Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 20 de 624
Filter
1.
Article in Russian | MEDLINE | ID: mdl-38529869

ABSTRACT

OBJECTIVE: To conduct the primary prevention of computer game addiction (PPCGA) in students of General education institutions (GEI), aimed at preventing the formation of CGA. MATERIAL AND METHODS: The study included 488 students in grades 7-10 of GEI aged 12-17 years (14.6±2.4 years), of which 393 adolescents, who made up the main group, received PPCGA and 95 - control, without PPCGA. RESULTS: Preventive measures were carried out without interrupting the educational process; they were carried out by addiction psychiatrists and medical psychologists. PPCGA was aimed at teaching students a healthy lifestyle, the development of their personal resources, the formation of skills to overcome problem situations, a change in the value attitude to computer games and the formation of alternative interests. In the main group, a decrease in the time interval spent by students at the computer was found (p<0.05). There was a decrease in the number of students (p<0.05), experiencing affective disorders when abstaining from the computer, including mild depression and subclinically expressed anxiety/depression, for whom computer games could lead to problems and negative consequences. An increase in the interval of time spent by students at the computer (p<0.05); an increase in the number of students experiencing affective disorders when abstaining from the computer (p<0.05); a trend towards the increase in the frequency of problems and delayed meetings and personal matters related to spending time at the computer; an increase in clearly uncommunicative (p<0.05) were found in the control group. CONCLUSIONS: Primary prevention of computer gaming increase the number of students who prefer a healthy lifestyle (physical education and sports, rational nutrition, sex education, family relationships) and reduce the number of people who prefer computer games as a form of leisure.


Subject(s)
Behavior, Addictive , Video Games , Adolescent , Humans , Video Games/psychology , Students , Behavior, Addictive/epidemiology , Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Primary Prevention
2.
J Behav Addict ; 12(4): 964-971, 2023 Dec 22.
Article in English | MEDLINE | ID: mdl-37966485

ABSTRACT

Background and Aims: In the digital age, Internet addiction (IA) was deemed an epidemic and few treatments had been effectively developed for it. Here, we proposed a solution-focused group counseling (SFGC) as a potentially solution to reduce Internet addiction among college students. The present study examined the short- and long-term effect of a five-week solution-focused group counseling intervention on Internet addiction. Methods: Thirty-two participants were recruited and randomly assigned to either the experimental or control group, and twenty-six participants completed the whole intervention. The experimental group (n = 14) received the intervention, while control group (n = 12) did not. The revised version of the Chinese Internet Addiction Scale (CIAS-R), the Future Time Perspective, and resting-state EEG were administered pre-intervention, post-intervention, and at two follow-up tests (one month and six months after intervention). Results: The results showed that the scores of the CIAS-R in the experimental group were significantly decreased after intervention, and these effects could be sustained for one month and six months follow-ups. Additionally, the intervention conducted an increase in future time perspective. EEG results further suggested that the alpha, beta, and gamma absolute power decreased after the intervention. Conclusion: These results from the pilot-study primarily suggested that solution-focused group counseling could be an effective intervention for Internet addiction.


Subject(s)
Behavior, Addictive , Internet Addiction Disorder , Humans , Pilot Projects , Behavior, Addictive/prevention & control , Behavior, Addictive/epidemiology , Counseling , Students/psychology , Internet
3.
BMC Med Educ ; 23(1): 860, 2023 Nov 13.
Article in English | MEDLINE | ID: mdl-37957670

