keyword
https://read.qxmd.com/read/38652386/skill-based-electronic-gaming-machines-features-that-mimic-video-gaming-features-that-could-contribute-to-harm-and-their-potential-attraction-to-different-groups
#1
REVIEW
Philip Newall, Matthew Rockloff, Hannah Thorne, Alex M T Russell, Tess Visintin, Nerilee Hing, Matthew Browne, Georgia Dellosa
New gambling products have been developed over time as technology permits. For example, early mechanical slot machines were later replaced by electronic gaming machines (EGMs), which enabled a faster speed of play and more immersive experience. EGMs have in the decades since their invention become one of the main drivers of gambling expenditure worldwide and are one of the gambling products most strongly associated with harm. This literature review considers research relevant to a new subcategory of EGM, 'skill-based' EGMs, termed 'SGMs' here...
April 23, 2024: Journal of Gambling Studies
https://read.qxmd.com/read/38635338/wanting-liking-dissociation-and-altered-dopaminergic-functioning-similarities-between%C3%A2-internet-gaming-disorder-and-tobacco%C3%A2-use-disorder
#2
JOURNAL ARTICLE
Xuefeng Ma, Min Wang, Weiran Zhou, Zhaojie Zhang, Haosen Ni, Anhang Jiang, Yanbin Zheng, Xiaoxia Du, Marc N Potenza, Guang-Heng Dong
BACKGROUND: Although internet gaming disorder (IGD) has been included in the DSM-5 for approximately 10 years, debate remains regarding its existence and classification. METHODS: The current research incorporated three approaches. First, implicit association tests were used to examine for potential dissociation between wanting and liking in IGD. Second, brain features in wanting and liking circuits were tested and compared with tobacco use disorder (TUD) when performing a cue-craving task to explore the neural features of wanting and liking...
April 17, 2024: Journal of Behavioral Addictions
https://read.qxmd.com/read/38234943/gaming-on-an-immersive-virtual-reality-platform-to-ameliorate-the-level-of-anxiety-in-patients-undergoing-congenital-heart-disease
#3
Mansee Dangare, Vaishnavi Yadav
The double outlet right ventricle (DORV) is an unusual cardiovascular abnormality that is present at birth. The pulmonary artery and the aorta, the cardiovascular system's two major arteries, link to the right ventricle in the DORV. The coronary artery links to the right ventricular, while in an ideal heart, the aorta connects to the left ventricle. DORV is an issue as the right ventricle delivers blood that is low in oxygen, subsequently distributed all around the human being. DORV is always connected with a further cardiac ailment known as a ventricular septal defect (VSD)...
December 2023: Curēus
https://read.qxmd.com/read/38183434/ten-years-of-research-on-the-treatments-of-internet-gaming-disorder-a-scoping-review-and%C3%A2-directions-for-future-research
#4
REVIEW
Guang-Heng Dong, Junhong Dai, Marc N Potenza
BACKGROUND: Although internet gaming disorder (IGD) has been listed in section III of the DSM-5 for approximately 10 years, the study of treatments for IGD remains in early stages. Nonetheless, a summary of findings to date and discussion of future research needs are warranted. METHODS: The current study reviewed scientific treatment studies with control groups and randomized controlled trials. We summarized the strengths and weaknesses of different treatment strategies and identified gaps in the research literature that may inform the direction of future research efforts...
January 5, 2024: Journal of Behavioral Addictions
https://read.qxmd.com/read/38126068/exploring-the-relationships-between-psychological-variables-and-loot-box-engagement-part-1-pre-registered-hypotheses
#5
JOURNAL ARTICLE
James Close, Stuart Gordon Spicer, Laura Louise Nicklin, Maria Uther, Ben Whalley, Chris Fullwood, Jonathan Parke, Joanne Lloyd, Helen Lloyd
Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing...
December 2023: Royal Society Open Science
https://read.qxmd.com/read/38100034/-i-can-tell-you-it-s-a-bit-of-a-gamble-a-qualitative-analysis-of-how-people-who-engage-in-gaming-and-gambling-understand-a-link-between-these-two-behaviours
#6
JOURNAL ARTICLE
Łukasz Wieczorek, M Bujalski, K Dąbrowska
This article explores the attention given to potential motives and determinants of the transition process from video games to gambling. Forty individual interviews were conducted among active video game players (n = 20), and people diagnosed with a gambling disorder who had the experience of playing video games (n = 20). A qualitative thematic analysis was employed to explore the collected empirical data. The range of factors considered responsible for the transition from playing video games to gambling included experiencing similar emotional states, the presence of gambling in video games, advertising of gambling companies in video games, loot boxes...
