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1.
Encephale ; 2024 May 15.
Article in English | MEDLINE | ID: mdl-38755029

ABSTRACT

BACKGROUND: Nowadays, video games are very popular among teenagers. This popularity generates concerns, whether in the media, among families or among the scientific community, who wonder about their potential harmful effects. The aim of this study was to assess the association between different types of use of video games (absence of use, use of violent video games, use of non-violent video games) and mental health and aggression. METHODS: Data was drawn from a French cross-sectional study entitled "Portrait d'Adolescents" which included 15,235 adolescents using anonymous self-administered questionnaires. We defined three groups of use of video games (absence of use, use of violent video games, use of non-violent video games) and explored the association with mental health indicators among boys and girls. RESULTS: The group categorized as "non-gamers" consisted of 1288 adolescents (8.5%), while the "non-violent video gamers" group comprised 8380 adolescents (55.5%) and the "violent video gamers" group included 5430 participants (36%). Among adolescent boys, there was no observed association between responses to mental health-related questions and the type of video game playing. However, in the "violent video gamers" group, a higher percentage of boys (6.8%) reported engaging in self-harm behaviors (p=0.001). In contrast, in the "non-violent video gamers" group, a lower proportion of boys (9.4%) reported participating in dangerous games (p<0.0001). For girls, the "violent video gamers" group exhibited a higher proportion of responses indicating poorer mental health across all explored items: 22.8% reported a history of suicide attempts (p<0.0001), 22.3% reported depression (p<0.0001), 17.8% reported self harm (p<0.0001), and 11.2% reported participating in dangerous game (p<0.0001). CONCLUSION: Violent video games appear to be associated with varying behaviors depending on the gender of adolescents, and notably contribute to much poorer mental health among adolescent girls.

2.
Encephale ; 2024 Apr 04.
Article in English | MEDLINE | ID: mdl-38580529

ABSTRACT

INTRODUCTION: Internet Gaming Disorder (IGD) is associated with several psychiatric disorders. Previous research on IGD has predominantly focused on Massively Multiplayer Online Role-playing Games (MMORPGs), considered to be pro-social games as they foster interpersonal relationships necessary for in-game progress. Sociotropy is a personality trait characterized by a cognitive approach to dealing with interpersonal relationships. Individuals with high sociotropy have a strong desire for approval from others. Beck's cognitive theory of depression posits that high sociotropy can lead to depressive symptoms when faced with interpersonal stress. We used the I-PACE model to account for the consequences of distal factors such as sociotropy on the development and maintenance of IGD. The aim of this study was therefore to compare MMORPG players with players of other game genres in terms of sociotropy, social anxiety and depression. We hypothesized that sociotropy could serve as a predictor of IGD, particularly among MMORPG players. METHODS: A total of 233 French videogame players recruited from specialized internet gaming forums participated in the study via questionnaires. Different scales were used to assess depression and social anxiety symptoms, IGD intensity, and sociotropy and autonomy. RESULTS & DISCUSSION: MMORPG players reported higher psychological distress than players of other game genres. For all players, sociotropy, rather than autonomy, was found to be a predictor of social anxiety symptoms and IGD intensity. Sociotropy and depression explained IGD intensity only for MMORPG players and not for players of other game genres. The social dimension appears to be more prominent among MMORPG players and could be one of the main personality traits predicting this specific internet gaming disorder. The treatment implications for internet gaming disorder are discussed.

3.
Rev. latinoam. psicopatol. fundam ; 25(1): 119-139, jan.-mar. 2022.
Article in French | LILACS-Express | LILACS, Index Psychology - journals | ID: biblio-1376975

ABSTRACT

Les jeux vidéo sont une réalité de la culture d'aujourd'hui. Cet article est basé sur un échantillon de neuf protocoles de Rorschach appliques à de jeunes adultes qui sont des joueurs actifs. Les résultats du Rorschach montrent une difficulté à bien appréhender la réalité, une dynamique affective introvertie et un niveau élevé d'angoisse —des caractéristiques liées à un mouvement psychique où se posent des questions de force et d'autorité (I et IV), des arsenaux de guerre (VII), avec inscription dans des relations affectives (II et III) ou des logiques régressives (VIII, IX et X). Cette étude nous a permis de construire un (proto)virtuel, avec de nouveaux Avatars au Rorschach, une construction tridimensionnelle qui entrelace le réel et le virtuel, dans un domaine de la projection sur la perception, où le (proto)mentale est (re)signifié.


