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Search Results (178)

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Keywords = Internet Gaming Disorder

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29 pages, 646 KiB  
Systematic Review
Connected by Boredom: A Systematic Review of the Role of Trait Boredom in Problematic Technology Use
by Ginevra Tagliaferri, Manuel Martí-Vilar, Francesca Valeria Frisari, Alessandro Quaglieri, Emanuela Mari, Jessica Burrai, Anna Maria Giannini and Clarissa Cricenti
Brain Sci. 2025, 15(8), 794; https://doi.org/10.3390/brainsci15080794 - 25 Jul 2025
Viewed by 583
Abstract
Background/Objectives: In an increasingly pervasive digital environment, trait boredom has been identified as a key psychological factor in the onset and maintenance of problematic digital technology use. This systematic review aims to investigate the role of trait boredom in digital behavioral addictions, including [...] Read more.
Background/Objectives: In an increasingly pervasive digital environment, trait boredom has been identified as a key psychological factor in the onset and maintenance of problematic digital technology use. This systematic review aims to investigate the role of trait boredom in digital behavioral addictions, including problematic smartphone use, Internet and social media overuse, and gaming addiction, through theoretical models such as the I-PACE model and the Compensatory Internet Use Theory (CIUT). Methods: A systematic literature search was conducted across multiple scientific databases (PsycINFO, Web of Science, PubMed, and Scopus), yielding a total of 4603 records. Following the PRISMA guidelines after duplicate removal and screening based on title and abstract, 152 articles were assessed for full-text eligibility, and 28 studies met the predefined inclusion and exclusion criteria and were included in the final review. Results: Findings reveal that trait boredom functions as both a direct and indirect factor in problematic technology use. It serves as a mediator and moderator in the relationship between psychological vulnerabilities (e.g., depression, alexithymia, vulnerable narcissism) and dysfunctional digital behaviors. Furthermore, as an independent variable, it has an influence on technological variables through Fear of Missing Out (FoMO), loneliness, low self-regulation, and dysfunctional metacognitions, while protective factors such as mindfulness and attentional control mitigate its impact. Conclusions: Boredom represents a central psychological lever for understanding behavioral addictions in the digital age and should be considered a key target in preventive and therapeutic interventions focused on enhancing self-regulation and meaningful engagement with free time. Full article
(This article belongs to the Special Issue Psychiatry and Addiction: A Multi-Faceted Issue)
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25 pages, 697 KiB  
Article
Psychopathological Correlates of Dysfunctional Smartphone and Social Media Use: The Role of Personality Disorders in Technological Addiction and Digital Life Balance
by Mirko Duradoni, Giulia Colombini, Camilla Barucci, Veronica Zagaglia and Andrea Guazzini
Eur. J. Investig. Health Psychol. Educ. 2025, 15(7), 136; https://doi.org/10.3390/ejihpe15070136 - 17 Jul 2025
Viewed by 421
Abstract
Current technological development has made the Internet and new technologies increasingly present in people’s lives, expanding their opportunities but also potentially posing risks for dysfunctional use. This study aims to identify psychopathological factors associated with dysfunctional ICT use, extending the evidence beyond the [...] Read more.
