Effectiveness of Cognitive Behavioral Therapy–Based Intervention in Preventing Gaming Disorder and Unspecified Internet Use Disorder in Adolescents DOI Creative Commons
Katajun Lindenberg,

Sophie Kindt,

Carolin Szász-Janocha

et al.

JAMA Network Open, Journal Year: 2022, Volume and Issue: 5(2), P. e2148995 - e2148995

Published: Feb. 18, 2022

Importance

Behavioral addictions were introduced as novel mental disorders in theInternational Classification of Diseases, 11th Revision, based on evidence that human behavior itself can become addictive, similar to addiction substances. However, previous studies prevention gaming disorder and unspecified internet use lacked randomization, follow-up measurements, diagnostic interviews assessed incidence rates; this trial was intended fill gap.

Objectives

To investigate whether the PROTECT (Professioneller Umgang mit technischen Medien [Professional Use Technical Media]) intervention reduce symptom severity prevent full syndrome subthreshold onset at-risk adolescents.

Design, Setting, Participants

A multicenter cluster randomized clinical conducted recruitment, screening, delivery, data collection among adolescents aged 12 18 years 33 high schools Germany. Inclusion criteria for study analyses elevated symptoms disorder. subsample met inclusion (no or disorder, depression, anxiety at baseline) analyzed illness onset. Participants either group assessment-only control group. baseline, 1-month follow-up, 4-month 12-month between October 1, 2015, September 30, 2018. Based intent-to-treat principle, from February 8, 2019, May 7, 2021.

Interventions

PROTECT, a theory-driven, manualized, cognitive behavioral therapy–based indicated preventive is delivered 4 sessions by trained psychologists. It targets changes addictive reward processing pathological mechanisms.

Main Outcomes Measures

The primary outcome (measured CSAS [Computerspielabhängigkeitsskala], modified German video game dependency scale with score range 0-56 [higher scores indicating greater pathology]) along rates (assessed structured interview) after months. Secondary outcomes comorbid psychopathology problem behaviors.

Results

total 422 (mean [SD] age, 15.11 [2.01] years; 229 female participants [54.3%]) (n = 167; mean risk score, 29.05 [6.98]) 255; 26.21 [5.01]) included analyses. Compared group, showed significantly reduction (γ11 –0.128; 95% CI, –0.246 –0.011;P .03), reflecting 39.8% vs 27.7% an effect size Cohend 0.67 (baseline follow-up) Differences did not reach statistical significance. decrease procrastination –0.458; –0.735 –0.180;P < .001) over months, but no significant differences found other secondary outcomes.

Conclusions Relevance

Results effectively reduced change

Trial Registration

ClinicalTrials.gov Identifier:NCT02907658

Language: Английский

How to overcome taxonomical problems in the study of Internet use disorders and what to do with “smartphone addiction”? DOI Creative Commons
Christian Montag, Elisa Wegmann, Rayna Sariyska

et al.

Journal of Behavioral Addictions, Journal Year: 2019, Volume and Issue: 9(4), P. 908 - 914

Published: Oct. 31, 2019

The present theoretical paper introduces the smartphone technology as a challenge for diagnostics in study of Internet use disorders and reflects on term "smartphone addiction."Such reflection is carried out against background literature review inclusion Gaming Disorder ICD-11.We believe that it necessary to divide research disorder (IUD) into mobile non-mobile IUD branch. This important because certain applications such messenger application WhatsApp have originally been developed smartphones enfold their power attractiveness mainly devices.Going beyond argumentation distinguishing between IUD, high relevance scientists better describe understand what persons are actually (over-)using. stressed by number examples, explicitly targeting not only diverse contents used online world, but also exact behavior each platform. Among others, matters if person more an active producer content or passive consumer social media.

Language: Английский

Citations

293

Screening and assessment tools for gaming disorder: A comprehensive systematic review DOI Creative Commons
Daniel L. King, Samuel R. Chamberlain, Natacha Carragher

et al.

