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1.
J Behav Addict ; 12(1): 159-167, 2023 Mar 30.
Article in English | MEDLINE | ID: mdl-36790830

ABSTRACT

Objective: According to ICD-11 gaming disorder is currently defined as a behavioral addiction. While our understanding of crucial aspects of this new condition including other subtypes of internet use disorders is growing, less is known about treatment strategies and their effectiveness. Particularly, dimensions of life satisfaction and their meaning for internet use disorders are poorly investigated. The aim of this study was addressing the role of life satisfaction dimensions in a randomized controlled trial. We examined life satisfaction as an additional treatment outcome and investigated in how far life satisfaction is predictive for symptom reduction and related to personality traits. Methods: A multicenter randomized controlled trial with three measure points (baseline, post-treatment, 6-month follow-up) was conducted based on N = 143 patients aged 17 and above meeting diagnostic criteria for internet use disorders. A cognitive-behavioral disorder specific intervention was applied in n = 72 and compared to a wait list control (n = 71). Endpoints included symptoms of internet use disorders, psychosocial functioning, and life satisfaction. Personality traits were assessed as moderating factors. Results: Life satisfaction (η2 = 0.106) and health satisfaction (η2 = 0.173) significantly increased in the intervention group with large effect sizes. Decreasing symptoms of internet use disorders at follow-up were predicted by life satisfaction at post-treatment (ß = -0.51) with extraversion (B = 1.606) and openness (B = 2.069) moderating this association. Conclusion: Life satisfaction yields additional value as a secondary treatment outcome in internet use disorders and can be therapeutically addressed in order to stabilize treatment effects in the long run. Our study indicates that existing treatment strategies might benefit from explicitly addressing and enhancing psychosocial resources in order to prevent relapses in patients.


Subject(s)
Behavior, Addictive , Cognitive Behavioral Therapy , Humans , Internet Use , Cognitive Behavioral Therapy/methods , Treatment Outcome , Behavior, Addictive/therapy , Personal Satisfaction , Internet
2.
Article in English | MEDLINE | ID: mdl-36834178

ABSTRACT

BACKGROUND: Research over the past years has shown that exposure to thin and beauty ideals in the media can be associated with disordered eating and related variables. Nowadays, interactive media, such as social networking sites, have gained growing popularity and represent a major part of people's lives. It is therefore crucial to investigate how far users might be negatively influenced by social networking sites regarding eating pathology or excessive exercise behavior and if there are particular links to social media use disorder. METHODS: Data were collected by an online-survey encompassing questions on regular social networking site use, eating disorders, and excessive exercise behavior. RESULTS: Analyses showed that disordered social networking sites use was significantly related to eating pathology and a poorer body image in men and women. The frequency of active or passive social networking sites usage however was not associated with exercise behavior. CONCLUSIONS: Our results confirm that disordered social networking sites use represents a risk factor for body image dissatisfaction and associated eating disorders.


Subject(s)
Body Dissatisfaction , Feeding and Eating Disorders , Social Media , Male , Humans , Female , Surveys and Questionnaires , Social Networking , Risk Factors , Body Image
3.
Curr Opin Psychiatry ; 36(1): 75-79, 2023 01 01.
Article in English | MEDLINE | ID: mdl-36170176

ABSTRACT

PURPOSE OF REVIEW: After its initial recognition in the DSM-5, Gaming Disorder has now officially been included as a mental disorder in the ICD-11 as a behavioral addiction. In the past decades, research on this phenomenon has increased and in particular theories on its etiopathology have been suggested. In that respect, underlying factors, including neurobiological, social, and psychological factors, have been described. One commonly discussed etiological factor is supposed in specific personality traits. Knowing more about underlying personality factors of Gaming Disorder and other subtypes of internet use disorders would allow for a construction of more sophisticated etiological models, tailored prevention approaches, and would affect the specificity of treatment strategies. This overview provides information on current research on the role of the Big Five personality traits in Gaming Disorder as potential risk modifiers and maintaining factors. RECENT FINDINGS: Research has especially identified high neuroticism and low conscientiousness as correlates of Gaming Disorder. Yet, results based on prospective studies are lacking largely, although there is the first evidence that personality traits might not only act as risk modifying factors but could also be influenced by Gaming Disorder. SUMMARY: Suggestions for future research and the need for a more pronounced perspective taking into account the changing dynamics of personality are presented in this contribution. Addressing personality traits in treatment programs could be a promising approach in preventing patients from premature treatment termination and later relapse.


