Background: Escapism-based motivation (EBM) is considered as one of the diagnostic criteria for internet gaming disorder (IGD). However, how EBM affects the high risk of IGD (HIGD) population remains unclear.
Methods: An initial number of 789 college students participated in the general, internet gaming behavior, and motivation surveys. After multiple evaluations, 57 individuals were identified as HIGD (25 with EBM, H-EBM; 32 with non-EBM, H-nEBM). In addition, 51 no-gaming individuals were included as the control group (CONTR). The cohorts completed the psychological assessments and eye-tracking tests, and analyses of group differences, correlations, and influencing factors of the indicators were performed.
Results: The Barratt impulsiveness score of H-nEBM and H-EBM was significantly higher than that of CONTR ( = 3.605, = 0.017; = 3.744, = 0.022). In addition, emotional intelligence self-emotion management ability was significantly lower in the H-EBM than in CONTR ( = -2.038, = 0.004). Correct rates and reaction times in the anti-saccade task differed significantly between the three groups ( = 3.525, = 0.033; = 4.459, = 0.014). However, no differences were found in the comparison of the digital span test (DST), trail making test (TMT), animal verbal fluency test, Stroop test, and mental rotation test results. The anti-saccade test indicators were positively correlated with the DST results but negatively correlated with the Stroop test results ( < 0.05). Correct rates in the mental rotation test were negatively correlated with the TMT results but positively correlated with the DST results ( < 0.05). The participants with high Stroop test scores and no lover experience and who were raised by their grandparents were likely to develop EBM to engage in high risk of internet gaming disorder ( < 0.05).
Conclusion: EBM has a significantly negative effect on impulsivity, self-emotion management ability, and response inhibition in the HIGD participants.
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http://dx.doi.org/10.3389/fpsyt.2022.855631 | DOI Listing |
Front Public Health
January 2025
Department of Psychiatry and Behavioral Science, Seoul National University College of Medicine, Seoul, Republic of Korea.
Objective: This study assessed the effects of transcranial direct current stimulation (tDCS) on cue reactivity and craving for game-related cues using event-related potentials (ERPs) in internet gaming disorder (IGD) patients.
Methods: At baseline, a series of game-related and neutral pictures were shown to both IGD and healthy controls (HCs) while ERPs were recorded. Late positive potentials (LPP) were used to investigate cue reactivity.
Int J Clin Health Psychol
January 2025
Département de Psychologie, Université de Montréal, Montréal, Canada.
The Sexual Abuse History Questionnaire (SAHQ), a widely used screening tool for childhood sexual abuse (CSA) and adolescent/adult sexual assault (AASA) experiences, has limited examination of its psychometric properties in diverse populations. Our study assessed the SAHQ's psychometric properties (i.e.
View Article and Find Full Text PDFJ 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).
Ann 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.
J Med Internet Res
January 2025
Department of Epidemiology, Boston University School of Public Health, Boston University, Boston, MA, United States.
Background: Digital gaming has become increasingly popular among older adults, potentially offering cognitive, social, and physical benefits. However, its broader impact on health and well-being, particularly in real-world settings, remains unclear.
Objective: This study aimed to evaluate the multidimensional effects of digital gaming on health and well-being among older adults, using data from the Japan Gerontological Evaluation Study conducted in Matsudo City, Chiba, Japan.
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