects of video game-play and argues that most research to date has focused upon ambiguous causal questions. METHODS Video games and mental health are discussed from the perspective of causal inference with compound exposures; that is, exposures with multiple relevant variants that affect outcomes in different ways. RESULTS Not only does exposure to video games encompass multiple different factors, but also not playing video games is equally ambiguous. Estimating causal effects of a compound exposure introduces the additional challenge of exposure-version confounding. CONCLUSIONS Without a comparison of well-defined interventions, research investigating the effects of video game-play will be difficult to translate into actionable health interventions. Interventions that target games should be compared with other interventions aimed at improving the same outcomes.
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Affiliation(s)
- Kristoffer Magnusson
- Centre for Psychiatry Research, Department of Clinical Neuroscience, Karolinska Institutet, and Stockholm Health Care Services, Region Stockholm, Solna, Sweden
- Oxford Internet Institute, University of Oxford, Oxford, United Kingdom
| | - Fred Johansson
- Centre for Psychiatry Research, Department of Clinical Neuroscience, Karolinska Institutet, and Stockholm Health Care Services, Region Stockholm, Solna, Sweden
- Department of Health Promotion Science, Sophiahemmet University, Stockholm, Sweden
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Lee SA, Hur YM. Common Genetic Influence on the Relationship Between Gaming Addiction and Attention Deficit Hyperactivity Disorder in Young Adults: A Twin Study. Twin Res Hum Genet 2024; 27:198-203. [PMID: 39463167 DOI: 10.1017/thg.2024.29] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/29/2024]
Abstract
Although the relationship between gaming addiction (GA) and attention deficit hyperactivity disorder (ADHD) is well established, the causal mechanism of this relationship remains ambiguous. We aimed to investigate whether common genetic and/or environmental factors explain the GA-ADHD relationship. We recruited 1413 South Korean adult twins (837 monozygotic [MZ], 326 same-sex dizygotic [DZ], and 250 opposite-sex DZ twins; mean age = 23.1 ± 2.8 years) who completed an online survey on GA and related traits. Correlational analysis and bivariate model-fitting analysis were conducted. Phenotypic correlation between GA and ADHD in the present sample was 0.55 (95% CI [0.51, 0.59]). Bivariate model-fitting analysis revealed that genetic variances were 69% (95% CI [64%, 73%]) and 68% (95% CI [63%, 72%]) for ADHD and GA respectively. The remaining variances (ADHD: 31%; GA: 32%) were associated with nonshared environmental variances, including measurement error. Genetic and nonshared environmental correlations between ADHD and GA were 0.68 (95% CI [0.62, 0.74]) and 0.22 (95% CI [0.13, 0.30]) respectively, which indicates that shared genes can explain 82% of the phenotypic correlation between ADHD and GA. Our study demonstrated that the ADHD-GA association was largely due to shared genetic vulnerability.
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Affiliation(s)
- Seol-Ah Lee
- Kookmin Twin Research Institute, Kookmin University, Seoul, South Korea
| | - Yoon-Mi Hur
- Kookmin Twin Research Institute, Kookmin University, Seoul, South Korea
- General College of Education, Kookmin University, Seoul, South Korea
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Lee SL, Tam CL. Confounding analysis with gaming aspects in predicting psychological distress of esports players. Psych J 2024; 13:541-551. [PMID: 38298166 DOI: 10.1002/pchj.728] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2023] [Accepted: 12/06/2023] [Indexed: 02/02/2024]
Abstract
This research aimed to explore the interplay between the central and peripheral aspects of gaming and their correlation with internet gaming disorder (IGD) in predicting indicators of psychological distress. The study proposed that the core and peripheral characteristics of gaming serve as confounding variables affecting the direct relationship between IGD and psychological distress. Employing a longitudinal design spanning two distinct timeframes, the research involved 100 esports players from Malaysia, all of whom had participated in at least one official tournament. The outcomes revealed that both the core and peripheral attributes of gaming significantly predicted stress, anxiety, and depression. However, IGD exhibited a significant predictive association only with stress. Notably, the study also detected the confounding effects of core and peripheral characteristics in the direct link between IGD and stress. These results imply that core and peripheral gaming traits should be interpreted as individual differences that amplify susceptibility to IGD and its associated psychological distress indicators. Moreover, the findings suggested that IGD might not be a prominent concern for esports players, potentially due to their training in performance management as athletes. The paper explores further implications stemming from these findings.
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Affiliation(s)
- Soon Li Lee
- Department of Psychology, Jeffrey Cheah School of Medicine and Health Sciences, Monash University Malaysia, Subang Jaya, Malaysia
| | - Cai Lian Tam
- Department of Psychology, Jeffrey Cheah School of Medicine and Health Sciences, Monash University Malaysia, Subang Jaya, Malaysia
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Bäcklund C, Sörman DE, Gavelin HM, Király O, Demetrovics Z, Ljungberg JK. Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation. Scand J Psychol 2024; 65:665-682. [PMID: 38475668 DOI: 10.1111/sjop.13010] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/06/2023] [Revised: 12/07/2023] [Accepted: 01/27/2024] [Indexed: 03/14/2024]
Abstract
INTRODUCTION The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits. METHODS A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91). RESULTS The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups. CONCLUSION These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.
