Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 9 de 9
Filter
1.
Acta Psychol (Amst) ; 246: 104298, 2024 Jun.
Article in English | MEDLINE | ID: mdl-38701623

ABSTRACT

Research has supported that a gamer's attachment to their avatar can offer significant insights about their mental health, including anxiety. To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (Mage = 29.3 years, SD = 10.6) was analyzed at two points, six months apart. Respondents were assessed using the User-Avatar Bond (UAB) scale and the Depression Anxiety Stress Scale (DASS) to measure their connection with their avatar and their risk for anxiety. The records were processed using both untuned and tuned artificial intelligence [AI] classifiers to evaluate present and future anxiety. The findings indicated that AI models are capable of accurately and autonomously discerning cases of anxiety risk based on the gamers' self-reported UAB, age, and duration of gaming, both at present and after six months. Notably, random forest algorithms surpassed other AI models in effectiveness, with avatar compensation emerging as the most significant factor in model training for prospective anxiety. The implications for assessment, prevention, and clinical practice are discussed.


Subject(s)
Anxiety , Artificial Intelligence , Humans , Male , Female , Adult , Adolescent , Video Games , Young Adult , Longitudinal Studies , Object Attachment , Avatar
2.
J Psychiatr Res ; 170: 328-339, 2024 Feb.
Article in English | MEDLINE | ID: mdl-38194850

ABSTRACT

Research has shown a link between depression risk and how gamers form relationships with their in-game figure of representation, called avatar. This is reinforced by literature supporting that a gamer's connection to their avatar may provide broader insight into their mental health. Therefore, it has been argued that if properly examined, the bond between a person and their avatar may reveal information about their current or potential struggles with depression offline. To examine whether the connection with an individuals' avatars may reveal their risk for depression, longitudinal data from 565 adults/adolescents (Mage = 29.3 years, SD = 10.6) were evaluated twice (six months apart). Participants completed the User-Avatar-Bond [UAB] scale and Depression Anxiety Stress Scale to measure avatar bond and depression risk. A series of tuned and untuned artificial intelligence [AI] classifiers analyzed their responses concurrently and prospectively. This allowed the examination of whether user-avatar bond can provide cross-sectional and predictive information about depression risk. Findings revealed that AI models can learn to accurately and automatically identify depression risk cases, based on gamers' reported UAB, age, and length of gaming involvement, both at present and six months later. In particular, random forests outperformed all other AIs, while avatar immersion was shown to be the strongest training predictor. Study outcomes demonstrate that UAB can be translated into accurate, concurrent, and future, depression risk predictions via trained AI classifiers. Assessment, prevention, and practice implications are discussed in the light of these results.


Subject(s)
Avatar , Depression , Adult , Adolescent , Humans , Artificial Intelligence , Cross-Sectional Studies , Machine Learning
3.
Compr Psychiatry ; 126: 152408, 2023 10.
Article in English | MEDLINE | ID: mdl-37573802

ABSTRACT

BACKGROUND: Converging evidence supports that gaming and gambling disorders are associated with executive dysfunction. The involvement of different components of executive functions (EF) in these forms of behavioural addiction is unclear. AIM: In a systematic review, we aim to uncover the association between working memory (WM), a crucial component of EF, and disordered gaming and gambling. Note that, in the context of this review, gaming has been used synonymously with video gaming. METHODS: Adhering to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA), we systematically searched for studies published from 2012 onwards. RESULTS: The search yielded 6081 records after removing duplicates, from which 17 peer-reviewed journal articles were eligible for inclusion. The association between WM and problem or disordered gaming and gambling have been categorized separately to observe possible differences. Essentially, problem gaming or gambling, compared to disorder, presents lesser severity and clinical significance. The results demonstrate reduced auditory-verbal WM in individuals with gambling disorder. Decreased WM capacity was also associated with problem gambling, with a correlation between problem gambling severity and decreased WM capacity. Similarly, gaming disorder was associated with decreased WM. Specifically, gaming disorder patients had lower WM capacity than the healthy controls. CONCLUSION: Working memory seems to be a significant predictor of gambling and gaming disorders. Therefore, holistic treatment approaches that incorporate cognitive techniques that could enhance working memory may significantly boost gambling and gaming disorders treatment success.


