Gaming disorder involving online or offline games has been included in the latest International Classification of Diseases (ICD-11). Recent studies on psychological processes related to gaming disorder have identified a number of maladaptive cognitions that may play a role in developing and maintaining problematic gaming behaviors. However, there have been few studies that have examined whether these cognitions may occur differently offline versus online gaming. This study recruited 446 French-speaking adults including 229 online and 217 offline gamers (54.93 % male, Mage = 28.05), who completed a questionnaire providing information about demographic characteristics, gaming habits, cognitions related to video games, gaming disorder and psychological distress. Maladaptive cognitions correlated strongly with gaming disorder, weekly time spent on video games, depression and anxiety symptoms. Mann-Whitney U-tests revealed significant differences between online and offline gaming groups with more addicted gamers in the online group, and more maladaptive cognitions in online than offline gamers. However, regression models comparing offline and online players revealed fewer differences among predictor variables. Maladaptive cognitions predicted the two types of disorder equally, although virtual comfort appeared to be strongly predictive only of online gaming disorder. These findings are discussed in relation to addiction theory and their clinical implications.
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http://dx.doi.org/10.1016/j.addbeh.2020.106595 | DOI Listing |
J Med Internet Res
January 2025
Department of Neurology, West China Hospital, Sichuan University, Chengdu, China.
Background: Despite the increasing popularity of electronic devices, the longitudinal effects of daily prolonged electronic device usage on brain health and the aging process remain unclear.
Objective: The aim of this study was to investigate the impact of the daily use of mobile phones/computers on the brain structure and the risk of neurodegenerative diseases.
Methods: We used data from the UK Biobank, a longitudinal population-based cohort study, to analyze the impact of mobile phone use duration, weekly usage time, and playing computer games on the future brain structure and the future risk of various neurodegenerative diseases, including all-cause dementia (ACD), Alzheimer disease (AD), vascular dementia (VD), all-cause parkinsonism (ACP), and Parkinson disease (PD).
Curr Opin Clin Nutr Metab Care
January 2025
Institute for Applied Human Physiology, Bangor University, Bangor, UK.
Purpose Of Review: In people living with kidney disease (KD) Fatigue is a whole-body tiredness that is not related to activity or exertion. Often self-reported, fatigue is a common and highly burdensome symptom, yet poorly defined and understood. While its mechanisms are complex, many fatigue-related factors may be altered by exercise and physical activity intervention.
View Article and Find Full Text PDFInt J Dev Neurosci
February 2025
Department of Computer Science and Engineering, Vels Institute of Science & Technology & Advanced Studies, Chennai, Tamilnadu, India.
Nowadays, virtual reality (VR) has emerged as a successful new therapeutic strategy in a variety of sectors of the health profession, including rehabilitation, the promotion of inpatients' emotional wellness, diagnostics, surgeon training and mental health therapy. This study develops a new model VRAPMG for children with ASD with the following steps that consider 3D gaming. In this work, the face image is considered to evaluate the attention of the children.
View Article and Find Full Text PDFAnn Neurosci
January 2025
Department of Applied Psychology, GITAM School of Humanities and Social Sciences, Visakhapatnam, Andhra Pradesh, India.
Background: University students confront a wide range of issues during their pursuit of education. Understanding these issues is essential for developing effective treatments and support systems.
Purpose: This study aims to delineate the landscape of scholarly literature pertaining to psychosocial, academic, and psychological issues among university students.
Cogn Neurodyn
December 2025
Department of Computer Science and Engineering, Sathyabama Institute of Science and Technology, Chennai, TamilNadu India.
Emotion recognition plays a crucial role in brain-computer interfaces (BCI) which helps to identify and classify human emotions as positive, negative, and neutral. Emotion analysis in BCI maintains a substantial perspective in distinct fields such as healthcare, education, gaming, and human-computer interaction. In healthcare, emotion analysis based on electroencephalography (EEG) signals is deployed to provide personalized support for patients with autism or mood disorders.
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