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1.
Front Psychiatry ; 15: 1306450, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38343624

RESUMEN

Background: A growing number of high schools in Canada offer eSports (ES) in their facilities, which raises concerns regarding this activity's potential health risks for adolescents. Methods: The aim of this study is to describe the characteristics of 67 adolescent ES players (ESp) and to compare them to 109 recreational gamers in their high school (nESp). The two groups were compared on (1) sociodemographic and academic characteristics; (2) online and offline activities; (3) psychological characteristics. Results: Results show that ESp spend more time on online activities and report a higher proportion of problematic gaming compared to the nESp group. ESp report more often that gaming has positive consequences on their physical health and report more often negative consequences on their education compared to the nESp group. Conclusion: These results underscore the importance of screening gaming problems among adolescent ES players. Targeted prevention should be carried out with these teenagers and in order to be adapted, prevention efforts should consider both, the positive and negative consequences that ESp experience from gaming.

2.
J Clin Med ; 12(3)2023 Jan 29.
Artículo en Inglés | MEDLINE | ID: mdl-36769675

RESUMEN

BACKGROUND: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia. METHODS: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70). RESULTS: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predicted by problematic social networking and gaming, lack of perseverance, positive urgency, and depression. CONCLUSIONS: The differences in PIU between countries were significant for those between continental regions (Europe versus non-European countries). One of the most interesting findings is that the specific PIU risks were generally low compared to contemporary literature. However, higher levels of PIU were present in countries outside of Europe, although intra-European differences existed.

3.
J Behav Addict ; 12(1): 295-301, 2023 Mar 30.
Artículo en Inglés | MEDLINE | ID: mdl-36592331

RESUMEN

Background: Video gaming is a popular activity among young people. Time spent with gaming was found to be only moderately associated with gaming disorder. However, patterns of binge gaming (playing more than 5 h consecutively) were rarely considered in research on gaming. This study explores how binge gaming frequency is related with gaming disorder and mental health. Methods: The sample came from the Cohort study on substance use risk factors (C-SURF) and comprised 5,358 young men aged 28.26 years (SD = 1.27). ANCOVA was conducted to estimate the association between binge gaming frequency (gaming at least 5 h consecutively) and gaming disorder (measured with the Game Addiction Scale) as well as indicators of mental health. Results: A total of 33.3% of the sample engaged in binge gaming at least once in the previous year, and 6.1% at least weekly. Frequency of binge gaming was associated with gaming disorder score in a linear dose-response relationship (linear trend = 2.30 [2.14, 2.46]) even if adjusted for time spent gaming (linear trend = 1.24 [1.03, 1.45). More frequent binge gaming was associated with lower life satisfaction and sleep quality, and with more major depression and social anxiety disorder symptoms. Conclusions: Binge gaming patterns, especially daily or almost daily binge gaming, are important to consider with regard to gaming disorder and mental health. Asking about binge gaming may be a promising screening question for gaming related problems. Encouraging regular breaks from gaming may be a valuable prevention strategy to reduce negative outcomes of gaming.


Asunto(s)
Conducta Adictiva , Fobia Social , Juegos de Video , Masculino , Humanos , Adolescente , Salud Mental , Estudios de Cohortes , Juegos de Video/psicología , Conducta Adictiva/complicaciones , Conducta Adictiva/epidemiología , Conducta Adictiva/diagnóstico
4.
J Consult Clin Psychol ; 91(4): 221-233, 2023 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-36521131

