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1.
J Behav Addict ; 2024 Sep 12.
Artículo en Inglés | MEDLINE | ID: mdl-39264722

RESUMEN

Background and aims: The aim of the present study was to estimate the complex association between Internet Gaming Disorder (IGD), substance use, and other risky behaviours in Czech adolescents whilst providing prevalence estimates of IGD and psychometric information regarding the Czech Internet Gaming Disorder Scale-Short-Form (IGDS9-SF). Methods: A representative sample of 3,950 Czech adolescents was recruited through stratified random sampling in the school setting. Results: Disordered gamers showed frequent use of specific substances such as pharmaceuticals, methylenedioxymethamphetamine, and lysergic acid diethylamide. In contrast, non-gamers had higher prevalence of alcohol, cigarettes, sedatives and tranquillisers, and marijuana use. A logistic regression, utilising IGDS9-SF raw scores and average daily gaming time, revealed a U-shaped relationship between gaming and both alcohol and cigarette use. Additionally, conduct problems such as bullying, and risky in-game behaviours were more prevalent among disordered gamers, with the exception of forging parents' signatures. The overall prevalence of IGD was 3.62% (95% CI = [3.1%, 4.3%]), with higher rates in males (5.89%; 95% CI = [4.9%, 7.0%]) than in females (1.45%; 95% CI = [1.0%, 2.1%]). Discussion and conclusions: The Czech IGDS9-SF used in the present study showed adequate psychometric properties. The association between gaming and substance use behaviours may be specific and multifaceted depending on the severity of the gaming-related problems. Furthermore, disordered gamers may become more vulnerable due to a higher incidence of conduct problems, bullying (victimisation), and in-game risky behaviours such as engagement with microtransactions mechanics (e.g., loot box) within video games.

2.
Proc Natl Acad Sci U S A ; 121(33): e2407465121, 2024 Aug 13.
Artículo en Inglés | MEDLINE | ID: mdl-39102554

RESUMEN

The persistence and size of the Greenland Ice Sheet (GrIS) through the Pleistocene is uncertain. This is important because reconstructing changes in the GrIS determines its contribution to sea level rise during prior warm climate periods and informs future projections. To understand better the history of Greenland's ice, we analyzed glacial till collected in 1993 from below 3 km of ice at Summit, Greenland. The till contains plant fragments, wood, insect parts, fungi, and cosmogenic nuclides showing that the bed of the GrIS at Summit is a long-lived, stable land surface preserving a record of deposition, exposure, and interglacial ecosystems. Knowing that central Greenland was tundra-covered during the Pleistocene informs the understanding of Arctic biosphere response to deglaciation.


Asunto(s)
Fósiles , Hongos , Cubierta de Hielo , Insectos , Plantas , Groenlandia , Cubierta de Hielo/microbiología , Animales , Hongos/clasificación , Plantas/microbiología , Regiones Árticas , Ecosistema
3.
J Behav Addict ; 2024 Jul 18.
Artículo en Inglés | MEDLINE | ID: mdl-39024045

RESUMEN

Background: While there are calls to restrict the time spent on gaming because it is seen as problematic and potentially leading to gaming disorder (GD), there is conflicting evidence about this issue. We explored the association between the average weekly time spent gaming and reported GD symptoms. Additionally, Latent Profile Analysis was employed to investigate how time spent gaming relates to variables representing psychological distress (PD), such as satisfaction with life, symptoms of depression, and perceived stress. Methods: Data were collected using surveys with a large sample of highly engaged gamers (N = 14,740; Mage = 24.14 years, SDage = 7.0, 89.3% males). Results: We observed a positive, close to linear association between time spent gaming and GD symptoms. Groups at risk of GD played for about 42 h (SD = 19) on average, according to the American Psychiatric Association and World Health Organization frameworks. Furthermore, we identified four profiles representing varying levels of PD. Gamers reporting very high levels of PD (4.2% of the sample) played for 33 h per week on average. Remarkably, a substantial percentage of the sample (41.9%) showed no PD despite playing for 26 h per week. Conclusion: The association between gaming time and PD is complex as even prolonged time spent gaming can be unproblematic for many gamers.