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Affiliation(s)
- Christian Bäcklund
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
| | - Daniel Eriksson Sörman
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
| | | | - Orsolya Király
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
| | - Zsolt Demetrovics
- Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary
- Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar
| | - Jessica K Ljungberg
- Department of Health, Education and Technology, Luleå University of Technology, Luleå, Sweden
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Siřínková D, Blinka L, Montag C. Gaming disorder test: Assessing psychometric properties, prevalence, temporal stability, and invariance using a Czech two-time-point longitudinal sample. J Psychiatr Res 2024; 175:192-199. [PMID: 38739952 DOI: 10.1016/j.jpsychires.2024.05.023] [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: 11/18/2023] [Revised: 04/09/2024] [Accepted: 05/08/2024] [Indexed: 05/16/2024]
Abstract
In 2019, Gaming Disorder (GD) was acknowledged as an official diagnosis by the World Health Organization. The Gaming Disorder Test (GDT) is the most widely used tool to measure GD; however, due to its novelty, various measurement properties are still unexplored, and the number of validated language variants is still limited. The present study is the first to assess the psychometric properties of the Czech version of the GDT. Further, it focuses on its temporal prevalence and stability, gaming genre invariance, and criterion validity. A large-scale sample of adult Czech gamers collected at two points within nine months was analysed - T1 N = 5356; T2 N = 6077; longitudinal sample N = 1430. Confirmatory factor analysis (CFA), structural equation modelling (SEM), and multigroup CFA were employed to assess the measurement invariance. The study confirmed the one-factor structure of the GDT and showed that it is invariant across preferred gaming genres and the time of data collection. It showed a negative relationship with life satisfaction and a positive relationship with anxiety, even when controlling for their mutual relationships. The prevalence in the longitudinal sample was equal to or below 1.9% in each wave, but only 0.5% in the longitudinal sample (hence n = 7 participants fulfilled in both waves the criteria for GD). The study suggests that the Czech version of the GDT has good psychometric properties, including temporal stability and invariance across gaming genres, so it is suitable for the survey type and epidemiological investigation of the ICD-11's Gaming Disorder.
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Affiliation(s)
- Dita Siřínková
- Psychology Research Institute, Faculty of Social Studies, Masaryk University, Brno, Czech Republic
| | - Lukas Blinka
- Psychology Research Institute, Faculty of Social Studies, Masaryk University, Brno, Czech Republic.
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm, Ulm University, Germany
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Isorna Folgar M, Faílde Garrido JM, Dapía Conde MD, Braña Rey F. Evaluation of Problematic Video Game Use in Adolescents with ADHD and without ADHD: New Evidence and Recommendations. Behav Sci (Basel) 2024; 14:524. [PMID: 39062347 PMCID: PMC11273604 DOI: 10.3390/bs14070524] [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: 04/16/2024] [Revised: 06/13/2024] [Accepted: 06/20/2024] [Indexed: 07/28/2024] Open
Abstract
Video game addiction among adolescents, particularly those with ADHD, is a significant concern. To gather more insights into video game usage patterns in this population, we investigated levels of potentially problematic use, passion, motivations, and emotional/behavioral symptoms in adolescents with and without ADHD. Our cross-sectional, multicenter study involved 2513 subjects (Age M = 15.07; SD = 2.82) from 24 schools in Galicia (Spain), including 158 (6.3%) diagnosed with ADHD. We employed an ad hoc questionnaire covering sociodemographic data and ADHD diagnosis, the Questionnaire of Experiences Associated with Video Games (CERV), the scale of passion for video games, reasons for playing video games Questionaire (VMQ), and emotional/behavioral problems assessment (SDQ). Results indicated heightened vulnerability in adolescents with ADHD, manifesting in longer usage durations and higher problematic use scores. Interestingly, ADHD medication did not affect internet gaming disorder development. Motivations for gaming differed between groups, with the ADHD cohort showing distinctions in cognitive development, coping, and violent reward. Additionally, the ADHD group exhibited greater emotional/behavioral symptoms, hyperactivity, and reduced prosocial behavior.
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Affiliation(s)
| | - José M. Faílde Garrido
- Department of Psycho-Socio-Educational Analysis and Intervention, Faculty of Education Sciences and Social Work, University of Vigo, 32004 Ourense, Spain; (M.I.F.); (M.D.D.C.); (F.B.R.)
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Martončik M, Adamkovič M, Ropovik I. Network analysis of additional clinical features of (Internet) gaming disorder. Int J Methods Psychiatr Res 2024; 33:e2021. [PMID: 38800951 PMCID: PMC11128981 DOI: 10.1002/mpr.2021] [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: 11/30/2023] [Revised: 03/22/2024] [Accepted: 05/07/2024] [Indexed: 05/29/2024] Open
Abstract
OBJECTIVES There are dozens of screening instruments purporting to measure the (Internet) gaming disorder (IGD/GD). The two prominent diagnostic manuals, DSM-5 and ICD-11, list several additional diagnostic or clinical features and problems (e.g., neglect of sleep, neglect of daily duties, health deterioration) that should co-occur or be caused by the IGD/GD. It remains unclear how specific IGD/GD operationalizations (different screening scales) are related to these functional impairments. METHODS To explore this, data on six measures of IGD/GD (IGDS9-SF, GDSS, GDT, GAMES test, two self-assessments) and 18 additional diagnostic features were collected from a sample of 1009 players who play digital games at least 13 h per week. A network approach was utilized to determine which operationalization is most strongly associated with functional impairment. RESULTS In most of the networks, IGD/GD consistently emerged as the most central node. CONCLUSION The similar centrality of IGD/GD, irrespective of its definition (DSM-5 or ICD-11) or operationalization, provides support for the valid comparison or synthesis of results from studies that used instruments coming from both DSM-5 and ICD-11 ontologies, but only if the goal is to evaluate IGD/GD relationships to other phenomena, not the relationships between the symptoms themselves.
