Many adolescents use internet games, and some of them experience psychological and social difficulties due to excessive gaming. Although there have been many studies on the onset and associated factors of internet gaming disorder (IGD) , research focusing specifically on its relapse is scarce. Considering that addictive disorders often have a chronic course with frequent relapse, this study prospectively observed adolescents from the general population to explore IGD recurrence rate and associated factors of recurrence. In this prospective cohort study, from 1587 middle school gaming users, 1452 (91.5%) were followed up at 12 months and 24 months. The results showed that the cumulative recurrence rate of IGD was 16.1%, which was higher than the initial incidence rate of 3.6%; the adjusted incidence rate ratio was 2.43 with 95% CI 1.21-4.87 (P = 0.012). In addition, starting internet gaming before entering primary school was associated with a higher risk of relapse (P = 0.004). Limiting internet gaming for children before they enter primary school may reduce the risk of relapse of IGD that they may encounter during their adolescent years.
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http://dx.doi.org/10.1007/s00787-024-02598-1 | DOI Listing |
CNS Spectr
December 2024
Department of Clinical and Experimental Medicine, University of Pisa, 56126Pisa, Italy.
Objective: The hikikomori phenomenon has recently gained growing global interest, and evidences of its association with other psychopathological dimensions are slowly but steadily emerging. We aimed to evaluate the presence and correlates of hikikomori tendencies in an Italian University population, focusing on its relationships with autism spectrum, pathological computer gaming, and eating disorders. In particular, to our knowledge, no study has yet systematically evaluated the latter association, using psychometric instruments tailored to assess eating disorder symptoms.
View Article and Find Full Text PDFBull Menninger Clin
December 2024
Department of Biostatistics, School of Medicine, Pamukkale University, Denizli, Turkey.
The term "phubbing" is a combination of the words "phone" and "snubbing" and is explained as preferring the virtual environment to real communication by engaging with a smartphone during social interaction. Our study included 191 children aged 3-6 attending preschool education. The parents of the children were contacted via an online survey to provide information about their sociodemographic, general phubbing, digital game addiction tendencies, and social skills scale scores.
View Article and Find Full Text PDFJMIR Serious Games
December 2024
Universidad de Colima, Colima, Mexico.
Background: For years, Mexico has reported the highest global incidence of school bullying, with approximately 19% of students going through some form of hostile peer interactions. Despite numerous interventions, these harmful conducts remain deeply entrenched in educational environments.
Objective: To address this issue, we developed Bernstein, a serious game that promotes assertiveness-an essential protective factor that reduces the negative effects of bullying.
Front Psychol
December 2024
Department of Sports Science and Physical Education, The Chinese University of Hong Kong, Shatin, Hong Kong SAR, China.
Introduction: Excessive social media use, though considered unhealthy, is no longer formally categorized as an addiction or disorder, leading to a lack of consensus on this behavior. It raises concerns regarding the exclusion of Internet Addiction Disorder from the DSM-5-TR due to insufficient empirical evidence. This study investigates the serial mediating effects of positive and negative affect, fear of missing out, and offline and online self-presentation in the relationship between social media use and social media addiction.
View Article and Find Full Text PDFActa Psychol (Amst)
December 2024
School of Physical Therapy, Graduate Institute of Rehabilitation Science, College of Medicine, Chang Gung University, 259 Wen-Hua 1st Rd., Taoyuan 333323, Taiwan. Electronic address:
This study investigates the relationship between maladaptive digital technology use, which arises from nomophobia, and insomnia among young adults. It specifically focuses on problematic gaming (PG), problematic social media use (PSMU), and problematic YouTube use (PYTU) as significant forms of digital behavior contributing to this contemporary health concern. Adolescents and young adults, being the first generation raised in a highly digitized environment, encounter unique challenges, including the emergence of behavioral addictions.
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