Clinical Psychology Review, Journal Year: 2020, Volume and Issue: 77, P. 101831 - 101831

Published: Feb. 10, 2020

The inclusion of gaming disorder (GD) as an official diagnosis in the ICD-11 was a significant milestone for field. However, optimal measurement approaches GD are currently unclear. This comprehensive systematic review aimed to identify and evaluate all available English-language tools their corresponding evidence. A search PsychINFO, PsychArticles, ScienceDirect, Scopus, Web Science, Google Scholar identified 32 employed 320 studies (N = 462,249 participants). evaluation framework examined relation to: (1) conceptual practical considerations; (2) alignment with DSM-5 criteria; (3) type quantity samples; (4) psychometric properties. showed that instrumentation has proliferated, 2.5 tools, on average, published annually since 2013. Coverage criteria inconsistent, especially criterion continued use despite harm. Tools converge importance screening impaired control over functional impairment. Overall, no single tool found be clearly superior, but AICA-Sgaming, GAS-7, IGDT-10, IGDS9-SF, Lemmens IGD-9 scales had greater evidential support field would benefit from standard international gaming-related harms across spectrum maladaptive behaviors.

Language: Английский

Citations

293

COVID-19 anxiety symptoms associated with problematic smartphone use severity in Chinese adults DOI Open Access
Jon D. Elhai, Haibo Yang, Dean McKay

et al.

Journal of Affective Disorders, Journal Year: 2020, Volume and Issue: 274, P. 576 - 582

Published: May 27, 2020

Language: Английский

Citations

291

Which conditions should be considered as disorders in the International Classification of Diseases (ICD-11) designation of “other specified disorders due to addictive behaviors”? DOI Creative Commons
Matthias Brand, Hans‐Jürgen Rumpf, Zsolt Demetrovics

et al.

Journal of Behavioral Addictions, Journal Year: 2020, Volume and Issue: unknown

Published: June 30, 2020

Gambling and gaming disorders have been included as "disorders due to addictive behaviors" in the International Classification of Diseases (ICD-11). Other problematic behaviors may be considered "other specified (6C5Y)."

Language: Английский

Citations

282

Digital Media Use and Adolescents' Mental Health During the Covid-19 Pandemic: A Systematic Review and Meta-Analysis DOI Creative Commons
Laura Marciano,

Michelle Ostroumova,

Peter J. Schulz

et al.

Frontiers in Public Health, Journal Year: 2022, Volume and Issue: 9

Published: Feb. 1, 2022

The Covid-19 physical distancing measures had a detrimental effect on adolescents' mental health. Adolescents worldwide alleviated the negative experiences of social by spending more time digital devices. Through systematic literature search in eight academic databases (including Eric, Proquest Sociology, Communication &amp; Mass Media Complete, Psychology and Behavioral Sciences Collection, PsycINFO, CINAHL, Pubmed, Web Science), present review meta-analysis first summarized existing evidence from 30 studies, published up to September 2021, link between health media use adolescents during Covid-19. Digital included media, screen time, addiction. Mental were grouped into conceptually similar dimensions, such as well-being, ill-being, lifestyle habits, Covid-19-related stress. Results showed that, although most studies reported positive association ill-being ( r = 0.171, p 0.011) addiction 0.434, 0.024), not all types adverse consequences In particular, one-to-one communication, self-disclosure context mutual online friendship, well funny mitigated feelings loneliness Hence, these aspects activities should be promoted. At same awareness effects addictive raised: That would include making aware mechanisms comparison, fear missing out, exposure contents, which likely happen isolation confinement due pandemic.

Language: Английский

Citations

264

Excessive Smartphone Use Is Associated With Health Problems in Adolescents and Young Adults DOI Creative Commons

Yehuda Wacks,

Aviv Weinstein

Frontiers in Psychiatry, Journal Year: 2021, Volume and Issue: 12

Published: May 28, 2021

This present paper will review the existing evidence on effects of excessive smartphone use physical and mental health.

