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1.
BMC Musculoskelet Disord ; 25(1): 254, 2024 Apr 01.
Artigo em Inglês | MEDLINE | ID: mdl-38561699

RESUMO

BACKGROUND: The purpose of this study was to clarify the relationship between smartphone addiction and miyafascial trigger points in university students. METHODS: A cross-sectional study of university students was conducted for the purpose of this study. The participants were assessed based on age, gender, dominant side, the amount of time they spent on their smartphones, the purpose of their use, and their posture. The Smartphone Addiction Scale Short Form (SAS-SF) was used to determine addictes and non-addicts. The cut-off value of SAS-SF is 31 and above for male and 33 and above for female. RESULTS: There were 136 participants in the study. The posture score for addicts and non-addicts ones was not significantly different (p > 0,05), but the number of trigger points, maximal bending posture and trigger points in the right levator scapula and right cervical erector muscles were significantly higher in the smartphone addict participants (p < 0,05). CONCLUSIONS: Smartphone addiction in university students is associated with postural changes and trigger points in the bilateral levator scapula and right cervical erector muscles. Public health programs should be developed to raise awareness about smartphone addiction, encourage screen breaks, and emphasize physical activity and exercise regularly.


Assuntos
Comportamento Aditivo , Pontos-Gatilho , Humanos , Masculino , Feminino , Estudos Transversais , Transtorno de Adição à Internet , Inquéritos e Questionários , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Smartphone
2.
BMC Psychiatry ; 24(1): 258, 2024 Apr 05.
Artigo em Inglês | MEDLINE | ID: mdl-38580925

RESUMO

BACKGROUND: Patients with schizophrenia (SCZ) exhibit sex differences in various aspects, and patients with SCZ have a high prevalence of internet addiction (IA). However, sex differences in IA among patients with SCZ mostly remain unstudied, particularly in Chinese adolescent patients with SCZ. This study investigated sex differences in prevalence, risk factors, and clinical correlates of IA among Chinese adolescent patients with SCZ. METHODS: A total of 706 adolescent patients with SCZ were enrolled in this study using a cross-sectional design and a convenience sampling method. Demographics and clinical data of the patients were collected using a standardized clinical assessment form. The Positive and Negative Syndrome Scale (PANSS) and the Young's Internet Addiction Test were used to evaluate psychopathological symptoms and IA respectively. RESULTS: Overall, the prevalence of IA among Chinese adolescent patients with SCZ was 26.30% (95% CI: 23.09-29.60%). In Chinese adolescents with SCZ, there was a sex difference in the comorbidity of IA (males: 33.33% vs. females: 21.69%). Binary logistic regression analysis showed that IA was significantly predicted by good socioeconomic status in male and female patients with SCZ. City of living and PANSS total score were associated with IA in male patients with SCZ. In contrast, hospitalization rate and depression score were associated with IA in female patients with SCZ. CONCLUSION: Our study suggests sex differences in clinical correlates of IA in Chinese adolescent patients with SCZ. An additional longitudinal study is required to confirm the findings of the present study.


Assuntos
Comportamento Aditivo , Esquizofrenia , Humanos , Masculino , Feminino , Adolescente , Caracteres Sexuais , Prevalência , Estudos Transversais , Transtorno de Adição à Internet , Esquizofrenia/epidemiologia , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , China/epidemiologia , Internet
3.
Genes (Basel) ; 15(3)2024 Feb 26.
Artigo em Inglês | MEDLINE | ID: mdl-38540358

