Impact of gaming disorder on first episode psychosis patients' evolution: Protocol for a multicentered prospective study DOI Creative Commons
Maxime Huot‐Lavoie, Charles Desmeules, Olivier Corbeil

et al.

Early Intervention in Psychiatry, Journal Year: 2023, Volume and Issue: 18(6), P. 439 - 445

Published: Dec. 7, 2023

The objective of this study is to underline the impact Gaming Disorder on clinical evolution patients with First Episode Psychosis. specific aims are determine prevalence gaming disorder among those and assess consequences their trajectory.

Language: Английский

Advances in problematic usage of the internet research – A narrative review by experts from the European network for problematic usage of the internet DOI Creative Commons
Naomi Fineberg, José M. Menchón, Natalie Hall

et al.

Comprehensive Psychiatry, Journal Year: 2022, Volume and Issue: 118, P. 152346 - 152346

Published: Aug. 16, 2022

Global concern about problematic usage of the internet (PUI), and its public health societal costs, continues to grow, sharpened in focus under privations COVID-19 pandemic. This narrative review reports expert opinions members largest international network researchers on PUI framework European Cooperation Science Technology (COST) Action (CA 16207), scientific progress made critical knowledge gaps remaining be filled as term reaches conclusion. A key advance has been achieving consensus clinical definition various forms PUI. Based overarching principles protecting individuals from harm promoting highest attainable standard health, World Health Organisation introduced several new structured diagnoses into ICD-11, including gambling disorder, gaming compulsive sexual behaviour other unspecified or specified disorders due addictive behaviours, alongside naming online activity a diagnostic specifier. These definitions provide for first time sound platform developing systematic networked research at global scale. Progress also areas such refining simplifying some available assessment instruments, clarifying underpinning brain-based social determinants, building more empirically based etiological models, basis therapeutic intervention, engagement initiatives. However, important our remain tackled. Principal among these include better understanding course evolution PUI-related problems, across different age groups, genders specific vulnerable reliable methods early identification risk (before becomes disordered), efficacious preventative interventions ethical policy changes that adequately safeguard human digital rights. The paper concludes with recommendations achievable goals, longitudinal analysis large multinational cohort co-designed stakeholders.

Language: Английский

Citations

115

Digital Addiction Intervention for Children and Adolescents: A Scoping Review DOI Open Access
Keya Ding, Hui Li

International Journal of Environmental Research and Public Health, Journal Year: 2023, Volume and Issue: 20(6), P. 4777 - 4777

Published: March 8, 2023

Digital devices play a significant role in the learning and living of children adolescents, whose overuse or addiction has become global concern. This scoping review seeks to synthesize existing studies investigate relevant interventions their effects on digital (ages 0-18). To understand latest advances, we have identified 17 published international peer-reviewed journals between 2018-2022. The findings revealed that, first, most for adolescents were cognitive-behavioral therapies (CBT) CBT-based interventions, which could improve anxiety, depression, related symptoms addiction. Second, rather than directly targeting addictive behaviors, some family-based aim strengthen family functions relationships. Finally, digital-based such as website-based, application-based, virtual reality are promising adolescent interventions. However, these shared same limitations: small sample sizes, short intervention durations, no control group, nonrandomized assignments. size problem is difficult solve by offline intervention. Meanwhile, online still its infancy, resulting limited generalizability inability popularize Accordingly, future should integrate various assessments form an integrated platform provide addicted worldwide.

Language: Английский

Citations

40

Impact of Virtual Reality Cognitive and Motor Exercises on Brain Health DOI Open Access
Beata Sokołowska

International Journal of Environmental Research and Public Health, Journal Year: 2023, Volume and Issue: 20(5), P. 4150 - 4150

Published: Feb. 25, 2023

Innovative technologies of the 21st century have an extremely significant impact on all activities modern humans. Among them, virtual reality (VR) offers great opportunities for scientific research and public health. The results to date both demonstrate beneficial effects using worlds, indicate undesirable bodily functions. This review presents interesting recent findings related training/exercise in environments its cognitive motor It also highlights importance VR as effective tool assessing diagnosing these functions medical practice. point enormous future potential rapidly developing innovative technologies. Of particular are applications basic clinical neuroscience.

Language: Английский

Citations

37

The epidemiology and effects of video game addiction: A systematic review and meta-analysis DOI Creative Commons
Pierpaolo Limone, Benedetta Ragni, Giusi Antonia Toto

et al.

