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Search Results (242)

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Keywords = game addiction

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12 pages, 256 KB  
Article
Profiles Vulnerable to Maladaptive Use of Recreational Digital Environments Identified Using the Big Five Model
by Bárbara Caffarel-Rodríguez, Andrés González Llamas and Elena Porras-García
Behav. Sci. 2025, 15(12), 1749; https://doi.org/10.3390/bs15121749 - 18 Dec 2025
Viewed by 275
Abstract
The Big Five Model has been widely applied across various areas for detecting problematic or even antisocial behaviors. This research explores its potential to identify behavior patterns and usage profiles in digital environments, such as social media use, digital gaming, and related activities. [...] Read more.
The Big Five Model has been widely applied across various areas for detecting problematic or even antisocial behaviors. This research explores its potential to identify behavior patterns and usage profiles in digital environments, such as social media use, digital gaming, and related activities. This study first conducted a literature review on mobile phone use, video game addiction, and social media overuse through the lens of the Big Five Model. Then, empirical data from 492 participants were analyzed to assess how each personality trait is associated with exposure to excessive internet use. The results shown that individuals with high openness and extraversion are more likely to engage intensively with social media and online entertainment, whereas those with higher levels of neuroticism, agreeableness, or conscientiousness display lower exposure. These findings align with previous research linking personality traits to neuroanatomical patterns that shape behavioral tendencies. This study suggests that specific personality traits, as defined by the Big Five Model, influence the use of digital media and advertising channels, potentially fostering addictive behaviors in users with higher openness and extraversion. Full article
(This article belongs to the Section Cognition)
19 pages, 1119 KB  
Article
Moderated Mediation in Problematic Digital Gaming Among Adolescents: Self-Esteem, Social Anxiety, Self-Concealment, and Sensation Seeking
by İbrahim Erdoğan Yayla, Samet Makas, Lokman Koçak, Murat Yıldırım and Kübra Dombak
Children 2025, 12(12), 1683; https://doi.org/10.3390/children12121683 - 11 Dec 2025
Viewed by 662
Abstract
Background: Problematic digital gaming among adolescents is a common behavioral issue that has negative consequences on school functioning and mental health. Theoretically, it is predicted that low self-esteem paves the way for problematic gaming by increasing social anxiety and self-concealment; this indirect [...] Read more.
Background: Problematic digital gaming among adolescents is a common behavioral issue that has negative consequences on school functioning and mental health. Theoretically, it is predicted that low self-esteem paves the way for problematic gaming by increasing social anxiety and self-concealment; this indirect pathway may be stronger in sensation seeking adolescents. Aims: The aim of this study is to examine the relationship between self-esteem and problematic digital gaming among adolescents, first through the PROCESS Model 6 in terms of social anxiety and self-concealment as mediators, and subsequently through Model 89 in terms of moderated mediation by sensation seeking. Method: The sample consisted of 448 Turkish adolescents (243 (54.2%) males, 205 (45.8%) females) aged between 13 and 18 years (M = 15.9). Participants completed the Game Addiction Scale for Adolescents—Short Form, Rosenberg Self-Esteem Scale, Self-Concealment Scale, Brief Sensation Seeking Scale and the Social Anxiety Scale-8. Results: A significant negative relationship was found between self-esteem and problematic digital gaming. Social anxiety and self-concealment fully mediated this relationship (indirect effects were significant). Sensation seeking conditioned the mediation by strengthening pathways to problematic digital gaming (moderated mediation was significant). The indirect effect was greater in those with high sensation seeking. Conclusions: The findings indicate that the negative effect, ranging from self-esteem to problematic digital gaming, progresses through social anxiety and self-concealment, and that this mediation is strengthened in adolescents with high sensation seeking. These results emphasize the need to integrate social anxiety reduction and self-expression skills into interventions in a target-sensitive manner, taking into account differences in sensation seeking. Full article
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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
Viewed by 640
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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14 pages, 781 KB  
Article
Digital Play Addiction Tendency and Aggressive Behaviors Among Turkish Preschoolers: Evidence from Parent Reports
by Selahattin Semiz, Yüksel Büşra Yüksel Aykanat, Büşra Somuncu Çoksağır, Amira Mohammed Ali, Carlos Laranjeira and Murat Yıldırım
Eur. J. Investig. Health Psychol. Educ. 2025, 15(11), 233; https://doi.org/10.3390/ejihpe15110233 - 14 Nov 2025
Viewed by 701
Abstract
The escalating exposure of young children to digital gaming necessitates a critical examination of its behavioral impacts. However, evidence regarding its influence on aggressive behavior remains limited. This study investigated the relationship between digital play addiction tendency and our dimensions of aggression: physical [...] Read more.