RESUMO

Gambling Disorder (GD) is characterised by a harmful, enduring, and recurrent involvement in betting-related behaviours. Therefore, GD shares similar biological mechanisms and symptoms to substance use disorders (SUD). Therefore, in this study, we chose the behavioural addictions group. During the examination and recruitment to the study, it turned out that all the people undergoing treatment for gambling addiction were also addicted to amphetamines, which is consistent with the biological mechanism related to cerebral neurotransmission. The aim of the study was to investigate the association of the COMT gene polymorphism with behavioral addiction. The study group consisted of 307 participants: 107 men with gambling disorder and amphetamine dependency (mean age = 27.51, SD = 5.25) and 200 non-addicted, nor dependent, free from neuro-psychiatric disorders control group men (mean age = 20.20, SD = 4.51). Both groups were subjected to psychometric evaluation using the State-Trait Anxiety Inventory and the NEO Five-Factor Personality Inventory. Genomic DNA was extracted from venous blood following standard protocols. Determination of the rs4680 polymorphism in the COMT gene was performed using the real-time PCR technique. Statistically significant differences in the frequency of rs4680 genotypes were found in the tested sample of subjects compared with the control group (p = 0.03543). Subjects with gambling disorder and amphetamine use disorder compared to the control group obtained higher scores in the assessment of the STAI trait scale (p = 0.0019), state scale (p < 0.0000), and NEO-FFI Neuroticism scale (p < 0.0000). Significantly lower results were obtained for the NEO-FFI Agreeability scale (p < 0.0000). Additionally, a significant statistical impact of gambling disorder and amphetamine use disorder, and the COMT rs4680 genotype was demonstrated for the score of the STAI trait (p = 0.0351) and state (p = 0.0343) and the NEO-FFI Conscientiousness scale (p = 0.0018). We conclude that COMT and its polymorphic variant influence the development of addiction. Still, considering its multifactorial and polygenic nature, it should be combined with other factors such as personality.


Assuntos
Comportamento Aditivo , Transtornos Relacionados ao Uso de Substâncias , Adulto , Humanos , Masculino , Adulto Jovem , Anfetamina , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/genética , Catecol O-Metiltransferase/genética , Personalidade/genética , Polimorfismo Genético/genética , Feminino
4.
Arch Dermatol Res ; 316(4): 102, 2024 Mar 14.
Artigo em Inglês | MEDLINE | ID: mdl-38485839

RESUMO

Atopic dermatitis (AD) stands as a prevalent chronic inflammatory skin disorder with a global reach. Beyond its cutaneous manifestations, AD is accompanied by comorbidities and psychological issues, significantly compromising the overall quality of life for individuals who suffer from AD. Previous research has evidenced a heightened prevalence of addictive disorders among dermatological patients when compared to the general population. Considering these findings, this study endeavors to examine the prevalence of addictive disorders among AD patients and, furthermore, to discern potential risk factors associated with this comorbidity. Therefore, a cross-sectional study was conducted involving patients with AD diagnosed by dermatologists within a large university hospital in Munich, South Germany, between January 2016 and December 2019. Patients received an anonymous paper-based questionnaire comprising standardized and reliable assessment tools concerning disease severity, quality of life, sexual dysfunction, well-being, and anxiety disorder as well as screening tools for various addictive disorders (compulsive internet use, drug abuse, pathological alcohol consumption, and smoking). Data were analyzed descriptively, and a multivariate logistic regression model was conducted. A total of 208 patients participated in the study, comprising 38% males and 62% females with a mean age of 44.8 ± standard deviation:17.9 years. Females showed a higher mean POEM (Patient-Oriented Eczema Measure) score compared to males (female 14.6 ± 7.8; male 12.5 ± 7.7), as well as a higher DLQI (Dermatology Life Quality Index) (female 8.5 ± 6; male 6.5 ± 6.5). Positive addictions were found in 14.9% for daily smoking, 15.4% for critical alcohol consumption, 16.8% for compulsive internet use, and 5.8% for drug abuse. Younger patients were more likely to be affected by one or multiple addictions than older patients. Patients with at least one addiction showed significantly impaired well-being and increased severe anxiety symptoms. Given the notable prevalence of addictive disorders among individuals with AD, it could be useful to implement systematic screening for such conditions as part of patient-centered care, especially focusing on young AD patients or those displaying concurrent indications of depression or anxiety.


