RESUMO
Mental health-related behaviours including addictive behaviours contribute significantly to the global burden of disease. Social norm interventions appear to be a cost-effective means of reducing addictive behaviour. We conducted a systematic review and meta-analysis of the efficacy of social norm interventions for addictive behaviours. We searched the databases Medline and PsycInfo from inception to April 2024 as well as reference lists of eligible studies and related systematic reviews for randomised controlled trials (RCTs) comparing the efficacy of social norm interventions for addictive behaviours to control conditions. Out of the 11,515 potentially eligible RCTs, 52 trials with a total of 31,764 adult participants met inclusion criteria, with 45 trials targeting alcohol consumption, three trials targeting Marijuana use, two trials targeting other substance abuse and two trials targeting gambling. Overall, 37 trials were included in the random-effects meta-analysis. The comparison of social norm interventions to control conditions at posttreatment showed a small but statistically significant effect (g = -0.12; 95% CI = -0.22 to -0.02; p < 0.01). Risk of bias was rated low in 37 RCTs, 14 RCTs were rated as having some risk of bias concerns and one RCT was rated as having high risk of bias. Social norm interventions can be an effective intervention method for reducing substance abuse and gambling. Yet, data is largely derived from studies targeting alcohol consumption and current trials suffer from methodological and practical limitations. The small effect sizes need to be appraised in the context of cost-effectiveness of these interventions.
Assuntos
Comportamento Aditivo , Ensaios Clínicos Controlados Aleatórios como Assunto , Normas Sociais , Humanos , Comportamento Aditivo/psicologia , Comportamento Aditivo/terapia , Transtornos Relacionados ao Uso de Substâncias/terapia , Transtornos Relacionados ao Uso de Substâncias/psicologia , Jogo de Azar/psicologia , Jogo de Azar/terapia , Resultado do TratamentoRESUMO
Although some studies have revealed the association between bullying victimization and internet addiction in adolescents, the mediating and moderating factors between the two need to be further discussed. This study aimed to discuss the chain mediating role of anxiety and inhibitory control between bullying victimization and internet addiction among Chinese adolescents. A cross-sectional study was conducted in seven schools in five provinces of China by convenience sampling from February to March 2024. A total of 1673 participants (695 boys and 978 girls) with an average age of 15.86 ± 0.74 years were included in this study. Subjective data on bullying victimization, internet addiction, anxiety, inhibitory control were collected and analyzed, and a mediation model test was carried out. After controlling for age and gender, bullying victimization was found to be a significant predictor of internet addiction (ß = 0.098, p < 0.001). However, when anxiety and inhibitory control were added, the predictive effect was no longer significant (ß = 0.006, p > 0.05). Bullying victimization can predict internet addiction through anxiety and inhibitory control. It is suggested that guardians should provide adequate support to adolescent bullying victims in order to reduce the negative impact of bullying victimization on adolescents and prevent the occurrence of internet addiction.
Assuntos
Ansiedade , Bullying , Vítimas de Crime , Transtorno de Adição à Internet , Humanos , Adolescente , Masculino , Feminino , Transtorno de Adição à Internet/psicologia , Transtorno de Adição à Internet/epidemiologia , Bullying/psicologia , Bullying/estatística & dados numéricos , Ansiedade/epidemiologia , Ansiedade/psicologia , Vítimas de Crime/psicologia , Estudos Transversais , China/epidemiologia , Internet , Comportamento do Adolescente/psicologia , Comportamento Aditivo/psicologia , Comportamento Aditivo/epidemiologiaRESUMO
Mobile phone addiction has become a widespread phenomenon in Chinese society, attracting significant social attention. However, there is still limited understanding of complexities and relationships concerning anxiety, depression, self-esteem, and mobile phone addiction (MPA) among college students. To better understand the relationships among depression, anxiety, self-esteem, and mobile phone addiction, the aim of this study was to explore these relationships, analyze the factors influencing mobile phone addiction, and examine the mediating effects of anxiety and self-esteem on the relationship between depression and mobile phone addiction. Data from 2023 were collected, and the SDS depression scale, SAS anxiety scale, mobile phone addiction scale, and Robert self-esteem scale were employed. Pearson correlation analysis and structural equation modeling revealed significant associations between depression, anxiety, self-esteem, and mobile phone addiction. Further analysis indicated that anxiety mediated the relationship between depression and mobile phone addiction, meanwhile, self-esteem mediated the relationship between depression and mobile phone addiction. Self-esteem also mediated the relationship between anxiety and mobile phone addiction. Additionally, anxiety and self-esteem played sequential mediating roles in mobile phone addiction. These findings contribute to a better understanding of the mechanisms underlying the relationship between depression and mobile phone addiction. The discussion provides practical and effective recommendations for the prevention and intervention of mobile phone addiction among college students.
