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1.
BMC Psychiatry ; 24(1): 328, 2024 Apr 30.
Article in English | MEDLINE | ID: mdl-38689236

ABSTRACT

BACKGROUND: Little evidence is available to verify the mediating effect of dispositional mindfulness on the association between gaming disorder and various impulsivity traits. The present study aimed to investigate the mediating effect of dispositional mindfulness on the association between the five UPPS-P impulsivity traits and the risk of gaming disorder among young adults. METHODS: It was an inter-regional cross-sectional study using online survey in Australia, Japan, The Philippines and China. Impulsivity measured by the UPPS-P Impulsive Behavior Scale-Short version; dispositional mindfulness measured by the Mindfulness Attention Awareness Scale; and the risk of gaming disorder measured by the Internet Gaming Disorder Scale were collected in the focal regions. Structural equation modeling was performed by SPSS AMOS version 26 to verify the study hypotheses. Bootstrapped 95% confidence interval was reported. Statistical significance was indicated by the p-value below 0.05. RESULTS: Among the 1,134 returned questionnaires, about 40% of them aged 18-20 years and 21-23 years, respectively. 53.8% were male. 40.7% had been playing digital and video games for over 10 years. The prevalence of gaming disorder was 4.32%. The model fitness indices reflected that the constructed model had an acceptable model fit (χ2(118) = 558.994, p < 0.001; χ2/df = 4.737; CFI = 0.924; TLI = 0.890; GFI = 0.948; RMSEA = 0.058; SRMR = 0.0487). Dispositional mindfulness fully mediated the effect of positive urgency and negative urgency on the risk of gaming disorder. The effect of lack of premeditation on the risk of gaming disorder was partially mediated by dispositional mindfulness. However, dispositional mindfulness did not mediate the effect of sensation seeking on the risk of gaming disorder. CONCLUSIONS: The varied associations between dispositional mindfulness and the five impulsivity traits hints that improving some impulsive traits may increase dispositional mindfulness and so lower the risk of gaming disorder. Despite further studies are needed to verify the present findings, it sheds light on the need to apply interventions on gamers based on their impulsivity profile. Interventions targeting at emotion regulation and self-control such as mindfulness-based interventions seem to be effective to help gamers with dominant features of urgency and lack of premeditation only. Other interventions shall be considered for gamers with high sensation seeking tendency to enhance the effectiveness of gaming disorder prevention.


Subject(s)
Impulsive Behavior , Internet Addiction Disorder , Mindfulness , Humans , Male , Young Adult , Female , Cross-Sectional Studies , Adolescent , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Adult , Video Games/psychology , Behavior, Addictive/psychology , Behavior, Addictive/epidemiology , Personality , Australia/epidemiology
2.
BMC Psychiatry ; 24(1): 419, 2024 Jun 04.
Article in English | MEDLINE | ID: mdl-38834943

ABSTRACT

BACKGROUND: Few studies have simultaneously focused on the associations of vegetable and fruit intake, physical activity, school bullying, and Internet addiction (IA) with depressive symptoms. This study aimed to explore the direct and indirect effects of the above factors on depressive symptoms in adolescents by constructing a structural equation model (SEM). METHODS: This study was conducted in Qingdao from September to November 2021. A total of 6195 secondary school students aged 10-19 years were included in the analysis. Information on all variables was assessed using a self-administered questionnaire. An SEM was constructed with depressive symptoms as the endogenous latent variable, IA as the mediating variable, and vegetable and fruit intake, physical activity, and school bullying as the exogenous latent variables. The standardized path coefficients (ß) were the direct effects between the latent variables, and the indirect effects were obtained by the product of direct effects between relevant latent variables. RESULTS: The median value with the interquartile range of depressive symptom scores was 7 (3,12). Vegetable and fruit intake (ß=-0.100, P<0.001) and physical activity (ß=-0.140, P<0.001) were directly negatively related to depressive symptoms. While school bullying (ß=0.138, P<0.001) and IA (ß=0.452, P<0.001) were directly positively related to depressive symptoms. IA had the greatest impact on depressive symptoms. Vegetable and fruit intake, physical activity, and school bullying could not only directly affect depressive symptoms, but also indirectly affect depressive symptoms through the mediating effect of IA, the indirect effects and 95% confidence intervals (CIs) were -0.028 (-0.051, -0.007), -0.114 (-0.148, -0.089) and 0.095 (0.060, 0.157), respectively. The results of the multi-group analysis showed that the SEM we constructed still fit in boy and girl groups. CONCLUSIONS: The results indicated that vegetable and fruit intake, physical activity, school bullying, and IA had a significant direct impact on depressive symptoms, among which IA had the greatest impact. In addition, both vegetable and fruit intake, school bullying, and physical activity indirectly affected depressive symptoms through the mediating effect of IA. The impact of IA on depressive symptoms should be given extra attention by schools and parents. This study provides a scientific and effective basis for the prevention and control of adolescent depressive symptoms.