Assuntos
Comportamento Aditivo , Dermatite Atópica , Transtornos Relacionados ao Uso de Substâncias , Humanos , Masculino , Feminino , Adulto , Dermatite Atópica/diagnóstico , Dermatite Atópica/epidemiologia , Dermatite Atópica/complicações , Estudos Transversais , Qualidade de Vida , Índice de Gravidade de Doença , Fatores de Risco , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Transtornos Relacionados ao Uso de Substâncias/epidemiologia , Transtornos Relacionados ao Uso de Substâncias/complicações
5.
Compr Psychiatry ; 131: 152471, 2024 May.
Artigo em Inglês | MEDLINE | ID: mdl-38484480

RESUMO

BACKGROUND: Internet use disorders (IUD) have been recognized as a serious mental health concern. In order to promote consensus on core features of IUD, further studies involving clinical samples are required. AIMS: A clinical evaluation of patients with IUD was conducted as part of the scientific monitoring of a novel online short-term therapy, embedded in the randomized controlled trial Stepped Care Approach for Problematic Internet use Treatment (SCAPIT; ID: DRKS00025994). METHODS: An online diagnostic and a clinical assessment were performed at the baseline measurement of the online intervention. The self-report version of the Assessment of Internet and Computer Game Addiction (AICA-S) was applied to assess symptom severity of IUD. The impact of psychopathological symptoms and impairments of functioning on IUD symptomatology was examined in the sample of patients. Based on a dichotomous classification of the symptom severity of IUD, differences among participants presenting moderate compared to severe addictive Internet behavior were analyzed. RESULTS: The sample of this an analysis consisted of 57 patients (57.9% males, mean age of 29.12 years) participating in the online short-term therapy for IUD. Based on the AICA-S sum score (M = 11.60; SD = 3.30) participants exhibited moderate (n = 44; 77.2%) to severe (n = 13; 22.8%) symptoms of addictive Internet use. Psychopathological symptoms and impairments of psychosocial functioning had an effect on symptom severity of IUD. Participants with severe symptoms of IUD showed higher psychopathological strains compared to patients with moderate addictive Internet behavior. CONCLUSIONS: The clinical evaluation of patients participating in a novel online short-term therapy for IUD indicated that psychopathological symptoms and impairments of functioning have an impact on addictive Internet behaviors and consequently, need to be addressed in the treatment of IUD. Based on the results, further implications for clinical practice and research on addictive Internet behavior are derived.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Masculino , Humanos , Adulto , Feminino , Uso da Internet , Psicopatologia , Autorrelato , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/terapia , Comportamento Aditivo/psicologia , Jogos de Vídeo/psicologia , Internet
6.
Rev Med Suisse ; 20(862): 400-403, 2024 Feb 21.
Artigo em Francês | MEDLINE | ID: mdl-38380662

RESUMO

Pornography and, more broadly, the consumption of sexually explicit images are not new phenomena. However, the rise of new technologies has significantly facilitated access to this type of content, especially among young people. In what family context does the use of digital tools occur? What are the stakes of exposure in children and adolescents? What impacts on psychosexual development? What are the reasons for the difficulty in restricting this behaviour? Is there an addictive dimension? Health professionals and trusted adults have a role to play, both in preventing exposure to unsolicited and potentially shocking content, and in opening up a dialogue in the case of problematic situations for the child or adolescent.


La pornographie et, de manière plus générale, la consommation d'images à caractère sexuel ne sont pas des phénomènes nouveaux. Cependant, l'essor des nouvelles technologies a considérablement facilité l'accès à ce type de contenu, notamment chez les jeunes. Dans quel contexte familial s'inscrit l'utilisation des outils numériques ? Quels sont les enjeux d'une exposition chez les enfants et les adolescent-es ? Quels sont les impacts sur le développement psychosexuel ? Quelles sont les raisons de la difficulté à restreindre ce comportement ? Existe-t-il une dimension addictive ? Les professionnel-les de la santé et les adultes de référence ont un rôle à jouer à la fois pour prévenir l'exposition à des contenus non sollicités et potentiellement choquants, et pour ouvrir le dialogue en cas de situation problématique pour l'enfant ou l'adolescent-e.