The escalating exposure of young children to digital gaming necessitates a critical examination of its behavioral impacts. However, evidence regarding its influence on aggressive behavior remains limited. This study investigated the relationship between digital play addiction tendency and our dimensions of aggression: physical aggression, relational aggression, self-directed aggression, and aggression against objects. This study employed a cross-sectional design, gathering data through parent assessments. The sample consisted of 744 children aged 4 to 6 years. The average age of the participants was 33.5, with 82% of the sample being female. The participants came from a lower (27%), middle (37%), and high (36%) socioeconomic background. The data were analyzed using a Structural Equation Modeling (SEM) approach to test the hypothesized relationships. The main findings from the SEM analysis indicated that a higher digital play addiction tendency was a significant positive predictor of all four dimensions of aggression. These results highlight the potential adverse effects of digital play addiction tendency on the development of maladaptive behaviors in early childhood. This study underscores the urgent need to develop strategies that foster healthier digital media consumption and mitigate the adverse effects of digital gaming on children’s developmental outcomes. Full article
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19 pages, 999 KB  
Systematic Review
Effectiveness of Psychological Treatments for Problematic Use of Internet, Video Games, Social Media and Instant Messaging: A Systematic Review and Meta-Analysis
by Mateo Pérez-Wiesner, Kora-Mareen Bühler, José Antonio López-Moreno and Maria Dolores López-Salmerón
Int. J. Environ. Res. Public Health 2025, 22(10), 1598; https://doi.org/10.3390/ijerph22101598 - 21 Oct 2025
Viewed by 4967
Abstract
Adolescence is a developmental stage characterized by increased vulnerability to technology use. Several models have been proposed to explain the psychological processes involved in addictive use. In response to this evidence, therapeutic and preventive intervention programs aim to reduce key symptoms in order [...] Read more.
Adolescence is a developmental stage characterized by increased vulnerability to technology use. Several models have been proposed to explain the psychological processes involved in addictive use. In response to this evidence, therapeutic and preventive intervention programs aim to reduce key symptoms in order to promote health and protect adolescents. This study presents a systematic review and meta-analysis on the effectiveness of psychological therapeutic and preventive interventions for problematic use of Information and Communication Technologies (ICTs) in adolescents (aged 10–21). A total of nine studies (five RCTs and four non-RCTs) with 744 participants were analyzed. The search was conducted following PRISMA guidelines and using the PICO framework. Included studies involved face-to-face or online psychological therapeutic and preventive interventions targeting adolescents, with a particular focus on cognitive behavioral therapy (CBT). Results indicate significant effects in favor of the experimental group in reducing symptoms associated with Internet, video game, social media, and instant messaging addiction, with pooled effect sizes of SMD = −1.53 (RCTs) and SMD = −1.13 (non-RCTs). Despite heterogeneity and potential publication bias, the evidence supports the effectiveness of these interventions, particularly CBT, family therapy, and executive function training. A multidisciplinary approach, early detection, and treatment personalization are recommended. Methodological limitations were identified, highlighting the need for more rigorous future research with attention to gender differences and cultural adaptation. Full article
(This article belongs to the Section Behavioral and Mental Health)
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27 pages, 596 KB  
Article
Inherent Addiction Mechanisms in Video Games’ Gacha
by Sagguneswaraan Thavamuni, Mohd Nor Akmal Khalid and Hiroyuki Iida
Information 2025, 16(10), 890; https://doi.org/10.3390/info16100890 - 13 Oct 2025
Viewed by 5694
Abstract
Gacha games, particularly those using Free-to-Play (F2P) models, have become increasingly popular yet controversial due to their addictive mechanics, often likened to gambling. This study investigates the inherent addictive mechanisms of Gacha games, focusing on Genshin Impact, a leading title in the genre. [...] Read more.
