Objectives: This research was conducted to measure the prevalence of digital game addiction and cyberbullying and their predisposing factors among adolescents.
Study Design: A cross-sectional design.
Methods: The sample consisted of 1002 adolescents (the mean age was 15.77 (SD = 1.08), and 95.1 % boys) from a vocational high school. Data were collected through a questionnaire, the Digital Game Addiction Scale, and the Revised Cyberbullying Inventory-II. Associations were analyzed with multiple logistic regression analyses.
Results: The prevalence of digital game addiction was 41.5 %. The risk of digital game addiction was higher among adolescents who were cyberbullies (2.3 times), those who played games for 4 h or more (5.1 times), and those who played action/adventure (1.4 Times) and sci-fi games (1.5 times). The risk of cyberbullying was higher in adolescents who were addicted to digital games (2.3 times) or used the Internet for 5 h or more (2.2 times). Meeting on the Internet (2 times) and being a 9th-grader (2 times) compared to 10th and 11th-graders increased the risk of being a cyberbully.
Conclusions: The study concluded that about half of the adolescents were addicted to digital games, and the majority of them were cyberbullies. Common predisposing factor for digital game addiction and cyberbullying was found to be time spent on the Internet.
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http://dx.doi.org/10.1016/j.puhe.2025.02.012 | DOI Listing |
J Anxiety Disord
March 2025
Department of Psychology, The Graduate Center, City University of New York, USA; Department of Psychology, Hunter College, City University of New York, USA. Electronic address:
The objective of this study was to determine if a novel game-based digital therapeutic intervention reduced anxiety symptom severity in adults with clinically elevated symptoms of social anxiety disorder (SAD). Participants were randomly allocated (1:1) to receive four weeks of either the active intervention, a game-based form of attention bias modification (Active ABM) for anxiety, or the sham control training (Control). Between June 2022 to June 2023, 104 participants were enrolled with 93 completing the trial per-protocol and 104 included in the final intention-to-treat analysis (54 intervention, 50 control); mean age was 38.
View Article and Find Full Text PDFEur J Pediatr
March 2025
Department of Sleep Center, Fujian Provincial Hospital, Shengli Clinical Medical College of Fujian Medical University, Fuzhou University Affiliated Provincial Hospital, No. 134 Dong Street, Fuzhou, 350001, China.
Unlabelled: This study aimed to identify individual differences in adolescents' electronic device usage patterns and explore their unique associations with sleep disturbances. From May to June 2019, students from 18 middle schools in Fuzhou were invited to fill out questionnaires about sleep health and electronic device usage, including screen time, usage timing, usage purpose, pre-sleep usage, and the presence of devices in bedrooms. Latent class analysis was employed to identify distinct usage patterns, and their associations with sleep disturbances were subsequently explored.
View Article and Find Full Text PDFJMIR Serious Games
March 2025
National Clinical Research Center on Mental Disorders and Mental Health Institute of the Second Xiangya Hospital, Central South University, 139 Renmin Middle Rd, Changsha, 410011, China, 86 139074840867.
Background: Cognitive bias modification (CBM) programs have shown promise in treating psychiatric conditions, but they can be perceived as boring and repetitive. Incorporating gamified designs and adaptive algorithms in CBM training may address this issue and enhance engagement and effectiveness.
Objectives: This study aims to gather preliminary data and assess the preliminary efficacy of an adaptive approach bias modification (A-ApBM) paradigm in reducing cue-induced craving in individuals with methamphetamine use history.
PeerJ Comput Sci
February 2025
School of Systems and Technology, University of Management and Technology, Lahore, Pakistan.
Gamification has emerged as a transformative e-business strategy, introducing innovative methods to engage customers and drive sales. This article explores the integration of game design principles into business contexts, termed "gamification," a subject of increasing interest among both scholars and industry professionals. The discussion systematically addresses key themes, like the role of gamification in marketing strategies, enhancing website functionality, and its application within the financial sector, including e-banking, drawing insights from academic and industry perspectives.
View Article and Find Full Text PDFJMIR Serious Games
March 2025
Universitat Oberta de Catalunya, Barcelona, Spain.
Background: Digital serious games (DSGs), designed for purposes beyond entertainment and consumed via electronic devices, have garnered attention for their potential to enhance learning and promote behavior change. Their effectiveness depends on the quality of their design. Frameworks for DSG design can guide the creation of engaging games tailored to objectives such as education, health, and social impact.
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