Опубликована: Янв. 1, 2023
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Язык: Английский
Опубликована: Янв. 1, 2023
Download This Paper Open PDF in Browser Add to My Library Share: Permalink Using these links will ensure access this page indefinitely Copy URL DOI
Язык: Английский
JMIR Mental Health, Год журнала: 2024, Номер 11, С. e50259 - e50259
Опубликована: Фев. 26, 2024
Background Limited awareness, social stigma, and access to mental health professionals hinder early detection intervention of internet gaming disorder (IGD), which has emerged as a significant concern among young individuals. Prevalence estimates vary between 0.7% 15.6%, its recognition in the International Classification Diseases, 11th Revision Diagnostic Statistical Manual Mental Disorders, 5th Edition underscores impact on academic functioning, isolation, challenges. Objective This study aimed uncover digital phenotypes for IGD adolescents learning settings. By leveraging sensor data collected from student tablets, overarching objective is incorporate these indicators into daily school activities establish markers screening tool, facilitating identification cases. Methods A total 168 voluntary participants were engaged, consisting 85 students with 83 without IGD. There 53% (89/168) female 47% (79/168) male individuals, all within age range 13-14 years. The individual learned their Korean literature mathematics lessons personal being automatically collected. Multiple regression bootstrapping multivariate ANOVA used, prioritizing interpretability over predictability, cross-validation purposes. Results negative correlation Scale (IGDS) scores outcomes (r166=–0.15; P=.047), suggesting that higher IGDS associated lower outcomes. identified 5 key linked IGD, explaining 23% score variance: stroke acceleration (β=.33; P<.001), time interval keys (β=–0.26; P=.01), word spacing (β=–0.25; deletion (β=–0.24; horizontal length strokes (β=0.21; P=.02). Multivariate cross-validated findings, revealing differences potential non-IGD groups. average effect size, measured by Cohen d, across was 0.40, indicating moderate effect. Notable distinctions included faster (Cohen d=0.68; P=<.001), reduced d=.57; decreased behavior d=0.33; P=.04), longer d=0.34; P=.03) compared counterparts Conclusions aggregated findings show performance, highlighting effectiveness detecting importance phenotyping advancing care educational As schools adopt 1-device-per-student framework, emerges promising method shift could transform clinical approaches reactive proactive measures.
Язык: Английский
Процитировано
4Comprehensive Psychiatry, Год журнала: 2023, Номер 125, С. 152398 - 152398
Опубликована: Июль 3, 2023
Despite consistent reports of the association between problematic internet gaming (PIG) and non-suicidal self-injury (NSSI), an increase in PIG does not necessarily lead to increased NSSI. This apparent paradox indicates presence other mediators moderators PIG-NSSI association. study aimed investigate role anxiety as a potential moderating mediating factor Chinese adolescents.A cross-sectional was conducted among 10,479 adolescents (50.5% male; age range, 9-18 years). Standardized self-report questionnaires were used assess severity PIG, anxiety, Spearman correlation multiple linear regression applied examine relationships Both effects assessed using Hayes' methods.PIG, symptoms, NSSI significantly correlated with one another. Anxiety moderated relationship [B = 0.002, standard error (SE) 0.000, p < 0.001], it partially mediated 0.017, SE 0.001, 95% confidence interval (CI) 0.014-0.021]. Social concern concentration two dimensions that exerted strongest mediation effect (B CI 0.014-0.020).Adolescents high are likely suffer more severe may benefit from interventions reduce symptoms.
Язык: Английский
Процитировано
9Psychiatry Research, Год журнала: 2025, Номер 348, С. 116425 - 116425
Опубликована: Март 4, 2025
Язык: Английский
Процитировано
0PLoS ONE, Год журнала: 2025, Номер 20(4), С. e0320305 - e0320305
Опубликована: Апрель 1, 2025
Background Internet Gaming Disorder (IGD) is characterized by uncontrolled gaming behavior, leading to emotional distress, neglect of academic or life responsibilities, and damage interpersonal relationships, all which have serious negative impacts on individuals society. IGD has been associated with neuropsychological impairments, especially executive function deficits, difficulties. Mindfulness interventions indicated improve functions varying degrees in IGD. The purpose this study investigate whether the three subcomponents (i.e., inhibition, updating, shifting) are impaired internet disorder, as well examine effectiveness a brief mindfulness intervention function. Methods A total 82 diagnosed 40 non-addicted gamers will be recruited for study. These participants evenly divided into an group control at ratio 1:1. undergo 7-day training program focusing breathing meditation, while receive progressive muscle relaxation training. Both groups’ outcomes assessed seven different time points. Primary outcome measures include electroencephalography (EEG) data (band power, functional connectivity, source localization, N2/P3 amplitudes), behavioral metrics (response times accuracy from psychological experimental paradigms), physiological indices (specifically heart rate variability), self-reported (game craving levels, performance, impulsivity emphasizing inhibitory control). Secondary encompass anxiety, stress, positive affect, sleep quality, other indicators such demographic information, physical mental health status, Big Five personality traits. Discussion This aims explore efficacy impairments elucidate its underlying neural mechanisms. It anticipated that findings contribute more targeted strategies research, offering novel insights treatment related cognitive dysfunctions. expected brain mechanisms, particularly providing improving population. Trial registration number: ChiCTR2400081509, registered March 4th 2024. Protocol Version1.0.