4.
Sci Rep ; 14(1): 6557, 2024 03 19.
Artículo en Inglés | MEDLINE | ID: mdl-38503756

RESUMEN

The relationship between Gaming Disorder (GD) and the experience of functional impairments has received considerable theoretical attention in the recent past and current diagnostic approaches underscore the centrality of functional impairments as a requirement for GD diagnosis. However, there is limited empirical evidence illuminating the interplay between GD and functional impairments, particularly among specific vulnerable groups. The present study seeks to bridge this gap by investigating an English-speaking sample (N = 5198) comprising an age- and gender-matched group of Professional Gamers (PG, n = 2599) and Non-Professional Gamers (NPG, n = 2599) sub-sampled from a larger sample of 192,260 individuals. The results revealed that PG were at a greater risk for GD compared to NPG as the prevalence rate of GD among PG (3.31%) was significantly higher and almost doubled that of NPG (1.73%), with PG further exhibiting higher overall GD symptom-load and weekly time spent gaming compared to NPG. Furthermore, PG reported experiencing significantly higher frequency of gaming-related functional impairments compared to NPG, with the in particular affected areas for both PG and NPG being 'school and/or work', 'physical health', and 'family', with other key differences emerging in relation to other outcomes. Overall, the present findings show that not only GD symptom-load but also some functional impairment is higher in PG compared to NPG which highlights the need to develop and support prevention and intervention strategies for this at-risk population.


Asunto(s)
Conducta Adictiva , Trastornos Disruptivos, del Control de Impulso y de la Conducta , Juegos de Video , Humanos , Instituciones Académicas , Conducta Adictiva/epidemiología
5.
Compr Psychiatry ; 130: 152452, 2024 04.
Artículo en Inglés | MEDLINE | ID: mdl-38290293

RESUMEN

AIMS: The present study investigated the potential links between Internet Use Disorder tendencies, well-being and the impact of COVID-19 on Internet usage patterns. METHOD: A sample of 2498 participants filled out the Compulsive Internet Use Scale (CIUS), the Satisfaction with Life Scale (SWLS; the cognitive facet of well-being) and the Sofalizing Scale which comprises the Online Displacement and Social Compensation dimensions. Participants were also asked to report the extent to which changes in Internet use occurred due to COVID-19 pandemic (i.e., reductions, no changes, increases). The present study comprised a survey study with cross-sectional character. RESULTS: The statistical analyses demonstrated that the aforementioned variables were robustly associated with each other. In a first mediation model, the association between higher levels of Internet Use Disorder and reduced well-being was partially mediated by the two dimensions of the Sofalizing scale called Online Displacement and Social Compensation. The results of the second mediation model showed that the relationship between changes in Internet use due to COVID-19 pandemic and well-being was fully mediated by CIUS scores, suggesting that increased Internet use due to the COVID-19 pandemic increased levels of Internet Use Disorder tendencies, which in turn decreased levels of well-being. DISCUSSION: The findings are discussed in the context of human social needs in a time of crisis, where meeting people in-person was restricted.


Asunto(s)
COVID-19 , Humanos , COVID-19/epidemiología , Uso de Internet , Estudios Transversales , Pandemias , Encuestas y Cuestionarios , Internet
7.
BMC Psychol ; 11(1): 358, 2023 Oct 26.
Artículo en Inglés | MEDLINE | ID: mdl-37884983

RESUMEN

Much research has been conducted on the association between social networks use disorder tendencies (SNUD; i.e. problematic social media use) and well-being. In more detail, a meta-analysis and further research suggest an inverse association between higher SNUD tendencies and lower well-being. In existing studies on social media use and well-being, this association has often been investigated by asking participants about their life satisfaction and/or emotional well-being. A path that has only recently been used to shed further light on SNUD tendencies is the assessment of meaning in life. Against this background, the present study aimed to investigate both the search for and presence of meaning in life in the context of SNUD tendencies in 955 participants. To the best of our knowledge and beyond what has been mentioned, this study is the first to investigate the links between meaning in life variables and state/trait fear of missing out (FoMO), with FoMO being a critical variable known to be linked to the overuse of digital technologies. In a structural equation model, we observed that associations between FoMO and meaning in life variables was mediated by SNUD tendencies. Although the present study is of cross-cultural nature and cannot establish causality, it might be the case that proneness to FoMO might trigger SNUD tendencies and as a consequence, results in more search for meaning in life, while hindering presence of meaning in life.