RESUMEN

OBJECTIVE: Assess the efficacy of integrative couple treatment for pathological gambling (ICT-PG) in comparison to treatment provided in an individual approach. METHOD: Eighty couples were assigned randomly to ICT-PG (n = 44, Mage = 42.2, SD [13.4], n male gamblers = 29) or individual treatment (n = 36, Mage = 39.9 SD [13.0], n male gamblers = 31) with follow-ups at 4- and 10-months postadmission regarding the severity of gambling, the individual and couple's well-being. Linear mixed and generalized estimating equation models for repeated measures were applied to take into account the dependency of observations. Protocol was preregistered at www. CLINICALTRIALS: gov (ID: NCT02240485). RESULTS: Participants in both treatments generally improved over time with reductions on gambling expanses from an initial $4,000-$600 in a 90-day period following treatment, without difference across treatment conditions in money spent on gambling or frequency of gambling. However, on different indices of gambling severity, the participants in ICT-PG showed more improvement at follow-ups, with better control capacity (OR = 2.57, p < .0129) and greater reduction in gambling craving (OR = 5.83, p < .0001) and erroneous cognitions (OR = 2.63, p < .0063). The couple treatment was associated with a better individual well-being (e.g., less depression for partners, OR = 5.53; p < .0351, and gamblers, OR = 2.37; p < .0334) and couple well-being (e.g., better dyadic satisfaction for partners, OR = 2.02; p < .0057, and gamblers, OR = 3.07; p < .0212). CONCLUSIONS: The results underline the necessity to provide a greater diversity of treatment for gamblers and their partner. Further research should focus on identifying active components of ICT-PG and widen its provision to gamblers with concurrent addiction disorders. (PsycInfo Database Record (c) 2023 APA, all rights reserved).


Asunto(s)
Juego de Azar , Humanos , Masculino , Adulto , Juego de Azar/terapia , Estudios de Seguimiento
5.
J Gambl Stud ; 38(3): 1075-1092, 2022 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-34286413

RESUMEN

Consequences experienced by the partners of individuals with a gambling disorder are well documented. However, little is known about the deleterious effects experienced by other people than partners of gamblers. A better understanding of these consequences could help improve clinical practices. The goal of this paper is to compare the consequences experienced by partners of gamblers with those experienced by their close family members (parents, adult children, siblings) by using the categorization method proposed by Langham et al. (BMC Public Health, 2016). To achieve this goal, 46 semi-structured interviews were conducted. Results indicate that the extent and intensity of the consequences experienced vary widely based on their level of emotional and financial involvement with the gambler. Considering the specific elements involved for each type of person in a gambler's life, future research should distinguish participants based on the nature of their relationship with the gambler.


Asunto(s)
Juego de Azar , Adulto , Humanos , Familia/psicología , Juego de Azar/psicología , Motivación , Hijos Adultos
6.
Child Youth Care Forum ; 51(4): 811-833, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-34658612

RESUMEN

Background: Several studies conducted since the beginning of the COVID-19 pandemic have shown its harmful effects on young people's mental health. In Québec and Canada, few studies have focussed on adolescents, and even fewer of these studies have examined this subject using a methodology that involved comparisons of data obtained before and during the pandemic, which is the purpose of this study. Objective: The objective of this study is to determine the impact of the COVID-19 pandemic on the anxiety of secondary 1 and 2 students in Québec, using data obtained before and during the pandemic. Method: Participants were 2990 French Canadian students in secondary 1 (grade 7) and secondary 2 (grade 8) in Québec. Two independent samples completed the questionnaires, one sample before the pandemic (fall 2019) and one sample during the pandemic (fall 2020). Their answers were subjected to descriptive analysis and multivariate analysis of variance. Results: Results show that the pandemic has had variable impacts on the student's mental health, with some of them reporting negative effects on their lives, others reporting no effect, and some reporting positive effect. However, the students surveyed during the pandemic generally reported more symptoms of generalized anxiety, and higher levels of test anxiety, fear of judgment and perfectionism than the ones surveyed before the pandemic. Conclusions: The discussion puts forward possible explanations for the results obtained, which contribute to a better understanding of young adolescents' experience during the COVID-19 pandemic. It also discusses the importance of developing interventions for adolescents affected by this pandemic.

