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Search Results (191)

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Keywords = Internet Gaming Disorder

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16 pages, 267 KB  
Article
Internet Gaming Disorder, Sleep Quality, and Gaming Time Among High School and University Students in Saudi Arabia
by Emadeldin M. Elsokkary, Jehad A. Aldali, Mohammed B. AlQarni, Yazeed A. AlAhmari, Almuthanna S. Alghamdi, Dari N. Almodara and Abdulelah K. Alfandi
Healthcare 2026, 14(10), 1348; https://doi.org/10.3390/healthcare14101348 - 14 May 2026
Viewed by 283
Abstract
Background: Internet Gaming Disorder (IGD) has been linked to sleep disturbances, yet evidence from Saudi students is limited. Objective: We examined IGD symptom burden and its associations with daily gaming time and sleep quality among high school and university students in Riyadh, Saudi [...] Read more.
Background: Internet Gaming Disorder (IGD) has been linked to sleep disturbances, yet evidence from Saudi students is limited. Objective: We examined IGD symptom burden and its associations with daily gaming time and sleep quality among high school and university students in Riyadh, Saudi Arabia. Methods: In a cross-sectional online survey, participants completed the applicable consent process and were screened for gaming. Gamers completed a DSM-5–based IGD checklist and the Pittsburgh Sleep Quality Index (PSQI). IGD symptom count was analyzed using negative binomial regression (IRR), adjusting for sociodemographic and academic covariates and then adding PSQI total score. Results: Of invited students (N = 534), (n = 408) were gamers. Among those with complete PSQI totals (n = 352), the mean PSQI was (7.49) (SD = 3.46), and poor sleep (PSQI > 5) affected about two-thirds. Longer daily gaming time was significantly associated with higher expected IGD symptom counts. After adjustment, higher PSQI total score remained significantly associated with greater symptom burden (Adjusted IRR = 1.049 per 1-point increase), while demographic variables and academic-performance score were not significant. Conclusions: IGD symptom burden and poor sleep were common among student gamers in Riyadh. Longer daily gaming time and poorer sleep quality were associated with higher IGD symptom counts. These findings may inform prevention efforts related to gaming habits and sleep hygiene; however, longitudinal studies are needed to clarify temporal directionality and determine whether these associations reflect causal pathways. Full article
13 pages, 629 KB  
Systematic Review
Hyperconnected Minds: A Systematic Review of the Neurobiology of Problematic Internet Use
by Rebeca-Isabela Molnar, Otilia-Rodica Butiu and Adriana Mihai
Psychiatry Int. 2026, 7(3), 113; https://doi.org/10.3390/psychiatryint7030113 - 13 May 2026
Viewed by 552
Abstract
The rapid expansion of digital technologies has created an unprecedented level of increased connectivity, yet the neurobiological mechanisms underlying these changes remain incompletely understood. This systematic review synthesizes the currently available evidence on neurobiological findings related to problematic internet use, problematic smartphone/social media [...] Read more.
The rapid expansion of digital technologies has created an unprecedented level of increased connectivity, yet the neurobiological mechanisms underlying these changes remain incompletely understood. This systematic review synthesizes the currently available evidence on neurobiological findings related to problematic internet use, problematic smartphone/social media use, and internet gaming disorder, with a focus on reward processing, attentional control, and emotional regulation. Across the included studies, recurrent findings suggested the involvement of fronto-striatal circuitry, salience- and reward-related regions, and executive-control networks. Alterations in large-scale brain networks, including the default mode, salience, and frontoparietal systems, were also reported, although the evidence base was heterogeneous and consisted largely of cross-sectional studies with modest sample sizes. Overall, the findings support a provisional neurobiological framework linking reward-related processing, inhibitory-control difficulties, and large-scale network alterations, but better-standardized studies are needed to draw conclusions. Full article
(This article belongs to the Section Addiction Psychiatry)
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17 pages, 577 KB  
Article
Internet Gaming and Mental Health Among Late Adolescence University Students: Study Discipline as a Moderator
by Ibrahim A. Elshaer, Chokri Kooli, Tarik A. Jasim and Alaa M. S. Azazz
Adolescents 2026, 6(3), 38; https://doi.org/10.3390/adolescents6030038 - 24 Apr 2026
Viewed by 446
Abstract
Internet Gaming Disorder (IGD) has emerged as an increasingly prevalent behavioral health concern among late adolescent university students, a vulnerable population with emotional distress due to the developmental changes and academic pressures. This research explored the direct correlations between IGD and Mental Health [...] Read more.
