Revista de la Facultad de Medicina,
Journal Year:
2023,
Volume and Issue:
71(3), P. e104577 - e104577
Published: June 14, 2023
En
marzo
de
2020
se
ordenó
el
cierre
colegios
y
la
implementación
educación
virtual
en
muchos
países
como
una
medida
control
para
desacelerar
propagación
del
SARS-CoV-2,
lo
que,
junto
con
distanciamiento
social,
representó
amenaza
salud
mental
población
infantil
adolescente
edad
escolar.
este
contexto,
acceso
a
las
tecnologías
información
fue
un
factor
determinante
contrarrestar
aislamiento
social
permitir
continuidad
rol
escolar
esta
población.
sentido,
varios
estudios
han
reportado
que
suspensión
clases
presenciales
uso
resultado
pandemia
por
COVID-19
tuvieron
efectos
positivos
negativos
pediátrica,
condicionados
factores
individuales,
familiares
socioeconómicos.
Por
otra
parte,
reapertura
instituciones
educativas
después
periodo
prolongado
restricciones
movilidad
humana
representó,
términos
desarrollo
mental,
tanto
oportunidad
desafío
los
niños
adolescentes
sus
familias.
Teniendo
cuenta
anterior,
objetivo
artículo
es
reflexionar,
lado,
sobre
impacto
diferencial
escuelas
durante
escolar,
y,
otro,
potenciales
retorno
presencial
estos
mismos
aspectos.
Esperamos
contenidos
reflexión
sean
útiles
orientar
acciones
cuidados
futuras
pandemias.
Current Addiction Reports,
Journal Year:
2022,
Volume and Issue:
9(4), P. 486 - 517
Published: Sept. 12, 2022
Abstract
Purpose
of
Review
The
COVID-19
pandemic
changed
people’s
lifestyles
and
such
included
the
potential
increasing
addictive
behaviors.
present
systematic
review
meta-analysis
aimed
to
estimate
prevalence
different
behavioral
addictions
(i.e.,
internet
addiction,
smartphone
gaming
social
media
food
exercise
gambling
shopping
addiction)
both
overall
separately.
Recent
Findings
Four
databases
(
PubMed
,
Scopus,
ISI
Web
Knowledge
ProQuest
)
were
searched.
Peer-reviewed
papers
published
in
English
between
December
2019
July
2022
reviewed
analyzed.
Search
terms
selected
using
PECO-S
criteria:
population
(no
limitation
participants’
characteristics),
exposure
(COVID-19
pandemic),
comparison
(healthy
populations),
outcome
(frequency
or
addiction),
study
design
(observational
study).
A
total
94
studies
with
237,657
participants
from
40
countries
(mean
age
25.02
years;
57.41%
females).
addiction
irrespective
type
(after
correcting
for
publication
bias)
was
11.1%
(95%
CI
:
5.4
16.8%).
rates
each
separate
10.6%
30.7%
5.3%
15.1%
21%
9.4%
sex
7%
7.2%
addiction.
In
lockdown
periods,
higher
compared
non-lockdown
periods.
Smartphone
associated
methodological
quality
risk
boas,
rate).
Other
factors
percentage
female
participants,
mean
individuals
country,
developing
status
country.
all
Gaming
data
collection
method
(online
vs.
other
methods)
that
is
much
lower
online
methods
collect
data.
Summary
Behavioral
appeared
be
health
issues
during
pandemic.
Healthcare
providers
government
authorities
should
foster
some
campaigns
assist
people
coping
stress
pandemics
prevent
them
subsequent
pandemics.
Journal of Behavioral Addictions,
Journal Year:
2024,
Volume and Issue:
13(1), P. 51 - 65
Published: Jan. 7, 2024
Although
internet
gaming
disorder
(IGD)
has
been
listed
in
section
III
of
the
DSM-5
for
approximately
10
years,
study
treatments
IGD
remains
early
stages.
Nonetheless,
a
summary
findings
to
date
and
discussion
future
research
needs
are
warranted.
Frontiers in Psychiatry,
Journal Year:
2023,
Volume and Issue:
14
Published: May 19, 2023
Delayed
sleep–wake
phase
disorder
(DSWPD)
is
a
sleep
in
which
the
habitual
timing
delayed,
resulting
difficulty
falling
asleep
and
waking
up
at
desired
time.
