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https://www.readbyqxmd.com/read/28636614/smartphone-dependence-classification-using-tensor-factorization
#1
Jingyun Choi, Mi Jung Rho, Yejin Kim, In Hye Yook, Hwanjo Yu, Dai-Jin Kim, In Young Choi
Excessive smartphone use causes personal and social problems. To address this issue, we sought to derive usage patterns that were directly correlated with smartphone dependence based on usage data. This study attempted to classify smartphone dependence using a data-driven prediction algorithm. We developed a mobile application to collect smartphone usage data. A total of 41,683 logs of 48 smartphone users were collected from March 8, 2015, to January 8, 2016. The participants were classified into the control group (SUC) or the addiction group (SUD) using the Korean Smartphone Addiction Proneness Scale for Adults (S-Scale) and a face-to-face offline interview by a psychiatrist and a clinical psychologist (SUC = 23 and SUD = 25)...
2017: PloS One
https://www.readbyqxmd.com/read/28622030/age-of-initiation-and-internet-gaming-disorder-the-role-of-self-esteem
#2
Charlotte L Beard, Amie L Haas, Robert E Wickham, Vasileios Stavropoulos
The link between early initiation and problematic use has been observed for substance use disorders; however, this link has not been as clearly established for Internet gaming disorder (IGD). Available studies indicate that individuals who initiate Internet use at younger ages exhibit an increased risk for general Internet addiction. Prior research also suggests unique cognitive processes in online gaming, such that an individual's overall sense of self-worth can become contingent upon self-esteem derived from the gaming environment...
June 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28618419/addictive-potential-of-internet-applications-and-differential-correlates-of-problematic-use-in-internet-gamers-versus-generalized-internet-users-in-a-representative-sample-of-adolescents
#3
Tabea Rosenkranz, Kai W Müller, Michael Dreier, Manfred E Beutel, Klaus Wölfling
AIMS: This paper examines the addictive potential of 8 different Internet applications, distinguishing male and female users. Moreover, differential correlates of problematic use are investigated in Internet gamers (IG) and generalized Internet users (GIU). METHOD: In a representative sample of 5,667 adolescents aged 12-19 years, use of Internet applications, problematic Internet use, psychopathologic symptoms (emotional problems, hyperactivity/inattention, and psychosomatic complaints), personality (conscientiousness and extraversion), psychosocial correlates (perceived stress and self-efficacy), and coping strategies were assessed...
June 16, 2017: European Addiction Research
https://www.readbyqxmd.com/read/28615775/online-methods-of-managing-auditory-hallucinations-a-new-trend-to-understand-psychopathology
#4
Manoj Kumar Sharma, Poornima Mahindru
Treatment seekers use various coping methods to reduce the distress associated with auditory hallucinations. With the increase use of technology, the technology means are also in use to manage the auditory hallucination. The current report documents the implications of technology means for the management of auditory hallucinations. The user was assessed using clinical interview, internet addiction test, problematic online gaming questionnaire, and screening questions for technology addiction. It showed the use of technology to manage the auditory hallucinations...
May 2017: Indian Journal of Psychological Medicine
https://www.readbyqxmd.com/read/28602145/neural-correlate-of-internet-use-in-patients-undergoing-psychological-treatment-for-internet-addiction
#5
Carlo Lai, Daniela Altavilla, Marianna Mazza, Silvia Scappaticci, Renata Tambelli, Paola Aceto, Massimiliano Luciani, Stefano Corvino, David Martinelli, Flaminia Alimonti, Federico Tonioni
BACKGROUND: The new version of Diagnostic and Statistical Manual of Mental Disorders (DSM-5th) proposed the Internet Gaming Disorder for the diagnosis of Internet addiction (IA) considering the neurobiological evidence of the craving. AIMS: The aim was to test the neural correlate in response to the Internet cue in patients with IA. METHODS: Sixteen males with IA diagnosis (clinical group) and 14 healthy male (control group) were recruited for an experimental visual task composed of Internet images and emotional images...
June 2017: Journal of Mental Health
https://www.readbyqxmd.com/read/28599118/sensory-metrics-of-neuromechanical-trust
#6
William Softky, Criscillia Benford
Today digital sources supply a historically unprecedented component of human sensorimotor data, the consumption of which is correlated with poorly understood maladies such as Internet addiction disorder and Internet gaming disorder. Because both natural and digital sensorimotor data share common mathematical descriptions, one can quantify our informational sensorimotor needs using the signal processing metrics of entropy, noise, dimensionality, continuity, latency, and bandwidth. Such metrics describe in neutral terms the informational diet human brains require to self-calibrate, allowing individuals to maintain trusting relationships...
