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2.
Schizophr Bull Open ; 5(1): sgae021, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-39296676

RESUMO

Background and Hypothesis: Problematic gaming (PG) is an emerging mental health condition associated with significant adverse outcomes. Even though PG has been linked to other psychiatric disorders, its association with psychotic experiences (PEs) remains poorly explored to date. The aim of our study was to examine the association between both conditions in a large Brazilian community sample. We hypothesized that adolescents with PG were more likely to report PE compared with those without the disorder. Study Design: Our investigation was based on a cross-sectional subsample of a large Brazilian cohort (n = 1616; 13- to 21-year age range). Using the 7-item version of the Game Addiction Scale, participants were classified according to their gaming status: no PG, PG, or gaming addiction (GA). The association between PG, GA, and PE was assessed through linear regression analyses, which were adjusted for the presence of significant covariates, including other psychiatric conditions. Study Results: 9.5% (n = 154) presented PG and 2.7% (n = 43) had GA. 28.0% received any Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV) diagnosis and the mean PE score was 9.39 (SD = 4.35). Participants presenting PG had greater levels of PE, compared with participants with no PG, even controlled by sociodemographic variables and the presence of any DSM-IV diagnosis (b = 0.96, 95% CI = 0.17-1.75, P = .017). Conclusions: According to our results, PG was significantly associated with PE, even in the presence of other covariates. Although preliminary, these results suggest that PG and PE may have shared neurobiological and/or behavioral pathways.

3.
Braz J Psychiatry ; 2024 Sep 27.
Artigo em Inglês | MEDLINE | ID: mdl-39329354

RESUMO

OBJECTIVE: We aim to evaluate whether a wide range of baseline mental disorders predict Internet Gaming Disorder (IGD) one to three years later, among university students. METHODS: Prospective cohort study with a follow-up period of one to three years (September 2018-June 2022) in 6 Mexican universities. Participants were first-year university students (N=2,144) free of symptoms indicative of IGD at entry (baseline). Ten mental disorders (bipolar, major depressive disorder, generalized anxiety disorder, panic disorder, alcohol use disorder, drug use disorder, binging and/or purging, intermittent explosive disorder, psychotic experiences, attention deficit hyperactivity disorder) at baseline were the main risk factors for IGD at the end of the follow-up. We used Cox regression to model the IGD incidence rate. RESULTS: Any mental disorder at baseline was associated with an increase in 2.33 times (1.26-4.31) the rate of IGD 1 to 3 years later. Several individual disorders were associated with rates of IGD in multiple models, with comorbid conditions diminishing most of these associations. CONCLUSIONS: Only major depressive disorder and bipolar disorder remained associated with a new case of IGD. Discrepant results from available longitudinal studies on the role of specific mental disorders in the development of IGD needs to be further investigated.

4.
J Clin Med ; 13(12)2024 Jun 13.
Artigo em Inglês | MEDLINE | ID: mdl-38929979

RESUMO

Background: Several studies focused on the escalating prevalence of Problematic Use of Internet (PUI) and its consequential impact on mental health globally. This study investigates the relationship between PUI and associated psychological variables across different cultural contexts in Italy, Spain, Ecuador, and Peru. Method: A total of 675 participants, aged 18 to 54 (M = 22.73; SD = 4.05), completed measures assessing Internet addiction, social media addiction, Fear of Missing Out, Internet Gaming Disorder, and Phubbing. Results: Significant cultural variations were found, with Italian participants showing higher levels of Internet addiction but lower levels of social media addiction compared to other countries. Fear of Missing Out was higher in Italy, while the Italian sample exhibited lower Internet Gaming Disorder levels compared to Peru. As regards the communication disturbance caused by Phubbing, the Italian sample demonstrated significantly higher scores than the Peruvian sample. Linear regression analyses revealed distinct predictors for problematic Internet use in each country, emphasizing the importance of considering the cultural context in understanding this phenomenon. Conclusions: These findings contribute valuable insights into the interplay of cultural factors, psychological variables, and problematic Internet use, guiding future research and interventions.

