Examining Anxiety and Insomnia in Internship Students and Their Association with Internet Gaming Disorder DOI Open Access
Tahani K. Alshammari, Aleksandra M. Rogowska,

A.M. Al-Obaid

et al.

Journal of Clinical Medicine, Journal Year: 2024, Volume and Issue: 13(14), P. 4054 - 4054

Published: July 11, 2024

Background: Internships are a mandatory graduation requirement to help medical students transition the work environment. Some individuals prone anxiety in an unfamiliar environment, which is public concern among young adults. Here, we investigated mechanism between internet gaming disorder and insomnia internship students. Methods: A convenient sample of 267 was collected cross-sectional study module 17 July 27 December 2022. The survey contained 7-item Generalized Anxiety Disorder (GAD-7), Athens Insomnia Scale (AIS), Internet Gaming Scale—Short-Form (IGDS9-SF). association estimated using Pearson’s correlations, network analysis performed characterize these associations. Results: Our results indicate that about 60% participants exhibited mild severe insomnia, while 2.28% showed symptoms disorder. Also, found moderate insomnia. An item-level indicated GAD_1 “feeling anxious” GAD_5 “unable sit still” essential for gaming, GAD_2 “uncontrollable worrying” crucial This interplay items, supported by our centrality analysis, where depicted high centrality. Conclusions: We rates selected At same time, low could be attributed lack time entertainment increased awareness its risks. Given findings, risk should emphasized.

Language: Английский

Metacognition, Desire Thinking, and Problematic Social Media Use: Investigating Effects of Active and Passive Engagement in Facebook and Instagram Users DOI Creative Commons
Andrew Allen,

Geraldine Sanders‐Westerhof,

Azin Khodadadi

et al.

Scandinavian Journal of Psychology, Journal Year: 2025, Volume and Issue: unknown

Published: April 30, 2025

ABSTRACT The current study aimed to improve the understanding of cognitive and metacognitive processes underlying problematic social media use ( PSMU ) by comparing active passive user engagement contrasting Facebook Instagram users. model desire thinking MCMDT was utilized explore these distinctions within a community sample 337 participants (64% female, M age = 36.10). Participants completed self‐report measures assess their processes, patterns, engagement. demonstrated robust fit across all scenarios, with most optimal for χ 2 (3) 0.850, p 0.838, CFI 1.000, RMSEA 0.000, SRMR 0.0062, variance explained 59.4%), least users 1.151, 0.765, 0.0206, 45.9%). initiation elaboration stages were supported, but pathological amplification stage not. As expected, showed better than users, had more pronounced verbal perseveration VP activation during stage. Contrary expectations, did not display imaginal prefiguration IP Facebook. These results enhance driving , which may contribute developing targeted interventions. Future research should investigate how interact influence later various populations contexts.

Language: Английский

Citations

0

Examining Anxiety and Insomnia in Internship Students and Their Association with Internet Gaming Disorder DOI Open Access
Tahani K. Alshammari, Aleksandra M. Rogowska,

A.M. Al-Obaid

et al.

Journal of Clinical Medicine, Journal Year: 2024, Volume and Issue: 13(14), P. 4054 - 4054

Published: July 11, 2024

Background: Internships are a mandatory graduation requirement to help medical students transition the work environment. Some individuals prone anxiety in an unfamiliar environment, which is public concern among young adults. Here, we investigated mechanism between internet gaming disorder and insomnia internship students. Methods: A convenient sample of 267 was collected cross-sectional study module 17 July 27 December 2022. The survey contained 7-item Generalized Anxiety Disorder (GAD-7), Athens Insomnia Scale (AIS), Internet Gaming Scale—Short-Form (IGDS9-SF). association estimated using Pearson’s correlations, network analysis performed characterize these associations. Results: Our results indicate that about 60% participants exhibited mild severe insomnia, while 2.28% showed symptoms disorder. Also, found moderate insomnia. An item-level indicated GAD_1 “feeling anxious” GAD_5 “unable sit still” essential for gaming, GAD_2 “uncontrollable worrying” crucial This interplay items, supported by our centrality analysis, where depicted high centrality. Conclusions: We rates selected At same time, low could be attributed lack time entertainment increased awareness its risks. Given findings, risk should emphasized.

Language: Английский

Citations

1