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1.
J Med Internet Res ; 26: e52978, 2024 Sep 10.
Artículo en Inglés | MEDLINE | ID: mdl-39255486

RESUMEN

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.


Asunto(s)
COVID-19 , Trastorno de Adicción a Internet , Autocontrol , Aislamiento Social , Estudiantes , Humanos , COVID-19/psicología , COVID-19/epidemiología , Estudios Transversales , China/epidemiología , Estudiantes/psicología , Estudiantes/estadística & datos numéricos , Masculino , Aislamiento Social/psicología , Trastorno de Adicción a Internet/psicología , Trastorno de Adicción a Internet/epidemiología , Femenino , Universidades , Adulto Joven , Autocontrol/psicología , Adulto , Encuestas y Cuestionarios , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , SARS-CoV-2 , Adolescente , Pandemias
2.
Natl Med J India ; 37(1): 18-21, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39096229

RESUMEN

Background Prevalence-based, non-comparative studies have been done to assess psychological and physical consequences of social media and gaming addiction. However, similar studies are lacking for binge-watching, especially in India. We compared the physical and psychological health impact between screen addicted and healthy screen users, by minimizing bias due to confounding factors. Methods We did this cross-sectional comparative study among 120 participants (60 cases and 60 matched controls) consisting of gamers, social media users and binge-watchers, who were recruited from schools and colleges of Mumbai based on their scores on the Digital Addiction Scale (DAS). Levels of depression, anxiety and stress; sleep quality; and dry eye disease were assessed using pre-validated scales such as DASS-21, Pittsburgh Sleep Quality Index (PSQI), and Ocular Surface Disease Index (OSDI), respectively, while the other variables were assessed using a self-designed questionnaire with a content validity ratio (CVR) >0.65. Results The mean (SD) age of the participants was 19.3 (3.2) years, one-third were women; 68% were from medical colleges and 16% each from engineering colleges and high schools. The prevalence and scores of depression, anxiety and stress; poor sleep quality; and dry eye disease; and prevalence of loneliness, aggression and musculoskeletal pain in the wrist, thumb, neck and back were significantly higher in the screen addicted group (p<0.05). Conclusions There was a significant difference in the prevalence and levels of physical and psychological health impact between screen addicted and healthy screen users.


Asunto(s)
Depresión , Humanos , Estudios Transversales , Femenino , Masculino , India/epidemiología , Adulto Joven , Adolescente , Depresión/epidemiología , Depresión/diagnóstico , Prevalencia , Síndromes de Ojo Seco/epidemiología , Síndromes de Ojo Seco/psicología , Síndromes de Ojo Seco/diagnóstico , Síndromes de Ojo Seco/etiología , Adulto , Ansiedad/epidemiología , Ansiedad/diagnóstico , Juegos de Video/estadística & datos numéricos , Juegos de Video/efectos adversos , Juegos de Video/psicología , Encuestas y Cuestionarios , Calidad del Sueño , Trastorno de Adicción a Internet/epidemiología , Trastorno de Adicción a Internet/psicología , Estrés Psicológico/epidemiología , Medios de Comunicación Sociales/estadística & datos numéricos , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología
3.
J Indian Soc Pedod Prev Dent ; 42(2): 98-103, 2024 Apr 01.
Artículo en Inglés | MEDLINE | ID: mdl-38957906

RESUMEN

BACKGROUND: The escalating concern over Internet gaming disorder (IGD) among children underscores the urgency of comprehending its determinants and links to mental health, particularly for interventions targeting school-aged children. AIM: This study aimed to evaluate the prevalence and determinants of IGD and its association with depression, anxiety, and behavior among 8-12-year-old children attending private schools in Salem city. SETTINGS AND DESIGN: A cross-sectional study involving 780 children aged 8-12 years from Salem district was conducted. Schools were randomly sampled, and data were collected through a self-administered questionnaire. MATERIALS AND METHODS: Data were gathered from children without genetic, systemic, or mental disorders and brain trauma. The questionnaire, adapted from Alhamoud M A et al. (2022), encompassed sections on sociodemographic characteristics, gaming behavior, and scales for assessing IGD, depression, and anxiety. Administration occurred during school hours with a 30-35 min completion time. STATISTICAL ANALYSIS USED: Data analysis utilized SPSS v23.0, including descriptive statistics, ANOVA, Chi-square tests for intergroup comparisons, and Pearson's correlation coefficient to determine associations. RESULTS: The prevalence of IGD in Salem district was 1.2%, with higher rates of anxiety and depression observed among older children, particularly males. CONCLUSIONS: A positive correlation was evident between IGD, anxiety, and depression. Urgent preventive measures have to be warranted to curb the rising trend of IGD, such as limiting screen time and promoting outdoor activities to enhance children's overall health.