ABSTRACT

BACKGROUND: Preventing addiction through training takes precedence over treatment and plays a crucial role in enhancing the well-being of adolescents. Utilizing inclusive and participatory methods can significantly enhance the effectiveness of education. Numerous studies have demonstrated that gamification, as an interactive and comprehensive approach, has the potential to boost teenagers' motivation to engage in learning and contributes to better comprehension. AIM: This study aimed to assess the impact of gamification-based training to prevent substance and internet addiction on the knowledge and attitudes of male adolescents. Additionally, the study examined this educational program's effects on male adolescents' academic achievement. METHODS: This study employed a quasi-experimental design with a control group. One hundred fourteen male adolescents were randomly assigned to the intervention or control groups. They completed a pre-intervention questionnaire assessing addiction-related knowledge, attitudes, and academic achievement. Subsequently, the intervention group received the gamification-based drug and internet addiction prevention training. Post-tests were conducted immediately after the training and again one month later for both groups. RESULTS: Before the intervention, there were no significant differences in knowledge of substance and internet addiction, attitudes toward substances and the Internet, and academic achievement between the intervention and control groups (P > 0.05). However, after the intervention, the intervention group demonstrated significantly higher scores in knowledge of substance and internet addiction, attitudes toward substances and the Internet, and academic achievement compared to the control group (P < 0.001). CONCLUSION: The current study highlights the positive impact of gamification-based training on enhancing male adolescents' knowledge, attitudes, and academic achievement.


Subject(s)
Academic Success , Behavior, Addictive , Humans , Male , Adolescent , Gamification , Health Knowledge, Attitudes, Practice , Internet Addiction Disorder , Behavior, Addictive/prevention & control , Internet
4.
BMC Psychol ; 11(1): 241, 2023 Aug 23.
Article in English | MEDLINE | ID: mdl-37612743

ABSTRACT

BACKGROUND: Online game addiction has become a prominent public concern, particularly among emerging adults, warranting in-depth investigation. Despite prior cross-sectional research indicating a negative correlation between gratitude and online gaming addiction, a dearth of longitudinal research exists in this area. Furthermore, the underlying mechanisms that explain the link between gratitude and online gaming addiction remain poorly understood, highlighting a critical research gap in the field. METHODS: To bridge this gap, our study adopted a three-wave longitudinal design and constructed a multiple mediation model. Over the course of one year, data was collected from a sample of Chinese undergraduates, with 319 students participating at Time 1, 305 at Time 2, and 292 at Time 3. Participants were administered online self-report surveys, enabling the acquisition of valuable data regarding their levels of gratitude, online game addiction, self-control, and loneliness. RESULTS: The findings revealed a negative correlation between gratitude measured at Time 1 and online game addiction assessed at Time 3. Further analysis demonstrated that both self-control and loneliness played multiple mediating roles at Time 2 in the link between gratitude and online game addiction. CONCLUSION: These research findings shed light on the underlying mechanisms between gratitude and online game addiction, which provide implications for developing interventions (e.g., interventions based on gratitude) for reducing young adults' online game addiction.


Subject(s)
Asian People , Internet Addiction Disorder , Students , Humans , Young Adult , Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Cross-Sectional Studies , Evidence Gaps , Students/psychology , Internet Addiction Disorder/prevention & control , Internet Addiction Disorder/psychology , Universities , Emotions
5.
Harm Reduct J ; 20(1): 107, 2023 08 08.
Article in English | MEDLINE | ID: mdl-37553657

ABSTRACT

BACKGROUND: Voluntary self-exclusion from gambling is a common harm reduction tool in individuals with a gambling disorder. Previous data have demonstrated that many gamblers breach their own self-exclusion, typically through other online services outside the jurisdiction in which they are self-excluded. The present study aimed to carry out a new follow-up measure-similar to previous studies in the same setting-of self-exclusion and its breaching in Sweden, in order to allow for the follow-up assessment of a nationwide, multi-operator self-exclusion system introduced in Sweden in 2019. METHODS: A web survey to the web panel of a market survey company addressed 1505 past-year gamblers, who responded to a number of questions about gambling habits, including screening for gambling problems using the Problem Gambling Severity Index and self-exclusion-related items corresponding to previous studies. RESULTS: Nine percent of past-year gamblers had self-excluded using the Spelpaus service. In logistic regression, self-exclusion was significantly associated with gambling problems, past-year online casino gambling, and absence of online poker gambling. Among self-excluders, 49 percent had ever gambled despite being self-excluded. Among those breaching their self-exclusion, the most common gambling types during self-exclusion were online casino (82 percent), sports betting (47 percent) and lotteries (43 percent). DISCUSSION: Self-exclusion remains a popular harm reduction tool against problem gambling, more common than in previous studies, mostly in individuals with recent gambling problems and in online casino gamblers. However, breaching self-exclusion is somewhat more common than in previous research. Online casino represents the most common means of self-exclusion breaching. Policy-making in the area needs to further address the risk of breaching one's self-exclusion and may further address the risk of overseas gambling.