7.
Addiction ; 116(11): 2968-2977, 2021 11.
Artículo en Inglés | MEDLINE | ID: mdl-33620735

RESUMEN

BACKGROUND AND AIMS: Few meta-analyses have been conducted to pool the most constant risk factors for problem gambling. The present meta-analysis summarizes effect sizes of the most frequently assessed problem gambling risk factors, ranks them according to effect size strength and identifies any differences in effects across genders. METHOD: A random-effects meta-analysis was conducted on jurisdiction-wide gambling prevalence surveys on the general adult population published until March 2019. One hundred and four studies were eligible for meta-analysis. The number of participants varied depending on the risk factor analyzed, and ranged from 5327 to 273 946 (52% female). Weighted mean odds ratios were calculated for 57 risk factors (socio-demographic, psychosocial, gambling activity and substance use correlates), allowing them to be ranked from largest to smallest with regard to their association with problem gambling. RESULTS: The highest odds ratio (OR) was for internet gambling [OR = 7.59, 95% confidence interval (CI) = 5.24, 10.99, P < 0.000] and the lowest was for employment status (OR = 1.03, 95% CI = 0.87, 1.22, P = 0.718). The largest effect sizes were generally in the gambling activity category and the smallest were in the socio-demographic category. No differences were found across genders for age-associated risk. CONCLUSIONS: A meta-analysis of 104 studies of gambling prevalence indicated that the most frequently assessed problem gambling risk factors with the highest effect sizes are associated with continuous-play format gambling products.


Asunto(s)
Juego de Azar , Adulto , Femenino , Juego de Azar/epidemiología , Humanos , Masculino , Factores de Riesgo , Encuestas y Cuestionarios
8.
J Gambl Stud ; 37(4): 1163-1176, 2021 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-33538954

RESUMEN

This article examines the effect of gambling location on the frequency, expenditure, and time spent on cash game poker in relation to individual characteristics of gamblers. Data were drawn from a 2012 Québec epidemiological gambling survey. The quantitative analysis used multilevel methods to model the dual-level hierarchical design of gambling location (level 1) and individual characteristics nested within poker cash game players (level 2). The sample was comprised of 270 individuals aged 18 years and above and living in private homes, who reported gambling on poker cash games in the past 12 months. Participants reported their gambling habits in up to three locations: private homes, the casino, and the Internet. Demographic data included age, gender, education level, and income. Significant variation was reported between the three locations and the gameplay patterns variables, i.e. betting frequency, time, and spending. The most frequently reported gambling locations were private dwellings (87.4%), followed by casinos (15.9%), and the Internet (13.7%). Some interactions between location and the demographic variables were observed. Moreover, the multilevel analysis revealed an important relationship between the location and poker cash gambling behavior. This study reveals the significance of contextual factors as a fundamental element in gambling behaviors and highlights the need for prevention strategies that target specific high-risk contexts rather than individually based interventions.


Asunto(s)
Juego de Azar , Juego de Azar/psicología , Humanos , Internet , Análisis Multinivel , Quebec/epidemiología , Encuestas y Cuestionarios
9.
Addiction ; 116(9): 2463-2475, 2021 09.
Artículo en Inglés | MEDLINE | ID: mdl-33449441

RESUMEN

BACKGROUND AND AIMS: Following the recognition of 'internet gaming disorder' (IGD) as a condition requiring further study by the DSM-5, 'gaming disorder' (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the 11th revision of the International Classification of Diseases (ICD-11). However, the proposed diagnostic criteria for gaming disorder remain the subject of debate, and there has been no systematic attempt to integrate the views of different groups of experts. To achieve a more systematic agreement on this new disorder, this study employed the Delphi expert consensus method to obtain expert agreement on the diagnostic validity, clinical utility and prognostic value of the DSM-5 criteria and ICD-11 clinical guidelines for GD. METHODS: A total of 29 international experts with clinical and/or research experience in GD completed three iterative rounds of a Delphi survey. Experts rated proposed criteria in progressive rounds until a pre-determined level of agreement was achieved. RESULTS: For DSM-5 IGD criteria, there was an agreement both that a subset had high diagnostic validity, clinical utility and prognostic value and that some (e.g. tolerance, deception) had low diagnostic validity, clinical utility and prognostic value. Crucially, some DSM-5 criteria (e.g. escapism/mood regulation, tolerance) were regarded as incapable of distinguishing between problematic and non-problematic gaming. In contrast, ICD-11 diagnostic guidelines for GD (except for the criterion relating to diminished non-gaming interests) were judged as presenting high diagnostic validity, clinical utility and prognostic value. CONCLUSIONS: This Delphi survey provides a foundation for identifying the most diagnostically valid and clinically useful criteria for GD. There was expert agreement that some DSM-5 criteria were not clinically relevant and may pathologize non-problematic patterns of gaming, whereas ICD-11 diagnostic guidelines are likely to diagnose GD adequately and avoid pathologizing.