Os videojogos são uma realidade da cultura atual. O presente artigo é realizado com base numa amostra de nove protocolos de Rorschach, de jovens adultos jogadores ativos de videojogos. Os resultados encontrados no Rorschach evidenciam uma dificuldade em compreender corretamente a realidade, uma dinâmica afetiva de tipo introversivo e um elevado nível de angústia. Características que se encontram ligadas a um movimento psíquico onde surgem as questões de força e de autoridade (I e IV), arsenais de guerra (VII), com inscrição em relações afetivas (II e III) ou em lógicas regressivas (VIII, IX e X). Através deste estudo foi possível a construção de um (proto)virtual, com novos Avatares no Rorschach, uma construção tridimensional que entretece o real e o virtual, num domínio da projeção sobre a perceção, onde se contém e (re)significa o (proto)mental.


Video games are a reality of today's culture. This article is based on a sample of nine Rorschach protocols applied to young adults who are active gamers. The Rorschach results show a difficulty in correctly understanding reality, an introverted affective dynamic and a high level of anxiety — characteristics linked to a psychic movement where matters of strength and authority (I and IV), arsenals of war (VII), with inscription in affective relations (II and III) or with regressive logics (VIII, IX and X) are posed. This study allowed us to build a (proto)virtual, with new Avatars in the Rorschach, a three-dimensional construction that intertwines the real and the virtual, putting projection over perception, where the (proto)mental is (re)signified.


Los videojuegos son una realidad de la cultura en la actualidad. El presente artículo se fundamenta en una muestra de nueve protocolos del Rorschach, de jugadores jóvenes adultos activos. Los resultados encontrados en el Rorschach muestran una dificultad para comprender correctamente la realidad, una dinámica afectiva introvertida y un alto nivel de angustia. Tales características se vinculan a un movimiento psíquico donde surgen cuestiones de fuerza y autoridad (I e IV), arsenales de guerra (VII), con inscripción en relaciones afectivas (II e III) o en lógicas regresivas (VIII, IX y X). Este estudio posibilitó la construcción de un (proto)virtual, con nuevos Avatares en el Rorschach, una construcción tridimensional que entrelaza lo real y lo virtual en un dominio de la proyección sobre la percepción, que contiene y (re)significa el (proto)mental.

4.
Can J Psychiatry ; 66(12): 1051-1058, 2021 12.
Article in French | MEDLINE | ID: mdl-33563027

ABSTRACT

BACKGROUND: The study aims to validate an online video game problematic use (Internet Gaming Disorder or IGD) scale in French language: the IGD-20. IGD-20 has been elaborated considering the discussion about the etiology of the IGD, which was included in the section III of the DSM-5. The IGD-20 is composed of 20 items split in six components based on the six components model of addiction from Griffiths. METHODS: A total of 166 online video game players were recruited on specialized forums, playing 21.9 hours per week. The French version of the IGD-20 was validated through a confirmatory factor analysis via structural equation modeling (SEM). RESULT: The French version of the IGD-20 showed a good validity and a six-factor structure (salience, mood modification, tolerance, withdrawal symptoms, conflict and relapse) (RMSEA = 0.063 [0.049; 0,077], CFI = 0.912, TLI = 0.909). CONCLUSION: The validation of a French scale such as the IGD-20 shows some interest for the French-speaking population, including therapists who could use this scale to investigate the IGD-20 more precisely and for people with IGD-20 who could benefit from a more refined support.


INTRODUCTION: L'objectif de cette étude est de valider en langue française une échelle de mesure de l'usage problématique des jeux vidéo en ligne (Internet Gaming Disorder ou IGD): l'Internet Gaming Disorder-20. L'échelle IGD-20 s'inscrit dans le débat sur les déterminants et les facteurs de maintien de l'IGD, trouble introduit dans la section III du DSM-5 et récemment référencé à la classification statistique internationale des maladies et des problèmes connexes sous l'intitulé de « trouble du jeu vidéo ¼. L'échelle se compose de 20 items séparés en six composantes reposant sur le modèle de l'addiction de Griffiths. MÉTHODE: L'étude a porté sur 166 joueurs de jeux vidéo francophones, recrutés sur des forums spécialisés, jouant en moyenne 21,9 heures par semaine. La version française de l'IGD-20 a été soumise à une analyse factorielle confirmatoire par le biais d'une modélisation en équations structurelles (SEM) afin de retrouver les six facteurs de l'échelle originale (saillance, modification de l'humeur, tolérance, manque, conflits et rechute). RÉSULTAT:S: L'analyse factorielle confirmatoire par modélisation en équations structurelles montre un ajustement satisfaisant du modèle (RMSEA = 0,063 [0,049; 0,077], CFI = 0,912, TLI = 0,909). DISCUSSION: Une validation en langue française d'un outil tel que l'IGD-20 a un intérêt pour les populations francophones, notamment pour les thérapeutes qui pourront investiguer de façon plus précise le trouble et pour les personnes atteintes qui bénéficieront d'un accompagnement affiné.