Subject(s)
Behavior, Addictive , Gambling , Sports , Humans , Gambling/epidemiology , Gambling/prevention & control , Behavior, Addictive/epidemiology , Behavior, Addictive/prevention & control , Surveys and Questionnaires , Harm Reduction
6.
Health Educ Res ; 38(2): 107-118, 2023 03 23.
Article in English | MEDLINE | ID: mdl-36624969

ABSTRACT

The group at the highest risk of smartphone addiction is adolescents. In particular during the coronavirus disease 2019 pandemic, factors such as conducting education online, curfew and the increase in the monotonous time spent at home have led to an increase in the use of smartphones among adolescents. Therefore, this study aimed to determine the effect of the peer education model on reducing smartphone addiction in adolescents. The present semi-experimental study with a pre-test-post-test control group was carried out with 622 high school students in Turkey. The study was carried out between September 2021 and February 2022 in two stages. In the first stage, the peer educator education program on smartphone addiction in adolescents was implemented. In the second stage, the peer education program was implemented and monitored. While there was no significant difference between the intervention and control groups in terms of the mean scores they obtained from the Smartphone Addiction Scale at the pre-test (P > 0.05), the difference between them was statistically significant at the post-test (P < 0.001). This study demonstrated that the peer education model was effective in reducing smartphone addiction in adolescents. Thus, it can be recommended that school-based peer education programs for adolescents should be prepared and implemented.


Subject(s)
Behavior, Addictive , COVID-19 , Humans , Adolescent , Internet Addiction Disorder , Behavior, Addictive/prevention & control , COVID-19/prevention & control , Students , Schools , Smartphone
7.
J Pediatr Nurs ; 68: e43-e49, 2023.
Article in English | MEDLINE | ID: mdl-36446694

ABSTRACT

BACKGROUND: Problematic internet use negatively affects adolescents' health behaviors and school success. PURPOSE: This study evaluated the effects of a solution-focused approach (SFA) on adolescents' problematic internet use, health behaviors, and perceived academic success. METHODS: A randomized controlled experimental design was used with pre-test-post-test. The sample comprised 128 middle school students, with 64 in the intervention group and 64 in the control group. Data were collected using an information form, Young's Internet Addiction Test, the Nutrition-Exercise Behavior Scale, and the Nutrition-Exercise Attitude Scale. The intervention group attended six SFA group meetings. RESULTS: "The intervention group's, mean pre- and post-test internet addiction scores were 35.65 ± 4.43 and 17.07 ± 5.01, respectively. There were statistically significant differences between the post test groups (p < 0.05) for mean internet addiction, total nutrition-exercise attitude, and total nutrition-exercise behavior and subdimension (except regular meals) scores and perceived academic success. IMPLICATIONS FOR PRACTICE AND RESEARCH: SFA may prevent students' uncontrolled internet use, help them gain positive health behaviors, and increase perceived academic success. The school nurse, on the other hand, may support the adolescent and their families with solution-focused interview strategies.


Subject(s)
Behavior, Addictive , Internet Use , Adolescent , Child , Humans , Behavior, Addictive/prevention & control , Health Behavior , Internet , Schools , Students
8.
Psicothema (Oviedo) ; 35(1): 41-49, 2023. tab, ilus
Article in English | IBECS | ID: ibc-215060

ABSTRACT

Background: “Juego de Llaves” [Set of Keys] is a universal school-based prevention program for adolescents aged 12-15. It is aimed at reducing drug use and other addictive behaviors. This paper describes the full protocol for the evaluation design, instruments, randomization procedure, follow-ups, and primary outcomes. Method: Non-Randomized Control Cluster Trial in a set of Spanish secondary schools, with follow-ups at 12-, 24- and 36-months. Participants will be allocated to an experimental or control group. Using a digital application designed for the study, a battery of instruments will be used to assess addictive behaviors, sociodemographic variables, school climate and other transdiagnostic psychological variables. Results: A pilot test will be carried out to test the implementation protocol and to calculate the sample size needed for outcome evaluation. After implementing the program, longitudinal statistical approaches will be used to report intervention efficacy and potential moderators and mediators. Conclusions: There is a lack of assessments on the effectiveness of school prevention programs, and this paper is expected to improve monitoring and ongoing evaluation in prevention.(AU)