Gacha games, particularly those using Free-to-Play (F2P) models, have become increasingly popular yet controversial due to their addictive mechanics, often likened to gambling. This study investigates the inherent addictive mechanisms of Gacha games, focusing on Genshin Impact, a leading title in the genre. We analyze the interplay between reward frequency, game attractiveness, and player addiction using the Game Refinement theory and the Motion in Mind framework. Our analysis identifies a critical threshold at approximately 55 pulls per rare item (N55), with a corresponding gravity-in-mind value of 7.4. Beyond this point, the system exhibits gambling-like dynamics, as indicated by Game Refinement and Motion in Mind metrics. This threshold was measured using empirical gacha data collected from Genshin Impact players and analyzed through theoretical models. While not claiming direct causal evidence of player behavior change, the results highlight a measurable boundary where structural design risks fostering addiction-like compulsion. The study contributes theoretical insights with ethical implications for game design, by identifying critical thresholds in reward frequency and game dynamics that mark the shift toward gambling-like reinforcement. The methodologies, including quantitative analysis and empirical data, ensure robust results contributing to responsible digital entertainment discourse. Full article
(This article belongs to the Special Issue Artificial Intelligence Methods for Human-Computer Interaction)
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16 pages, 828 KB  
Article
Predictors of Problematic Internet Use Among Romanian High School Students
by Brigitte Osser, Csongor Toth, Carmen Delia Nistor-Cseppento, Mariana Cevei, Cristina Aur, Maria Orodan, Roland Fazakas and Laura Ioana Bondar
Children 2025, 12(10), 1292; https://doi.org/10.3390/children12101292 - 24 Sep 2025
Cited by 1 | Viewed by 975
Abstract
Background: Problematic internet use among adolescents is linked to poorer mental health, academic performance, and social functioning, yet evidence from Eastern Europe remains limited. Methods: We conducted a school-based cross-sectional study at a Romanian high school (Arad County) including 308 students aged 15–18 [...] Read more.
Background: Problematic internet use among adolescents is linked to poorer mental health, academic performance, and social functioning, yet evidence from Eastern Europe remains limited. Methods: We conducted a school-based cross-sectional study at a Romanian high school (Arad County) including 308 students aged 15–18 years (154 males, 154 females). Students completed a demographic/behavioral questionnaire and the 20-item Internet Addiction Test (IAT), a widely used measure of problematic internet use. The prespecified primary analysis was a multivariable linear regression of IAT score on sex, age group, residence, daily screen time, prior attempts to reduce use, and main internet purpose; supporting analyses included t-tests, ANOVA, and Pearson correlation (α = 0.05). Results: In bivariable comparisons, males, older adolescents (17–18 years), and urban residents reported higher IAT scores; screen time correlated with IAT (r = 0.460, p < 0.001), and prior reduction attempts were associated with higher scores (Cohen’s d = 0.80). In the adjusted model, male sex (β = 4.97), older age (β = 5.36), greater daily screen time (β = 1.67 per hour), prior attempts to reduce use (β = 4.13), and primarily using the internet for gaming (β = 5.71) remained significant predictors (all p ≤ 0.045); urban residence was not retained (p = 0.218). The model explained 43% of IAT variance (R2 = 0.43). Conclusions: Demographic and behavioral factors independently predict adolescent problematic internet use, highlighting high-risk profiles (older males, heavy screen time, gaming focus, prior reduction attempts). These findings support school-based screening and targeted digital-health interventions in underrepresented contexts. Full article
(This article belongs to the Section Pediatric Mental Health)
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13 pages, 371 KB  
Article
Pokémon GO, Went, Gone…—Physical Activity Level, Health Behaviours, and Mental Well-Being of Game Users: A Cross-Sectional Study
by Michał Giller, Tomasz Kowal, Wirginia Likus and Anna Brzęk
Healthcare 2025, 13(18), 2334; https://doi.org/10.3390/healthcare13182334 - 17 Sep 2025
Viewed by 2301
Abstract
Background/Objectives: Pokémon GO has had a substantial global impact, emerging as one of the most prominent smartphone game releases of the 21st century. Beyond its entertainment value, this game has the potential to encourage physical activity alongside recreational engagement. Consequently, it may facilitate [...] Read more.