Subject(s)
Bullying , Depression , Exercise , Fruit , Internet Addiction Disorder , Students , Vegetables , Humans , Adolescent , Male , Bullying/psychology , Bullying/statistics & numerical data , Female , Depression/psychology , Depression/epidemiology , Exercise/psychology , Child , Students/psychology , Students/statistics & numerical data , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Schools , Young Adult , China/epidemiology
3.
BMC Psychiatry ; 24(1): 381, 2024 May 21.
Article in English | MEDLINE | ID: mdl-38773555

ABSTRACT

BACKGROUND: Nowadays, moderate gaming behaviors can be a pleasant and relaxing experiences among adolescents. However, excessive gaming behavior may lead to gaming disorder (GD) that disruption of normal daily life. Understanding the possible risk factors of this emerging problem would help to suggest effective at preventing and intervening. This study aimed to investigate the prevalence of GD and analyze its possible risk factors that adolescents with GD. METHODS: Data were collected between October 2020 and January 2021. In total, a sample of 7901 students (4080 (52%) boys, 3742 (48%) girls; aged 12-18 years) completed questionnaires regarding the Gaming-Related Behaviors Survey, Gaming Disorder Symptom Questionnaire-21 (GDSQ-21); Behavioral Inhibition System and Behavioral Activation System Scale (BIS/BAS Scale); Emotion Regulation Questionnaire (ERQ); Short-form Egna Minnenav Barndoms Uppfostran for Chinese (s-EMBU-C); and Adolescent Self-Rating Life Events Checklist (ASLEC). RESULTS: The prevalence of GD was 2.27% in this adolescent sample. The GD gamers were a little bit older (i.e., a higher proportion of senior grades), more boys, with more gaming hours per week in the last 12 months, with more reward responsiveness, maternal rejecting and occurrence of negative life events (e.g., interpersonal relationships, being punished and bereavement factors). CONCLUSION: These possible risk factors may influence the onset of GD. Future research in clinical, public health, education and other fields should focus on these aspects for provide target prevention and early intervention strategies.


Subject(s)
Internet Addiction Disorder , Humans , Adolescent , Male , Female , China/epidemiology , Risk Factors , Prevalence , Child , Internet Addiction Disorder/epidemiology , Internet Addiction Disorder/psychology , Video Games/psychology , Adolescent Behavior/psychology , Surveys and Questionnaires , Behavior, Addictive/epidemiology , Behavior, Addictive/psychology
4.
BMC Psychiatry ; 24(1): 322, 2024 Apr 25.
Article in English | MEDLINE | ID: mdl-38664623

ABSTRACT

BACKGROUND: The surge in digital media consumption, coupled with the ensuing consequences of digital addiction, has witnessed a rapid increase, particularly after the initiation of the COVID-19 pandemic. Despite some studies exploring specific technological addictions, such as internet or social media addiction, in Bangladesh, there is a noticeable gap in research focusing on digital addiction in a broader context. Thus, this study aims to investigate digital addiction among students taking the university entrance test, examining its prevalence, contributing factors, and geographical distribution using GIS techniques. METHODS: Data from a cross-sectional survey were collected from a total of 2,157 students who were taking the university entrance test at Jahangirnagar University, Bangladesh. A convenience sampling method was applied for data collection using a structured questionnaire. Statistical analyses were performed with SPSS 25 Version and AMOS 23 Version, whereas ArcGIS 10.8 Version was used for the geographical distribution of digital addiction. RESULTS: The prevalence of digital addiction was 33.1% (mean score: 16.05 ± 5.58). Those students who are attempting the test for a second time were more likely to be addicted (42.7% vs. 39.1%), but the difference was not statistically significant. Besides, the potential factors predicted for digital addiction were student status, satisfaction with previous mock tests, average monthly expenditure during the admission test preparation, and depression. No significant difference was found between digital addiction and districts. However, digital addiction was higher in the districts of Manikganj, Rajbari, Shariatpur, and Chittagong Hill Tract areas, including Rangamati, and Bandarban. CONCLUSIONS: The study emphasizes the pressing need for collaborative efforts involving educational policymakers, institutions, and parents to address the growing digital addiction among university-bound students. The recommendations focus on promoting alternative activities, enhancing digital literacy, and imposing restrictions on digital device use, which are crucial steps toward fostering a healthier digital environment and balanced relationship with technology for students.


Subject(s)
Geographic Information Systems , Internet Addiction Disorder , Students , Humans , Female , Male , Students/psychology , Students/statistics & numerical data , Universities , Cross-Sectional Studies , Prevalence , Young Adult , Internet Addiction Disorder/epidemiology , Internet Addiction Disorder/psychology , Bangladesh/epidemiology , COVID-19/epidemiology , COVID-19/psychology , Behavior, Addictive/epidemiology , Behavior, Addictive/psychology , Adult , Adolescent , Surveys and Questionnaires
5.
Compr Psychiatry ; 133: 152500, 2024 Aug.
Article in English | MEDLINE | ID: mdl-38761770

ABSTRACT

BACKGROUND: Recognizing the crucial importance of understanding the impact of video games on health in today's gaming-dominated world, our study aimed to investigate the relationship between gaming time and Internet Gaming Disorder (IGD). Despite the widespread assumption that a connection exists between both, previous studies have revealed highly variable associations, highlighting significant weaknesses in establishing a robust link. METHODS: To unravel this complex relationship, we recruited two independent samples of League of Legends players. We combined the collection of self-reported and actual gameplay data, together with assessments of mental health, personality traits, and cognitive abilities. RESULTS: Surprisingly, none of the gaming variables demonstrated a robust and stable association with IGD, regardless of whether players spent less than or more than 30 hours per week gaming-a threshold suggested by the American Psychiatric Association as a potential indicator of disordered gaming. Notably, mental health factors, such as anxiety, depression and ADHD, emerged as the most influential predictors of IGD. CONCLUSION: These findings, replicated across two independent samples, challenge the prevailing belief that limiting screen time alone effectively combats IGD. Instead, mental health factors play a crucial role in mitigating risks associated with gaming. Policies focusing solely on restricting screen time are insufficient in reducing the prevalence or symptoms of IGD. Rather, a comprehensive approach that considers mental health and key personality traits must be adopted to safeguard the well-being of individuals engaged in gaming.


