Your browser doesn't support javascript.
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 64
Filtrar
1.
Chinese Journal of Psychiatry ; 54(2):81-86, 2021.
Artigo em Chinês | EMBASE | ID: covidwho-20239789

RESUMO

After the epidemic of COVID-19 has been basically under control interiorly, China is under the situation of regular epidemic prevention and control. Hence a reflection on the problems about the risk of gaming disorder in the epidemic period can be helpful to mental health professionals who prevent and control gaming disorder. The authors clarified the improper publicity of the gaming industry and false media report, and also reviewed the trend of game using was rapidly rising and game market was rapidly expanding. Consequently, as the author addressed, the health risks due to excessive gaming patterns were increasing. This review also pointed out and analyzed some new trend of the expansion of female game users during the epidemic, and the further in-depth integration of games and gambling. Finally, some advice was provided to the mental health workers to cope with the increasing risk of gaming disorder during a post-epidemic era.Copyright © Chinese Journal of Psychiatry 2021.

2.
Front Psychiatry ; 14: 1144413, 2023.
Artigo em Inglês | MEDLINE | ID: covidwho-20245001

RESUMO

Background: Internet gaming disorder (IGD) has become a social problem in children. Evidence from previous studies has proven that anxiety is associated with IGD. However, IGD was always assessed as a whole based on total scores, and the fine-grained relationship between anxiety and IGD was hidden. Objective: The present study aims to investigate the fine-grained relationship between anxiety and IGD in elementary school students during the COVID-19 lockdown, and to identify potential targets for psychological interventions. Methods: During the lockdown caused by the COVID-19 pandemic, 667 children from a primary school in China were investigated by the Spence Children's Anxiety Scale-Short Version and Internet Gaming Disorder Scale. R4.1.1 software was used to construct a network model, assess bridge centrality, and test the robustness of the network and conduct a network. Results: There were 23 cross-community edges (weight ranged from -0.03 to 0.12), and each node of anxiety was connected to different nodes of IGD. The nodes with the top 80th percentile bridge expected influence were A2 "social phobia" (0.20), A3 "panic disorder" (0.21) and IGD5 "escape" (0.22). The robustness of the network was acceptable. Conclusion: From the perspective of network analysis, the present study explored the correlation pathways between anxiety and IGD in children and identified social phobia and panic disorder as the best targets for intervention to reduce IGD.

3.
Front Psychiatry ; 14: 1108016, 2023.
Artigo em Inglês | MEDLINE | ID: covidwho-2324434

RESUMO

Background and aims: Studies have shown that gaming disorder (GD) is associated with rumination and poor sleep quality. However, the reciprocal relationship between GD, rumination and sleep quality is unclear. Moreover, the differences between gender and between left-behind experiences in the aforementioned relationship remain unknown. Therefore, the present study examined gender differences and left-behind experiences in the relationship between GD, rumination, and sleep quality among a sample of Chinese university students during the late stage of COVID-19 pandemic using a network analysis approach. Methods: A cross-sectional online survey of 1,872 Chinese university students was conducted comprising demographic information (age, gender, and left-behind experience), gaming experience, gaming frequency, Gaming Disorder Test (GDT), Short Version of Rumination Response Scale (RRS), and Pittsburgh Sleep Quality Index (PSQI). Results: Among Chinese university students, the prevalence of (i) GD was 3.5% and (ii) sleep disturbance was 14%. GD had positive and weak connection with rumination and sleep quality in the domain-level relational network. The network structures and global strengths both showed no significant differences between gender and between left-behind experiences. The nodes gd3 ("continuation or escalation of gaming") and gd4 ("gaming problems") had the strongest edge in the network. Conclusion: The results suggest reciprocal relationships between GD, rumination, and sleep quality. Gender and left-behind experiences did not influence the reciprocal relationship between GD, rumination, and sleep quality during the late stage of COVID-19 pandemic. Using network analysis, the findings provide novel insights that rumination and sleep quality may have interacted with GD among Chinese students during the late stage of COVID-19 pandemic. Reducing or eliminating negative rumination may decrease GD and improve sleep quality. Moreover, good sleep quality contributes to positive rumination which may decrease the risk of GD among Chinese university students.

