PubMed, Год журнала: 2023, Номер 32(2), С. 88 - 92
Опубликована: Май 1, 2023
Язык: Английский
PubMed, Год журнала: 2023, Номер 32(2), С. 88 - 92
Опубликована: Май 1, 2023
Язык: Английский
BMC Psychiatry, Год журнала: 2023, Номер 23(1)
Опубликована: Июнь 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.
Язык: Английский
Процитировано
15Sustainability, Год журнала: 2022, Номер 14(19), С. 12364 - 12364
Опубликована: Сен. 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.
Язык: Английский
Процитировано
19Biological Psychiatry, Год журнала: 2023, Номер 93(8), С. 739 - 750
Опубликована: Фев. 10, 2023
Язык: Английский
Процитировано
11Frontiers in Psychology, Год журнала: 2024, Номер 15
Опубликована: Янв. 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.
Язык: Английский
Процитировано
4Journal of Applied Developmental Psychology, Год журнала: 2025, Номер 97, С. 101761 - 101761
Опубликована: Фев. 6, 2025
Язык: Английский
Процитировано
0Entertainment Computing, Год журнала: 2025, Номер unknown, С. 100933 - 100933
Опубликована: Фев. 1, 2025
Язык: Английский
Процитировано
0JMIR Formative Research, Год журнала: 2025, Номер 9, С. e68840 - e68840
Опубликована: Фев. 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.
Язык: Английский
Процитировано
0Опубликована: Март 28, 2025
Язык: Английский
Процитировано
0Human Behavior and Emerging Technologies, Год журнала: 2025, Номер 2025(1)
Опубликована: Янв. 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.
Язык: Английский
Процитировано
0Psychology Health & Medicine, Год журнала: 2025, Номер unknown, С. 1 - 15
Опубликована: Апрель 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
Язык: Английский
Процитировано
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