Asunto(s)
Ansiedad , Depresión , Trastorno de Adicción a Internet , Humanos , Niño , India/epidemiología , Masculino , Estudios Transversales , Prevalencia , Femenino , Depresión/epidemiología , Trastorno de Adicción a Internet/epidemiología , Trastorno de Adicción a Internet/psicología , Ansiedad/epidemiología , Encuestas y Cuestionarios , Instituciones Académicas , Juegos de Video/estadística & datos numéricos , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología
4.
BMC Psychol ; 12(1): 375, 2024 Jul 02.
Artículo en Inglés | MEDLINE | ID: mdl-38956639

RESUMEN

INTRODUCTION: The rapid proliferation of technology and its impact on adolescents' lives have raised concerns about addictive behaviors and its potential consequences, including behavioral and mental health problems. This study investigates the prevalence and risk factors associated with the co-occurrence of Problematic Facebook Use and Problematic Video game Use among Tunisian adolescents. METHODOLOGY: We conducted a cross-sectional study in the urban area of Sousse governorate in Tunisia during the 2018/2019 school year. We selected a representative sample of high school students enrolled in public educational institutions in Sousse. Data collection was performed through a self-administered structured questionnaire, which gathered information on sociodemographic characteristics, lifestyle behaviors, and mental health disorders. Problematic Facebook Use was assessed using the validated Arabic version of the Bergen Scale, while Problematic Video Game Use was measured using the 21-point Lemmens Scale, which was translated into Arabic. Statistical analysis was carried out using the SPSS program (version 20). RESULTS: We enrolled a total of 1342 high school students in our study, of whom, 63.2% were female with a mean age of 17.5 ± 1.44 years. The prevalence of Problematic Facebook Use and Problematic Video Game Use was  28.3% and  13% respectively. Regarding the co-occurrence of the two problematic behaviors, 31.3% of participants faced a singular addictive behavior, either related to problematic Facebook or video game use, while 5% had both addictive behaviors simultaneously. In a multivariate analysis, risk factors for the co-occurrence of Problematic Facebook and Video Game Use, in decreasing order of significance, included severe depression (AOR = 4.527; p = 0.003), anxiety (AOR = 4.216; p = 0.001), male gender (AOR = 4.130; p < 0.001), problematic internet use (AOR = 3.477; p = 0.006), as well as moderate depression (AOR = 3.048; p = 0.007). CONCLUSION: Our study found that Problematic Facebook and Video Game Use were prevalent among Tunisian adolescents. The co-occurrence of these disorders is strongly linked to male gender, problematic internet use, depression, and anxiety disorders. These findings underscore the urgency of implementing tailored and effective awareness and prevention programs to address these emerging challenges.


Asunto(s)
Conducta del Adolescente , Medios de Comunicación Sociales , Juegos de Video , Humanos , Masculino , Femenino , Adolescente , Estudios Transversales , Prevalencia , Juegos de Video/estadística & datos numéricos , Juegos de Video/psicología , Túnez/epidemiología , Conducta del Adolescente/psicología , Medios de Comunicación Sociales/estadística & datos numéricos , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología , Trastorno de Adicción a Internet/epidemiología , Trastorno de Adicción a Internet/psicología , Trastornos Mentales/epidemiología , Trastornos Mentales/psicología , Estudiantes/estadística & datos numéricos , Estudiantes/psicología , Factores de Riesgo , Encuestas y Cuestionarios
5.
Games Health J ; 13(4): 297-304, 2024 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-38985574

RESUMEN

Objective: Following the initial measures taken to manage the repercussions of the COVID-19 pandemic, mental health conditions have become a critical concern. Mental health has become a foremost priority not only for health care providers but also for many other organizations, such as educational institutions, companies, and government agencies. A significant proportion of the Australian population having experienced mental disorders highlights the need for effective interventions. Those with pre-existing mental health issues experienced particularly pronounced effects. Among these challenges, advancements in technology offer new possibilities for mental health support. Videogames have shown effectiveness in mitigating symptoms of depression. Previous research has shown that game interface preferences correlate with players' emotional responses. This study aims to use MoodJumper, a game we designed, developed, and evaluated to examine the choice of game preferences in individuals with depressive symptoms. Materials and Methods: A pilot study was carried out after obtaining the Human Ethics committee's approval (n = 20). The participants were asked to fill out a Patient Health Questionnaire-9 (PHQ-9) questionnaire. They then played with the MoodJumper game for 20-30 minutes. Upon completing the game session, they were asked to fill out a questionnaire regarding their experience. Results: The results indicate a nonsignificant correlation between music preference, the direction of movement, and depressive symptoms meaning no significant relationship was found between depressive symptoms and chosen settings. However, a significant negative correlation was found between decision-making ability regarding game preferences and Patient Health Questionnaire-9 scores showing the difficulty of choosing preferred settings when having depressive symptoms. Conclusion: This contribution paves the way for designing and evaluating more impactful game experiences for individuals with mental health challenges.