4.
Kindheit Und Entwicklung ; 31(4):193-199, 2022.
Artigo em Inglês | Web of Science | ID: covidwho-2310123

RESUMO

Internet Use Disorders Among German Adolescents Before and During the COVID-19 Pandemic. Theoretical background: Several studies indicate that the level of adolescents' time spent online increased sharply during the lockdown measures in the wake of the COVID-19 pandemic. Initial studies also link this to an increase in Internet use disorders. Objective: Using an ipsative comparison, the present study examined whether Internet use disorders and symptoms of problematic Internet use increased among adolescents during the COVID-19 pandemic and how this is related to quality of life. Method: For this purpose, we examined 743 (unselected) adolescents from eight secondary schools (26 classes) in the Rhine-Neckar metropolitan region in two waves using the Compulsive Internet Use Scale (CIUS). The first wave (t1, n = 507;M-Age= 15.7, SDAge = 1.8, female = 49 %) was collected between July 2015 and October 2016. The second wave (t2, n = 236, M-Age = 15.3, SDAge = 2.3, female = 54 %) was studied in the same schools and grade levels (also 26 classes) from July to December 2021. Results: There was a significant increase in symptom severity of Internet use disorders. The CIUS mean score increased from M = 15.8 to M = 19.3 points (M-diff = -3.5 points, 95 % KI [-4.9, -2.1], p < .001, partial eta(2) = .03. The prevalence of addictive Internet use doubled from 7.1 % before to 14.8 % during the pandemic (p = .002). Hazardous Internet use did not increase significantly (13.8 % at t1 vs. 15.7 % at t2, p = .749). In contrast, normal Internet use decreased by 10 % from 79.1 % to 69.5 % (p = .006). Symptom severity was also moderately negatively correlated with quality of life, which is below the normal range in individuals with addictive Internet use. Discussion and Conclusion: The extent to which the increase in Internet use disorders is attributable to exposure during the COVID-19 pandemic is debatable. Nevertheless, the results do indicate an increased need for care among adolescents. Situational prevention interventions should therefore be expanded and implemented. The subsequent implementation of evidence-based behavioral prevention and early intervention programs should be promoted as well as facilitation of access to therapeutic services.

5.
Psychiatry Res ; 322: 115097, 2023 04.
Artigo em Inglês | MEDLINE | ID: covidwho-2311013

RESUMO

The current study aimed to investigate comorbidity among symptoms of depression and internet gaming disorder (IGD) utilizing symptom network analysis in a sample of Chinese adolescents. A total of 1,362 Chinese adolescents (Mean age = 15.19 ± 1.67; range 13-21; 39.79% female, 56.02% male, 4.19% not disclosed) were recruited from 11 local secondary schools between June and July 2020. Symptoms of depression and IGD were assessed by the 7-item DASS-21 depression subscale and the 9-item Internet Gaming Disorder Scale. We conducted network analysis to estimate network models and the most central symptoms of depression and IGD and computed a combined network model of both depression and IGD symptoms to find bridge symptoms and illustrate the comorbidity between depression and IGD. We found that feeling 'Worthless', 'Meaningless', and 'Down-hearted' were identified as the most central symptoms of depression, whereas 'Preoccupation' and 'Tolerance' were the two most central symptoms of IGD. The bridge symptoms in the combined network model were 'Gaming for escape or mood relief' from the IGD cluster and 'No initiative' and 'Down-hearted" from the depression cluster. The current study was the first to investigate the relationship between depression and IGD symptoms among adolescents utilizing a symptom network perspective. Also, it highlighted key bridge symptoms in understanding how IGD and depression contribute to each other.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Humanos , Masculino , Adolescente , Feminino , Depressão , Transtorno de Adição à Internet , População do Leste Asiático , Comportamento Aditivo/diagnóstico , Internet
6.
Front Psychiatry ; 14: 1053930, 2023.
Artigo em Inglês | MEDLINE | ID: covidwho-2310287