Internet Gaming Disorder (IGD) has emerged as an increasingly prevalent behavioral health concern among late adolescent university students, a vulnerable population with emotional distress due to the developmental changes and academic pressures. This research explored the direct correlations between IGD and Mental Health Disorder (MHD), such as depression, anxiety, and stress in Saudi Arabia (SA) with study discipline as a moderator. A total of 480 students participated in the developed self-structured questionnaire, and Partial Least Squares Structural Equation Modeling (PLS-SEM) was employed to analyze the obtained data. The results showed that IGD can exert a positive and significant association with all three aspects of MHD. Moreover, the PLS-SEM slope analysis indicated that study discipline can significantly moderate the link from IGD to both anxiety and depression, with university students in health, science, and engineering fields displaying higher symptoms of depression and anxiety as compared to their peers in humanities and social sciences. However, study discipline failed to moderate the link from IGD to stress. These findings can be interpreted through maladaptive coping mechanisms and behavioral addiction, whereby extreme IG can contribute to social withdrawal, reduce sleep quality, and worsen stress regulation, specifically during the late adolescence period. The results extend current research on IGD by emphasizing the disciplinary differences in mental health vulnerability and offering more empirical evidence from a Middle Eastern context. The study highlighted the urgent need for discipline-oriented mental health screening and targeted proactive interventions to deal with unsettled IG attitude within a higher education context. Full article
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19 pages, 313 KB  
Review
Cognitive Diagnosis Computerized Adaptive Testing (CD-CAT) for Adolescent Internet Gaming Disorder: A Conceptual Assessment Framework
by Min Jia and Jing Liu
Behav. Sci. 2026, 16(4), 558; https://doi.org/10.3390/bs16040558 - 8 Apr 2026
Viewed by 545
Abstract
Internet Gaming Disorder (IGD) has become a major behavioral health concern among adolescents, yet current assessment tools remain limited. These tools often fail to capture the disorder’s complex symptom variations and lack clinical interpretability. This study, taking an interdisciplinary approach that combines clinical [...] Read more.
Internet Gaming Disorder (IGD) has become a major behavioral health concern among adolescents, yet current assessment tools remain limited. These tools often fail to capture the disorder’s complex symptom variations and lack clinical interpretability. This study, taking an interdisciplinary approach that combines clinical psychology and psychometrics, summarizes recent progress in understanding adolescent IGD and the development of its assessment methods. We compare the diagnostic criteria of the DSM-5 TR and ICD-11 and argue that the nine DSM-5 TR criteria are particularly suited for transformation into distinct diagnostic attributes due to their detailed and actionable nature. We then review the strengths and weaknesses of Classical Test Theory (CTT), Item Response Theory (IRT), and Cognitive Diagnostic Models (CDMs) in assessing IGD. The review emphasizes the limitations of total-score and single latent-trait approaches in capturing the disorder’s multidimensional symptoms. Based on these insights, we propose a conceptual assessment framework, Cognitive Diagnosis Computerized Adaptive Testing (CD-CAT), that integrates CDMs with computerized adaptive testing. Rather than presenting an empirically validated system, this framework offers a theoretically grounded proposal that specifies the key components, logical relationships, and methodological pathways necessary for advancing precision assessment of adolescent IGD. CD-CAT uses a system of attributes and a Q-matrix based on the DSM-5 TR criteria to efficiently classify IGD symptoms in adolescents, reducing the number of items required while enhancing clinical relevance. Lastly, we discuss the theoretical contributions of the proposed framework, acknowledge its limitations as a conceptual proposal, and outline directions for future empirical research. Full article
14 pages, 279 KB  
Article
Internet Gaming Disorder and Internet Addiction: Comparing Italian and Migrant Children and Adolescents
by Giovanni Giulio Valtolina, Diego Boerchi and Luca Milani
Pediatr. Rep. 2026, 18(2), 53; https://doi.org/10.3390/pediatric18020053 - 7 Apr 2026
Viewed by 490
Abstract
Background: research suggests that adolescents with a migrant background may be particularly vulnerable to behavioral addictions, including problematic gaming and Internet use. Methods: we compared Italian (ITA) and non-Italian (WIC) students on Internet Gaming Disorder (IGD) and Internet Addiction (IA) and examined whether [...] Read more.
