Comparative Evaluation of Temporomandibular Disorders and Dental Wear in Video Game Players DOI Open Access

Cezar Ionia,

Alexandru Eugen Petre,

Alexandra Velicu

et al.

Journal of Clinical Medicine, Journal Year: 2024, Volume and Issue: 14(1), P. 31 - 31

Published: Dec. 25, 2024

Background/Objectives: The increasing prevalence of video gaming has raised concerns about its potential impact on musculoskeletal health, particularly temporomandibular disorders (TMDs). This study aims to compare TMD symptoms, mandibular function, and dental wear between gamers non-gamers among university students. Methods: An observational included 108 students aged 20 23 years, divided into (n = 48) 60). Participants completed questionnaires assessing habits, screen time. Clinical examinations measured movements, palpation-induced pain, using the Smith Knight Tooth Wear Index. Statistical analyses independent t-tests, chi-square tests, Pearson’s correlations, logistic regression. Seven comprehensive tables present findings with p-values. Results: Gamers reported significantly higher time (Mean 6.5 h/day) compared 4.0 h/day; p < 0.001). Maximum unassisted mouth opening was greater in 48.31 mm) than 46.33 mm; 0.04). exhibited a pain palpation masseter muscle (45.8% vs. 30.0%; 0.05). Dental scores were for teeth 2.3 (upper left canine) 3.3 (lower (p Positive correlations found hours spent maximum (r 0.25; 0.01) 0.30; 0.002). Logistic regression showed that status predicted presence symptoms (Odds Ratio 2.5; 0.03). Conclusions: exhibit opening, increased wear, masticatory non-gamers. Prolonged may contribute altered function risk symptoms. Further research is needed explore underlying mechanisms develop preventive strategies.

Language: Английский

Phubbing and its impact on the individual's psychological well-being DOI Creative Commons
Estefanía Capilla Garrido, Sixto Cubo Delgado, Prudencia Gutiérrez Esteban

et al.

Acta Psychologica, Journal Year: 2024, Volume and Issue: 248, P. 104388 - 104388

Published: July 3, 2024

Increasingly, smartphones have become a part of people's everyday lives, and are now considered by many to be an indispensable social accessory. Since attachment smartphone could negative psychological consequences, burgeoning new area research has emerged which examines the effects on individuals' well-being. Hence, this study focuses phubbing - one's engagement with during face-to-face conversation another person or group people its association For investigation, quantitative descriptive approach been adopted involving sample 370 women men from Spain between 25 60 years old. The survey was distributed late 2019 first quarter 2020. Phubbing Behaviors Survey conducted, comprising five dimensions (cultural, technological, social, communicational, psychological), total 33 items requiring responses 5-point Likert scale. This used in conjunction General Health Questionnaire (GHQ-28), consisting four categories (somatic symptoms, dysfunction, anxiety insomnia, severe depression), 7 per category. findings reveal positive correlation depression and, young under old show higher levels somatic symptoms than same age group. demonstrates need raise awareness via health education promote healthy use Internet prevent distress resulting phubbing.

Language: Английский

Citations

6

A scoping review about the portrayal of mental illness in commercial video games DOI Creative Commons
Gloria Mittmann, Verena Steiner‐Hofbauer, Marie Celine Dorczok

et al.

Current Psychology, Journal Year: 2024, Volume and Issue: unknown

Published: Sept. 14, 2024

Language: Английский

Citations

4

Parental Behaviors and Video Game Addiction in Adolescents: A Systematic Review DOI Creative Commons

Carmen Rosales-Navarro,

Inmaculada Torres Pérez

International Journal of Mental Health and Addiction, Journal Year: 2025, Volume and Issue: unknown

Published: March 27, 2025

Language: Английский

Citations

0

Explanatory model of behavioral adaptation in video game addiction among adolescents in urban and rural Peru: the mediating role of anxiety DOI Creative Commons
Julio César Huamaní Cahua, Estefany Cecilia Ojeda-Flores,

Norma Roxana Medina Arce

et al.

