
Behavioural Brain Research, Год журнала: 2024, Номер unknown, С. 115254 - 115254
Опубликована: Сен. 1, 2024
Язык: Английский
Behavioural Brain Research, Год журнала: 2024, Номер unknown, С. 115254 - 115254
Опубликована: Сен. 1, 2024
Язык: Английский
Scientific Reports, Год журнала: 2025, Номер 15(1)
Опубликована: Янв. 22, 2025
Abstract Prolonged gaming time, along with increased impulsivity—a key element of poor self-regulation—has been identified as linked to disorder. Despite existing studies in this field, the relationship between impulsivity and time remains poorly understood. The present study explored connections impulsivity, measured both by self-report behavioral assessments, disorder within a cohort 82 participants. While exhibited significant correlation disorder, only self-reported measures one metric showed Self-report exclusively predicted when included regression model time. interaction aside from was deemed insignificant. These findings suggest that although associated risk, are independent variables. Further research should aim clarify these relationships explore potential interventions targeting DGI mitigate risk.
Язык: Английский
Процитировано
0BMC Psychiatry, Год журнала: 2024, Номер 24(1)
Опубликована: Апрель 30, 2024
Little evidence is available to verify the mediating effect of dispositional mindfulness on association between gaming disorder and various impulsivity traits. The present study aimed investigate five UPPS-P traits risk among young adults.
Язык: Английский
Процитировано
2International Journal of Psychophysiology, Год журнала: 2024, Номер 202, С. 112376 - 112376
Опубликована: Июнь 5, 2024
Язык: Английский
Процитировано
2Journal of Affective Disorders, Год журнала: 2024, Номер 366, С. 254 - 261
Опубликована: Авг. 30, 2024
There is limited research examining latent profiles of gamers based on emotional variables, which has implications for prevention efforts. The study sought to identify young adult gamer depression, anxiety, and stress, examine differences between the in other addictive behaviors (i.e., tobacco, alcohol, cannabis, illegal substance use, gaming, gambling). A total 1209 adults (Mage = 19.37, SD 1.62; 55.3%males) reported past-year gaming. profile analysis (LPA) was performed distinct profiles, a set ANOVA chi-square analyses characterized terms sociodemographic, behaviors, variables. LPA suggested three-profile solution: 1 (n 660, 'low distress'), 2 377, 'moderate 3 172, 'high distress'). Participants with 'moderate' distress' were mostly women, showed greater gaming severity, higher prevalence past-month use tobacco drugs), consequences alcohol use. cross-sectional nature sample being university students. Findings revealed three gamers, differed emotional, severity. Transdiagnostic programs have potential provide significant benefits college students by addressing core processes (e.g., emotion regulation) that underlie
Язык: Английский
Процитировано
2Behavioural Brain Research, Год журнала: 2024, Номер unknown, С. 115254 - 115254
Опубликована: Сен. 1, 2024
Язык: Английский
Процитировано
2