Subject(s)
Behavior, Addictive , Video Games , Humans , Video Games/psychology , Internet Use , Prospective Studies , Behavior, Addictive/psychology , Personality , Internet
4.
Article in English | MEDLINE | ID: mdl-36429740

ABSTRACT

Social media disorder (SMD) is a frequently occurring subtype of Internet-related disorders (IRD), which has recently become a focus of research. It is noticeable that women are among those affected, whose nosological characteristics need to be examined. A clinical sample of n = 294 women (14-68 years, M = 36.88 years) was generated. The questionnaire included questions about demography, IRD, SMD, personality traits, psychopathological distress, functional impairment and comorbid mental illnesses. IRD was found in 17.5 percent and SMD in 12.5 percent of women. Compared to women with global IRD Women with SMD reported lower scores on the personality traits neuroticism and agreeableness. They are more frequently functionally impaired in the social dimension, more often reported comorbid substance-dependency and less eating disorders. The results suggest that although have similar characteristics to the comparison group, women with SMD differ in their nosological characteristics from women with global IRD.


Subject(s)
Feeding and Eating Disorders , Social Media , Humans , Female , Feeding and Eating Disorders/epidemiology , Neuroticism , Surveys and Questionnaires , Comorbidity
5.
Prax Kinderpsychol Kinderpsychiatr ; 71(4): 345-361, 2022 Jun.
Article in German | MEDLINE | ID: mdl-35673789

ABSTRACT

The growing availability of digital technologies has led to increased rates of using them as a part of daily recreational activity among adolescents. Despite their positive effects, there are ongoing debates of potential harm and health-related negative consequences, particularly when internet activities are performed excessively. This contribution provides an overview on negative aspects of digital technologies by presenting a selection of empirical findings. This overview focuses on a selection of recent methodologically sound studies investigating potential negative effects of digital technologies on the development of adolescents. As main constructs, effects on psychosocial and cognitive development and internet use disorders were investigated. Recently published studies point to substantial associations between internet overuse and negative consequences. Habitual, intense use of the internet is related to higher rates of internalizing symptoms, cognitive distortions, and heightened rates of internet use disorders among adolescents. Given these findings it seems recommendable to provide a close parental monitoring of adolescents discovering virtual worlds. By applying clear rules and supporting development of media literacy, functional use habits can be empowered and harmful effects prevented.The new clinical phenomenon of internet use disorder and its high prevalence among adolescents represents a new challenge for treatment services.


Subject(s)
Behavior, Addictive , Video Games , Adolescent , Behavior, Addictive/diagnosis , Behavior, Addictive/epidemiology , Cognition , Humans , Internet , Internet Use , Longitudinal Studies , Prevalence
6.
J Behav Addict ; 2022 Apr 12.
Article in English | MEDLINE | ID: mdl-35413005

ABSTRACT

Gaming activities have conferred numerous benefits during the COVID-19 pandemic. However, some individuals may be at greater risk of problem gaming due to disruption to adaptive routines, increased anxiety and/or depression, and social isolation. This paper presents a summary of 2019-2021 service data from specialist addiction centers in Germany, Switzerland, Japan, and the United Kingdom. Treatment demand for gaming disorder has exceeded service capacity during the pandemic, with significant service access issues. These data highlight the need for adaptability of gaming disorder services and greater resources and funding to respond effectively in future public health crises.