Background: research suggests that adolescents with a migrant background may be particularly vulnerable to behavioral addictions, including problematic gaming and Internet use. Methods: we compared Italian (ITA) and non-Italian (WIC) students on Internet Gaming Disorder (IGD) and Internet Addiction (IA) and examined whether coping strategies and interpersonal-relationship quality were associated with these outcomes, using robust linear models estimated with the GENLIN procedure in IBM SPSS Statistics 31 and regression-based models on observed variables. A total of 535 students (64.5% female; aged 9–18) completed the Video Games Addiction Questionnaire (VGA), the Internet Addiction Test (IAT), the Children’s Coping Strategies Checklist–Revised (CCSC), and the Assessment of Interpersonal Relations (AIR). Results: robust generalized linear models showed that WIC adolescents reported significantly higher IGD levels than their Italian peers, while no differences emerged for IA. Gender differences were evident only in unadjusted models, with males reporting higher IGD and females higher IA; however, these effects were not significant once age and nationality were considered simultaneously. Age was positively associated with IA but not with IGD. Avoidance coping was associated with higher levels of both IGD and IA, whereas active coping was negatively associated with IGD. Relationship quality was not associated with IGD but showed protective effects for IA: better relationships with mothers and with both male and female peers were associated with lower IA scores. Overall, the findings highlight that IGD and IA follow partially distinct developmental patterns. Migrant background emerged as a specific vulnerability factor for IGD, while IA appears more closely linked to age-related processes, coping styles, and interpersonal-relationship quality. Conclusions: the results call for differentiated prevention and intervention approaches targeting the distinct etiological mechanisms of each problematic behavior, focusing on coping and migration-related stress and belonging for IGD, and on strengthening coping repertoires and relational resources for IA. Full article
(This article belongs to the Section Pediatric Psychology)
15 pages, 518 KB  
Article
Internet Gaming Disorder and Nonmedical Prescription Drug Use: The Moderating Role of Student Status
by Steve Jacob, Kelsey A. Gately, Jonathan K. Noel and Samantha R. Rosenthal
Int. J. Environ. Res. Public Health 2026, 23(3), 386; https://doi.org/10.3390/ijerph23030386 - 18 Mar 2026
Viewed by 960
Abstract
Internet gaming disorder (IGD) and nonmedical prescription drug use (NMPDU) are prevalent, co-occurring concerns among young adults. Although prior research links problematic gaming and substance misuse, few studies have examined this relationship in non-college populations or whether student status modifies this association. This [...] Read more.