Introducción: “Juego de Llaves” es un programa de prevención escolar universal para adolescentes entre 12 y 15 años. Tiene como objetivo reducir el uso de drogas y la implicación en otras conductas adictivas. Se describe un protocolo completo del diseño de evaluación, los instrumentos, el procedimiento de aleatorización, los seguimientos y las variables de resultado. Método: ensayo por conglomerados no aleatorizado en centros escolares españoles de educación secundaria obligatoria con seguimientos a los 12, 24, y 36 meses. Los participantes serán asignados a un grupo experimental o control. A través de una app específicamente diseñada para este estudio, se utilizará una batería de instrumentos de evaluación para conductas adictivas, variables sociodemográficas, clima escolar y otras variables psicológicas transdiagnósticas. Resultados: Se realizará una aplicación piloto para probar el protocolo diseñado y calcular el tamaño muestral necesario para la evaluación de resultados. Posteriormente, se aplicará el programa y se realizarán análisis de datos de tipo longitudinal para informar de la eficacia de la intervención y de los posibles moderadores y mediadores. Conclusiones: Existen pocas evaluaciones de la efectividad de los programas de prevención escolar y se espera que este artículo contribuya, como modelo, a fomentar la cultura de la evaluación.(AU)


Subject(s)
Humans , Male , Female , Adolescent , Behavior, Addictive/prevention & control , School Health Services , Substance-Related Disorders , Cluster Analysis , Education, Primary and Secondary , Psychology , Psychology, Social , Case-Control Studies , Longitudinal Studies , Spain
9.
Article in English | MEDLINE | ID: mdl-36497804

ABSTRACT

BACKGROUND: Addictive behaviors such as tobacco/e-cigarette smoking, at-risk alcohol consumption, cannabis use or compulsive internet use are common among apprentices. ready4life is a mobile app-based preventive intervention program for apprentices that promotes life skills and reduces risky behavior. The present study tested the efficacy of ready4life for addiction prevention among apprentices in Switzerland within a controlled trial. METHODS: Two-arm, cluster-randomized controlled trial including assessments at baseline and follow-up after 6 months. Participants of the intervention group received coaching by a conversational agent for 16 weeks. The main outcome measure was a composite score for addictive behaviors, which included (1) at-risk drinking, (2) tobacco/e-cigarette smoking, (3) cannabis use and (4) problematic internet use. RESULTS: A total of 2275 students from 159 vocational school classes in Switzerland, were invited for study participation. Of these, 1351 (59.4%) students with a mean age of 17.3 years and a male proportion of 56.6% provided informed consent to participate. The follow up assessment at month 6 was completed by 962 (71.2%) study participants. The results concerning the primary outcome showed a stronger decrease of addictive behaviors between baseline and follow up in the intervention group compared to the control group. In particular, significant effects were observed for at-risk drinking and problematic Internet use, while no significant effects were observed for tobacco/e-cigarette smoking and cannabis use. CONCLUSIONS: The majority of apprentices invited for program participation within vocational schools participated in the ready4life program for addiction prevention. The mobile app-based coaching was effective in reducing risk behaviors such as at-risk drinking and problematic Internet use in a group of adolescents who have an especially high risk of engaging in addictive activities.


Subject(s)
Behavior, Addictive , Electronic Nicotine Delivery Systems , Mobile Applications , Adolescent , Male , Humans , Behavior, Addictive/prevention & control , Students , Risk-Taking
10.
Rev Med Suisse ; 18(797): 1817-1824, 2022 Sep 28.
Article in French | MEDLINE | ID: mdl-36170137

ABSTRACT

In old age, the chronic use of substances such as alcohol and sedatives, and more recently opioids, is a major public health and personal problem. Despite this, relatively little attention has been paid to the disorders associated with the use of these substances. These recommendations have been formulated by the Swiss Society for Elderly Psychiatry and Psychotherapy (SPPA) in collaboration with the Swiss Nurses' Association (SNA) and the Swiss Society for Addiction Medicine (SSAM). They provide a summary of the knowledge about addiction disorders in old age for the benefit of those working with patients, with the aim of strengthening prevention, early detection and appropriate interventions.