7.
Prax Kinderpsychol Kinderpsychiatr ; 71(2): 176-186, 2022 Feb.
Article in German | MEDLINE | ID: mdl-35133247

ABSTRACT

Controversies on the effects of media use have a long history and have become even more prevalent in the times of growing digitization. Particularly, potential harms and negative consequences have attracted scientific attention over the past decades. Various research projects have indeed demonstrated, that different negative repercussions can be caused by media use, especially regarding so called "new media" like internet-based computer games and social media. At least in individuals displaying an overuse of these media, research has demonstrated associations with developmental issues, heightened psychopathological symptoms, and problematic or addicted use. Yet, research also demonstrates that these associations are not linear ones but rather follow complex pathways. Thus, simply calling for a complete media abstinence it seems more promising developing pedagogic concepts for enabling children and adolescents using the possibilities of our digital world in a functional and self-determined way.


Subject(s)
Social Media , Video Games , Adolescent , Child , Humans , Internet , Literacy
8.
Article in English | MEDLINE | ID: mdl-35010787

ABSTRACT

Internet-related disorders (IRD) are increasingly becoming a major health issue. IRD are defined as the predominant use of online content, related to a loss of control and continued use despite negative consequences. Despite findings from cross-sectional studies, the causality of pathways accelerating the development of IRD are unclear. While etiological models emphasize the role of personality as risk factor, mutual influences between IRD and personality have not been examined. A prospective study with two assessments was conducted with n = 941 adolescents (mean age of 13.1 years; 10-17 years). Our aim was to validate etiological assumptions and to examine the effects of IRD-symptoms on the maturation of personality. IRD were measured with the Scale of the Assessment of Internet and Computer game Addiction (AICA-S). Personality traits were assessed using the Brief Five Factor Inventory (BFI). Conscientiousness and neuroticism were predictive for IRD symptoms one year later, and were likewise prone to changes depending on incidence or remission of IRD. Conscientiousness and openness moderated the course of IRD symptoms. Our findings point to complex trait-pathology associations. Personality influences the risk of development and maintenance of IRD symptoms and pre-existing IRD-symptoms affect the development of personality. Adaptations to etiological models are discussed and perspectives for novel intervention strategies are suggested.


Subject(s)
Personality Development , Personality , Adolescent , Cross-Sectional Studies , Germany/epidemiology , Humans , Internet , Personality Inventory , Prospective Studies
9.
Article in English | MEDLINE | ID: mdl-33918737

ABSTRACT

Gambling disorder and gaming disorder have recently been recognized as behavioral addictions in the ICD-11 (International Classification of Diseases, 11th edition). The association between behavioral addictions and personality has been examined before, yet there is a lack of studies on maladaptive traits and their relationship to specific outcome expectancies. In study 1, we recruited a community sample (n = 365); in study 2 a sample of treatment-seekers was enrolled (n = 208). Maladaptive personality traits were assessed by the brief form of the Personality Inventory for DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, 5th edition). Internet-related outcome expectancies were measured by the Virtual Expectancy Questionnaire. In the clinical sample, the Global Assessment of Functioning was additionally administered. Behavioral Addictions were closely associated with maladaptive traits that in turn were related to a poorer level of psychosocial functioning. There is evidence for an exacerbated risk of internet-related disorders when specific outcome expectancies and maladaptive traits interact. Implications for phenomenology and treatment are discussed.


Subject(s)
Behavior, Addictive , Disruptive, Impulse Control, and Conduct Disorders , Gambling , Diagnostic and Statistical Manual of Mental Disorders , Humans , Internet , Personality
10.
Psychiatr Prax ; 48(8): 423-429, 2021 Nov.
Article in German | MEDLINE | ID: mdl-33626576

ABSTRACT

OBJECTIVE: Internet-related disorders (IRD) are characterized by uncontrolled use of various Internet applications, which is associated with impairments in various sections and an increased rate of other forms of mental illness. The aim was to identify undiagnosed comorbid IRD and to examine gender-specific differences. METHODS: In 19 psychotherapeutic institutions 501 patients (65.3 % women) were recruited. RESULTS: Comorbid IRD was found in 20.7 % of men and 15.9 % of women. IBS was not identified by the practitioners in 94.6 % of women and 66.6 % of men. In particular affective disorders and substance-related addiction occurred very frequently and regardless of gender. Women were significantly more often affected by eating and personality disorders, men were significantly more often affected by pathological gambling. CONCLUSION: A high rate of IBS remains undetected in the psychotherapeutic care system. Women with IBS have other referral diagnoses and are more often affected by severe mental disorders than men.