Current technological development has made the Internet and new technologies increasingly present in people’s lives, expanding their opportunities but also potentially posing risks for dysfunctional use. This study aims to identify psychopathological factors associated with dysfunctional ICT use, extending the evidence beyond the well-established relationships with mood disorders to include personality disorders (i.e., cluster C in particular). A total of 711 participants (75.70% female; Mage = 28.33 years, SD = 12.30) took part in the data collection. Firstly, the results showed positive correlations between higher levels of addictive patterns for the Internet, social networks, smartphones and applications, and video games and higher levels of borderline symptoms as assessed by the Borderline Symptom List 23—Short Version. Moreover, scores reflecting high addictive patterns also positively correlated with general narcissistic traits as indicated by the total score of the Narcissistic Personality Inventory 13—Short Version and those specifically described by its Entitlement/Exploitativeness dimension, as well as with higher levels of almost all the personality traits assessed by the Personality Inventory for DSM 5—Brief Form (i.e., negative affectivity, detachment, disinhibition, and psychoticism). These findings broaden the still scarce body of evidence on the relationship between personality disorders and dysfunctional ICT use, which, however, needs to be further explored. Full article
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18 pages, 1232 KiB  
Article
Inconsistent Bodily Feedback? Interoceptive Sensibility Affects Internet Gaming Disorder in Emerging Adults
by Zhouchao Lv, Cuijing Li, Jiamiao Zhang and Jinbo He
Behav. Sci. 2025, 15(7), 896; https://doi.org/10.3390/bs15070896 - 30 Jun 2025
Viewed by 295
Abstract
Internet gaming disorder (IGD) has been a prominent social problem throughout the world, causing various physical health issues, and interoceptive sensibility—the ability to perceive internal bodily signals—may be a key factor in this process. However, the relationship between interoceptive sensibility and IGD remains [...] Read more.
Internet gaming disorder (IGD) has been a prominent social problem throughout the world, causing various physical health issues, and interoceptive sensibility—the ability to perceive internal bodily signals—may be a key factor in this process. However, the relationship between interoceptive sensibility and IGD remains unclear. This study examined how interoceptive sensibility contributes to IGD, the potential mediating roles of positive outcome expectancy and flow experience, as well as the moderating role of refusal self-efficacy. The serial mediation and moderated mediation analyses of data collected from 1733 students (1031 males and 702 females, Mage = 19.56) revealed that interoceptive sensibility was positively associated with IGD, and this connection was serially mediated by positive outcome expectancy and flow experience. Moreover, refusal self-efficacy buffered the positive association between positive outcome expectancy and IGD and between flow experience and IGD. These findings suggest that interoceptive sensibility plays a crucial role in the occurrence of IGD, highlighting the importance of addressing bodily awareness in prevention and intervention strategies. Additionally, enhancing refusal self-efficacy may help mitigate the negative effects of positive outcome expectancy and flow experience, offering potential avenues for reducing IGD risk. Full article
(This article belongs to the Topic New Advances in Addiction Behavior)
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11 pages, 516 KiB  
Article
Psycho-Emotional Factors Associated with Internet Gaming Disorder Among Japanese and Israeli University Students and Other Young Adults
by Shai-li Romem Porat, Alexander Reznik, Akihiro Masuyama, Daichi Sugawara, Gal Galya Sternberg, Takahiro Kubo and Richard Isralowitz
Behav. Sci. 2025, 15(7), 841; https://doi.org/10.3390/bs15070841 - 22 Jun 2025
Viewed by 375
Abstract
Gaming is a popular leisure activity with an increasing number of participants worldwide. It has positive aspects as well as a problematic side—Internet Gaming Disorder (IGD). This behavior attracts concern among mental health and education professionals because of possible negative psycho-emotional factors. This [...] Read more.