Acta Psychologica, Journal Year: 2023, Volume and Issue: 241, P. 104047 - 104047

Published: Oct. 26, 2023

With the increasing popularity and accessibility of video games, public concern about their effects - positive negative has also increased. In this regard, systematic review sought to identify thematically analyze recent studies (in last five years) report on games' epidemiological characteristics outcomes. A database search was done ScienceDirect, APA PsycINFO, Emerald, Scopus databases for articles published from January 1, 2017, April 2022. The Meta XL software an add-in Microsoft Excel used calculate pooled prevalence level game addiction. yielded a total 693 non-duplicate articles. After applying inclusion exclusion criteria, 27 were selected be included in review. Along with this, 12 considered final meta-analysis. gaming addiction 5.0 % (95 CI, 2.1-8.8 %). I2 value 99.297 p-value 0.000. factors that accompanied addictive psychological, social, personal. An behavior characterized by spending above-average time gaming, doing most online, activities interfering sleep patterns. Some predictors emotional dependence, social detachment, increased time, preference playing online than offline, psychological stress. Engaging led adverse outcomes such as lower academic scores, depression, anxiety, well decreased self-esteem, life satisfaction, support. From collected findings it could concluded extreme games can classified addictive. Following identification risk factors, appropriate corrective or interventional measures should developed applied coherently newer statistical data.

Language: Английский

Citations

29

Empowering Parents: The Impact of a Parenting Practice-Based Care Module on Preventing Internet Gaming Disorder in Elementary School Children DOI Creative Commons
Nur Hidaayah, Esti Yunitasari, Hanik Endang Nihayati

et al.

Iranian Journal of Nursing and Midwifery Research, Journal Year: 2025, Volume and Issue: 30(2), P. 211 - 215

Published: March 1, 2025

Abstract Background: The prevalence of Internet Gaming Disorder (IGD) among elementary school children has raised concerns about its potential negative impact on academic performance, social interactions, and overall mental well-being. In response, this research assessed the parenting Practice-Based Care Module (PPCM) as an effective preventive strategy to empower parents promote balanced gaming behavior in their children. Materials Methods: A quasi-experimental study was conducted with 170 from Gresik Regency, Indonesia, December 2022 using a non-randomized control group pretest-posttest design. intervention received psychoeducation training PPCM, while after data collection valid, reliable questionnaire. Results: results are showed that PPCM significantly improved parents’ ability prevent IGD Eight parental factors influenced endogenous variables, including responsiveness, mediation mechanism, style, IGD, R2 values “good” range (0.50 0.75), explaining 60.60% variation. model’s strong predictive relevance (Q2 > 0) supported effectiveness. Hypothesis testing revealed significant effects, such responsiveness mechanism (t-statistic: 3.92) 2.60). Parenting style also positively impacted 4.82). Notably, child had most influence (path coefficient: 0.23). Conclusions: This underscores pivotal role addressing enhances prevention through key factors. Collaboration is essential for fostering healthy digital environment.

Language: Английский

Citations

0

Acceptance of online therapy for children and adolescents with digital media use disorders: perspectives from child and adolescent psychiatrists and psychotherapists in Germany DOI Creative Commons
Katharina Büsch, Gill A. ten Hoor, Kerstin Paschke

et al.

European Child & Adolescent Psychiatry, Journal Year: 2025, Volume and Issue: unknown

Published: Jan. 13, 2025

Abstract Online therapies have the potential to improve access psychological services for individuals in need while alleviating burden on healthcare systems. However, child and adolescent psychiatrists psychotherapists (CAPPs) rarely integrate these into their daily practice. This exploratory study investigates CAPPs’ acceptance of online therapy, with a focus treating children adolescents digital media use disorders (DMUD). The aimed examine attitudes toward therapy DMUD treatment identify barriers facilitating factors its implementation. A cross-sectional survey (5–10 min) was distributed 1000 members German practitioner network, 142 respondents completing it full. Attitudes were assessed using adapted versions Attitude towards Telemedicine Psychiatry Psychotherapy (ATiPP) questionnaire. Barriers explored open-ended questions. Descriptive statistics, correlations, regressions used analyze closed-ended questions, responses questions categorized. CAPPs reported considerable experience DMUD, but less therapy. generally neutral, favorable views treatment. Key implementation outpatient care included technical challenges, lack personal contact or control, concerns about data security. Facilitators adequate resources, user-friendly evidence-based programs, interactive tools, opportunities regular face-to-face interactions. results highlight develop solutions that align practitioners’ needs acceptance. further qualitative quantitative research more representative samples is essential comprehensive understanding this topic.

Language: Английский

Citations

0

Problematische Mediennutzung in der Adoleszenz – Dark Patterns und mediale Bindungsfaktoren DOI

Hanna Wiedemann,

Katharina Büsch,

Rainer Thomasius

et al.