Subject(s)
Gambling , Substance-Related Disorders , Comorbidity , Female , Germany , Humans , Internet , Male , Personality Disorders/epidemiology , Prevalence , Substance-Related Disorders/epidemiology
11.
Article in English | MEDLINE | ID: mdl-32695221

ABSTRACT

BACKGROUND: Although gender plays a pivotal role in the psychological adaptation of immigrant youth, its association with acculturation strategy and mental health among 1st generation immigrant adolescents are still scarce and inconsistent. Therefore, the purpose of the current study was to investigate gender-related differences in acculturation patterns and their association with mental health (internalizing and externalizing problems). METHODS: Self-reported data of immigrant adolescents (N = 440) aged between 12 and 19 years (M = 16.2; SD = 1.6) was collected in a representative German school survey. Fifty-one percent of the sample were female (n = 224). Almost half of the sample was born in the Former Soviet Union, followed by Poland (9.3%). Sociodemographic variables, acculturation strategies, and internalizing as well as externalizing problems were assessed by questionnaires. RESULTS: Confirmatory factor analysis supported the four- dimensional model of acculturation styles (assimilation, integration, separation and marginalization). Whereas girls more often showed an integration pattern, boys scored higher on the separation and marginalization scale. After adjusting for age and educational level, regression analyses revealed for both gender that marginalization was associated with more internalizing problems. Separation was related to more externalizing problems. CONCLUSION: 1st generation adolescents experiencing a lack of belongingness to German society, socio-economic and educational disadvantages might be particularly vulnerable to mental distress. Findings are discussed in terms of gender-related differential socialization processes in context of immigration.

12.
Front Psychol ; 10: 1731, 2019.
Article in English | MEDLINE | ID: mdl-31402891

ABSTRACT

Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (Newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers' psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, M age = 23.06, SD age = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity, coping, and self-esteem. Moreover, gamers' reasons for playing and their preferred game genres were differentially related to psychological functioning with the most notable findings for distraction-motivated players as well as action game players. Future studies are needed to examine whether these psychological health risks reflect the causes or consequences of video gaming.

13.
Eur Addict Res ; 25(5): 229-237, 2019.
Article in English | MEDLINE | ID: mdl-31307044

ABSTRACT

BACKGROUND: Internet-related disorders (IRDs) as a growing mental health issue will probably be included in the upcoming ICD-11. While research on psychological aspects has progressed, less data are available regarding the physical health status of patients. Thus, we provide new data on physical health complaints, prediagnosed illness, level of functioning, and work ability in a clinical sample. METHODS: From consecutive treatment seekers, we included n = 286 patients with IRD, n = 95 subjects with excessive yet not disordered Internet use, and n = 106 patients with gambling disorder (GD). All 3 groups were compared regarding lifestyle habits, medical history, somatic complaints, sleep disturbances, level of functioning and work ability using standardized self-reports, and clinical ratings. RESULTS: Patients with IRD differed from nonclinical controls by higher somatic complaints, a lower level of functioning, and a higher degree of impairment in social and occupational contexts. Only few differences were found between patients with IRD and GD. CONCLUSIONS: Compared to individuals with excessive, not addictive online behaviors, patients diagnosed with IRD displayed higher somatic symptoms, and more sleep problems. This implies that psychotherapeutic interventions should also consider physical and psychosomatic problems when treating patients. Among patients with IRD, significant social and occupational deficits were comparable to patients with GD. This emphasizes that IRD are causing severe impairment in relevant aspects of the patients' lives.


