Rejoinder 3: School closures: The trigger point in the decline in pediatric mental health outcomes during the COVID-19 pandemic.
Carol Vidal,

Eliza T. Holland,

Ram Duriseti

et al.

PubMed, Journal Year: 2023, Volume and Issue: 32(2), P. 88 - 92

Published: May 1, 2023

Language: Английский

Internet addiction and mental health disorders in high school students in a Peruvian region: a cross-sectional study DOI Creative Commons

Jean C. Perez-Oyola,

Dionela M. Walter-Chavez,

J. Pierre Zila‐Velasque

et al.

BMC Psychiatry, Journal Year: 2023, Volume and Issue: 23(1)

Published: June 7, 2023

Abstract Objectives To determine the association between internet addiction disorder (IAD) and anxiety depressive symptomatology in high school students two private schools Chiclayo, Peru, during COVID-19 pandemic. Materials methods Analytical cross-sectional investigation of 505 adolescents from schools. The dependent variables were symptomatology, measured with Beck Adapted Depression Questionnaire (BDI-IIA) Anxiety Inventory (BAI), respectively. main independent variable was IAD, Internet Addiction Test instrument(IATI). Prevalence ratios (PR) 95% confidence intervals (95%CI) estimated. Results average age 14.16 years 54.9% women. 22.2% 3.2% presented mild moderate IAD; 9.3% severe 34.3% symptomatology. In simple regression, mild, IAD 19% (PR = 1.19; 95%CI: 1.05–1.35), 25% 1.25; 1.02–1.53) 53% 1.47; CI: 1.47–1.60) higher prevalence symptomatology; however, this not maintained multiple model. increased 196% 2.96; 1.86–4.71). Conclusion We found that 2, 1, 3 out 10 anxiety, did find an but we anxiety. Among factors associated development male sex, presence eating disorders, subclinical insomnia, using devices for more than 2 h, academic activities. About are female use as social interaction. recommend implementing counseling programs view imminent introduction a pillar education.

Language: Английский

Citations

15

The Effect of Flow Experience on Online Game Addiction during the COVID-19 Pandemic: The Moderating Effect of Activity Passion DOI Open Access
Pinyapat Kiatsakared, Kuan-Yu Chen

Sustainability, Journal Year: 2022, Volume and Issue: 14(19), P. 12364 - 12364

Published: Sept. 28, 2022

Stay-at-home mandates and quarantines related to the coronavirus disease of 2019 (COVID-19) pandemic have led significantly increased participation in online gaming. However, as players continue participate games, it may also trigger game addiction. This study aimed explore relationship between players’ flow experience addiction, verify whether differences type passion lead used structural equation model (SEM) causal constructs then considered implications with fit index measurement standard. After investigating 232 who are passionate about analysis results show that higher experienced by players, more likely is gaming Further verification activity moderates obsessive addiction than harmonious passion. Future work will causes from different perspectives.

Language: Английский

Citations

19

Computational Mechanisms of Addiction and Anxiety: A Developmental Perspective DOI Creative Commons
Noam Goldway, Eran Eldar, Gal Shoval

et al.

Biological Psychiatry, Journal Year: 2023, Volume and Issue: 93(8), P. 739 - 750

Published: Feb. 10, 2023

Language: Английский

Citations

11

Explicit and implicit effects of gaming content on social media on the behavior of young adults DOI Creative Commons
Daisuke Jitoku, Nanase Kobayashi, Yuka Fujimoto

et al.

Frontiers in Psychology, Journal Year: 2024, Volume and Issue: 15

Published: Jan. 24, 2024

Excessive gameplay can have negative effects on both mental and physical health, especially among young people. Nowadays, social media platforms are bombarding users with gaming-related content daily. Understanding the effect of this people’s behavior is essential to gain insight into problematic gaming habits. However, issue yet be studied extensively. In study, we examined how affects adults explicitly implicitly. We 25 healthy (average age 21.5 ± 2.2) who played online games casually asked them report their desire. also conducted an implicit association test (IAT) measure attitudes toward content. investigated relationship between these measures various psychological factors, such as personality traits, self-efficacy, impulsiveness, cognitive flexibility. The results revealed that participants had a higher explicit desire when exposed cues than neutral cues. They robust positive attitude media. Explicit was positively correlated neuroticism levels. Furthermore, IAT negatively self-efficacy flexibility there were no significant correlations desire/IAT impulsiveness These findings suggest affect adults’ implicitly, highlighting need for further research prevent addiction in vulnerable individuals.

Language: Английский

Citations

4

Delineating temporal dynamics for the linkage between anxiety symptoms and problematic media use among Chinese adolescents DOI
Hongjian Cao, Shaofan Wang, Nan Zhou

et al.