Asunto(s)
Conducta Adictiva , Trastornos Disruptivos, del Control de Impulso y de la Conducta , Juegos de Video , Técnica Delphi , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Humanos , Internet
10.
Artículo en Inglés | MEDLINE | ID: mdl-33445592

RESUMEN

There is limited research exploring the perceptions of people who gamble on the self-control strategies used to limit their gambling. This qualitative study examines self-control strategies used to limit money spent gambling, frequency of gambling, and time spent gambling. A total of 56 people who gamble (27 males and 29 females) participated in nine focus groups and five individual interviews in Montreal, Calgary, and Toronto (Canada). Self-control strategies used to limit their gambling expenditure were more common than frequency or time limiting strategies. Strategies to limit expenditure included: restricting access to money; keeping track of money allocated to gambling activities; and avoiding certain types of gambling activities. Various contextual factors were identified to influence those strategies, including social influences; winning or losing; using substances. Findings from this study emphasize the importance of communicating clear gambling limits to people who gamble, as well as the value of developing individual self-control strategies to limit frequency, time and money spent gambling.


Asunto(s)
Juego de Azar , Autocontrol , Canadá , Femenino , Juego de Azar/epidemiología , Humanos , Masculino
11.
Artículo en Inglés | MEDLINE | ID: mdl-33291669

RESUMEN

Background: Internet gambling may increase rates of gambling harm. This current study aimed to assess Internet poker players' views on various harm-reduction (HR) strategies. It also examined differences in these views according to the games played (poker only vs. poker plus other gambling activities), indebtedness, and problem gambling severity. Methods: Internet poker players (n = 311; 94.2% Male) recruited online between 2012 and 2014 were included in the analyses and completed a survey on indebtedness, problem gambling severity index, and ten statements regarding HR features. Results: Among the whole sample, the most frequently endorsed HR strategy was setting money limits, specialized online help, and peer support forums. People who play poker only (70%) are less prone to endorse the utility of information on excessive gambling and specialized healthcare centers. No differences were found between those people with debt versus those without regarding HR assessment. Participants with severe problem gambling were more skeptical about HR strategies based on information on specialized healthcare centers. Conclusion: Setting money limits, online help, and peer support forums are the most commonly endorsed strategies. Future research is needed to evaluate the effectiveness of online harm reduction strategies.


Asunto(s)
Juego de Azar , Reducción del Daño , Adulto , Estudios Transversales , Femenino , Humanos , Internet , Masculino , Encuestas y Cuestionarios , Adulto Joven
12.
Addict Behav Rep ; 11: 100251, 2020 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-32467840

RESUMEN

Online poker is considered more at-risk than land-based poker in terms of intense gambling behaviors and gambling problems. The development of many online gambling sites has raised public health concerns about the potential increase in online poker players. Longitudinal studies are useful to better understand the evolution of gambling behaviors; however, very few consider online poker players. Using a prospective design, this study aims to identify online and land-based trajectories over a two-year period and the factors influencing those trajectories. Results are based on data collected at three time-points over the course of a prospective cohort study conducted in Quebec (n = 304). A latent class growth analysis was performed to determine trajectories based on the main poker modality played, either online or land-based poker. Multinomial multivariable logistic regression analyses were conducted to determine the correlates of poker playing trajectories. Over two years, three poker playing trajectories were identified, comprising two stable trajectories [stable land-based (51.5%) and stable online (36.3%)] and an unstable trajectory [unstable online land-based (12.1%)]. The second trajectory included online poker players at baseline who transitioned to land-based poker. Number of gambling activities increased the odds of being in the first trajectory as compared to the others. Severity of gambling problems was a significant predictor of the second "unstable" or the third "stable online" trajectories, but not for the first "stable land-based" poker trajectory. The majority of poker players remained in either the land-based or online trajectories over two years. No poker players transitioned from land-based to online poker.