Gaming is a popular leisure activity with an increasing number of participants worldwide. It has positive aspects as well as a problematic side—Internet Gaming Disorder (IGD). This behavior attracts concern among mental health and education professionals because of possible negative psycho-emotional factors. This study aimed to assess IGD among Japanese and Israeli university students and other young adults. We explored the association of culture and IGD based on gender, burnout, and loneliness. It was hypothesized that IGD would differentiate based on the respondent country (i.e., Japan or Israel) and gender, with males reporting higher levels. Furthermore, IGD would be associated with higher levels of loneliness and burnout, regardless of country. Qualtrics and Excel platforms were used to collect responses to the Internet Gaming Disorder Scale–Short Form, De Jong Gierveld Loneliness Scale, and Short Burnout Measure (SBM). Data was gathered from a cross-cultural sample of 1318 male and female university students and other young adults in Japan and Israel, between 2022 and 2023. Japanese gamers showed less IGD (p < 0.05); and males evidenced higher levels regardless of their country (p < 0.001). IGD was significantly associated with loneliness (p < 0.001) and burnout (p < 0.001). However, multiple regression analysis showed that IGD is predicted only by burnout and gender (p < 0.001), Adjusted R2 = 0.234. This study provides information for policy, prevention, and intervention purposes targeting burnout particularly among males who are a high-risk group. Additionally, this study contributes to possible joint online program development to reduce IGD among Japanese and Israeli gamers. Further research should examine the association between IGD and loneliness, controlling gender and other factors such as substance use, religiosity, eating behavior, depression, game genre, and motivation to play. Full article
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17 pages, 283 KiB  
Article
Problematic Use of Video Games, Social Media, and Alcohol: Exploring Reciprocal Relations with the Big Five Personality Traits in a Longitudinal Design
by Lutz Wartberg, Steffen Zitzmann, Silke Diestelkamp, Katrin Potzel, Sophia Berber and Rudolf Kammerl
Eur. J. Investig. Health Psychol. Educ. 2025, 15(5), 77; https://doi.org/10.3390/ejihpe15050077 - 12 May 2025
Viewed by 658
Abstract
Background/Objectives: The problematic use of video games (PG), social media (PSMU), and alcohol (PAU) is widespread from adolescence onwards. According to theoretical models, personality traits are relevant for these problematic behavioral patterns; however, only very few longitudinal studies are available. The aim of [...] Read more.
Background/Objectives: The problematic use of video games (PG), social media (PSMU), and alcohol (PAU) is widespread from adolescence onwards. According to theoretical models, personality traits are relevant for these problematic behavioral patterns; however, only very few longitudinal studies are available. The aim of this longitudinal study was to investigate for the first time whether Big Five personality dimensions (BFPD) are predictors for the development of PG, PSMU, or PAU, or conversely, whether these behavioral patterns are predictive of the BFPD. Methods: Surveys were conducted over three measurement time points (t1 to t3) using standardized instruments on PG, PSMU, PAU, and BFPD. A total of 492 young people (average age: 16.83 years, 44.1% female and 55.9% male) were investigated at t1, 475 persons (mean age: 17.93 years, 44.8% female, 55.2% male) at t2, and 443 cases (average age: 20.11 years, 45.1% female, 54.9% male) at t3. We calculated cross-lagged panel analyses over three measurement points (structural equation modeling). Results: Of the BFPD, lower Conscientiousness and lower Extraversion were predictors of PG, higher Negative Emotionality (Neuroticism) predicted PSMU, and lower Agreeableness was a predictor of PAU. Only PAU was a predictor of a Big Five dimension (lower Agreeableness). Conclusions: The findings were not consistent across the measurement points (t1 to t2 vs. t2 to t3) with one exception in an explorative analysis: problematic gaming was a predictor for both problematic social media use and problematic alcohol use in youth (t1 to t2 and t2 to t3). The influence of lower Conscientiousness was confirmed for PG and initial longitudinal results for PSMU and PAU were observed. These novel findings could be considered when developing or revising preventive measures. Full article
26 pages, 646 KiB  
Systematic Review
Effectiveness of Therapeutic Interventions in the Treatment of Internet Gaming Disorder: A Systematic Review
by Sandra Núñez-Rodríguez, David Burgos-González, Luis Alberto Mínguez-Mínguez, Félix Menéndez-Vega, José Luis Antoñanzas-Laborda, Jerónimo Javier González-Bernal and Josefa González-Santos
Eur. J. Investig. Health Psychol. Educ. 2025, 15(4), 49; https://doi.org/10.3390/ejihpe15040049 - 1 Apr 2025
Viewed by 2415
Abstract
Internet Gaming Disorder (IGD) has been recognized by the World Health Organization (WHO) in the International Classification of Diseases (ICD-11) and as an emerging condition in the DSM-5. IGD is increasingly prevalent, with various negative effects on individuals’ development and adaptation. To address [...] Read more.