5.
Addict Behav ; 156: 108049, 2024 09.
Artigo em Inglês | MEDLINE | ID: mdl-38733950

RESUMO

INTRODUCTION: Previous research has shown that personality traits and gaming motives are important predictors for explaining regular and disordered gaming. However, the mediating role of gaming motives in the relation between personality traits and video game outcomes (e.g., time spent gaming or disordered gaming) has been scarcely studied and limited cross-national studies have addressed this issue. The present study aimed to examine the direct and indirect effects of the Big Five personality traits on weekly gaming and disordered gaming via gaming motives across seven countries. METHOD: 3540 college student gamers (59.5% women) from the U.S., Canada, Spain, Argentina, Uruguay, South Africa and England completed the online survey. Structural equation modeling was conducted to test models. Multigroup models were employed to test model invariance across countries. RESULTS: Significant, albeit weak, relations were found between personality traits and gaming outcomes, and were mediated mostly by coping motives in predicting disordered gaming, and by social interaction and recreation (to a lesser extent) motives in predicting weekly gaming. Some minor, yet significant, differences across countries appeared and are discussed in detail. DISCUSSION: The present findings indicate that the differential interrelations between personality traits, gaming motives, and video gaming outcomes may be generalized in college students across countries.


Assuntos
Motivação , Personalidade , Estudantes , Jogos de Vídeo , Humanos , Feminino , Masculino , Estudantes/psicologia , Adulto Jovem , Jogos de Vídeo/psicologia , Canadá , Estados Unidos , Universidades , Adolescente , Espanha , África do Sul , Uruguai , Inglaterra , Argentina , Adulto , Comparação Transcultural , Transtorno de Adição à Internet/psicologia , Transtorno de Adição à Internet/epidemiologia , Adaptação Psicológica
6.
Rev. latinoam. psicol ; Rev. latinoam. psicol;55dic. 2023.
Artigo em Inglês | LILACS-Express | LILACS | ID: biblio-1536588

RESUMO

Introduction/Objectives: Gambling and gaming disorder are usually comorbid addictive behaviours in which alexithymia and emotional regulation have been proved to be of relevance. The present study aimed to analyse the relationship between those variables and their differences depending on the presence or absence of gambling and gaming behaviours. Method: The sample consisted of 1,219 people between 12 and 20 years of age (M = 15.55, SD = 2.07; 51.8% females). Results: The results showed significant differences between players and non-players in gambling disorder, alexithymia and emotional regulation. The findings also indicated that there were differences in alexithymia, emotional regulation, negative affect, gambling disorder and gaming disorder among the different profiles of video game players. The comparison of participants with gaming disorder, gambling disorder, both, or neither of them, showed differences in alexithymia, emotional regulation, negative affect, gambling disorder and gaming disorder. Furthermore, correlations between gambling disorder and age, gaming disorder, negative affect, alexithymia and emotional regulation were found. Similarly, gaming dis-order was associated with gambling disorder, negative affect, alexithymia, emotional regulation and age. Conclusions: The hierarchical regression analyses demonstrated the predictive role of alexithymia and age in gambling disorder as well as the predictive role of age, sex and negative affect in gaming disorder.


Introducción/Objetivos: Los trastornos de juego y videojuego son conductas adictivas habitualmente comórbidas en las que se ha demostrado la relevancia de la alexitimia y la regulación emocional. Este estudio analiza la relación entre dichas variables y sus diferencias en función de la presencia o ausencia de conductas de juego y videojuego. Método: La muestra estuvo formada por 1219 personas de entre 12 y 20 años (M = 15.55, SD = 2.07; 51.8 % mujeres). Resultados: Los resultados mostraron diferencias significativas entre jugadores y no jugadores en el juego patológico, la alexitimia y la regulación emocional. Los resultados también indicaron que había diferencias en alexitimia, regulación emocional, afecto negativo, trastorno de juego y videojuego entre los distintos perfiles de jugadores de videojuegos. La comparación de los participantes con trastorno de juego y videojuego, con ambos o con ninguno de ellos, mostró diferencias en la alexitimia, la regulación emocional, el afecto negativo, el trastorno de juego y videojuego. Además, se encontraron correlaciones entre el juego patológico y la edad, el trastorno por videojuego, el afecto negativo, la alexitimia y la regulación emocional. Del mismo modo, el trastorno por videojuego se asoció con el juego patológico, el afecto negativo, la alexitimia, la regulación emocional y la edad. Conclusiones: Los análisis de regresión jerárquica demostraron el papel predictivo de la alexitimia y la edad en el trastorno de juego y el papel predictivo de la edad, el sexo y el afecto negativo en el trastorno por videojuego.