Subject(s)
Behavior, Addictive/psychology , Employment/psychology , Gambling/psychology , Health Status , Help-Seeking Behavior , Internet , Adolescent , Adult , Humans , Surveys and Questionnaires , Young Adult
14.
JAMA Psychiatry ; 76(10): 1018-1025, 2019 10 01.
Article in English | MEDLINE | ID: mdl-31290948

ABSTRACT

Importance: Internet and computer game addiction represent a growing mental health concern, acknowledged by the World Health Organization. Objective: To determine whether manualized cognitive behavioral therapy (CBT), using short-term treatment for internet and computer game addiction (STICA), is efficient in individuals experiencing internet and computer game addiction. Design, Setting, and Participants: A multicenter randomized clinical trial was conducted in 4 outpatient clinics in Germany and Austria from January 24, 2012, to June 14, 2017, including follow-ups. Blinded measurements were conducted. A consecutive sample of 143 men was randomized to the treatment group (STICA; n = 72) or wait-list control (WLC) group (n = 71). Main inclusion criteria were male sex and internet addiction as the primary diagnosis. The STICA group had an additional 6-month follow-up (n = 36). Data were analyzed from November 2018 to March 2019. Interventions: The manualized CBT program aimed to recover functional internet use. The program consisted of 15 weekly group and up to 8 two-week individual sessions. Main Outcomes and Measures: The predefined primary outcome was the Assessment of Internet and Computer Game Addiction Self-report (AICA-S). Secondary outcomes were self-reported internet addiction symptoms, time spent online on weekdays, psychosocial functioning, and depression. Results: A total of 143 men (mean [SD] age, 26.2 [7.8] years) were analyzed based on intent-to-treat analyses. Of these participants, 50 of 72 men (69.4%) in the STICA group showed remission vs 17 of 71 men (23.9%) in the WLC group. In logistic regression analysis, remission in the STICA vs WLC group was higher (odds ratio, 10.10; 95% CI, 3.69-27.65), taking into account internet addiction baseline severity, comorbidity, treatment center, and age. Compared with the WLC groups, effect sizes at treatment termination of STICA were d = 1.19 for AICA-S, d = 0.88 for time spent online on weekdays, d = 0.64 for psychosocial functioning, and d = 0.67 for depression. Fourteen adverse events and 8 serious adverse events occurred. A causal relationship with treatment was considered likely in 2 AEs, one in each group. Conclusions and Relevance: Short-term treatment for internet and computer game addiction is a promising, manualized, short-term CBT for a broad range of internet addictions in multiple treatment centers. Further trials investigating the long-term efficacy of STICA and addressing specific groups and subgroups compared with active control conditions are required. Trial Registration: ClinicalTrials.gov identifier: NCT01434589.


Subject(s)
Cognitive Behavioral Therapy , Internet Addiction Disorder/therapy , Outcome Assessment, Health Care , Video Games , Adolescent , Adult , Follow-Up Studies , Humans , Male , Psychotherapy, Brief , Remission Induction , Young Adult
15.
Article in German | MEDLINE | ID: mdl-30859251

ABSTRACT

Internet-related disorders have become a growing challenge for psychosocial healthcare and society. For ten years, the German Association on Internet-Related Disorders has been a cooperative network, bringing together caregiving professionals and researchers, fostering our knowledge and expertise in facing this health issue. The conference "Categorically after 10 years," held in November 2018, was the annual meeting of these experts.This proceeding aims to depict the history of the conference, by referring to the many national and international experts of the past years that had crucial impact on the growing expertise of the association's members. The current conference mainly dealt with the expected inclusion of "gaming disorder" as a new diagnosis and other internet-related disorders in the ICD-11 that were announced by the World Health Organization (WHO) in summer 2018.Internet-related disorders have been clinically described as excessive and poorly controlled online behaviors that are causing detrimental consequences and result in decreasing psychosocial functioning. The main subtypes of internet-related disorders encompass the uncontrolled use of (online) computer games, pornography, and social networking sites.As in past years, this conference again offered the opportunity for exchange between researchers and healthcare professionals. The program contained an eclectic mix of lectures and workshops, offering a sound review of current developments in internet-related disorders and future perspectives of prevention, diagnostics, and intervention strategies. A particular emphasis was set on the addictive potential of modern computer games, for instance by the implementation of monetarization strategies.