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Affiliation(s)
- Marcel Martončik
- Institute of Social Sciences CSPS SASKošiceSlovakia
- Faculty of Humanities and Social SciencesUniversity of JyväskyläJyväskyläFinland
| | - Matúš Adamkovič
- Institute of Social Sciences CSPS SASKošiceSlovakia
- Faculty of Humanities and Social SciencesUniversity of JyväskyläJyväskyläFinland
- Faculty of EducationCharles UniversityPragueCzechia
| | - Ivan Ropovik
- Faculty of EducationCharles UniversityPragueCzechia
- Faculty of EducationUniversity of PresovPrešovSlovakia
- Institute of PsychologyCzech Academy of SciencesPragueCzechia
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Zhou R, Morita N, Ogai Y, Saito T, Zhang X, Yang W, Yang F. Meta-Analysis of Internet Gaming Disorder Prevalence: Assessing the Impacts of DSM-5 and ICD-11 Diagnostic Criteria. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2024; 21:700. [PMID: 38928946 PMCID: PMC11203952 DOI: 10.3390/ijerph21060700] [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: 03/26/2024] [Revised: 05/24/2024] [Accepted: 05/27/2024] [Indexed: 06/28/2024]
Abstract
With the inclusion of Internet gaming disorder (IGD) in both the DSM-5 and ICD-11, understanding the prevalence and diagnostic discrepancies is crucial for developing appropriate interventions. This study presents a meta-analysis of the prevalence of IGD based on two diagnostic criteria. We systematically searched the PubMed and Web of Science databases. A total of 22 studies were included in the final analysis. The analysis incorporated studies employing the DSM-5 and ICD-11 criteria and focused on the impact of various factors, including study location, sample characteristics, sample size, and quality score, on the reported prevalence rates using a random-effects model. The pooled prevalence of IGD is 6.7% (95% CI: 5.7-7.7%). The subgroup analysis indicated significant differences in the prevalence rates of IGD (DSM-5 criteria) and GD (ICD-11 criteria) (Q b = 38.46, p < 0.01). There were also significant differences in IGD prevalence rates between different scales (Q b = 54.23, p < 0.001). Our findings indicate that different diagnostic criteria and different assessment scales have a significant impact on the prevalence of IGD. This underscores the importance of adopting standardized methodologies to guide public health interventions. However, given the limited research based on ICD-11 diagnostic criteria, further investigation is necessary to determine the variations in prevalence rates of IGD under different diagnostic standards.
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Affiliation(s)
- Ruoyu Zhou
- Doctoral Program in Human Care Science, Graduate School of Comprehensive Human Sciences, University of Tsukuba, Tsukuba 305-8577, Japan;
| | - Nobuaki Morita
- Department of Social Psychiatry and Mental Health, School of Medicine and Medical Sciences, University of Tsukuba, Tsukuba 305-8577, Japan; (N.M.); (Y.O.); (T.S.)
| | - Yasukazu Ogai
- Department of Social Psychiatry and Mental Health, School of Medicine and Medical Sciences, University of Tsukuba, Tsukuba 305-8577, Japan; (N.M.); (Y.O.); (T.S.)
| | - Tamaki Saito
- Department of Social Psychiatry and Mental Health, School of Medicine and Medical Sciences, University of Tsukuba, Tsukuba 305-8577, Japan; (N.M.); (Y.O.); (T.S.)
| | - Xinyue Zhang
- Public Health Degree Program, Faculty of Comprehensive Human Sciences, University of Tsukuba, Tsukuba 305-8577, Japan;
| | - Wenjie Yang
- The Mental Health Center, Yunnan University, Kunming 650091, China
| | - Fan Yang
- Graduate School of Letters, Arts and Sciences, Waseda University, Tokyo 162-8644, Japan;
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Infanti A, Valls-Serrano C, Billieux J, Perales JC. Psychometric Properties of the Spanish Motives for Online Gaming Questionnaire in a Sample of College Students. THE SPANISH JOURNAL OF PSYCHOLOGY 2024; 27:e16. [PMID: 38801093 DOI: 10.1017/sjp.2024.16] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/29/2024]
Abstract
This study investigates the psychometric properties of the Spanish version of the Motives for Online Gaming Questionnaire (MOGQ). We explored the factor structure and construct validity of the MOGQ through its relationships with gaming disorder symptoms (IGD-20) and impulsivity traits. We also analyzed if sociodemographic variables and gaming habits were related to gaming motives. An online cross-sectional survey was completed by 845 college students. Structure validity was examined using a combination of exploratory and confirmatory factor analyses, which supported a bifactor model composed of a general motivation factor and six uncorrelated factors (a mixed factor composed of escape and coping, competition, recreation, skill, social, and fantasy). Omega-hierarchical and omega coefficients were used to determine reliability of the MOGQ. The scale presented acceptable reliability for the general factor (ωh = .79) and the specific factor scores (social ω = .79, escape/coping ω = .81, competition ω = .79, skill ω = .84, fantasy ω = .82, and recreation ω = .70). Positive associations were observed between the MOGQ and the IGD-20 symptoms, with escape/coping (r = .48) and fantasy (r =.40) showing the strongest ones. Null or low correlations were observed with impulsivity traits. Motives to play varied significantly across genders. These findings provide evidence that the Spanish version of the MOGQ is a reliable and valid tool to assess motives to play online games.