7.
Nutrients ; 15(19)2023 Sep 28.
Artigo em Inglês | MEDLINE | ID: mdl-37836483

RESUMO

As the esports industry grows, marketing campaigns for fast food, soft drinks, alcoholic and energy drinks, and dietary supplements at related events intensify. Portuguese and Brazilian esports players' dietary patterns remain unexplored. This study aimed to characterize the dietary and gaming habits of esports players. We applied an anonymous, open online survey to a convenience sample of esports players that included the PREDIMED and the Internet Gaming Disorder Scale. The survey was shared through email and social media platforms, including Facebook, Twitter, Instagram, Discord, WhatsApp, and Twitch. The sample (n = 579) was predominantly male (91.4%), averaged 26.1 (SD = 7.0) years, and 25.9 (SD = 5.5) kg/m2. Most reported a weak (53.7%) adherence to the Mediterranean diet. Almost a third (32.3%) consumed dietary supplements. Our sample presented a low adhesion to the Mediterranean dietary pattern, low consumption of fruit and vegetables, and high consumption of fast food, red and processed meat, soft drinks, and dietary supplements, including caffeine-based supplements. Dietary supplement consumption was related to a higher adhesion to the Mediterranean diet, and a higher level of professionalization and internet gaming disorder correlated with a lower adhesion. In conclusion, we infer that Portuguese and Brazilian esports players follow an unbalanced diet.


Assuntos
Dieta Mediterrânea , Jogos de Vídeo , Humanos , Masculino , Feminino , Brasil , Portugal , Comportamento Alimentar
8.
Artigo em Inglês | MEDLINE | ID: mdl-37898905

RESUMO

INTRODUCTION: Despite the growing recognition of gaming disorder as a mental disorder, there is still debate about how it should be best screened for. This is especially relevant in countries where prevalence studies that could support evidence-based policymaking are still to be conducted. This study aims to evaluate the psychometric properties of the Brazilian Portuguese version of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and to explore its association with functional impairment. METHODS: An online convenience sample of 805 Brazilian adults who reported playing games completed the adapted version of IGDT-10 and World Health Organization Disability Assessment Schedule 2.0, as well as the Problematic Internet Use Questionnaire, the Center for Epidemiologic Studies-Depression Scale, the Rosenberg Self Esteem Scale and socio-demographic questions. RESULTS: The Brazilian Portuguese version of IGDT-10 demonstrated a unidimensional structure in both confirmatory and exploratory factor analysis, with satisfactory internal consistency and adequate temporal stability. Participants who scored five or more on IGDT-10 presented higher levels of functional impairment compared to those who scored positive for four symptoms or less. The difference between the two groups was statistically significant and showed a moderate effect size. Network analysis showed a direct connection between IGDT-10 and functional impairment, and identified "negative consequences" as the most relevant item connecting these variables. CONCLUSION: The IGDT-10 is a brief, easy-to-understand, valid, and reliable instrument, proving to be a suitable candidate for screening gaming disorder in future epidemiological studies.