Assuntos
Comportamento Aditivo , Literatura Erótica , Adulto , Criança , Humanos , Adolescente , Comportamento Sexual , Comportamento Aditivo/diagnóstico
8.
Psychiatr Q ; 95(1): 137-155, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-38294619

RESUMO

Although Internet gaming disorder (IGD) has gained increased attention in scientific, clinical, and community contexts, there is still a lack of consensus regarding the best assessment tools (i.e., self-report or other reports) for assessing its symptoms. The present study aimed to investigate the reliability, validity, and measurement invariance of both versions (youth and parent) of The Lemmens Internet Gaming Disorder Scale-9. To achieve this goal, we recruited between June and October 2019 from five Romanian highschools a total of 697 adolescents (11-19 years old) and one of their parents (N = 391). The internal consistency was good in both versions of the instrument (α = 0.772 for the youth version and α = 0.781 for the parent version). Construct validity assessed through confirmatory factor analysis showed support for the one factor structure of the scales, while multigroup confirmatory factor analysis endorsed the invariance across age, gender, and respondents (i.e., parent vs. youth report). The current research identifies both IGD scales to be reliable and valid, arguing for their utility for assessing IGD symptomatology among adolescents. Implications for theory, assessment, and future directions are discussed.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Adolescente , Humanos , Criança , Adulto Jovem , Adulto , Psicometria , Reprodutibilidade dos Testes , Transtorno de Adição à Internet/diagnóstico , Transtorno de Adição à Internet/epidemiologia , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Autorrelato , Internet
9.
Biosensors (Basel) ; 14(1)2024 Jan 13.
Artigo em Inglês | MEDLINE | ID: mdl-38248419

RESUMO

Gaming disorder (GD) is an addictive behavior characterized by an insatiable need to play video games and shares similar symptoms with the failure of self-control due to a decline in cognitive function. Current GD diagnostic and screening tools rely on questionnaires and behavioral observations related to cognitive functions to assess an individual's capacity to maintain self-control in everyday life. However, current GD screening approaches rely on subjective symptoms, and a reliable diagnosis requires long-term clinical follow-up. Recent studies have measured biosignals along with cognitive functional tasks to provide objectivity to GD diagnosis and to acquire immediate results. However, people with GD are hypersensitive to game-related cues, so their responses may vary depending on the type of stimuli, and the difference in response to stimuli might manifest as a difference in the degree of change in the biosignal. Therefore, it is critical to choose the correct stimulus type when performing GD diagnostic tasks. In this study, we investigated the task dependence of cognitive decline in GD by comparing two cognitive functional tasks: a continuous performance task (CPT) and video game play. For this study, 69 young male adults were classified into either the gaming disorder group (GD, n = 39) or a healthy control group (HC, n = 30). CPT score, EEG signal (theta, alpha, and beta), and HRV-HF power were assessed. We observed differences in the left frontal region (LF) of the brain between the GD and HC groups during online video game play. The GD group also showed a significant difference in HF power of HRV between CPT and online video gaming. Furthermore, LF and HRV-HF significantly correlated with Young's Internet Addiction Test (Y-IAT) score, which is positively associated with impulsivity score. The amount of change in theta band activity in LF and HRV-HF-both biomarkers for changes in cognitive function-during online video game play suggests that people with GD express task-dependent cognitive decline compared with HC. Our results demonstrate the feasibility of quantifying individual self-regulation ability for gaming and underscore its importance for GD classification.


Assuntos
Comportamento Aditivo , Disfunção Cognitiva , Adulto , Humanos , Masculino , Comportamento Aditivo/diagnóstico , Disfunção Cognitiva/diagnóstico , Encéfalo , Sinais (Psicologia) , Córtex Pré-Frontal
10.
Compr Psychiatry ; 130: 152449, 2024 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-38184857

RESUMO

PURPOSE: Impulsivity is a common cognitive issue across several psychiatric illnesses but is most frequently associated with the DSM-5 Disruptive, Impulse Control and Conduct Disorders, ADHD, and addictive disorders. We hypothesized that a wide range of psychiatric disorders would be associated with elevated impulsivity, not just those commonly linked to impulsiveness. This study aimed to explore the relationship between impulsivity and various psychiatric disorders in young adults. PROCEDURES: 700 non-treatment seeking participants (aged 18-29 years) were enrolled from the general community, provided demographic information, and underwent a psychiatric evaluation to screen for various psychiatric disorders. Each participant then completed the Barratt Impulsiveness Scale (BIS), a self-report measure of impulsivity, followed by the Stop Signal Task (SST), a computerized stop-attention task that measures impulse control. Impulsivity levels across psychiatric disorders were examined by analyzing z-scores relative to controls. MAIN FINDINGS: Patients with bulimia nervosa, comorbid panic disorder with agoraphobia, and borderline personality disorder showed the highest levels of attentional, motor, and non-planning impulsivity, respectively. The effect size of the difference in total BIS impulsivity was large (d > 0.8) for several conditions including eating, personality, addictive, and mood disorders. The effect size of the difference in impulsivity was not large for any of the measures of ADHD. As compared to other psychiatric disorders analyzed, trichotillomania showed the greatest levels of impulsivity as measured by SST. PRINCIPAL CONCLUSIONS: This data indicates that a wide range of psychiatric disorders exhibit heightened impulsivity with findings differing across various cognitive domains. Comorbidity resulted in unique findings of elevated impulsivity. This may suggest utility in viewing impulsivity as a transdiagnostic factor for a broad range of psychiatric disorders. Future studies should analyze comorbidities and whether patient psychiatric medication impacts these findings.