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Zhang L, Han J, Liu M, Yang C, Liao Y. The prevalence and possible risk factors of gaming disorder among adolescents in China. BMC Psychiatry 2024; 24:381. [PMID: 38773555 PMCID: PMC11110186 DOI: 10.1186/s12888-024-05826-9] [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: 12/23/2023] [Accepted: 05/09/2024] [Indexed: 05/24/2024] Open
Abstract
BACKGROUND Nowadays, moderate gaming behaviors can be a pleasant and relaxing experiences among adolescents. However, excessive gaming behavior may lead to gaming disorder (GD) that disruption of normal daily life. Understanding the possible risk factors of this emerging problem would help to suggest effective at preventing and intervening. This study aimed to investigate the prevalence of GD and analyze its possible risk factors that adolescents with GD. METHODS Data were collected between October 2020 and January 2021. In total, a sample of 7901 students (4080 (52%) boys, 3742 (48%) girls; aged 12-18 years) completed questionnaires regarding the Gaming-Related Behaviors Survey, Gaming Disorder Symptom Questionnaire-21 (GDSQ-21); Behavioral Inhibition System and Behavioral Activation System Scale (BIS/BAS Scale); Emotion Regulation Questionnaire (ERQ); Short-form Egna Minnenav Barndoms Uppfostran for Chinese (s-EMBU-C); and Adolescent Self-Rating Life Events Checklist (ASLEC). RESULTS The prevalence of GD was 2.27% in this adolescent sample. The GD gamers were a little bit older (i.e., a higher proportion of senior grades), more boys, with more gaming hours per week in the last 12 months, with more reward responsiveness, maternal rejecting and occurrence of negative life events (e.g., interpersonal relationships, being punished and bereavement factors). CONCLUSION These possible risk factors may influence the onset of GD. Future research in clinical, public health, education and other fields should focus on these aspects for provide target prevention and early intervention strategies.
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Affiliation(s)
- Lina Zhang
- Department of Clinical Psychology, Tianjin Medical University General Hospital, Tianjin, China
| | - Jiaqi Han
- The Clinical Medical of Xinjiang Medical University, Urumqi, China
| | - Mengqi Liu
- The National Clinical Research Center for Mental Disorders and Beijing Key Laboratory of Mental Disorders and Beijing Institute for Brain Disorders Center of Schizophrenia, Beijing Anding Hospital, Capital Medical University, Beijing, China
- Advanced Innovation Center for Human Brain Protection, Capital Medical University, Beijing, China
| | - Cheng Yang
- National Clinical Research Center for Mental Disorders, Department of Psychiatry, The Second Xiangya Hospital of Central South University, Changsha, China
| | - Yanhui Liao
- Department of Psychiatry, Sir Run Run Shaw Hospital, School of Medicine, Zhejiang University, Hangzhou, China.
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Mazaherizadeh A, Taherifar Z, Farahani H, Hussain Z. Screened realities: a Grounded Theory exploration of gaming disorder dynamics among Iranian male adolescents. Front Psychiatry 2024; 15:1357211. [PMID: 38784163 PMCID: PMC11112703 DOI: 10.3389/fpsyt.2024.1357211] [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: 01/18/2024] [Accepted: 04/11/2024] [Indexed: 05/25/2024] Open
Abstract
Introduction The increasing prevalence of gaming Disorder (GD) among adolescents has become a global concern. Despite the rising number of studies investigating GD, the cultural and socio-economic factors influencing GD with a qualitative approach are scarce. This study aims to explore the underlying factors, processes, and consequences of GD among Iranian male adolescents and contextual factors related to GD within Iran's unique socio-cultural and psychological tapestry. Methods The study used a qualitative design based on the Grounded Theory Method (GTM). The researchers conducted semi-structured interviews with 13 male adolescents aged 15-18 who Dignasoed according to DSM-5 and ICD-11 criteria. The interviews were transcribed and analyzed using the GTM approach, which involves open, axial, and selective coding. Results The study revealed nine main themes and a core category: (1) interaction seeking, (2) encounter and familiarize with games, (3) games attraction, (4) Socialization, (5) game careerism, (6) dexterity, (7) lack and compensation, (8) physical harm, territorial-cultural barrier, (9) second life, and ''life crafting'' as the core category. Discussion The study's findings provide valuable insights into the cultural and socio-economic factors influencing GD among Iranian male adolescents. For example, Iran's economic conditions make adolescents choose gaming as their job and try to earn money in this way, which makes them more dependent on gaming. On the other hand, communities related to games play an essential role in the identity development of adolescents with GD.
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Affiliation(s)
| | - Zahra Taherifar
- Department of Psychology, University of Tehran, Tehran, Iran
| | | | - Zaheer Hussain
- School of Social Sciences, Nottingham Trent University, Nottingham, United Kingdom
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Paschke K, Thomasius R. [Digital media use and mental health in adolescents-a narrative review]. Bundesgesundheitsblatt Gesundheitsforschung Gesundheitsschutz 2024; 67:456-464. [PMID: 38427080 PMCID: PMC10995066 DOI: 10.1007/s00103-024-03848-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/10/2023] [Accepted: 02/02/2024] [Indexed: 03/02/2024]
Abstract
The opportunities and hazards of digital media, especially with regard to children and adolescents, are currently the subject of frequent family, school, and social debates.Digital platforms can support the accomplishment of adolescent developmental tasks through gaming and social exchange as well as communication and contact promotion, learning, and health promotion, and are widely used for entertainment. In Germany, almost all adolescents own a smartphone. During the COVID-19 pandemic, an intensification of the use of digital games, social media, and streaming offers by adolescents was observed. Exposure to age-uncensored content such as the depiction of violence, extreme political views, and conspiracy theories, as well as personal attacks through cyberbullying, unfiltered initiation of contact including cybergrooming, dysfunctional role models, and addiction-promoting aspects are associated with mental health risks.Cyberbullying affects about 5% of children and adolescents in Germany. A bidirectional relationship with mental health could be shown. The gaming disorder is the first digital media use disorder (DMUD) that has been included in the ICD-11 and thus internationally recognized as a mental illness. Adolescents are affected disproportionately often and experience impairments in their mental development and levels of functioning.Services are available to promote adolescent media literacy, and their expansion, structured application, and evaluation are needed. Evidence-based prevention and treatment options for DMUD are currently largely lacking. Their development, review, and dissemination should be further supported.
