Studies have examined social maladjustment among individuals with Internet addiction, but little is known about their deficits in specific social skills and the underlying psychological mechanisms. The present study filled these gaps by (a) establishing a relationship between deficits in facial expression recognition and Internet addiction, and (b) examining the mediating role of perceived stress that explains this hypothesized relationship. Ninety-seven participants completed validated questionnaires that assessed their levels of Internet addiction and perceived stress, and performed a computer-based task that measured their facial expression recognition. The results revealed a positive relationship between deficits in recognizing disgust facial expression and Internet addiction, and this relationship was mediated by perceived stress. However, the same findings did not apply to other facial expressions. Ad hoc analyses showed that recognizing disgust was more difficult than recognizing other facial expressions, reflecting that the former task assesses a social skill that requires cognitive astuteness. The present findings contribute to the literature by identifying a specific social skill deficit related to Internet addiction and by unveiling a psychological mechanism that explains this relationship, thus providing more concrete guidelines for practitioners to strengthen specific social skills that mitigate both perceived stress and Internet addiction.
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http://dx.doi.org/10.1016/j.psychres.2017.04.057 | DOI Listing |
Int J Soc Psychiatry
January 2025
Faculty of Public Health, University of Medicine and Pharmacy at Ho Chi Minh City, Vietnam.
Background: Excessive use of smartphones and the Internet can lead to addiction and may increase the risk of developing mental disorders, particularly in the context of the COVID-19 outbreak.
Objective: This systematic review and meta-analysis synthesized the existing literature reporting the impact of smartphone and Internet addiction on mental health during the COVID-19 pandemic.
Methods: A systematic search was performed on two databases, PubMed and EMBASE, following the PRISMA guidelines to identify articles conducted from December 2019 when the COVID-19 pandemic began to emerge.
Neuropsychopharmacol Rep
March 2025
National Center of Neurology and Psychiatry, National Institute of Mental Health, Kodaira, Tokyo, Japan.
Aim: The Internet Gaming Disorder Scale is a 9-item screening instrument developed based on the diagnostic criteria for Internet Gaming Disorder (IGD) in the DSM-5. This study aimed to examine the reliability and validity of the Internet Gaming Disorder Scale for children (IGDS-C) in Japanese clinical and nonclinical populations.
Methods: The study included clinical outpatients aged 9-29 with problematic game use and nonclinical adolescents aged 12-18 who played online games at least once a week.
Healthcare (Basel)
December 2024
Department of Social and Behavioural Sciences, City University of Hong Kong, Kowloon, Hong Kong.
: Transitional attachment objects, such as blankets, play a critical role in childhood by helping children manage separation anxiety and regulate emotions. Although attachment to these objects often decreases as children grow older, it may persist into adulthood and influence emotion regulation and stress responses. Their influence on emotion regulation in adulthood remains uncertain.
View Article and Find Full Text PDFJ Gambl Stud
January 2025
School of Psychology, Deakin University, 221 Burwood Hwy, Burwood, VIC, 3125, Australia.
Smartphones can extend the reach of evidence-based gambling treatment services, yet the general acceptability of app-delivered gambling interventions remains unknown. This study examined the general acceptability and use of app-delivered gambling interventions, and predictors of both, among 173 Australian adults with a lifetime gambling problem (48.5% male, M = 46.
View Article and Find Full Text PDFJ Behav Addict
January 2025
1General Psychology: Cognition, Faculty of Computer Science, University of Duisburg-Essen, Germany.
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.
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