RESUMO

In recent decades, the number of people who experience their Internet use behavior as problematic has risen dramatically. In Germany, a representative study from 2013 estimated the prevalence of Internet use disorder (IUD) to be about 1.0%, with higher rates among younger people. A 2020 meta-analysis shows a global weighted average prevalence of 7.02%. This indicates that developing effective IUD treatment programs is more critical than ever. Studies show that motivational interviewing (MI) techniques are widely used and effective in treating substance abuse and IUDs. In addition, an increasing number of online-based health interventions are being developed to provide a low-threshold treatment option. This article presents a short-term online-based treatment manual for IUDs that combines MI techniques with therapy tools from cognitive behavioral therapy (CBT) and acceptance and commitment therapy (ACT). The manual includes 12 webcam-based therapy sessions, each lasting 50 min. Each session is framed by a standardized beginning, conclusion, outlook, and flexible session content. In addition, the manual contains example sessions to illustrate the therapeutic intervention. Finally, we discuss the advantages and disadvantages of online-based therapy compared to analog treatment settings and provide recommendations for dealing with these challenges. By combining established therapeutic approaches with an online-based therapeutic setting based on flexibility and motivation, we aim to provide a low-threshold solution for treating IUDs.

7.
Front Psychiatry ; 14: 1071764, 2023.
Artigo em Inglês | MEDLINE | ID: covidwho-2303470

RESUMO

Background: Gaming addiction is a compulsive mental health condition that can have severe negative consequences on a person's life. As online gaming has increased during the COVID-19 pandemic, studies have shown a heightened risk of mental health issues. This study aims to assess the prevalence of severe phobia and addiction to online gaming among Arab adolescents and identify risk factors associated with these disorders. Methods: This cross-sectional study was conducted across 11 Arab nations. Participants were recruited using convenience sampling through an online survey distributed on social media platforms in 11 Arab countries. The survey included demographic questions, the Nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9) to measure participants' online gaming addiction, the Social Phobia Scale (SPS), and questions assessing the impact of the COVID-19 pandemic on the prevalence of internet gaming addiction. The data were analyzed using SPSS win statistical package version 26. Results: Out of 2,458 participants, 2,237 were included in the sample due to non-response and missing data. The average age of the participants was 19.9 ± 4.8 years, and the majority were Egyptian and unmarried. 69% of the participants reported playing more than usual since the COVID-19 pandemic, as they were confined to their homes. Higher social phobia scores were associated with being single, male, and Egyptian. Participants from Egypt and those who felt that the pandemic significantly increased their gaming time had higher scores for online gaming addiction. Several major criteria, such as playing hours per day and beginning gaming at an early age, were associated with a higher level of online gaming addiction with social phobia. Conclusion: The study's findings suggest that there is a high prevalence of internet gaming addiction among Arab adolescents and young adults who play online games. The results also indicate a significant association between social phobia and several sociodemographic factors, which may inform future interventions and treatments for individuals with gaming addiction and social phobia.

8.
Healthcare (Basel) ; 11(8)2023 Apr 12.
Artigo em Inglês | MEDLINE | ID: covidwho-2296839

RESUMO

Introduction: Internet gaming is now a major concern since its overuse has had a detrimental impact on people's well-being. This study aims to investigate the association between Internet Gaming Disorder and depression, anxiety, and stress, as well as gaming elements during the COVID-19 pandemic, among university students. Methods: The cross-sectional study involved 213 students from two different institutions who were randomly selected. The participants were required to complete three sets of online questionnaires via Google Forms. The online questionnaire consists of the Internet Gaming Disorder Scale-Short Form (IGD9-SF) and the Depression, Anxiety, and Stress Scale (DASS-21). Results: The prevalence rate of IGD among university students during the COVID-19 pandemic was 9.86%. Bivariate analysis revealed biological sex (p-value = 0.011), preferred gaming platforms (p-value = <0.001), game gameplay (p-value = 0.03), history of substance use (p-value = <0.001), and stress (p-value = <0.001) to be associated with IGD. Meanwhile, binary logistic regression demonstrated that males have a higher risk of developing IGD compared with females (adjusted odds ratio (AOR) = 3.426, p-value 0.015, CI = 1.27-9.21). Students who used consoles as their preferred gaming platform were 13 times more likely to develop IGD in comparison to another platform (AOR = 13.031, p-value = 0.010, 95% CI = 1.87-91.02). Extensive gaming duration of more than 4 h a day showed a higher risk of developing IGD (AOR = 8.929, p-value 0.011, CI = 1.659-48.050). High-stress levels significantly increased the risk of IGD (AOR = 13.729, p-value = 0.001, 95% CI = 2.81-67.1). Conclusion: The prevalence of IGD among university students was high during the COVID-19 pandemic. Thus, interventions for reducing stress among university students should be implemented to reduce the risk of IGD.