Asunto(s)
Miedo , Medios de Comunicación Sociales , Humanos , Emociones , Red Social
8.
BMC Psychol ; 11(1): 326, 2023 Oct 10.
Artículo en Inglés | MEDLINE | ID: mdl-37817223

RESUMEN

BACKGROUND: Gaming Disorder (GD) was recently included by the World Health Organization (WHO) as a psychiatric condition in the eleventh revision of the International Classification of Diseases (ICD-11) and is a concern worldwide, including in Iran. Thus, based on the ICD-11 criteria, a Persian version of the Gaming Disorder Test (GDT) was developed to facilitate assessment of GD. METHODS: The present study used classical test theory and Rasch analysis to examine the psychometric properties of the Persian GDT. Iranian adolescents (n = 3837; 2171 [56.6%] males; mean [SD] age = 16.02 [1.4] years) completed the GDT and other instruments assessing disordered gaming, psychological distress, and insomnia. RESULTS: Overall, the psychometric properties of the Persian GDT were satisfactory based on classical test theory (i.e., confirmatory factor analysis corroborated the unidimensional structure of GDT) and Rasch analysis (i.e., fit statistics suggested that all items were embedded in the concept of GD). Moreover, the Persian GDT was found to be sex-invariant, displaying no items with substantial differential item functioning across sexes. Additionally, it was found that GD mediated associations between time spent gaming and measures of psychological distress and insomnia. CONCLUSION: The Persian GDT is a convenient and short instrument for assessing GD among Iranian adolescents. The mediating roles of GD in the associations between time spent gaming and psychological distress and between time spent gaming and insomnia suggest that targeting features of GD may reduce psychological distress and improve sleep for Iranian adolescents.


Asunto(s)
Conducta Adictiva , Distrés Psicológico , Trastornos del Inicio y del Mantenimiento del Sueño , Masculino , Humanos , Adolescente , Femenino , Psicometría , Trastornos del Inicio y del Mantenimiento del Sueño/diagnóstico , Irán , Encuestas y Cuestionarios , Conducta Adictiva/psicología , Reproducibilidad de los Resultados
9.
Cancer Res Commun ; 3(10): 2195-2210, 2023 10 30.
Artículo en Inglés | MEDLINE | ID: mdl-37874216

RESUMEN

Lipid droplets (LD) are dynamic organelles that serve as hubs of cellular metabolic processes. Emerging evidence shows that LDs also play a critical role in maintaining redox homeostasis and can mitigate lipid oxidative stress. In multiple cancers, including prostate cancer, LD accumulation is associated with cancer aggressiveness, therapy resistance, and poor clinical outcome. Prostate cancer arises as an androgen receptor (AR)-driven disease. Among its myriad roles, AR mediates the biosynthesis of LDs, induces autophagy, and modulates cellular oxidative stress in a tightly regulated cycle that promotes cell proliferation. The factors regulating the interplay of these metabolic processes downstream of AR remain unclear. Here, we show that Sigma1/SIGMAR1, a unique ligand-operated scaffolding protein, regulates LD metabolism in prostate cancer cells. Sigma1 inhibition triggers lipophagy, an LD selective form of autophagy, to prevent accumulation of LDs which normally act to sequester toxic levels of reactive oxygen species (ROS). This disrupts the interplay between LDs, autophagy, buffering of oxidative stress and redox homeostasis, and results in the suppression of cell proliferation in vitro and tumor growth in vivo. Consistent with these experimental results, SIGMAR1 transcripts are strongly associated with lipid metabolism and ROS pathways in prostate tumors. Altogether, these data reveal a novel, pharmacologically responsive role for Sigma1 in regulating the redox homeostasis required by oncogenic metabolic programs that drive prostate cancer proliferation. SIGNIFICANCE: To proliferate, cancer cells must maintain productive metabolic and oxidative stress (eustress) while mitigating destructive, uncontrolled oxidative stress (distress). LDs are metabolic hubs that enable adaptive responses to promote eustress. Targeting the unique Sigma1 protein can trigger distress by disrupting the LD-mediated homeostasis required for proliferation.