June 9, 2017: Neural Computation
https://www.readbyqxmd.com/read/28598958/internet-game-addiction-depression-and-escape-from-negative-emotions-in-adulthood-a-nationwide-community-sample-of-korea
#7
Dong Jun Kim, Kiwon Kim, Hae-Woo Lee, Jin-Pyo Hong, Maeng Je Cho, Maurizio Fava, David Mischoulon, Jung-Yoon Heo, Hong Jin Jeon
The aim of this study was to investigate the association between adult Internet game addiction (IGA) and mental disorders. A total of 1401 adults aged between 18 and 74 years participated in this study. The IGA group had significantly younger patients, and it showed a higher proportion of unmarried and unemployed adults, and higher rates of suicidal ideation, plan, and attempt than the non-IGA group. Multivariate logistic regression indicated that IGA was significantly associated with major depressive disorder, dysthymia, and depressive disorders adjusting for all variables...
June 8, 2017: Journal of Nervous and Mental Disease
https://www.readbyqxmd.com/read/28595830/-negative-perceptions-of-the-risks-associated-with-gaming-in-young-adolescents-an-exploratory-study-to-help-thinking-about-a-prevention-program
#8
C Bonnaire, O Phan
Given the growing use of video games and the growing number of adolescents with Internet gaming disorder (IGD), prevention in this area is necessary. The objective of this study was to investigate the use and most particularly the representations of the risks associated with the use of video games in young adolescents by comparing problematic (PGs) and nonproblematic gamers (NPGs). Gender differences were also explored. Five Parisian middle schools participated in this study and 434 adolescents (231 boys, mage=13...
June 5, 2017: Archives de Pédiatrie: Organe Officiel de la Sociéte Française de Pédiatrie
https://www.readbyqxmd.com/read/28588464/neural-basis-of-video-gaming-a-systematic-review
#9
REVIEW
Marc Palaus, Elena M Marron, Raquel Viejo-Sobera, Diego Redolar-Ripoll
Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass...
2017: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/28564556/brain-on-fire-incentive-salience-hedonic-hot-spots-dopamine-obesity-and-other-hunger-games
#10
Jameason D Cameron, Jean-Philippe Chaput, Anders M Sjödin, Gary S Goldfield
This review examines human feeding behavior in light of psychological motivational theory and highlights the importance of midbrain dopamine (DA). Prospective evidence of both reward surfeit and reward deficit pathways to increased body weight are evaluated, and we argue that it is more complex than an either/or scenario when examining DA's role in reward sensitivity, eating, and obesity. The Taq1A genotype is a common thread that ties the contrasting models of DA reward and obesity; this genotype related to striatal DA is not associated with obesity class per se but may nevertheless confer an increased risk of weight gain...
May 31, 2017: Annual Review of Nutrition
https://www.readbyqxmd.com/read/28554425/excessive-gambling-and-gaming-addictive-disorders
#11
John B Saunders, Louisa Degenhardt, Michael Farrell
No abstract text is available yet for this article.
June 2017: Lancet Psychiatry
https://www.readbyqxmd.com/read/28529494/sensation-seeking-and-online-gaming-addiction-in-adolescents-a-moderated-mediation-model-of-positive-affective-associations-and-impulsivity
#12
Jianping Hu, Shuangju Zhen, Chengfu Yu, Qiuyan Zhang, Wei Zhang
Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28503193/correlates-comorbidities-and-suicidal-tendencies-of-problematic-game-use-in-a-national-wide-sample-of-korean-adults
#13
Subin Park, Hong Jin Jeon, Jung Woo Son, Haesoo Kim, Jin Pyo Hong
BACKGROUND: This study aimed to investigate the prevalence, correlates, comorbidities, and suicidal tendencies of problematic game use in a nationally representative sample of Korean adults. METHODS: Of the 6022 subjects who participated in the 2011 Korean Epidemiologic Catchment Area study and completed the Composite International Diagnostic Interview 2.1, 1397 game users were evaluated for problematic game use using 9-item DSM-5 proposed criteria for Internet gaming disorder...
2017: International Journal of Mental Health Systems
https://www.readbyqxmd.com/read/28492951/information-and-communications-technologies-ict-problematic-use-of-internet-video-games-mobile-phones-instant-messaging-and-social-networks-using-multicage-tic
#14
Eduardo J Pedrero Pérez, José María Ruiz Sánchez de León, Gloria Rojo Mota, Marcos Llanero Luque, Jara Pedrero Aguilar, Sara Morales Alonso, Carmen Puerta García
Use/abuse of Information and Communications Technologies (ICT) has in recent years become a topic of great interest. Current discussion addresses whether it must be considered addictive behaviour and if it is a problem that primarily affects adolescents and youth. This study aims to understand the problems that affect people of all ages in controlling the use of these ICTs and whether they are related to mental health problems, stress and difficulties in executive control of behaviour. A survey was administered through social networks and email, using the MULTICAGE-ICT, a questionnaire that explores problems in the use of Internet, mobile phones, video games, instant messaging and social networks...