Language: Английский

Citations

245

Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study DOI Creative Commons
Zhaojun Teng, Halley M. Pontes, Qian Nie

et al.

Journal of Behavioral Addictions, Journal Year: 2021, Volume and Issue: 10(1), P. 169 - 180

Published: March 11, 2021

The coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of human life globally. Playing videogames been encouraged by several organizations to help individuals cope with the COVID-19 and associated restrictive measures. This longitudinal study was first examine gaming in context its association depressive anxiety symptoms.The sample comprised 1,778 children adolescents (50.7% male) who were part Project School Mental Health Southwest China. Data collected at two-time intervals: before (October November 2019 - [T1]) during (April May 2020 [T2]). on perceived impacts, videogame use, Internet Gaming Disorder (IGD), symptoms. Cross-lagged panel models computed relationships.The results indicated that both use IGD increased significantly for T2. cross-lagged model suggested symptoms T1 positively predicted T2 (especially boys), but not inversely. Perceived impacts mediated relationship between T2.Children T2, only severity findings supported compensatory hypothesis, are consistent Interaction Person-Affect-Cognition-Execution as individual responses may function a mediator personal predisposing variables IGD.

Language: Английский

Citations

241

Fear of missing out (FOMO): overview, theoretical underpinnings, and literature review on relations with severity of negative affectivity and problematic technology use DOI Creative Commons
Jon D. Elhai, Haibo Yang, Christian Montag

et al.

Brazilian Journal of Psychiatry, Journal Year: 2020, Volume and Issue: 43(2), P. 203 - 209

Published: May 12, 2020

This article discusses the fear of missing out (FOMO) on rewarding experiences, an important psychological construct in contemporary times. We present overview FOMO and its operational definition measurement. Then, we review recent empirical research FOMO's relationship with levels online social engagement, problematic technology internet communication use, negative affectivity, sociodemographic variables. Additionally, discuss theoretical conceptualizations regarding possible causes how may drive use. Finally, future directions for study FOMO.

Language: Английский

Citations

233

Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories DOI Open Access
Christian Montag, Bernd Lachmann, Marc Herrlich

et al.

International Journal of Environmental Research and Public Health, Journal Year: 2019, Volume and Issue: 16(14), P. 2612 - 2612

Published: July 23, 2019

Currently about 2.71 billion humans use a smartphone worldwide. Although technology has brought many advances, growing number of scientists discuss potential detrimental effects due to excessive use. Of importance, the likely culprit understand over-usage is not itself, but applications installed on smartphones. As current business model app-developers foresees an exchange personal data for allowance app, it surprising that design elements can be found in social media apps and Freemium games prolonging app usage. It aim present work analyze several prominent carve out such elements. result analysis, total six different mechanisms are highlighted illustrate prevailing development. First, these app-elements described second linked classic psychological/economic theories as mere-exposure effect, endowment Zeigarnik also psychological triggering comparison. concluded here presented smartphones able prolong usage time, very hard effect level single element. A systematic analysis would require insights into usually only being available app-designers, independent scientists. Nevertheless, supports notion time critically reflect ‘user app-use allowance’. Instead using service data, ultimately might better ban or regulate certain come up with less addictive products. Instead, users could pay reasonable fee service.

Language: Английский

Citations

231

Fear of Missing Out (FoMO) and social media’s impact on daily-life and productivity at work: Do WhatsApp, Facebook, Instagram, and Snapchat Use Disorders mediate that association? DOI
Dmitri Rozgonjuk, Cornelia Sindermann, Jon D. Elhai

et al.

Addictive Behaviors, Journal Year: 2020, Volume and Issue: 110, P. 106487 - 106487

Published: May 27, 2020

Language: Английский

Citations

227