9.
Psychology in the Schools ; 2023.
Artigo em Inglês | Scopus | ID: covidwho-2287858

RESUMO

Individual and multiple games played on the Internet are seen as a popular leisure activity, which is becoming increasingly common among young people. With the Covid 19 pandemic, the interest in Internet games has increased because young people spend more time at home. This has led to an increase in Internet gaming disorder, which is recognized by the American Psychiatric Association and the World Health Organization. When the literature is examined, attention is drawn to the importance of revealing the factors associated with Internet gaming disorder to combat Internet gaming disorder in young people. This research was carried out to reveal the Internet gaming disorder profiles of university students in Turkey and to determine the factors associated with it. In this direction, the structural relationships between cyberloafing, narcissism, locus of control, and social appearance anxiety variables, which are thought to be associated with Internet gaming disorder, were examined. The research data were obtained from 596 university students studying in various cities in Turkey. Research findings show that cyberloafing and locus of control directly affect Internet gaming disorder. Narcissism, on the other hand, has been shown to have a mediating effect on Internet gaming disorder through cyberloafing. It has been determined that Internet gaming disorder affects social appearance anxiety. Research results show that Internet gaming disorder can be reduced by improving internal locus of control and reducing cyberloafing behaviors and narcissism. The results of the research will provide tips to experts on interventions that can be made for students with Internet gaming disorder. In line with the findings obtained from the research, what can be done to combat Internet gaming disorder is discussed. © 2023 Wiley Periodicals LLC.

10.
Int J Environ Res Public Health ; 20(5)2023 02 22.
Artigo em Inglês | MEDLINE | ID: covidwho-2278268

RESUMO

BACKGROUND: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. CASE PRESENTATION: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. CONCLUSION: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people.


Assuntos
Comportamento Aditivo , COVID-19 , Transtornos Psicóticos , Jogos de Vídeo , Adolescente , Adulto Jovem , Humanos , Transtorno de Adição à Internet , Pandemias , COVID-19/epidemiologia , Transtornos Psicóticos/epidemiologia , Comportamento Aditivo/epidemiologia , Internet
11.
Kathmandu University Medical Journal ; 18(2 COVID-19 Special Issue):48-52, 2020.
Artigo em Inglês | EMBASE | ID: covidwho-2235610

RESUMO

Background The frequent lockdown in Nepal during COVID-19 pandemic had brought various kinds of complexities such as stress among college students. This situation had created uncertainty of future academic career of undergraduate students in medical colleges. Some previously published literature showed gaming as a coping mechanism against stress. Objective To assess the gaming behavior of Medical college students during lockdown in COVID-19 pandemic. Method A cross-sectional study was conducted during lockdown period of July to August 2020. A total of 412 college students were enrolled. Online Google forms were shared to all the eligible students through email, viber and messenger with the help of class representative. Collected data were analyzed in SPSS version 20.0. Result The prevalence of gaming disorder was 8.5% among 260 internet gaming users. About 69.2% of the participants reported that their gaming behavior had increased due to stress of COVID-19 pandemic. Gender and spending more time online per day showed significant associations with greater scores on the internet gaming disorder. Conclusion During lockdown period of COVID-19 pandemic, the gaming behavior of medical college students has increased. Copyright © 2020, Kathmandu University. All rights reserved.

12.
Alkoholizm I Narkomania-Alchoholism and Drug Addition ; 35(2):141-170, 2022.
Artigo em Inglês | Web of Science | ID: covidwho-2202533