Subject(s)
Internet Addiction Disorder , Video Games , Humans , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Video Games/psychology , Male , Female , Adult , Young Adult , Adolescent , Internet , Behavior, Addictive/psychology , Personality , Depression/psychology , Anxiety/psychology
6.
Compr Psychiatry ; 134: 152512, 2024 Oct.
Article in English | MEDLINE | ID: mdl-38955108

ABSTRACT

Problematic online behaviours are a concern among university students. Although previous research has identified that psychological distress, cognitive distortions, conscientiousness and neuroticism traits, motor impulsivity, and emotion regulation strategies have a significant direct effect on generalised problematic Internet use (GPIU), problematic social media use (PSMU), and problematic online gaming (POG), it is still necessary to determine the extent to which these psychological factors, taken together, are associated with each of the problematic online behaviours. In a sample of 690 Spanish university students, the present study examined the relationship of these psychological factors with GPIU, PSMU, and POG. Correlation and regression analyses were performed. Results reported that (1) high psychological distress, low conscientiousness trait and high motor impulsivity were common associated factors of GPIU and PSMU, but not of POG; (2) high levels of cognitive distortions and cognitive reappraisal were common associated factors of GPIU, PSMU and POG; and (3) expressive suppression and neuroticism trait had no effect on any of the three problematic online behaviours. The findings will help to develop effective prevention and intervention strategies for each problematic online behaviour in the university context.


Subject(s)
Internet Addiction Disorder , Social Media , Students , Video Games , Humans , Male , Female , Social Media/statistics & numerical data , Young Adult , Adult , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Students/psychology , Video Games/psychology , Adolescent , Universities , Behavior, Addictive/psychology , Behavior, Addictive/epidemiology , Personality , Spain , Internet Use/statistics & numerical data , Impulsive Behavior , Neuroticism , Psychological Distress
7.
Compr Psychiatry ; 134: 152517, 2024 Oct.
Article in English | MEDLINE | ID: mdl-39018815

ABSTRACT

BACKGROUND: Problematic use of the internet (PUI) is prevalent, particularly among adolescents and young adults. Given the limited measures to assess specific types of PUI, which encompasses a broad spectrum of activities such as online gaming, social media use, pornography use, shopping, gambling, and web-streaming, Muller et al. (2022) developed the Assessment of Criteria for Specific Internet-use Disorders (ACSID-11) to comprehensively assess different types of PUI (i.e., gaming, shopping, social media use, gambling, and pornography use). The present study aimed to validate the Chinese ACSID-11 among adolescents incorporating cross-cultural adaptations. METHODS: Using forward-backward translation method, a culturally adapted version of the ACSID-11 was prepared. Then, a cross-sectional online survey was administered between September 8 and September 26, 2023. Adolescents, using a convenience sample (N = 11,492; mean age = 16.42 years [SD ± 0.91]; 59.1% male), were recruited from six schools to complete the translated ACSID-11, Internet Gaming Disorder Scale-Short Form (IGDS9-SF), Bergen Social Media Addiction Scale (BSMAS), and Smartphone Application Based Addiction Scale (SABAS) via an online platform. Pearson correlation coefficients assessed convergent/discriminant validity. Factor structure and measurement invariance were examined through confirmatory factor analysis (CFA) and multi-group CFA. Cronbach's alpha and McDonald's omega tested internal consistency. RESULTS: Associations between the ACSID-11 components and other scales supported convergent validity (i.e., ACSID-11 gaming scale with IGDS9-SF [0.37 ≤ r ≤ 0.41]; social networks use scale with BSMAS [0.24 ≤ r ≤ 0.31]) and discriminant validity (i.e., online gambling scale with BSMAS [0.16 ≤ r ≤ 0.19] and with SABAS [0.11 ≤ r ≤ 0.13]). A four-factor solution indicated good fit with comparative fit index (CFI) ranging from 0.982 to 0.958. The ACSID-11 was measurement invariant across sexes (∆CFI = -0.001 to 0.000) and different levels of related addictive behaviors (∆CFI = -0.001 to 0.000). Both Cronbach's alpha and McDonald's omega (0.63 to 0.97) were acceptable for both frequency and intensity of responses. CONCLUSIONS: The ACSID-11 is an appropriate scale to assess different kinds of PUI among Chinese adolescents and students. Psychometric assessment of the measure in other cultures and among clinical samples is recommended.


