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Search Results (231)

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12 pages, 277 KiB  
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 188
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 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 675
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 KiB  
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 327
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 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 449
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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17 pages, 768 KiB  
Article
Interrelationship of Preschoolers’ Gross Motor Skills, Digital Game Addiction Tendency, and Parents’ Parenting Styles
by Savaş Aydın, Ramazan Sak and İkbal Tuba Şahin-Sak
Children 2025, 12(7), 932; https://doi.org/10.3390/children12070932 - 16 Jul 2025
Viewed by 340
Abstract
Background: Motor performance in childhood predicts physical fitness, cognitive capacity, socio-emotional development, and academic success. Parenting styles are especially important to such performance in the preschool period, as children’s gross motor abilities are shaped in part by their interactions with parents. Young children’s [...] Read more.
Background: Motor performance in childhood predicts physical fitness, cognitive capacity, socio-emotional development, and academic success. Parenting styles are especially important to such performance in the preschool period, as children’s gross motor abilities are shaped in part by their interactions with parents. Young children’s physical activity is also declining as they spend more time on screens. Methods: This quantitative survey-based study examined the relationships among 252 preschoolers’ gross motor skills, their tendency to become addicted to digital games, and their parents’ parenting styles. Results: The sampled preschoolers’ gross motor skill development and game addiction tendencies were both low, while the participating parents reported high levels of democratic and overprotective parenting attitudes, low levels of authoritarian ones, and moderate levels of permissive ones. Motor skills were not associated with children’s addiction tendency or parents’ democratic (also known as authoritative), authoritarian, or permissive styles. However, overprotective parenting was positively and significantly associated with gross motor skill scores. While no significant relationship was found between children’s digital game addiction tendencies and their parents’ adoption of a democratic parenting style, such tendencies were positively and statistically correlated with the authoritarian and permissive parenting styles. One dimension of such tendencies, constant gameplay, was also positively and significantly correlated with overprotective parenting. Conclusions: Although the participating children’s digital game addiction tendencies were low, the findings indicate that parents and carers should guide children to reduce their screen time and promote increased interaction with their surroundings and other people to mitigate screen time’s known negative effects on gross motor coordination. Full article
(This article belongs to the Section Pediatric Orthopedics & Sports Medicine)
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17 pages, 605 KiB  
Article
Losing Track of Time on TikTok? An Experimental Study of Short Video Users’ Time Distortion
by Yaqi Jiang, Zhihao Yan and Zeyang Yang
Behav. Sci. 2025, 15(7), 930; https://doi.org/10.3390/bs15070930 - 10 Jul 2025
Viewed by 640
Abstract
Short videos’ increasing popularity and increased user engagement have sparked concerns about time perception. While studies have linked gaming or watching TV series to time loss, research on short videos’ temporal impact is scarce. This study aims to investigate the impact of short [...] Read more.
Short videos’ increasing popularity and increased user engagement have sparked concerns about time perception. While studies have linked gaming or watching TV series to time loss, research on short videos’ temporal impact is scarce. This study aims to investigate the impact of short video use on time distortion (including perceptions of time for experimental tasks and weekly usage) through an experimental design. Fifty-six college students were randomly assigned to two time duration conditions (long-duration for 16 min 9 s or short-duration for 5 min 23 s). Participants in both conditions were instructed to watch short videos and read public articles for the same duration and then estimate the time duration of the tasks. Subsequently, participants completed a questionnaire about their estimated and actual weekly short video use and problematic short watching levels. The results showed that the impact of task duration on time perception was significant. Task type had no significant impact on time perception, with no notable difference in time estimation between conditions involving watching short videos and reading. The interaction between time duration and task type was not significant. Additionally, problematic short video watching and the estimated weekly short video use were not significantly related to time distortion. This study contributes to empirical research on time distortion while watching short videos, providing insights for expanding theoretical models of addictive behaviors and interventions for problematic short video use. Full article
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17 pages, 416 KiB  
Article
Cognitive and Mental Health Profiles of Binge-Eating Adults with and Without Comorbid Addictive Behaviors
by Jake Jeong, Jungwon Jang, Giho Jeon and Kwangyeol Baek
Healthcare 2025, 13(13), 1524; https://doi.org/10.3390/healthcare13131524 - 26 Jun 2025
Viewed by 380
Abstract
Background: Binge eating is a disordered eating behavior implicated in eating disorders such as binge eating disorder (BED) and bulimia nervosa; it significantly affects an individual’s physical and mental health. Recent studies suggest shared neurobiological mechanisms between binge eating and addictive behaviors. [...] Read more.