Internet Gaming Disorder (IGD) has been recognized by the World Health Organization (WHO) in the International Classification of Diseases (ICD-11) and as an emerging condition in the DSM-5. IGD is increasingly prevalent, with various negative effects on individuals’ development and adaptation. To address this issue, different therapeutic interventions, like CBT, virtual reality, mindfulness, or family therapy, have been explored. This systematic review aimed to answer the following research question: What is the effectiveness of therapeutic interventions in reducing IGD symptoms in adolescents and young adults diagnosed with this disorder? Following PRISMA guidelines, 22 studies published between 2014 and 2025 were included. Results show that cognitive behavioral therapy (CBT) is the most effective intervention, significantly reducing IGD severity, anxiety, and depression. Combining CBT with physical exercise or mindfulness further enhanced outcomes. Other promising approaches include virtual reality (VR), transcranial direct current stimulation (tDCS), and family-based interventions. Additionally, treatments involving mindfulness and animal-assisted therapy showed potential in improving emotional regulation and interpersonal relationships. However, further research is needed to evaluate long-term efficacy and explore emerging therapies. Full article
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14 pages, 640 KiB  
Review
Exploring the Association Between Problematic Internet Use, Internet Gaming Disorder in Adolescents with ADHD: A Scoping Review
by Roberto Ghiaccio, Anna Passaro, Fabrizio Stasolla, Elvira Martini, Angelo Maria De Fortuna and Raffaele De Luca Picione
Int. J. Environ. Res. Public Health 2025, 22(4), 496; https://doi.org/10.3390/ijerph22040496 - 26 Mar 2025
Viewed by 1955
Abstract
Background: Attention-Deficit/Hyperactivity Disorder (ADHD) is a neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity. Adolescents with ADHD have an elevated risk of developing Internet Gaming Disorder (IGD), a condition involving excessive gaming that disrupts daily life. IGD is linked to traits such as [...] Read more.
Background: Attention-Deficit/Hyperactivity Disorder (ADHD) is a neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity. Adolescents with ADHD have an elevated risk of developing Internet Gaming Disorder (IGD), a condition involving excessive gaming that disrupts daily life. IGD is linked to traits such as low frustration tolerance and sensation-seeking, with comorbid conditions like anxiety and depression further increasing vulnerability. Gaming frequently serves as a coping strategy due to emotional regulation difficulties. The dynamics within family units and peer relationships play a pivotal role, with dysfunctional environments heightening the risks and positive interactions serving as protective factors. Methods: This scoping review analyzed empirical studies published in the last decade exploring the association between ADHD, Problematic Internet Use (PIU), or IGD, focusing on neurobiological, psychological, and environmental factors. Results: The findings highlight that impulsivity and emotional dysregulation in ADHD contribute to IGD. Gaming is frequently used as a maladaptive coping strategy, with social and family influences modulating risk. Diagnostic complexities arise in distinguishing ADHD-related behaviors from IGD symptoms. Conclusions: Addressing these comorbid conditions requires interdisciplinary collaboration and evidence-based interventions. Future research should focus on understanding ADHD, PIU, or IGD interactions and developing targeted interventions. Longitudinal studies are necessary to establish causal links and assess effective treatment strategies. Full article
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13 pages, 659 KiB  
Article
Depression, Gaming Disorder, and Internet Addiction in Adolescents with Autism Spectrum Disorder
by Masaru Tateno, Yukie Tateno, Tomohiro Shirasaka, Kotaro Nanba, Eri Shiraishi, Ryotaro Shimomura and Takahiro A. Kato
Behav. Sci. 2025, 15(4), 423; https://doi.org/10.3390/bs15040423 - 26 Mar 2025
Viewed by 1121
Abstract
Adolescents with autism spectrum disorder (ASD) often have various psychiatric comorbidities, particularly depression. In recent years, gaming disorder (GD) and Internet addiction (IA) have been identified as common comorbidities of ASD. We administered three self-administered screening instruments to adolescents with ASD to assess [...] Read more.