Subject(s)
Internet Addiction Disorder , Humans , Adolescent , Male , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Internet Addiction Disorder/diagnosis , Female , China , Cross-Sectional Studies , Reproducibility of Results , Surveys and Questionnaires/standards , Psychometrics/instrumentation , Psychometrics/standards , Internet , Behavior, Addictive/diagnosis , Behavior, Addictive/psychology , Social Media/statistics & numerical data , Video Games/psychology , Adolescent Behavior/psychology , Psychiatric Status Rating Scales/standards , East Asian People
8.
Scand J Med Sci Sports ; 34(6): e14666, 2024 Jun.
Article in English | MEDLINE | ID: mdl-38802723

ABSTRACT

BACKGROUND: Generally, there is limited information on longitudinal trends and the interrelations between physical activity (PA), problematic gaming behavior (PGB), described as a dysfunctional pattern of videogame activities, and quality of life (QoL) based on data that include measurements from both pre- and postpandemic onset. This is also the case for university students. As society faced unprecedented restrictions during this period, these aspects may have developed unfavorably. OBJECTIVE: To examine PA, PGB, and QoL among Norwegian University students prior to and during the initial stages of the pandemic and assess their temporal interrelations. METHOD: The data are derived from the "Students' Psychological Health Over Time" study (SPOT). Linear mixed models were used to examine the development from January 2020 to November 2020 over three time points for the total sample and across gender. A traditional cross-lagged panel model analysis was used to estimate temporal associations. Age, gender, socioeconomic status, and partner status were included as covariates. FINDINGS: PA and QoL decreased linearly over time (Cohen's d = 0.12 and 0.35, respectively), while only male students reported a small reduction in PGB (Cohen's d = 0.03). PA levels decreased considerably more for male students than female students (Cohen's d = 0.17 and 0.09, respectively). There was a small reciprocal negative temporal association between PA and PGB (standardized ß = -0.04 and -0.05, respectively). All other temporal associations were not statistically significant in the adjusted analysis. CONCLUSION: The findings highlight gender-variant negative developments in PA and QoL and suggest a negative reciprocal interrelation between PA and PGB. The findings point to potential adverse health effects that should be taken into account when restrictive pandemic measures are considered.


Subject(s)
COVID-19 , Exercise , Quality of Life , Students , Humans , COVID-19/epidemiology , COVID-19/psychology , Male , Female , Students/psychology , Longitudinal Studies , Norway/epidemiology , Universities , Young Adult , Adult , Video Games , SARS-CoV-2 , Pandemics , Sex Factors , Adolescent , Internet Addiction Disorder/epidemiology , Internet Addiction Disorder/psychology
9.
BMC Public Health ; 24(1): 2238, 2024 Aug 17.
Article in English | MEDLINE | ID: mdl-39154018

ABSTRACT

BACKGROUND: Graduate students exhibit vulnerability to problematic Internet use, which can result in adverse physical, psychological, and social consequences. However, limited studies have addressed this issue among graduate students, and even fewer have explored the unique factors contributing to their problematic Internet use. Therefore, to address this gap, the current study aims to probe the relationship between supervisor's neuroticism and problematic Internet use among graduate students, the mediating effect of the supervisor-student relationship quality, as well as the moderating effect of fear of the supervisor's negative evaluation. METHODS: A cross-sectional study was conducted in 2018 at three universities in Beijing, China. Anonymous data from 448 graduate students were collected regarding problematic Internet use, supervisor's neuroticism, supervisor-student relationship quality, and the fear of the supervisor's negative evaluation. A moderated mediation analysis was performed using Hayes' PROCESS macro (Model 14). RESULTS: Supervisor's neuroticism was positively linked to graduate students' problematic Internet use, supervisor-student relationship quality mediated the linkage, and fear of the supervisor's negative evaluation played a moderating role in the second stage. Specifically, for students lower in fear of the supervisor's negative evaluation, supervisor-student relationship quality negatively predicted students' problematic Internet use. While for the graduate students higher in fear of the supervisor's negative evaluation, supervisor-student relationship quality could not significantly predict students' problematic Internet use. The mediating effect was only significant for graduate students lower in fear of the supervisor's negative evaluation. CONCLUSIONS: This study established a theoretical model linking supervisor's neuroticism to graduate students' problematic Internet use, highlighting the potential roles of supervisor-student relationship quality and fear of the supervisor's negative evaluation. Reducing the neuroticism level of the supervisor, enhancing the quality of the supervisor-student relationship, and mitigating students' fear of the supervisor's negative evaluation will contribute to the reduction of problematic Internet use among graduate students.


Subject(s)
Fear , Neuroticism , Students , Humans , Male , Cross-Sectional Studies , Female , Students/psychology , Students/statistics & numerical data , Adult , Fear/psychology , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Young Adult , Universities , Interpersonal Relations , Beijing , Surveys and Questionnaires
10.
BMC Public Health ; 24(1): 2536, 2024 Sep 18.
Article in English | MEDLINE | ID: mdl-39294602