December 15, 2023: Journal of Gambling Studies
https://read.qxmd.com/read/38070069/the-influence-of-gambling-on-mood-state-and-alcohol-cravings
#7
JOURNAL ARTICLE
Damon Lipinski, James P Whelan, Blaine E Stiglets, Meredith K Ginley, Rory A Pfund
Several decades of research have experimentally investigated the influence of alcohol on gambling. However, there has been only minimal experimental exploration of how gambling influences alcohol use. The aim of the current project was to evaluate how gambling influenced mood state and alcohol cravings through randomized experimental design when analyzed with comparison conditions.College students (N = 76) who reported regular alcohol use, gambling within the past year, and being college basketball fans were randomly assigned to watch a video of an exciting basketball game, watch a nondysphoric basketball game, watch a movie, or engage in slot machine gambling...
December 9, 2023: Journal of Gambling Studies
https://read.qxmd.com/read/37990335/operationalization-and-measurement-of-compulsivity-across-video-gaming-and-gambling-behavioral-domains
#8
JOURNAL ARTICLE
Ismael Muela, Juan F Navas, Juan R Barrada, José López-Guerrero, Francisco J Rivero, Damien Brevers, José C Perales
BACKGROUND: Compulsivity is the hallmark of addiction progression and, as a construct, has played an important role in unveiling the etiological pathways from learning mechanisms underlying addictive behavior to harms resulting from it. However, a sound use of the compulsivity construct in the field of behavioral addictions has been hindered to date by the lack of consensus regarding its definition and measurement. Here we capitalize on a previous systematic review and expert appraisal to develop a compulsivity scale for candidate behavioral addictions (the Granada Assessment for Cross-domain Compulsivity, GRACC)...
November 21, 2023: BMC Psychology
https://read.qxmd.com/read/37978097/problem-gambling-and-sexual-minority-individuals-evaluating-influence-of-age-and-comorbid-mental-health-and-substance-use-problems
#9
JOURNAL ARTICLE
Jackie F Stanmyre, Lia Nower, Michelle L Malkin
Little is known about the prevalence of problem gambling among sexual minority individuals. The present study utilized an epidemiological sample, including individuals identifying as lesbian, gay, bisexual, asexual, and pansexual, to explore gambling behavior and problems and associated mental health and comorbid conditions that may contribute to elevated risk. Bivariate comparisons found that sexual minority individuals had higher rates of problem gambling, alcohol and substance use problems, anxiety, depression, and a wide range of problem behaviors (e...
November 17, 2023: Journal of Gambling Studies
https://read.qxmd.com/read/37594878/the-potential-relationship-between-loot-box-spending-problem-gambling-and-obsessive-compulsive-gamers
#10
JOURNAL ARTICLE
Shaun S Garea, James D Sauer, Lauren C Hall, Matt N Williams, Aaron Drummond
BACKGROUND AND AIMS: Loot boxes are digital containers of randomised rewards available in many video games. Individuals with problem gambling symptomatology spend more on loot boxes than individuals without such symptoms. This study investigated whether other psychopathological symptomatology, specifically symptoms of obsessive-compulsive behaviour and hoarding may also be associated with increased loot box spending. METHODS: In a large cross-sectional, cross-national survey (N = 1,049 after exclusions), participants recruited from Prolific, living in Aotearoa New Zealand, Australia, and the United States, provided self-reported loot box spending, obsessive-compulsive and hoarding symptomatology, problem gambling symptomatology, and consumer regret levels...