Kinder- und Jugendmedizin, Journal Year: 2025, Volume and Issue: 25(01), P. 42 - 49

Published: Feb. 1, 2025

Zusammenfassung Digitale-Medien-Nutzungsstörungen (DMNS) im Kindes- und Jugendalter stellen in der heutigen mediatisierten Gesellschaft, insbesondere nach COVID-19-Pandemie, ein ernstzunehmendes Gesundheitsproblem dar. In Entstehung Aufrechterhaltung von DMNS bestehen viele Parallelen zu Substanzgebrauchsstörungen. Neben individuellen sozialen Risikofaktoren rückt zunehmend auch die Rolle suchtfördernden Mechanismen digitalen Medien den öffentlichen Diskurs. Mit dem Ziel Nutzungsintensität –frequenz erhöhen, bedienen sich Plattform- Spieleanbieter manipulativer Designelemente zur Verstärkung Nutzungsbindung, Jugendlichen selbstbestimmtes Nutzungsverhalten erschweren. dieser narrativen Übersicht wird neben einer kurzen Epidemiologie Diagnostik schwerpunktmäßig auf sog. Dark Patterns Suchtentstehung eingegangen sowie Implikationen für Suchtprävention diskutiert.

Citations

0

Resource-Strengthening Training for Parents of Adolescents with Problematic Gaming (Res@t-P): A Clinical Pilot Study DOI Open Access

Joel Hülquist,

Nicole Fangerau,

Rainer Thomasius

et al.

International Journal of Environmental Research and Public Health, Journal Year: 2022, Volume and Issue: 19(15), P. 9495 - 9495

Published: Aug. 2, 2022

: Problematic gaming (PG) has become an increasing mental health issue among adolescents during the preceding years. The role of parents and family environment in development PG been repeatedly emphasized. However, structured involvement therapy is still largely insufficient. Resource-strengthening training for with (Res@t-P) a new parent-centered 8-week group intervention to fill this substantial gap. present pilot study aimed collect first information on its potential effectiveness improving parental factors.

Language: Английский

Citations

12

Effectiveness of an integrated motivational cognitive–behavioral group intervention for adolescents with gaming disorder: a randomized controlled trial DOI
Yinan Ji, Daniel Fu Keung Wong

Addiction, Journal Year: 2023, Volume and Issue: 118(11), P. 2093 - 2104

Published: July 12, 2023

The aim of this study was to test the efficacy integrated cognitive-behavioral therapy with a strength-based motivational approach [integrated (ICBT)] intervention change gaming disorder (GD) symptoms and other outcomes therapeutic mechanism. A two-arm parallel randomized waiting-list controlled trial 3- 6-month follow-ups were conducted in secondary vocational school mainland China.Participants comprised 77 Chinese adolescents GD mean age 16.36 years [standard deviation (SD) = 0.93]; 88.3% male INTERVENTIONS: Participants into an ICBT group (n 38) control (WLC, n 39) group. eight weekly sessions encourage participants identify their interests strengths set goals for developing personally meaningful real-life activities.The measured at pre-treatment (t0 ), post-treatment (t1 3-month (t2 ) (t3 follow-ups. primary outcome t3. Secondary included t1 t2 , motivation, maladaptive cognition, depression anxiety t3 . With intention-to-treat principle, scores significantly different between CBT WLC groups [mean difference 62.08 (SD 10.48) versus 73.64 11.70); Hedges' g 1.15, 95% confidence interval 0.67-1.62]. Linear mixed-effects modeling showed significant × time interaction (P < 0.01), moderate strong between-group effect size reduction (g 0.67-0.84) 0.6-0.64). Path analysis shows leads through reducing motivation cognition.An reduced spent over period by decreasing cognition.

Language: Английский

Citations

7

Gaming Disorder: The role of a gamers flow profile DOI Creative Commons
Trent Anthony Footitt,

Natasha Christofi,

Dylan Poulus

et al.

Addictive Behaviors Reports, Journal Year: 2024, Volume and Issue: 19, P. 100555 - 100555

Published: June 1, 2024

Digital games are widely popular and integral to contemporary entertainment. Nevertheless, a proportion of users present with disordered/excessive gaming behaviours, provisionally classified as Internet Gaming Disorder (IGD). Previous literature suggests examining the contribution an individual's profile immersive engagement their activity, known online flow, for disordered behaviours. Therefore, main goals this study were (1) categorise gamers into distinct profiles based on flow experiences (2) investigate differences in among these different profiles. A sample 565 (12–68 years, Mage = 29.3 years) was assessed twice over six months Online Flow Questionnaire (OFQ), Scale-Short-Form (IGDS9-SF), Test (GDT). Latent analysis (LPA) identified five encompassing 'High-Flow High Loss Control' (HF-HLOC; 14.0 %), 'Low Low Enjoyment' (LF-LE; 11.9 'Average (AF-LE; 17.5 (LF-HE; 20.2 'High Sense Time groups (HLOT-LLOC; 36.5 %). As hypothesised, individuals across varying evidenced concurrent longitudinal Overall, findings suggest that 'loss sense time' may be most pivotal factor differentiating states during gaming, advocating its consideration assessment treatment.

Language: Английский

Citations

2