9.
Psychiatry Investig ; 20(8): 696-706, 2023 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-37559452

RESUMO

OBJECTIVE: Internet gaming disorder (IGD) is an increasingly common behavioral addiction, with an estimated global prevalence of 3%. A variety of pharmacological treatments have been used to treat IGD, yet no review to date has synthesized clinical trials evaluating their efficacy. This systematic review therefore synthesized the literature reporting on clinical trials of pharmacological treatments for IGD. METHODS: We reviewed articles from MEDLINE, Embase, PubMed Central, CINAHL, and PsycINFO that were published as of March of 2022. A total of 828 articles were retrieved for review and 12 articles were included, reporting on a total of 724 participants. RESULTS: Most participants were male (98.6%), and all were currently living in South Korea. The most common drugs used to treat IGD were bupropion, methylphenidate, and a range of selective serotonin reuptake inhibitors. The Young Internet Addiction Scale was the most frequently used to measure gaming-related outcomes. All studies reported reduced symptoms of IGD from pre- to post-treatment. Across all clinical trials, IGD symptom reductions following the administration of pharmacological treatments ranged from 15.4% to 51.4%. A risk of bias assessment indicated that only four studies had a low risk of bias. CONCLUSION: Preliminary results suggest that a wide array of pharmacological interventions may be efficacious in the treatment of IGD. Future studies using double-blind randomized controlled trial designs, recruiting larger and more representative samples, and controlling for psychiatric comorbidities are needed to better inform understanding of pharmacological treatments for IGD.

10.
J. bras. psiquiatr ; J. bras. psiquiatr;72(2): 111-117, ab.-jun. 2023. tab
Artigo em Inglês | LILACS-Express | LILACS | ID: biblio-1506603

RESUMO

ABSTRACT Objective To investigate the prevalence of internet gaming disorder (IGD) symptoms in a sample of Brazilian adults, and its association with personality, psychiatric symptoms and psychosocial measures. Methods We evaluated 219 adults online recruited using questionnaires and psychometric scales. We evaluated the behavior and pattern of internet games using the Game Addiction Scale (GAS). We tested the association of the previous measures with the GAS scores by spearman correlations and multiple regression analysis. Results Of our sample, 74% played games online. We found correlations between IGD symptoms and most symptoms of mental disorders, with small or moderate effect sizes, as well as correlations with the personality traits of agreeableness (r = -0.272; p < 0.001), conscientiousness (r = - 0.314; p < 0.001), and neuroticism (r = 0.299; p < 0.001). Additionally, we found a negative association with psychosocial outcomes such as quality of life (r = -0.339; p < 0.001) and life satisfaction (r = - 0.202; p < 0.003). The multivariate model included the personality traits of conscientiousness and agreeableness and symptoms of dissociation and somatization as predictors. The prevalence of IGD was 9% in those who played online games. Conclusion IGD is correlated with different areas of the individual's life, such as personality, quality of life, and several common symptoms of mental disorders. The prevalence can be considered high among players (9%). Conscientiousness, agreeability, somatic symptoms, and dissociative symptoms were associated with the symptoms of IGD.


RESUMO Objetivo Investigar a prevalência de sintomas do transtorno do jogo pela internet (TJI) em uma amostra de adultos brasileiros e sua associação com personalidade, sintomas psiquiátricos e medidas psicossociais. Métodos Avaliamos 219 adultos recrutados on-line por meio de questionários e escalas psicométricas. Avaliamos o comportamento e o padrão dos jogos na internet usando a Game Addiction Scale (GAS). Testamos a associação das medidas anteriores com as pontuações na GAS por meio de correlações de Spearman e análise de regressão múltipla. Resultados De nossa amostra, 74% jogavam jogos on-line. Encontramos correlações entre sintomas do TJI e a maioria dos sintomas de transtornos mentais, com tamanhos de efeito pequenos ou moderados, bem como correlações com os traços de personalidade de amabilidade (r = -0,272; p < 0,001), conscienciosidade (r = - 0,314; p < 0,001) e neuroticismo (r = 0,299; p < 0,001). Além disso, encontramos uma associação negativa com resultados psicossociais, como qualidade de vida (r = -0,339; p < 0,001) e satisfação com a vida (r = - 0,202; p < 0,003). O modelo multivariado incluiu os traços de personalidade de conscienciosidade e amabilidade e sintomas de dissociação e somatização como preditores. A prevalência de TJI foi de 9% entre os que jogavam jogos on-line. Conclusão O TJI está correlacionado com diferentes áreas da vida do indivíduo, como personalidade, qualidade de vida e vários sintomas comuns de transtornos mentais. A prevalência pode ser considerada alta entre os jogadores (9%). Conscienciosidade, amabilidade, sintomas somáticos e sintomas dissociativos estavam associados aos sintomas do TJI.