August 18, 2023: Journal of Behavioral Addictions
https://read.qxmd.com/read/36941849/severity-of-behavioral-addiction-symptoms-among-young-adults-using-non-prescribed-sedatives-hypnotics
#11
JOURNAL ARTICLE
Lea Péter, Borbála Paksi, Anna Magi, Andrea Eisinger, Eszter Kótyuk, Andrea Czakó, Mark D Griffiths, Zsolt Demetrovics, Bálint Andó
INTRODUCTION: Young adulthood is considered a critical period in terms of non-medical use of sedatives/hypnotics (NMUSH) as well as different types of behavioral addictions (BAs). However, the relationship between these behaviors has received scarce attention among young adult samples. Therefore, the aim of the present study was to investigate the association between NMUSH and symptoms of distinct BAs among young adults. MATERIALS AND METHODS: Analyses were conducted based on the data of two large sample studies (including a representative sample) carried out with young adult samples...
June 2023: Addictive Behaviors Reports
https://read.qxmd.com/read/36844332/a-comprehensive-review-on-emerging-trends-in-the-dynamic-evolution-of-digital-addiction-and-depression
#12
JOURNAL ARTICLE
Turgut Karakose, Bilal Yıldırım, Tijen Tülübaş, Abdurrahman Kardas
INTRODUCTION: Using digital addiction as an umbrella term to cover any type of addictions to digital technologies such as the internet, smartphones, social media, or video games, the current study aimed to reveal the intellectual structure and evolution of research addressing digital addiction-depression relationship. METHODS: The study combined bibliometric and science mapping analysis methods for this purpose. Data for the study was gathered from Web of Science Core Collection after a comprehensive process of data search/extraction, and 241 articles were included in the final data set...
2023: Frontiers in Psychology
https://read.qxmd.com/read/36800778/impact-of-the-covid-19-pandemic-on-the-mental-health-of-the-general-population-and-health-care-workers
#13
REVIEW
E Bouza, C Arango, C Moreno, D Gracia, M Martín, V Pérez, L Lázaro, F Ferre, G Salazar, F Tejerina-Picado, M Navío, J Granda Revilla, E Palomo, P R Gil-Monte
The Health Sciences Foundation has assembled a multidisciplinary group around a series of questions about the impact of the COVID-19 pandemic on the mental health of the general population and specific groups within that population, particularly healthcare workers. In the general population, the most prevalent mental disorders have been anxiety, sleep disorders and affective disorders, primarily depression. There has been a considerable increase in suicidal behavior, especially in young women and men over 70 years of age...
April 2023: Revista Española de Quimioterapia: Publicación Oficial de la Sociedad Española de Quimioterapia
https://read.qxmd.com/read/36655337/asphyxiophilic-death-due-to-masochistic-behaviour-in-a-video-game-addict-teen-a-case-report-and-reviews
#14
JOURNAL ARTICLE
Bajrang K Singh, Pawan K Maurya, Vishal S Baveja, Jitendra S Tomar, Mohit Chauhan
The disorder of internet gaming is increasingly being blamed on major psychological problems affecting youth. Action video games are enjoyable for masochists. Video game chores that practise bondage and other acts that cause pain and anoxia may be masochistic in nature in order to promote player satisfaction. Asphyxia will result in pleasure in asphyxiophilia, a dangerous and occasionally lethal form of sexual masochism. Constriction of the neck with ligature materials is a frequent method of causing hypoxia...
January 18, 2023: Medico-legal Journal
https://read.qxmd.com/read/36587418/obsessive-compulsive-harm-avoidance-and-persistence-tendencies-in-patients-with-gambling-gaming-compulsive-sexual-behavior-and-compulsive-buying-shopping-disorders-concerns
#15
JOURNAL ARTICLE
Gemma Mestre-Bach, Roser Granero, Fernando Fernández-Aranda, Marc N Potenza, Susana Jiménez-Murcia
BACKGROUND AND AIMS: There is a growing interest in determining the specific role of obsessive-compulsive features in different behavioral addictions. However, more studies comparing sizable clinical populations with different addictions are needed.Therefore, a main aim of the present study was to explore the presence of obsessive-compulsive features among people with different behavioral addictions (gambling disorder, internet gaming disorder, compulsive sexual behavior disorder and compulsive buying-shopping concerns)...