Asunto(s)
Gotas Lipídicas , Neoplasias de la Próstata , Masculino , Humanos , Gotas Lipídicas/metabolismo , Especies Reactivas de Oxígeno/metabolismo , Neoplasias de la Próstata/genética , Homeostasis/fisiología , Oxidación-Reducción
11.
Asian J Psychiatr ; 86: 103638, 2023 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-37285663

RESUMEN

Currently, six instruments have been developed using the 11th revision of the International Classification of Diseases (ICD-11) criteria for Gaming Disorder (GD). Two of these are the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A). The present study validated both the GDT and GADIS-A among a large sample of Chinese emerging adults. Via an online survey, 3381 participants (56.6% females; mean age = 19.56 years) completed the Chinese versions of the GDT, GADIS-A, Internet Gaming Disorder-Short Form (IGDS9-SF), and Bergen Social Media Addiction Scale (BSMAS). Confirmatory factor analysis was used to examine the factor structure of the Chinese GDT and GADIS-A. Pearson correlations were computed to examine the convergent validity (with IGDS9-SF) and divergent validity (with BSMAS) of the Chinese GDT and Chinese GADIS-A. The GDT had a unidimensional structure, which was invariant across sex and disordered gaming severity subgroups. The GADIS-A had a two-factor structure, which was also invariant across gender and gaming severity subgroups. Both the GDT and GADIS-A had significant associations with both IGDS9-SF and with BSMAS. Both the Chinese GDT and GADIS-A are valid instruments to assess GD among emerging adults in mainland China, enabling healthcare providers to adopt these tools in their efforts to prevent and examine GD severity among Chinese youth.


Asunto(s)
Conducta Adictiva , Juegos Recreacionales , Escalas de Valoración Psiquiátrica , Humanos , Adolescente , Psicometría , Masculino , Femenino , Adulto Joven , Adulto , Trastorno de Adicción a Internet , Conducta Adictiva/diagnóstico , China , Lenguaje , Juegos de Video
12.
Compr Psychiatry ; 124: 152396, 2023 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-37295061

RESUMEN

PURPOSE: To translate and cross-culturally adapt the Gaming Disorder Test (GDT) and Gaming Disorder Scale for Adolescents (GADIS-A) for use in Taiwan and to validate their internal consistency, construct validity, measurement invariance, and convergent validity in Taiwanese young adults. METHODS: The GDT and GADIS-A were translated into traditional (unsimplified) Chinese characters and culturally adapted according to standard guidelines. A sample of 608 Taiwanese university students were recruited online. All participants completed the GDT, GADIS-A, Internet Gaming Disorder Scale - Short Form (IGDS9-SF), and Depression Anxiety Stress Scale-21 (DASS-21). Internal consistency was assessed using Cronbach's α and McDonald's ω. Factor structure was examined using Confirmatory Factor Analysis (CFA). Measurement invariance in gender was assessed by three nested models in CFA. Convergent validity was determined by calculating Pearson's r among the GDT, GADIS-A, IGDS9-SF, and DASS-21. RESULTS: The GDT and GADIS-A showed adequate internal consistency (both α and ω = 0.90). The CFA results supported a one-factor structure for the GDT and a two-factor structure for the GADIS-A. Measurement invariance across gender was supported for both the GDT and GADIS-A. The convergent validity of the GDT and GADIS-A were acceptable. CONCLUSIONS: The Chinese versions of the GDT and GADIS-A are valid and reliable tools that can be used to assess gaming disorder in Taiwanese young adults. Measurement invariance across genders was supported for both tools. The convergent validity of the GDT and GADIS-A were also satisfactory.


Asunto(s)
Conducta Adictiva , Juegos de Video , Humanos , Masculino , Femenino , Adulto Joven , Adolescente , Conducta Adictiva/diagnóstico , Conducta Adictiva/epidemiología , Psicometría , Reproducibilidad de los Resultados , Traducciones
13.
J Pediatr Adolesc Gynecol ; 36(2): 122-127, 2023 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-36216307