À l'âge avancé, la consommation chronique de substances comme l'alcool et les sédatifs, et plus récemment les opioïdes, représente un important problème pour les personnes concernées et de santé publique. Malgré cela, relativement peu d'attention a été accordée aux troubles associés à la consommation de ces substances. Les présentes recommandations ont été formulées par la Société suisse de psychiatrie et psychothérapie de la personne âgée (SPPA) en collaboration avec l'Association suisse des infirmières et infirmiers (ASI) et la Société suisse de médecine de l'addiction (SSMA). Elles mettent à la disposition des intervenants auprès des patients un résumé des connaissances au sujet des troubles addictifs à l'âge avancé, avec comme objectif de renforcer la prévention et le dépistage précoce, et des interventions adaptées.


Subject(s)
Addiction Medicine , Behavior, Addictive , Aged , Analgesics, Opioid , Behavior, Addictive/diagnosis , Behavior, Addictive/prevention & control , Humans , Hypnotics and Sedatives , Psychotherapy
11.
Article in English | MEDLINE | ID: mdl-35954678

ABSTRACT

The Swiss Youth and Media Act, which is about to enter into force, is an attempt to provide a legislative framework for video game use. Among other inclusions, the law intends to make providers more accountable by taking measures to protect minors from harm that can be caused by improper use of video games. However, it is a challenge to create a legal framework that can adequately regulate the evolving features of video games. Legislators must find a suitable regulatory approach which takes into account the fact that there is an increasing convergence between video games and gambling, particularly with the introduction of loot boxes. Moreover, there is a need for regulation, including the prohibition of misleading designs, the introduction of additional protection for minors, and the assurance of transparency of transactions. Appropriate policy legislation and consumer-protection measures are needed to protect people using these types of products, particularly children and adolescents. Further work should focus on assessing game characteristics to refine regulatory models to promote safe gaming. Based on experiences from the field of psychoactive substances as well as that of gambling, it is now a matter of developing a matrix of harm with elaborated categories: a tool that makes it possible to evaluate the potential harms of certain game design in an evidence-based manner.


Subject(s)
Behavior, Addictive , Gambling , Video Games , Adolescent , Behavior, Addictive/prevention & control , Child , Humans , Policy , Public Health
12.
Article in English | MEDLINE | ID: mdl-35681980

ABSTRACT

This brief commentary aims to provide an overview of the available and relatively new precision management of reward deficiencies manifested as substance and behavioral disorders. Current and future advances, concepts, and the substantial evidential basis of this potential therapeutic and prophylactic treatment modality are presented. Precision Behavioral Management (PBM), conceptualized initially as Precision Addiction Management (PAM), certainly deserves consideration as an important modality for the treatment of impaired cognitive control in reward processing as manifested in people with neurobiologically expressed Reward Deficiency Syndrome (RDS).


Subject(s)
Behavior, Addictive , Reward , Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Cognition , Humans , Streptothricins , Syndrome
13.
Rev. psicol. clín. niños adolesc ; 9(2): 65-73, Mayo 2022. tab
Article in Spanish | IBECS | ID: ibc-204772

ABSTRACT

El uso de las Tecnologías de la Información y la Comunicación (TIC) en edades tempranas es cada vez más generalizado. El objetivo de este trabajo fueaportar evidencias de validez y de fiabilidad de la adaptación al español de la Escala de Uso Problemático de Medios con Pantallas (Problematic MediaUse Measure) y su versión corta (Problematic Media Use Measure Short Form). Ambas evalúan el uso problemático de los medios con pantalla enmenores de 4 a 11 años, con la información proporcionada por sus progenitores. La evidencia de validez se basó en el análisis de su estructura internay su relación con otras variables, y la estimación de su fiabilidad se basó en el modelo Omega de McDonald. La muestra consistió en 230 progenitoresde alumnos de dos centros de educación infantil y primaria de la provincia de Huelva (España), con una edad media de 39.58 años (DE = 5.70). Losprogenitores aportaron datos de 230 menores, con edades entre los 4 y los 11 años (M = 8.65; DT = 2.12). De estos, 111 eran niños (48.3%) y116 niñas (50.4%), con tres participantes omitiendo el género. Los resultados, obtenidos mediante un Análisis Factorial Confirmatorio, muestran queambas escalas se ajustan a un modelo unidimensional y cuentan con altos valores de confiabilidad (valor Omega de McDonald de .96 para la escalacompleta y de .90 para la reducida). Se encontró que los dispositivos más utilizados fueron TV, DVD y vídeos, y que su uso se correlacionó positiva ysignificativamente con la preocupación de los padres. Ambas escalas en su versión española se muestran como instrumentos útiles para evaluar el usoproblemático de los medios con pantallas a partir del reporte de los padres. (AU)