11.
J Behav Addict ; 12(1): 94-104, 2023 Mar 30.
Artigo em Inglês | MEDLINE | ID: mdl-36947461

RESUMO

Background and aims: It has been argued that it is important to consider underlying mechanisms of mental health problems. Previous studies have shown that executive deficits, delay aversion, and emotion dysregulation are related to Internet Gaming Disorder (IGD) and Social Media Disorder (SMD). However, the present study is the first to investigate whether these neuropsychological deficits show additive effects or if they interact. The present study also investigated whether these deficits mediate the association between IGD/SMD and psychosocial outcomes. Methods: The study involved 995 university students who completed a survey measuring IGD/SMD symptom severity, neuropsychological functions, and psychosocial outcomes. Both dimensional and categorical analyses were used to assess the associations between neuropsychological functions and IGD/SMD. Simple and multiple mediation analyses were conducted to examine if neuropsychological functioning mediates the association between IGD/SMD and psychosocial outcomes. Results: All neuropsychological functions were significantly associated with both IGD and SMD symptom severity. However, only inhibition and emotion regulation, as well as delay aversion for SMD, remained significant when controlling for the overlap between different functions. Associations were significantly stronger for men compared to women for IGD. In the categorical analyses, individuals with IGD/SMD were more likely to have neuropsychological deficits (odds ratios between 3.33 and 8.81). Finally, all neuropsychological functions, except inhibition, were significant mediators in the link between IGD/SMD and psychosocial outcomes. Discussion and conclusions: These results shed light on the neuropsychological underpinnings of IGD/SMD, which can be used to identify more homogenous subgroups and provide more individualized treatment options.


Assuntos
Comportamento Aditivo , Mídias Sociais , Jogos de Vídeo , Masculino , Humanos , Feminino , Função Executiva , Transtorno de Adição à Internet , Comportamento Aditivo/psicologia , Jogos de Vídeo/psicologia , Emoções , Internet
12.
Artigo em Inglês | MEDLINE | ID: mdl-36767430

RESUMO

We seek to evaluate whether Internet Gaming Disorder (IGD) among university students in Mexico during their first year at university predicts a long list of mental disorders a year later, controlling for baseline mental health disorders as well as demographics. This is a prospective cohort study with a one-year follow-up period conducted during the 2018-2019 academic year and followed up during the 2019-2020 academic year at six Mexican universities. Participants were first-year university students (n = 1741) who reported symptoms compatible with an IGD diagnosis at entry (baseline). Outcomes are seven mental disorders (mania, hypomania, and major depressive episodes; generalized anxiety disorder and panic disorder; alcohol use disorder and drug use disorder), and three groups of mental disorders (mood, anxiety, and substance use disorders) at the end of the one-year follow-up. Fully adjusted models, that included baseline controls for groups of mental disorders, rendered all associations null. The association between baseline IGD and all disorders and groups of disorders at follow-up was close to one, suggesting a lack of longitudinal impact of IGD on mental disorders. Conflicting results from available longitudinal studies on the role of IGD in the development of mental disorders warrant further research.


Assuntos
Comportamento Aditivo , Transtorno Depressivo Maior , Transtornos Relacionados ao Uso de Substâncias , Jogos de Vídeo , Humanos , Seguimentos , Universidades , Estudos Prospectivos , Transtorno de Adição à Internet , Comportamento Aditivo/psicologia , Ansiedade , Transtornos de Ansiedade , Transtornos Relacionados ao Uso de Substâncias/epidemiologia , Mania , Jogos de Vídeo/psicologia , Estudantes , Internet
13.
Addict Behav ; 140: 107624, 2023 05.
Artigo em Inglês | MEDLINE | ID: mdl-36701906