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Affiliation(s)
- Kerstin Paschke
- Deutsches Zentrum für Suchtfragen des Kindes- und Jugendalters (DZSKJ), Universitätsklinikum Hamburg-Eppendorf, Martinistr. 52, 20246, Hamburg, Hamburg, Deutschland.
| | - Rainer Thomasius
- Deutsches Zentrum für Suchtfragen des Kindes- und Jugendalters (DZSKJ), Universitätsklinikum Hamburg-Eppendorf, Martinistr. 52, 20246, Hamburg, Hamburg, Deutschland
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Leino T, Finserås TR, Skogen JC, Pallesen S, Kristensen JH, Mentzoni RA, Sivertsen B. Examining the relationship between non-suicidal self-harm and suicidality within the past 12-months and gaming problems in Norwegian full-time students. BMC Psychiatry 2024; 24:234. [PMID: 38549054 PMCID: PMC10976819 DOI: 10.1186/s12888-024-05694-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/07/2023] [Accepted: 03/18/2024] [Indexed: 04/01/2024] Open
Abstract
BACKGROUND Although gaming problems are associated with poor mental health, few population-based studies have examined its association with self-harm and suicidality. This study investigates the association between gaming problems, non-suicidal self-harm and suicidality within the past year, stratified by sex among Norwegian full-time students. METHODS Data derived from the Norwegian Students' Health and Wellbeing Study 2022 (N = 59,544). The respondents were categorized into non-gamers, recreational gamers, engaged gamers, problematic gamers, and addicted gamers based on the Game Addiction Scale for Adolescents. Log-link binomial regression models, stratified by sex, adjusted for age, were used to estimate the risk ratio of non-suicidal self-harm (ideation and behavior) and suicidal behaviors (ideation and attempt) across different levels of gaming problems. RESULTS Among females, the risk of non-suicidal self-harm and suicidal ideation increased from non-gamer to problem gamer, with no differences between problem and addicted gamers. Among males, the risk of non-suicidal self-harm increased from non-gamers to engaged gamers, but no differences were observed between engaged, problematic, and addicted gamers. No sex × gaming category interaction was observed for suicide attempts. Engaged and addicted gamers had higher risks of suicide attempt than non-gamers and recreational gamers. CONCLUSIONS Gaming problems are associated with increased risk of non-suicidal self-harm and suicidal ideation among females. Among males, no differences were observed between engaged, problem and addicted gamers. The results highlight sex when studying health related outcomes and their association to level of gaming problems. Longitudinal studies are warranted to uncover the temporal mechanisms between IGD, non-suicidal self-harm and suicidality.
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Affiliation(s)
- Tony Leino
- Department of Psychosocial Science, University of Bergen, Bergen, 5015, Norway.
- Norwegian Competence Center for Gambling and Gaming Research, University of Bergen, Bergen, 5015, Norway.
- Department of Health Promotion, Norwegian Institute of Public Health, Bergen, 5015, Norway.
| | - Turi Reiten Finserås
- Department of Health Promotion, Norwegian Institute of Public Health, Bergen, 5015, Norway
| | - Jens Christoffer Skogen
- Department of Health Promotion, Norwegian Institute of Public Health, Bergen, 5015, Norway
- Centre for Evaluation of Public Health Measures, Norwegian Institute of Public Health, Oslo, 0473, Norway
- Alcohol and Drug Research Western Norway, Stavanger University Hospital, Stavanger, 4068, Norway
| | - Ståle Pallesen
- Department of Psychosocial Science, University of Bergen, Bergen, 5015, Norway
- Norwegian Competence Center for Gambling and Gaming Research, University of Bergen, Bergen, 5015, Norway
| | - Joakim Hellumbråten Kristensen
- Department of Psychosocial Science, University of Bergen, Bergen, 5015, Norway
- Norwegian Competence Center for Gambling and Gaming Research, University of Bergen, Bergen, 5015, Norway
| | - Rune Aune Mentzoni
- Department of Psychosocial Science, University of Bergen, Bergen, 5015, Norway
- Norwegian Competence Center for Gambling and Gaming Research, University of Bergen, Bergen, 5015, Norway
| | - Børge Sivertsen
- Department of Health Promotion, Norwegian Institute of Public Health, Bergen, 5015, Norway
- Department of Research and Innovation, Helse Fonna HF, Haugesund, 5525, Norway
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Ghazi FR, Gan WY, Tung SEH, Chen IH, Poon WC, Siaw YL, Ruckwongpatr K, Chen JS, Huang SW, Griffiths MD, Lin CY. Problematic Gaming in Malaysian University Students: Translation and Psychometric Evaluation of the Malay Language Versions of Gaming Disorder Test and Gaming Disorder Scale for Young Adults. Eval Health Prof 2024; 47:93-104. [PMID: 37365830 DOI: 10.1177/01632787231185845] [Citation(s) in RCA: 17] [Impact Index Per Article: 17.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/28/2023]
Abstract
As research on gaming disorder (GD) is growing globally, the need for a valid and reliable instrument to assess GD has become crucial. Therefore, the present cross-sectional study translated and evaluated the psychometric properties of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Young Adults (GADIS-YA) into Malay language versions. The sample comprised 624 university students (females = 75.6%; mean age = 22.27 years) recruited via an online survey from May to August 2022, using a convenience sampling method. Participants completed both GDT and GADIS-YA scales and other relevant measures including Bergen Social Media Addiction Scale (BSMAS), Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and time spent on social media and gaming. Results showed that both instruments reported satisfactory internal consistency, and confirmatory factor analysis supported the one-factor structure for GDT and two-factor structure for GADIS-YA. Both scales were strongly correlated with each other and with the IGDS9-SF, BSMAS, and time spent on social media and gaming, supporting concurrent validity. Measurement invariance of both scales was confirmed across gender and gaming time. These findings suggest that the Malay versions of GDT and GADIS-YA are reliable and valid measures of problematic gaming among Malaysian university students.