The use of information and communication technologies (ICT) at an early age is becoming more widespread. The aim of this work was to provide evidence of validity and reliability ofthe Spanish adaptation of the Problematic Media Use Measure and its short version (Problematic Media Use Measure Short Form). Both evaluatethe problematic media use in children aged 4 to 11 years, by means of the information provided by their parents. The validity evidence was basedon the assessment of its internal structure and its relationship with other variables, and the estimation of its reliability was based on McDonald’sOmega model. The sample consisted of 230 parents of students from two early childhood and primary education centers in the province of Huelva(Spain), with a mean age of 39.58 years (SD = 5.70). Parents provided data on 230 minors, aged between 4 and 11 years (M = 8.65; SD = 2.12).Of these, 111 were boys (48.3%) and 116 girls (50.4%), with three participants omitting gender. The results, obtained by means of a ConfirmatoryFactor Analysis (CFA), shows that both scales fit a unidimensional model and have high reliability values (McDonald’s Omega value of .96 for the fullscale and .90 for the reduced scale). It was found that the most used devices were TV, DVD and videos, and that their use correlated positive andsignificantly with parental concern. Both scales in their Spanish version are shown to be useful instruments for the assessment of the problematicmedia use by means of the parents report. (AU)


Subject(s)
Humans , Child , Mental Health/trends , Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Internet , Surveys and Questionnaires
15.
Int J Drug Policy ; 101: 103575, 2022 03.
Article in English | MEDLINE | ID: mdl-34990982

ABSTRACT

This article concerns how craving is approached and handled, how it is 'made up', in the practice of so-called relapse prevention (RP) for addiction problems. There is a lack of research on what RP in general, and craving in particular, 'is' and can become across settings. Drawing upon science and technology studies (STS) and critical addiction research, we analyze how craving is enacted in manuals and training material related to the intervention, and in interviews with professionals in the Swedish treatment system. Adopting an archeological approach, we scrutinize different layers of craving enactments in RP, in search of assumptions that give rise to what John Law refers to as 'collateral realities'. We identified three collateral realities: 1) 'The materialization of craving'; 2) 'The transcendence of the individual' and 3) 'The merging of treatment and everyday life' The data show that the brain, cognition, emotions and behavior are enacted in RP as demarcated targets of intervention that the individual can transcend and control. This approach, in turn, relies on the more foundational tenet that there are no clear-cut boundaries between different identities (I/me/self; body/brain/cognition), between different settings (inside/outside treatment; real/imagined situations) or between different points in time (now/then/before). We discuss the relevance and usefulness of addiction treatment realities where craving is approached as a stable object that can be effectively treated, and where interventions inaugurate neoliberal governance of responsibilized individuals.


Subject(s)
Behavior, Addictive , Craving , Archaeology , Behavior, Addictive/prevention & control , Behavior, Addictive/psychology , Humans , Secondary Prevention , Sweden
16.
Rev Infirm ; 71(277): 44-46, 2022 Jan.
Article in French | MEDLINE | ID: mdl-35090633

ABSTRACT

The development of psychosocial skills in children is considered an important element in the promotion of health and well-being. Mindfulness meditation in schools is a promising start in managing emotions and preventing addictions. A report from an addiction nurse on the experience of children in the fourth and fifth grades.