Background/Objectives: Pokémon GO has had a substantial global impact, emerging as one of the most prominent smartphone game releases of the 21st century. Beyond its entertainment value, this game has the potential to encourage physical activity alongside recreational engagement. Consequently, it may facilitate the integration of augmented reality into daily routines within the context of advancing mobile device technology. This study aimed to assess the impact of Pokémon GO on users’ physical activity levels, as well as to identify other implicit health outcomes and potential risks. Methods: A cross-sectional study was conducted using the International Physical Activity Questionnaire (IPAQ-long form) and a custom-designed survey (including demographic characteristics) administered to a cohort of 243 Pokémon GO players (112 females and 131 males, mean age 27 ± 7 years). Results: According to IPAQ-long form data, 68% of Pokémon GO users demonstrated high physical activity levels, 29% moderate, and 2.5% insufficient activity. More than 80% of participants reported increased walking distances, and 39% indicated that playing the game had improved their overall mood, while 13% reported enhanced social interactions. However, some findings are concerning, with 27% of respondents admitting to sacrificing sleep, 20% considering themselves addicted, and more than half exceeding the World Health Organization (WHO) screen time guidelines based solely on the time spent playing Pokémon GO. Conclusions: Pokémon GO has a positive impact on users’ physical activity levels, particularly in terms of low-intensity physical activities such as walking. This observational study suggests that the application may be associated with a healthy lifestyle and enhanced interpersonal contact. Prudent and safe usage is advised, as the game has the potential to be addictive and may pose risks when misused. Full article
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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
Viewed by 3902
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)
18 pages, 523 KB  
Article
Psychosocial Risk Factors and Adolescent Problematic Internet Gaming (PIG): The Mediating Roles of Deviant Peer Affiliation and Hedonic Gaming Experience
by Yi Wu, Huazhen Li and Zhanni Luo
Behav. Sci. 2025, 15(9), 1177; https://doi.org/10.3390/bs15091177 - 29 Aug 2025
Viewed by 1285
Abstract
Background: Problematic Internet gaming (PIG), considered an early stage of Internet gaming addiction (IGA), has become increasingly prevalent among adolescents. This study focused on deviant peer affiliation (DPA) and hedonic gaming experience (HGE) as key mediators and examined four psychosocial risk factors closely [...] Read more.
Background: Problematic Internet gaming (PIG), considered an early stage of Internet gaming addiction (IGA), has become increasingly prevalent among adolescents. This study focused on deviant peer affiliation (DPA) and hedonic gaming experience (HGE) as key mediators and examined four psychosocial risk factors closely related to them: interpersonal incompetence (II), perceived stress (PS), frustration (FR), and emotional loneliness (EL). Specifically, the study investigated how these four psychosocial risk factors influence adolescents’ DPA, HGE, and PIG, and whether DPA and HGE mediate these relationships. Methods: Based on existing validated scales, we developed a questionnaire to measure these seven constructs (II, PS, FR, IC, DPA, HGE, and PIG), proposed 14 hypotheses, and collected 214 valid responses from adolescents. Structural equation modeling (SEM) was used to test the hypothesized model. Findings: The results showed that all 14 hypotheses were supported. Specifically, interpersonal incompetence significantly predicted perceived stress; stress led to frustration; and frustration, in turn, contributed to emotional loneliness. Furthermore, all four psychosocial risk factors significantly predicted deviant peer affiliation, hedonic gaming experience, and ultimately, problematic Internet gaming among adolescents. Both DPA and HGE mediated the effects of psychosocial risk factors on adolescent problematic Internet gaming (PIG), with the model explaining moderate-to-high variance. This study highlights the importance of segmenting adolescents into more specific subgroups based on the distinct developmental pathways leading to PIG. Implications: Understanding the step-by-step mechanisms and psychological drivers of different adolescent subtypes can provide a more solid foundation for early identification and targeted intervention efforts. Full article
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21 pages, 1009 KB  
Article
Difficulties in Emotion Regulation as a Mediator and Gender as a Moderator in the Relationship Between Problematic Digital Gaming and Life Satisfaction Among Adolescents
by İbrahim Erdoğan Yayla, Kübra Dombak, Sena Diril, Betül Düşünceli, Eyüp Çelik and Murat Yildirim
Behav. Sci. 2025, 15(8), 1092; https://doi.org/10.3390/bs15081092 - 12 Aug 2025
Cited by 2 | Viewed by 3441
Abstract
Background: Problematic digital gaming has emerged as a significant behavioral concern among adolescents, with potential implications for well-being. Understanding the mechanisms through which problematic digital gaming affects life satisfaction and how these mechanisms may differ by gender is important for targeted interventions. Aims: [...] Read more.