Background: Binge eating is a disordered eating behavior implicated in eating disorders such as binge eating disorder (BED) and bulimia nervosa; it significantly affects an individual’s physical and mental health. Recent studies suggest shared neurobiological mechanisms between binge eating and addictive behaviors. Comorbid addiction (e.g., substance use disorders and behavioral addictions) is also frequently reported in binge-eating patients. However, it is still unclear whether binge-eating individuals with comorbid addictions differ in their cognitive and mental health characteristics from those without comorbid addictions. Objectives: The present study aimed to examine the cognitive and mental health profiles of binge-eating individuals with and without co-occurring addictions. We hypothesized that binge-eating individuals with comorbid addictions would show greater impairments in impulsivity and self-control, as well as elevated depression and emotion dysregulation. Methods: In the present study, we assessed psychometric scales on various cognitive and mental health domains (e.g., impulsivity, behavioral inhibition, self-control, emotion regulation, mood, and anxiety) across 30 binge-eating individuals with co-occurring addictive behaviors (i.e., alcohol, nicotine, gambling, and video games), 32 binge-eating individuals without addiction, and 180 healthy control subjects with neither binge-eating tendencies nor addiction. Results: Both binge-eating groups showed a significant increase in punishment sensitivity, perceived stress, and state/trait anxiety compared to healthy controls, but there was no difference between the two binge-eating groups. Higher impulsivity and lower self-control were observed in both binge-eating groups to a significantly greater degree in the group with comorbid addiction. Notably, significantly increased depression and impaired emotion regulation (reduced use of cognitive reappraisal) were observed only in the binge-eating group with comorbid addiction when compared to the healthy controls. Conclusions: Our findings demonstrated the commonalities and differences in binge-eating populations with and without comorbid addiction. It will help to elucidate cognitive and mental health aspects of comorbid addiction in the binge-eating population and to develop more tailored diagnoses and treatments. Full article
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11 pages, 584 KiB  
Article
The Relationship Between the Functional Head Impulse Test (F-HIT) and Digital Gaming Addiction in Adolescents
by Deniz Uğur Cengiz, Sanem Can Çolak, Mehmet Akif Kay, Büşra Kurtcu, Mehmet Sağlam, Munise Duran and Osman Tayyar Çelik
Children 2025, 12(7), 837; https://doi.org/10.3390/children12070837 - 25 Jun 2025
Viewed by 291
Abstract
Background/Objectives: Considering the extensive use of digital tools among adolescents and the effects of game addiction on physical, social, emotional, and cognitive domains, this study aimed to investigate the relationship between digital game addiction and the vestibulo-ocular reflex in high school students. [...] Read more.
