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.
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
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.
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.
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.
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.
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.
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.
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.