Impacto de la educación virtual y del retorno total a clases presenciales en la salud mental de población pediátrica en pandemia y postpandemia por COVID-19 DOI Creative Commons
Sandra Elizabeth Piñeros-Ortíz, Marcelo Andrés Hernández-Yasnó, Franklin Escobar-Córdoba

et al.

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.

Estimation of Behavioral Addiction Prevalence During COVID-19 Pandemic: A Systematic Review and Meta-analysis DOI Creative Commons
Zainab Alimoradi, Aida Lotfi, Chung‐Ying Lin

et al.

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.

Language: Английский

Citations

119

Ten years of research on the treatments of internet gaming disorder: A scoping review and directions for future research DOI Creative Commons
Guangheng Dong, Junhong Dai, Marc N. Potenza

et al.

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.

Language: Английский

Citations

19

Delayed sleep–wake phase disorder and its related sleep behaviors in the young generation DOI Creative Commons
Kunihiro Futenma, Yoshikazu Takaesu, Yoko Komada

et al.

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

Language: Английский

Citations

18

Effects of Long COVID on Psycho-Physical Conditions in the Italian Population: A Statistical and Large Language Model Combined Description DOI Creative Commons
Roberto Lupo, Elsa Vitale,

Ludovica Panzanaro

et al.

European Journal of Investigation in Health Psychology and Education, Journal Year: 2024, Volume and Issue: 14(5), P. 1153 - 1170

Published: April 27, 2024

Long COVID refers to the persistence or development of signs and symptoms well after acute phase COVID-19.

Language: Английский

Citations

4

Playing digital games during the COVID-19 pandemic: Examining the interplay of psychosocial problems, gaming motivations, and gaming disorder severity DOI
Felix Reer

Entertainment Computing, Journal Year: 2025, Volume and Issue: unknown, P. 100933 - 100933

Published: Feb. 1, 2025

Language: Английский

Citations

0

Problem gaming-related harm experienced by partners and parents of individuals with gaming problems and their help-seeking experiences DOI Creative Commons

Carolin Szász-Janocha,

Michaela Magann,

Hannah R. Gold

et al.

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.

Language: Английский

Citations

7

Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective DOI Open Access
Suzanne Lischer, Émilien Jeannot,

Lukas Brülisauer

et al.

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.

Language: Английский

Citations

11

Predictors of Gaming Disorder or Protective from It, in a French Sample: A Symptomatic Approach to Self-Regulation and Pursued Rewards, Providing Insights for Clinical Practice DOI Open Access
Sophia Achab, Stéphane Rothen, Julie Giustiniani

et al.

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.

Language: Английский

Citations

9

Gender differences and left-behind experiences in the relationship between gaming disorder, rumination and sleep quality among a sample of Chinese university students during the late stage of the COVID-19 pandemic DOI Creative Commons
Li Li, Ligang Liu,

Zhimin Niu

et al.

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.

Language: Английский

Citations

5

COVID-19-related social isolation, self-control and Internet gaming disorder among Chinese university students: cross-sectional survey (Preprint) DOI Creative Commons
Yufang Guo,

Fangyan Yue,

LU Xiang-yu

et al.

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

Language: Английский

Citations

1