RESUMO

INTRODUCTION: Gaming motives appear to be an important predictor of time spent gaming and disordered gaming. The Videogaming Motives Questionnaire (VMQ) has shown adequate psychometric properties to assess gaming motives among Spanish college students. However, the utility of this measure has not yet been explored in other cultures. This research aimed to examine the structure and measurement invariance of the VMQ across seven countries and gender groups, and to provide criterion-related validity evidence for VMQ scores. METHOD: College students who reported having played videogames in the last year (n = 5192; 59.07 % women) from the US, Canada, South Africa, Spain, Argentina, England, and Uruguay completed an online survey to measure time spent gaming, disordered gaming, and the VMQ. RESULTS: Findings support a 24-item 8-intercorrelated factor model structure for the VMQ in the total sample. Our results also support configural, metric, and scalar invariance of the VMQ across gender groups and countries. Students from North America (US and Canada) scored higher on most gaming motives (except recreation and cognitive development) than students from the other countries. The correlations between VMQ and non-VMQ variables were similar across gender and countries, except in England where VMQ correlations with time spent gaming were stronger. DISCUSSION: These results suggest that the VMQ is a useful measure for assessing gaming motives across young adults from different countries.


Assuntos
Jogos de Vídeo , Adulto Jovem , Humanos , Feminino , Masculino , Reprodutibilidade dos Testes , Universidades , Psicometria , Inquéritos e Questionários
14.
Clin Child Psychol Psychiatry ; 28(1): 212-223, 2023 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-36062317

RESUMO

Children and adolescents were largely affected by the psychosocial impact of the 2019-2022 pandemic. During this time, there was an increase in internalizing symptoms, screen and internet use, and internet addiction. However, the interaction of these variables are not fully understood in a stressful time. Here, we have a repeated cross-sectional study aiming to model internalizing symptoms' prediction depending on screen time and game addiction during the COVID-19 pandemic. Parent-reported online data were collected at three timepoints, 6 months apart from each other, from a total of 1211 participants. We found an increase in screen time, game addiction, and internalizing symptoms. Regardless of the time spent in front of screens, higher levels of game addiction were associated with higher levels of internalizing symptoms in children and adolescents. Even if participants demonstrated low screen time, if they were virtually dependent they tended to exhibit higher levels of internalizing symptoms. The same result was found in all three samples. There is a need to investigate the nature of the relationship between internet addiction and internalizing symptoms and the long lasting effects of long hours on the screen.


Assuntos
Comportamento Aditivo , COVID-19 , Jogos de Vídeo , Adolescente , Criança , Humanos , Tempo de Tela , Estudos Transversais , Pandemias , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Internet
15.
Rev. colomb. psicol ; 31(2): 45-64, July-Dec. 2022. tab, graf
Artigo em Inglês | LILACS-Express | LILACS | ID: biblio-1408059

RESUMO

Abstract This study aims to characterize video game use disorder in adolescents, identifying the particularities of those who present it, its effects at the brain level, related factors, and existing measurement instruments. A systematic review of the scientific publications available in Scopus was carried out, between the period 2014-2018 on video game use disorder in adolescents. Adolescents with this disorder are characterized by being mostly men, spending more time daily and weekly playing than adolescents without this disorder, showing diverse symptoms in the behavioral, affective, and cognitive areas. At brain level, it is referred that in this disorder there is an increase and decrease in the activation of specific areas of the brain. Likewise, the presence of some psychological disorder and impulsivity are considered factors that increase the risk of suffering from it. However, there are protective factors as school commitment and parental supervision, among others.


Resumen Este estudio pretende caracterizar el trastorno por uso de videojuegos en adolescentes, identificando las particularidades de quienes lo presentan, sus efectos a nivel cerebral, los factores relacionados y los instrumentos de medición existentes. Para ello, se llevó a cabo una revisión sistemática de las publicaciones científicas disponibles en Scopus, entre el periodo 2014-2018, sobre el trastorno por uso de videojuegos en adolescentes. Sus resultados describen que adolescentes con este trastorno se caracterizan por ser en su mayoría hombres, dedicar más tiempo diario y semanal de juego que adolescentes sin este trastorno, mostrando diversos síntomas en el área conductual, afectiva y cognitiva. A nivel cerebral se refiere que en este trastorno se presenta una elevación y disminución en la activación de determinadas zonas específicas del cerebro. Asimismo, la presencia de algún trastorno psicológico y la impulsividad, son considerados factores que aumentan el riesgo de padecerlo. Sin embargo, existen factores protectores como el compromiso escolar y la supervisión parental, entre otros.