ABSTRACT

BACKGROUND: Internet gaming disorder (IGD), recognized by the World Health Organization (WHO), significantly impacts adolescent mental and physical health. With a global prevalence of 3.05%, rates are higher in Asia, especially among adolescents and males. The COVID-19 pandemic has exacerbated IGD due to increased gaming time from isolation and anxiety. Vulnerable groups include adolescents with poor academic performance, introverted personalities, and comorbid mental disorders. IGD mechanisms remain unclear, lacking prospective research. Based on Skinner's reinforcement theory, the purpose of this study is to explore the mechanisms of IGD from individual and environmental perspectives, incorporating age-related changes and game features, and to develop intelligent monitoring models for early intervention in high-risk adolescents. METHODS: This prospective cohort study will investigate IGD mechanisms in middle and high school students in Shenzhen, China. Data will be collected via online surveys and Python-based web scraping, with a 3-year follow-up and assessments every 6 months. Unstructured data obtained through Python-based web scraping will be structured using natural language processing techniques. Collected data will include personal characteristics, gaming usage, academic experiences, and psycho-behavioral-social factors. Baseline data will train and test predictive models, while follow-up data will validate them. Data preprocessing, normalization, and analysis will be performed. Predictive models, including Cox proportional hazards and Weibull regression, will be evaluated through cross-validation, confusion matrix, receiver operating characteristic (ROC) curve, area under the curve (AUC), and root mean square error (RMSE). DISCUSSION: The study aims to understand the interplay between individual and environmental factors in IGD, incorporating age-related changes and game features. Active monitoring and early intervention are critical for preventing IGD. Despite limitations in geographic scope and biological data collection, the study's innovative design and methodologies offer valuable contributions to public health, promoting effective interventions for high-risk individuals.


Subject(s)
Artificial Intelligence , Internet Addiction Disorder , Humans , Adolescent , Prospective Studies , Male , Internet Addiction Disorder/epidemiology , Internet Addiction Disorder/psychology , Female , China/epidemiology , Video Games , COVID-19/epidemiology , Child
11.
BMC Public Health ; 24(1): 2322, 2024 Aug 27.
Article in English | MEDLINE | ID: mdl-39192279

ABSTRACT

BACKGROUND: Burnout is usually defined as a state of emotional, physical, and mental exhaustion that affects people in various professions (e.g. physicians, nurses, teachers). The consequences of burnout involve decreased motivation, productivity, and overall diminished well-being. The machine learning-based prediction of burnout has therefore become the focus of recent research. In this study, the aim was to detect burnout using machine learning and to identify its most important predictors in a sample of Hungarian high-school teachers. METHODS: The final sample consisted of 1,576 high-school teachers (522 male), who completed a survey including various sociodemographic and health-related questions and psychological questionnaires. Specifically, depression, insomnia, internet habits (e.g. when and why one uses the internet) and problematic internet usage were among the most important predictors tested in this study. Supervised classification algorithms were trained to detect burnout assessed by two well-known burnout questionnaires. Feature selection was conducted using recursive feature elimination. Hyperparameters were tuned via grid search with 10-fold cross-validation. Due to class imbalance, class weights (i.e. cost-sensitive learning), downsampling and a hybrid method (SMOTE-ENN) were applied in separate analyses. The final model evaluation was carried out on a previously unseen holdout test sample. RESULTS: Burnout was detected in 19.7% of the teachers included in the final dataset. The best predictive performance on the holdout test sample was achieved by random forest with class weigths (AUC = 0.811; balanced accuracy = 0.745, sensitivity = 0.765; specificity = 0.726). The best predictors of burnout were Beck's Depression Inventory scores, Athen's Insomnia Scale scores, subscales of the Problematic Internet Use Questionnaire and self-reported current health status. CONCLUSIONS: The performances of the algorithms were comparable with previous studies; however, it is important to note that we tested our models on previously unseen holdout samples suggesting higher levels of generalizability. Another remarkable finding is that besides depression and insomnia, other variables such as problematic internet use and time spent online also turned out to be important predictors of burnout.


Subject(s)
Burnout, Professional , Machine Learning , Quality of Life , School Teachers , Humans , Hungary , Male , Burnout, Professional/epidemiology , Burnout, Professional/psychology , Female , Adult , Quality of Life/psychology , Middle Aged , Surveys and Questionnaires , School Teachers/psychology , School Teachers/statistics & numerical data , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology
12.
BMC Public Health ; 24(1): 2462, 2024 Sep 10.
Article in English | MEDLINE | ID: mdl-39256701

ABSTRACT

BACKGROUND: The pervasive use of smartphones among adolescents has raised concerns about addiction and its impact on mental well-being. This study investigates the prevalence of smartphone addiction and its associations with socio-demographic factors, parenting styles, and mental health among Indian adolescents. METHODS: A cross-sectional study was conducted among 560 school-going adolescents (aged 15-19) in Gujarat, India, from January to October 2023. Data was collected using validated scales: the Smartphone Addiction Scale-Short Version (SAS-SV), the Parenting Styles and Dimensions Questionnaire (PSDQ), and the Depression Anxiety Stress Scale-21 (DASS-21). Bivariate and multivariate logistic regression analyses were performed to identify factors associated with smartphone addiction. RESULTS: The prevalence of smartphone addiction was 64.6%. Urban residence (AOR: 2.4, 95% CI: 1.8-3.3), higher parental education (AOR: 3.3, 95% CI: 1.7-4.3 for graduate fathers), longer smartphone use (AOR: 2.08, 95% CI: 1.7-3.6 for > 3 years), and higher socioeconomic status (AOR: 1.9, 95% CI: 1.5-3.51) were associated with increased odds of addiction. Authoritarian and permissive parenting styles in both parents were positively associated with smartphone addiction, while authoritative parenting was negatively associated. Smartphone addiction was strongly associated with mental health issues, particularly with severe stress (AOR: 10.82, 95% CI: 5.11-22.88, p < 0.001). CONCLUSION: Smartphone addiction is highly prevalent among Indian adolescents and is significantly associated with urban living, higher socioeconomic status, non-authoritative parenting styles, and poor mental health. These findings underscore the need for digital literacy programs, parenting interventions promoting authoritative styles, and mental health support to foster healthy smartphone use among adolescents.