Subject(s)
Behavior, Addictive , Disruptive, Impulse Control, and Conduct Disorders , Gambling , Video Games , Humans , Gambling/diagnosis , Gambling/psychology , Memory, Short-Term , Cognition , Video Games/psychology , Behavior, Addictive/diagnosis , Behavior, Addictive/psychology
4.
Article in English | MEDLINE | ID: mdl-36498151

ABSTRACT

Background: Evidence suggests that gamers can have varying experiences of disordered gaming behaviours due to coping mechanisms and how they can act as risk or protective factor in the development and/or maintenance of disordered behaviours. A particular area of interest is how this may manifest across different countries. Understanding the interplay of these potential risk and protective factors within different countries will aid identifying and preventing disordered behaviours. Methods: Three cohorts were recruited from Australia, New Zealand, and the United Kingdom. Each cohort was required to complete a battery of psychometric scales exploring problematic behaviours, problematic substance use, co-occurrence, coping styles, and personality. A latent profile analysis was conducted to examine the differences between cohorts and further investigated with additional analyses. Results: The findings suggested that a minority of gamers were affected by gaming disorder, and there appeared an at-risk cohort who utilise gaming as a maladaptive coping strategy. Other accompanying potentially addictive behaviour or substance use may be exacerbated as a result, the manifestation of which can be influenced by cultural elements. Conclusions: When considering gamers from countries which hold similar views, it is important to be cognisant of the variations found in the manifestations of disordered gaming and accompanying potentially addictive behaviours. This will allow for a more precise identification of at-risk behaviours, which will result in more favourable treatment outcomes for those who are considered at-risk or high-risk individuals.


Subject(s)
Behavior, Addictive , Substance-Related Disorders , Video Games , Humans , New Zealand/epidemiology , Behavior, Addictive/epidemiology , Substance-Related Disorders/epidemiology , United Kingdom/epidemiology , Internet
5.
J Clin Med ; 11(24)2022 Dec 12.
Article in English | MEDLINE | ID: mdl-36555987

ABSTRACT

BACKGROUND: There are a wide range of negative effects associated with both substance use disorders and behavioural disorders and their co-occurrence. Understanding the way in which at-risk populations (e.g., substance-abstinent users) interact with potentially addictive behaviours (e.g., gaming) and substance use-while navigating life stressors through differing coping styles-can inform preventative strategies. METHODS: Therefore, the present study investigated 64 clinical participants and 138 general population participants. Each cohort was required to complete a battery of psychometric scales exploring problematic behaviours, problematic substance use, co-occurrence, and coping styles. Additional exploratory direct comparisons of gamers in the clinical cohort and gamers in the general cohort were carried out. RESULTS: The study's findings suggest that gamers from different populations (i.e., general and clinical) share similar at-risk behaviours. These problematic behaviours were more pronounced among abstinent substance use gamers, and more specifically among poly-substance use gamers. CONCLUSIONS: The findings of the present study add to the literature and suggest that dysfunctional coping style and the co-occurrence of problematic behaviours may have an impact on the assessment and potential treatment of substance abstinent gamers. The findings offer support for an integrated treatment approach, wherein both substance use and the other problematic behaviours (e.g., gaming) are considered in tandem.

6.
Asia Pac Psychiatry ; 12(2): e12387, 2020 Jun.
Article in English | MEDLINE | ID: mdl-32286004

ABSTRACT

INTRODUCTION: The American Psychiatric Association has requested additional studies examine risk, protective, and cultural factors in relation to Internet Gaming Disorder (IGD). The present study aimed to explore the association between stress as a potential IGD risk effect, the possible exacerbating role of cultural orientation (vertical individualism [VI]), and how this may vary between genders. METHODS: The sample included adult gamers from the USA, UK, and Australia. Analyses were conducted via linear regression, moderation, and moderated moderation. RESULTS: The results suggested that higher stress symptoms act to increase IGD risk. Gender and VI also influenced this association. DISCUSSION: Males presenting with higher levels of stress and VI were at greater risk of IGD compared to females who exhibited a reduction in IGD-related behaviors. This demonstrates a need for more research to determine how culture and gender can act to mitigate or worsen the risks associated with excessive gaming.