Assuntos
Comportamento Aditivo , Tricotilomania , Humanos , Adulto Jovem , Comportamento Impulsivo , Transtornos da Personalidade , Transtornos do Humor , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia
11.
Compr Psychiatry ; 130: 152451, 2024 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-38237509

RESUMO

BACKGROUND: Previous studies suggested social anxiety as an essential risk factor for problematic smartphone use, but the complex interactions and the most influential components affecting this relationship remain unclear. This study capitalizes on network analysis to identify the central factors and possible mediating paths among social anxiety, loneliness, five types of motivation, and problematic smartphone use. MATERIAL AND METHODS: Employing 549 emerging adults, we obtained a stable network of the above variables. The central components and the stability of this network were also identified. RESULTS: Within this network, the edge linking withdrawal behavior and use of application (APP) exhibits the most robust edge intensity. The central components include social comfort, use of APP, withdrawal behavior, and companionship while the bridge central nodes include social anxiety and escapism motivation. The direct link between social anxiety and PSU revealed only fragile edges with both withdrawal behavior and use of APP. Considering the possible mediating pathways, three pathways were observed in our network. Loneliness and escapism mediated the relationship between social anxiety and social comfort. Moreover, another mediating way was from social anxiety, loneliness, social interaction motivation, and escapism motivation to social comfort. DISCUSSION: Based on the above identification of related components and pathways, future researchers could intervene against problematic smartphone usage in this socially anxious population.


Assuntos
Comportamento Aditivo , Solidão , Adulto , Humanos , Smartphone , Motivação , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/epidemiologia , Ansiedade/diagnóstico
12.
Eur Child Adolesc Psychiatry ; 33(2): 605-616, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-36932230

RESUMO

Adolescents show a high vulnerability for addictive gaming patterns on the one hand and immature emotion regulation (ER) abilities as a risk factor for mental disorders on the other hand. We investigated the predictive value of ER difficulties on problematic gaming (PG) considering age groups (children vs. youths) and gender cross-sectionally and prospectively in a representative sample of German adolescents via online survey with two measurement points 14 months apart. General Poisson, logistic, and multinomial regression models were estimated to predict gaming patterns by ER difficulties controlling for age group and gender. Results revealed ER difficulties to be significantly associated with PG. Moreover, subgroup analyses indicated differing ER patterns for children vs. youths and boys vs. girls: for children, higher PG values were associated with emotional awareness and emotional clarity whereas for youths it was the acceptance of emotional responses. Moreover, gender differences implicated that boys with PG had more deficits in goal-oriented behavior as well as emotional awareness while affected girls were lacking emotional clarity and had problems with the acceptance of their emotional responses. Interestingly, procrastination was a significant predictor for PG irrespective of subgroups. Furthermore, longitudinal analyses indicated that difficulties in ER promoted PG while stronger procrastination tendencies maintained it. With the inclusion of procrastination, which can be understood as a maladaptive ER strategy, a broader picture of ER difficulties as a risk factor for PG could be drawn. The findings support a better understanding of PG etiology and the development of targeted prevention and intervention measures.


