Background: India's population has seen increasing access to the Internet and gaming mainly in adolescents and young adults.
Aim: The aim of the study was to assess the prevalence and correlates of Internet gaming and its effects on the psychological well-being of gamers versus nongamers.
Materials And Methods: Cross-sectional survey was done to enroll a convenient sample of nongamers, violent gamers, and nonviolent gamers. Measures included Psychological general well-being scale-short (PGWB-S), Internet Gaming Disorder-Short Form-9 (IGDS9-SF), name, frequency, and duration of game use.
Results: The study enrolled 119 nongamers, 62 violent gamers, and 58 non-violent gamers. The prevalence of IGD was 0.8%. PGWB-S scores of gamers were comparable to nongamers. On multiple linear regression, lower PGWB-S score and higher frequency of use were found significantly associated with higher IGDSF-S9 scores. Violent gaming was found significantly associated with male gender ( ≤ 0.001), frequency ( = 0.012), and duration of game use ( ≤ 0.001).
Conclusions: The study provides empirical evidence for the "gaming as a consequence of self-medication" hypothesis.
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http://dx.doi.org/10.4103/indianjpsychiatry.indianjpsychiatry_1208_20 | DOI Listing |
Psychol Res Behav Manag
January 2025
College of Education, Hebei University, Baoding, Hebei Province, 071002, People's Republic of China.
Objective: The present study aims to analyze the heterogeneous trajectories of sleep disturbance (SD) among college students and to examine whether self-control mediates the association between sleep disturbance trajectories and Internet gaming disorder (IGD).
Methods: A total of 4352 students were initially invited to participate, and 4191 ( = 19.12, = 0.
Lancet Child Adolesc Health
January 2025
Oxford Internet Institute, University of Oxford, Oxford, UK. Electronic address:
In this Personal View, we critically evaluate the limitations and underlying challenges of existing research into the negative mental health consequences of internet-mediated technologies on young people. We argue that identifying and proactively addressing consistent shortcomings is the most effective method for building an accurate evidence base for the forthcoming influx of research on the effects of artificial intelligence (AI) on children and adolescents. Basic research, advice for caregivers, and evidence for policy makers should tackle the challenges that led to the misunderstanding of social media harms.
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.
Behav Sci (Basel)
January 2025
Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong 999077, China.
The COVID-19 pandemic placed significant strains on daily life, particularly affecting vulnerable groups such as rural-to-urban young migrant workers. Based on General Strain Theory (GST), these pandemic-related strains lead to delinquent copings, including excessive Internet use. However, the association between pandemic-related challenges faced by migrant youth and their digital copings has yet to be investigated.
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