Publications by authors named "Daria J Kuss"

There are few cross-cultural studies utilizing longitudinal analysis to explore problematic internet use (PIU), and almost none among adults. The present follow-up study compared three waves across 12-month period every six months and observed the natural course and trajectory of PIU in a European multi-country sample of adults from 11 countries (Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Belgium). A total of 139 participants (45.

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Background And Objectives: As the gaming industry experiences exponential growth, concerns about gaming disorder (GD) also grow. It is crucial to understand the structural features of games that can interact with individual characteristics of gamers to promote GD. This research consolidates the views of an international body of panelists to create an assessment tool for gauging the addictive potential of distinct games.

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Article Synopsis
  • - The review highlights the growing impact of digital technologies on youth development and mental health, specifically examining how screen use may affect brain development and behavior.
  • - A group of international experts identified gaps in current knowledge about the relationship between screen media and neurodevelopment, stressing the need for further research in understanding these effects from infancy to adolescence.
  • - The authors suggest that applying transdiagnostic frameworks could enhance future research and that translating findings into effective policies can support healthier youth development in our digital age.
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As observed in other mental health difficulties, behavioural addiction is a complex construct with several potential predisposing factors, which include biological factors (e.g., genetic predispositions), psychological factors (e.

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Smartphones are part of individuals' daily lifestyles, as are smartphone applications such as dating apps. Previous evidence suggests that high engagement in dating applications can be detrimental to some users' wellbeing. However, much of the published research has relied on cross-sectional studies and self-report measures.

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Background: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia.

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Background And Aims: Social network use is widespread, and the study of Instagram seems to have captured more attention in recent years. However, scale development and validation in the field has fallen short of providing sound scales of Instagram motives and usage patterns that consider the uniqueness of Instagram-related behavior. This paper describes the development, psychometric and cross-cultural validation of two new measurement instruments: the "Instagram Motives Questionnaire" (IMQ) and the "Instagram Uses and Patterns Questionnaire" (IUPQ).

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During the first lockdown, there was an increase in time spent using Social Networking Sites (SNS), which should be studied, as well as problematic SNS use. The present study has three objectives: to evaluate (i) the differences across gender and age and SNS type in increased SNS use, (ii) problematic SNS use during lockdowns, and (iii) the protective role of resilience and optimism on problematic SNS use. A total of 1003 participants (75.

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Background: There are a wide range of negative effects associated with both substance use disorders and behavioural disorders and their co-occurrence. Understanding the way in which at-risk populations (e.g.

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Evidence suggests that gamers can have varying experiences of disordered gaming behaviours due to coping mechanisms and how they can act as risk or protective factor in the development and/or maintenance of disordered behaviours. A particular area of interest is how this may manifest across different countries. Understanding the interplay of these potential risk and protective factors within different countries will aid identifying and preventing disordered behaviours.

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The current scientific literature lacks studies on the relationship between problematic internet use (PIU) and procrastination, especially regarding the mediating mechanisms underlying this relationship. The present study examined the association between procrastination and PIU, as well as determining the mediating roles of tolerance for ambiguity, reappraisal, and suppression. The conceptual model was tested using data collected from 434 Iranian college students.

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This commentary examines the proposal made by Brand et al. (2022) regarding a framework outlining relevant criteria for considering possible behavioural addictions within the current World Health Organisation's International Classification of Diseases (ICD-11) category of 'other specified disorders due to addictive behaviours'. We agree with the framework as it highlights the clinical perspective requiring agreed-upon classifications and criteria to produce effective diagnostic procedures and efficacious treatments.

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Background: Previous research about use of Social Networking Sites (SNS) use during the COVID-19 lockdown has examined benefits and risks of SNS use (i.e., support through SNS, problematic SNS use and interaction about COVID-19) without comparing them.

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Unlabelled: The present study investigated the relationship between problematic video gaming (PVG) and early maladaptive schemas (EMSs) among male and female gamers. Additionally, the present study investigated depression and anxiety as mediators in the relationship between EMSs and PVG. The study comprised 673 videogame players (391 female gamers) aged from 18 to 38 years.

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The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers' wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis.

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Cognitive-Behavioural Therapy (CBT) is considered the 'gold standard' in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead to potential internet addiction.

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Interpersonal coordination is a research topic that has attracted considerable attention this last decade both due to a theoretical shift from intra-individual to inter-individual processes and due to the development of new methods for recording and analyzing movements in ecological settings. Encompassing spatiotemporal behavioral matching, interpersonal coordination is considered as "social glue" due to its capacity to foster social bonding. However, the mechanisms underlying this effect are still unclear and recent findings suggest a complex picture.

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The outbreak of the coronavirus (COVID-19) disease is overwhelming resources, economies and countries around the world. Millions of people have been infected and hundreds of thousands have succumbed to the virus. Research regarding the coronavirus pandemic is published every day.

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Parenting in the digital age has been characterized as one of the most challenging tasks of the modern era. Parents are ambivalent about their mediating role. However, problematic aspects of adolescent online use have not been adequately addressed in education.

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Evidence suggests that problematic use of gaming, the internet, and social media among adolescents is on the rise, affecting multiple psycho-emotional domains. However, research providing a comprehensive and triangulated stakeholder perspective of perceived harms is lacking. How are adolescent online harms experienced and conceptualized by students, parents, and teachers? The present study comprised part of a qualitative needs assessment investigation with the use of focus groups and individual interviews among key stakeholder groups assessing perceived impacts with a focus on the negative consequences and perceived harms.

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Distraction is a functional emotion regulation strategy utilized to relieve emotional distress. Within the attention economy perspective, distraction is increasingly associated with digital technology use, performance impairments and interference with higher-order cognitive processes. Research on smartphone distraction and its association with problematic smartphone use is still scarce and there is no available psychometric assessment tool to assess this cognitive and emotive process parsimoniously.

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Background And Aims: Following the recognition of 'internet gaming disorder' (IGD) as a condition requiring further study by the DSM-5, 'gaming disorder' (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the 11th revision of the International Classification of Diseases (ICD-11). However, the proposed diagnostic criteria for gaming disorder remain the subject of debate, and there has been no systematic attempt to integrate the views of different groups of experts. To achieve a more systematic agreement on this new disorder, this study employed the Delphi expert consensus method to obtain expert agreement on the diagnostic validity, clinical utility and prognostic value of the DSM-5 criteria and ICD-11 clinical guidelines for GD.

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