Research has shown that religion can play a protective role in diverse risky behaviors among young people. However, very little is known about the effect of religion in gambling, especially among young problem gamblers. A strong moral belief regarding gambling may prevent adolescents and young adults engaging in gambling and developing problems.
View Article and Find Full Text PDFAttentional, executive, and memory processes play a pivotal role in time perception. As acute or chronic alcohol consumption influences these processes, it should also modify time perception. We systematically reviewed and critically assessed all existing studies on time perception among alcohol drinkers, following the PICOS procedure and PRISMA guidelines.
View Article and Find Full Text PDFBehav Brain Sci
December 2019
This commentary explores how emotion fits in the dual-systems model of temporal cognition proposed by Hoerl & McCormack. The updating system would be affected by emotion via the attentional/arousal effect according to the attentional gate model. The reasoning system would be disrupted by emotion, especially for traumatic events.
View Article and Find Full Text PDFBackground: From the theory of compensatory Internet use, escapism through videogames may constitute a coping strategy that is sometimes helpful but, in some cases, maladaptive. To date, however, evidence supporting this view has been gathered only through the use of explicit self-reported questionnaires, which are known to be biased. Accordingly, the aim of the current study was to test whether the escapism motive is related to a preference for the virtual environment.
View Article and Find Full Text PDFThe Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the , fifth edition (), adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. The present study tested the psychometric properties, including language and gender invariance, in a large international sample of online gamers.
View Article and Find Full Text PDFObjective: The aim of the present study is to examine the heterogeneity of attenuated psychotic symptoms (PS) and related personality factors using a cluster analytic approach.
Method: A large sample of participants from the general population was evaluated in terms of attenuated symptomatology (psychotic and affective) and two personality factors: encoding style and impulsivity traits.
Results: Cluster analysis emphasized the existence of five independent clusters: High Psychosis, High Positive, High Negative, High Impulsive-Low Psychosis, and Low Psychosis.
Background and aims The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence supporting their validity remains scarce. This study compared online gamers who do or do not endorse IGD criteria regarding self-control-related abilities (impulsivity, inhibitory control, and decision-making), considered the hallmarks of addictive behaviors. Method A double approach was adopted to distinguish pathological from recreational gamers: The first is the classic DSM-5 approach (≥5 criteria required to endorse the IGD diagnosis), and the second consists in using latent class analysis (LCA) for IGD criteria to distinguish gamers' subgroups.
View Article and Find Full Text PDFCurr Addict Rep
July 2017
Purpose Of Review: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e.
View Article and Find Full Text PDFBackground and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers.
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