Subject(s)
Behavior, Addictive/classification , Behavior, Addictive/diagnosis , International Classification of Diseases , Internet , Video Games , Congresses as Topic , Germany , Humans
16.
J Behav Addict ; 8(1): 16-24, 2019 Mar 01.
Article in English | MEDLINE | ID: mdl-30663331

ABSTRACT

BACKGROUND AND AIMS: Internet Gaming Disorder (IGD) and other Internet-related disorders (IRDs) have become growing health concerns in our today's lives. Based on defined diagnostic criteria, IGD has been recognized as a condition for further research in the DSM-5; however, other IRDs have been excluded. Since the release of the DSM-5, representativeness and appropriateness of the nine diagnostic criteria have been debated. Although some first evidence has been published to evaluate these criteria, our knowledge is still limited. Thus, the purpose of this study was to provide data on the clinical validity of the DSM-5 criteria for IGD and other types of IRD. We were also interested in examining the additional diagnostic validity of craving that is currently not being considered in the DSM-5. METHODS: Analyses on a sample of n = 166 treatment seekers for IRDs were performed. The clinician's diagnosis was used as a main reference for determining the DSM criteria's diagnostic performance. Secondary criteria (depression and anxiety) were defined as indicators for the construct validity. RESULTS: The overall diagnostic accuracy ranged between 76.6% for deceiving and 92% for loss of control and craving. Considerable differences occurred in the degree of sensitivity and specificity between the single criteria. No particular differences were found for the applicability of the criteria to other forms of IRDs. DISCUSSION AND CONCLUSIONS: Our results confirm the validity of the DSM criteria. However, the diagnostic utility of the criterion escaping aversive moods is critically discussed. Considering craving as an additional diagnostic indicator might be recommendable.


Subject(s)
Behavior, Addictive/diagnosis , Diagnostic and Statistical Manual of Mental Disorders , Internet , Psychiatric Status Rating Scales/standards , Video Games , Adolescent , Adult , Cohort Studies , Female , Humans , Male , Pilot Projects , Reproducibility of Results , Young Adult
17.
Front Psychol ; 9: 913, 2018.
Article in English | MEDLINE | ID: mdl-29942268

ABSTRACT

Adolescents with a strong tendency for irrational task delay (i.e., high trait procrastination) may be particularly prone to use Internet applications simultaneously to other tasks (e.g., during homework) and in an insufficiently controlled fashion. Both Internet multitasking and insufficiently controlled Internet usage may thus amplify the negative mental health implications that have frequently been associated with trait procrastination. The present study explored this role of Internet multitasking and insufficiently controlled Internet use for the relationship between trait procrastination and impaired psychological functioning in a community sample of N = 818 early and middle adolescents. Results from multiple regression analyses indicate that trait procrastination was positively related to Internet multitasking and insufficiently controlled Internet use. Insufficiently controlled Internet use, but not Internet multitasking, was found to partially statistically mediate the association between trait procrastination and adolescents' psychological functioning (i.e., stress, sleep quality, and relationship satisfaction with parents). The study underlines that adolescents with high levels of trait procrastination may have an increased risk for negative outcomes of insufficiently controlled Internet use.