Adolescents with autism spectrum disorder (ASD) often have various psychiatric comorbidities, particularly depression. In recent years, gaming disorder (GD) and Internet addiction (IA) have been identified as common comorbidities of ASD. We administered three self-administered screening instruments to adolescents with ASD to assess the severity of depression, GD, and IA. The participants were 10–18-year-olds with ASD. They were asked to complete three questionnaires to assess depressive symptoms, GD, and IA: the Patient Health Questionnaire for Adolescents (PHQ-A), Ten-Item Internet Gaming Disorder Test (IGDT-10), and Internet Addiction Test (IAT). The total IGDT-10 score was calculated in two different ways: the original scoring version (IGDT-10-OV) and the modified version (IGDT-10-MV). Of the 74 respondents, 24.3% had moderate or severe depressive symptoms, 8.1% were identified as having possible GD according to the IGDT-10-OV, 39.2% were identified as having possible GD according to the IGDT-10-MV, and 27.0% were positive for IA according to the IAT. Two-group comparisons revealed that depressive symptoms were more strongly associated with IA than with GD. IA was associated with more depressive symptoms than GD. Since adolescents with ASD have difficulties with social communication, they are prone to isolation and feelings of loneliness. Longer screen times due to social isolation may be a risk factor for the development of GD/IA. Adolescents with ASD often exhibit a preference for visual processing but may struggle with verbal communication. Thus, they may find online spaces more comfortable for them to alleviate their feelings of loneliness. Full article
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16 pages, 1438 KiB  
Article
A Web-Based Platform for Hand Rehabilitation Assessment
by Dimitrios N. Soumis and Nikolaos D. Tselikas
Big Data Cogn. Comput. 2025, 9(3), 52; https://doi.org/10.3390/bdcc9030052 - 24 Feb 2025
Cited by 1 | Viewed by 763
Abstract
Hand impairment affects millions of people. There are multiple factors that cause deficits, varying from physical injuries to neurological disorders. Upper-limb patients face significant difficulties in daily life. Rehabilitation aims at supporting them to regain functionality and increasing their independence and quality of [...] Read more.
Hand impairment affects millions of people. There are multiple factors that cause deficits, varying from physical injuries to neurological disorders. Upper-limb patients face significant difficulties in daily life. Rehabilitation aims at supporting them to regain functionality and increasing their independence and quality of life. Assessment is key to therapy, as it offers an evaluation of the condition of patients, leading to suitable treatments. Unfortunately, rehabilitation relies on clinical resources, making it expensive and time-consuming. Digital technology can provide solutions that make treatments more flexible and affordable. With the use of computer vision, we created an online platform that includes several exercises and serious games, based on movements and gestures performed in real-world treatments. Difficulty levels vary, and therapists can monitor these procedures remotely, while performance can be stored and tracked over time, identifying improvement. There is no need for any special equipment, as the platform can be accessed like a common website and all its applications require only a simple computer camera and stable Internet connection. In this article, we present our research approach, we analyze the development of the platform, and we provide a brief demonstration of its use in practice. Furthermore, we address some technical challenges and we share the results derived from preliminary test phases, concluding by outlining future plans. Full article
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13 pages, 487 KiB  
Systematic Review
Emotional Intelligence and Behavioural Addictions: A Systematic Review
by Roberta Biolcati, Zeynep Özal, Federica Ambrosini, Paola Villano, Laura Palareti and Giacomo Mancini
J. Clin. Med. 2025, 14(4), 1125; https://doi.org/10.3390/jcm14041125 - 10 Feb 2025
Viewed by 2489
Abstract
Background: The role of emotional intelligence on the experience of behavioural addictions is a growing area of research interest. However, there are operationalisation issues in studying both emotional intelligence and behavioural addictions separately. This review aims to report on the existing literature of [...] Read more.