Asunto(s)
COVID-19 , Depresión , Juegos de Video , Humanos , Proyectos Piloto , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , Depresión/psicología , Masculino , Femenino , Adulto , COVID-19/psicología , Australia , Encuestas y Cuestionarios , SARS-CoV-2 , Persona de Mediana Edad
6.
J Adolesc Health ; 75(3): 451-460, 2024 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-39001750

RESUMEN

PURPOSE: This study aimed to investigate the associations between adverse childhood experiences (ACEs) and excessive recreational screen time. METHODS: Using data from the UK Millennium Cohort Study, we examined the associations of prospectively collected individual ACEs, ACE scores, and poverty with excessive recreational screen time (>4 hours) across different media types. We ran further analyses to investigate sex differences in the associations of ACEs with excessive screen time. The robustness of these associations were tested by controlling for sociodemographic factors. RESULTS: Among the included 11,439 adolescents (49.9% boys), those who experienced three or more ACEs were more likely to partake in excessive screen time compared to those with no ACEs after adjusting for covariates. This included recreational internet time at age 14, television time at age 14, electronic game time at ages 14 and 17, and social networking time at ages 14 and 17. We found similar associations between individual ACEs and excessive screen time. For example, parental mental health problems were associated with excessive recreational internet time (odds ratio [OR]: 1.28; 95% confidence interval [CI]: 1.15, 1.42), excessive television time (OR: 1.14; 95% CI: 1.01, 1.28), and excessive electronic game time (OR: 1.34; 95% CI: 1.16, 1.56) at age 14. Boys showed stronger associations between certain ACEs and excessive screen time compared to girls. DISCUSSION: ACEs and poverty are associated with adolescents' later excessive recreational screen time, including excessive time spent on television watching, electronic games, and social networking.


Asunto(s)
Experiencias Adversas de la Infancia , Tiempo de Pantalla , Televisión , Humanos , Masculino , Adolescente , Femenino , Reino Unido , Estudios Longitudinales , Experiencias Adversas de la Infancia/estadística & datos numéricos , Televisión/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos , Conducta del Adolescente/psicología , Pobreza , Factores Sexuales , Red Social
7.
Front Public Health ; 12: 1362121, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38887253

RESUMEN

Background: The incidence of smartphone addiction has been widely studied, but the research on the relationship between smartphone addiction and psychological distress and internet gaming disorder is limited. This study investigated the characteristics and prevalence of smartphone addiction and its relation with psychological distress and internet gaming disorder. Furthermore, it provides the scientific basis for intervention measures in schools, families, and society. Methods: A random cluster sampling method was applied to investigate 656 medical students from grades 1 to 4 at Wannan Medical College in Anhui province, People's Republic of China. The questionnaire consisted of general information, a smartphone addiction scale, an Internet gaming disorder scale, and a Kessler 6-item psychological distress test. The obtained results were first summarized using descriptive statistics. The Chi-square test was used to compare the status of smartphone addiction. Binary logistic regression was used to analyze the relationship between smartphone addiction and various variables. Results: Our results showed that the prevalence of smartphone addiction in medical students was 49.5% (325/656). Psychological distress (p < 0.001), internet gaming disorder (p < 0.001), and childhood trauma (p = 0.001) were highly correlated with smartphone addiction in medical students. Psychological distress, and internet gaming disorder were positively associated with smartphone addiction (p < 0.000). Conclusion: The prevalence of smartphone addiction is high among medical students in Chinese. Smartphone addiction is highly related to related to internet gaming disorder and psychological distress.


Asunto(s)
Trastorno de Adicción a Internet , Distrés Psicológico , Teléfono Inteligente , Estudiantes de Medicina , Humanos , Masculino , Femenino , Estudiantes de Medicina/psicología , Estudiantes de Medicina/estadística & datos numéricos , Prevalencia , China/epidemiología , Trastorno de Adicción a Internet/epidemiología , Trastorno de Adicción a Internet/psicología , Teléfono Inteligente/estadística & datos numéricos , Encuestas y Cuestionarios , Adulto Joven , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología , Adulto , Juegos de Video/estadística & datos numéricos , Juegos de Video/psicología , Adolescente , Estrés Psicológico/epidemiología
8.
J Affect Disord ; 362: 356-362, 2024 Oct 01.
Artículo en Inglés | MEDLINE | ID: mdl-38844168

RESUMEN

BACKGROUND: Internet gaming disorder (IGD) becomes a growing concern during the digital era, especially with the pandemic's social distancing measures. It is essential to comprehend the psychosocial predictors and impacts of IGD. METHODS: A two-wave annual panel study was conducted in Zigong, China, utilizing regional sampling through school-based surveys involving upper primary school to high school students. Data were collected in October 2020 (T1, N = 94,020) and October 2021 (T2, N = 60,551). Self-report data were collected on demographic information, internet gaming behavior, and other mental health factors. Cross-lagged panel models (CLPM) were employed to estimate the bidirectional relationships between the variables. RESULTS: At T1, 65,643 (72.6 %) participants identified as gamers; at T2, this number decreased to 42,213 (69.7 %). T1 IGD symptoms demonstrated predictability for all T2 psychological variables. Within the framework of the CLPM examining the interplay between IGD symptoms, anxiety symptoms, and hyperactivity/inattention, we uncovered significant reciprocal cross-lagged effects between these variables over time. The relationship between T1 IGD symptoms and T2 anxiety symptoms had age-specific differences, with 13-15-year-old boys displaying the highest coefficient, which decreased for the 16-18 age group. LIMITATIONS: Our study is subject to potential recall bias associated with self-reported retrospective data. Additionally, our analysis assumes temporal ordering between variables, an assumption that may not always hold in complex systems. CONCLUSIONS: There are reciprocal relationships between IGD symptoms, anxiety symptoms, and hyperactivity/inattention in adolescents, underscoring the imperative need for comprehensive strategies aimed at addressing the impact of IGD on mental health and overall well-being.