Assuntos
Ansiedade , Comportamento Aditivo , Telefone Celular , Depressão , Autoimagem , Estudantes , Humanos , Masculino , Feminino , Depressão/psicologia , Depressão/etiologia , Comportamento Aditivo/psicologia , Ansiedade/psicologia , Adulto Jovem , Estudantes/psicologia , Adulto , Adolescente , Inquéritos e Questionários , UniversidadesRESUMO
BACKGROUND: Research suggests that a two-factor model of impulsivity predicts Substance Use Disorder and Gambling Disorder. We aimed to determine whether a similar factor structure was present for Gaming Disorder (GD) and Internet Gaming Disorder (IGD). METHODS: Secondary data analysis was conducted on survey responses from 372 participants who had completed a series of questions on facets of impulsivity and their involvement in gaming. Participants were sampled from gaming forums and an online recruitment website. Exploratory factor analysis was conducted on the measures of trait impulsivity, and the identified factors were then analyzed against measures of Gaming Disorder and Internet Gaming Disorder. A confirmatory factor analysis was then run to confirm the model. RESULTS: The exploratory results suggested a five-factor model of impulsivity, with gaming being related to all five factors. Interestingly, only two of those factors (Urgency (Positive Urgency, Negative Urgency, Delay Discounting) and (Impaired) Inhibitory Control (False Button Presses on Go/No-Go Tasks)) predicted symptom counts above the clinical cut-off for IGD. In addition, Urgency was related to symptom counts above 7/9 criteria for IGD, as well as symptom counts above the suggested clinical cut-off for GD. The confirmatory factor analysis suggested that this two-factor model of impulsivity had 'good fit.' CONCLUSIONS: This two-factor model of impulsivity is similar to those found in established addiction disorders, in that one factor appears to predict more problematic involvement than the other. However, the results indicate that Urgency predicts higher symptom counts than (Impaired) Inhibitory Control. This contrasts with previous findings on substance use and gambling, where (Impaired) Inhibitory Control was the factor predicting problematic use. However, there was evidence to suggest that gaming is similar to alcohol consumption, where socially acceptable, "healthy," use is related to impulsivity at some level, but Urgency is key in the transition from recreational to disordered behavior.
Assuntos
Comportamento Impulsivo , Transtorno de Adição à Internet , Jogos de Vídeo , Humanos , Masculino , Transtorno de Adição à Internet/psicologia , Feminino , Adulto , Análise Fatorial , Adulto Jovem , Jogos de Vídeo/psicologia , Adolescente , Comportamento Aditivo/psicologia , Internet , Inquéritos e QuestionáriosRESUMO
BACKGROUND: Numerous studies have shown that e-cigarettes are addictive. For example, we previously showed that users of e-cigarette online forums discuss experiences of addiction in a netnographic analysis. However, it is unclear what makes e-cigarettes addictive apart from nicotine. In a focus group analysis, we recently identified 3 unique features of e-cigarettes that users linked to experiences of addiction: the pleasant taste, unobtrusiveness, and unlimited usability of e-cigarettes. OBJECTIVE: This study aimed to validate the previously identified features of e-cigarette addictive potential by triangulating data from the netnographic analysis and focus group discussions. METHODS: Drawing on a netnographic analysis of 3 popular, German-language e-cigarette forums, we studied whether experiences of addiction were linked to specific e-cigarette features. We included 451 threads in the analysis that had been coded for addictive experiences in a previous study by our team. First, we conducted a deductive analysis with preregistered codes to determine whether the features of pleasant taste, unobtrusiveness, and unlimited usability were mentioned in relation to the addictive potential of e-cigarettes in the online forums. Second, an inductive approach was chosen to identify further possible addictive features of e-cigarettes. RESULTS: Our deductive analysis confirmed that the features highlighted in our previous focus group study (pleasant taste, unobtrusiveness, and unlimited usability) were also frequently discussed in online forums in connection to addictive symptoms. In addition, our inductive analysis identified nicotine dosage as a significant feature linked to addiction. Users reported varying their nicotine doses for different reasons, leading to the identification of four distinct user types based on dosing patterns: (1) high doses for intermittent, (2) high doses for constant use, (3) low doses for constant use, and (4) switching between high and low doses depending on the situation. CONCLUSIONS: Our comprehensive analysis of online forum threads revealed that users' experiences of addiction are linked to 4 specific features unique to e-cigarettes: pleasant taste, unobtrusiveness, unlimited usability, and nicotine dosage. Recognizing these addictive features of e-cigarettes is crucial for designing cessation programs and informing public health policies to reduce the addictiveness of e-cigarettes.