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Affiliation(s)
- Farah Raihana Ghazi
- Department of Nutrition, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Selangor, Malaysia
| | - Wan Ying Gan
- Department of Nutrition, Faculty of Medicine and Health Sciences, Universiti Putra Malaysia, Selangor, Malaysia
| | - Serene En Hui Tung
- Division of Nutrition and Dietetics, School of Health Sciences, International Medical University, Kuala Lumpur, Malaysia
| | - I-Hua Chen
- Chinese Academy of Education Big Data, Qufu Normal University, Qufu, China
| | - Wai Chuen Poon
- Sunway Business School, Sunway University, Selangor, Malaysia
| | - Yan-Li Siaw
- Faculty of Education, Universiti Malaya, Malaysia
| | - Kamolthip Ruckwongpatr
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
| | - Jung-Sheng Chen
- Department of Medical Research, E-Da Hospital, I-Shou University, Kaohsiung, Taiwan
| | - Shih-Wei Huang
- Institute of Environmental Toxin and Emerging Contaminant, Cheng Shiu University, Kaohsiung, Taiwan
- Center for Environmental Toxin and Emerging-contaminant Research, Cheng Shiu University, Kaohsiung, Taiwan
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
| | - Chung-Ying Lin
- Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Biostatistics Consulting Center, National Cheng Kung University Hospital, College of Medicine, Tainan, Taiwan
- Department of Occupational Therapy, College of Medicine, National Cheng Kung University, Tainan, Taiwan
- Department of Public Health, College of Medicine, National Cheng Kung University, Tainan, Taiwan
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Coșa IM, Dobrean A, Balazsi R. Measurement Invariance of the Lemmens Internet Gaming Disorder Scale-9 Across Age, Gender, and Respondents. Psychiatr Q 2024; 95:137-155. [PMID: 38294619 DOI: 10.1007/s11126-024-10066-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 01/21/2024] [Indexed: 02/01/2024]
Abstract
Although Internet gaming disorder (IGD) has gained increased attention in scientific, clinical, and community contexts, there is still a lack of consensus regarding the best assessment tools (i.e., self-report or other reports) for assessing its symptoms. The present study aimed to investigate the reliability, validity, and measurement invariance of both versions (youth and parent) of The Lemmens Internet Gaming Disorder Scale-9. To achieve this goal, we recruited between June and October 2019 from five Romanian highschools a total of 697 adolescents (11-19 years old) and one of their parents (N = 391). The internal consistency was good in both versions of the instrument (α = 0.772 for the youth version and α = 0.781 for the parent version). Construct validity assessed through confirmatory factor analysis showed support for the one factor structure of the scales, while multigroup confirmatory factor analysis endorsed the invariance across age, gender, and respondents (i.e., parent vs. youth report). The current research identifies both IGD scales to be reliable and valid, arguing for their utility for assessing IGD symptomatology among adolescents. Implications for theory, assessment, and future directions are discussed.
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Affiliation(s)
- Iulia Maria Coșa
- International Institute for The Advanced Studies of Psychotherapy and Applied Mental Health, Babeș-Bolyai University, Republicii Street 37, Cluj-Napoca, 400015, Romania
- Evidence Based Psychological Assessment and Interventions Doctoral School, Babeș-Bolyai University, Cluj-Napoca, Romania
| | - Anca Dobrean
- International Institute for The Advanced Studies of Psychotherapy and Applied Mental Health, Babeș-Bolyai University, Republicii Street 37, Cluj-Napoca, 400015, Romania.
- Department of Clinical Psychology and Psychotherapy, Babeş-Bolyai University, Republicii Street 37, Cluj-Napoca, 400015, Romania.
| | - Robert Balazsi
- Department of Psychology, Babeș-Bolyai University, No. 37, Republicii Street, Cluj-Napoca, 40015, Romania
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Phan O. [Addictive behavior among teenagers: new trends]. Soins Psychiatr 2024; 45:20-25. [PMID: 38527868 DOI: 10.1016/j.spsy.2024.01.008] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/27/2024]
Abstract
The majority of teenagers benefit from scientific advances, whether pharmacological or technological, but the most vulnerable use them to their detriment. While only certain substances or activities are potentially "addictive", the psyche, personality and environment play a major role in the onset of an addiction. Pleasure-seeking motivates gambling and drug use. Suffering will drive the adolescent to pursue this practice, which provides pleasure and relief, to the detriment of any other activity. It becomes exclusive, toxic and alienating. The therapist must rise to the challenge.
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Affiliation(s)
- Olivier Phan
- Consultation jeunes consommateurs Saint-Jacques, CSAPA Pierre-Nicole, Croix-Rouge française, 247 rue Saint-Jacques, 75005 Paris, France; Unité d'addictologie, Fondation santé des étudiants de France, 30 avenue du Président-Franklin-Roosevelt, 92330 Sceaux, France; Unité Inserm, Centre de recherche en épidémiologie et santé des populations, 16 avenue Paul-Vaillant-Couturier, 94800 Villejuif, France; Université Versailles Saint-Quentin-en-Yvelines, Paris-Saclay, 55 avenue de Paris, 78000 Versailles, France.
