Background And Aims: Digital media have become a fundamental aspect of daily life for children and adolescents, influencing cognitive, emotional, and social development. The present work explores the dual nature of digital media use, identifying both positive and negative impacts on well-being and development.
Methods: A comprehensive review of existing literature was conducted to explore the interplay between digital media use and its effects on child and adolescent well-being.
Background And Aims: The Interaction of Person-Affect-Cognition-Execution (I-PACE) model of behavioral addictions is used relatively often as a scientific framework to specify research hypotheses and to interpret empirical findings in behavioral addiction research. There are, however, controversial interpretations in the literature regarding some specific elements of the model, which may require a more precise definition of specific constructs and processes that are central to the I-PACE model.
Methods: This is neither a comprehensive literature review nor a proposal for a new version of the I-PACE model.
Background: During the development of addictive behaviors, theoretical models assume a shift from experience of gratification being a driver in early stages to experience of compensation which dominates at later stages of addiction development. Initial studies show a trend in this direction; however, this shift has not yet been investigated in clinical samples. We assume experienced gratification to be highest in individuals with risky use (indicating the beginning of the addiction process), and compensation to be highest in individuals with pathological use.
View Article and Find Full Text PDFCraving is a central feature of substance use disorders and disorders due to addictive behaviors. Considerable research has investigated neural mechanisms involved in the development and processing of craving. Recently, connectome-based predictive modeling, a data-driven method, has been used in four studies aiming to predict craving related to substance use, addictive behaviors, and food.
View Article and Find Full Text PDFBackground And Aims: Compulsive buying-shopping disorder (CBSD) is mentioned as an example of other specified impulse control disorders in the ICD-11 coding tool, highlighting its clinical relevance and need for treatment. The aim of the present work was to provide a systematic update on treatment studies for CBSD, with a particular focus on online CBSD.
Method: The preregistered systematic review (PROSPERO, CRD42021257379) was performed in accordance with the PRISMA 2020 statement.
Background: Gaming disorder (GD) is a disorder due to addictive behaviors (ICD-11). Cue-reactivity and craving are relevant mechanisms in the development and maintenance of addictive behaviors. When confronted with cues showing in-game content (proximal cues) individuals with higher symptom severity show increased cue-reactivity.
View Article and Find Full Text PDFDialogues Clin Neurosci
December 2023
Introduction: Craving, involving intense and urgent desires to engage in specific behaviours, is a feature of addictions. Multiple studies implicate regions of salience/limbic networks and basal ganglia, fronto-parietal, medial frontal regions in craving in addictions. However, prior studies have not identified common neural networks that reliably predict craving across substance and behavioural addictions.
View Article and Find Full Text PDFChildren (Basel)
September 2022
Using digital media has become the most popular leisure activity for children and adolescents. The effects of digital media use on the developing brain and cognitive processes of children are subject to debate. Here, we examine the effect of digital media use on attention subdomains in children aged 6 to 10 years.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
September 2022
With the drastic expansion of the games industry, psychological research is concerned with the question as to why certain genres might be more addictive than others. Besides specific games characteristics and motivational profiles of gamers, skills that are relevant to play certain games and genres might provide more insights for answering this question. An exploratory online survey was designed, asking for played genres, subjective relevance of required skills to play the game, gaming motives, and symptom severity.
View Article and Find Full Text PDFNon-substance addictive behaviors may involve repetitive rewarding behaviors including gambling, gaming, sexual activities, internet-use, and buying-shopping. In addictions, there exists diminished control over participation in the behaviors and continuation of the behaviors despite experiencing negative consequences. Addictive participation in behaviors typically results in distress and functional impairment in personal, relational, occupational, educational, or other life domains.
View Article and Find Full Text PDFTask switching paradigms are frequently used to identify costs of switching between modalities, spatiality, attributes, rules, etc., but switching between different attentional demands has been somehow neglected. The present study introduces an innovative paradigm, that allows to test single attentional demands (such as selective and divided attention), and more importantly the process of switching between these demands.
View Article and Find Full Text PDFSelective inhibition describes the stopping of an action while other actions are further executed. It can be differentiated between two strategies to stop selectively: the fast but global stop all, then discriminate strategy and the slower but more selective first discriminate, then stop strategy. It is assumed that the first discriminate, then stop strategy is especially used when information regarding which action might have to be stopped is already available beforehand.
View Article and Find Full Text PDFPrevious research comparing the speed of inhibiting a motor response in no-foreknowledge vs. foreknowledge conditions revealed inconsistent findings. While some studies found stopping to be faster in the no-foreknowledge condition, others reported that it was faster in the foreknowledge condition.
View Article and Find Full Text PDFBackground and aims Recent research has applied cue-reactivity paradigms to behavioral addictions. The aim of the current meta-analysis is to systematically analyze the effects of learning-based cue-reactivity in behavioral addictions. Methods The current meta-analysis includes 18 studies (29 data sets, 510 participants) that have used a cue-reactivity paradigm in persons with gambling (eight studies), gaming (nine studies), or buying (one study) disorders.
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