RESUMO

Introduction: The internet has become a part of adolescents' lives with all the positive and neg-ative consequences. The major risks include so-called problematic internet use (PIU). The latest Mokotow Study provided an opportunity to exam-ine adolescents' internet use during the pandemic. This is one of the few studies in this area conduc-ted on adolescents from Poland.Material and methods: The study participants' group consisted of first-year high school stu-dents from Warsaw (N = 769, 14-16 years of age, 47.6% female). An online questionnaire was used for the study. The IADQ developed by Kimberly Young was used to measure internet-use patterns. The results were compared to the previous round of the Mokotow Study from 2016.Results: Compared to the 2016 study wave, the severity of most PIU-symptoms increased dur-ing the COVID-19 pandemic, and the percentages of adolescents using the internet in a risky man-ner (3-4 PIU-symptoms) increased significantly. In contrast, no significant changes were observed in the percentages of adolescents who use the in-ternet in a dysfunctional manner (5-8 PIU -symp-toms). PIU symptoms were found to be signific-antly higher among girls. Discussion: The results indicate that adolescents' risky internet use increased during the COVID-19 pandemic. However, the increase was not as spec-tacular as could have been expected. This may mean that, while for some teenagers, more intens-ive internet use during the pandemic contributed to related problems, for others it may play an ad-aptive role.Conclusions: The results of our study suggest the need to take care of adolescents' "digital hy-giene", understood as creative, responsible and nonharmful forms of internet use.

13.
Curr Psychol ; : 1-13, 2022 Dec 29.
Artigo em Inglês | MEDLINE | ID: covidwho-2175061

RESUMO

The outbreak of COVID-19 has brought many challenges to youth development. During this specific period, adolescents have suffered from numerous behavioral problems, which will lead to more maladaptive consequences. It is necessary to explore several protective factors to prevent or reduce the occurrence of problem behaviors in adolescence. The current study combined school resources and self-control to evaluate the multiple protective effects on adolescents' problematic behaviors in a two-wave longitudinal study. A sample of 789 Chinese adolescents (Mage = 14.00 years, SD = 2.05, 418 boys) were recruited via the random cluster sampling method to participate in the survey. The results confirmed the assumptions about the multiple protective effects of school resources and self-control on adolescents' problem behaviors. Specifically, school resources could negatively predict IGD and victimization, and self-control mediated these associations. Moreover, one problematic behavior could also mediate the associations between self-control and another problematic behavior. This is the first study to focus on the multiple protective effects of positive factors on adolescents' problem behaviors during the post-pandemic period, which has made several contributions to the literature and practice.

14.
Heliyon ; 8(12): e12334, 2022 Dec.
Artigo em Inglês | MEDLINE | ID: covidwho-2158909

RESUMO

Background and aim: Given the exponential growth of the gaming industry, Internet Gaming Disorder (IGD) merits further research. This study investigated the prevalence of IGD among Saudi Arabian university students and its relationship with the level of functioning, psychological distress, and potential for comorbid depression, as well as the effect of the COVID-19 lockdown on gaming behavior. Materials and methods: 306 participants were randomly selected from various Saudi Arabian universities and surveyed using the 20-item Internet Gaming Disorder Test (IGD-20 Test), the Patient Health Questionnaire (PHQ-9), and the 6-item Kessler Psychological Distress Scale (Kessler-6). Results: The estimated prevalence of IGD was 10.1%, and significantly higher risk was observed among IGD and respective at risk groups with psychological distress. Moreover, 67.4% of the participants reported an increase in playtime during the COVID-19 lockdown. Based on the Kesseler-6, psychological distress was observed in 19.9% of the participants. Conclusions: This study suggests that IGD is a growing mental health risk associated with a dysfunctional impact and psychological distress.

15.
Addict Behav ; 139: 107590, 2023 04.
Artigo em Inglês | MEDLINE | ID: covidwho-2158322

RESUMO

This large-scale meta-analysis aimed to provide the most comprehensive synthesis to date of the available evidence from the pre-COVID period on risk and protective factors for (internet) gaming disorder (as defined in the DSM-5 or ICD-11) across all studied populations. The risk/protective factors included demographic characteristics, psychological, psychopathological, social, and gaming-related factors. In total, we have included 1,586 effects from 253 different studies, summarizing data from 210,557 participants. Apart from estimating these predictive associations and relevant moderating effects, we implemented state-of-the-art adjustments for publication bias, psychometric artifacts, and other forms of bias arising from the publication process. Additionally, we carried out an in-depth assessment of the quality of underlying evidence by examining indications of selective reporting, statistical inconsistencies, the typical power of utilized study designs to detect theoretically relevant effects, and performed various sensitivity analyses. The available evidence suggests the existence of numerous moderately strong and highly heterogeneous risk factors (e.g., male gender, depression, impulsivity, anxiety, stress, gaming time, escape motivation, or excessive use of social networks) but only a few empirically robust protective factors (self-esteem, intelligence, life satisfaction, and education; all having markedly smaller effect sizes). We discuss the theoretical implications of our results for prominent theoretical models of gaming disorder and for the existing and future prevention strategies. The impact of various examined biasing factors on the available evidence seemed to be modest, yet we identified shortcomings in the measurement and reporting practices.