18.
J Behav Addict ; 7(2): 339-347, 2018 Jun 01.
Article in English | MEDLINE | ID: mdl-29865866

ABSTRACT

Background and aims Gambling disorder is a significant public health concern. Especially, male minors have been shown to gamble in a problematic way, despite legal prohibitions. Methods We examined representative samples of students aged from 12 to 18 years (N = 9,309) in two German federal states to provide prevalence data and clinical description of risk factors for problematic gambling. Results We found that about 40% of the adolescents reported engaging in gambling activities within the past 12 months and found prevalence rates of 1.7% and 2.2% for problematic gambling. Especially, use of online gambling and slot machines was found to be related to problematic gambling. Male adolescents with a migration background were of higher risk for problematic gambling and psychopathological symptoms were significantly elevated among that group. Discussion The results indicate that participation in gambling activities is common among underaged adolescents and that prevalence of problematic gambling exceeds rates of adults. Similarly, problematic gambling is associated with increased psychopathological strain. Conclusion Given that a high proportion of adult gamblers report having started gambling in adolescents, our data emphasize the need for prevention and early intervention strategies for problematic gambling.


Subject(s)
Gambling/epidemiology , Adolescent , Child , Female , Gambling/psychology , Germany/epidemiology , Humans , Male , Prevalence , Risk Factors , Surveys and Questionnaires
19.
J Adolesc Health ; 62(2): 234-240, 2018 02.
Article in English | MEDLINE | ID: mdl-29174875

ABSTRACT

PURPOSE: Problematic Internet use (PIU) that has recently been referred to as Internet-related disorder is a growing health concern. Yet, it is unclear why some adolescents are developing problematic use, whereas others sustain control. Based on previous research, we hypothesize that personality traits (low conscientiousness and high neuroticism) act as predispositions for PIU. We further hypothesize that PIU can be understood as a maladaptive reaction toward critical life events and that these maladaptive reactions are exacerbated by dysfunctional personality traits. METHODS: The study investigates the prevalence of distinct subtypes of PIU among a sample of adolescents (n = 1,489; 10-17 years). Personality traits (Big Five Inventory-10 [BFI-10]), perceived stress (Perceived Stress Scale 4 [PSS-4]), and their relations to PIU (Scale for the Assessment of Internet and Computer Game Addiction [AICA-S]) were examined. As novel research questions, associations between PIU and adjustment disorders (Adjustment Disorder-New Module [ADNM]-6) and the mediating role of personality were investigated. RESULTS: The prevalence of PIU was 2.5%; girls (3.0%) were more often affected than boys (1.9%). Social networking sites in girls and online games in boys were most often associated with PIU. Low conscientiousness and high neuroticism generally predicted PIU. Significantly more adolescents with PIU (70%) reported critical life events compared with those without PIU (42%). PIU was related to heightened stress and higher adjustment disorder symptoms. These associations were exacerbated by conscientiousness and neuroticism. CONCLUSIONS: Although the overall prevalence for PIU is in line with previous studies, it appeared unexpectedly that girls were affected more often than boys. Adjustment disorders and stress showed strong associations with PIU. This bears implications for adapting etiopathological assumptions and early intervention strategies.


Subject(s)
Adjustment Disorders/diagnosis , Behavior, Addictive/epidemiology , Internet , Personality , Video Games , Adolescent , Adolescent Behavior/psychology , Child , Cross-Sectional Studies , Female , Humans , Male , Prevalence , Sex Factors , Social Networking , Stress, Psychological/psychology
20.
J Behav Addict ; 6(2): 118-120, 2017 06 01.
Article in English | MEDLINE | ID: mdl-28662617

ABSTRACT

The proposed inclusion of Internet gaming disorder (IGD) into the upcoming ICD-11 has caused mixed reactions. Having a sound diagnostic framework for defining this new phenomenon has been applauded but concerns have risen regarding overpathologizing a mere pastime activity. The review by Aarseth et al. (2016) provides a fine but one-sided impression on IGD. What has been totally left out in the argumentation is the clinical perspective. Although the concerns depicted must not be ignored, the conclusion provided by the authors is reflecting quite subjective speculations while objectivity would rather be needful.


Subject(s)
Behavior, Addictive , Disruptive, Impulse Control, and Conduct Disorders , Video Games , Humans , International Classification of Diseases , Internet
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