Published: Jan. 1, 2023
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Language: Английский
Published: Jan. 1, 2023
Download This Paper Open PDF in Browser Add to My Library Share: Permalink Using these links will ensure access this page indefinitely Copy URL DOI
Language: Английский
JMIR Mental Health, Journal Year: 2024, Volume and Issue: 11, P. e50259 - e50259
Published: Feb. 26, 2024
Background Limited awareness, social stigma, and access to mental health professionals hinder early detection intervention of internet gaming disorder (IGD), which has emerged as a significant concern among young individuals. Prevalence estimates vary between 0.7% 15.6%, its recognition in the International Classification Diseases, 11th Revision Diagnostic Statistical Manual Mental Disorders, 5th Edition underscores impact on academic functioning, isolation, challenges. Objective This study aimed uncover digital phenotypes for IGD adolescents learning settings. By leveraging sensor data collected from student tablets, overarching objective is incorporate these indicators into daily school activities establish markers screening tool, facilitating identification cases. Methods A total 168 voluntary participants were engaged, consisting 85 students with 83 without IGD. There 53% (89/168) female 47% (79/168) male individuals, all within age range 13-14 years. The individual learned their Korean literature mathematics lessons personal being automatically collected. Multiple regression bootstrapping multivariate ANOVA used, prioritizing interpretability over predictability, cross-validation purposes. Results negative correlation Scale (IGDS) scores outcomes (r166=–0.15; P=.047), suggesting that higher IGDS associated lower outcomes. identified 5 key linked IGD, explaining 23% score variance: stroke acceleration (β=.33; P<.001), time interval keys (β=–0.26; P=.01), word spacing (β=–0.25; deletion (β=–0.24; horizontal length strokes (β=0.21; P=.02). Multivariate cross-validated findings, revealing differences potential non-IGD groups. average effect size, measured by Cohen d, across was 0.40, indicating moderate effect. Notable distinctions included faster (Cohen d=0.68; P=<.001), reduced d=.57; decreased behavior d=0.33; P=.04), longer d=0.34; P=.03) compared counterparts Conclusions aggregated findings show performance, highlighting effectiveness detecting importance phenotyping advancing care educational As schools adopt 1-device-per-student framework, emerges promising method shift could transform clinical approaches reactive proactive measures.
Language: Английский
Citations
4Psychiatry Research, Journal Year: 2025, Volume and Issue: 348, P. 116425 - 116425
Published: March 4, 2025
Language: Английский
Citations
0PLoS ONE, Journal Year: 2025, Volume and Issue: 20(4), P. e0320305 - e0320305
Published: April 1, 2025
Background Internet Gaming Disorder (IGD) is characterized by uncontrolled gaming behavior, leading to emotional distress, neglect of academic or life responsibilities, and damage interpersonal relationships, all which have serious negative impacts on individuals society. IGD has been associated with neuropsychological impairments, especially executive function deficits, difficulties. Mindfulness interventions indicated improve functions varying degrees in IGD. The purpose this study investigate whether the three subcomponents (i.e., inhibition, updating, shifting) are impaired internet disorder, as well examine effectiveness a brief mindfulness intervention function. Methods A total 82 diagnosed 40 non-addicted gamers will be recruited for study. These participants evenly divided into an group control at ratio 1:1. undergo 7-day training program focusing breathing meditation, while receive progressive muscle relaxation training. Both groups’ outcomes assessed seven different time points. Primary outcome measures include electroencephalography (EEG) data (band power, functional connectivity, source localization, N2/P3 amplitudes), behavioral metrics (response times accuracy from psychological experimental paradigms), physiological indices (specifically heart rate variability), self-reported (game craving levels, performance, impulsivity emphasizing inhibitory control). Secondary encompass anxiety, stress, positive affect, sleep quality, other indicators such demographic information, physical mental health status, Big Five personality traits. Discussion This aims explore efficacy impairments elucidate its underlying neural mechanisms. It anticipated that findings contribute more targeted strategies research, offering novel insights treatment related cognitive dysfunctions. expected brain mechanisms, particularly providing improving population. Trial registration number: ChiCTR2400081509, registered March 4th 2024. Protocol Version1.0.
Language: Английский
Citations
0Current Psychology, Journal Year: 2022, Volume and Issue: 42(22), P. 19401 - 19418
Published: Nov. 21, 2022
Language: Английский
Citations
9Comprehensive Psychiatry, Journal Year: 2023, Volume and Issue: 125, P. 152398 - 152398
Published: July 3, 2023
Despite consistent reports of the association between problematic internet gaming (PIG) and non-suicidal self-injury (NSSI), an increase in PIG does not necessarily lead to increased NSSI. This apparent paradox indicates presence other mediators moderators PIG-NSSI association. study aimed investigate role anxiety as a potential moderating mediating factor Chinese adolescents.A cross-sectional was conducted among 10,479 adolescents (50.5% male; age range, 9-18 years). Standardized self-report questionnaires were used assess severity PIG, anxiety, Spearman correlation multiple linear regression applied examine relationships Both effects assessed using Hayes' methods.PIG, symptoms, NSSI significantly correlated with one another. Anxiety moderated relationship [B = 0.002, standard error (SE) 0.000, p < 0.001], it partially mediated 0.017, SE 0.001, 95% confidence interval (CI) 0.014-0.021]. Social concern concentration two dimensions that exerted strongest mediation effect (B CI 0.014-0.020).Adolescents high are likely suffer more severe may benefit from interventions reduce symptoms.