16.
Artigo em Inglês | MEDLINE | ID: mdl-36011671

RESUMO

We aimed to determine the prevalence and factors associated with gaming disorder (GD) in the population of Latin America and the Caribbean (LAC). A systematic review was performed (PROSPERO protocol registration: CRD42021230565). We included studies that identified participants with GD and/or factors associated with this condition, reported the prevalence of GD, or contained data that assisted in its estimation, were published after 2013 (the year of inclusion of GD in the Fifth Edition of the Diagnostic and Statistical Manual of Mental Disorders) and were carried out in a population residing in an LAC country. Evaluation of the quality of the studies was carried out using the Joanna Briggs Institute Critical appraisal checklist tool. A qualitative synthesis of the data was performed. Of the total of 1567 records identified, 25 passed the full-text review phase, and 6 met the selection criteria. These studies were published between 2018 and 2021 and had a cross-sectional design (three in Brazil, one in Ecuador, Mexico, and the other was multi-country, including a LAC country [Peru]). The prevalence of GD ranged from 1.1% to 38.2%. The three studies in Brazil had the highest figures of GD prevalence (20.4-38.2%). Four studies evaluated factors associated with GD. Characteristics regarding the game (type), pattern of use (hours played), as well as gender (higher in men), tobacco and alcohol consumption, poor interpersonal relationships, and the presence of mental disorders were found to be associated with GD in LAC. Evidence on the prevalence and factors associated with GD in LAC is limited. Studies on GD in LAC evaluate different population subgroups, describing a wide prevalence of this condition (present in up to 38 out of 100 evaluated). Characteristics such as the type and hours of use of the games, sociodemographic data, lifestyles, interpersonal relationships, and the presence of mental disorders increase the probability of presenting GD.


Assuntos
Comportamento Aditivo , Comportamento Aditivo/epidemiologia , Região do Caribe/epidemiologia , Estudos Transversais , Humanos , América Latina/epidemiologia , Masculino , Prevalência
17.
Front Sports Act Living ; 4: 903848, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35873213

RESUMO

Pokemon Go (PoGo) is a social mobile game requiring both physical activity and social interaction, and previous research has reported positive effects of PoGo on physical health. However, little research has been conducted on the effects of PoGo on social functioning and life satisfaction, which are important factors for good mental health. The current study investigated the effects of PoGo on life satisfaction and social functioning in participants with and without self-reported diagnoses of mental disorders. Participants were 434 current PoGo players aged 18-69 of diverse genders and nationalities, with a subsample (N = 138) self-reporting diagnoses of various mental disorders with impairments in social functioning. Participants provided retrospective and current self-report measures about their PoGo use, life satisfaction, social functioning (sociality and social ability) and clinical symptom severity. Results showed higher self-reported social functioning and life satisfaction since playing PoGo compared to the time period before playing, which involved a shift from negative to positive ratings. The increases in self-reported life satisfaction and sociality (but not social ability) were more pronounced for the clinical compared to the non-clinical subsample. Results also showed the effect of the social ability change on the life satisfaction change was mediated by the sociality change and moderated by the number of daily in-person player interactions (including strangers). The findings here, using subjective judgements, show that PoGo motivates social interactions and increases life satisfaction, demonstrating that social mobile gaming provides an easy to implement tool to subjectively improve social functioning. This has important implications for populations with social difficulties and reduced social motivation.

18.
Front Psychol ; 13: 925842, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35756316

RESUMO

By conceptualizing Sexual Selection, Darwin showed a way to analyze intra-specific individual differences within an evolutionary perspective. Interestingly, Sexual Selection is often used to investigate the origins of sports, arts, humor, religion and other phenomena that, in several languages, are simply called "play." Despite their manifested differences, these phenomena rely on shared psychological processes, including playfulness. Further, in such behaviors there is usually considerable individual variability, including sex differences, and positive relationship with mating success. However, Sexual Selection is rarely applied in the study of play, with exception to what is concerned as infant training behavior for adult sex roles. We offer an integrated grounding of playful phenomena aligning evolutionary propositions based on sexual selection, which might stimulate further exploration of playfulness within evolutionary perspective.