Background: The role of emotional intelligence on the experience of behavioural addictions is a growing area of research interest. However, there are operationalisation issues in studying both emotional intelligence and behavioural addictions separately. This review aims to report on the existing literature of studies exploring the relationship between these two concepts, and to identify gaps in research practice in order to inform future studies. Methods: A search, covering the date range of 2013–2024, conducted in five databases in August 2024 identified 43 articles, reported according to PRISMA 2020 guidelines. The findings are discussed under four subheadings: technology-related behavioural addiction, internet gaming disorder, eating disorders, and consumer behaviour and compulsive buying. Results: Overall, the results show that emotional intelligence is negatively correlated with behavioural addictions and plays both a moderating and mediating role in the associations between behavioural addictions and other negative outcomes such as suicidal ideation, rumination, fear of missing out, and depression. Conclusions: In addition to summarising studies and controversial discussions on emotional intelligence and behavioural addictions, this review suggests possible roadmaps to ensure more accurate research outcomes by highlighting the importance of theoretical and methodological distinctions between trait and ability models of emotional intelligence. Full article
(This article belongs to the Special Issue Addictive Disorders and Clinical Psychiatry—Part II)
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42 pages, 11126 KiB  
Systematic Review
A Systematic Review of Serious Games in the Era of Artificial Intelligence, Immersive Technologies, the Metaverse, and Neurotechnologies: Transformation Through Meta-Skills Training
by Eleni Mitsea, Athanasios Drigas and Charalabos Skianis
Electronics 2025, 14(4), 649; https://doi.org/10.3390/electronics14040649 - 7 Feb 2025
Cited by 7 | Viewed by 6179
Abstract
Background: Serious games (SGs) are primarily aimed at promoting learning, skills training, and rehabilitation. Artificial intelligence, immersive technologies, the metaverse, and neurotechnologies promise the next revolution in gaming. Meta-skills are considered the “must-have” skills for thriving in the era of rapid change, complexity, [...] Read more.
Background: Serious games (SGs) are primarily aimed at promoting learning, skills training, and rehabilitation. Artificial intelligence, immersive technologies, the metaverse, and neurotechnologies promise the next revolution in gaming. Meta-skills are considered the “must-have” skills for thriving in the era of rapid change, complexity, and innovation. Μeta-skills can be defined as a set of higher-order skills that incorporate metacognitive, meta-emotional, and meta-motivational attributes, enabling one to be mindful, self-motivated, self-regulated, and flexible in different circumstances. Skillfulness, and more specifically meta-skills development, is recognized as a predictor of optimal performance along with mental and emotional wellness. Nevertheless, there is still limited knowledge about the effectiveness of integrating cutting-edge technologies in serious games, especially in the field of meta-skills training. Objectives: The current systematic review aims to collect and synthesize evidence concerning the effectiveness of advanced technologies in serious gaming for promoting meta-skills development. Methods: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology was employed to identify experimental studies conducted in the last 10 years. Four different databases were employed: Web of Science, PubMed, Scopus, and Google Scholar. Results: Forty-nine studies were selected. Promising outcomes were identified in AI-based SGs (i.e., gamified chatbots) as they provided realistic, adaptive, personalized, and interactive environments using natural language processing, player modeling, reinforcement learning, GPT-based models, data analytics, and assessment. Immersive technologies, including the metaverse, virtual reality, augmented reality, and mixed reality, provided realistic simulations, interactive environments, and sensory engagement, making training experiences more impactful. Non-invasive neurotechnologies were found to encourage players’ training by monitoring brain activity and adapting gameplay to players’ mental states. Healthy participants (n = 29 studies) as well as participants diagnosed with anxiety, neurodevelopmental disorders, and cognitive impairments exhibited improvements in a wide range of meta-skills, including self-regulation, cognitive control, attention regulation, meta-memory skills, flexibility, self-reflection, and self-evaluation. Players were more self-motivated with an increased feeling of self-confidence and self-efficacy. They had a more accurate self-perception. At the emotional level, improvements were observed in emotional regulation, empathy, and stress management skills. At the social level, social awareness was enhanced since they could more easily solve conflicts, communicate, and work in teams. Systematic training led to improvements in higher-order thinking skills, including critical thinking, problem-solving skills, reasoning, decision-making ability, and abstract thinking. Discussion: Special focus is given to the potential benefits, possible risks, and ethical concerns; future directions and implications are also discussed. The results of the current review may have implications for the design and implementation of innovative serious games for promoting skillfulness among populations with different training needs. Full article
(This article belongs to the Special Issue Artificial Intelligence and Deep Learning Techniques for Healthcare)
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11 pages, 235 KiB  
Article
Prevalence of Internet Gaming Disorder, Depression, and Anxiety Symptoms Before and After the Pandemic
by Kira Bailey, Audrey Propp and Maria Alonso
Healthcare 2024, 12(23), 2471; https://doi.org/10.3390/healthcare12232471 - 6 Dec 2024
Cited by 1 | Viewed by 2222
Abstract
“Internet gaming disorder” (IGD) is a condition for further study in the DSM-5, with its prevalence estimated to be anywhere from 0.7% to 27.5% depending on the methodology used to measure it. Previous research has linked the symptoms of IGD to symptoms of [...] Read more.