Asunto(s)
Trastorno de Adicción a Internet , Juegos de Video , Humanos , Adolescente , Trastorno de Adicción a Internet/epidemiología , Trastorno de Adicción a Internet/psicología , Masculino , Femenino , China/epidemiología , Estudios Longitudinales , Prevalencia , Juegos de Video/estadística & datos numéricos , Juegos de Video/psicología , Niño , Ansiedad/epidemiología , Ansiedad/psicología , Estudiantes/estadística & datos numéricos , Estudiantes/psicología , Autoinforme , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología
9.
Compr Psychiatry ; 134: 152509, 2024 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-38905775

RESUMEN

INTRODUCTION: Psychotic-like experiences (PLEs) during adolescence can lead to psychotic disorders. Digital media usage has been suggested to link to PLEs, but research is limited on how different types of screen exposure may differentially relate to PLEs over time. This study aimed to examine longitudinal associations between screen usage patterns and PLEs in adolescents. METHODS: Participants comprised 11,876 adolescents assessed annually from ages 9-12 years as part of the Adolescent Brain Cognitive Development study (ABCD). Screen usage (TV, video games, online video, social media, texting, video chat) and PLEs were assessed via self-report. Longitudinal network analysis models were estimated to examine connections between screen usage types and PLEs across three time points. RESULTS: Two clusters were formed, including digital media for socializing (e.g., social media/texting/video chat) and digital media for entertainment (e.g., online video/video games/TV). Texting and online video(s) had the highest centrality at each time point, suggesting importance in the network. PLE symptoms of hallucinations and concentration difficulties exhibited higher centrality than other symptoms. Online video and TV were influential bridges between screen usage and PLEs. Network structure significantly differed between ages 9-10 and 10-12 years, but global strength was unchanged over time. DISCUSSION: Results highlight the importance of understanding the associations between specific screen usage types and PLE symptoms. Texting and online video usage appear most influential in the development of adolescent PLEs over time. Findings can inform targeted interventions to promote healthy screen habits and reduce PLEs in at-risk youth.


Asunto(s)
Trastornos Psicóticos , Medios de Comunicación Sociales , Juegos de Video , Humanos , Femenino , Masculino , Trastornos Psicóticos/psicología , Trastornos Psicóticos/epidemiología , Trastornos Psicóticos/diagnóstico , Niño , Medios de Comunicación Sociales/estadística & datos numéricos , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , Adolescente , Tiempo de Pantalla , Estudios Longitudinales , Conducta del Adolescente/psicología , Televisión/estadística & datos numéricos
10.
Addict Behav ; 157: 108091, 2024 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-38901145

RESUMEN

Problematic gaming is particularly prevalent in adolescent and young adult populations. While numerous studies have investigated the psychiatric comorbidities of Internet Gaming Disorder in young adults, few have focused specifically on adolescents who might be especially at risk because developmental particularities related to this developmental period. Here, we conducted a review of the literature, in line with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, in order to highlight the types of psychiatric comorbidities found in adolescents with problematic gaming.. We selected and analyzed 30 cross-sectional and longitudinal studies which correspond to 3683 adolescents (63,27% of boys) worldwide with problematic gaming. Our results highlight the high prevalence of Attention Deficit Hyperactivity Disorder (ADHD) in adolescents with problematic gaming and the links between this addiction and inattention, anxiety, depression, behavioural and emotional problems. These psychiatric comorbidities interact with problematic gaming and predict it throughout the adolescent's development. Moreover, this interaction involves personality profile and environment, including parental education. The complexity of this interaction argues in favor of the multi-level assessment that we are promoting.