13.
Addict Behav ; 106: 106331, 2020 07.
Artículo en Inglés | MEDLINE | ID: mdl-32151892

RESUMEN

BACKGROUND: Problematic Internet use (PIU) is an important emerging public health problem. Among youth, the link between PIU and other risky behaviors needs to be defined. The objective of this systematic review is to explore the association between Internet use and substance use (alcohol, cannabis) among youth. METHODS: Empirical studies meeting inclusion criteria were chosen from important databases and then reviewed. Quality assessment and narrative synthesis were executed. Forty-three studies were eligible. SYNTHESIS: A majority of studies found a positive association between PIU and alcohol use, as well as between PIU and cannabis use. High heterogeneity in the assessment of alcohol and cannabis use made the synthesis a great challenge. CONCLUSIONS: Current studies do not allow us to determine whether or not PIU and cannabis and alcohol use are linked. Prevention programs for youth addressing risky behavior should include PIU, an important emerging public health problem. Further studies are needed to assess the longitudinal impact of Internet use on substance use among youth. Validated measures for alcohol and cannabis use among youth should be more consistently used and this would certainly help future knowledge syntheses.


Asunto(s)
Conducta del Adolescente , Conducta Adictiva , Cannabis , Adolescente , Conducta Adictiva/epidemiología , Humanos , Internet , Uso de Internet , Asunción de Riesgos
14.
Can J Public Health ; 111(4): 617-626, 2020 08.
Artículo en Inglés | MEDLINE | ID: mdl-31933237

RESUMEN

OBJECTIVE: Despite the risks associated with poker and its unique characteristics when compared with other forms of gambling, little knowledge exists of poker players' perceptions of prevention strategies. The aim of this study was to explore poker players' perceptions and understandings of existing problem gambling prevention strategies. METHODS: This exploratory qualitative study is a secondary data analysis of interviews conducted as a part of a sequential mixed-methods research project, with 12 poker players. RESULTS: Two main themes emerged from the thematic analysis highlighting a distinction between institutional and personal prevention strategies. When speaking about institutional prevention efforts, players were critical of existing formats, messages, and who these messages were being developed and disseminated by and for. Players believed existing messaging strategies demonstrate an overall lack of awareness concerning the reality of poker. Personal preventive strategies that players themselves put in place to reduce risks included money management, playing for free, maintaining a healthy play-life balance, and managing emotions, to be aware of their relationship with poker, as well as spotting paying opportunities. CONCLUSIONS: Given poker players' lack of receptivity to existing prevention messaging, it is essential to consider the unique nature of poker and its players. It is also imperative to explore the potential benefits of collaborating with players when it comes to targeted prevention strategies.


Asunto(s)
Juego de Azar , Conocimientos, Actitudes y Práctica en Salud , Adolescente , Adulto , Juego de Azar/prevención & control , Juego de Azar/psicología , Humanos , Investigación Cualitativa
15.
J Gambl Stud ; 36(1): 355-371, 2020 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-30673927

RESUMEN

Despite the popularity in poker-related activities in recent years, few studies have focused on the evolution of gambling habits of poker players over a long period of time. The aim of this study is to examine factors influencing trajectories of poker players. The results are based on data collected at a four-time measurement of a prospective cohort study conducted in Quebec (n = 304 poker players). A latent class growth analysis was performed to identify trajectories based on the Problem Gambling Severity Index score. Multinomial multivariable logistic regression analyses were conducted to determine the correlates of gambling trajectories. Over the 3 years of the study, three gambling problem trajectories were identified, comprising one decreasing trajectory (1st: non-problematic-diminishing), one stable trajectory (2nd: low risk-stable), and one increasing trajectory (3th: problem gamblers-increasing). Internet as the main poker form and number of game played were associated with at-risk trajectories. Depression symptoms were significant predictors of the third trajectory whereas impulsivity predicted the second trajectory. This study shows that the risk is remaining low over years for the vast majority of poker players. However, the vulnerable poker players at the beginning of the study remain on a problematic increasing trajectory. It is therefore important to prioritize individuals in the third trajectory for interventions.