Background/Objectives: Considering the extensive use of digital tools among adolescents and the effects of game addiction on physical, social, emotional, and cognitive domains, this study aimed to investigate the relationship between digital game addiction and the vestibulo-ocular reflex in high school students. Methods: In this descriptive relational study, the relationship between digital game addiction and the functional head impulse test was investigated in adolescents. Two groups of adolescents, with and without digital game addiction, were compared based on the functional head impulse test. The Digital Game Addiction Scale was administered to assess digital game addiction in adolescents aged 14 to 18 years. Results: The findings were analyzed statistically, and the results indicated a statistically significant relationship between digital game addiction and the vestibulo-ocular reflex, with digital game addiction negatively affecting the vestibulo-ocular reflex in adolescents. Conclusions: The findings indicate that digital game addiction in adolescents may impair VOR function, suggesting a potential negative impact on balance and perceptual processing. These results highlight the importance of early interventions and digital literacy programs to mitigate the adverse effects of excessive gaming during adolescence. Full article
(This article belongs to the Section Pediatric Mental Health)
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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 668
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
16 pages, 970 KiB  
Article
Parent Attachment and Video Gaming Addiction: The Serial Mediation Role of Social Support and Maladaptive Daydreaming
by Usman Ahmad Zaheer, Sofia Mastrokoukou, Claudio Longobardi and Paolo Bozzato
Eur. J. Investig. Health Psychol. Educ. 2025, 15(4), 60; https://doi.org/10.3390/ejihpe15040060 - 13 Apr 2025
Viewed by 1946
Abstract
Previous research has demonstrated both direct and indirect relationships between parental attachment and gaming addiction in adolescents. This study aimed to investigate the role of parental attachment in adolescent gaming addiction, specifically examining how maladaptive daydreaming and perceived social support function as mediators [...] Read more.
Previous research has demonstrated both direct and indirect relationships between parental attachment and gaming addiction in adolescents. This study aimed to investigate the role of parental attachment in adolescent gaming addiction, specifically examining how maladaptive daydreaming and perceived social support function as mediators in this relationship. A convenience sample of 898 Italian adolescents (550 female, Mage = 14.89 years, SD = 1.71) completed a questionnaire that included the Inventory of Parent and Peers Attachment, the Maladaptive Daydreaming Scale, the Game Addiction Scale, and a demographic survey. Correlation analyses confirmed a negative relationship between parental attachment and gaming addiction. Mediation analyses also showed that perceived social support and maladaptive daydreaming serve as significant serial mediators in this relationship. These results emphasize the importance of both factors in understanding how parental attachment influences gaming addiction. Adolescents exhibiting gaming addiction is caused by low perceived social support and maladaptive daydreaming may benefit from psychological interventions targeting adaptive regulation strategies. Strengthening the sense of security and self-confidence through such interventions may help to reduce excessive gaming behaviors. Full article
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20 pages, 763 KiB  
Article
Exploring Food Addiction Across Several Behavioral Addictions: Analysis of Clinical Relevance
by Anahí Gaspar-Pérez, Roser Granero, Fernando Fernández-Aranda, Magda Rosinska, Cristina Artero, Silvia Ruiz-Torras, Ashley N Gearhardt, Zsolt Demetrovics, Joan Guàrdia-Olmos and Susana Jiménez-Murcia
Nutrients 2025, 17(7), 1279; https://doi.org/10.3390/nu17071279 - 6 Apr 2025
Cited by 2 | Viewed by 1232
Abstract
Background/Objectives: Recently, interest in studying food addiction (FA) in the context of behavioral addictions (BAs) has increased. However, research remains limited to determine the FA prevalence among various BAs. The current study aimed to investigate FA in a clinical sample of patients seeking [...] Read more.