Asunto(s)
Trastorno por Déficit de Atención con Hiperactividad , Comorbilidad , Trastorno de Adicción a Internet , Humanos , Adolescente , Trastorno de Adicción a Internet/epidemiología , Trastorno de Adicción a Internet/psicología , Trastorno por Déficit de Atención con Hiperactividad/epidemiología , Trastorno por Déficit de Atención con Hiperactividad/psicología , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , Trastornos Mentales/epidemiología , Trastornos Mentales/psicología , Masculino , Femenino , Conducta del Adolescente/psicología , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología
11.
Ann Epidemiol ; 95: 6-11, 2024 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-38719179

RESUMEN

OBJECTIVE: To assess the association between transgender or gender-questioning identity and screen use (recreational screen time and problematic screen use) in a demographically diverse national sample of early adolescents in the U.S. METHODS: We analyzed cross-sectional data from Year 3 of the Adolescent Brain Cognitive DevelopmentSM Study (ABCD Study®, N = 9859, 2019-2021, mostly 12-13-years-old). Multiple linear regression analyses estimated the associations between transgender or questioning gender identity and screen time, as well as problematic use of video games, social media, and mobile phones, adjusting for confounders. RESULTS: In a sample of 9859 adolescents (48.8% female, 47.6% racial/ethnic minority, 1.0% transgender, 1.1% gender-questioning), transgender adolescents reported 4.51 (95% CI 1.17-7.85) more hours of total daily recreational screen time including more time on television/movies, video games, texting, social media, and the internet, compared to cisgender adolescents. Gender-questioning adolescents reported 3.41 (95% CI 1.16-5.67) more hours of total daily recreational screen time compared to cisgender adolescents. Transgender identification and questioning one's gender identity was associated with higher problematic social media, video game, and mobile phone use, compared to cisgender identification. CONCLUSIONS: Transgender and gender-questioning adolescents spend a disproportionate amount of time engaging in screen-based activities and have more problematic use across social media, video game, and mobile phone platforms.


Asunto(s)
Tiempo de Pantalla , Medios de Comunicación Sociales , Personas Transgénero , Juegos de Video , Humanos , Adolescente , Femenino , Masculino , Personas Transgénero/psicología , Personas Transgénero/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos , Estudios Transversales , Medios de Comunicación Sociales/estadística & datos numéricos , Conducta del Adolescente/psicología , Identidad de Género , Cognición , Niño , Estados Unidos , Desarrollo del Adolescente
12.
J Affect Disord ; 359: 319-326, 2024 Aug 15.
Artículo en Inglés | MEDLINE | ID: mdl-38777272

RESUMEN

BACKGROUND: The present study aimed to examine the comorbidity among symptoms of internet gaming disorder (IGD), social withdrawal, and depression using the network perspective. METHODS: An online survey recruited 3430 young people in Hong Kong (mean age = 19.4 years, 80.5 % male) via gaming channels in 2019. The participants completed the 9-item IGD Scale, Hikikomori Questionnaire, and Patient Health Questionnaire-9. Network analysis was conducted using R to estimate the central symptoms of IGD and depression in individual networks and identified the bridge symptoms in combined network of IGD, social withdrawal, and depressive symptoms. RESULTS: All network models showed high stability. 'Withdrawal', 'Loss of control', and 'Tolerance' were the central IGD symptoms, while 'Depressed mood' and 'Self-blame/guilt' were the central depressive symptoms. The bridge symptoms were 'Gaming as escape or mood relief' from IGD cluster, 'Depressed mood' and 'Self-blame/guilt' from depression cluster, and 'Marked social isolation at home' and 'Significant distress due to social isolation' from social withdrawal cluster. The combined network showed no significant differences in network structure and global strength across gender and age groups. LIMITATIONS: The cross-sectional sample only indicated undirected associations between the symptoms in the three clusters and could not model the intra-individual variation. CONCLUSIONS: The present study provided the first results on the comorbidity among IGD, social withdrawal, and depression at a symptom level among Chinese young people via network analysis. The bridge symptoms highlight potential targets for interventions of comorbidity among the disorders.


Asunto(s)
Comorbilidad , Depresión , Trastorno de Adicción a Internet , Aislamiento Social , Humanos , Masculino , Hong Kong/epidemiología , Femenino , Trastorno de Adicción a Internet/epidemiología , Trastorno de Adicción a Internet/psicología , Adulto Joven , Depresión/epidemiología , Depresión/psicología , Adolescente , Estudios Transversales , Aislamiento Social/psicología , Adulto , Encuestas y Cuestionarios , Juegos de Video/estadística & datos numéricos , Juegos de Video/psicología
13.
Games Health J ; 13(4): 288-296, 2024 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-38608212

RESUMEN

Objective: This study aims at comparing the energy expenditure (EE) and heart rate (HR) data from Ring Fit Adventure (RFA) with those from indirect calorimetry (COSMED) and a heart rate monitor (Polar FT7). A secondary goal is to evaluate self-reported enjoyment and perceived effort levels. Materials and Methods: Thirty participants (age = 21.8 ± 2.2; body mass index = 31.8 ± 4.4) were recruited for two laboratory visits. The first visit involved baseline measurements. In the second visit, participants performed a 55-minute ad libitum exercise session with the RFA in adventure mode with moderate difficulty. During this session, EE, HR, perceived effort, and enjoyment of physical activity were recorded. Results: Although no statistically significant overestimation of EE was found between the RFA and the metabolic cart, two-way analysis of variance results show a main effect of condition (RFA vs. Polar FT7) on HR (122.8 ± 20.1 bpm and 129.0 ± 18.6 bpm; P = 0.007; ᶯp2 = 0.235). Based on comprehensive statistical evaluations, including the mean absolute percent error, intraclass correlations, typical error of measurement, and limits of agreement, the data suggest that the RFA provides reliable estimates for EE and HR. Overall, participants enjoyed the game considerably (71.3 ± 5.9/80 arbitrary units), and their reported perceived exertion was low. Conclusion: This study underscores that the RFA values are relatively accurate and precise, and thus it can be safely suggested for individuals with overweight and obesity to adopt an active lifestyle.