Assuntos
Comportamento Aditivo , Transtornos Mentais , Jogos de Vídeo , Masculino , Feminino , Criança , Humanos , Adolescente , Estudos Transversais , Transtornos Mentais/psicologia , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Inquéritos e Questionários , Jogos de Vídeo/psicologia
13.
Exp Clin Psychopharmacol ; 32(1): 68-83, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-37227882

RESUMO

Several dimensional frameworks for characterizing heterogeneity in alcohol use disorder (AUD) have been proposed, including the Addictions Neuroclinical Assessment (ANA). The ANA is a framework for assessing individual variability within AUD across three domains corresponding to the proposed stages of the addiction cycle: reward (binge-intoxication stage), negative emotionality (withdrawal-negative affect stage), and cognitive control (preoccupation-anticipation stage). Recent work has evaluated the ANA's three-factor structure and construct validity, primarily in treatment-seekers with AUD. We extended this research by examining the factor structure, bias across alcohol use severity, longitudinal invariance, and concurrent and predictive validity of a novel assessment of the ANA domains in adults with past 12-month regular (10 + alcohol units/week) alcohol use. Participants recruited from Prolific (N = 732), a crowdsourced data collection platform, completed various self-report measures. A test-retest subsample (n = 234) completed these measures 30 days later. Split-half exploratory factor analysis and confirmatory factor analysis supported the three-factor structure of the ANA. The overall factor structure was invariant across 30 days. Concurrently and prospectively, ANA domains demonstrated convergent validity concerning theoretically aligned alcohol-related, psychological, and personality measures. However, there was evidence of poor discriminant validity, and several cognitive control and reward items demonstrated bias across alcohol use severity. Future research is needed to improve the measurement of ANA domains using multimodal indicators, examine longitudinal changes in domains and their relationship with alcohol use severity, characterize phenotypic subgroups based on relative levels of domains, and compare the utility of the ANA with other proposed frameworks for measuring AUD heterogeneity. (PsycInfo Database Record (c) 2024 APA, all rights reserved).


Assuntos
Alcoolismo , Comportamento Aditivo , Crowdsourcing , Adulto , Humanos , Comportamento Aditivo/diagnóstico , Alcoolismo/diagnóstico , Alcoolismo/psicologia , Consumo de Bebidas Alcoólicas/psicologia , Etanol
14.
Eval Health Prof ; 47(1): 93-104, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-37365830

RESUMO

As research on gaming disorder (GD) is growing globally, the need for a valid and reliable instrument to assess GD has become crucial. Therefore, the present cross-sectional study translated and evaluated the psychometric properties of Gaming Disorder Test (GDT) and Gaming Disorder Scale for Young Adults (GADIS-YA) into Malay language versions. The sample comprised 624 university students (females = 75.6%; mean age = 22.27 years) recruited via an online survey from May to August 2022, using a convenience sampling method. Participants completed both GDT and GADIS-YA scales and other relevant measures including Bergen Social Media Addiction Scale (BSMAS), Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and time spent on social media and gaming. Results showed that both instruments reported satisfactory internal consistency, and confirmatory factor analysis supported the one-factor structure for GDT and two-factor structure for GADIS-YA. Both scales were strongly correlated with each other and with the IGDS9-SF, BSMAS, and time spent on social media and gaming, supporting concurrent validity. Measurement invariance of both scales was confirmed across gender and gaming time. These findings suggest that the Malay versions of GDT and GADIS-YA are reliable and valid measures of problematic gaming among Malaysian university students.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Feminino , Humanos , Adulto Jovem , Adulto , Estudos Transversais , Psicometria , Universidades , Malásia , Comportamento Aditivo/diagnóstico , Idioma , Estudantes , Reprodutibilidade dos Testes , Internet
15.
J Behav Addict ; 12(4): 873-877, 2023 Dec 22.
Artigo em Inglês | MEDLINE | ID: mdl-38047934

RESUMO

Gaming disorder (GD) screening often involves self-report survey measures to detect the presence of symptoms. Studies have shown that gamers' responses vary greatly across survey items. Some symptoms, such as preoccupation and tolerance, are frequently reported by highly engaged but non-problematic gamers, and therefore these symptoms are thought to lack specificity and are suggested to be less important in classification decisions. We argue that the influence of response categories (e.g., dichotomous responses, such as 'yes' or 'no'; or frequency categories, such as 'rarely' and 'often') on item responses has been relatively underexplored despite potentially contributing significantly to the psychometric performance of items and scales. In short, the type of item response may be just as important to symptom reporting as the content of survey questions. We propose some practical alternatives to currently used item categories across GD tools. Research should examine the performance of different response categories, including whether certain response categories aid respondents' comprehension and insight, and better capture pathological behaviours and harms.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogos de Vídeo , Humanos , Comportamento Aditivo/diagnóstico , Inquéritos e Questionários , Autorrelato
16.
Sci Rep ; 13(1): 22192, 2023 12 14.
Artigo em Inglês | MEDLINE | ID: mdl-38092954