Background: Problematic digital gaming has emerged as a significant behavioral concern among adolescents, with potential implications for well-being. Understanding the mechanisms through which problematic digital gaming affects life satisfaction and how these mechanisms may differ by gender is important for targeted interventions. Aims: This study aimed to investigate the mediating role of difficulties in emotion regulation and the moderating role of gender in the relationship between problematic digital gaming and life satisfaction among adolescents. Method: The sample consisted of 458 Turkish adolescents (232 females, 50.7%) aged between 14 and 18 years (M = 16.27). Participants completed the Game Addiction Scale for Adolescents—Short Form, the Life Satisfaction Scale, and the Difficulties in Emotion Regulation Scale—8. Results: Problematic digital gaming was found to have a significant negative association with life satisfaction. Difficulties in emotion regulation significantly mediated the relationship between problematic digital gaming and life satisfaction. Furthermore, gender moderated this mediation effect, with difficulties in emotion regulation being more pronounced among males than females. Conclusions: The findings highlight the importance of emotional regulation in understanding the negative impact of problematic digital gaming on adolescents’ life satisfaction, particularly among males. These results suggest the need for gender-sensitive approaches in interventions aimed at improving emotion regulation skills and reducing problematic gaming behavior. Full article
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12 pages, 277 KB  
Article
Exploring the Implementation of Gamification as a Treatment Modality for Adults with Depression in Malaysia
by Muhammad Akmal bin Zakaria, Koh Ong Hui, Hema Subramaniam, Maziah Binti Mat Rosly, Jesjeet Singh Gill, Lim Yee En, Yong Zhi Sheng, Julian Wong Joon Ip, Hemavathi Shanmugam, Chow Soon Ken and Benedict Francis
Medicina 2025, 61(8), 1404; https://doi.org/10.3390/medicina61081404 - 1 Aug 2025
Viewed by 1470
Abstract
Background and Objectives: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement [...] Read more.
