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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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Zhou H, Hung Hui BP, Wang TY, Wu AMS. The relationships between positive/negative metacognitions and Internet gaming disorder among Chinese adult gamers: Cross-sectional and longitudinal evidence. Addict Behav 2025; 163:108245. [PMID: 39756127 DOI: 10.1016/j.addbeh.2024.108245] [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: 09/11/2024] [Revised: 12/18/2024] [Accepted: 12/31/2024] [Indexed: 01/07/2025]
Abstract
Previous research investigating Internet gaming disorder (IGD) in China involved mainly youth samples despite the large population of adult gamers. Drawing on the self-regulatory executive function model, this study aimed to demonstrate the psychometric robustness of negative and positive gaming-specific metacognitions assessed by the short-form Metacognitions about Online Gaming Scale (MOGS; Study 1). Then, Study 2 aimed to explore bidirectional associations between these two factors of the MOGS and IGD among a broad age spectrum of Chinese adult gamers. Through online surveys, we obtained data from Chinese community adults: Study 1 surveyed 409 past-month gamers (Mage = 42.45, SD = 11.66; 53.8 % female) and Study 2 surveyed 266 past-month gamers (Mage = 34.76, SD = 11.78; 65.8 % female). Results of Study 1 supported the robustness of the two-factor structure, demonstrated the short-form MOGS' satisfactory convergent validity and reliability, and displayed its scalar invariance between community adults and university students. Study 2 found bidirectional associations between negative metacognitions only and IGD, in which baseline negative metacognitions were associated with higher levels of individuals' follow-up vulnerability to developing IGD. In contrast, IGD had a prospective effect on negative metacognitions 6 months later. IGD also showed a significant prospective effect on positive metacognitions. These findings demonstrate that the short-form MOGS is a cost-effective tool for measuring gaming-specific metacognitions in Chinese adults, highlighting the prominent role of negative metacognitions in the vicious circle of maladaptive metacognitions and IGD, which has implications for IGD preventions.
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Affiliation(s)
- Hui Zhou
- Department of Psychology, School of Educational Sciences, Chongqing Normal University, Chongqing, China; Department of Psychology, Faculty of Social Sciences, University of Macau, Macau
| | - Bryant Pui Hung Hui
- Department of Applied Social Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Hong Kong, China; Mental Health Research Center, The Hong Kong Polytechnic University, Hong Kong, China.
| | | | - Anise M S Wu
- Department of Psychology, Faculty of Social Sciences, University of Macau, Macau; Centre for Cognitive and Brain Sciences, Institute of Collaborative Innovation, University of Macau, Macau.
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Lin S, Chen X, Tan L, Liao Z, Li Y, Tang Y, Huang Q, Shen H. Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study. JMIR Serious Games 2024; 12:e45985. [PMID: 38648634 DOI: 10.2196/45985] [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: 01/25/2023] [Revised: 09/28/2023] [Accepted: 02/21/2024] [Indexed: 04/25/2024] Open
Abstract
BACKGROUND Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China. OBJECTIVE This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population. METHODS A total of 772 Chinese individuals (age: mean 21.70, SD 8.81 years; age range: 13-57 years; 458/772, 59.3% male) completed a web-based questionnaire survey, including the C-MOGS and a battery of validated scales measuring IGD, gaming motives, depression, and anxiety. RESULTS Through exploratory and confirmatory factor analyses, the 3-factor structure was confirmed to have adequate model fit and internal consistency reliability (Cronbach α≥.799, Guttman split-half coefficients≥0.754). Concurrent validity of the C-MOGS was supported by its correlations with IGD (P<.001), gaming motives (P<.001), depression (P<.001), and anxiety (P<.001). Furthermore, the incremental validity analysis showed that the C-MOGS predicted 13% of the variance in IGD while controlling for gender, age, weekly gaming hours, gaming motives, depression, and anxiety. CONCLUSIONS This study provides evidence that the psychometric properties of the C-MOGS are appropriate and emphasizes its positive association with IGD. The C-MOGS is a reliable and valid instrument for mental health workers to assess metacognitions about online gaming in the Chinese population.