RESUMO

The potentially problematic use of the Internet is a growing concern worldwide, which causes and consequences are not completely understood yet. The neurobiology of Internet addiction (IA) has attracted much attention in scientific research, which is now focusing on identifying measurable biological markers. Aim of this study was to investigate epigenetic and genetic regulation of oxytocin receptor (OXTR), dopamine transporter (DAT1) and serotonin transporter (SERT) genes using DNA obtained from saliva samples of young university students: the Internet Addiction Test (IAT) was administered to evaluate the potential existence and intensity of IA. Significant changes in DNA methylation levels at OXTR, DAT1 and SERT genes were observed in the 30 < IAT < 49 group (mild-risk internet users) compared to the IAT < 29 subjects (complete control of internet use) and IAT > 50 subjects (considered as moderately addicted). Moreover, epigenetic markers were significantly correlated, either directly (for OXTR and DAT1) or inversely (OXTR and DAT1 versus SERT), to the psychometric properties. Our data confirmed the association of OXTR, DAT1 and SERT genes in processes related to behavioural addictions and might be of relevance to suggest possible biological predictors of altered behaviours and the eventual vulnerability to develop an IA. Different other genetic pathways have been suggested to play a role in IA and research is ongoing to better define them, in order to help in the early diagnosis as well as in the development of new potential treatments.


Assuntos
Comportamento Aditivo , Uso da Internet , Humanos , Universidades , Comportamento Aditivo/diagnóstico , Receptores de Ocitocina/genética , Estudantes , Epigênese Genética , DNA , Internet
17.
Rev Paul Pediatr ; 42: e2023051, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-38126601

RESUMO

OBJECTIVE: To evaluate smartphone addiction and postural alterations in the cervical region in adolescents. METHODS: A cross-sectional study with 281 adolescents (15 to 19 years old), attending the 1st to the 3rd grades of High School, carried out between September and October 2019 in the city of Fortaleza, Ceará, Brazil. Data collection took place in two stages. In the first, they answered four self-administered questionnaires: sociodemographic questionnaire, health conditions and smartphone use, Nordic Musculoskeletal Symptom Questionnaire (NMQ), Self-Report Questionnaire (SRQ-20) and the Smartphone Addiction Inventory (SPAI-BR). In the second stage, they were submitted to photogrammetry using the Postural Assessment Software (SAPO) and anthropometric assessment (weight and height). The software SPSS Statistics version 23.0 was used for data analysis. RESULTS: Of the total number of adolescents, 63.3% (n=178) showed smartphone addiction, using it for 5.8 hours (±3.5) during the week and 8.7 (±4.0) hours on the weekend. When analyzing postural alignment in the anterior view, a significant reduction in the lateral head tilt was observed when typing on the smartphone (p=0.002) compared to the anatomical position (baseline). In the lateral view, an increase in head anteriorization was observed during smartphone use (p<0.05). There was an association between smartphone addiction and head anteriorization (p<0.05). CONCLUSIONS: The use of the smartphone in the typing position causes postural alterations in the cervical region, especially in adolescents with smartphone addiction. Therefore, health promotion measures that alert adolescents to the adverse effects caused by prolonged smartphone use are necessary.