Asunto(s)
Metabolismo Energético , Frecuencia Cardíaca , Obesidad , Sobrepeso , Juegos de Video , Humanos , Masculino , Femenino , Metabolismo Energético/fisiología , Sobrepeso/psicología , Sobrepeso/terapia , Obesidad/psicología , Juegos de Video/psicología , Juegos de Video/normas , Juegos de Video/estadística & datos numéricos , Frecuencia Cardíaca/fisiología , Adulto , Índice de Masa Corporal , Ejercicio Físico/psicología , Ejercicio Físico/fisiología , Calorimetría Indirecta/métodos , Calorimetría Indirecta/instrumentación , Adulto Joven
14.
Games Health J ; 13(4): 252-257, 2024 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-38656178

RESUMEN

Purpose: The objective of this research was to develop a musical digital game for rehabilitation of upper limb and to verify its usability and user experience with professionals in the field (physical therapists). Materials and Methods: Thirty working professionals were recruited to evaluate the system. The usability was evaluated with the System Usability Scale (SUS) and the user experience was verified with the Game Flow scale. Results: The overall score of the SUS scale was 88.67 (±9.129); this score is interpreted as "Best Imaginable" (86-100). The user experience rating had most of its domains equal or higher than 4, which indicates that all the requirements for a good user experience were present in the game. Conclusions: The Moniz Game proved to be a game with good usability and can be a tool for application in clinical practice regarding motor coordination. However, further studies are needed to evaluate the effect of the Moniz Game on motor coordination in patients with neurological dysfunctions.


Asunto(s)
Música , Juegos de Video , Humanos , Juegos de Video/psicología , Juegos de Video/normas , Juegos de Video/estadística & datos numéricos , Adulto , Femenino , Masculino , Música/psicología , Interfaz Usuario-Computador , Extremidad Superior/fisiología , Persona de Mediana Edad , Destreza Motora/fisiología
15.
JAMA Psychiatry ; 81(7): 708-716, 2024 Jul 01.
Artículo en Inglés | MEDLINE | ID: mdl-38598210

RESUMEN

Importance: Adolescent media use is thought to influence mental health, but whether it is associated with psychotic experiences (PEs) is unclear. Objective: To examine longitudinal trajectories of adolescent media use and their associations with PEs at 23 years of age. Design, Setting, and Participants: This cohort study included participants from the Québec Longitudinal Study of Child Development (1998-2021): children who were born in Québec, Canada, and followed up annually or biennially from ages 5 months through 23 years. Data were analyzed between January 2023 and January 2024. Exposures: Participants reported their weekly amount of television viewing, video gaming, computer use, and reading at ages 12, 13, 15, and 17 years. Main Outcome and Measures: Lifetime occurrence of PEs was measured at 23 years of age. Covariables included sociodemographic, genetic, family, and childhood characteristics between ages 5 months and 12 years. Results: A total of 1226 participants were included in the analyses (713 [58.2%] female, 513 [41.8%] male). For each media type, latent class mixed modeling identified 3 group-based trajectories, with subgroups following trajectories of higher use: television viewing, 128 (10.4%); video gaming, 145 (11.8%); computer use, 353 (28.8%); and reading, 140 (11.4%). Relative to lower video gaming, higher video gaming was preceded by higher levels of mental health and interpersonal problems at age 12 years. Adjusting for these risk factors mitigated the association between higher video gaming and PEs at age 23 years. The curved trajectory of computer use (189 [15.4%] participants), characterized by increasing levels of use until age 15 years followed by a decrease, was associated with higher PEs (estimated difference, +5.3%; 95% CI, +1.5% to +9.3%) relative to lower use (684 [55.8%] participants). This association remained statistically significant after covariable adjustment. Conclusions and Relevance: This study found that longitudinal trajectories of media use during adolescence were modestly associated with PEs at age 23 years, likely reflecting the influence of shared risk factors. Understanding the environmental determinants and psychosocial functions of media use during adolescence may help better integrate digital technologies in the prevention and management of PEs.