Internet gaming disorder (IGD) and nonmedical prescription drug use (NMPDU) are prevalent, co-occurring concerns among young adults. Although prior research links problematic gaming and substance misuse, few studies have examined this relationship in non-college populations or whether student status modifies this association. This study examined the relationship between Gaming Addiction Scale (GAS) score and NMPDU among 1022 Rhode Island young adults aged 18 to 25. In the total sample, 44.6% identified as cisgender heterosexual female, 42.4% as sexual or gender minority (SGM), and 13.0% as cisgender heterosexual male. Multivariable logistic regression estimated the adjusted association between GAS scores and NMPDU, and an interaction term between GAS and student status was tested. Overall, 12.1% reported lifetime NMPDU. Higher GAS scores were associated with increased odds of NMPDU (adjusted odds ratio [AOR] = 1.05; 95% confidence interval [CI]: 1.01–1.09). Student status alone was not significantly associated with NMPDU; however, a significant interaction was observed between GAS and student status (AOR = 1.09, 95% CI: 1.01–1.18, p = 0.031). Higher GAS scores were positively associated with NMPDU, with student status strengthening this association. Findings support screening for problematic gaming, particularly among students, and integrated prevention strategies addressing both behavioral and substance-related risks. Full article
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17 pages, 533 KB  
Systematic Review
Immersive Virtual Reality in Addictive Disorders: A Systematic Review of Neuroimaging Evidence
by Francesco Monaco, Ernesta Panarello, Annarita Vignapiano, Stefania Landi, Rossella Mucciolo, Raffaele Malvone, Ilaria Pullano, Alessandra Marenna, Anna Maria Iazzolino, Giulio Corrivetti and Luca Steardo
Neuroimaging 2026, 1(1), 5; https://doi.org/10.3390/neuroimaging1010005 - 4 Mar 2026
Cited by 1 | Viewed by 1065
Abstract
Background: Addictive disorders are characterized by the dysregulation of neural circuits involved in reward processing, salience attribution, emotional regulation, and cognitive control. Traditional neuroimaging paradigms based on static or two-dimensional stimuli show limited ecological validity and may fail to capture the contextual [...] Read more.
Background: Addictive disorders are characterized by the dysregulation of neural circuits involved in reward processing, salience attribution, emotional regulation, and cognitive control. Traditional neuroimaging paradigms based on static or two-dimensional stimuli show limited ecological validity and may fail to capture the contextual complexity of real-world addictive triggers. Immersive virtual reality (VR) offers a novel approach to simulate realistic, multisensory environments capable of eliciting craving and emotional responses. Although several reviews have examined VR in addictive disorders, most combined immersive and non-immersive tools and did not restrict inclusion to studies with brain-based outcomes. Methods: This systematic review with narrative synthesis was conducted in PubMed/MEDLINE and APA PsycINFO for studies published up to 30 December 2025. This systematic review followed PRISMA 2020 and was prospectively registered in PROSPERO; due to heterogeneity, findings were synthesized narratively. Eligible studies included human participants with substance-related or behavioral addictions and employed immersive VR paradigms (e.g., head-mounted display–based environments) combined with neuroimaging or neurophysiological measures (EEG, fMRI, fNIRS, PET, or DTI). Risk of bias was assessed using ROB-2 or ROBINS-I, and overall certainty of evidence was evaluated with the GRADE framework. Results: Ten studies met the inclusion criteria, encompassing over 1450 participants with alcohol, nicotine, methamphetamine, opioid use disorders, and internet gaming disorder. Immersive VR was associated with craving-related neural responses across modalities, involving prefrontal, insular, limbic, and striatal networks. EEG studies reported spectral power changes associated with craving and attentional salience, while fMRI, fNIRS, and PET studies demonstrated activation and modulation of executive control and reward-related circuits. Preliminary longitudinal and interventional studies indicate that repeated VR exposure may induce neurobiological changes consistent with therapeutic modulation. Conclusions: Immersive VR combined with neuroimaging supports the use of immersive VR as an ecologically grounded framework to probe addiction-related brain circuits; however, larger trials and standardized reporting are needed to strengthen clinical translation. Future studies should prioritize adequately powered randomized designs, harmonized VR cue-reactivity paradigms, and transparent neuroimaging reporting to enable reproducibility and cumulative inference. Full article
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18 pages, 285 KB  
Review
Large Language Models in the Assessment and Care of Internet Gaming Disorder
by Athanasios Kranas and Vassilios S. Verykios
AI Med. 2026, 1(1), 6; https://doi.org/10.3390/aimed1010006 - 9 Feb 2026
Viewed by 1334
Abstract
Internet Gaming Disorder (IGD), recognized in the International Classification of Diseases (ICD-11), affects millions—especially adolescents and young adults—and poses challenges that invite scalable innovations in care. This narrative review examined how Large Language Models (LLMs) could support IGD prevention, assessment, treatment, and research. [...] Read more.