Assuntos
Comportamento Aditivo , Transtorno de Adição à Internet , Humanos , Adolescente , Adulto Jovem , Adulto , Estudos Transversais , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/diagnóstico , Inquéritos e Questionários , Autorrelato
18.
Artigo em Inglês | MEDLINE | ID: mdl-38131707

RESUMO

In recent times, growing concern has arisen regarding the utilization of technology, video games, and the emergence of internet gaming disorder (IGD), particularly among young adolescents. This worry arises from the ambiguity in distinguishing between "normal" and "problematic" video game behavior, despite efforts to establish clear criteria for defining both. The goal of this study is to outline distinct profiles of adolescent video game players and identify variables associated with their gaming practices that correlate with problematic gaming. The study utilizes a substantial sample of adolescents drawn from a representative cross-section of educational institutions in the city of Madrid, ranging in age from 12 to 16 years. In total, 1516 participants (75%) acknowledged engaging in video game activities. The research delves into characterizing prevailing profiles of video game participants within this cohort and scrutinizes the profile that aligns with issues of IGD. In summary, approximately three-quarters of young adolescents participate in video gaming, with males constituting the majority. Typically, participants immerse themselves in action genre games for over three days per week, with males exhibiting a higher frequency than their female counterparts. Elevated gaming frequency correlates with heightened IGD scores, particularly among females. Young adolescents show a preference for game consoles (males) and mobile phones (females) and often play alone at home. Specific factors such as the device used, online mode, company, and gaming location impact the IGD scores. These profiles aim to assist families and educators in recognizing potential risk behaviors and IGD concerns; however, it is crucial to emphasize the necessity for case-specific screening and evaluation before deliberating on such behaviors.


Assuntos
Comportamento Aditivo , Jogos de Vídeo , Masculino , Humanos , Adolescente , Feminino , Criança , Transtorno de Adição à Internet , Comportamento Aditivo/diagnóstico , Instituições Acadêmicas , Tempo , Internet
19.
Mo Med ; 120(6): 440-445, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-38144925

RESUMO

While the term "screen addiction" or "social media addiction" is gaining steam in the popular media, preclinical, clinical, and population health research have not caught up with regards to the diagnosis and treatment of unhealthy screen use. The overarching goal of this article is to provide broad clinical tips to generalists, working outside the mental health specialty, on the evaluation and treatment of unhealthy screen exposure in children and young adults. We will clarify the difference between addiction and overuse, and why this distinction matters. Recognizing that screens are here to stay in the post-COVID era, we will provide guidance on how to reduce potential harms associated with screen exposure without necessarily requiring people to abstain or stop using screens.


Assuntos
Comportamento Aditivo , Medicina , Mídias Sociais , Criança , Adulto Jovem , Humanos , Comportamento Aditivo/diagnóstico , Saúde Mental
20.
J Behav Addict ; 12(4): 855-861, 2023 Dec 22.
Artigo em Inglês | MEDLINE | ID: mdl-37934288

RESUMO

Background: The eleventh revision of the International Classification of Diseases (ICD-11) defines the three key diagnostic criteria for gaming disorder (GD). These are loss of control over gaming, gaming as a priority over daily activities, and impaired functioning due to gaming. While this definition has implications for the prevention and treatment of GD, there is significant heterogeneity in the symptoms and etiology of GD among individuals, which results in different treatment needs. Cognitive control, emotional regulation, and reward sensitivity are three critical dimensions in the etiology model for GD. Aspects such as gender, comorbidity, motivation for gaming, stage or severity of GD, and risk factors all contribute to the heterogeneity of etiology among individuals with the disorder. Method: On the basis of clinical symptoms and comorbidity characteristics among approximately 400 patients with gaming disorder, the present paper proposes a clinical typology of patients with GD based on the authors' clinical experience in treating individuals with GD. Results: The findings indicated three common types of patients with GD: (i) impulsive male patients with attention deficit hyperactivity disorder (ADHD), (ii) dysphoria patients with dysfunctional coping skills, and (iii) isolated patients with social anxiety. The paper also discusses the presentation and treatment priority for these patients. Conclusion: Personalized treatments for patients with GD should be developed to fit their individual needs. Future studies should examine the heterogeneity of GD and confirm these types, as well as obtain evidence-based information that can help in the development of personalized treatment. Treatment resources should be developed, and professionals should be trained to provide integrated individualized treatment.


Assuntos
Comportamento Aditivo , Transtornos Disruptivos, de Controle do Impulso e da Conduta , Jogos de Vídeo , Humanos , Masculino , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/terapia , Comportamento Aditivo/psicologia , Jogos de Vídeo/psicologia , Classificação Internacional de Doenças , Comportamento Impulsivo
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