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Danielsen PA, Mentzoni RA, Låg T. Treatment effects of therapeutic interventions for gaming disorder: A systematic review and meta-analysis. Addict Behav 2024; 149:107887. [PMID: 37826910 DOI: 10.1016/j.addbeh.2023.107887] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/03/2023] [Revised: 09/27/2023] [Accepted: 10/06/2023] [Indexed: 10/14/2023]
Abstract
The prevalence of gaming disorder is assumed to be between 2%-5%. The treatment effect of different therapeutic interventions of gaming disorder has not been studied extensively. This systematic review and meta-analysis sought to identify all intervention studies on gaming disorder with a control group, determine the effect of the interventions, and examine moderators. Studies applying a therapeutic intervention and using an appropriate comparison group were identified by searching electronic databases, previous reviews, and reference lists. Data on type of treatment, name of outcome measurement, symptom level and other study characteristics were extracted and analyzed using meta-analysis and meta-regression. A total of 38 studies and 76 effect sizes, originating from 9524 participants were included. RoB2 and ROBINS-I risk of bias tools were used to assess within-study risk of bias. Correlational hierarchical models with robust variance estimation were fitted to effect size data and yielded a moderate summary estimate. Egger's sandwich test, funnel plot inspections, and other tests were conducted to assess risk of bias between studies. Results indicate that there may be an overall effect of therapeutic interventions for gaming disorder, but confidence in these findings is compromised by small-study effects, possible publication bias, a limited study pool, and a lack of standardization. The field needs more higher quality studies before the evidence-base can support reliable meta-analytic estimates.
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Affiliation(s)
- Paul A Danielsen
- Department of Psychology, UiT the Arctic University of Norway, Norway.
| | - Rune A Mentzoni
- Department of Psychosocial Science, Faculty of Psychology, University of Bergen, Norway
| | - Torstein Låg
- University Library, UiT the Arctic University of Norway, Norway
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Park K, Chang H, Hong JP, Kim MH, Park S, Jung JY, Kim D, Hahm BJ, An JH. The Effect of Time Spent on Online Gaming on Problematic Game Use in Male: Moderating Effects of Loneliness, Living Alone, and Household Size. Psychiatry Investig 2024; 21:181-190. [PMID: 38433417 PMCID: PMC10910165 DOI: 10.30773/pi.2023.0027] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/02/2023] [Revised: 10/25/2023] [Accepted: 12/01/2023] [Indexed: 03/05/2024] Open
Abstract
OBJECTIVE This study aimed to investigate the association between gaming time and problematic game use (PGU) within a large sample of Korean male gamers and to examine the potential moderating effects of loneliness, living alone, and household size. METHODS This study employed data from 743 male gamers from the National Mental Health Survey 2021, a nationally representative survey of mental illness conducted in South Korea. Self-reported data on the average gaming time per day, severity of PGU, loneliness, living alone, and household size were used. RESULTS Gaming time was positively associated with PGU and this relationship was significantly moderated by loneliness such that the positive effect of gaming time on PGU was greater when the levels of loneliness were high. The three-way interaction effect of gaming time, loneliness, and living alone was also significant, in that the moderating effect of loneliness on the relationship between gaming time and PGU was significant only in the living alone group. However, household size (i.e., number of housemates) did not moderate the interaction between gaming time and loneliness among gamers living with housemates. CONCLUSION These results suggest the importance of considering loneliness and living arrangements of male gamers, in addition to gaming time, in identifying and intervening with individuals at heightened risk of PGU.
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Affiliation(s)
- Kyeongwoo Park
- Department of Psychology, Sungkyunkwan University, Seoul, Republic of Korea
| | - Hyein Chang
- Department of Psychology, Sungkyunkwan University, Seoul, Republic of Korea
| | - Jin Pyo Hong
- Department of Psychiatry, Sungkyunkwan University School of Medicine, Seoul, Republic of Korea
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Myung Hyun Kim
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Sohee Park
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Jin Young Jung
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Dahae Kim
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
| | - Bong-Jin Hahm
- Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul, Republic of Korea
- Department of Neuropsychiatry, Seoul National University Hospital, Seoul, Republic of Korea
| | - Ji Hyun An
- Department of Psychiatry, Sungkyunkwan University School of Medicine, Seoul, Republic of Korea
- Department of Psychiatry, Samsung Medical Center, Seoul, Republic of Korea
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Paschke K, Diestelkamp S, Zapf A, Busch K, Arnaud N, Prehn-Kristensen A, Reis O, Stark M, Cloes JO, Schulz AL, Brauer H, Krömer T, Thomasius R. An app-based training for adolescents with problematic digital-media use and their parents (Res@t digital): protocol for a cluster-randomized clinical trial. Front Psychiatry 2024; 14:1245536. [PMID: 38328520 PMCID: PMC10847547 DOI: 10.3389/fpsyt.2023.1245536] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/23/2023] [Accepted: 12/29/2023] [Indexed: 02/09/2024] Open
Abstract
Background Digital media-use disorders (DMUD) in adolescents are a rising phenomenon associated with psychological distress, comorbid mental disorders, and high burden on affected families. Since the ICD-11 introduced criteria for gaming disorder, these can now be transferred to describe additional DMUD associated with social media platforms and streaming services. Most evidence for effective treatments comes from cognitive-behavioral therapy (CBT). However, interventions based on theoretical models for adolescents and their parents are widely missing, leading to a significant clinical gap. Methods Res@t digital (Resource-Strengthening Training for Adolescents with Problematic Digital-Media Use and their Parents) is the app-based translation of the first model-based digital intervention for adolescents with DMUD and their parents based on CBT. It comprises separate but content-related modules for adolescents (Res@t-A) and parents (Res@t-P), applying multimodal techniques. The effectiveness of Res@t will be evaluated within a multicenter cluster-randomized controlled evaluator-blinded pre-post follow-up trial with the waitlist control group (CG). In addition to the Res@t program in the intervention group, both groups will receive treatment as usual within primary child and adolescent psychiatric/psychotherapeutic healthcare. The primary outcome addresses DMUD symptom reduction after 10 weeks. Secondary outcomes are related to a reduction in psychological and family-related problems and an increase in parental self-efficacy. All outcomes will be assessed using standardized self-report measures. A total of 1,334 participating adolescent-parent dyads from a large clinical network throughout Germany are planned to be included in the primary analyses based on an intention-to-treat approach, applying linear mixed models. Discussion Assuming superiority of Res@t over the control condition, the intervention has the potential to provide evidence-based treatment for a significant number of help-seeking families, supporting local healthcare structures and resources. It is a promising program for practicable implementation and flexible use in different settings. Clinical trial registration https://drks.de, DRKS00031043.
