Discover Global Society,
Journal Year:
2024,
Volume and Issue:
2(1)
Published: Nov. 19, 2024
Abstract
Background
During
COVID-19,
interest
in
video
games
increased
and
it
continues
to
escalate.
Excessive
gaming,
common
throughout
the
world,
attracts
concern
among
mental
health
professionals.
Most
internet
gamers
are
youth
young
adults.
Persistent
recurrent
gaming
can
lead
disorder,
which
may
be
associated
with
significant
impairments
of
daily
work
and/or
education
activities.
This
comparative
study
examined
disorders
Russian
Kazakh
university
students
its
association
gender,
religiosity,
loneliness,
substance
use,
eating
behavior.
Methods
Data
were
collected
from
a
cross-sectional
sample
1464
Russia
Kazakhstan,
33.3%
male,
66.7%
female,
29.2%
secular,
70.8%
non-secular
during
2022–2023.
The
Qualtrics
software
platform
was
used
for
responses
nine-item
Internet
Gaming
Disorder
Scale-Short-Form,
six-item
De
Jong
Gierveld
Loneliness
Scale.
Also,
survey
participants
asked
about
their
use
behavior
gaming.
All
statistical
analyses
conducted
using
SPSS,
version
25.
Results
average
amount
disorder
(GD)
is
higher
than
(14.2
vs.
12.9,
p
<
0.001),
males
more
females
(15.4
12.8,
0.001).
Religious
respondents
tend
spend
less
time
(p
0.001)
have
lower
GD
rates
However,
regression
analysis
shows
religiosity
religious
affiliation
not
predictors
GD.
Significant
behavior,
weekly
hours
spent
on
gender
(male),
country
(Russia)
age
(Adjusted
R
2
=
0.473).
Conclusion
Despite
cross-cultural
differences
between
Kazakhstan
students,
results
show
tends
similar
at
low
level
both
countries;
predictor
consistent
other
studies
showing
that
secular
post-Soviet
countries,
including
people
predominantly
declarative
nature,
impact
Additional
research
should
considered
verify
present
findings
policy,
prevention,
treatment
purposes.
Hormesis
is
a
biological
phenomenon
where
exposure
to
low
dose
of
stressor
or
toxin
induces
beneficial
adaptive
response,
whereas
higher
doses
may
have
detrimental
effects.
The
concept
hormesis
being
increasingly
appreciated
not
only
in
toxicology
and
pharmacology,
but
also
nutrition,
clinical
medicine,
situations
involving
everyday
life.
an
response
cells
organisms
moderate
intermittent
stressful
stimulation.
Following
such
stimulation,
the
organism
must
respond,
it
has
make
choice:
either
treat
as
positive
‘challenge’,
adapting
increasing
its
robustness,
negative
‘threat’
with
consequences
for
physiology
health.
In
usually
difficult
advise
patients
on
how
determine
strength
when
decide
that
each
new
stimulation
too
(ineffective),
(appropriate
health),
excessive
(damaging
health).
this
paper
we
argue
possible
rely
subjective
feelings
‘comfort
vs
discomfort’,
deciding
about
stimulus:
if
felt
by
individual
’comfortable’
event,
then
likely
effects
are
(a
hormetic
challenge).
If
‘uncomfortable’
damaging
health
threat).
These
take
place
anterior
insula
which
evaluates
state
resources
responding
external
internal
result
integration
signals
from
amygdala,
hippocampus,
prefrontal
cortex.Nutritional
hormesis,
digital
cognitive
mentioned
two
examples.
Translational Medicine of Aging,
Journal Year:
2024,
Volume and Issue:
8, P. 33 - 38
Published: Jan. 1, 2024
Hormesis
is
a
biological
phenomenon
where
exposure
to
low
dose
of
stressor
or
toxin
induces
beneficial
adaptive
response,
whereas
higher
doses
may
have
detrimental
effects.
The
concept
hormesis
being
increasingly
appreciated
not
only
in
toxicology
and
pharmacology,
but
also
nutrition,
clinical
medicine,
situations
involving
everyday
life.
an
response
cells
organisms
moderate
intermittent
stressful
stimulation.
Following
such
stimulation,
the
organism
must
respond,
it
has
make
choice:
either
treat
as
positive
'challenge',
adapting
increasing
its
robustness,
negative
'threat'
with
consequences
for
physiology
health.