Asunto(s)
Conducta de Elección , Juego de Azar/psicología , Conducta Impulsiva , Asunción de Riesgos , Adulto , Conducta Adictiva/psicología , Femenino , Estudios de Seguimiento , Humanos , Masculino , Personalidad , Estudios Prospectivos , Quebec , Recompensa , Factores de Riesgo
16.
Psychol Addict Behav ; 34(2): 392-402, 2020 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-31804100

RESUMEN

For the last 20 years, poker has been one of the most popular forms of gambling for adults. Although various studies have demonstrated the specific characteristics of these players, few studies have focused on teenagers playing poker. However, a better understanding of this activity among this vulnerable group would help to develop more effective strategies for preventing gambling problems. Thus, this study aims to identify, through latent class analysis, subgroups in that population and to assess co-occurrence across various characteristics typically associated with gambling behavior. The sample was constituted of 759 adolescents (70.8% boys; M age = 15.44 years, range = 14-19) recruited in high schools and who had played poker in the last year. The statistical fit indices revealed a four-class solution. Class 1 almost exclusively played simulated poker. Class 2 played poker exclusively in the school context. Class 3 played poker almost exclusively at home. Class 4 showed a very diversified pattern regarding their modalities of poker playing. Results of the logistic regression suggested that gambling related variables (e.g., time spent playing, reading about gambling strategies and diversity of gambling funding) were significant predictors of class membership. This study shows that there is a variety of profiles among young poker players. Although one profile has few risk factors, others have more factors associated with adults' gambling problems. These profiles suggest that specific prevention strategies are probably appropriate to reach these different groups of young people. (PsycINFO Database Record (c) 2020 APA, all rights reserved).


Asunto(s)
Conducta del Adolescente , Juego de Azar/epidemiología , Instituciones Académicas/estadística & datos numéricos , Estudiantes/estadística & datos numéricos , Adolescente , Femenino , Humanos , Análisis de Clases Latentes , Masculino , Factores de Riesgo
17.
J Gambl Stud ; 36(2): 685-698, 2020 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-31828695

RESUMEN

There is little research on the control strategies used by the general public to self-manage gambling habits and avoid harmful consequences. The current study sought to identify the most common self-control strategies of people who gamble regularly, the characteristics of those who use them, and assess the effectiveness of limit-setting strategies in reducing gambling-related harm. We recruited a large sample (N = 10,054) of Canadian adults who reported gambling activity in the past 12 months. Participants completed a survey that assessed gambling habits, use of control strategies including quantitative limit setting, and gambling related harm. The most common control strategies were setting predetermined spending limits, tracking money spent, and limiting alcohol consumption. The number of self-control strategies used by gamblers was positively associated with gambling involvement, annual income, problem gambling severity and playing electronic gaming machines. Approximately 45% of respondents failed to adhere to self-determined quantitative limits for spending, frequency, and time spent gambling. People who stayed within their gambling limits were less likely to report harm even after controlling for other risk factors. However, the effectiveness of remaining within one's personal spending limit decreased for those whose limits exceed $200CAN monthly. The findings support public health interventions that promote lower-risk gambling guidelines aimed at helping gamblers stay within spending, frequency and duration limits.