Subject(s)
Internet Addiction Disorder , Mental Health , Parenting , Humans , Adolescent , India/epidemiology , Male , Female , Parenting/psychology , Cross-Sectional Studies , Young Adult , Mental Health/statistics & numerical data , Internet Addiction Disorder/epidemiology , Internet Addiction Disorder/psychology , Smartphone/statistics & numerical data , Prevalence , Surveys and Questionnaires , Behavior, Addictive/psychology , Behavior, Addictive/epidemiology
13.
BMC Public Health ; 24(1): 2747, 2024 Oct 09.
Article in English | MEDLINE | ID: mdl-39379860

ABSTRACT

BACKGROUND: Mental health problems among adolescents are a common concern globally. However, its relationship with childhood trauma is not clearly understood from the existing studies. Therefore, this study aims to explore the relationships among childhood trauma, mental health, self-control, and internet addiction in Chinese vocational high school students. METHODS: A cross-sectional survey was conducted among vocational high school students in China from October 2020 to December 2020. Standardized questionnaires were used to collect basic information regarding childhood trauma, self-control, psychological state, and social demographics. A structural equation model was used to study the relationships among internet addiction, self-control, childhood trauma, and mental health. RESULTS: A total of 3368 individuals participated in the study. The results revealed the mediating effects of poor self-control and internet addiction on the association between childhood trauma and mental health. CONCLUSIONS: Internet addiction and low self-control play mediating roles in childhood trauma and mental health. Clarifying these relationships will help formulate better-targeted interventions to improve the mental health of Chinese vocational high school students and aid in interventions to treat and prevent mental health problems.


Subject(s)
Adverse Childhood Experiences , Internet Addiction Disorder , Mental Health , Self-Control , Humans , Adolescent , China/epidemiology , Female , Male , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Cross-Sectional Studies , Self-Control/psychology , Adverse Childhood Experiences/statistics & numerical data , Adverse Childhood Experiences/psychology , Mental Health/statistics & numerical data , Surveys and Questionnaires , Students/psychology , Students/statistics & numerical data , East Asian People
14.
BMC Public Health ; 24(1): 2744, 2024 Oct 08.
Article in English | MEDLINE | ID: mdl-39379902

ABSTRACT

BACKGROUND AND OBJECTIVE: Childhood psychological abuse (CPA) is highly associated with depression among college students. However, the underlying mechanisms between these variables need further exploration. This study aims to investigate internet addiction as a mediating factor and alexithymia and its different dimensions as moderating factors, to further complement the psychological mechanisms between CPA and depression among college students. METHODS: A self-report survey was conducted on 625 college students from two universities in Hunan Province, China. The survey included CPA, internet addiction, alexithymia, and depression. Descriptive and correlational analyses were performed on these variables, and a moderated mediation model was constructed. RESULTS: CPA is positively correlated with depression, internet addiction, and alexithymia among college students. Internet addiction partially mediates the relationship between CPA and depression among college students, while alexithymia enhances the relationship between CPA and internet addiction as well as depression among college students. The moderating effect of the different dimensions of alexithymia is inconsistent, with the modulation effect of difficulty in identifying feelings being the strongest. CONCLUSION: This study further elucidates the psychological mechanisms between CPA and depression among college students. Internet addiction serves as a mediating factor, while alexithymia may strengthen the relationship between CPA and internet addiction, as well as between CPA and depression.


Subject(s)
Affective Symptoms , Depression , Internet Addiction Disorder , Students , Humans , Male , Female , Students/psychology , Students/statistics & numerical data , Affective Symptoms/psychology , Affective Symptoms/epidemiology , China/epidemiology , Young Adult , Universities , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Depression/epidemiology , Depression/psychology , Adolescent , Self Report , Adult , Surveys and Questionnaires , Internet
15.
Eur Addict Res ; 30(3): 181-193, 2024.
Article in English | MEDLINE | ID: mdl-38615663

ABSTRACT

INTRODUCTION: Problematic internet use (PIU) is a psychopathology that includes multiple symptoms and psychological constructs. Because no studies have considered both network structures and clusters among individual symptoms in the context of PIU in a Korean adolescent population, this study aimed to investigate network structures and clustering in relation to PIU symptoms in adolescents. METHODS: Overall, 73,238 adolescents were included. PIU severity was assessed using a self-rating scale comprising 20 items and 6 subscales, namely, the Internet Addiction Proneness Scale for Youth-Short Form; KS scale. Network structures and clusters among symptoms were analyzed using a Gaussian graphical model and exploratory graph analysis, respectively. Centrality of strength, closeness, and betweenness scores was also calculated. RESULTS: Our study identified four clusters: disturbance in adaptive functioning, virtual interpersonal relationships, withdrawal, and tolerance. The symptom of confidence served as a node bridging the cluster of virtual interpersonal relationships and other clusters of withdrawal and disturbances of adaptive function. The symptom of craving served as a bridge between the clusters of withdrawal and tolerance with high betweenness centrality. CONCLUSION: This study identified network structures and clustering among PIU symptoms in adolescents and revealed that positive experiences derived from online interpersonal relationships were an important mechanism underlying PIU. These are novel insights concerning the interconnection among multiple symptoms and related clustering for the mechanism of adolescent PIU in terms of KS-scale PIU assessment.