Asunto(s)
Trastornos Psicóticos , Televisión , Juegos de Video , Humanos , Masculino , Adolescente , Femenino , Juegos de Video/estadística & datos numéricos , Trastornos Psicóticos/epidemiología , Niño , Televisión/estadística & datos numéricos , Estudios Longitudinales , Quebec/epidemiología , Adulto Joven , Preescolar , Conducta del Adolescente/psicología , Lactante , Lectura , Computadores/estadística & datos numéricos , Factores de Riesgo
16.
J Med Internet Res ; 26: e48356, 2024 Apr 23.
Artículo en Inglés | MEDLINE | ID: mdl-38533835

RESUMEN

BACKGROUND: This paper explores the widely discussed relationship between electronic media use and sleep quality, indicating negative effects due to various factors. However, existing meta-analyses on the topic have some limitations. OBJECTIVE: The study aims to analyze and compare the impacts of different digital media types, such as smartphones, online games, and social media, on sleep quality. METHODS: Adhering to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, the study performed a systematic meta-analysis of literature across multiple databases, including Web of Science, MEDLINE, PsycINFO, PubMed, Science Direct, Scopus, and Google Scholar, from January 2018 to October 2023. Two trained coders coded the study characteristics independently. The effect sizes were calculated using the correlation coefficient as a standardized measure of the relationship between electronic media use and sleep quality across studies. The Comprehensive Meta-Analysis software (version 3.0) was used to perform the meta-analysis. Statistical methods such as funnel plots were used to assess the presence of asymmetry and a p-curve test to test the p-hacking problem, which can indicate publication bias. RESULTS: Following a thorough screening process, the study involved 55 papers (56 items) with 41,716 participants from over 20 countries, classifying electronic media use into "general use" and "problematic use." The meta-analysis revealed that electronic media use was significantly linked with decreased sleep quality and increased sleep problems with varying effect sizes across subgroups. A significant cultural difference was also observed in these effects. General use was associated with a significant decrease in sleep quality (P<.001). The pooled effect size was 0.28 (95% CI 0.21-0.35; k=20). Problematic use was associated with a significant increase in sleep problems (P≤.001). The pooled effect size was 0.33 (95% CI 0.28-0.38; k=36). The subgroup analysis indicated that the effect of general smartphone use and sleep problems was r=0.33 (95% CI 0.27-0.40), which was the highest among the general group. The effect of problematic internet use and sleep problems was r=0.51 (95% CI 0.43-0.59), which was the highest among the problematic groups. There were significant differences among these subgroups (general: Qbetween=14.46, P=.001; problematic: Qbetween=27.37, P<.001). The results of the meta-regression analysis using age, gender, and culture as moderators indicated that only cultural difference in the relationship between Eastern and Western culture was significant (Qbetween=6.69; P=.01). All funnel plots and p-curve analyses showed no evidence of publication and selection bias. CONCLUSIONS: Despite some variability, the study overall confirms the correlation between increased electronic media use and poorer sleep outcomes, which is notably more significant in Eastern cultures.


Asunto(s)
Calidad del Sueño , Medios de Comunicación Sociales , Adulto , Femenino , Humanos , Masculino , Teléfono Inteligente , Medios de Comunicación Sociales/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos
17.
An. psicol ; 38(3): 508-517, Oct-Dic. 2022. tab, graf
Artículo en Inglés | IBECS | ID: ibc-208822

RESUMEN

La información sobre el uso de Videojuegos (VJ) en muestras generales refleja fundamentalmente las características de los hombres, por su mayor participación en VJ, dificultando identificar las características de las mujeres y su actividad de juego. Objetivo: Describir el comportamiento lúdico de adolescentes y jóvenes madrileñas y su relación con el desarrollo de problemas de juego. Método: Se aplicó un cuestionario de autoinforme (Gamertest) a una muestra de 1.228 mujeres (12 -22 años) (M = 14.84; DT= 2.469), seleccionadas mediante muestreo aleatorio en centros educativos de la Comunidad de Madrid. Resultados: el 51% de las mujeres admite jugar. El perfil típico es una mujer que juega a VJ de forma esporádica y por cortos periodos de tiempo, preferiblemente juegos de Acción y Aventura o Puzles y Plataformas; principalmente en smartphones, en casa y sola, con el propósito de divertirse. Las principales variables predictivas de problemas de juego, identificadas con el Trastorno del Juego de Internet (TJI) en mujeres son: mayor número de horas de uso, participación en juegos de rol multijugador masivo online (MMORPG) y VJ de estrategia. El factor protector más importante es jugar a VJ acompañado. Se discuten los resultados.(AU)


The information on the use of Videogames (VG) in general samples fundamentally reflects the characteristics of men, because of their greater participation in VG, making it difficult to identify the characteristics of women and their gaming activity. Objective: To describe the gaming behaviour of adolescent and young women in Madrid, and its relation with the development of gaming problems. Method: A self-report questionnaire(Gamertest) was applied to a sample of 1,228 women (12 -22 years old) (M= 14.84; SD= 2.469), selected by randomized sampling in schools in the Community of Madrid. Results: 51% of women admit gaming. The typical profile is a woman who plays VG sporadically and for short periods of time, preferably Action and Adventure games or Puzzlesand Platforms, mainly on smartphones, at home and alone, with the purpose of having fun. The main predictive variables of gaming problems, identified with the Internet Gaming Disorder (IGD) in women are: a greater number of hours of use, playing MassivelyMultiplayer Online Role-Playing Game (MMORPG), and Strategy VG. The most protective factor is playing VG accompanied. The results are discussed.(AU)


