There exists ongoing debate regarding the clinical validity of single symptoms of and diagnostic criteria for gaming disorder. In particular, the potential symptom of gaming disorder that addresses coping with and escaping from negative feelings has received much attention and remains a focus of intensive discussion. We argue that it is important to consider differences or distinguish between, on the one hand, symptoms of and criteria for a disorder due to addictive behaviors, such as gaming disorder, versus, on the other hand, motivations, mechanisms, and psychological processes that may be involved in promoting addictive behaviors and that may explain symptom severity and course of the addictive disorder including potential treatment responses.
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http://dx.doi.org/10.1016/j.copsyc.2020.04.006 | DOI Listing |
J Behav Addict
January 2025
5College of Nursing, Kaohsiung Medical University, Kaohsiung, Taiwan.
Background And Aims: There are limited data regarding associations between gaming disorder and physical activity (PA). The present study investigated the direct association between these two variables and assessed the potentially mediating roles of PA avoidance and two types of weight stigma (i.e.
View Article and Find Full Text PDFJ Behav Addict
January 2025
Department of Maternal and Child Health, School of Public Health, Sun Yat-sen University, Guangzhou 510080, China.
Objective: To explore the individual and interactive associations between mobile gaming addiction (MGA), excessive consumption of sugar-sweetened beverages (SSBs), and overweight/obesity among schoolchildren, and to investigate whether these interactions vary by gender or grade level.
Methods: Data were drawn from the Children's Growth Environment, Lifestyle, and Physical and Mental Health Development project (COHERENCE) conducted in Guangzhou, China, during the 2019/20 academic year. 418,197 children aged 6-12 years were included in the study.
J Neuroeng Rehabil
January 2025
Secteur des Sciences de la Santé, Institut de Recherche Expérimentale et Clinique, Neuro Musculo Skeletal Lab (NMSK), UCLouvain, Avenue Mounier 53, 1200, Brussels, Belgium.
Background: Intensive rehabilitation through challenging and individualized tasks are recommended to enhance upper limb recovery after stroke. Robot-assisted therapy (RAT) and serious games could be used to enhance functional recovery by providing simultaneous motor and cognitive rehabilitation.
Objective: The aim of this study is to clinically validate the dynamic difficulty adjustment (DDA) mechanism of ROBiGAME, a robot serious game designed for simultaneous rehabilitation of motor impairments and hemispatial neglect.
Sci Rep
January 2025
Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Kraków, Poland.
Prolonged gaming time, along with increased impulsivity-a key element of poor self-regulation-has been identified as linked to gaming disorder. Despite existing studies in this field, the relationship between impulsivity and gaming time remains poorly understood. The present study explored the connections between impulsivity, measured both by self-report and behavioral assessments, gaming time and gaming disorder within a cohort of 82 participants.
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