Addictive Behaviors, Journal Year: 2024, Volume and Issue: 156, P. 108057 - 108057
Published: May 10, 2024
Language: Английский
Addictive Behaviors, Journal Year: 2024, Volume and Issue: 156, P. 108057 - 108057
Published: May 10, 2024
Language: Английский
International Journal of Environmental Research and Public Health, Journal Year: 2018, Volume and Issue: 15(4), P. 668 - 668
Published: April 3, 2018
The addictive use of video games is recognized as a problem with clinical relevance and included in international diagnostic manuals classifications diseases. association between “Internet addiction” mental health has been well documented across range investigations. However, major drawback these studies that no controls have placed on the type Internet investigated. aim this study to review systematically current literature order explore Gaming Disorder (IGD) psychopathology. An electronic search was conducted using PubMed, PsychINFO, ScienceDirect, Web Science Google Scholar (r.n. CRD42018082398). effect sizes for observed correlations were identified or computed. Twenty-four articles met eligibility criteria. comprised 21 cross-sectional three prospective designs. Most research Europe. significant reported comprised: 92% IGD anxiety, 89% depression, 85% symptoms attention deficit hyperactivity disorder (ADHD), 75% social phobia/anxiety obsessive-compulsive symptoms. higher rates males. lack longitudinal contradictory results obtained prevent detection directionality associations and, furthermore, show complex relationship both phenomena.
Language: Английский
Citations
399Neuroscience & Biobehavioral Reviews, Journal Year: 2020, Volume and Issue: 118, P. 612 - 622
Published: Aug. 25, 2020
Language: Английский
Citations
357Clinical Psychology & Psychotherapy, Journal Year: 2018, Volume and Issue: 26(2), P. 191 - 203
Published: Oct. 20, 2018
Abstract Objective Although there is sufficient research and clinical evidence to support the inclusion of gaming disorder in latest revision International Classification Diseases, relatively little known about effectiveness first‐line psychological treatment for or internet (IGD) as it listed Diagnostic Statistical Manual. This systematic review employed meta‐analytic techniques determine cognitive–behavioural therapy (CBT) IGD on four key outcomes: symptoms, anxiety, depression, time spent gaming. Method A database search identified 12 independent CBT studies. Effect size estimates (Hedges' g ) with associated confidence intervals, prediction p values each pre–post outcome, were calculated. Study reporting quality was evaluated accordance Consolidated Standards Reporting Trials guidelines. Subgroup moderator analyses undertaken investigate potential sources heterogeneity. Results demonstrated high efficacy reducing symptoms ( = 0.92; [0.50, 1.34]) depression 0.80, [0.21, 1.38]), showed moderate anxiety 0.55, [0.17, 0.93]) at post‐test. There insufficient power whether capable Treatment gains follow‐up nonsignificant across outcomes. Conclusions The pooled findings suggest that an effective short‐term intervention depressive symptoms. However, actual unclear. Given limitations this base, a need more rigorous studies long‐term benefits IGD. Public Health Significance Statement rise demand problematic gaming, necessary which treatments are most whom under conditions. shows cognitive‐behavioural IGD, often considered therapy, can improve comorbid depression. tend be their effect Programs target may improved by additional beyond standard program sessions. More funding resources needed development base its treatment.