Asunto(s)
Humanos , Femenino , Niño , Adolescente , Adulto Joven , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos , Conducta Adictiva , Teléfono Inteligente , España , Psicología , Psicología Clínica , Medicina de la Conducta , Epidemiología Descriptiva , Encuestas y Cuestionarios
18.
PLoS One ; 17(2): e0263645, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35143558

RESUMEN

With the emergence of a new concept called 'Internet Gaming Disorder' in DSM-5 and ICD-11, related research is underway around the globe. However, not enough literature on Internet gaming addiction has considered the diversity in game genres. Internet gaming addiction may take on a different form according to the particular characteristics of a game being played. To better understand adolescent Internet gaming addiction, this study sought to identify the differences in Internet gaming addiction and personality characteristics based on the game genre played. A total of 3,217 elementary and middle school students across Korea participated in the survey that included the Maladaptive Game Use Scale and the Adolescent Personality Questionnaire. ANOVA analysis revealed that Internet gaming addiction and personality characteristics varied according to the game genre played. In particular, post-hoc tests showed that Real-Time Strategy (RTS) and First-Person Shooter (FPS) game users have higher levels of tolerance, withdrawal, and neglect of everyday life compared to other genres such as Role-Playing Game (RPG), Racing, and Arcade/Shooting. Also, Internet gamers users of particular genres showed significantly lower self-esteem (Arcade/Shooting), conscientiousness (Racing), empathy (RPG), and sense of community (Racing and RTS) scores than comparison group. The implications of the study results were discussed with a special emphasis on Internet gaming addiction interventions.


Asunto(s)
Trastorno de Adicción a Internet/epidemiología , Estudiantes/psicología , Juegos de Video/clasificación , Adolescente , Niño , Empatía , Femenino , Humanos , Trastorno de Adicción a Internet/psicología , Masculino , Personalidad , República de Corea/epidemiología , Autoimagen , Juegos de Video/psicología , Juegos de Video/estadística & datos numéricos
19.
PLoS One ; 17(2): e0263560, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35192661

RESUMEN

This article considers players' experiences seeking out new games to play, and their use of the Australian National Classification Scheme in doing so. The global video game industry is booming, with hundreds of games being released each month across numerous platforms. As a result, players have an unprecedented number of games available when choosing what games to purchase. However, a number of confounding issues around the emergent content of games and the subjective nature of game reviewing makes it difficult to relate what kinds of experiences a given game will facilitate. In this study, we surveyed game players in order to find their game platform and acquisition preferences; strategies and experiences when choosing games; and attitudes towards classification systems. Our findings suggest that players find it difficult to choose what games to purchase, and that existing classification systems are mostly only beneficial when choosing games for minors.


Asunto(s)
Conducta Adictiva/psicología , Conducta de Elección , Juegos de Video/psicología , Adolescente , Adulto , Factores de Edad , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Encuestas y Cuestionarios , Terminología como Asunto , Juegos de Video/economía , Juegos de Video/estadística & datos numéricos
20.
J Pediatr ; 240: 213-220.e2, 2022 01.
Artículo en Inglés | MEDLINE | ID: mdl-34481807

RESUMEN

OBJECTIVE: To determine sociodemographic correlates of contemporary screen time use among a diverse population-based sample of 9- and 10-year-old children. STUDY DESIGN: In 2021, we analyzed cross-sectional baseline (2016-2018) data from the Adolescent Brain Cognitive Development study (n = 10 755). Multiple linear regression analyses were conducted to estimate associations between sociodemographic factors (sex, race/ethnicity, country of birth, household income, parental education) and 6 contemporary forms of screen time (television, videos [eg, YouTube], video games, social networking, texting, and video chat). RESULTS: On average, children reported 3.99 hours of screen time per day across 6 modalities, with the most time spent watching/streaming television shows/movies (1.31 hours), playing video games (1.06 hours), and watching/streaming videos (1.05 hours). On average, Black children reported 1.58 more hours of screen time per day and Asian children reported 0.35 less hours of screen time per day compared with White children (mean 3.46 hours per day), and these trends persisted across most modalities. Boys reported higher overall screen time (0.75 hours more) than girls, which was primarily attributed to video games and videos. Girls reported more time texting, social networking, and video chatting than boys. Higher income was associated with lower screen time usage across all modalities except video chat. However, in high-income households, Latinx children reported 0.65 more hours of screen time per day than White children. CONCLUSIONS: Given the sociodemographic differences in child screen use, guideline implementation strategies can focus on key populations, encourage targeted counseling by pediatricians, and adapt Family Media Use Plans for diverse backgrounds.


Asunto(s)
Tiempo de Pantalla , Factores Socioeconómicos , Adolescente , Niño , Conducta Infantil/etnología , Estudios Transversales , Femenino , Humanos , Masculino , Autoinforme , Medios de Comunicación Sociales/estadística & datos numéricos , Televisión/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos
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