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1.
Br J Psychol ; 2024 Jul 23.
Article in English | MEDLINE | ID: mdl-39041068

ABSTRACT

Collaboration has an essential role in memory, and how to appropriately use it to affect individual memory positively is a matter of concern. The meta-analysis generally assessed the effect of collaboration on subsequent individual retrieval, registered on the PROSPERO platform and adhering to the PRISMA guidelines, using the Web of Science, Science Direct, CNKI and WanFang databases with post-collaborative memory as the main subject, screened studies published up to December 31, 2023, a total of 64 studies with 101 effect sizes, including 13,398 participants from 11 countries. Heterogeneity test, sensitivity analysis, subgroup analysis and meta-regression analysis were performed on the included studies, while publication bias was assessed. The results found that collaboration improves subsequent individual retrieval memory more than individuals, and collaboration has a moderate facilitating effect on subsequent individual retrieval. Group size, material category, category size, collaboration phase, collaboration approach, task process and test method were among the moderating variables. The study emphasizes the role of collaboration in cognition and demonstrates the post-collaborative benefits. The conclusions are of value for developing methods to improve individual memory.

2.
J Psychiatr Res ; 154: 35-43, 2022 Oct.
Article in English | MEDLINE | ID: mdl-35926424

ABSTRACT

BACKGROUND: As a spreading addictive behaviour in recent years, internet gaming disorder (IGD) has been studied a lot and the overall research results indicate that IGD has a high prevalence among adolescents and young adults (AYAs). To update the status quo of prevalence, it is necessary to conduct comprehensive analyses. METHODS: On the premise of following the PRISMA statement, the study conducted two systematic reviews and meta-analyses to assess the global prevalence of IGD among AYAs and identify its possible risk factors. To achieve the goals, PubMed and CNKI databases were used to select the concerned studies published up to May 31, 2021. Heterogeneity was assessed using a funnel plot, Begg's test, Egger's test, and trim-and-fil method, followed by sensitivity analysis, subgroup analysis, and meta-regression analysis. RESULTS: For the meta-analysis of prevalence, 407,620 participants from 155 reports in 33 countries were included. The pooled prevalence of IGD among AYAs was 9.9% (95% CI: 8.6%-11.3%, P = 0.000, I2 = 94.4%), including 8.8% (95% CI: 7.5%-10.0%) among adolescents and 10.4% (95% CI: 8.8%-11.9%) among young adults. The following 12 factors are the possible risk factors of IGD among AYAs, which are stress, long average game time, family dysfunction, poor academic performance, being bullied, bullying, interpersonal problems, hyperactivity/inattention, anxiety, depression, emotional distress and low self-esteem. CONCLUSIONS: This study confirms the prevalence and possible risk factors for IGD among AYAs. It's valuable in understanding the threat of IGD and finding intervention strategies for IGD among AYAs.


Subject(s)
Behavior, Addictive , Video Games , Adolescent , Humans , Young Adult , Behavior, Addictive/epidemiology , Behavior, Addictive/psychology , Internet , Internet Addiction Disorder/epidemiology , Prevalence , Risk Factors , Video Games/psychology
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