RESUMEN

STUDY OBJECTIVES: To characterize the skeletal, cardiometabolic, cognitive, and mental health phenotype of adolescents with idiopathic premature ovarian insufficiency (POI) DESIGN: Case control SETTING: Pediatric tertiary referral center in Cincinnati, Ohio PARTICIPANTS: Nine adolescents (ages 11-18.99 years) with newly diagnosed POI and 9 normally menstruating controls, matched by age and body mass index MAIN OUTCOME MEASURES: Between-group comparisons of bone characteristics assessed by dual energy x-ray absorptiometry (DXA) and peripheral quantitative computed tomography (pQCT), psychosocial health (anxiety, depression, and quality of life), and cognition and memory by questionnaire RESULTS: Adolescents with POI had lower bone density Z-scores by DXA (lumbar spine -1.93 vs 0.80; whole body less head -2.05 vs 0.00; total hip -1.03 vs 0.83; and femoral neck -1.23 vs 0.91; all P < .001), as well as lower trabecular volumetric bone mineral density (tibia 3% site 226 vs 288 mg/mm3, P < .001; radius 3% site 200 vs 251, P = .001), smaller cortical area (tibia 66% site 251 vs 292 mm2, P = .028), and thickness (tibia 66% site 3.56 vs 4.30 mm, P = .001) than controls. No abnormalities in cardiometabolic biomarkers were detected in POI cases. Adolescents with POI were also more likely to report low energy (78% vs 22%, P = .02). CONCLUSION: Estrogen deficiency adversely affects bone health in adolescents with POI. However, we did not find associations with cardiometabolic, mental health, or cognitive outcomes in this small sample.


Asunto(s)
Enfermedades Cardiovasculares , Calidad de Vida , Humanos , Estudios de Casos y Controles , Densidad Ósea , Absorciometría de Fotón , Fenotipo
14.
J Gambl Stud ; 39(1): 87-101, 2023 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-35921002

RESUMEN

Gambling Disorder (GD) is a prominent psychiatric disorder affecting individuals worldwide. Research suggests that key risk factors for GD include stressful life events (SLEs) and specific psychological factors, such as gambling-related cognitive distortions. The present study investigated the potential mediating role of specific psychological factors (i.e., gambling-related cognitive distortions, difficulty in emotion regulation, and self-control) in the relationship between SLEs and GD. A cross-sectional study using an online survey was developed to investigate the relationship between SLEs and GD in a mediation model. A total of 516 participants were initially recruited online to the present study, and data from 290 participants were fully included in the statistical analyses conducted. Sociodemographic and gambling-related data were collected in addition to data related to participants' SLEs, GD, gambling-related cognitive distortions, difficulty in emotion regulation, and self-control. The results of the parallel multiple mediation analysis conducted found that gambling-related cognitive distortions and difficulty in emotion regulation mediated the relationship between SLEs events and GD. However, self-control was not found to mediate this relationship. The findings suggest that individuals who experience SLEs may be more vulnerable to the development of GD through their belief in gambling-related cognitive distortions and experience of difficulty regulating their emotions. Implications regarding potential preventive efforts for GD are discussed.


Asunto(s)
Regulación Emocional , Juego de Azar , Autocontrol , Humanos , Juego de Azar/psicología , Estudios Transversales , Cognición
15.
PLoS One ; 17(12): e0279062, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36516198

RESUMEN

BACKGROUND: Due to the ease of access to the internet in modern society users have become more prone to experiencing addictive behaviors online. The present study aimed to develop and investigate the psychometric properties of the Bangla Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), Gaming Disorder Test (GDT), and Bergen Social Media Addiction Scale (BSMAS) due to a lack of existing sound psychometric tools in Bangladesh. METHODS: A cross-sectional paper-and-pencil survey was carried out among 428 school-aged adolescents who were active gamers (90.89% males; Meanage: 16.13±1.85 years; age range: 10-19 years). Participants were recruited using convenience sampling across four selected schools in Dhaka City, Bangladesh. Data collected included sociodemographic information, frequency of internet use and gaming behaviors, psychological states (i.e., Patient Health Questionnaire [PHQ-9], Generalized Anxiety Disorder [GAD-7]), disordered gaming and social media use (i.e., IGDS9-SF, GDT, and BSMAS). Psychometric testing was conducted to examine the validity and reliability levels of the Bangla IGDS9-SF, GDT, and BSMAS. RESULTS: The newly adapted Bangla IGDS9-SF, GDT, and BSMAS exhibited adequate levels of internal consistency. All total scores were significantly correlated with depression, anxiety, frequencies of internet use/online activities and gaming, supporting criterion and convergent validity. CFA indicated excellent construct validity as all instruments had a good fit to the data. CONCLUSIONS: The findings suggest that the Bangla IGDS9-SF, GDT, and BSMAS are sound psychometric instruments due to their satisfactory psychometric properties including internal consistency, criterion validity, convergent validity, and construct validity.


