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1.
Ir J Psychol Med ; : 1-13, 2023 Jul 27.
Artigo em Inglês | MEDLINE | ID: mdl-37496266

RESUMO

OBJECTIVES: Gaming disorder is a growing concern affecting adolescents, exacerbated by the impact of recent COVID-19 restrictions. The World Health Organization has recently included gaming disorder in the 11th International Classification of Diseases (ICD-11). However, there is still an ongoing debate about the validity and reliability of the proposed clinical criteria, despite growing neurobiological evidence in this cohort. Systematic reviews in this area have focused mainly on adults or mixed adult/adolescent populations. Therefore, this systematic review explored the neuroimaging literature in adolescents (under 18 years old) with gaming disorder. METHODS: Using PRISMA 2020 guidelines, 3288 primary studies were identified from PubMed, CINAHL Plus, PsycINFO and Web of Science. After applying inclusion and exclusion criteria (appropriate title, abstract, comparison group used within study, English-language, neuroimaging and mean age under 18), 24 studies were included in this review. RESULTS: Functional and structural brain alterations in adolescent gaming disorder were noted across several imaging modalities, including electroencephalogram (EEG), functional magnetic resonance imaging (fMRI) and structural magnetic resonance imaging (MRI). Compared with healthy controls, adolescents with gaming disorder demonstrated neurological changes comparable to substance addiction, namely impairments in emotional regulation, reward-seeking, inhibition and increased risky decision-making. Positive brain adaptations in the areas of visuospatial processing and memory were observed. CONCLUSIONS: A number of key brain regions are affected in adolescent gaming disorder. These findings can help clinicians understand adolescent presentations with gaming disorder from a neurobiological perspective. Future studies should focus on forming a robust neurobiological and clinical framework for adolescent gaming disorder.

2.
Ir J Psychol Med ; 40(2): 134-142, 2023 06.
Artigo em Inglês | MEDLINE | ID: mdl-32677604

RESUMO

OBJECTIVES: There are no data relating to gambling advertisements shown during live sporting events in Ireland. The aim of the present study was to analyze gambling advertisements shown during live sporting events broadcast in Ireland and to assess these advertisements for responsible gambling (RG) practices. METHODS: Sixty-five live televised sporting events comprising Association Football (soccer), Rugby Union, and Gaelic Athletic Association (GAA) matches broadcast in Ireland were analyzed. Pre-match (up to 30 minutes before kick-off), half-time, and post-match (up to 30 minutes after the match has ended) advertisement breaks were analyzed for gambling advertisements, including in-game fixed (static advertising) and dynamic (electronic advertisements changing at regular intervals) pitch-side advertising. Gambling advertisements were studied for evidence of RG practices. RESULTS: A total of 3602 television advertisements, 618 dynamic advertisements, and 394 static advertisements were analyzed. Gambling advertisements were shown in 75.4% (n = 49) games and were the seventh most commonly televised advertisement shown overall. Gambling advertising was more common in football (fourth most common advertisement) compared to rugby (12th most common) and GAA (13th most common). Static and dynamic gambling advertising were common during football matches (second and first most common advertisements, respectively). The majority of advertisements contained RG messaging, an age limit, and an RG organization. No advertisements showing responsible gambling tools were observed. CONCLUSIONS: Gambling advertisements are commonly shown during live televised sporting broadcasts in Ireland, especially during live football matches and typically before the adult television watershed. Gambling legislation is required to minimize harm to vulnerable groups including children.


Assuntos
Jogo de Azar , Futebol , Criança , Adulto , Humanos , Masculino , Publicidade , Irlanda , Televisão
3.
Ir J Psychol Med ; 37(3): 164-168, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32434597

RESUMO

The Coronavirus Disease 2019 (COVID-19) pandemic has undoubtedly had a major impact on the provision of physical healthcare in Ireland and worldwide. The mental health impact of this pandemic cannot be underestimated, particularly relating to patients suffering from addiction. Heightened public stress and anxiety levels, increasing isolation and the physical consequences of addiction play a large role in the proliferation and ongoing relapse of substance misuse and behavioural addiction. Service provision is an ongoing challenge not only due to the increasing need for services given the increased mental health burden of COVID-19 but also the restrictions in place in clinical areas to achieve social distancing. The necessary adaptations to service provision provide opportunities for the analysis of current processes used in our addiction unit and the introduction of new processes to our service. The current crisis tests the sustainability of the service to provide the high standard of care required for these patients.


Assuntos
Medicina do Vício/métodos , Comportamento Aditivo/psicologia , Comportamento Aditivo/terapia , Betacoronavirus , Infecções por Coronavirus/psicologia , Pneumonia Viral/psicologia , Psiquiatria/métodos , COVID-19 , Humanos , Irlanda , Pandemias , SARS-CoV-2 , Telemedicina/métodos
4.
Ir J Psychol Med ; 35(4): 311-319, 2018 12.
Artigo em Inglês | MEDLINE | ID: mdl-30501670

RESUMO

OBJECTIVES: The aim of this study is to look at an Irish population in relation to the online gambling activities people are engaging with, the reasons for gambling online, their attitudes to online gambling and the financial/mental health consequences of online gambling. METHODS: The outline for this study was adapted from a study by McCormack et al. (2014) in relation to online gambling, with the aim of replicating this study in an Irish population. An online survey consisting of 11 categories related to online gambling was advertised online over a 7-month period. Participants answered on activities gambled online, devices used, duration of time gambling, as well mental health/financial consequences of their gambling. RESULTS: A total of 208 users participated in the online survey. The most popular gambling activity played was Sports Betting (26.9%) and the most commonly used device was Mobile app (68.6%). The main reason for gambling online was 'To win money' (84.6%), the main reason for ending gambling sessions - 'Had something else to do' (67.3%) and the most prominent emotion experienced - Excitement (60.6%). There were findings related to the severity of gambling addiction (75% - had to borrow or sell to fund gambling) and their attitudes towards online gambling (strongly agreed - 39.9% - The potential dangers of gambling should be advertised). CONCLUSIONS: Online gamblers in Ireland share similar behavioural profiles to online gamblers in the United Kingdom and worldwide. The majority of participants in this research have been adversely affected from both a mental and financial perspective due to their gambling behaviours.


Assuntos
Atitude , Comportamento Aditivo , Jogo de Azar/epidemiologia , Internet/estatística & dados numéricos , Adulto , Feminino , Humanos , Irlanda/epidemiologia , Masculino , Esportes , Inquéritos e Questionários , Fatores de Tempo
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