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.
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.
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.
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)."
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
&
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.
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.
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.
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.