Assuntos
Comportamento Aditivo , Sistemas Eletrônicos de Liberação de Nicotina , Grupos Focais , Sistemas Eletrônicos de Liberação de Nicotina/estatística & dados numéricos , Humanos , Comportamento Aditivo/psicologia , Vaping/psicologia , Vaping/efeitos adversosRESUMO
BACKGROUND: The addictive potential of areca nut (AN) and tobacco is well-documented, but their combined neurobiological effects in AN-containing tobacco products (ANTP) remain obscure. This study employed a three-stage in silico approach to investigate the potential targets and pathways associated with the addictive properties of AN alone and in ANTP. MATERIALS AND METHODS: Bioactive molecules were retrieved for AN and tobacco, followed by target prediction and pathway enrichment analysis. The identified biomolecules were categorized into AN and ANTP groups. RESULTS: A total of 195 bioactive molecules were identifid (38 to AN, 157 to tobacco). Absorption, distribution, metabolism, and excretion (ADME) details were retrieved. Predicted bioactivity (gene/protein interaction probability ≥80%) was analysed, revealing 13 shared targets between AN and tobacco, 12 exclusive to AN, and 33 exclusive to tobacco. AN and ANTP influenced 21 and 27 pathways (FDR ≤ 0.05), respectively, with distinct footprints. Notably, GABAergic and cholinergic synapses, nicotine addiction, calcium signaling, and morphine addiction pathways were differentially enriched between AN and ANTP. DISCUSSION: This study highlights the distinct and synergistic neurobiological effects of AN and tobacco in ANTP. The identified differences in target genes and pathways underscore the need for tailored interventions and cessation strategies for users of AN and ANTP products. Further research is warranted to validate these findings, explore interplay between diverse addiction factors, and develop effective prevention and treatment programs. (Neuropsychopharmacol Hung 2024; 26(3): 133-143)
Assuntos
Areca , Comportamento Aditivo , Simulação por Computador , Nicotiana , Humanos , Comportamento Aditivo/psicologia , Comportamento Aditivo/metabolismo , Nozes , Tabagismo/psicologia , Tabagismo/metabolismo , Produtos do Tabaco/efeitos adversosRESUMO
Studies examining the effects of perceived parental rejectful attitudes during childhood and emotional deprivation on problematic Internet use based on inter-factorial analysis are limited. The aim of this research is to examine the effects of the above-mentioned factors on problematic Internet use in people aged 18 years and over. This study used quantitative methods and convenience sampling. The sample consisted of 341 individuals aged 18 years and older. Data collection tools included a personal information form, perceived parental attitudes scale-child form, Young Internet addiction test short form, and Young schema scale short form-3. According to the results obtained in this study, there is a positive correlation between perceived rejectful parental attitudes in childhood, emotional deprivation, and problematic Internet use. Additionally, it was observed that perceived rejectful parental attitudes during childhood had a positive direct effect on problematic Internet use, and emotional deprivation played a positive and partial mediating role in this relationship. Finally, it has been observed that various sociodemographic and social skill factors have a preventive effect on emotional deprivation and problematic Internet use. Various recommendations were made regarding the results obtained at the end of this study.
Assuntos
Transtorno de Adição à Internet , Humanos , Masculino , Feminino , Adulto , Transtorno de Adição à Internet/psicologia , Adolescente , Adulto Jovem , Relações Pais-Filho , Atitude , Pais/psicologia , Pessoa de Meia-Idade , Criança , Comportamento Aditivo/psicologiaRESUMO
Food addiction (FA) and binge eating disorder (BED) co-occur and share compulsive eating symptoms. When using an FA measure, it is important to evaluate its performance in a population presenting compulsive eating. The study aims to validate the Addiction-like Eating Behavior Scale (AEBS) among a clinical sample characterized by compulsive eating and overweight/obesity and to evaluate its incremental validity over the Yale Food Addiction Scale 2.0 (YFAS). Patients seeking help for compulsive eating (n = 220), between January 2020 and July 2023, completed online questionnaires, including FA, compulsive eating, and BMI evaluations. The factor structure, internal consistency, and convergent, divergent, and incremental validity were tested. The sample had a mean age of 44.4 years old (SD = 12.7) and a mean BMI of 38.2 (SD = 8.0). The two-factor structure provided a good fit for the data, with factor loadings from 0.55 to 0.82 (except for item 15) and the internal consistency was high (ω = 0.84-0.89). The AEBS was positively correlated with the YFAS (r = 0.66), binge eating (r = 0.67), grazing (r = 0.47), craving (r = 0.74), and BMI (r = 0.26), and negatively correlated with dietary restraint (r = -0.37), supporting good convergent and divergent validity. For each measure of compulsive eating, linear regression showed that the AEBS "appetite drive" subscale had a unique contribution over the YFAS. This study provided evidence that the AEBS is a valid measure among a clinical sample of patients with compulsive eating and overweight/obesity. However, questions remain as to whether the AEBS is a measure of FA or compulsive eating.