Patients
with
DSWPD
frequently
experience
fatigue,
impaired
concentration,
deprivation
during
weekdays,
problems
of
absenteeism,
may
be
further
complicated
by
depressive
symptoms.
typically
prevalent
adolescence
young
adulthood.
Although
there
are
no
studies
comparing
internationally,
prevalence
estimated
to
approximately
3%
little
racial
differences
between
Caucasians
Asians.
The
presence
this
associated
various
physiological,
genetic
psychological
as
well
behavioral
factors.
Furthermore,
social
factors
also
involved
mechanism
DSWPD.
Recently,
delayed
prolonged
duration
generation
have
been
reported
period
COVID-19
pandemic-related
restrictions.
This
phenomenon
raises
concern
about
risk
mismatch
their
life
that
lead
development
after
removal
these
typical
feature
delay
circadian
rhythms,
individuals
without
having
misalignment
objectively
measured
rhythm
markers
account
for
40%
cases,
wherein
characteristics
people,
such
truancy
academic
or
troubles,
largely
disorder.
Recent
shown
comorbid
psychiatric
disorders,
particularly
mood
neurodevelopmental
both
bidirectional
association
pathophysiology
Additionally,
patients
strong
tendency
toward
neuroticism
anxiety,
result
aggravation
insomnia
Therefore,
future
should
address
effectiveness
cognitive-behavioral
approaches
addition
chronobiological
treatment
Journal of Behavioral Addictions,
Journal Year:
2023,
Volume and Issue:
12(1), P. 137 - 147
Published: Feb. 28, 2023
Abstract
Background
and
aims
Limited
research
has
investigated
how
individuals'
problem
gaming
affects
significant
others.
The
present
study
the
extent
to
which
partners
parents
were
personally
affected
by
their
partner
or
child's
problematic
behavior
what
steps,
if
any,
taken
in
relation
treatment
other
help-seeking
gamers
respondents
themselves.
Methods
Two
targeted
samples
(parents,
n
=
104;
partners,
264)
Australia
recruited
administered
an
online
survey.
survey
assessed
gaming-related
harm
across
multiple
domains,
including
financial,
relationship,
emotional
wellbeing,
physical
health
work/study.
Treatment
questions
referred
seeking
psychological
assistance,
self-help,
community
support.
Non-parametric
tests
compared
groups
on
measures
based
GD
status.
Results
Parents
of
individuals
rated
‘problem
gaming’
range
reported
significantly
greater
harms
those
at-risk
non-problem
categories.
most
frequently
endorsed
relationship
domain,
neglected
household
responsibilities,
withdrawal
from
social
events,
conflict.
Some
consult
with
friends
family
(15%)
resolve
problems.
Partners
seek
outside
support
assistance
for
themselves,
30%
who
sought
a
psychologist.
No
having
consulted
psychologist
partner.
Discussion
Problem
others
life
areas,
but
few
help
support,
suggesting
there
may
be
unmet
needs.
Conclusions
Further
should
examine
factors
that
influence
acceptance
engagement
options.
Harm
indicators
useful
evaluating
interventions
reduce
gaming.
International Journal of Environmental Research and Public Health,
Journal Year:
2022,
Volume and Issue:
19(15), P. 9320 - 9320
Published: July 29, 2022
The
Swiss
Youth
and
Media
Act,
which
is
about
to
enter
into
force,
an
attempt
provide
a
legislative
framework
for
video
game
use.
Among
other
inclusions,
the
law
intends
make
providers
more
accountable
by
taking
measures
protect
minors
from
harm
that
can
be
caused
improper
use
of
games.
However,
it
challenge
create
legal
adequately
regulate
evolving
features
Legislators
must
find
suitable
regulatory
approach
takes
account
fact
there
increasing
convergence
between
games
gambling,
particularly
with
introduction
loot
boxes.
Moreover,
need
regulation,
including
prohibition
misleading
designs,
additional
protection
minors,
assurance
transparency
transactions.
Appropriate
policy
legislation
consumer-protection
are
needed
people
using
these
types
products,
children
adolescents.
Further
work
should
focus
on
assessing
characteristics
refine
models
promote
safe
gaming.