Internet Gaming Disorder (IGD), recognized in the International Classification of Diseases (ICD-11), affects millions—especially adolescents and young adults—and poses challenges that invite scalable innovations in care. This narrative review examined how Large Language Models (LLMs) could support IGD prevention, assessment, treatment, and research. We conducted targeted searches of PubMed, Scopus, Google Scholar, and IEEE Xplore for 2010–October 2025, supplemented by backward/forward citation chasing. English, peer-reviewed clinical, methodological, and review work was prioritized. As a narrative review, we did not apply PRISMA or perform quantitative synthesis. In total, we synthesized over 50 sources. We analyzed peer-reviewed, IGD-specific AI/ML studies with explicit reporting of training approaches, validation/performance, dataset size, and model openness. While preliminary improvements have been observed in digital-health trials for depression, anxiety, and substance use, we emphasize that no IGD-specific LLM therapeutic trials exist to date; thus, evidence regarding treatment efficacy discussed here is extrapolated from these adjacent disorders. Evidence spans transformer-embedding text screening (r ≈ 0.48) and multimodal classification using EEG or fNIRS (accuracy ≈ 71–88%). Sample sizes ranged from 40 to 417 participants. Notably, most implementations remain research-only, lacking public code or data. Principal concerns include privacy and data governance, algorithmic bias, inconsistent crisis-escalation performance, and a nascent clinical evidence base. We conclude that LLMs may augment—but should not replace—human clinicians; future potential lies in hybrid human–AI pathways, multimodal integrations with wearables and gaming APIs, and rigorous prospective trials to establish safety, effectiveness, and equity in IGD care. Full article
18 pages, 492 KB  
Article
Mobile Phone Craving in Spain: Associations with Impulsivity, Anxiety, Gaming Problem, and Gambling Severity
by Jose de-Sola, Joan I. Mestre-Pintó, Víctor José Villanueva-Blasco, Hernán Talledo, Antonia Serrano, Gabriel Rubio and Fernando Rodríguez de Fonseca
Behav. Sci. 2026, 16(2), 234; https://doi.org/10.3390/bs16020234 - 6 Feb 2026
Viewed by 958
Abstract
Craving for mobile phone use is increasingly discussed as a relevant feature of problematic engagement with digital technologies. This population-based study of 1601 Spanish adults examined psychological factors (impulsivity traits and affective symptoms) and behavioral correlates linked to mobile phone craving. Primary outcome: [...] Read more.
Craving for mobile phone use is increasingly discussed as a relevant feature of problematic engagement with digital technologies. This population-based study of 1601 Spanish adults examined psychological factors (impulsivity traits and affective symptoms) and behavioral correlates linked to mobile phone craving. Primary outcome: Mobile phone craving scale (MPACS). Secondary analyses: Associations between craving and impulsivity, anxiety, depression, Internet Gaming Disorder (IGD), gambling severity, and alcohol use. Craving measured with the MPACS was most common among younger participants (16–35 years old) and strongly related to greater daily phone use, heightened impulsivity, especially urgency and sensation seeking, and higher levels of anxiety and depressive symptoms. Among individuals who use their phones for gaming or gambling (n = 463), craving was strongly associated with IGD and gambling severity, suggesting that mobile phones may amplify involvement in these behaviors. Exploratory factor analyses consistently revealed four underlying dimensions—Reactive Impulsivity, Cognitive Impulsivity, Negative Emotions, and Addictive Behaviors—each contributing differently depending on craving intensity. Logistic regression analyses showed that anxiety, impulsivity, phone-use duration, and IGD scores independently predicted high craving levels. Overall, the findings highlight mobile phone craving as a clinically meaningful, multidimensional construct tied to emotional dysregulation and behavioral addiction. Assessing craving may help identify individuals at heightened risk for problematic technology use and related psychological difficulties. Full article
(This article belongs to the Special Issue Digital Technologies, Mental Health and Well-Being)
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16 pages, 730 KB  
Article
Learning Burnout and Internet Gaming Disorder: Longitudinal Chain Mediation Effects of Self-Control and Peer Alienation
by Xiaohui Yu, Xiaoxiao Song, Lina Li, Shaobo Lyu and Haibo Yang
Behav. Sci. 2025, 15(11), 1589; https://doi.org/10.3390/bs15111589 - 19 Nov 2025
Cited by 1 | Viewed by 1258
Abstract
Learning burnout, a prevalent condition among adolescents characterized by emotional exhaustion and academic disengagement, has been increasingly recognized as a critical risk factor for Internet Gaming Disorder. This study investigates the chain-mediating roles of self-control and peer alienation in this relationship. A longitudinal [...] Read more.