Background and Objectives: Depression is a leading cause of disability globally, with treatment challenges including limited access, stigma, and poor adherence. Gamification, which applies game elements such as points, levels, and storytelling into non-game contexts, offers a promising strategy to enhance engagement and augment traditional treatments. Our research is the first study designed to explore the implementation of gamification within the Malaysian context. The objective was to explore the feasibility of implementation of gamification as an adjunctive treatment for adults with depression. Materials and Methods: Focus group discussions were held with five mental health professionals and ten patients diagnosed with moderate depression. The qualitative component assessed perceptions of gamified interventions, while quantitative measures evaluated participants’ depressive and anxiety symptomatology. Results: Three key themes were identified: (1) understanding of gamification as a treatment option, (2) factors influencing its acceptance, and (3) characteristics of a practical and feasible intervention. Clinicians saw potential in gamification to boost motivation, support psychoeducation, and encourage self-paced learning, but they expressed concerns about possible addiction, stigma, and the complexity of gameplay for some patients. Patients spoke of gaming as a source of comfort, escapism, and social connection. Acceptance was shaped by engaging storylines, intuitive design, balanced difficulty, therapist guidance, and clear safety measures. Both groups agreed that gamification should be used in conjunction with standard treatments, be culturally sensitive, and be presented as a meaningful therapeutic approach rather than merely as entertainment. Conclusions: Gamification emerges as an acceptable and feasible supplementary approach for managing depression in Malaysia. Its success depends on culturally sensitive design, robust clinical oversight, and seamless integration with existing care pathways. Future studies should investigate long-term outcomes and establish guidelines for the safe and effective implementation of this approach. We recommend targeted investment into culturally adapted gamified tools, including training, policy development, and collaboration with key stakeholders to realistically implement gamification as a mental health intervention in Malaysia. Full article
(This article belongs to the Section 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 4 | Viewed by 16739
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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17 pages, 1149 KB  
Article
The Relationship Between Smartphone and Game Addiction, Leisure Time Management, and the Enjoyment of Physical Activity: A Comparison of Regression Analysis and Machine Learning Models
by Sevinç Namlı, Bekir Çar, Ahmet Kurtoğlu, Eda Yılmaz, Gönül Tekkurşun Demir, Burcu Güvendi, Batuhan Batu and Monira I. Aldhahi
Healthcare 2025, 13(15), 1805; https://doi.org/10.3390/healthcare13151805 - 25 Jul 2025
Viewed by 1352
Abstract
Background/Objectives: Smartphone addiction (SA) and gaming addiction (GA) have become risk factors for individuals of all ages in recent years. Especially during adolescence, it has become very difficult for parents to control this situation. Physical activity and the effective use of free time [...] Read more.
Background/Objectives: Smartphone addiction (SA) and gaming addiction (GA) have become risk factors for individuals of all ages in recent years. Especially during adolescence, it has become very difficult for parents to control this situation. Physical activity and the effective use of free time are the most important factors in eliminating such addictions. This study aimed to test a new machine learning method by combining routine regression analysis with the gradient-boosting machine (GBM) and random forest (RF) methods to analyze the relationship between SA and GA with leisure time management (LTM) and the enjoyment of physical activity (EPA) among adolescents. Methods: This study presents the results obtained using our developed GBM + RF hybrid model, which incorporates LTM and EPA scores as inputs for predicting SA and GA, following the preprocessing of data collected from 1107 high school students aged 15–19 years. The results were compared with those obtained using routine regression results and the lasso, ElasticNet, RF, GBM, AdaBoost, bagging, support vector regression (SVR), K-nearest neighbors (KNN), multi-layer perceptron (MLP), and light gradient-boosting machine (LightGBM) models. In the GBM + RF model, probability scores obtained from GBM were used as input to RF to produce final predictions. The performance of the models was evaluated using the R2, mean absolute error (MAE), and mean squared error (MSE) metrics. Results: Classical regression analyses revealed a significant negative relationship between SA scores and both LTM and EPA scores. Specifically, as LTM and EPA scores increased, SA scores decreased significantly. In contrast, GA scores showed a significant negative relationship only with LTM scores, whereas EPA was not a significant determinant of GA. In contrast to the relatively low explanatory power of classical regression models, ML algorithms have demonstrated significantly higher prediction accuracy. The best performance for SA prediction was achieved using the Hybrid GBM + RF model (MAE = 0.095, MSE = 0.010, R2 = 0.9299), whereas the SVR model showed the weakest performance (MAE = 0.310, MSE = 0.096, R2 = 0.8615). Similarly, the Hybrid GBM + RF model also showed the highest performance for GA prediction (MAE = 0.090, MSE = 0.014, R2 = 0.9699). Conclusions: These findings demonstrate that classical regression analyses have limited explanatory power in capturing complex relationships between variables, whereas ML algorithms, particularly our GBM + RF hybrid model, offer more robust and accurate modeling capabilities for multifactorial cognitive and performance-related predictions. Full article
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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 3 | Viewed by 2850
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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