Gaming disorder among Russian and Kazakh university students DOI Creative Commons
Vsevolod Konstantinov, Aigerim Mynbayeva, Валентина Гриценко

et al.

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.

Language: Английский

Are you feeling comfortable? – Measuring Clinical Hormesis DOI Creative Commons
Marios Kyriazis,

Alessandro Fontana,

Vittorio Calabrese

et al.

Published: Aug. 7, 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.Nutritional hormesis, digital cognitive mentioned two examples.

Language: Английский

Citations

0

Are you feeling comfortable? – Measuring clinical hormesis DOI Creative Commons
Marios Kyriazis,

Alessandro Fontana,

Ursula M. Jacob

et al.

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.

Language: Английский

Citations

0

Internet gaming disorder in children: a narrative review DOI Open Access
Tiffany Field

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.

Language: Английский

Citations

0

Prevalence and Prediction of Video Gaming Addiction Among Saudi Adolescents, Using the Game Addiction Scale for Adolescents (GASA) DOI Creative Commons
Mostafa A. Abolfotouh, Najla Barnawi

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).

Language: Английский

Citations

0

Gaming disorder among Russian and Kazakh university students DOI Creative Commons
Vsevolod Konstantinov, Aigerim Mynbayeva, Валентина Гриценко

et al.

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.

Language: Английский

Citations

0