Background/Objectives: Recently, interest in studying food addiction (FA) in the context of behavioral addictions (BAs) has increased. However, research remains limited to determine the FA prevalence among various BAs. The current study aimed to investigate FA in a clinical sample of patients seeking treatment for gaming disorder, compulsive buying-shopping disorder (CBSD), compulsive sexual behavior disorder, and the comorbid presence of multiple BAs, as well as to determine the sociodemographic characteristics, personality traits, and general psychopathology of this clinical population. In addition, we analyzed whether FA is linked to a higher mean body mass index (BMI). Methods: The sample included 209 patients (135 men and 74 women) attending a specialized behavioral addiction unit. The assessment included a semi-structured clinical interview for the diagnosis of the abovementioned BAs, in addition to self-reported psychometric assessments for FA (using the Yale Food Addiction Scale 2. 0, YFAS-2), CBSD (using the Pathological Buying Screener, PBS), general psychopathology (using the Symptom Checklist-Revised, SCL-90-R), personality traits (using the Temperament and Character Inventory-Revised, TCI-R), emotional regulation (using Difficulties in Emotion Regulation Strategies, DERS), and impulsivity (using Impulsive Behavior Scale, UPPS-P). The comparison between the groups for the clinical profile was performed using logistic regression (categorical variables) and analysis of covariance (ANCOVA), adjusted based on the patients’ gender. The sociodemographic profile was based on chi-square tests for categorical variables and analysis of variance (ANOVA) for quantitative measures. Results: The prevalence of FA in the total sample was 22.49%. The highest prevalence of FA was observed in CBSD (31.3%), followed by gaming disorder (24.7%), and the comorbid presence of multiple BAs (14.3%). No group differences (FA+/−) were found in relation to sociodemographic variables, but the comorbidity between FA and any BA was associated more with females as well as having greater general psychopathology, greater emotional dysregulation, higher levels of impulsivity, and a higher mean BMI. Conclusions: The comorbidity between FA and BA is high compared to previous studies (22.49%), and it is also associated with greater severity and dysfunctionality. Emotional distress levels were high, which suggests that the group with this comorbidity may be employing FA behaviors to cope with psychological distress. However, a better understanding of the latent mechanisms that contribute to the progression of this multifaceted comorbid clinical disorder is needed. One aspect that future studies could consider is to explore the existence of FA symptoms early and routinely in patients with BAs. 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 1156
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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13 pages, 320 KiB  
Article
Psychometric Properties of the Video Game Experiences Questionnaire (CERV), Problematic Use of Video Games and the Link with the Use of Mobile Devices in Mexican Children
by Rocío Martínez-Hernández, Jorge Zamarripa and Georgina Mayela Núñez Rocha
Int. J. Environ. Res. Public Health 2025, 22(4), 476; https://doi.org/10.3390/ijerph22040476 - 23 Mar 2025
Viewed by 472
Abstract
When the use of video games is inappropriate in terms of time and content, it becomes a health risk. The objective of the present study was to analyze the psychometric properties of the Video-Game-Related Experience Questionnaire (CERV), determine its problematic use and know [...] Read more.
When the use of video games is inappropriate in terms of time and content, it becomes a health risk. The objective of the present study was to analyze the psychometric properties of the Video-Game-Related Experience Questionnaire (CERV), determine its problematic use and know the link between the use of mobile devices (MD) and Mexican children. Methods. The study followed an instrumental and comparative design, with n = 519 children. Of these, 61.5% were from Jalisco, and 38.5% were from Nuevo Leon. The sample consisted of 50.1% girls, with 39.7% and 33.7 were in sixth and fifth grade of primary school, respectively. The mean age of participants was 10.50 ± 0.94 years, with ages ranging from 9 to 13 years. In addition, 86.7% of children had access to a DM, 45.3% of children who had a DM used it to play, and 59.0% exceeded the recommended usage time of more than two hours. The Video-Game-Related Experience Questionnaire was used. For the factorial structure, a confirmatory factor analysis was conducted using the Diagonal Weighted Least Squares (DWLS) estimation method. The goodness-of-fit indices were as follows: chi-square value over degrees of freedom (X2/gl), CFI, NNFI, and RMSEA. Results. The goodness-of-fit indices were shown as follows: X2/gl = 1.16; RMSEA = 0.018; SRMR = 0.048; CFI = 0.99; TLI = 0.99; NNFI = 0.99. Acceptable reliability was found with both Cronbach’s alpha and McDonald’s omega greater than 0.80. Furthermore, 41.6% of participants had potential or severe problems with video game use, and the use of mobile devices (DMs) was significantly associated (p < 0.001) with potential or severe problems. Conclusion. It is suggested that educational programs be implemented regarding the consequences of excessive video game use, the usage of DMs, and the importance of restrictive use per se for parents. Full article
16 pages, 2059 KiB  
Review
Demystifying the New Dilemma of Brain Rot in the Digital Era: A Review
by Ahmed Mohamed Fahmy Yousef, Alsaeed Alshamy, Ahmed Tlili and Ahmed Hosny Saleh Metwally
Brain Sci. 2025, 15(3), 283; https://doi.org/10.3390/brainsci15030283 - 7 Mar 2025
Cited by 3 | Viewed by 22487
Abstract
Background/Objectives: The widespread phenomenon of “brain rot”, named the Oxford Word of the Year 2024, refers to the cognitive decline and mental exhaustion experienced by individuals, particularly adolescents and young adults, due to excessive exposure to low-quality online materials, especially on social [...] Read more.