Asunto(s)
Conducta Adictiva , Juegos de Video , Masculino , Adolescente , Humanos , Niño , Adulto Joven , Adulto , Femenino , Psicometría , Juegos de Video/psicología , Reproducibilidad de los Resultados , Estudios Transversales , Bangladesh , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología , Internet
16.
Int J Ment Health Addict ; : 1-24, 2022 Oct 05.
Artículo en Inglés | MEDLINE | ID: mdl-36217446

RESUMEN

In 2019, Gaming Disorder (GD) was officially recognised by the World Health Organization (WHO) as an official mental health disorder. Currently, the Gaming Disorder Test (GDT) is one of the most widely utilised psychometric tools to assess GD symptoms according to the WHO framework. In this context, the present study aimed to develop the Polish version of the GDT so that this tool can be used within the Polish cultural context. Additionally, the research aimed to ascertain the psychometric properties and appropriateness of the Polish GDT. To achieve this goal, the Polish GDT was investigated in terms of its validity, reliability, and gender measurement invariance through two studies. Accordingly, study 1 recruited a total of 675 gamers (340 female; Meanage = 31.74 years; SD = 7.75 years; range: 15-45 years) and study 2 comprised 575 gamers (275 female; M age = 29.45 years; SD = 4.25 years; range: 18-35 years). A Confirmatory Factor Analysis (CFA) was used to assess psychometric properties of the Polish GDT. The reliability was assessed using Cronbach's alpha, McDonald's omega, and Average Variance Extracted. Gender measurement invariance was investigated using multiple-group CFA, and the unidimensionality was tested using mean of item residual absolute loadings (MIREAL), explained common variance (ECV), and unidimensional congruence (UC). The results of the psychometric analysis showed that the Polish GDT had a one-factor structure. Additionally, the present study demonstrated that the Polish GDT exhibited adequate levels of convergent validity, reliability, and strict gender measurement invariance. These findings suggest that the Polish version of GDT is a suitable psychometric test to assess GD and facilitate research on GD. Supplementary Information: The online version contains supplementary material available at 10.1007/s11469-022-00929-4.

17.
PLoS One ; 17(10): e0276663, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36269724

RESUMEN

BACKGROUND: Conceptualising internet addiction and assessing its symptoms has presented a significant challenge for researchers over the past 25 years. Recently, the Internet Disorder Scale (IDS-15), which is based on the criteria for Internet Gaming Disorder (IGD) from DSM-5, has emerged as a promising instrument to assess internet addiction. The main objective of the present study was to evaluate the psychometric properties of the Slovenian IDS-15. METHODS: The sample was recruited from the National Survey on the Use of Tobacco, Alcohol and Other Drugs that was conducted in 2018 on a nationally representative sample (N = 16,000; age range: 15-64 years; 62.4% response rate). The final sample comprised 9,161 participants, with 80.9% reporting having used the internet at least once a week (n = 7,413). A structured questionnaire was designed and internet addiction was assessed using the IDS-15. RESULTS: Confirmatory Factor Analysis showed acceptable fit to the proposed four-factor structure of the IDS-15. The reliability, and criterion, convergent and discriminant validity were also found to be adequate with a notable exception of the first item of the scale, as shown by its lower factor loading and higher variability. Additionally, latent profile analysis was used to distinguish between internet users with low (n = 3,818; 51.5%), medium (n = 3,111; 42.0%) and high (n = 484; 6.4%) addiction risk. Furthermore, the high-risk class was associated with higher IDS-15 factor scores, higher frequency of internet use in leisure time, and lower age of first internet use. CONCLUSIONS: The present study provides new insights about the strengths and shortcomings of the IDS-15. Moreover, the results provide an insight into the prevalence of internet addiction in Slovenia, as well as associations with other potential factors. The results serve as the basis for further analyses on internet addiction epidemiology, policymaking activities, and design for targeted public health interventions in Slovenia.