Assuntos
Comportamento Aditivo , COVID-19 , Jogos de Vídeo , Humanos , Masculino , Fatores de Proteção , Comportamento Aditivo/psicologia , Jogos de Vídeo/psicologia , COVID-19/epidemiologia , Internet
16.
Front Psychiatry ; 13: 1043490, 2022.
Artigo em Inglês | MEDLINE | ID: covidwho-2142301

RESUMO

Gaming activities among adolescents have increased during the COVID-19 pandemic, bringing with it a growing concern for the potential harms of excessive gaming and its risk factors. Anxiety is frequently linked with gaming disorder, but studies investigating this association were mostly cross-sectional in design. Longitudinal studies that explore risk factors associated with gaming disorder are sparse and the trajectories of gaming disorder remain unclear. To address this paucity, the present study analyzed a large longitudinal dataset with a 12-month follow-up of 4,968 Australian adolescents (ages 13-14) during the pandemic. Logistic regression and multiple regression analyses were conducted to investigate the temporal relationships between anxiety, gaming frequency, the amount of money spent within video games, and gaming disorder. Prevalence rates for gaming disorder in adolescents aged 13 and 14 were 15 and 16%, respectively. The regression models indicated a bidirectional relationship between anxiety and gaming disorder symptoms, where higher levels of anxiety were associated with higher levels of gaming disorder 12 months later and vice versa. The study also found that the interaction between anxiety and higher gaming frequency could predict gaming disorder symptoms. Overall, the findings suggest that young adolescents may be more vulnerable to developing gaming disorder and highlight the importance of addressing the interactions between risk factors and gaming disorder in treatment approaches.

17.
J Res Health Sci ; 22(3): e00556, 2022 Oct 19.
Artigo em Inglês | MEDLINE | ID: covidwho-2124224

RESUMO

BACKGROUND: Dangerous behaviors adversely affect the health of adolescents and young adults. This study aimed to identify the subgroups of college students based on the parameters of risky behavior and analyze the impact of demographic factors and internet gaming disorder (IGD) belonging to each class. STUDY DESIGN: A cross-sectional study. METHODS: The study was conducted on 1355 students through a multi-stage random sampling method in 2020. A survey questionnaire was used to collect data, and all students completed 1294 sets of questionnaires. The data were analyzed using t test and latent class analysis (LCA) through SPSS and PROC LCA in SAS 9.2 software. RESULTS: Three latent classes have been identified as low-risk (75%), tobacco smoker (8%), and high-risk (17%). There was a high possibility of risky behavior in the third class. Marital status (being single) (OR = 2.28, 95% CI: 1.19-4.37), unemployment (having no job) along with education (OR = 1.56, 95% CI: 1.04-2.33), and IGD (OR = 1.06, 95% CI: 1.04-1.09) increased the risk of inclusion in the tobacco smoker class. Moreover, unemployment (having no job) along with education (OR = 1.43, 95% CI: 1.11-1.84) increased the chance of being in the high-risk class. CONCLUSION: According to the findings of this study, 25% of the students were tobacco smokers or were in the high-risk class. The results of this study may help develop and evaluate preventive strategies that simultaneously take into account different behaviors.


