Objective: We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disorder (GD) patients and compared them with subjects with non-video game use (non-VGU) in relation to their gambling behavior, psychopathology, and personality characteristics.
Method: A sample of 193 GD patients (121 non-VGU, 43 VGU, and 29 VGA) consecutively admitted to our pathological gambling unit participated in the study. Assessment. Measures included the video game dependency test (VDT), symptom checklist-90-revised, and the temperament and character inventory-revised, as well as a number of other GD indices.
Results: In GD, the observed prevalence of VG (use or addiction) was 37.3% (95% CI :30.7% ÷ 44.3),VGU 22.3% (95% CI :17.0% ÷ 28.7), and VGA 15% (95% CI :10.7% ÷ 20.7). Orthogonal polynomial contrast into logistic regression showed positive linear trends for VG level and GD severity and other measures of general psychopathology. After structural equation modeling, higher VG total scores were associated with younger age, general psychopathology, and specific personality traits, but not with GD severity. Patients' sex and age were involved in the mediational pathways between personality traits and VG impairment.
Conclusions: GD patients with VG are younger and present more dysfunctional personality traits, and more general psychopathology. The presence of VG did not affect the severity of GD.
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http://dx.doi.org/10.1155/2014/315062 | DOI Listing |
Pediatr Neurol
December 2024
Orthopedics Research Center, Mashhad University of Medical Science, Mashhad, Iran.
Background: This study aims to investigate the effect of a newly developed virtual reality task-oriented training (VR-TOT) video game on upper extremity fine motor function compared with conventional occupational therapy through leap motion in children with spastic hemiplegic cerebral palsy (CP).
Methods: In this double-blind randomized clinical trial, 30 children with spastic hemiplegic CP aged six to 10 years were included and randomly allocated into two groups. During six weeks, 15 patients in the intervention group received VR_TOT-based video game in addition to conventional occupational therapy, whereas 15 patients in the control group received only conventional occupational therapy.
Sci Rep
December 2024
School of Psychological Science, The University of Western Australia, 35 Stirling Highway, Perth, WA, 6009, Australia.
Investigations into whether playing action video games (AVGs) benefit other tasks, such as driving, have traditionally focused on gaming experience (i.e., hours played).
View Article and Find Full Text PDFNat Sci Sleep
December 2024
Department of Physical Education & Sport Sciences, University of Limerick, Castletroy, Limerick, Ireland.
Purpose: It is presumed by many that acute sleep loss results in degraded in-game esports (competitive, organized video game play) performance. However, this has not been experimentally investigated to date. The objective of the current experiment was to elucidate whether ~29hrs of total sleep deprivation impacts in-game performance for the popular esport
Patients And Methods: Twenty skill-matched pairs (N = 40 total) were recruited.
Brain Commun
December 2024
NeuroScape@NeuroTech Lab, Service Universitaire de Neuroréhabilitation (SUN), Département des Neurosciences Cliniques, Centre Hosoitalier Universitaire Vaudois (CHUV), Institution de Lavigny, University of Lausanne, 1011 Lausanne, Switzerland.
Neurocognitive impairment (NCI) is present in around 40% of people with HIV and substantially affects everyday life, adherence to combined antiretroviral therapy (cART) and overall life expectancy. Suboptimal therapy regimen, opportunistic infections, substance abuse and highly prevalent psychiatric co-morbidities contribute to NCI in people with HIV. In this review, we highlight the need for efficacious treatment of HIV-related NCI through pharmacological approaches and cognitive neurorehabilitation, discussing recent randomized controlled trials in this domain.
View Article and Find Full Text PDFCNS Spectr
December 2024
Department of Clinical and Experimental Medicine, University of Pisa, 56126Pisa, Italy.
Objective: The hikikomori phenomenon has recently gained growing global interest, and evidences of its association with other psychopathological dimensions are slowly but steadily emerging. We aimed to evaluate the presence and correlates of hikikomori tendencies in an Italian University population, focusing on its relationships with autism spectrum, pathological computer gaming, and eating disorders. In particular, to our knowledge, no study has yet systematically evaluated the latter association, using psychometric instruments tailored to assess eating disorder symptoms.
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