Assuntos
Comportamento Compulsivo , Comportamento Alimentar , Dependência de Alimentos , Humanos , Adulto , Feminino , Masculino , Dependência de Alimentos/psicologia , Pessoa de Meia-Idade , Comportamento Alimentar/psicologia , Comportamento Compulsivo/psicologia , Reprodutibilidade dos Testes , Inquéritos e Questionários/normas , Transtorno da Compulsão Alimentar/psicologia , Transtorno da Compulsão Alimentar/diagnóstico , Obesidade/psicologia , Obesidade/complicações , Índice de Massa Corporal , Comportamento Aditivo/psicologia , Sobrepeso/psicologiaRESUMO
BACKGROUND: There is limited research examining latent profiles of gamers based on emotional variables, which has implications for prevention efforts. The study sought to identify young adult gamer profiles based on depression, anxiety, and stress, and to examine differences between the latent profiles in other addictive behaviors (i.e., tobacco, alcohol, cannabis, illegal substance use, gaming, and gambling). METHODS: A total of 1209 young adults (Mage = 19.37, SD = 1.62; 55.3%males) reported past-year gaming. A latent profile analysis (LPA) was performed to identify distinct profiles, and a set of ANOVA and chi-square analyses characterized the profiles in terms of sociodemographic, addictive behaviors, and emotional variables. RESULTS: LPA suggested a three-profile solution: profile 1 (n = 660, 'low emotional distress'), profile 2 (n = 377, 'moderate emotional distress'), and profile 3 (n = 172, 'high emotional distress'). Participants with 'moderate' and 'high emotional distress' were mostly women, showed greater gaming severity, higher prevalence of past-month substance use (i.e., tobacco and illegal drugs), and greater consequences of alcohol use. LIMITATIONS: The cross-sectional nature of the study and sample being university students. CONCLUSION: Findings revealed three distinct profiles of gamers, which differed in emotional, gaming, and substance use severity. Transdiagnostic prevention programs have the potential to provide significant benefits to college students by addressing the core processes (e.g., emotion regulation) that underlie substance use and gaming.
Assuntos
Ansiedade , Comportamento Aditivo , Depressão , Estresse Psicológico , Humanos , Feminino , Masculino , Adulto Jovem , Estresse Psicológico/epidemiologia , Estresse Psicológico/psicologia , Ansiedade/epidemiologia , Ansiedade/psicologia , Depressão/epidemiologia , Depressão/psicologia , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/psicologia , Transtornos Relacionados ao Uso de Substâncias/epidemiologia , Transtornos Relacionados ao Uso de Substâncias/psicologia , Adulto , Adolescente , Análise de Classes Latentes , Jogo de Azar/epidemiologia , Jogo de Azar/psicologia , Estudantes/estatística & dados numéricos , Estudantes/psicologia , Angústia PsicológicaAssuntos
Tutoria , Transtornos Relacionados ao Uso de Substâncias , Humanos , Tutoria/métodos , Transtornos Relacionados ao Uso de Substâncias/terapia , Transtornos Relacionados ao Uso de Substâncias/psicologia , Transtornos Relacionados ao Uso de Substâncias/prevenção & controle , Comportamento Aditivo/psicologia , Comportamento Aditivo/terapiaRESUMO
BACKGROUND: E-cigarettes are the most-used tobacco product among US adolescents and are associated with nicotine addiction. This qualitative investigation aimed to understand adolescents' experiences and perceptions with nicotine addiction, and related influences of addiction, to inform product regulation, health communication, and cessation resource development. METHODS: Between May 2020 and December 2021, in-depth, semi-structured individual interviews were conducted with 47 California (United States) adolescents ages 13-17 who reported recent tobacco use (primarily e-cigarette use). The topic of addiction both arose organically and followed specific interviewer questions. Researchers used thematic analysis techniques to identify unifying themes related to addiction. RESULTS: Adolescents described e-cigarette addiction in ways that reflected a loss of control over their routines and activities and as physical symptoms, including reward and withdrawal. While some viewed addiction risk as a reason not to vape, others perceived it possible to use e-cigarettes and avoid or manage addiction. Specific characteristics of e-cigarette devices, particularly disposable nicotine-salt products, including flavors, "cool" designs, concealable size and odor, low price, and ease-of-use, were seen as enhancing addiction risk. Quit attempts were difficult and usually unsupported by adults or formal cessation aids. CONCLUSIONS: For many adolescents, addiction is a major component of their experience with e-cigarettes, often in ways that disrupt their routines and reduce their quality of life. Tobacco control or regulation could target e-cigarette product characteristics to decrease potential for addiction among adolescents. Needed are youth-targeted public communication about nicotine addiction and adolescent-tailored, evidence-based cessation support.