Subject(s)
Behavior, Addictive , Meditation , Mindfulness , Behavior, Addictive/prevention & control , Child , Emotions , Humans
17.
Rev. psicol. clín. niños adolesc ; 9(1): 62-71, Enero 2022. tab
Article in Spanish | IBECS | ID: ibc-204763

ABSTRACT

El objetivo fue analizar las evidencias de validez y confiabilidad de la Escala de Riesgo de Adicción-adolescente a las Redes Sociales e Internet (ERARSI) en estudiantes peruanos. Participaron 755 estudiantes (52.2% mujeres), con edades comprendidas entre los 13 a 24 años (M = 17, DE = 2.93)pertenecientes a escuelas (62.2%) o universidades privadas (33.8%). Se analizó la estructura interna de la ERA-RSI, la invarianza según nivel educativoy sexo, su relación con otras variables y la confiabilidad por consistencia interna. Los resultados del Análisis Factorial Confirmatorio (AFC) indican unaestructura de cuatro dimensiones con adecuados índices de ajuste (χ2 / gl = 3.81, CFI = .91, TLI = .90, RMSEA = .061 [.058, .065], SRMR = .061) yque es invariante según el nivel educativo (escolares y universitarios) y el sexo (hombres y mujeres). Además, se evidencia una buena confiabilidad porconsistencia interna (ω = .74 a .83). Por su parte, la validez convergente se realizó con el Cuestionario de Adicción a las Redes Sociales (ARS) y seencontró, entre las dimensiones de ambas pruebas, correlaciones positivas, estadísticamente significativas y de magnitud entre moderadas y fuertes.En conclusión, la presente adaptación de la ERA-RSI cuenta, en general, con adecuadas evidencias empíricas de validez y fiabilidad y puede ser usadaen futuras investigaciones. (AU)


The aim of thestudy was to analyze the psychometric properties of the Adolescent- Risk of Addiction to Social Networks and Internet Scale (ERA-RSI) in Peruvianstudents. The sample was composed by 755 students (52.2% women), whose ages ranged from 13 to 24 years (M = 17, SD = 2.93) and attendedprivate schools (62.2%) or universities (33.8%). The internal structure of the ERA-RSI, the invariance according to the level of instruction and sex,its relationship with other variables, and the reliability by internal consistency were analyzed. The results of the Confirmatory Factor Analysis (CFA)indicate a four-dimensional structure with adequate fit indices (χ2 / gl = 3.81, CFI = .91, TLI = .90, RMSEA = .061 [.058, .065], SRMR = .061)and which is invariant according to the level of instruction (school and university) and sex (men and women). In addition, good reliability is shown byinternal consistency (ω = .74 to .83). For its part, convergent validity was performed with the Social Media Addiction Questionnaire (ARS) a positive,moderate to strong statistically significant correlation were found between the dimensions of both tests. In conclusion, the present adaptation of theERA-RSI has, in general, adequate empirical evidence of validity and reliability and can be used in future research.


Subject(s)
Humans , Adolescent , Young Adult , Addiction Medicine , Behavior, Addictive/prevention & control , Social Networking , Internet/trends , Psychometrics , Peru
18.
J Pediatr Nurs ; 63: e36-e43, 2022.
Article in English | MEDLINE | ID: mdl-34782157

ABSTRACT

PURPOSE: This study aimed to explore the experiences of adolescents at risk of digital game addiction in Turkey. DESIGN AND METHODS: Guided by a grounded theory design, data were collected from 14 adolescents through one-on-one in-depth interviews between January and April 2021. Simultaneous data collection and analysis involved theoretical sampling, constant comparison, and memo writing. Open, axial, and selective coding were used in data analysis, while analytic coding identified the core category and subcategories and provided the foundation for the substantive theory. RESULTS: The core category, "I want to limit my time playing digital games, but I need the support of my family to do so," demonstrated the adolescents' awareness of their situation. The analysis yielded an interpretive theory comprising three inter-related categories: causal factors, effects on life, and solution pathways. CONCLUSIONS: The participants' reasons for playing digital games included meeting their need for socialization and passing the time. However, digital gaming affects adolescents physically, psychosocially, and culturally. Solutions include early childhood education and family support, which can significantly reduce the risk of digital game addiction. PRACTICE IMPLICATIONS: Preventing digital game addiction is an important goal, and identifying risks contributing to digital game addiction is fundamental to establishing preventive measures. This study's findings may increase awareness of the subject for teachers, school nurses, and parents. Among the potential remedial measures are future studies focused on preventing digital game addiction and adding instruction to school curricula regarding necessary and beneficial uses of digital technologies.