Subject(s)
Behavior, Addictive , Video Games , Behavior, Addictive/diagnosis , Behavior, Addictive/epidemiology , Humans , Internet , Internet Addiction Disorder , Language , Reproducibility of Results
5.
J Anal Psychol ; 65(1): 27-43, 2020 Feb.
Article in English | MEDLINE | ID: mdl-31972895

ABSTRACT

Boys and young men more frequently live out aspects of their psychic and social alienation online. This paper explores some of the risks and dangers that can arise from retreats into the two-dimensional world of cyberspace. It focuses more specifically on videogaming called MOBA, multi-player online battle arena games, in which players point and shoot at others. A case example emphasizes the clinical problems emerging from violent fantasies that seek a false form of containment in cyberspace. Themes of destructive fantasizing are further amplified through images of apocalypse, which are often prevalent in combat arena videogames. Textual sources from the Book of Revelation offer possible understanding for various elements of destructiveness as it appears in vulnerable male psyches. Therapeutic contact that combines a relational, containing approach and a broadly spiritual and soulful perspective can provide a path to healing such violent splits within the psyches of boys and young men.


Les garçons et les jeunes hommes vivent de manière plus fréquente par internet leur aliénation psychique et sociale. Cet article explore certains des risques et dangers qui peuvent provenir de retraites dans le monde bidimensionnel du cyberespace. Il porte plus spécifiquement sur les jeux vidéo MOBA, des jeux de combats multi-joueurs en ligne, dans lesquels les joueurs se visent et se tirent dessus. Un cas clinique souligne les problèmes cliniques qui émergent des fantasmes violents cherchant une fausse forme de contenance (containment) dans le cyberespace. Les thèmes de fantasmes destructifs sont amplifiés par des images d'apocalypse, qui sont souvent largement répandues dans les jeux vidéo de zone de combat. Des sources textuelles venant du Livre de la Révélation apportent des possibilités de compréhension de plusieurs éléments de destructivité telle qu'elle apparait dans les psychés masculines vulnérables. Le contact thérapeutique qui combine une approche relationnelle et contenante ainsi qu'une perspective spirituelle au sens large du terme peut fournir un chemin pour guérir de tels clivages à l'intérieur de la psyché de garçons et de jeunes hommes.


Niños y jóvenes, cada vez más frecuentemente, viven aspectos de su alienación psíquica y social, en el mundo virtual. El presente trabajo explora algunos de los riesgos y peligros que pueden emerger a partir del retiro al mundo bidimensional del ciber-espacio. Se focaliza más específicamente en un juego virtual llamado MOBA, batallas online de jugadores múltiples, en las cuales, los jugadores apuntan y disparan a otros. Un ejemplo clínico enfatiza los problemas clínicos que emergen a partir de las violentas fantasías que buscan una contención falsa en el ciber-espacio. Temas de fantasías destructivas son amplificadas a través de imágenes de apocalipsis, las cuales prevalecen a menudos en los combates virtuales. Fuentes textuales del Libro de las Revelaciones ofrecen una posible comprensión a los varios elementos de destructividad tal como se manifiestan en las psiques masculinas vulnerables. Un contacto terapéutico que combina un abordaje relacional contenedor y una perspectiva espiritual más amplia puede proveer un camino hacia la curación de semejantes disociaciones violentas en las psiques de niños y de jóvenes.


Subject(s)
Internet Addiction Disorder/psychology , Men/psychology , Social Alienation/psychology , Video Games/psychology , Violence/psychology , Adolescent , Adult , Humans , Psychoanalytic Therapy , Screen Time , Young Adult
6.
Can J Occup Ther ; 85(2): 158-168, 2018 Apr.
Article in English | MEDLINE | ID: mdl-29614877

ABSTRACT

BACKGROUND: Ongoing physical activity is important for maintaining the functional level of individuals with chronic stroke. Video games in a group setting might be a cost-effective way for providing mobility and preventing physical inactivity. PURPOSE: This study explores the experiences and perceptions of individuals with chronic stroke who participated in a novel community-based video-game group intervention and their therapists. METHOD: A qualitative study, nested in a randomized controlled trial, was conducted using semistructured interviews with eight individuals with chronic stroke (four men and four women) ages 29 to 69 and a focus group of their three occupational therapists, following a video-game intervention. Data were analyzed using content analysis. FINDINGS: Three main categories were identified by the study participants: (a) using video games, (b) the group/team experience, and (c) intervention outcomes/evolving understandings following the intervention. IMPLICATIONS: Playing video games was perceived not as treatment but as a motivating tool to facilitate whole-body movement. Therefore, this intervention might be suitable to be used in the community for ongoing intervention.