“Internet gaming disorder” (IGD) is a condition for further study in the DSM-5, with its prevalence estimated to be anywhere from 0.7% to 27.5% depending on the methodology used to measure it. Previous research has linked the symptoms of IGD to symptoms of depression and anxiety among college students. Methods: The current study explored the relationships between self-reported symptoms of IGD, depression, and anxiety in two small, non-overlapping samples of college students, one collected before the pandemic (n = 52) and another during the global pandemic (n = 89). Data on the time spent gaming, IGD, depression, and anxiety symptoms were collected via anonymous online surveys at a small Mid-Western liberal arts university. The samples differed significantly in age, likely due to the smaller incoming first-year class size as a result of many families deciding to defer the start of college in 2020. Conclusions: These findings partially support past research suggesting a small to moderate association between self-reports of IGD and depression symptoms. While the pandemic does not appear to have greatly changed the overall number of self-reported symptoms experienced or the time spent playing video games between the two samples, it may have exacerbated the relationship between these variables within the sample. The stronger relationship between symptoms of depression or anxiety and the time spent playing video games in the later sample may be particularly concerning if the trend continues, as it may lead to additional problematic gaming behavior in the future. Full article
(This article belongs to the Special Issue The Effects of Video Games on Emotion and Cognition)
17 pages, 346 KiB  
Article
Investigating the Effectiveness of a Virtual-Reality-Based Mindfulness Intervention on Internet Gaming Disorder
by Selma Tvrtković-Hasandić and Pınar Ünal-Aydın
Behav. Sci. 2024, 14(12), 1137; https://doi.org/10.3390/bs14121137 - 27 Nov 2024
Viewed by 1913
Abstract
Novel treatment approaches for Internet Gaming Disorder (IGD) include the use of mindfulness and technology-based interventions. Mindfulness has been shown as a protective factor against IGD, but the treatment dropout rates are high due to long sessions and treatment duration. Pathological gamers show [...] Read more.
Novel treatment approaches for Internet Gaming Disorder (IGD) include the use of mindfulness and technology-based interventions. Mindfulness has been shown as a protective factor against IGD, but the treatment dropout rates are high due to long sessions and treatment duration. Pathological gamers show approach bias towards technological gadgets, and the inclusion of Virtual Reality has been effective in IGD treatment. Due to the effectiveness of mindfulness and the attractiveness of VR, a combined intervention could decrease treatment time and willingness for treatment. Therefore, the aim of this study was to examine the effectiveness of a brief VR-based mindfulness intervention on IGD symptomatology. Nine participants meeting the IGD symptom criteria, ten recreational game users, and eight healthy controls without a gaming history participated in the study. The intervention consisted of four weekly 20-min-long Attentional Focus Mindfulness sessions. The results indicate a significant reduction in IGD symptoms and weekend gaming time in the treatment group. Despite the small sample size in the treatment group (n = 9) and lack of randomization, the findings constitute a valuable starting point. As a cost- and time-effective intervention, this approach could reduce dropout rates and increase treatment adherence, especially in younger gamers. Additional studies with a larger sample size, randomization, and a longitudinal approach are needed to further validate the found results. Full article
22 pages, 378 KiB  
Article
Exploring Gender Differences in Internet Addiction and Psychological Factors: A Study in a Spanish Sample
by Manuel Varchetta, Ginevra Tagliaferri, Emanuela Mari, Alessandro Quaglieri, Clarissa Cricenti, Anna Maria Giannini and Manuel Martí-Vilar
Brain Sci. 2024, 14(10), 1037; https://doi.org/10.3390/brainsci14101037 - 19 Oct 2024
Cited by 10 | Viewed by 4298
Abstract
Background/Objectives: Internet addiction (IA) and related behaviors, such as Internet Gaming Disorder (IGD) and social media addiction (SMA), have gained increasing research attention. Studies show gender differences, with males more likely to develop gaming-related addictions and females more prone to social media and [...] Read more.