Assuntos
Sistemas Eletrônicos de Liberação de Nicotina , Tabagismo , Vaping , Humanos , Adolescente , Feminino , Masculino , Tabagismo/psicologia , Vaping/psicologia , Pesquisa Qualitativa , Comportamento Aditivo/psicologia , California , Comportamento do Adolescente/psicologiaRESUMO
PURPOSE: In this study, it was aimed to determine the effect of digital game addiction on aggression and anger levels in adolescents. DESIGN AND METHODS: The participants of this cross-sectional study were adolescents. Data were collected using a socio-demographic questionnaire, Game Addiction Scale, and Buss-Perry Aggression Scale. Descriptive statistics, t-test, Anova, correlation and linear regression analysis were used in the analysis of the data. RESULTS: In this study, game addiction and aggression levels of adolescents were determined as moderate. The game type that adolescents played the most was determined as war games with 35 %. The mean score of the Game Addiction Scale for male adolescents, those with medium and high income levels, those who play digital games for >8 h a day and every day, was found to be significantly higher. In this study, a positive and moderately significant correlation was found between Game Addiction Scale and Aggression Total Scale and Anger subscale (p < 0.05). Especially male gender (ß = 0.273), high income status (ß = -0.089), long time playing digital games (ß = 0.173) and playing digital games every day (ß = 0.360) were determined as predictors that increase game addiction. CONCLUSIONS: Digital game addiction can trigger aggression and anger in adolescents. Nurses play a crucial role in screening and identifying adolescents at risk of game addiction to prevent aggression and anger. PRACTICE IMPLICATIONS: According to the findings of this research, it is necessary to provide training and counseling to prevent digital game addiction in schools and to plan strategies by psychiatric nurses.
Assuntos
Agressão , Ira , Comportamento Aditivo , Jogos de Vídeo , Humanos , Estudos Transversais , Masculino , Adolescente , Agressão/psicologia , Jogos de Vídeo/psicologia , Feminino , Inquéritos e Questionários , Comportamento Aditivo/psicologia , Comportamento do Adolescente/psicologia , Transtorno de Adição à Internet/psicologiaRESUMO
Background: Children's lives are increasingly mediated by digital technologies, yet evidence regarding the associations between internet use and depression is far from comprehensive and remains unclear. Objective: This study aimed to investigate the dose-response association between internet use, including use time and addiction behaviors, and depressive symptoms among children and adolescents in Zhejiang Province. Methods: Data were collected from a school-based health survey China Common Disease and Risk Factor Surveillance Among Students, encompassing 21,336 students in Zhejiang Province. The daily internet use time, internet addiction (IA) behaviors, and depressive symptoms were assessed with questionnaires. Logistic regression models were used to explore the associations of internet use time and IA behaviors with depressive symptoms among children and adolescents. Restricted cubic spline curves were used to determine the dose-response associations. Results: A total of 6225 (29.2%) students had depressive symptoms. Compared to those reporting no internet use, boys using the internet for >2 hours/day (odds ratio [OR] 1.53, 95% CI 1.34-1.74) and girls using internet for 1.1-2 hours/day (OR 1.22, 95% CI 1.06-1.39) and >2 hours/day (OR 1.70, 95% CI 1.50-1.93) were at higher risks of depressive symptoms. A significant J-shaped association was identified between internet use time and depressive symptoms among children and adolescents, especially in boys and primary school students (nonlinear P values were .006, .003, and <.001, respectively). Increased IA behaviors were associated with a higher odd of depressive symptoms (1 IA behavior: OR 2.01, 95% CI 1.83-2.21; 2 IA behaviors: 2.91, 95% CI 2.57-3.29; and ≥3 IA behaviors: 4.72, 95% CI 4.26-5.22). A positive nonlinear association between the number of IA behaviors and depressive symptoms was found in total population, girls, and primary school students (nonlinear P values were .02, .002, .007, respectively). Conclusions: Findings suggested that excessive internet use time and IA behaviors were significantly associated with an increased risk of depressive symptoms, highlighting the importance of interventions to regulate and educate about adequate internet use during childhood and adolescence.