Asunto(s)
Juegos de Video , Adolescente , Adulto , Humanos , Persona de Mediana Edad , Adulto Joven , Internet , Escalas de Valoración Psiquiátrica , Psicometría , Reproducibilidad de los Resultados , Encuestas y Cuestionarios
18.
Addict Behav ; 134: 107416, 2022 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-35901542

RESUMEN

The present study investigates the relationship between Gaming Disorder (GD) and individual differences in gaming motives and how they might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group included the remaining non-professional gamers (n = 4,412; 85,06%). Gaming motives were assessed via the Motives for Online Gaming Questionnaire (MOGQ), and GD was assessed with the Gaming Disorder Test (GDT). Results revealed that professional gamers and those intending to become professional were very similar regarding their gaming motive expressions. In contrast, non-professional gamers without esports ambitions scored significantly lower on all gaming motives, except for the recreational motive which was comparable across all groups. Several consistent gaming motive-GD associations appeared across the three gamer groups, with the most robust finding being that higher escapism motive expressions relate to greater GDT scores. The present study sheds light on an emerging field of research attempting to better understand competitive gaming in the context of esports.

19.
Curr Psychol ; : 1-10, 2022 Jun 09.
Artículo en Inglés | MEDLINE | ID: mdl-35698487

RESUMEN

The Internet Disorder Scale-Short Form (IDS9-SF) is a validated instrument assessing internet disorder which modified the internet gaming disorder criteria proposed in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, the relationships between the nine items in the IDS9-SF are rarely investigated. The present study used network analysis to investigate the features of the IDS9-SF among three populations in Bangladesh, Iran, and Pakistan. Data were collected (N = 1901; 957 [50.3%] females; 666 [35.0%] Pakistani, 533 [28.1%] Bangladesh, and 702 [36.9%] Iranians) using an online survey platform (e.g., Google Forms). All the participants completed the IDS9-SF. The central-stability-coefficients of the nine IDS9-SF items were 0.71, 0.89, 0.96, 0.98, 0.98, 1.00, 0.67, 0.79, and 0.91, respectively. The node centrality was stable and interpretable in the network. The Network Comparison Test (NCT) showed that the network structure had no significant differences among Pakistani, Bangladeshi, and Iranian participants (p-values = 0.172 to 0.371). Researchers may also use the IDS9-SF to estimate underlying internet addiction for their target participants and further explore and investigate the phenomenon related to internet addiction. Supplementary Information: The online version contains supplementary material available at 10.1007/s12144-022-03284-8.

20.
Addict Behav ; 132: 107342, 2022 09.
Artículo en Inglés | MEDLINE | ID: mdl-35584554

RESUMEN

INTRODUCTION: The American Psychiatric Association (APA) proposed 'Internet Gaming Disorder' (IGD) as a tentative disorder (APA framework) in 2013 and in 2019 the World Health Organization (WHO) has fully recognized 'Gaming Disorder' (GD) as a mental health disorder (WHO framework). These two frameworks have not yet been jointly investigated in the context of esports. The present study aims to investigate the feasibility of the APA and WHO frameworks for disordered gaming among professional and non-professional gamers and to ascertain the suitability of existing psychometric tools for use in esports. METHODS: A sample of 5,734 gamers (Mage = 21.47 years, SD = 6.69 years; 6.94% female) recruited through an online survey prior to the COVID-19 pandemic that included an age and gender matched group of professional (n = 2,867) and non-professional gamers (n = 2,867) was investigated. Pairwise comparisons, measurement invariance (MI), and latent mean difference tests were conducted to distinguish the two groups of gamers. RESULTS: Overall, professional gamers showed greater time spent gaming and prevalence of disordered gaming than non-professional gamers. Additionally, MI was supported and both disordered gaming levels and latent means were significantly higher among professional gamers when compared to non-professional gamers across both APA and WHO frameworks. CONCLUSIONS: Esports is cross-sectionally associated with greater disordered gaming vulnerability through increased time spent gaming and disordered gaming prevalence rates. Furthermore, the APA and WHO frameworks are viable in the context of esports gaming with existing assessment tools being effective in the assessment of disordered gaming in esports. The results and implications are further discussed in light of the extant literature.


Asunto(s)
Conducta Adictiva , COVID-19 , Juegos de Video , Adulto , Conducta Adictiva/psicología , COVID-19/epidemiología , Femenino , Humanos , Internet , Trastorno de Adicción a Internet , Masculino , Pandemias , Juegos de Video/psicología , Adulto Joven
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