Subject(s)
Behavior, Addictive , Video Games , Adolescent , Behavior, Addictive/prevention & control , Child, Preschool , Grounded Theory , Humans , Schools , Turkey
19.
J Gambl Stud ; 38(3): 993-1008, 2022 Sep.
Article in English | MEDLINE | ID: mdl-34424447

ABSTRACT

Gambling is legal in most countries. However, despite having some economic benefits, certain characteristics of gambling can have health consequences, rendering it a public health issue. The effects can be summarized according to the following three "laws" of ethical gambling: "Gambling Dynamics Law": companies' economic gains come directly from players' losses; "Expected Loss Law": the more one gambles, the greater the probability of losing; and "Addiction Law": the more one gambles, the greater the need to play again, leading to further losses. Ludens is a gambling addiction prevention program that has four goals: inform participants about gambling and gambling addiction; sensitize participants to the risk of gambling for health, especially addiction; promote a change in attitudes toward gambling; and alert participants to risky behaviors that can lead to addiction. The prevention program was implemented during 2017 to 2019. Fourteen psychologists presented it to 2372 adolescents (48.8% females, 51.2% males) aged 14-19 years, none of whom were university students, recruited from 42 Spanish high schools in 132 groups taking different courses. The main dependent variables analyzed were the monthly frequencies of gambling, at-risk gambling, and gambling addiction (as measured by the National Opinion Research Center DSM-IV Screen for Gambling Problems, adapted to diagnose gambling disorder according to DSM-5, in which pathological gambling is considered an addictive disorder). Given that all of the gamblers were adolescents (most were minors), fulfilment of 1-3 the DSM-5 diagnostic criteria was considered to indicate a risk of problem gambling. After the administration of Ludens, statistically significant reductions were observed in the three variables of interest: monthly frequency of gambling, percentage of adolescents with risky gambling, and percentage of adolescents with gambling disorder. The results were analyzed according to sex and age (minors vs. adolescents between 18 and 19 years old). The results obtained after applying the prevention program indicate that Ludens is effective as a universal prevention program for gambling addiction.


Subject(s)
Behavior, Addictive , Gambling , Adolescent , Adult , Behavior, Addictive/diagnosis , Behavior, Addictive/prevention & control , Diagnostic and Statistical Manual of Mental Disorders , Female , Gambling/psychology , Humans , Male , Risk-Taking , Schools , Young Adult
20.
J Pediatr Nurs ; 63: e127-e135, 2022.
Article in English | MEDLINE | ID: mdl-34625302

ABSTRACT

PURPOSE: This study investigated the effectiveness of a peer relationship enhancement program in preventing smartphone addiction among late school-age children. DESIGN AND METHODS: This study employed a non-equivalent control pretest-posttest design. The participants (the experimental and control groups comprised 27 and 25 participants, respectively) included late school-age children who were registered at eight community children's centers in a region in South Korea. The program comprised group-based play and art activities, spanning 12 sessions, each of which was 90 min long. The outcome variables were peer relationships, depression, self-control, and smartphone addiction. Data were collected through baseline, post-intervention, and follow-up assessments and analyzed through repeated measures analysis of variance (RM-ANOVA). RESULTS: This program had a significant effect on peer relationships, depression, and smartphone addiction; however, no effect was found on self-control. CONCLUSION: The peer relationship enhancement program of this study was effective in preventing smartphone addiction by improving peer relationships and reducing depression in late school-age children. PRACTICAL IMPLICATIONS: The peer relationship enhancement program can be utilized in various pediatric nursing settings to prevent smartphone addiction. Therefore, it contributes to the expansion of the field of pediatric nursing practices.


Subject(s)
Behavior, Addictive , Internet Addiction Disorder , Behavior, Addictive/prevention & control , Child , Humans , Republic of Korea , Smartphone , Surveys and Questionnaires
SELECTION OF CITATIONS
SEARCH DETAIL
...