Based
experiences
field
psychoactive
substances
as
well
now
matter
developing
matrix
elaborated
categories:
tool
makes
possible
evaluate
potential
harms
certain
design
in
evidence-based
manner.
International Journal of Environmental Research and Public Health,
Journal Year:
2022,
Volume and Issue:
19(15), P. 9476 - 9476
Published: Aug. 2, 2022
Gaming
disorder
(GD)
is
a
new
health
condition
still
requiring
lot
of
evidence
established
around
its
underlying
and
related
psychological
mechanisms.
In
our
study
we
focused
on
Massively
Multiplayer
Online
Role
Playing
Games
(MMORPGs),
specific
very
popular
engaging
game
genre,
to
determine
that
benefit,
motivation
control
aspects
could
be
predictive
dysfunctional
engagement
in
gaming.
total,
313
participants
were
recruited
from
private
forums
gamers
between
May
2009
March
2010.
They
filled
out
questionnaire
their
socio-demographic
data
weekly
gaming
time.
also
completed
different
psychometric
assessments
such
as
the
DSM
IV-TR
criteria
for
substance
dependence
adapted
Dependence
Adapted
Scale
(DAS),
external
rewards
they
expected
(External
Motives),
internal
reward
(Internal
Zuckerman
Sensation
Seeking
(ZSSS),
Barratt
impulsiveness
(BIS-10).
Results
showed
some
factors
online
represented
risk
GD
(i.e.,
competition
advancement
motives,
reduced
anxiety,
solace,
greater
personal
satisfaction,
sense
power),
whereas
others
found
protective
recreation,
enjoyment
experience
seeking)
participants.
Additionally,
disinhibition,
boredom
susceptibility,
thrill
adventure
seeking,
high
impulsivity
correlated
conclusion,
not
only
motives
predictors
GD,
but
maladaptive
coping
strategies
based
experienced
relief
in-game
negative
feelings
(anxiety
boredom)
or
improvement
self-perception
(personal
power)
play
well
role
reinforcers
GD.
Some
benefits
gaming,
typically
entertainment
enjoyment,
are
shown
playing
positive
reinforcing
factors.
worthy
being
identified
promoted
functional
habits.
These
findings
can
feed
clinical
promotion
fields,
with
more
in-depth
understanding
diverse
gamers,
identifying
those
at
it.
The
current
work
foster
balanced
approach
towards
activities,
taking
opportunities
mankind
controlling
adverse
effects
individuals.
Frontiers in Psychiatry,
Journal Year:
2023,
Volume and Issue:
14
Published: May 5, 2023
Studies
have
shown
that
gaming
disorder
(GD)
is
associated
with
rumination
and
poor
sleep
quality.
However,
the
reciprocal
relationship
between
GD,
quality
unclear.
Moreover,
differences
gender
left-behind
experiences
in
aforementioned
remain
unknown.
Therefore,
present
study
examined
rumination,
among
a
sample
of
Chinese
university
students
during
late
stage
COVID-19
pandemic
using
network
analysis
approach.A
cross-sectional
online
survey
1,872
was
conducted
comprising
demographic
information
(age,
gender,
experience),
experience,
frequency,
Gaming
Disorder
Test
(GDT),
Short
Version
Rumination
Response
Scale
(RRS),
Pittsburgh
Sleep
Quality
Index
(PSQI).Among
students,
prevalence
(i)
GD
3.5%
(ii)
disturbance
14%.
had
positive
weak
connection
domain-level
relational
network.
The
structures
global
strengths
both
showed
no
significant
experiences.
nodes
gd3
("continuation
or
escalation
gaming")
gd4
("gaming
problems")
strongest
edge
network.The
results
suggest
relationships
Gender
did
not
influence
pandemic.
Using
analysis,
findings
provide
novel
insights
may
interacted
Reducing
eliminating
negative
decrease
improve
good
contributes
to
which
risk
students.
Journal of Medical Internet Research,
Journal Year:
2024,
Volume and Issue:
26, P. e52978 - e52978
Published: Aug. 7, 2024
Internet
gaming
disorder
among
university
students
has
become
a
great
concern
for
counsellors
worldwide
since
the
COVID-19
pandemic.
The
factors
influencing
development
of
internet
in
during
pandemic
could
be
different
from
those
before