Language: Английский
Citations
218Neuroscience & Biobehavioral Reviews, Journal Year: 2017, Volume and Issue: 83, P. 313 - 324
Published: Nov. 2, 2017
Language: Английский
Citations
210Journal of Clinical Medicine, Journal Year: 2019, Volume and Issue: 8(7), P. 945 - 945
Published: June 28, 2019
The American Psychiatric Association (APA) included internet game disorder (IGD) in section III of the Diagnostic and Statistical Manual Mental Disorders-Fifth Edition (DSM-5) on condition that it guaranteed more clinical research experience. World Health Organization (WHO) also Game Disorder (GD) 11th final revision International Classification Diseases (ICD-11) recently recognized as a diagnosis code. This study aims to compare characteristics gaming behavior patterns between IGD criteria proposed by DSM-5 GD ICD-11 based cohort data (c-CURE: clinic-Cohort for Understanding addiction Rescue factors Early life) obtained Republic Korea. Psychologists psychiatrists conducted semi-structured interviews with children/adolescents their caregivers identify (Diagnostic Interview Internet, Game, SNS, etc. Addiction, DIA), comorbid psychiatric disorders (Kiddie-Schedule Affective Disorders Schizophrenia-Present Lifetime Version-Korean version, K-SADS-PL). was divided into three groups (Normal, DSM5, DSM5 + ICD11) criteria. Internet usage pattern comorbidities were compared among groups. Normal group consisted 115 subjects, contained 61 ICD11 amounted 12 subjects. had lower age starting use Internet/games/smartphones than other average time Internet/game/smartphone during weekdays/weekends highest. Also, eight items scored, excluding ‘deceiving’ ‘craving’, rate threshold highest group, followed group. On hand, ‘craving’ Normal. significantly higher rates depressive disorder, oppositional defiant (ODD) conduct (CD) provides implications field comparing Furthermore, this empirical evidence emphasizes serious symptoms such functional impairment caused excessive over long time, supports validity diagnosis.
Language: Английский
Citations
188Frontiers in Psychology, Journal Year: 2019, Volume and Issue: 10
Published: July 26, 2019
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (Newzoo, 2017). However, the media as well professionals have underscored potential dangers of excessive video gaming. With present research, we aimed to shed light on relation between and gamers' psychological functioning. Questionnaires personality health habits were administered 2,734 individuals (2,377 male, 357 female, M age = 23.06, SD 5.91). Results revealed a medium-sized negative correlation problematic functioning regard symptoms, affectivity, coping, self-esteem. Moreover, reasons for playing their preferred game genres differentially related most notable findings distraction-motivated players action players. Future studies are needed examine whether these risks reflect causes or consequences
Language: Английский
Citations
188BMJ Open, Journal Year: 2021, Volume and Issue: 11(4), P. e045281 - e045281
Published: April 1, 2021
Objective This study assessed perceived stress, anxiety and depression among healthcare workers facing the COVID-19 pandemic in Egypt. Setting was an online where a Google form prepared including sociodemographic occupational data as well three validated questionnaires to assess depression, respectively. The distributed all social media groups across country, responses were collected until sample size of 262. Participants Healthcare (physicians, dentists, pharmacists, physiotherapists, nurses, technicians administrators) working governmental or educational hospitals from Egyptian governorates who are members groups. mean age participants 33.4±5.9 years, 70% women, about married 66% physicians. Outcomes frequency observed according results their questionnaires. Then frequencies compared between different characteristics. Results Only 1.3% showed low stress while 98.5% moderate severe stress. About 9.5% did not experience generalised anxiety, remaining 90.5% had degrees mild highest per cent affecting 40% followed by 32% then 18.5%. With regard 94% depression. Conclusion high prevalence during that affected regardless
Language: Английский
Citations
124Computers in Human Behavior, Journal Year: 2021, Volume and Issue: 126, P. 106974 - 106974
Published: Aug. 4, 2021
Language: Английский
Citations
110Addictive Behaviors, Journal Year: 2020, Volume and Issue: 112, P. 106648 - 106648
Published: Sept. 6, 2020
Language: Английский
Citations
134International Journal of Environmental Research and Public Health, Journal Year: 2019, Volume and Issue: 16(17), P. 3181 - 3181
Published: Aug. 31, 2019
Background and Aims: Using gaming to escape emotional difficulty has been suggested be a candidate mechanism contributing Internet disorder (IGD). This study evaluated the associations among resilience, perceived stress, depression, IGD. Methods: A total of 87 participants in an IGD group control were recruited into this study. was diagnosed using Diagnostic Statistical Manual Mental Disorders. Stress levels, depression measured by self-reported questionnaire. Results: The had lower higher than group. Hierarchical regression analysis demonstrated that resilience associated with when stress controlled. After controlled, not Among group, those low depression. Furthermore, discipline characteristic Conclusions: Low risk individuals Depression more resilience. assessments coping interventions should provided for who exhibit or high stress.
Language: Английский
Citations
113