Learning burnout, a prevalent condition among adolescents characterized by emotional exhaustion and academic disengagement, has been increasingly recognized as a critical risk factor for Internet Gaming Disorder. This study investigates the chain-mediating roles of self-control and peer alienation in this relationship. A longitudinal design was implemented with three waves of data collected from 759 Chinese middle school students. Chain mediation analyses were conducted to examine the dynamic pathways among these variables over time. Learning burnout not only directly predicted IGD but also exerted indirect effects through the mediating roles of self-control and peer alienation. The proportion of mediation effects showed an initial increase from T1 (48.18%) to T2 (60.98%), followed by a decrease at T3 (41.94%), suggesting a transition from conscious coping strategies to habitual addictive patterns. The longitudinal model (T1–T3) demonstrated that early learning burnout impaired self-control at T2, which subsequently led to increased peer alienation at T3, ultimately contributing to IGD, with this pathway accounting for 72.14% of the total effect. These findings support a dual-process mechanism involving resource depletion and compensatory need satisfaction, highlighting the importance of early interventions focused on enhancing self-regulation capabilities and improving peer relationships to prevent IGD development among adolescents. Full article
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13 pages, 1329 KB  
Article
Design and Usability Testing of a Novel Internet-Delivered Cognitive Behavioral Therapy (iCBT) Software Platform for Children with Anxiety
by Maria Carmela Pera, Caterina Poli, Martina Gnazzo, Valentina Baldini, Laura Delsante, Marco Pacchioni, Mirko Orsini, Beatrice Rita Campana, Francesca Diodati, Matteo Puntoni, Giuseppe Maglietta, Caterina Caminiti and Susanna Esposito
Children 2025, 12(11), 1535; https://doi.org/10.3390/children12111535 - 13 Nov 2025
Viewed by 805
Abstract
Background: Anxiety disorders are common in childhood, yet access to cognitive behavioral therapy (CBT) is often limited. Internet-delivered CBT (iCBT) can help overcome these barriers, but evidence in younger children remains scarce. This pilot study describes the development and preliminary evaluation of an [...] Read more.
Background: Anxiety disorders are common in childhood, yet access to cognitive behavioral therapy (CBT) is often limited. Internet-delivered CBT (iCBT) can help overcome these barriers, but evidence in younger children remains scarce. This pilot study describes the development and preliminary evaluation of an Italian iCBT platform for children with mild to moderate anxiety. Methods: Five children aged 8–12 years and their caregivers were recruited through pediatricians. Eligibility was assessed using the MASC-2 and a psychiatrist interview. Each child completed a supervised session with the WebApp, which delivers CBT modules combining psychoeducation, cognitive restructuring, relaxation, and gamified activities. Usability was evaluated using the ita-MAUQ, observation, and interviews. Results: All participants completed the session without dropouts. Mean ita-MAUQ scores were consistently above the midpoint, with the highest ratings for interface design and satisfaction. Children appreciated the interactive, game-like features, while caregivers valued the clarity and practicality of content. Qualitative feedback indicated good comprehensibility and engagement, with suggestions for improving navigation flow and language adaptation. No adverse events occurred. Conclusions: This pilot study supports the feasibility, safety, and acceptability of the new iCBT platform and provides essential insights for its refinement and future large-scale clinical trials. Full article
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12 pages, 260 KB  
Article
Video Gaming and Its Effects on Mental Health in Portuguese Higher Education Students: An Exploratory Analysis
by Gonçalo Andrade Pires, Mariana Carvalho and Estela Vilhena
Appl. Sci. 2025, 15(21), 11706; https://doi.org/10.3390/app152111706 - 2 Nov 2025
Cited by 1 | Viewed by 1503
Abstract
Background: Depression, anxiety, and stress are increasingly prevalent among university students, raising concerns about the role of video gaming behaviors, social support, and academic factors in mental health. Internet Gaming Disorder (IGD), recognized in international classifications, has been linked to psychological distress but [...] Read more.