April 2023: Addictive Behaviors
https://read.qxmd.com/read/36517380/screen-time-and-obsessive-compulsive-disorder-among-children-9-10%C3%A2-years-old-a-prospective-cohort-study
#16
JOURNAL ARTICLE
Jason M Nagata, Jonathan Chu, Gabriel Zamora, Kyle T Ganson, Alexander Testa, Dylan B Jackson, Caitlin R Costello, Stuart B Murray, Fiona C Baker
PURPOSE: The aim of this study is to determine the prospective associations between baseline screen time and obsessive-compulsive disorder (OCD) at 2-year follow-up in a national (United States) cohort of 9- to 10-year-old children. METHODS: We analyzed prospective cohort data from the Adolescent Brain Cognitive Development study (n = 9,208). Logistic regression analyses were used to determine the associations between baseline self-reported screen time (exposure) and OCD, based on the Kiddie Schedule for Affective Disorders and Schizophrenia (outcome), at 2-year-follow-up, adjusting for race/ethnicity, sex, household income, parent education, family history of psychopathology, and study site, excluding participants with baseline OCD...
March 2023: Journal of Adolescent Health
https://read.qxmd.com/read/36516511/is-there-such-a-thing-as-gambling-dual-disorder-preliminary-evidence-and-clinical-profiles
#17
JOURNAL ARTICLE
Néstor Szerman, Ignacio Basurte-Villamor, Pablo Vega, Beatriz Mesías, José Martínez-Raga, Francisco Ferre, Celso Arango
Patients with gambling disorder (GD) frequently present other mental disorders, such as substance use disorder (SUDs), attention deficit/hyperactivity disorder (ADHD), mood disorders, and impulse-control disorders. We propose that GD should not be conceptualized as a single nosological entity, but rather as a gambling dual disorder (GDD). This study aims to provide further evidence of the co-occurrence of GD and other mental disorders in routine clinical practice and to identify different clinical profiles of severity...
December 11, 2022: European Neuropsychopharmacology: the Journal of the European College of Neuropsychopharmacology
https://read.qxmd.com/read/36465307/screen-time-and-adolescents-mental-health-before-and-after-the-covid-19-lockdown-in-switzerland-a-natural-experiment
#18
JOURNAL ARTICLE
Laura Marciano, Kasisomayajula Viswanath, Rosalba Morese, Anne-Linda Camerini
BACKGROUND: During the COVID-19 lockdown in 2020, adolescents' mental health was largely undermined. A general increment in screen time was reported. However, the long-term effects of the latter on adolescents' mental health are still little explored. METHODS: In the present natural experiment, we investigated these effects using longitudinal data collected before and after the first lockdown in Switzerland. Data come from 674 Swiss adolescents (56.7% females, Mage = 14...
2022: Frontiers in Psychiatry
https://read.qxmd.com/read/36083621/cognitive-behavioral-therapy-plus-a-serious-game-as-a-complementary-tool-for-a-patient-with-parkinson-disease-and-impulse-control-disorder-case-report
#19
JOURNAL ARTICLE
Teresa Mena-Moreno, Lucero Munguía, Rosario Granero, Ignacio Lucas, Almudena Sánchez-Gómez, Ana Cámara, Yaroslau Compta, Francesc Valldeoriola, Fernando Fernandez-Aranda, Anne Sauvaget, José M Menchón, Susana Jiménez-Murcia
BACKGROUND: Impulse control disorders (ICDs) are commonly developed among patients who take dopamine agonist drugs as a treatment for Parkinson disease (PD). Gambling disorder and hypersexuality are more frequent in male patients with PD, with a prevalence over 4% in dopamine agonists users. Although impulsive-compulsive behaviors are related to antiparkinsonian medication, and even though ICD symptomatology, such as hypersexuality, often subsides when the dopaminergic dose is reduced, sometimes ICD persists in spite of drug adjustment...
September 9, 2022: JMIR Serious Games
https://read.qxmd.com/read/35933619/opening-pandora-s-loot-box-weak-links-between-gambling-and-loot-box-expenditure-in-china-and-player-opinions-on-probability-disclosures-and-pity-timers
#20
JOURNAL ARTICLE
Leon Y Xiao, Tullia C Fraser, Philip W S Newall
Loot boxes are quasi-gambling virtual products in video games that provide randomised rewards of varying value. Previous studies in Western contexts have identified a positive correlation between loot box purchasing and problem gambling severity. A preregistered survey of People's Republic of China (PRC) video game players (N = 879) failed to replicate this correlation. We observed statistically significant but weak positive correlations between loot box expenditure and past-year gambling participation, and between loot box expenditure and impulsiveness...
August 7, 2022: Journal of Gambling Studies
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