April 12, 2017: Adicciones
https://www.readbyqxmd.com/read/28490496/correction-for-zastrow-news-feature-is-video-game-addiction-really-an-addiction
#15
(no author information available yet)
No abstract text is available yet for this article.
May 23, 2017: Proceedings of the National Academy of Sciences of the United States of America
https://www.readbyqxmd.com/read/28482325/exploratory-metabolomics-of-biomarker-identification-for-the-internet-gaming-disorder-in-young-korean-males
#16
Yeo Ul Cho, Deokjong Lee, Jung-Eun Lee, Kyoung Heon Kim, Do Yup Lee, Young-Chul Jung
The main aim of the current research is to characterize the molecular dynamics related to internet gaming disorder (IGD) using non-targeted plasma metabolite profiling based on gas-chromatography time-of-flight mass spectrometry (GC-TOF MS). IGD is a psychiatric disorder instigated by excessive and prolonged internet gaming, which shared many pathological symptoms with attention deficit hyperactivity disorder (ADHD). The prevalence of the disorder has been rapidly increased particularly in East Asia countries (5...
July 1, 2017: Journal of Chromatography. B, Analytical Technologies in the Biomedical and Life Sciences
https://www.readbyqxmd.com/read/28469018/pleasure-junkies-all-around-why-it-matters-and-why-the-arts-might-be-the-answer-a-biopsychological-perspective
#17
Julia F Christensen
Today's society is pleasure seeking. We expect to obtain pleasurable experiences fast and easily. We are used to hyper-palatable foods and drinks, and we can get pornography, games and gadgets whenever we want them. THE PROBLEM: with this type of pleasure-maximizing choice behaviour we may be turning ourselves into mindless pleasure junkies, handing over our free will for the next dopamine shoot. Pleasure-only activities are fun. In excess, however, such activities might have negative effects on our biopsychological health: they provoke a change in the neural mechanisms underlying choice behaviour...
May 17, 2017: Proceedings. Biological Sciences
https://www.readbyqxmd.com/read/28465521/neural-connectivity-in-internet-gaming-disorder-and-alcohol-use-disorder-a-resting-state-eeg-coherence-study
#18
Su Mi Park, Ji Yoon Lee, Yeon Jin Kim, Jun-Young Lee, Hee Yeon Jung, Bo Kyung Sohn, Dai Jin Kim, Jung-Seok Choi
The present study compared neural connectivity and the level of phasic synchronization between neural populations in patients with Internet gaming disorder (IGD), patients with alcohol use disorder (AUD), and healthy controls (HCs) using resting-state electroencephalography (EEG) coherence analyses. For this study, 92 adult males were categorized into three groups: IGD (n = 30), AUD (n = 30), and HC (n = 32). The IGD group exhibited increased intrahemispheric gamma (30-40 Hz) coherence compared to the AUD and HC groups regardless of psychological features (e...
May 2, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28459730/substance-use-and-addictive-disorders-in-dsm-5-and-icd-10-and-the-draft-icd-11
#19
John B Saunders
PURPOSE OF REVIEW: The present review compares and contrasts the diagnostic entities and taxonomy of substance use and addictive disorders in the beta draft of the Eleventh Revision of the International Classification of Diseases (ICD 11), which was released in November 2016, and the Fifth Edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), which was published in mid-2013. Recently published papers relevant to these two classification systems are examined. New initiatives in diagnosis and assessment including the addictions neuroclinical assessment are noted...
July 2017: Current Opinion in Psychiatry
https://www.readbyqxmd.com/read/28455501/structural-alterations-in-the-prefrontal-cortex-mediate-the-relationship-between-internet-gaming-disorder-and-depressed-mood
#20
Jihye Choi, Hyun Cho, Jin-Young Kim, Dong Jin Jung, Kook Jin Ahn, Hang-Bong Kang, Jung-Seok Choi, Ji-Won Chun, Dai-Jin Kim
Adaptive gaming use has positive effects, whereas depression has been reported to be prevalent in Internet gaming disorder (IGD). However, the neural correlates underlying the association between depression and Internet gaming remain unclear. Moreover, the neuroanatomical profile of the striatum in IGD is relatively less clear despite its important role in addiction. We found lower gray matter (GM) density in the left dorsolateral prefrontal cortex (DLPFC) in the IGD group than in the Internet gaming control (IGC) group and non-gaming control (NGC) group, and the GM density was associated with lifetime usage of Internet gaming, depressed mood, craving, and impulsivity in the gaming users...
April 28, 2017: Scientific Reports
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