Assuntos
Depressão , Transtorno de Adição à Internet , Humanos , Masculino , Feminino , Adolescente , Criança , Estudos Transversais , China/epidemiologia , Depressão/epidemiologia , Transtorno de Adição à Internet/epidemiologia , Transtorno de Adição à Internet/psicologia , Inquéritos e Questionários , Uso da Internet/estatística & dados numéricos , Fatores de Tempo , Estudantes/estatística & dados numéricos , Estudantes/psicologia , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/psicologia , Internet/estatística & dados numéricos , População do Leste AsiáticoRESUMO
INTRODUCTION: Video games have a strong influence on children and adolescents. Video game addiction has negative effects on children's health. OBJECTIVE: To determine the relationship between video game addiction and bladder/bowel dysfunction in children. MATERIALS AND METHODS: Three hundred sixty-three children and their mothers who met the inclusion criteria constituted the sample of this correlational study. The data were collected using a descriptive information form, the Video Game Addiction Scale for Children, and the Childhood Bladder and Bowel Dysfunction Questionnaire. RESULTS: We found that 72.5% of the children were nine years old and 27.5% were ten years old; 50.4% were males and 49.6% were female. While 4.7% of the children who participated in the study were underweight, 19.6% were overweight, and 17.9% were obese. The mean Video Game Addiction Scale for Children score was 50.77 ± 16.17, whereas the mean Childhood Bladder and Bowel Dysfunction Questionnaire score was 29.98 ± 8.90. The ratio of children with a mean Video Game Addiction Scale for Children scores equal to or greater than 90 was 0.8% (n = 3). We found that 3.6% (n = 13) of the children had urinary/fecal incontinence while playing video games. There was a weak positive relationship between the dimensions of the Video Game Addiction Scale for Children scores, the Childhood Bladder and Bowel Dysfunction Questionnaire scores, and children's bladder and bowel function (r = 0.220; p Ë 0.05). CONCLUSIONS: There is a correlation between children's video game addiction level and their bladder and bowel dysfunction grade. Higher video game addiction levels correspond to higher bladder and bowel dysfunction.
Introducción: Los videojuegos tienen una fuerte influencia en los niños y adolescentes. La adicción a ellos tiene efectos perjudiciales para la salud de los niños. Objetivo: Determinar la relación entre la adicción a los videojuegos y la disfunción vesical o intestinal en niños. Materiales y métodos: Los 373 niños y sus madres que cumplieron con los criterios de inclusión constituyeron la muestra de este estudio descriptivo y correlacional. Los datos se recopilaron mediante un formulario de información descriptiva, la Video Game Addiction Scale for Children y el Childhood Bladder and Bowel Dysfunction Questionnaire. Resultados: El 72,5 % de los niños tenía nueve años y, el 27,5 %, diez; el 50,4 % eran hombres y el 49,6 %, mujeres. El 4,7 % de los estudiantes que participaron en el estudio tenían bajo peso, el 19,6 % presentaba sobrepeso y el 17,9 % tenía obesidad. Se constató que las puntuaciones medias de las escalas fueron 50,77 ± 16,17 para la Video Game Addiction Scale for Children y 29,98 ± 8,90 para el Childhood Bladder and Bowel Dysfunction Questionnaire. La proporción de niños con una puntuación de 90 o superior en la dicha escala fue del 0,8 % (n = 3). Se encontró que el 3,6 % (n = 13) de los niños tenía incontinencia urinario-fecal mientras jugaba videojuegos. Se reveló que había una correlación positiva débil entre las dimensiones de las dos escalas evaluadas, y la función de la vejiga y el intestino (p Ë 0,05). Conclusiones: El grado de adicción a los videojuegos de los niños está correlacionado con su grado de disfunción vesical o intestinal: entre mayor sea la adicción, mayor es la disfunción.
Assuntos
Jogos de Vídeo , Humanos , Criança , Feminino , Masculino , Jogos de Vídeo/efeitos adversos , Comportamento Aditivo/psicologia , Adolescente , Incontinência Fecal/etiologia , Incontinência Urinária/etiologia , Inquéritos e Questionários , Transtorno de Adição à Internet/epidemiologiaRESUMO
OBJECTIVE: The aim of this study was to determine the relationship between internet addiction and violence tendency in adolescent students and the factors affecting violence tendency. METHODS: The research was conducted on 2,648 middle school students in Turkey. A socio-demographic form, the Young Internet Addiction Scale, and the Violence Tendency Scale were used to collect data. The data were analyzed using descriptive statistics and multiple regression analysis. RESULTS: It was determined that there was a significant positive relationship between the Young Internet Addiction Scale and the Violence Tendency Scale. Age has a positive effect on violence tendency levels. CONCLUSION: These findings suggest that the variables of age and internet addiction contribute to the occurrence of violence tendency. Psychiatric nurses should plan trainings and evaluate its effectiveness to raise awareness.