Background: Depression, anxiety, and stress are increasingly prevalent among university students, raising concerns about the role of video gaming behaviors, social support, and academic factors in mental health. Internet Gaming Disorder (IGD), recognized in international classifications, has been linked to psychological distress but remains underexplored in Portuguese higher education students. Objective: This study aimed to examine the relationships between IGD, social support, academic performance, and mental health outcomes. Methods: A cross-sectional survey was conducted with Portuguese university students, collecting sociodemographic information, gaming habits, academic performance, social support, and mental health indicators. Data analyses included non-parametric tests, Spearman correlations, and multiple linear regression models to explore group differences, associations, and predictors of mental health outcomes. Results: No significant gender or age differences were observed in social support or mental health. Students living with parents, engaging in multiplayer gaming, and exercising regularly reported higher social support. Social support correlated negatively with depression, anxiety, and stress, whereas IGD correlated positively with these symptoms. Regression analyses identified academic performance, IGD, and intimacy as predictors of depression; family satisfaction as a predictor of anxiety; and family satisfaction and academic performance as protective factors against stress. Conclusions: Findings highlight the interplay of behavioral, social, and academic factors influencing students’ mental health. Effective interventions should reinforce family support and students’ academic self-efficacy, alongside fostering responsible gaming practices. Limitations include cross-sectional design and self-reported measures, indicating the need for longitudinal studies. Full article
(This article belongs to the Special Issue Data Statistics for Epidemiological Research)
26 pages, 356 KB  
Review
Emerging Interventions in Behavioral Addictions: A Narrative Review of Psychedelics and Neuromodulation
by Krista Ulisse, Jehad Albitar, Jourdan T. Aromin and James Berry
Brain Sci. 2025, 15(9), 980; https://doi.org/10.3390/brainsci15090980 - 12 Sep 2025
Cited by 4 | Viewed by 5970
Abstract
Addiction remains a persistent public health crisis, marked by poor treatment retention and limited pharmacotherapy options. Emerging treatments, such as psychedelic-assisted psychotherapy and neuromodulation, offer promising avenues for circuit-level interventions in behavioral addictions. This narrative review synthesizes the current landscape of psychedelic compounds [...] Read more.
Addiction remains a persistent public health crisis, marked by poor treatment retention and limited pharmacotherapy options. Emerging treatments, such as psychedelic-assisted psychotherapy and neuromodulation, offer promising avenues for circuit-level interventions in behavioral addictions. This narrative review synthesizes the current landscape of psychedelic compounds and neuromodulation techniques with a focus on their mechanisms of action, applications in specific behavioral addictions, and translational potential. By targeting disrupted reward, executive control, and stress regulation networks, these interventions may facilitate meaningful recovery and long-term remission in otherwise treatment refractory cases. We highlight key findings, current research limitations, and future directions in integrating these novel therapies into the treatment of gambling disorder; internet gaming disorder/gaming disorder, predominantly online; internet use disorder; and compulsive sexual behavior disorder. Full article
(This article belongs to the Special Issue Psychedelic and Interventional Psychiatry)
29 pages, 646 KB  
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
Cited by 14 | Viewed by 34774
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 KB  
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
Cited by 6 | Viewed by 4460
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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