Subject(s)
Internet Addiction Disorder , Humans , Adolescent , Male , Female , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Cluster Analysis , Interpersonal Relations , Republic of Korea/epidemiology , Adolescent Behavior/psychology , Behavior, Addictive/psychology , Behavior, Addictive/epidemiology
16.
Ethn Health ; 29(7): 745-755, 2024 Oct.
Article in English | MEDLINE | ID: mdl-38982768

ABSTRACT

OBJECTIVES: The frequency of smartphone usage is increasing day by day in Turkey. This study was planned to reveal the level of smartphone addiction and the factors affecting smartphone addiction in young adults in Turkey. DESIGN: In the study, how long the young people had been using the smartphone and their daily usage times were recorded. The Smartphone Addiction Scale (SAS), Neck Disability Index (NDI), Body Awareness Scale (BAS), and Sedentary Behavior Questionnaire (SBQ) scales were employed as data collection tools. RESULTS: The study was conducted with 1000 participants aged 18-45, and 807 were female. 85.6% of the participants have been using smartphones for at least 3 years and 77.3% of all participants use smartphones for more than 4 hours a day. According to the SAS scale, 34.8% of the participants had smartphone addiction. Smartphone addiction is higher especially in those who have a sedentary life or individuals with neck disabilities (p = 0.005; p < 0.001 respectively). No significant difference was found between body awareness and smartphone addiction (p = 0.380). However, body awareness scores were higher in the group without smartphone addiction. There was a significant difference between the groups in terms of the SAS, BAS, NDI, and SBQ scores in the participants classified by smartphone usage time. CONCLUSION: Female gender, daily usage of a smartphone for more than 4 hours a day, having a smartphone for at least 3 years, presence of sedentary behavior, and neck disability were the factors affecting smartphone addiction in young people. No relationship was found between body awareness and smartphone addiction. Further studies on the awareness of the effects of intensive smartphone usage on the body should be conducted among young people in Turkey.


Subject(s)
Behavior, Addictive , Sedentary Behavior , Smartphone , Humans , Female , Turkey/epidemiology , Male , Adult , Young Adult , Adolescent , Surveys and Questionnaires , Behavior, Addictive/psychology , Behavior, Addictive/epidemiology , Middle Aged , Body Image/psychology , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology
17.
BMC Musculoskelet Disord ; 25(1): 662, 2024 Aug 23.
Article in English | MEDLINE | ID: mdl-39180017

ABSTRACT

BACKGROUND: The utilization of the Internet can lead to adverse outcomes in students' lives. Prolonged Internet usage may result in academic failure, an elevated risk of musculoskeletal problems, and the emergence of issues impacting the lives of students and their peers. This study aimed to explore the relationship between Internet addiction and musculoskeletal disorders (MSDs) among students in the field of medical sciences. METHODS: In this cross-sectional study, 314 medical sciences students in Semnan, Iran, were assessed using the census sampling method. The participants' Internet addiction status and the presence of MSDs were determined through Young's Internet Addiction questionnaire and the Nordic self-report questionnaire, respectively. Data underwent analysis employing logistic regression test to ascertain the relationship between Internet addiction and MSDs. RESULTS: Among the 314 participating students in this research, about 21% and 1.6% of the participants were lay open to and suffered from Internet addiction, respectively. Internet addiction was associated with the presence of pain, discomfort, burning, or numbness in the neck, wrist, upper back, hips, and thighs. For each unit increase in the Internet addiction score, the chance of neck and wrist pain rises by 3% compared to a 2% increase in upper back and hip/thigh pain. CONCLUSION: The findings of this study indicate that excessive Internet use is linked to a heightened risk of MSDs in medical sciences students. Consequently, it is imperative to raise awareness about these complications and promote the adoption of proper posture when using the Internet. Further research is also warranted among diverse student populations to investigate the impact of Internet addiction.


Subject(s)
Internet Addiction Disorder , Musculoskeletal Diseases , Students, Medical , Humans , Iran/epidemiology , Male , Cross-Sectional Studies , Female , Musculoskeletal Diseases/epidemiology , Musculoskeletal Diseases/diagnosis , Young Adult , Internet Addiction Disorder/epidemiology , Internet Addiction Disorder/psychology , Students, Medical/statistics & numerical data , Students, Medical/psychology , Adult , Surveys and Questionnaires , Internet , Adolescent , Risk Factors
18.
J Med Internet Res ; 26: e52978, 2024 Sep 10.
Article in English | MEDLINE | ID: mdl-39255486