Asunto(s)
Juego de Azar/psicología , Reducción del Daño , Control Interno-Externo , Conducta de Reducción del Riesgo , Autocontrol , Adulto , Canadá , Femenino , Juego de Azar/prevención & control , Hábitos , Humanos , Masculino , Persona de Mediana Edad , Factores de Riesgo , Conducta Social , Encuestas y Cuestionarios
18.
Cyberpsychol Behav Soc Netw ; 22(7): 451-464, 2019 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-31295025

RESUMEN

The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 items instead of the original 14). However, to date, the CIUS has never been simultaneously compared and validated in several languages and different versions. Consequently, the present study tested the psychometric properties of four CIUS versions (i.e., CIUS-14, CIUS-9, CIUS-7, and CIUS-5) across eight languages (i.e., German, French, English, Finnish, Spanish, Italian, Polish, and Hungarian) to (a) examine their psychometric properties, and (b) test their measurement invariance. These analyses also identified the optimal versions of the CIUS. The data were collected via online surveys administered to 4,226 voluntary participants from 15 countries, aged at least 18 years, and recruited from academic environments. All brief versions of the CIUS in all eight languages were validated. Dimensional, configural, and metric invariance were established across all languages for the CIUS-5, CIUS-7, and CIUS-9, but the CIUS-5 and CIUS-7 were slightly more suitable because their model fitted the ordinal estimate better, while for cross-comparisons, the CIUS-9 was slightly better. The brief versions of the CIUS are therefore reliable and structurally stable instruments that can be used for cross-cultural research across adult populations.


Asunto(s)
Conducta Compulsiva/diagnóstico , Comparación Transcultural , Internet/estadística & datos numéricos , Pruebas Psicológicas/normas , Adolescente , Adulto , Femenino , Humanos , Lenguaje , Masculino , Psicometría , Reproducibilidad de los Resultados , Traducciones , Adulto Joven
19.
J Gambl Stud ; 35(2): 533-544, 2019 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-30778812

RESUMEN

Studies suggest that youth who are exposed to their first gambling experience at an earlier age are at increased risk of developing problems. However, studies reporting age of onset of gambling exposure as a risk factor for gambling problems are cross-sectional by design and the relationship between both variables are sometimes inferred over extending periods of time. Methodologically speaking, it could induce a recall bias, a fact already documented in numerous areas of research related to high-risk conducts in adolescence. Thus, the goal of this study was twofold: to longitudinally describe, among adolescents, the level of discrepancy between reports of age of initiation to gambling activities, and to assess if the discrepancies could be associated with a certain number of known predictors of gambling participation. Additionally, recall period effect (e.g. time passed between answering the same question) was also assessed. Data were collected from a large longitudinal study on gambling among youth and four measurement times at 1-year interval were used, with only young people who have been introduced to gambling retained in the analyses (n =297; 63.3% boys; mean age = 15.25 years). Results revealed significant inconsistencies about age of initiation to gambling activity between measurement times. Moreover, results also revealed that age (e.g. being older) and time passed are significantly associated to the level of inconsistencies of self-reported age of initiation of gambling activity. Theoretical and practical implications of these findings are discussed.


Asunto(s)
Conducta del Adolescente/psicología , Conducta Adictiva/psicología , Juego de Azar/psicología , Autoinforme , Adolescente , Factores de Edad , Edad de Inicio , Estudios Transversales , Femenino , Humanos , Estudios Longitudinales , Masculino , Motivación , Factores de Riesgo , Distribución por Sexo , Juegos de Video/psicología
20.
Can J Psychiatry ; 64(2): 136-144, 2019 02.
Artículo en Francés | MEDLINE | ID: mdl-30278788