Frontiers in Psychology, Journal Year: 2025, Volume and Issue: 16

Published: April 8, 2025

The study aimed to determine the relationships between behavioral adaptation and video game addiction, mediated by anxiety, in Peruvian adolescents from urban rural areas, using a structural equation modeling (SEM) approach. This explanatory cross-sectional employed convenience sampling, comprising 606 students of both sexes, aged 11 13, with 62.4% areas 37.6% areas. instruments used included State-Trait Anxiety Inventory for Children (STAIC) measure state trait Behavioral Adaptation (IAC), Video Game Dependency Test (TDV). These demonstrated adequate validity reliability sample through confirmatory factor analysis (CFA), ensuring their relevance context. SEM results confirmed that influences good model fit indices (χ2/df = 4.836; TLI 0.945; CFI 0.964; GFI 0.950; RMSEA 0.080, 90% CI [0.068, 0.092]). Regarding anxiety types, showed stronger negative mediating effect (β -0.31; β 0.20) compared -0.22; 0.16). Significant differences were found students, exhibiting lower higher levels (p < 0.001) peers. findings support theories emphasizing interaction emotional factors development problematic behaviors. Additionally, is identified as having greater impact than suggesting situational responses, rather stable predispositions, are key determinants intensifying addictive behaviors specific contexts.

Language: Английский

Citations

0

How Players Perceive Mental Illness in Commercial Video Games: A Comparison of Positive and Negative Portrayals DOI
Gloria Mittmann, Sylvia Dörfler, Susanne Siegmann

et al.

Published: Jan. 1, 2025

Language: Английский

Citations

0

From Controller to Screen: A Narrative Review of Video Games in Medicine DOI Open Access

M Rais,

Eric M Schorr,

Michelle Winfield

et al.

Cureus, Journal Year: 2025, Volume and Issue: unknown

Published: April 21, 2025

Language: Английский

Citations

0

Persistence and Evolution Within Interactive Design: An Integrated Approach to ICT Innovations in Emergent Game Narratives DOI Creative Commons
Mengfan Zou,

Yuan Meng,

Sara Cortés Gómez

et al.

Technologies, Journal Year: 2025, Volume and Issue: 13(5), P. 179 - 179

Published: May 1, 2025

Video games, as interactive artifacts within the continuum of information and communication technology (ICT), encapsulate an ontological inquiry: which mechanism maintains user engagement while evolving with ICT-driven innovations? How is this structured video games in competitive industry? This study analyzes emergent narrative Animal Crossing franchise, focusing on interplay between persistence evolution, aligning our inquiry by examining how technological integration, design, player agency co-construct adaptations across generations. Employing integrated approach, we introduced ENSF framework to analyze mechanisms. On basis, qualitative walkthrough method quantitative unsupervised learning methods—principal component analysis VADER techniques—were used examine flow, linguistic metrics, sentiment tendencies four game generations official materials (N = 37). contributes (a) establishing structural simulation (ENSF) delineating techniques’ interrelations—simulation, orientations, story events, resolutions, evaluations, characters; (b) interpreting mechanisms design balance proving that ICT innovations comply reinforcement. These discoveries establish a hermeneutic proposal identifying socio-technological characteristics communications emphasizing dynamic innovative gaming environments.

Language: Английский

Citations

0

Approach bias in individuals with Internet gaming disorder: Evidence from an event-related potential-based approach-avoid task DOI

Cuijing Li,

Ting Pan,

Jinbo He

et al.

International Journal of Psychophysiology, Journal Year: 2024, Volume and Issue: 202, P. 112376 - 112376

Published: June 5, 2024

Language: Английский

Citations

3

Depression, anxiety, and stress in young adult gamers and their relationship with addictive behaviors: A latent profile analysis DOI Creative Commons
Gema Aonso‐Diego, Alba González‐Roz, Sara Weidberg

et al.

Journal of Affective Disorders, Journal Year: 2024, Volume and Issue: 366, P. 254 - 261

Published: Aug. 30, 2024

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 depression, anxiety, and stress, examine differences between the in other addictive behaviors (i.e., tobacco, alcohol, cannabis, illegal substance use, gaming, gambling). A total 1209 adults (Mage = 19.37, SD 1.62; 55.3%males) reported past-year gaming. profile analysis (LPA) was performed distinct profiles, a set ANOVA chi-square analyses characterized terms sociodemographic, behaviors, variables. LPA suggested three-profile solution: 1 (n 660, 'low distress'), 2 377, 'moderate 3 172, 'high distress'). Participants with 'moderate' distress' were mostly women, showed greater gaming severity, higher prevalence past-month use tobacco drugs), consequences alcohol use. cross-sectional nature sample being university students. Findings revealed three gamers, differed emotional, severity. Transdiagnostic programs have potential provide significant benefits college students by addressing core processes (e.g., emotion regulation) that underlie

Language: Английский

Citations

3

Well-being in gaming communities: the relationship between online gaming participation, social capital, and life satisfaction DOI
Shengnan Pang, Zixuan Zhang, Xiaopei Wang

et al.

Current Psychology, Journal Year: 2025, Volume and Issue: unknown

Published: Feb. 28, 2025

Language: Английский

Citations

0