Journal of Applied Developmental Psychology, Journal Year: 2025, Volume and Issue: 97, P. 101761 - 101761

Published: Feb. 6, 2025

Language: Английский

Citations

0

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

Effect of the Reassured Self-Compassion–Based School Program on Anxiety, Video Game Addiction, and Body Image Among Rural Female Adolescents: Retrospective Study DOI Creative Commons
Areeg Zuair

JMIR Formative Research, Journal Year: 2025, Volume and Issue: 9, P. e68840 - e68840

Published: Feb. 19, 2025

Background The COVID-19 pandemic has amplified mental health challenges among adolescents, particularly in rural areas with limited access to services. In response, the Saudi government launched campaigns and mandated schools implement programs. However, effectiveness of these programs remains largely unreported. Objective This study aims determine prevalence anxiety disorder symptoms, video game addiction, body image dissatisfaction, as well examine effect a school-based program, Reassured Self, grounded compassion-focused therapy, on dissatisfaction adolescent females Arabia. Methods A retrospective secondary analysis pre-post intervention data was used. All female middle school students (N=133; age: mean 13.7, SD 1.01 years) grades 1-3 from setting were included, no exclusion criteria. Participants recruited part school-mandated program. Data collected at baseline (2 weeks before intervention) 2-3 post during hours quiet classroom using teacher-supervised, printed surveys. Survey completion voluntary, exhibiting high distress based referred counselor for support. consisted 3 sessions (30-35 minutes each) delivered over 2 weeks. Validated Arabic versions Spence Children's Anxiety Scale, Game Addiction Body Image Discrepancy Assessment used measure outcomes (April June 2024). analyzed linear mixed-effects regression models. mixed effects Results Among students, 25.8% (32/124) identified having levels, 19.3% (24/124) falling into clinical concern or very categories. Additionally, 26% (32/123) classified problem gamers, while 14% (18/123) categorized addicted gamers. smaller proportion, 5.1% (6/117), expressed strong desire thinness. Compared pre-intervention exhibited significant reductions symptoms (mean difference –4.11, 95% CI –6.98 –1.24; P=.005) addiction –1.62, –2.83 –0.42; P=.009) following changes minimal not statistically 0.067, –0.046 0.18; P=.057). High satisfaction scores, 28.49 out 35 (SD 6.31), indicated acceptability cultural alignment intervention. scores Conclusions results highlight potential address disparities underserved populations. Future research should explore long-term scalability such culturally adapted interventions.

Language: Английский

Citations

0

Cracking the Code of Gaming Disorder DOI Open Access

Kylie Woodman,

René Weber

Published: March 28, 2025

Language: Английский

Citations

0

Gamers in Real Life: Internet Gamer Typologies and Their Association With Problematic Gaming and Health Outcomes DOI Creative Commons
Lorelle Bowditch, Janine Chapman, Tania Signal

et al.

Human Behavior and Emerging Technologies, Journal Year: 2025, Volume and Issue: 2025(1)

Published: Jan. 1, 2025

Internet gaming is a popular pastime, which has surged in popularity light of COVID‐19. While positive outcomes are common, some gamers experience problems associated with their gaming. For this reason, understanding how factors can influence healthy versus unhealthy internet crucial. This study developed gamer typologies based on boredom proneness, escapism, and coping style. Typologies were compared problematic outcomes, behaviours, engagement, health wellbeing–related variables. Cluster analysis diverse international sample ( N = 913) identified three distinct profiles: immersed, balanced, detached gamers. Detached reported the highest disengaged coping. They also had worse than other clusters, despite engaging similar behaviours to immersed These novel findings emphasise importance an engaged style highlight risk using solely addiction‐based measures identify gaming, may overlook potentially adaptive behaviours.

Language: Английский

Citations

0

The influence of children’s emotional regulation on internet addiction during the COVID-19 pandemic: the mediating role of depression DOI

Hsing-Jung Chen,

Tony Szu‐Hsien Lee, Wen‐Chi Wu

et al.

Psychology Health & Medicine, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 15

Published: April 15, 2025

Internet addiction (IA) and depression present significant public health challenges, especially during a pandemic. Previous research conducted outside of pandemic contexts highlighted the importance emotional regulation (ER) for depression, with specific strategies such as cognitive reappraisal (CR) expressive suppression (ES) showing effectiveness in predicting internalization problems. However, knowledge regarding ER IA remains limited, thus hindering our implementation effective strategies. This study aimed to examine relationships between IA, strategies, depressive symptoms, identify protective factors against IA. Additionally, it sought investigate mediating role symptoms. Data were collected from 824 students across pre-pandemic periods. Results highlight risks associated ES both symptoms while CR demonstrates potential reducing Interventions that promote development discourage reliance on can effectively mitigate

Language: Английский

Citations

0