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Affiliation(s)
- Shuhong Lin
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Xinxin Chen
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Linxiang Tan
- Education Center for Mental Health, Central South University, Changsha, China
| | - Zhenjiang Liao
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Yifan Li
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Ying Tang
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
| | - Qiuping Huang
- School of Humanities and Management, Hunan University of Chinese Medicine, Changsha, China
| | - Hongxian Shen
- Department of Psychiatry, Second Xiangya Hospital of Central South University, Changsha, China
- National Clinical Research Center for Mental Disorders, Changsha, China
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Efrati Y, Spada MM. Development and Validation of the Metacognitions about Sex Scale: Exploring its Role as a Mediator between Negative Affect, Emotion Dysregulation Strategies, and Compulsive Sexual Behavior Disorder. JOURNAL OF SEX & MARITAL THERAPY 2023; 50:76-93. [PMID: 37878755 DOI: 10.1080/0092623x.2023.2259894] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/27/2023]
Abstract
Metacognitions about sex are theorized to shape cognitive appraisal, coping mechanisms, and regulation or dysregulation before, during, and/or after exposure to sexual stimuli. In our study, we examined the construct structure and validity of the Metacognitions about Sex Scale (MSS) among a sample of adolescents. We estimated the convergent validity of the MSS by factors: negative affect, dysregulated thoughts, and impulsivity, and compulsive sexual behavior (CSB). We also ran a structural equation model in which we examined the possibility that metacognitions about sex would mediate the association between negative affect, dysregulated thoughts, and impulsivity on the one hand, and CSB on the other. The study population included 662 adolescents (252 boys and 410 girls, M = 16.70, SD = 1.32) between 13-18 years of age. The analyses indicated that the factorial structure of the MSS comprised the two expected factors. We also found that positive and negative metacognitions about sex significantly mediated the effect of negative affect, dysregulated thoughts, and impulsivity on CSB. The findings provide evidence that MSS among Israeli adolescents are psychometrically appropriate for use by researchers and practitioners in the prevention and treatment of CSB.
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Affiliation(s)
- Yaniv Efrati
- Bar-Ilan University, Faculty of Education, Ramat Gan, Israel
| | - Marcantonio M Spada
- Division of Psychology, School of Applied Sciences, London South Bank University, London, UK
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Efrati Y. Risk and protective factor profiles predict addictive behavior among adolescents. Compr Psychiatry 2023; 123:152387. [PMID: 37037172 DOI: 10.1016/j.comppsych.2023.152387] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/28/2022] [Revised: 03/17/2023] [Accepted: 04/04/2023] [Indexed: 04/12/2023] Open
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD), compulsive sexual behavior (CSB), and problematic social network usage (PSNU) are prevalent disorders among adolescents. Research indicates an increase in the number of adolescents engaging in daily gaming, sex, and the use of social networks, as well as an increase in the number of adolescents diagnosed with these disorders. The current study aims to detect unique profiles of risk and protective factors and examine whether these profiles could explain the different severities of IGD, CSB, and PSNU among adolescents. METHOD The sample comprised 544 Jewish Israeli adolescents from the general community (age 14-18), who were asked about risk (childhood adversity, childhood trauma, depression, anxiety, stress, post-traumatic stress, self-concealment, internalized stigma) and protective (parent-adolescent communication,) factors and addictive behaviors (IGD, CSB, and PSNU). RESULTS Adolescents were classified into three different clusters based on their risk and protective factors: "at risk" (n = 48, 8.82%), "moderate" (n = 400, 73.53%), and "resilient" (n = 96, 17.65%). The "at risk" group had significantly greater severity of addictive behaviors (IGD, CSB, and PSNU) than did the "moderate" or "resilient" groups, and the "moderate" group had significantly greater severity of addictive behaviors than the "resilient" group. CONCLUSIONS The findings highlight the fact that protective and risk factor profiles are highly indicative of various addictive behaviors among adolescents. The current research expands knowledge about addictive behaviors by providing a more individualized approach to understanding addictive behaviors among adolescents.
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