Background/Objectives: Internet addiction (IA) and related behaviors, such as Internet Gaming Disorder (IGD) and social media addiction (SMA), have gained increasing research attention. Studies show gender differences, with males more likely to develop gaming-related addictions and females more prone to social media and phubbing behaviors. This study aimed to explore gender differences in Internet addiction and related behaviors in a Spanish sample, with the goal of identifying predictors and gender-specific patterns of IA. Methods: We conducted a cross-sectional study with 585 participants (265 male, 320 female) aged 18 to 35 years (M = 22.11, SD = 3.08). Data were collected using standardized questionnaires to assess IA, IGD, SMA, phubbing, Fear of Missing Out (FoMO), emotional dysregulation, personality traits, and prosociality. Correlation and regression analyses were used to identify gender-specific predictors of IA. Results: Males exhibited significantly higher scores for IA and IGD, while females showed higher scores for SMA and the “phone obsession” dimension of phubbing. No significant gender differences were found in the “communication disturbance” dimension of phubbing or in FoMO. Correlation analyses revealed significant associations between IA and psychological as well as technological variables. Gender-specific predictors of IA included social media engagement and emotional regulation for females, while gaming behaviors and communication patterns were more relevant for males. Conclusions: These findings highlight gender differences in IA, suggesting that tailored interventions should address unique online behaviors and emotional regulation challenges in males and females. Future research should refine gender-specific patterns to develop more effective, targeted prevention and treatment strategies. Full article
(This article belongs to the Special Issue Psychiatry and Addiction: A Multi-Faceted Issue)
14 pages, 675 KiB  
Article
Nature Connectedness Reduces Internet Gaming Disorder: The Chain Mediating Role of Intolerance of Uncertainty and Desire Thinking
by Zihui Yuan, Fang Xu and Qingqi Liu
Behav. Sci. 2024, 14(9), 844; https://doi.org/10.3390/bs14090844 - 19 Sep 2024
Cited by 2 | Viewed by 1969
Abstract
While online gaming has become a choice for relaxation and entertainment in today’s digital age, Internet Gaming Disorder (IGD) has also become a widely concerning mental disorder. Nature connectedness has been found to effectively reduce addiction-related risks and alleviate symptoms of addictive behaviors. [...] Read more.
While online gaming has become a choice for relaxation and entertainment in today’s digital age, Internet Gaming Disorder (IGD) has also become a widely concerning mental disorder. Nature connectedness has been found to effectively reduce addiction-related risks and alleviate symptoms of addictive behaviors. It is a relatively lacking but very important factor influencing psychological recovery and regulation in the digital society. This study aims to explore the relationship between nature connectedness and IGD, and the mediating roles of intolerance of uncertainty and desire thinking. A total of 571 young people voluntarily participated in the questionnaire survey. The results showed that: (1) nature connectedness was negatively correlated with IGD; (2) intolerance of uncertainty plays a mediating role between nature connectedness and IGD; and (3) intolerance of uncertainty and desire thinking plays a chain mediating role between nature connectedness and IGD. Analysis of the research results indicates that nature connectedness can effectively reduce IGD and reveal its mechanism of action. The findings provide new insights for the study and intervention of IGD in the digital age. Full article
(This article belongs to the Topic New Advances in Addiction Behavior)
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