In
usually
difficult
advise
patients
on
how
determine
strength
when
decide
that
each
new
stimulation
too
(ineffective),
(appropriate
health),
excessive
(damaging
health).
this
paper
we
argue
possible
rely
subjective
feelings
'comfort
vs
discomfort',
deciding
about
stimulus:
if
felt
by
individual
'comfortable'
event,
then
likely
effects
are
(a
hormetic
challenge).
If
'uncomfortable'
damaging
health
threat).
These
take
place
anterior
insula
which
evaluates
state
resources
responding
external
internal
result
integration
signals
from
amygdala,
hippocampus,
prefrontal
cortex.
Digital
cognitive
nutritional
mentioned
two
detailed
examples.
Journal of Psychology & Clinical Psychiatry,
Journal Year:
2024,
Volume and Issue:
15(4), P. 245 - 249
Published: Aug. 26, 2024
Method:
This
narrative
review
summarizes
research
from
the
years
2019-2024
on
internet
gaming
disorder
in
children.
Results:
recent
suggests
a
prevalence
rate
ranging
20%
Brazil
to
62%
Saudi
Arabia,
although
across
multiple
studies
reported
an
average
of
much
lower
5%.
Correlates/comorbidities
have
included
anxiety,
depression,
ADHD
and
autism.
Other
risk
factors
for
this
include
being
male,
impulsivity,
neurotic,
narcissistic
exposed
gaming,
violent
non-supportive
behavior
their
parents.
Negative
effects
attention,
cognitive
academic
performance
problems
as
well
aggressive
behavior.
Only
one
was
found
potential
underlying
biological
mechanisms
which
suggested
dysregulation
brain’s
reward
system
including
prefrontal
cortex,
limbic
amygdala.
few
papers
interventions
appeared
literature
suggesting
effectiveness
behavioral
therapy
methylphenidate.
Discussion:
The
highlight
severity
However,
they
are
limited
by
primarily
based
mixed-age
child
adolescent
samples
results
that
varied
correlates/comorbidities
disorders.
Psychology Research and Behavior Management,
Journal Year:
2024,
Volume and Issue:
Volume 17, P. 3889 - 3903
Published: Nov. 1, 2024
Understanding
the
prevalence
and
predictors
of
video
game
(VG)
addiction
is
crucial
in
Saudi
context
for
improving
quality
life
adolescents
youths.
We
aim
to
determine
prevalence,
types,
VG
disorders
among
using
validated
Arabic-translated
Game
Addiction
Scale
Adolescents
(GASA).
Discover Global Society,
Journal Year:
2024,
Volume and Issue:
2(1)
Published: Nov. 19, 2024
Abstract
Background
During
COVID-19,
interest
in
video
games
increased
and
it
continues
to
escalate.
Excessive
gaming,
common
throughout
the
world,
attracts
concern
among
mental
health
professionals.
Most
internet
gamers
are
youth
young
adults.
Persistent
recurrent
gaming
can
lead
disorder,
which
may
be
associated
with
significant
impairments
of
daily
work
and/or
education
activities.
This
comparative
study
examined
disorders
Russian
Kazakh
university
students
its
association
gender,
religiosity,
loneliness,
substance
use,
eating
behavior.
Methods
Data
were
collected
from
a
cross-sectional
sample
1464
Russia
Kazakhstan,
33.3%
male,
66.7%
female,
29.2%
secular,
70.8%
non-secular
during
2022–2023.
The
Qualtrics
software
platform
was
used
for
responses
nine-item
Internet
Gaming
Disorder
Scale-Short-Form,
six-item
De
Jong
Gierveld
Loneliness
Scale.
Also,
survey
participants
asked
about
their
use
behavior
gaming.
All
statistical
analyses
conducted
using
SPSS,
version
25.
Results
average
amount
disorder
(GD)
is
higher
than
(14.2
vs.
12.9,
p
<
0.001),
males
more
females
(15.4
12.8,
0.001).
Religious
respondents
tend
spend
less
time
(p
0.001)
have
lower
GD
rates
However,
regression
analysis
shows
religiosity
religious
affiliation
not
predictors
GD.
Significant
behavior,
weekly
hours
spent
on
gender
(male),
country
(Russia)
age
(Adjusted
R
2
=
0.473).
Conclusion
Despite
cross-cultural
differences
between
Kazakhstan
students,
results
show
tends
similar
at
low
level
both
countries;
predictor
consistent
other
studies
showing
that
secular
post-Soviet
countries,
including
people
predominantly
declarative
nature,
impact
Additional
research
should
considered
verify
present
findings
policy,
prevention,
treatment
purposes.