Язык: Английский
Процитировано
0BMC Psychiatry, Год журнала: 2025, Номер 25(1)
Опубликована: Май 22, 2025
Язык: Английский
Процитировано
0Addictive Behaviors, Год журнала: 2023, Номер 151, С. 107926 - 107926
Опубликована: Ноя. 30, 2023
The concept of impaired control (IC) over gaming is an important element assessment and interventions for problem gaming-related harm. Past studies have reported that disorder (GD) associated with various negative consequences, but there limited research on the relationship between IC outcomes. To address this gap, study investigated harm among individuals self-identified disorder. It was hypothesized would be positively severity. In addition, it predicted a significant predictor when controlling age, gender, psychological distress, urges. current recruited 513 participants through online survey platform. Impaired Control Over Gaming Scale (ICOGS) used to measure IC, modified items from Browne et al.'s taxonomy gambling harms were assess logistic regression results showed related all forms harm, after other variables. predictive value similar across financial, psychological, relationship, social work/school domains. These supported importance as mechanism contributes experience need target in GD.
Язык: Английский
Процитировано
6Current Psychology, Год журнала: 2022, Номер 42(22), С. 19401 - 19418
Опубликована: Ноя. 21, 2022
Язык: Английский
Процитировано
9Comprehensive Psychiatry, Год журнала: 2024, Номер 131, С. 152471 - 152471
Опубликована: Март 11, 2024
Internet use disorders (IUD) have been recognized as a serious mental health concern. In order to promote consensus on core features of IUD, further studies involving clinical samples are required. A evaluation patients with IUD was conducted part the scientific monitoring novel online short-term therapy, embedded in randomized controlled trial Stepped Care Approach for Problematic Treatment (SCAPIT; ID: DRKS00025994). An diagnostic and assessment were performed at baseline measurement intervention. The self-report version Assessment Computer Game Addiction (AICA-S) applied assess symptom severity IUD. impact psychopathological symptoms impairments functioning symptomatology examined sample patients. Based dichotomous classification differences among participants presenting moderate compared severe addictive behavior analyzed. this an analysis consisted 57 (57.9% males, mean age 29.12 years) participating therapy AICA-S sum score (M = 11.60; SD 3.30) exhibited (n 44; 77.2%) 13; 22.8%) use. Psychopathological psychosocial had effect Participants showed higher strains behavior. indicated that behaviors consequently, need be addressed treatment results, implications practice research derived.
Язык: Английский
Процитировано
1The Canadian Journal of Addiction, Год журнала: 2023, Номер 14(3), С. 7 - 17
Опубликована: Сен. 1, 2023
ABSTRACT Objectives: Here, we aimed to consider the neural factors associated with internet gaming disorder (IGD), as well associations between these and existing treatments for disorder. Methods: A narrative review was conducted. Results: Pharmacological psychological IGD may be specific changes in multiple brain areas circuits. In particular, frontostriatal subcortical regions pathways appear relevant its treatment. Conclusions: Neuroimaging holds promise identifying mechanisms underlying interventions. However, date, firm conclusions are difficult draw more research examining of empirically supported is needed. Objectifs: Nous avons cherché à examiner les facteurs neuronaux associés au trouble du jeu sur (TJI), ainsi que entre ces et traitements existants pour ce trouble. Méthodes: Une étude a été réalisée. Résultats: Les pharmacologiques psychologiques TJI peuvent être des changements spécifiques dans de multiples zones circuits cérébraux. En particulier, régions voies fronto-striatales sous-corticales semblent pertinentes le son traitement. La neuro-imagerie est prometteuse l’identification mécanismes qui sous-tendent interventions TJI. Cependant, jour, il difficile tirer définitives nécessaire poursuivre recherches empiriques
Процитировано
3Jurnal Aisyah Jurnal Ilmu Kesehatan, Год журнала: 2023, Номер 8(S1), С. 361 - 368
Опубликована: Янв. 26, 2023
High curiosity in adolescents is often shown by playing online games excessively. Continuous and excessive use of has many negative impacts, including reduced sleep duration, focus on learning, increased financial costs incurred. Action that can be given to overcome the impact using provision psychotherapy. Psychotherapy believed able reduce level game addiction cognitive behavior therapy (CBT). This study aims identify benefits CBT reducing adolescents. type research quasi-experimental with a nonequivalent control group design. The subjects were divided into two groups: intervention (23 people) people). was conducted at Malang National Vocational School September-November 2022. Data analyzed Wilcoxon Mann-Whitney tests. showed treatment group's average value statistically decreased p-value 0.000 (p less than 0.05). In contrast, group, there no difference 0.059. A different test for groups yielded 0.000. From these results, it seen between groups. Giving proven so improve their quality life carrying out positive activities benefit them. Abstrak: Rasa keingintahuan yang tinggi pada remaja sering ditunjukkan dengan bermain secara berlebihan. Penggunaan dilakukan terus menerus dan berlebihan memiliki banyak dampak negatif, antara lain berkurangnya durasi tidur, fokus belajar berkurang, meningkatnya biaya finansial dikeluarkan. Tindakan dapat diberikan dalam mengatasi negatif penggunaan yaitu pemberian psikoterapi. Psikoterapi dipercaya menurunkan tingkat adiksi Studi ini bertujuan mengidentifikasikan manfaat remaja. Jenis penelitian adalah rancangan Subjek dibagi menjadi dua kelompok intervensi orang) kontrol orang). Penelitian di SMK Nasional bulan tahun dianalisis menggunakan uji Mann-Whitney. Hasil menunjukan nilai rata-rata perlakuan statistik mengalami penurunan 0,000 kurang dari 0,05), sedangkan tidak terdapat perbedaan Uji beda didapatkan hasil 0.000, terlihat ada kontrol. Pemberian terbukti online, sehingga meningkatkan kualitas hidup melakukan aktivitas positif bermanfaat bagi
Язык: Английский
Процитировано
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