Assuntos
Comportamento Aditivo , Transtorno de Adição à Internet , Adulto Jovem , Adolescente , Humanos , Análise de Classes Latentes , Transtorno de Adição à Internet/epidemiologia , Estudos Transversais , Irã (Geográfico)/epidemiologia , Assunção de Riscos , Internet
18.
Curr Psychol ; : 1-12, 2022 Oct 26.
Artigo em Inglês | MEDLINE | ID: covidwho-2094779

RESUMO

The COVID-19 pandemic has triggered the dramatical development and prosperity of online games, while worldwide people are suffering from it. Considering the high prevalence, serious impacts, and huge development potential of internet gaming disorder (IGD), it is extremely necessary to develop a protective model to prevent and intervene with it among young people. Based on the developmental assets theory, the present study adopted a two-wave longitudinal design to evaluate the cumulative effects of developmental assets on IGD, as well as the underlying mechanisms during this specific period. Data were collected from a sample of 1023 adolescents in Hubei province, Central China through self-report questionnaires. The results indicated that (1) developmental assets were negatively associated with adolescents' IGD concurrently and longitudinally; (2) the overall developmental assets had cumulative effects in linear patterns on adolescents' IGD, concurrently and longitudinally; and (3) internal developmental assets mediated the relationship between external developmental assets and adolescents' IGD longitudinally. Theoretically, the present study supports the developmental assets theory and expands the literature about developmental assets and IGD in younger generations. Practically, the present study provides guidance for prevention and intervention of IGD among adolescents during and after the COVID-19 pandemic. Comprehensive measures should be taken to assist in developing positive internal and external resources to promote youth thriving.

19.
Int J Environ Res Public Health ; 19(16)2022 08 22.
Artigo em Inglês | MEDLINE | ID: covidwho-2065904

RESUMO

The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily life via motives for gaming among male and female gamers. Additionally, the present study examined gender differences in motives for gaming and the relationship between the analyzed variables. The sample comprised 652 gamers (233 females; M = 28.77 years; SD = 7.18; age range: 18-48 years). The nine-item Internet Gaming Disorder Scale-Short Version (IGDS9-SF) was used to assess GD. The motives for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ). The nine-item Patient Health Questionnaire (PHQ-9) was used to assess depressive symptoms, and the Brief Self-Control Scale (BSCS) was used to assess self-control. Loneliness was assessed using the De Jong Gierveld Loneliness Scale. In order to examine the relationship between the study variables, path analysis and indirect effects analysis were performed among both male and female gamers. The present study showed that depressive symptoms and self-control exerted a significant indirect effect on GD via escape and fantasy motives for gaming. Additionally, there was an indirect effect between depressive symptoms and GD via social motives for gaming. However, these indirect effects were found among male gamers only. The present study also showed gender differences in all analyzed gaming motives except escape (males scoring higher on all of them) and in the relationship between depressive symptoms and escape. These findings contribute to a better understanding of GD development mechanisms, which are associated with psychological problems in daily life.


Assuntos
Comportamento Aditivo , Autocontrole , Jogos de Vídeo , Adolescente , Adulto , Comportamento Aditivo/psicologia , Depressão/epidemiologia , Feminino , Humanos , Internet , Solidão , Masculino , Pessoa de Meia-Idade , Polônia/epidemiologia , Jogos de Vídeo/psicologia , Adulto Jovem
20.
Front Sports Act Living ; 4: 943402, 2022.
Artigo em Inglês | MEDLINE | ID: covidwho-2055112

RESUMO

Objectives: Mental health consequences and behavior change has been described in elite athletes following the vast impact of the COVID-19 pandemic on the world of sports. However, most study samples have been of limited size, and few studies have assessed student-athletes. This study aimed to analyze perceived mental health impact, measured as clinical degree of depression and anxiety, worry about one's sport and about one's career, and behavioral change with respect to video gaming behavior, in high-school athletes in Sweden. Methods: Data on anxiety and depression as well as on perceived behavioral changes during COVID-19 were collected from students at sports high schools in Sweden (N = 7,025) in February 2021, during the ongoing COVID-19 pandemic. Results: Sixteen and 14% met criteria of moderate/severe depression and anxiety, respectively. Many respondents reported feeling mentally worse during the pandemic (66%), and were worried about the future of their sport (45%) or about their own future in sports (45%). Increased gaming behavior during COVID-19 was reported by 29%. All mental health variables were significantly more common in women, except increased gaming (more common in men). Being worried about one's career was less common in winter sports, more common in team sports and more common in older student-athletes, and associated with both depression and anxiety in regression analyses. Discussion: Self-reported mental health impact of COVID-19 is substantial in student-athletes, and even more so in women and in team sports. The lower impact in winter athletes suggests a moderating effect of the seasons in which the COVID-19 outbreak occurred.

SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA