Internet gaming disorder in children: a narrative review DOI Open Access
Tiffany Field

Journal of Psychology & Clinical Psychiatry, Journal Year: 2024, Volume and Issue: 15(4), P. 245 - 249

Published: Aug. 26, 2024

Method: This narrative review summarizes research from the years 2019-2024 on internet gaming disorder in children. Results: recent suggests a prevalence rate ranging 20% Brazil to 62% Saudi Arabia, although across multiple studies reported an average of much lower 5%. Correlates/comorbidities have included anxiety, depression, ADHD and autism. Other risk factors for this include being male, impulsivity, neurotic, narcissistic exposed gaming, violent non-supportive behavior their parents. Negative effects attention, cognitive academic performance problems as well aggressive behavior. Only one was found potential underlying biological mechanisms which suggested dysregulation brain’s reward system including prefrontal cortex, limbic amygdala. few papers interventions appeared literature suggesting effectiveness behavioral therapy methylphenidate. Discussion: The highlight severity However, they are limited by primarily based mixed-age child adolescent samples results that varied correlates/comorbidities disorders.

Language: Английский

Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross‐sectional study DOI Creative Commons
Elena Commodari, Arianna Consiglio,

Martina Cannata

et al.

Journal of Research on Adolescence, Journal Year: 2024, Volume and Issue: unknown

Published: Oct. 22, 2024

Abstract The widespread use of video games among adolescents has raised concerns about their impact on psychological and social development. This study aimed to assess the effects different types parental mediation adolescents' tendency avoid negative emotions determine relationship between interpersonal skills reliance online for escapism. Participants were 452 from 15 middle high schools. Data sociodemographic information, gaming habits, control gaming, skills, reasons playing also collected. Hierarchical multiple regression was used analyze data, with game escapism as dependent variable. Results supported study's hypothesis that both adolescent significantly predict Higher levels monitoring associated a lower escape emotions, while supporting autonomy showed similar but weaker protective effect. At same time, found be notably higher impulsivity, narcissism, stress in situations. In addition, impulsivity more likely These findings highlight importance balanced involvement development mitigate risks problematic gaming. Interventions should promote effective strategies enhance reduce coping mechanism real‐life challenges. Effective improved are critical promoting healthier habits reducing

Language: Английский

Citations

12

Child’s-eye views of smartphone-based gaming content: objective insights from Aotearoa New Zealand DOI Creative Commons
Marcus Gurtner, Ryan Gage, Moira Smith

et al.

Health Promotion International, Journal Year: 2025, Volume and Issue: 40(2)

Published: March 5, 2025

Children's engagement with smartphone-based (online) gaming content is rapidly increasing. There appears to be no existing objective evidence of children's exposure this captured in real time. Evidence on preteens' especially scarce. This study aimed objectively explore the nature and extent content. Sixty-six children aged 11-13 years from 16 schools Wellington region New Zealand used Zoom video teleconferencing software record real-time, screen-shared internet use for 4 consecutive days. On average, recorded 164 minutes each over 4-day period. Recordings were coded by activity, using game applications watching social media. Game application characteristics also recorded. Of every online hour recorded, 28.6% showed content-using (18%) (10.7%). Male low-deprivation more as part their than female high-deprivation children. time comprised gameplay (56.6%), non-gameplay (43.4%), included advertising 16.4% Most games 'Advergames' [games including (85.7%)], free-to-play (98.4%), in-game purchases (87.3%). One-quarter (25.5%) 'Random Items' (e.g. loot boxes) these purchases, allowed users interact other users. While 'playing' smartphone applications, are exposed highly commercialized contexts that include manipulative design features, adult themes advertising. Children, who most vulnerable harms, must protected accordance United Nations Convention Rights Child.

Language: Английский

Citations

1

The Impact of Parental Behaviors on Children’s Lifestyle, Dietary Habits, Screen Time, Sleep Patterns, Mental Health, and BMI: A Scoping Review DOI Creative Commons
Cátia Maia,

Diogo S. Braz,

Hélder Miguel Fernandes

et al.

Children, Journal Year: 2025, Volume and Issue: 12(2), P. 203 - 203

Published: Feb. 8, 2025

Background and Objectives: Childhood obesity being overweight are influenced by the family environment, diet, sleep, mental health, with parents playing a key role in shaping behaviors through routines practices. Healthy parental habits can encourage positive outcomes, while poor stress often lead to unhealthy weight gain. This study analyzed impact of on children’s lifestyles habits, as well trend intensity effect these different age groups. Methods: A systematic review 1504 articles from Web Science, PubMed, Scopus, APA PsycNet (as 22 July 2024) included studies children aged 4–18 years, focusing physical activity, screen time, nutrition, health. Twenty-six were analyzed, including 19 cross-sectional 7 longitudinal studies. The outcomes sedentary behaviors, eating sleeping BMI. Bias was assessed using JBI tools according GRADE framework Newcastle-Ottawa Quality Assessment. Results: involved 89,545 youths 13,856 parents. findings revealed associations between dietary their BMIs. Parenting styles significantly influence behaviors. highlights crucial parenting emphasizing link dynamics childhood obesity. importance targeting interventions focused healthy management. Longitudinal needed determine causality, research involving diverse populations is essential enhance applicability findings.

Language: Английский

Citations

1

Harmful compared to what? The problem of gaming and ambiguous causal questions DOI Creative Commons
Kristoffer Magnusson,

Fred Johansson,

Andrew K Przybylski

et al.

Addiction, Journal Year: 2024, Volume and Issue: 119(8), P. 1478 - 1486

Published: May 2, 2024

Abstract Background and aims There has been much concern regarding potential harmful effects of video game‐play in the past 40 years, but limited progress understanding its causal role. This paper discusses basic requirements for identifying argues that most research to date focused upon ambiguous questions. Methods Video games mental health are discussed from perspective inference with compound exposures; is, exposures multiple relevant variants affect outcomes different ways. Results Not only does exposure encompass factors, also not playing is equally ambiguous. Estimating a introduces additional challenge exposure‐version confounding. Conclusions Without comparison well‐defined interventions, investigating will be difficult translate into actionable interventions. Interventions target should compared other interventions aimed at improving same outcomes.

Language: Английский

Citations

5

Relations between Video Game Engagement and Social Development in Children: The Mediating Role of Executive Function and Age-Related Moderation DOI Creative Commons
Ke Xu, Shuliang Geng,

Donghui Dou

et al.

Behavioral Sciences, Journal Year: 2023, Volume and Issue: 13(10), P. 833 - 833

Published: Oct. 11, 2023

The global proliferation of video games, particularly among children, has led to growing concerns about the potential impact on children's social development. Executive function is a cognitive ability that plays crucial role in development, but child's age constrains its To examine association between game engagement and development while considering mediating executive moderating age, questionnaire was distributed sample 431 parents. results revealed negative relation with found mediate this fully. Additionally, became more pronounced as children grew older. In light these findings, it advisable adopt proactive strategies limit excessive use, consider developmental characteristics at different ages, prioritize promotion facilitate children.

Language: Английский

Citations

9

Problematic Gaming among Adolescents and Youth: The Role of Alexithymia, Emotion Regulation, and Attachment Based on Sex DOI Creative Commons
Ana Estévez, Gema Aonso‐Diego,

Leire Fernández-García

et al.

Clínica y Salud, Journal Year: 2025, Volume and Issue: 36(1), P. 47 - 55

Published: Feb. 27, 2025

Language: Английский

Citations

0

Association Between TikTok Use and Anxiety, Depression, and Sleepiness Among Adolescents: A Cross-Sectional Study in Greece DOI Creative Commons

Angeliki Bilali,

Aglaia Katsiroumpa,

Ioannis Koutelekos

et al.

Pediatric Reports, Journal Year: 2025, Volume and Issue: 17(2), P. 34 - 34

Published: March 11, 2025

Introduction: TikTok use is increasing, especially among children and adolescents. However, the negative effects of have not been sufficiently investigated. Aim: To examine association between anxiety, depression, sleepiness in Methods: We conducted a web-based cross-sectional study Greece. employed convenience sample 219 adolescents All participants had account. used Addiction Scale (TTAS) to measure Patient Health Questionnaire-4 (PHQ-4) anxiety depression. constructed multivariable regression models, we performed stratified analysis according gender. Results: The mean age was 18.5 years (standard deviation: 0.5, range: 18 19). In our sample, 81.3% were girls 18.7% boys. Mean daily usage TTAS scores statistically higher for than Our linear adjusted showed that problematic associated with levels depression symptoms both genders. particular, found positive mood modification score (beta = 0.404, p-value 0.006). Moreover, conflict 0.472, < 0.001). Additionally, impact on greater boys girls. also increased genders (mood modification: beta 0.655, 0.001; conflict: 0.674, Conclusions: findings sleepiness. Early identification users essential promote their mental health well-being. Healthcare professionals should be alert recognize use.

Language: Английский

Citations

0

From Controller to Screen: A Narrative Review of Video Games in Medicine DOI Open Access

M Rais,

Eric M Schorr,

Michelle Winfield

et al.

Cureus, Journal Year: 2025, Volume and Issue: unknown

Published: April 21, 2025

Video games have become a global phenomenon in modern society as means of entertainment, social interaction, and stress relief. Although they are often associated with negative effects, such lack productivity sedentary lifestyle, research on video displays potential benefits everyday life medical training. This narrative review provides an overview their contributions to relief, surgical dexterity, cardiovascular health the context education general wellness. To conduct this study, comprehensive literature search was performed utilizing PubMed Google Scholar, placing emphasis studies that discussed society, medicine, association health. The following terms were included: "video medicine," mental health," surgery," more. Exclusion criteria for included papers not written native English language case reports due inherently small sample sizes. show promise relieving increasing cognition, improving dexterity hand-eye coordination, They pose implementation improve wellness trainees. Despite societal implications games, there is evidence provide help hone skills needed medicine. By reducing stress, preventing long-term disease, tap into factors from which all people, especially physicians trainees, can benefit from.

Language: Английский

Citations

0

The relationship between screen time, screen content for children aged 1-3, and the risk of ADHD in preschools DOI Creative Commons
Jianbo Wu, Yanni Yang, Qiang Zhou

et al.

PLoS ONE, Journal Year: 2025, Volume and Issue: 20(4), P. e0312654 - e0312654

Published: April 23, 2025

Objective This study investigates the relationship between screen time, content, and risk of Attention Deficit Hyperactivity Disorder (ADHD) using data from a large sample. Specifically, it examines how different types content (such as educational videos, cartoon interactive videos) are associated with ADHD. The aim is to offer scientific foundation for rational management children’s time content. Methods We collected through questionnaire survey involving population 41,494 children Longhua District, Shenzhen City, China. recorded daily type viewed by at ages 1–3 years assessed their ADHD Strengths Difficulties Questionnaire (SDQ) 4–6 years. Hierarchical logistic regression analysis, controlling confounding factors, was employed explore associations risk. Results In total sample, 6.7% participants had exceeding 60 minutes per day, videos predominant (63.4%). 16.5% were identified being Statistically significant positive observed across all categories ( P <0.001). Moreover, increased, also rose OR 1~60 mins/d =1.627, 95%CI =1.460~1.813; 61~120 =2.838, =2.469~3.261; >120 =3.687, =2.835~4.796). Significant in videos. For group, odds ratios follows: 1–60 mins/day =1.683 95% CI =1.481–1.913), 61–120 =3.193 =2.658–3.835), =3.070 =2.017–4.673). were: =1.603 =1.290–1.991), =2.758 =2.156–3.529), =4.097 =2.760–6.081). However, no found any category group =0.744, =0.361~1.534; =0.680, =0.296~1.560; =1.678, =0.593~4.748). Conclusion Increased higher ADHD, particularly while show link. To mitigate this risk, parents educators should implement strategies such setting limits, encouraging breaks, promoting alternative activities. Future research focus on longitudinal studies intervention trials further address relationship.

Language: Английский

Citations

0

Understanding Children's Avatar Making in Social Online Games DOI
Yue Fu, Samuel Schwamm, Amanda Baughan

et al.

Published: April 24, 2025

Language: Английский

Citations

0