Background/Objectives: The widespread phenomenon of “brain rot”, named the Oxford Word of the Year 2024, refers to the cognitive decline and mental exhaustion experienced by individuals, particularly adolescents and young adults, due to excessive exposure to low-quality online materials, especially on social media. The present study is exploratory and interpretative in nature, aiming to investigate the phenomenon of “brain rot”, with a focus on its key pillars, psychological factors, digital behaviors, and the cognitive impact resulting from the overconsumption of low-quality digital content. Methods: This study employs a rapid review approach, examining research published between 2023 and 2024 across PubMed, Google Scholar, PsycINFO, Scopus, and Web of Science. It explores the causes and effects of brain rot, focusing on the overuse of social media, video games, and other digital platforms. Results: The findings reveal that brain rot leads to emotional desensitization, cognitive overload, and a negative self-concept. It is associated with negative behaviors, such as doomscrolling, zombie scrolling, and social media addiction, all linked to psychological distress, anxiety, and depression. These factors impair executive functioning skills, including memory, planning, and decision-making. The pervasive nature of digital media, driven by dopamine-driven feedback loops, exacerbates these effects. Conclusions: The study concludes by offering strategies to prevent brain rot, such as controlling screen time, curating digital content, and engaging in non-digital activities. Given the increasing prevalence of digital engagement, it is essential to explore a variety of strategies, including mindful technology use, to support cognitive health and emotional well-being. The results can guide various stakeholders—policymakers, practitioners, researchers, educators, and parents or caregivers—in addressing the pervasive impact of brain rot and promoting a balanced approach to technology use that fosters cognitive resilience among adolescents and young adults. Full article
(This article belongs to the Special Issue Focus on Mental Health and Mental Illness in Adolescents)
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17 pages, 910 KiB  
Article
Examining the Roles of Problematic Internet Use and Emotional Regulation Self-Efficacy on the Relationship Between Digital Game Addiction and Motivation Among Turkish Adolescents
by Öner Çelikkaleli, Rıdvan Ata, Muhammet Mustafa Alpaslan, Zafer Tangülü and Özgür Ulubey
Behav. Sci. 2025, 15(3), 241; https://doi.org/10.3390/bs15030241 - 20 Feb 2025
Cited by 2 | Viewed by 1696
Abstract
Digital game addiction and problematic internet use have emerged as significant issues, attracting growing attention from educators, psychologists, and policymakers. This study aimed to examine the mediating role of emotional regulation self-efficacy and the moderating role of problematic internet use in the effect [...] Read more.
Digital game addiction and problematic internet use have emerged as significant issues, attracting growing attention from educators, psychologists, and policymakers. This study aimed to examine the mediating role of emotional regulation self-efficacy and the moderating role of problematic internet use in the effect of digital game addiction on academic motivation in Turkish adolescents. A correlational research method was utilized to address research questions. A total of 1156 high school students voluntarily participated in the study. Self-report questionnaires (the Short Academic Motivation Scale, Digital Game Addiction Scale, Regulatory Emotional Self-Efficacy Scale and Young’s Internet Addiction Scale Short Form) were used to collect data in 2024. In the analysis of the data, Pearson Product Moment Correlation Coefficient, mediator and moderator analyses were conducted using statistical software. The analysis provided evidence of the negative effect of digital game addiction on academic motivation. Additionally, emotional regulation self-efficacy was found to partly mediate the relationship between digital game addiction and academic motivation. Furthermore, problematic internet use moderated the relationship between digital game addiction and academic motivation in adolescents. The results suggested enhancing adolescents’ emotional regulation self-efficacy and reducing problematic internet use are crucial steps towards mitigating the negative effects of digital game addiction on academic motivation. Full article
(This article belongs to the Section Educational Psychology)
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