Subject(s)
Culture , Internet Addiction Disorder/epidemiology , Stress, Psychological/epidemiology , Video Games , Adolescent , Adult , Australia/epidemiology , Comorbidity , Female , Humans , Internet Addiction Disorder/ethnology , Male , Sex Factors , Stress, Psychological/ethnology , United Kingdom/epidemiology , United States/epidemiology , Young Adult
7.
Addict Behav ; 107: 106429, 2020 08.
Article in English | MEDLINE | ID: mdl-32283445

ABSTRACT

Neurophysiological studies of Gaming Disorder (GD) and internet addiction (IA) are providing important insight into neurocognitive mechanisms underpinning these disorders, which will enable more accurate diagnostic classification. Electroencephalography (EEG) has been widely used to investigate addictive behaviours, and offers advantages of accessibility, low cost, and excellent temporal resolution. The present systematic review evaluates resting-state EEG studies in GD and IA. Papers (n = 7293) were identified in the PsychARTICLES, PsychINFO, Scopus, and Pubmed databases. Following inclusion/exclusion criteria, ten studies remained for evaluation. Results suggest individuals with GD have raised delta and theta activity and reduced beta activity, with coherence analysis suggesting altered brain activity in the mid-to-high frequency range. IA individuals demonstrate raised gamma activity and reduced beta and delta activity. Results suggest that the altered brain activity found in GD/IA may represent distinct underlying neurophysiological markers or traits, lending further support to their unique constructs. Results are also discussed in relation to relevant psychometric measurements and similar (higher frequency) activity found in substance addiction. Future research should focus on replicating the findings in a wider variety of cultural contexts to support the neurophysiological basis of classifying GD and IA.


Subject(s)
Behavior, Addictive , Disruptive, Impulse Control, and Conduct Disorders , Video Games , Behavior, Addictive/diagnosis , Electroencephalography , Humans , Internet , Internet Addiction Disorder
8.
PLoS One ; 13(7): e0201176, 2018.
Article in English | MEDLINE | ID: mdl-30052689

ABSTRACT

Romantic development is a distinctive characteristic of puberty. However, a significant proportion of adolescents present with avoidant romantic attachment (ARA) tendencies, which have significant impact on their general adaptation. ARA variations have been suggested in relation to age, gender, engagement with a romantic partner and Excessive Internet Use (EIU) behaviours. In this longitudinal, two-wave study of a normative sample of 515 Greek adolescents at 16 and 18 years, ARA was assessed with the relevant subscale of the Experiences in Close Relationships-Revised and EIU with the Internet Addiction Test. A three-level hierarchical linear model found ARA tendencies to decrease between 16 and 18 while engagement in a romantic relationship and EIU were associated with lower and higher ARA tendencies respectively. Gender did not differentiate ARA severity either at the age of 16 or its changes over time. Results highlight the need of adopting a longitudinal-contextualized approach and provide implications for prevention and intervention initiatives in relation to the romantic development of adolescents.


Subject(s)
Adolescent Behavior , Avoidance Learning , Courtship , Interpersonal Relations , Object Attachment , Adolescent , Behavior, Addictive , Female , Humans , Internet , Longitudinal Studies , Male , Psychology, Adolescent , Sexual Partners/psychology
9.
J Behav Addict ; 7(2): 423-432, 2018 Jun 01.
Article in English | MEDLINE | ID: mdl-29788747

ABSTRACT

Background and aims Adolescent Internet pornography viewing has been significantly increased in the last decade with research highlighting its association with Internet addiction (IA). However, there is little longitudinal data on this topic, particularly in relation to peer context effects. This study aimed to examine age- and context-related variations in the Internet pornography-IA association. Methods A total of 648 adolescents, from 34 classrooms, were assessed at 16 years and then at 18 years to examine the effect of Internet pornography preference on IA in relation to the classroom context. IA was assessed using the Internet Addiction Test (Young, 1998), Internet pornography preference (over other Internet applications) was assessed with a binary (yes/no) question, and classroom introversion and openness to experience (OTE) with the synonymous subscales within the Five Factor Questionnaire (Asendorpf & Van Aken, 2003). Results Three-level hierarchical linear models were calculated. Findings showed that viewing Internet pornography exacerbates the risk of IA over time, while classroom factors, such as the average level of OTE and introversion, differentially moderate this relationship. Discussion and conclusion The study demonstrated that the contribution of Internet pornography preference (as an IA risk factor) might be increased in more extroverted classrooms and decreased in OTE classrooms.


Subject(s)
Behavior, Addictive/psychology , Erotica/psychology , Internet , Personality , Adolescent , Female , Humans , Linear Models , Longitudinal Studies , Male , Multilevel Analysis , Risk Factors , Schools
SELECTION OF CITATIONS
SEARCH DETAIL
...