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.
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.
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.
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.
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