Subject(s)
Exercise Therapy/methods , Occupational Therapy/methods , Stroke Rehabilitation/methods , Video Games , Adult , Aged , Chronic Disease , Female , Group Processes , Humans , Interviews as Topic , Male , Middle Aged , Motivation , Perception , Qualitative Research
7.
Encephale ; 44(4): 363-371, 2018 Sep.
Article in French | MEDLINE | ID: mdl-29501256

ABSTRACT

OBJECTIVES: Video games and virtual reality have recently become used by clinicians for training or information media or as therapeutic tools. The purpose is to review the use of these technologies for therapy destined for schizophrenia patients. METHODS: We conducted a review in October 2016 using Pubmed, Scopus and PsychInfo using the following Medical Subject Headings (MESH): "video games", "virtual reality" and "therapy, computer-assisted/methods", each associated with "schizophrenia". Papers were included in the review if: (a) they were published in an English, Spanish or French-language peer-reviewed journal, (b) the study enrolled patients with schizophrenia or schizo-affective disorder, (c) the patients used a therapeutic video game or therapeutic virtual reality device. RESULTS: Eighteen publications were included. The devices studied are mainly therapeutic software developed specifically for therapeutic care. They can be classified according to their therapeutic objectives. These targets corresponded to objectives of psychosocial rehabilitation: improvement of residual symptomatology, cognitive remediation, remediation of cognition and social skills, improvement of everyday life activities, support for occupational integration. Very different devices were proposed. Some researchers analysed programs developed specifically for patients with schizophrenia, while others were interested in the impact of commercial games. Most of the studies were recent, preliminary and European. The impact of these devices was globally positive, particularly concerning cognitive functions. CONCLUSIONS: Computer-assisted therapy, video games and virtual reality cannot replace usual care but could be used as adjunctive therapy. However, recommending their use seems premature because of the recent and preliminary character of most studies. Moreover, a link is still lacking between this field of research in psychiatry and other fields of research, particularly game studies. Finally, it might be interesting to analyse more precisely the neuropsychological impact of existing commercial games which could potentially be useful for psychosocial rehabilitation.


Subject(s)
Psychiatric Rehabilitation , Schizophrenia/therapy , Therapy, Computer-Assisted/methods , Video Games , Humans , Psychiatric Rehabilitation/methods , Psychiatric Rehabilitation/psychology , Psychiatric Rehabilitation/trends , Schizophrenia/rehabilitation , Schizophrenic Psychology , Therapy, Computer-Assisted/trends , Video Games/psychology
8.
Arch Pediatr ; 25(1): 48-54, 2018 Jan.
Article in French | MEDLINE | ID: mdl-29269184

ABSTRACT

Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation.


Subject(s)
Pediatrics , Video Games , Attention , Education, Continuing/methods , Health Personnel/education , Health Promotion/methods , Humans , Patient Education as Topic/methods
9.
Rev Epidemiol Sante Publique ; 61(6): 503-12, 2013 Dec.
Article in French | MEDLINE | ID: mdl-24210787

ABSTRACT

BACKGROUND: Describe the uses of Internet and video games and quantify associated problematic uses. METHODS: Information on student practices concerning the use of the Internet and video games was collected with a self-administered questionnaire. Problematic uses were identified with specific tools (Young criteria and Tejeiro criteria) and with self-evaluative questions. Information on life events with traumatic potential and use of psychoactive substances was also collected. Logistic regression models were applied to identify possible associated factors. RESULTS: Based on a sample of 1119 subjects, this study showed that students in Reunion Island are very concerned by the uses of the Internet and video games (98% and 46% of respondents). The prevalence of problematic use of the Internet accounted for 6% of respondents. Problematic uses of video games involved 8% of students (18% of gamers). Young people seemed unaware of their problematic practices and were seeking informations. The public respondent was also characterized by vulnerable situations (traumatic events induring their lives, consumption of psychoactive substances). Significant associations (with no identified causality) were examined, in particular between problematic uses of Internet and video games, and life events with traumatic potential. CONCLUSION: These first estimates of the prevalence of problematic use of Internet and video games on Reunion Island are important to promote locally collective awareness about these modern addictions. These results will be used to guide local actions of prevention and care, especially among younger generations. But it is necessary to conduct further work to better identify the factors associated with these problematic uses (determinants, comorbidities addictive…).


Subject(s)
Behavior, Addictive/epidemiology , Internet/statistics & numerical data , Perception , Students/statistics & numerical data , Video Games/statistics & numerical data , Adolescent , Adult , Behavior, Addictive/etiology , Female , Health Knowledge, Attitudes, Practice , Humans , Male , Reunion/epidemiology , Risk Factors , Students/psychology , Surveys and Questionnaires , Video Games/psychology , Young Adult
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