RESUMEN

OBJECTIVES: This study highlights the clinical profile of adolescents having consulted with an addiction treatment center (ATC) in Québec for a problematic internet use (PIU) to develop knowledge about these specific clients and precisely target their needs relative to treatment. METHOD: The study was conducted with 80 adolescents between ages 14 and 17 (M = 15.59) who had consulted with an ACT for a PIU. Adolescents have participated in an interview documenting internet use patterns and their consequences, mental health disorder co-occurrence, and family and social relationships. RESULTS: The sample was constituted of 75 boys (93.8%) and 5 girls (6.3%), who spent an average of 55.8 hours (SD = 27.22) per week on internet for non-school or professional activities. Almost all of these youths (97.5%) presented a co-occurring mental health disorder, and more than 70% had seeked help last year for a psychological problem. Results show that 92.6% feel their internet use significantly hinders their family relationships, and 50% feel it impedes their social relationships. CONCLUSIONS: This study shows the multiple difficulties experienced by adolescents in need of a treatment for their PIU. The presence of co-occurring mental health disorders and relational difficulties among them underlines the need to develop and implement in ACTs integrated assessments and treatments that target not only online activities, but also all of life domains that can be affected by PIU. CLINICAL IMPLICATIONS: - PIU adolescents are mainly boys who report problematic use of video games. - Almost all young people who consult for PIU have comorbid mental health problems and difficulties in their relation. - The study highlights the need to offer to this clientele an integrated assessment and treatment services that target all areas of their lives who are likely to be affected, to contribute or maintain the PIU. LIMITATIONS: - This study was conducted with a convenience sample and the results are representative of young people who have visited a treatment center for addiction. The generalization of results to all adolescents with PIU is limited. - Considering that PIU are subject to cultural influence, the scope of this study is limited to populations living in a culture similar to that of Quebec and Canada.


OBJECTIFS: La présente étude dresse le profil clinique des adolescents ayant consulté un centre de traitement de la dépendance (CTD) au Québec en raison d'une utilisation problématique d'Internet (UPI) afin de développer les connaissances sur cette clientèle spécifique et de cibler avec justesse leurs besoins par rapport au traitement. MÉTHODE: L'étude est réalisée auprès de 80 adolescents âgés entre 14 et 17 ans (M = 15,59) ayant consulté un CTD pour une UPI. Les adolescents ont pris part à une entrevue qui documente les habitudes d'utilisation d'Internet et leurs conséquences, la concomitance de troubles de santé mentale, ainsi que les relations familiales et sociales. RÉSULTATS: L'échantillon est composé de 75 garçons (93,8%) et de 5 filles (6,3%), qui passaient en moyenne 55,8 heures (ET = 27,22) par semaine sur Internet pour des activités non-scolaires ou professionnelle. Près de la totalité de ces jeunes (97,5%) présente un trouble de santé mentale en concomitance et plus de 70% ont consulté dans la dernière année pour un problème psychologique. Les résultats indiquent que 92,6% estiment que leur utilisation d'internet nuit significativement à leur relation familiale et 50% à leurs relations sociales. CONCLUSIONS: Cette étude révèle les nombreuses difficultés vécues par les adolescents requérants un traitement pour leur UPI. La présence de troubles de santé mentale concomitants et de difficultés relationnelles chez ceux-ci renvoie à la nécessité de développer et implanter dans les CTD des évaluations et traitements intégrés qui ciblent non seulement les activités en ligne, mais également l'ensemble des sphères de vie pouvant être affectée par l'UPI. IMPLICATIONS CLINIQUES: ­ Les adolescents consultants pour l'UPI sont principalement des garçons qui rapportent une utilisation problématique des jeux vidéo. ­ La quasi-totalité des jeunes qui consultent pour l'UPI a en concomitance de problèmes de santé mentale et des difficultés sur le plan relationnel ­ L'étude met en évidence la nécessité d'offrir à cette clientèle des services d'évaluation et de traitement intégrés qui ciblent toutes les sphères de leur vie sont susceptibles d'être affectée, de contribuer ou de maintenir l'UPI. LIMITES: ­ Cette étude est réalisée auprès d'un échantillon de convenance et les résultats sont représentatifs des jeunes ayant consulté un centre de traitement pour la dépendance; la généralisation des résultats à l'ensemble des adolescents présentant une UPI est limitée. ­ Considérant que les manifestations de l'UPI sont sujettes à une influence culturelle, la portée de la présente étude se limite aux populations qui vivent dans une culture similaire à celle du Québec et du Canada.

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