Assuntos
Transtorno de Adição à Internet , Violência , Humanos , Adolescente , Masculino , Feminino , Turquia/epidemiologia , Transtorno de Adição à Internet/epidemiologia , Transtorno de Adição à Internet/psicologia , Violência/estatística & dados numéricos , Violência/psicologia , Inquéritos e Questionários , Comportamento do Adolescente/psicologia , Estudantes/estatística & dados numéricos , Estudantes/psicologia , Fatores Etários , Fatores de Risco , Internet/estatística & dados numéricos , Fatores Socioeconômicos , Comportamento Aditivo/psicologia , Comportamento Aditivo/epidemiologia , CriançaRESUMO
OBJECTIVE: The aim of this study was to investigate the effect of watching mukbang on eating behavior and to emphasize its importance. METHODS: Students from various faculties at universities constitute the sample for this study. A total of 483 individuals participated in the study: 358 (74.1%) women and 125 (25.9%) men. The age range of the sample group varies between 18 and 50 years (Mage=21.62; SD=3.85). In our study, the Emotional Eating Disorder Scale, the Mukbang Addiction Scale, and the Problematic Internet Use Scale were used. Reliability analysis, descriptive statistics, and correlational analysis of the data were carried out using IBM SPSS Statistics 24. RESULTS: There appears to be a positive relationship between emotional eating, mukbang addiction, and problematic internet use. A positive relationship was also found between emotional eating and mukbang addiction. It was found that mukbang addiction had a partial mediator role in the effect of problematic internet use on emotional eating. CONCLUSION: In the relationship between problematic internet use and emotional eating, mukbang addiction has played a mediating role. Therefore, when conducting a study between emotional eating and problematic internet use, it may be useful to examine the frequency of mukbang watching behavior in individuals. It can be crucial to include these people in educational programs to control problematic internet use or the habit of watching mukbang.
Assuntos
Emoções , Transtornos da Alimentação e da Ingestão de Alimentos , Transtorno de Adição à Internet , Estudantes , Humanos , Feminino , Masculino , Transtornos da Alimentação e da Ingestão de Alimentos/psicologia , Adulto Jovem , Estudantes/psicologia , Estudantes/estatística & dados numéricos , Adolescente , Adulto , Universidades , Transtorno de Adição à Internet/psicologia , Transtorno de Adição à Internet/epidemiologia , Inquéritos e Questionários , Pessoa de Meia-Idade , Comportamento Aditivo/psicologia , Comportamento Aditivo/epidemiologia , Comportamento Alimentar/psicologia , Reprodutibilidade dos Testes , Internet/estatística & dados numéricosRESUMO
BACKGROUND: The pervasive use of smartphones among adolescents has raised concerns about addiction and its impact on mental well-being. This study investigates the prevalence of smartphone addiction and its associations with socio-demographic factors, parenting styles, and mental health among Indian adolescents. METHODS: A cross-sectional study was conducted among 560 school-going adolescents (aged 15-19) in Gujarat, India, from January to October 2023. Data was collected using validated scales: the Smartphone Addiction Scale-Short Version (SAS-SV), the Parenting Styles and Dimensions Questionnaire (PSDQ), and the Depression Anxiety Stress Scale-21 (DASS-21). Bivariate and multivariate logistic regression analyses were performed to identify factors associated with smartphone addiction. RESULTS: The prevalence of smartphone addiction was 64.6%. Urban residence (AOR: 2.4, 95% CI: 1.8-3.3), higher parental education (AOR: 3.3, 95% CI: 1.7-4.3 for graduate fathers), longer smartphone use (AOR: 2.08, 95% CI: 1.7-3.6 for > 3 years), and higher socioeconomic status (AOR: 1.9, 95% CI: 1.5-3.51) were associated with increased odds of addiction. Authoritarian and permissive parenting styles in both parents were positively associated with smartphone addiction, while authoritative parenting was negatively associated. Smartphone addiction was strongly associated with mental health issues, particularly with severe stress (AOR: 10.82, 95% CI: 5.11-22.88, p < 0.001). CONCLUSION: Smartphone addiction is highly prevalent among Indian adolescents and is significantly associated with urban living, higher socioeconomic status, non-authoritative parenting styles, and poor mental health. These findings underscore the need for digital literacy programs, parenting interventions promoting authoritative styles, and mental health support to foster healthy smartphone use among adolescents.