ABSTRACT

BACKGROUND: Internet gaming disorder among university students has become a great concern for university counsellors worldwide since the COVID-19 pandemic. The factors influencing the development of internet gaming disorder in students during the COVID-19 pandemic could be different from those before the pandemic. OBJECTIVE: This study aims to explore the associations among social isolation, self-control, and internet gaming disorder in Chinese university students and to examine whether self-control mediates the positive effects of social isolation on internet gaming disorder. METHODS: A cross-sectional survey was employed to collect data from university students in Shandong province of China from April to September 2022. The Isolation subscale of the Self-Compassion Scale, Self-Control Scale, and Internet Gaming Disorder Scale were used to assess the social isolation, self-control, and internet gaming disorder among university students, respectively. Models 4 and 5 of PROCESS software were used to analyze the mediating role of self-control and the moderating role of gender on the association between social isolation and internet gaming disorder. RESULTS: A total of 479 students were recruited from 6 universities located in 3 different regions of Shandong, China. Students had low levels of internet gaming disorder and moderate levels of social isolation and self-control, with mean scores of 8.94 (SD 9.06), 12.04 (SD 3.53), and 57.15 (SD 8.44), respectively. Social isolation was positively correlated with internet gaming disorder (r=0.217; P<.001), and self-control was negatively correlated with social isolation (r=-0.355; P<.001) and internet gaming disorder (r=-0.260; P<.001). Self-control played a mediating role in the association between social isolation and internet gaming disorder (ß=-.185, 95% CI -.295 to -.087). The effects of social isolation on internet gaming disorder among female students were lower than those among male students. CONCLUSIONS: Self-control was a mediator in the association between social isolation and internet gaming disorder. Moreover, gender played a moderating role in the association between social isolation and internet gaming disorder. This study highlights the need to alleviate the development of internet gaming disorder among students during a pandemic, especially that of male students. Effective interventions that lessen social isolation and promote self-control should be developed.


Subject(s)
COVID-19 , Internet Addiction Disorder , Self-Control , Social Isolation , Students , Humans , COVID-19/psychology , COVID-19/epidemiology , Cross-Sectional Studies , China/epidemiology , Students/psychology , Students/statistics & numerical data , Male , Social Isolation/psychology , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Female , Universities , Young Adult , Self-Control/psychology , Adult , Surveys and Questionnaires , Video Games/psychology , Video Games/statistics & numerical data , SARS-CoV-2 , Adolescent , Pandemics
19.
J Korean Med Sci ; 39(34): e254, 2024 Sep 02.
Article in English | MEDLINE | ID: mdl-39228185

ABSTRACT

The purpose of the current study was to examine the risk factors of young children's smartphone addiction in a longitudinal study design. Data collected from 313 participants (mean age, 4.5 ± 0.82 years; male, 49.8%) over 4 years for Kids Cohort for Understanding of Internet Addiction Risk Factors in Early Childhood were analyzed in this study. Mixed effect models were used to evaluate the influence of various variables on the repeated measures of smartphone addiction tendency in young children over time. The multi-level analysis showed that parents' lack of control over children's smartphone use (t = -4.523; 95% confidence interval [CI], -7.32, -1.72), and parents' higher smartphone addiction proneness (t = 6.340; 95% CI, 0.23, 0.440) predicted higher smartphone addiction tendency in young children. The responsibility of the parents to prevent their children from becoming addicted to smartphones should start in a very early age when they start using the smartphones.


Subject(s)
Parents , Smartphone , Humans , Male , Female , Longitudinal Studies , Child, Preschool , Parents/psychology , Risk Factors , Cohort Studies , Behavior, Addictive/psychology , Internet Addiction Disorder/psychology , Internet Addiction Disorder/epidemiology , Surveys and Questionnaires , Parent-Child Relations , Parenting/psychology
20.
J Adolesc ; 96(5): 1091-1101, 2024 Jul.
Article in English | MEDLINE | ID: mdl-38528340

ABSTRACT

INTRODUCTION: School burnout remains a prevalent problem among adolescents; it is associated with low academic achievement and school dropout risk, in turn linked to a whole host of deleterious developmental outcomes. The current longitudinal study sought to better understand the developmental course of school burnout by testing whether poor sleep and problematic internet use each uniquely and additively explained the variance in school burnout over time. METHOD: Data were collected four times over 18 months, 6 months apart from N = 405 adolescents, grades 9 to 11. RESULTS: Sleep quality, but not quantity, was significantly associated with the school burnout intercept (ß = -0.29); no effects were found for the slope. Problematic internet use was also significantly associated with the intercept (ß = .44), but not the slope. In a combined model, both sleep quality and problematic internet use significantly predicted the school burnout intercept. The slope was only predicted by age (ß = -0.21). CONCLUSIONS: The study found partial support for the hypotheses that both poor sleep quality and problematic internet use predicted school burnout, intercept only, not the rate of change. The evidence suggests that school burnout increased across high school; however, the rate of increase slowed with age. In contrast to some previous work, study findings highlight the importance of separately considering both poor sleep and problematic internet use in understanding the development of school burnout during adolescence. N = 229.


Subject(s)
Schools , Humans , Female , Male , Adolescent , Longitudinal Studies , Internet Use/statistics & numerical data , Students/statistics & numerical data , Students/psychology , Sleep Quality , Burnout, Psychological/epidemiology , Internet Addiction Disorder/epidemiology , Internet Addiction Disorder/psychology , Internet/statistics & numerical data
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