19.
ARS med. (Santiago, En línea) ; 47(2): 17-24, jun. 03, 2022.
Artigo em Espanhol | LILACS-Express | LILACS | ID: biblio-1399526

RESUMO

Introducción: en el contexto de la pandemia mundial por COVID-19 se incorporan nuevas metodologías de enseñanza-aprendizaje para contribuir al logro de los objetivos de aprendizaje frente al cierre de las universidades y de los campos clínicos. Esta investigación evalúa la percepción y la experiencia de los estudiantes de tercer y cuarto año de pregrado de enfermería, frente al uso de escenarios de simulación virtual como complemento de la práctica clínica. Materialesy métodos: un total de 68 estudiantes (26%) respondieron la encuesta de percepción sobre su experiencia del uso de la simulación virtual a través del softwarevSim for Nursing™. Se realizó un análisis cuantitativo y cualitativo de los datos. Resultados: un 89,7% de los estudiantes consideraron que la simulación virtual es útil para el aprendizaje y que contribuye principalmente para la comprensión de los contenidos y desarrollo de las habilidades de valoración clínica.Discusión: la experiencia en la simulación virtual es realista y útil tanto para aprender nuevos conocimientos,para reforzar los saberes previos y así también como una buena preparación para la práctica clínica. Se visualiza su incorporación desde el inicio al término de la carrera. Sin embargo, para áreas como salud mental otras metodologías podrían ser más adecuadas para mejorar las habilidades de comunicación.


Introduction: in the context of the global pandemic due to COVID-19, new teaching-learning methodologies were incorporated to contribute to learning objectives in the face of the closure of the university and clinical fields. This research assesses the perception and experience of third and fourth-year undergraduate nursing students regarding using virtual simulation scenarios as a to complement clinical practice. Materials and methods: 68 students (26%) responded to the perception survey about their experienceusing virtual simulation through the vSim for Nursing™ software. A quantitative and qualitative analysis of the data was carried out. Results: 89.7% of the students considered that virtual simulation is rewarding for learning and that it contributes mainly to the understanding of the contents and the development of clinical assessment skills. Discussion: the experience in virtual simulation is realistic and practical both to learning new knowledge, reinforce previous one and thus also as good preparation for clinical practice. Their incorporation is visualized from the beginning to the end of the degree. However, for areas such as mental health, other methodologies might be more suitable to improve communication skills.

20.
J Addict Dis ; 40(2): 197-207, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-34515623

RESUMO

BACKGROUND: The problematic use of video games is linked to mental health and behavioral problems among adolescents. World reported averages for problematic use range from 1.3% to 19.3%. This is the first study to investigate these problems among Brazilian adolescents. OBJECTIVES: This study aimed to describe the prevalence of the non-problematic and problematic use of video games among Brazilian adolescents, and to assess mental health and behavioral problems associated with both types of use. METHODS: This study used the baseline data of a cluster randomized controlled trial that evaluated the effectiveness of the school-based program #Tamojunto2.0. The sample included 3,939 eighth-grade students who answered an anonymous self-report questionnaire. Video game use was investigated through a question, and problematic use was assessed using a scale. Weighted logistic regressions were used to investigate the associated factors. RESULTS: The results show that 85.85% of the children reported playing video games in the past year, 28.17% fulfilled our criteria for problematic use. Non-problematic video game use is associated with being male, younger ages, and bullying perpetration. Problematic video game use is associated with being male, tobacco and alcohol use, bullying perpetrators, and bullying victims, with abnormal levels of hyperactivity/inattention, social behavior problems, conduct problems, peer relationship problems, and emotional symptoms. CONCLUSION: Brazilian adolescents' self-reported use of video games is compatible with the world average, but the percentage of those who showed problematic use is higher than the world average. This study demonstrates the need for investigating how to prevent and intervene in this situation.


Assuntos
Comportamento do Adolescente , Comportamento Aditivo , Comportamento Problema , Jogos de Vídeo , Adolescente , Comportamento Aditivo/epidemiologia , Brasil/epidemiologia , Criança , Feminino , Humanos , Masculino , Saúde Mental , Jogos de Vídeo/efeitos adversos , Jogos de Vídeo/psicologia
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