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Affiliation(s)
- Kerstin Paschke
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Silke Diestelkamp
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Antonia Zapf
- Institute of Medical Biometry and Epidemiology (IMBE), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Katharina Busch
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Nicolas Arnaud
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Alexander Prehn-Kristensen
- Institute of Child and Adolescent Psychiatry, Center for Integrative Psychiatry, School of Medicine, Christian-Albrecht University Kiel, Kiel, Germany
| | - Olaf Reis
- Department for Child and Adolescent Psychiatry and Neurology, Rostock University Medical Center, Rostock, Germany
| | - Maria Stark
- Institute of Medical Biometry and Epidemiology (IMBE), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Jan-Ole Cloes
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Anna-Lena Schulz
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
| | - Hannah Brauer
- Institute of Child and Adolescent Psychiatry, Center for Integrative Psychiatry, School of Medicine, Christian-Albrecht University Kiel, Kiel, Germany
| | - Thomas Krömer
- Collaborative Practice for Child and Adolescent Psychiatry, Psychotherapy and Psychosomatics, Hamburg, Germany
| | - Rainer Thomasius
- German Center for Addiction Research in Childhood and Adolescence (DZSKJ), University Medical Center Hamburg-Eppendorf (UKE), Hamburg, Germany
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Angelini F, Pivetta E, Marino C, Canale N, Spada MM, Vieno A. Social norms and problematic gaming among adolescents: The role of Internet use coping motives. Addict Behav 2024; 148:107865. [PMID: 37804747 DOI: 10.1016/j.addbeh.2023.107865] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/08/2023] [Revised: 09/11/2023] [Accepted: 09/18/2023] [Indexed: 10/09/2023]
Abstract
INTRODUCTION Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studies have documented that peer influences constitute a relevant risk factor for adolescent problematic behaviors, little research is currently available on PG. The aim of this study was to examine the contribution of social norms and perceived friends' gaming frequency on participants' own gaming frequency and PG, by testing potential differences among groups with low vs. high motive to use the Internet (e.g., online gaming) as a coping strategy. METHOD A survey was administered to 470 adolescent gamers (mean age = 15.49 years; SD = 1.05 years; 77.9 % males). A theoretical model was tested through path analysis and multi-group comparisons were performed. RESULTS Path analysis revealed that social norms and perceived friends' gaming frequency were positively associated to participants' gaming behaviors and PG. Additionally, different patterns between groups emerged. CONCLUSION Our findings confirmed the relative importance of peer influences on adolescents' gaming behaviors and PG and showed that adolescents who rely more on online gaming to cope with negative affect may be more vulnerable to social influence processes than other peers. These findings may provide useful indications for prevention programs targeting adolescent PG.
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Affiliation(s)
- Federica Angelini
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Erika Pivetta
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Claudia Marino
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy; Division of Psychology, School of Applied Sciences, London South Bank University, 103 Borough Road, London SE1 0AA, United Kingdom.
| | - Natale Canale
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
| | - Marcantonio M Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, 103 Borough Road, London SE1 0AA, United Kingdom.
| | - Alessio Vieno
- Department of Developmental and Social Psychology, University of Padova, via Venezia 8, 35131 Padova, Italy.
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50
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Deng X, Hu YB, Liu CY, Li Q, Yang N, Zhang QY, Liu L, Qiu JN, Xu HB, Xue L, Shi YW, Wang XG, Zhao H. Psychological distress and aggression among adolescents with internet gaming disorder symptoms. Psychiatry Res 2024; 331:115624. [PMID: 38039647 DOI: 10.1016/j.psychres.2023.115624] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/05/2023] [Revised: 11/18/2023] [Accepted: 11/23/2023] [Indexed: 12/03/2023]
Abstract
The present study aimed to investigate the current situation of internet gaming disorder (IGD) in Chinese adolescents and explore the impact of IGD-related factors on adolescent aggression. We hypothesized that IGD symptoms in adolescents would be associated with aggressive behavior and that risk factors for IGD symptoms could increase the aggressive tendencies of adolescents. To verify the above hypothesis, a cross-sectional survey of junior and senior high school students from southern, southwestern, central, and eastern China was conducted. A total of 9306 valid questionnaires were collected. The results showed that the prevalence of IGD symptoms was 1.78 % among Chinese adolescents. The adolescents in the disordered gamer group had the most severe IGD symptoms, with the highest levels of psychological distress and aggression. Interestingly, adolescents in the casual gamer group had the lowest psychological distress and aggression scores. Linear regression analysis further showed that higher levels of aggression were significantly associated with male sex, younger age, more severe psychological distress and IGD symptoms, and more violent game exposure. Our results suggested that excessive online gaming not only contributes to psychological distress in adolescents but also increases their levels of aggressive behavior. Apart from male sex and younger age, severe IGD symptoms and psychological distress are the most important predictors of the development of aggressive behavior.
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Affiliation(s)
- Xi Deng
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Yu-Bo Hu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Chun-Yan Liu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Qi Li
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Ning Yang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Qi-Yu Zhang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Lu Liu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Jian-Ni Qiu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Hong-Bin Xu
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China
| | - Li Xue
- Department of Psychology, School of Public Medicine, Southern Medical University, Guangzhou 510515, China
| | - Yan-Wei Shi
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China
| | - Xiao-Guang Wang
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China
| | - Hu Zhao
- Faculty of Forensic Medicine, Zhongshan School of Medicine, Translational Forensic Medicine Engineering Technology Research Center, Sun Yat-sen University, Guangzhou 510080, China; Guangdong Province Key Laboratory of Brain Function and Disease, Guangzhou 510080, China.
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