Assuntos
Transtorno de Adição à Internet , Saúde Mental , Poder Familiar , Humanos , Adolescente , Índia/epidemiologia , Masculino , Feminino , Poder Familiar/psicologia , Estudos Transversais , Adulto Jovem , Saúde Mental/estatística & dados numéricos , Transtorno de Adição à Internet/epidemiologia , Transtorno de Adição à Internet/psicologia , Smartphone/estatística & dados numéricos , Prevalência , Inquéritos e Questionários , Comportamento Aditivo/psicologia , Comportamento Aditivo/epidemiologiaRESUMO
Excessive internet usage can precipitate internet addiction (IA), negatively impacting lifestyle behaviors, especially during adolescence. These warrants investigating associations between IA and lifestyle factors. To examine the relationship between IA and health-promoting lifestyle dimensions among Iranian high school students. A cross-sectional study was conducted among 407 students from Sanandaj, Iran selected via cluster sampling. IA was assessed using the Young IA Test. Lifestyle was measured via the Health-Promoting Lifestyle Profile questionnaire. Regression analyses evaluated associations while adjusting for covariates. Approximately 25% of participants were at risk of internet addiction. Prevalence variations across groups lacked significance. Non-addicted students had significantly higher overall healthy lifestyle scores (p<0.05). Spiritual growth, health responsibility and nutrition scores significantly differed between addicted and non-addicted students. Regression analyses revealed a statistically significant negative correlation between IA and lifestyle even after adjustment (p<0.001). Nutrition and physical activity scores particularly declined for those at risk of addiction. IA was significantly associated with unhealthy dietary habits, sedentary behavior, and a lower healthy lifestyle. It may also hinder stress management and spiritual well-being. With rising internet integration, collaborative awareness programs between educational institutions, families, and communities are warranted to curb addiction risks and promote healthy lifestyles in youth. This study provides valuable insights, though longitudinal research is needed to establish causality.
Assuntos
Transtorno de Adição à Internet , Estilo de Vida , Estudantes , Humanos , Irã (Geográfico)/epidemiologia , Masculino , Feminino , Adolescente , Estudos Transversais , Estudantes/psicologia , Transtorno de Adição à Internet/epidemiologia , Transtorno de Adição à Internet/psicologia , Inquéritos e Questionários , Exercício Físico , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/psicologia , InternetRESUMO
AIM: Mothers' digital game addiction awareness and their health literacy levels are critical factors for addiction prevention strategies in children. Therefore, the present study is significant. This study examines the relationship between awareness of digital game addiction, health literacy, and the sociodemographic characteristics of mothers. METHOD: This cross-sectional study was conducted with 457 mothers of children aged 5-11 years in Turkey. The data were collected using a personal information questionnaire, the Awareness of Digital Game Addiction Scale, and the Health Literacy Scale between May and September 2021. RESULTS: This study revealed that mothers are highly aware of digital game addiction and have high health literacy. Furthermore, health literacy was determined to significantly and directly affect awareness of digital gaming addiction. Awareness of digital gaming addiction significantly and directly affects children owning their own technological devices and how much time mothers spend with their children. CONCLUSION: The study's results confirmed that mothers' health literacy had a positive and statistically significant effect on awareness of digital gaming addiction. As the health literacy levels of mothers increased, the internal and external awareness of digital gaming addiction increased. It is recommended to design intervention programs that increase mothers' awareness of digital game addiction. These programs should be planned according to the health literacy levels of mothers.
Assuntos
Letramento em Saúde , Mães , Jogos de Vídeo , Humanos , Turquia , Feminino , Mães/psicologia , Estudos Transversais , Criança , Inquéritos e Questionários , Adulto , Jogos de Vídeo/psicologia , Pré-Escolar , Transtorno de Adição à Internet/psicologia , Análise de Classes Latentes , Conscientização , Masculino , Comportamento Aditivo/psicologiaRESUMO
BACKGROUND: Drug addiction, characterized by compulsive drug use and high relapse rates, arises from complex interactions between reward and aversion systems in the brain. The paraventricular nucleus (PVN), located in the anterior hypothalamus, serves as a neuroendocrine center and is a key component of the hypothalamic-pituitary-adrenal axis. OBJECTIVE: This review aimed to explore how the PVN impacts reward and aversion in drug addiction through stress responses and emotional regulation and to evaluate the potential of PVN as a therapeutic target for drug addiction. METHODS: We review the current literature, focusing on three main neuron types in the PVN-corticotropin-releasing factor, oxytocin, and arginine vasopressin neurons-as well as other related neurons, to understand their roles in modulating addiction. RESULTS: Existing studies highlight the PVN as a key mediator in addiction, playing a dual role in reward and aversion systems. These findings are crucial for understanding addiction mechanisms and developing targeted therapies. CONCLUSION: The role of PVN in stress response and emotional regulation suggests its potential as a therapeutic target in drug addiction, offering new insights for addiction treatment.