Language: Английский
Citations
5Addictive Behaviors, Journal Year: 2023, Volume and Issue: 151, P. 107926 - 107926
Published: Nov. 30, 2023
The concept of impaired control (IC) over gaming is an important element assessment and interventions for problem gaming-related harm. Past studies have reported that disorder (GD) associated with various negative consequences, but there limited research on the relationship between IC outcomes. To address this gap, study investigated harm among individuals self-identified disorder. It was hypothesized would be positively severity. In addition, it predicted a significant predictor when controlling age, gender, psychological distress, urges. current recruited 513 participants through online survey platform. Impaired Control Over Gaming Scale (ICOGS) used to measure IC, modified items from Browne et al.'s taxonomy gambling harms were assess logistic regression results showed related all forms harm, after other variables. predictive value similar across financial, psychological, relationship, social work/school domains. These supported importance as mechanism contributes experience need target in GD.
Language: Английский
Citations
4Comprehensive Psychiatry, Journal Year: 2024, Volume and Issue: 131, P. 152471 - 152471
Published: March 11, 2024
Internet use disorders (IUD) have been recognized as a serious mental health concern. In order to promote consensus on core features of IUD, further studies involving clinical samples are required. A evaluation patients with IUD was conducted part the scientific monitoring novel online short-term therapy, embedded in randomized controlled trial Stepped Care Approach for Problematic Treatment (SCAPIT; ID: DRKS00025994). An diagnostic and assessment were performed at baseline measurement intervention. The self-report version Assessment Computer Game Addiction (AICA-S) applied assess symptom severity IUD. impact psychopathological symptoms impairments functioning symptomatology examined sample patients. Based dichotomous classification differences among participants presenting moderate compared severe addictive behavior analyzed. this an analysis consisted 57 (57.9% males, mean age 29.12 years) participating therapy AICA-S sum score (M = 11.60; SD 3.30) exhibited (n 44; 77.2%) 13; 22.8%) use. Psychopathological psychosocial had effect Participants showed higher strains behavior. indicated that behaviors consequently, need be addressed treatment results, implications practice research derived.
Language: Английский
Citations
1The Canadian Journal of Addiction, Journal Year: 2023, Volume and Issue: 14(3), P. 7 - 17
Published: Sept. 1, 2023
ABSTRACT Objectives: Here, we aimed to consider the neural factors associated with internet gaming disorder (IGD), as well associations between these and existing treatments for disorder. Methods: A narrative review was conducted. Results: Pharmacological psychological IGD may be specific changes in multiple brain areas circuits. In particular, frontostriatal subcortical regions pathways appear relevant its treatment. Conclusions: Neuroimaging holds promise identifying mechanisms underlying interventions. However, date, firm conclusions are difficult draw more research examining of empirically supported is needed. Objectifs: Nous avons cherché à examiner les facteurs neuronaux associés au trouble du jeu sur (TJI), ainsi que entre ces et traitements existants pour ce trouble. Méthodes: Une étude a été réalisée. Résultats: Les pharmacologiques psychologiques TJI peuvent être des changements spécifiques dans de multiples zones circuits cérébraux. En particulier, régions voies fronto-striatales sous-corticales semblent pertinentes le son traitement. La neuro-imagerie est prometteuse l’identification mécanismes qui sous-tendent interventions TJI. Cependant, jour, il difficile tirer définitives nécessaire poursuivre recherches empiriques
Citations
3International Journal of Business and Society, Journal Year: 2024, Volume and Issue: 25(2), P. 461 - 483
Published: Aug. 18, 2024
A significant portion of prior research has indicated that internet gamers’ impulsivity is a risk factor and effect Internet Gaming Disorder (IGD) in which IGD cases are gradually increasing globally. Besides, male more prone to develop being impulsive compared with female historically referring from the evolutional perspectives. Yet, empirical studies still insufficient inconsistent ensure correlation between both variables across gender. This study aligned fifth Sustainable Development Goal: gender equality. was descriptive correlational utilised non-probability purposive sampling method. The present expanded existing by indicating positive impulsivity, where there no differences among sample 130 Malaysian youths (70 males 60 females) mean age 20.72 years old on average (S.D. = 2.30) relation variables. Findings this recommend future concentrate features related as an imperative contributor IGD.
Language: Английский
Citations
0Eurasian studies in business and economics, Journal Year: 2024, Volume and Issue: unknown, P. 21 - 38
Published: Jan. 1, 2024
Language: Английский
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