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https://www.readbyqxmd.com/read/28425691/health-implications-of-new-age-technologies
#1
Zaid Bilgrami, Laura McLaughlin, Ruth Milanaik, Andrew Adesman
New age technologies are ubiquitous in the lives of adolescents. Recent trends in media use suggest that adolescents are spending more time than ever engaging with technologies, and are able to do so in virtually all settings at any time. Given that new age technologies are so heavily integrated within the daily life of adolescents, the health risks and benefits they offer must be closely examined. In this systematic review, we present recent literature related to the implications of new age technologies on adolescent health...
April 20, 2017: Minerva Pediatrica
https://www.readbyqxmd.com/read/28424382/-near-miss-outcomes-in-gambling-games
#2
Zsuzsa Pecsenye, Gyozo Kurucz
BACKGROUND: Games of chance operate with an intermittent reinforcement schedule in which the number of games takes the player to win differ in each turn thus they can not predict when the next positive reinforcement arrives. The near miss outcome (close to winning but actually a losing outcome) can be interpreted as a secondary (built in) reinforcement within variable ratio reinforcement schedule that presumably contribute to the development and maintanance of gambling addiction. METHODS: The aim of this publication would be to introduce near miss outcomes and to summarize and critically analyze literature connected to this issue...
2017: Psychiatria Hungarica: A Magyar Pszichiátriai Társaság Tudományos Folyóirata
https://www.readbyqxmd.com/read/28414517/internet-addiction-psychological-distress-and-coping-responses-among-adolescents-and-adults
#3
Michelle L McNicol, Einar B Thorsteinsson
As Internet use grows, so do the benefits and also the risks. Thus, it is important to identify when individuals' Internet use is problematic. In the present study, 449 participants aged from 16 to 71 years of age were sourced from a wide range of English-speaking Internet forums, including social media and self-help groups. Of these, 68.9% were classified as nonproblematic users, 24.4% as problematic users, and 6.7% as addictive Internet users. High use of discussion forums, high rumination levels, and low levels of self-care were the main contributing factors to Internet addiction (IA) among adolescents...
April 17, 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28413776/dissociable-neural-processes-during-risky-decision-making-in-individuals-with-internet-gaming-disorder
#4
Lu Liu, Gui Xue, Marc N Potenza, Jin-Tao Zhang, Yuan-Wei Yao, Cui-Cui Xia, Jing Lan, Shan-Shan Ma, Xiao-Yi Fang
Risk-taking is purported to be central to addictive behaviors. However, for Internet gaming disorder (IGD), a condition conceptualized as a behavioral addiction, the neural processes underlying impaired decision-making (risk evaluation and outcome processing) related to gains and losses have not been systematically investigated. Forty-one males with IGD and 27 healthy comparison (HC) male participants were recruited, and the cups task was used to identify neural processes associated with gain- and loss-related risk- and outcome-processing in IGD...
2017: NeuroImage: Clinical
https://www.readbyqxmd.com/read/28394210/validation-of-the-arabic-version-of-the-internet-gaming-disorder-20-test
#5
Nazir S Hawi, Maya Samaha
In recent years, researchers have been trying to shed light on gaming addiction and its association with different psychiatric disorders and psychological determinants. The latest edition version of the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) included in its Section 3 Internet Gaming Disorder (IGD) as a condition for further empirical study and proposed nine criteria for the diagnosis of IGD. The 20-item Internet Gaming Disorder (IGD-20) Test was developed as a valid and reliable tool to assess gaming addiction based on the nine criteria set by the DSM-5...
April 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28385955/cyberbullying-perpetration-and-victimisation-among-junior-and-senior-high-school-students-in-guangzhou-china
#6
Jiaming Rao, Haiqing Wang, Minhui Pang, Jianwei Yang, Jiayi Zhang, Yunfeng Ye, Xiongfei Chen, Shengyong Wang, Xiaomei Dong
OBJECTIVES: Cyberbullying research in China is in early stage. This study describes the cyberbullying experiences of junior and senior high school students in Guangzhou, China, and to examine the risk factors associated with cyberbullying perpetrators, victims and perpetrator-victims among students. We also investigated the frequency of cyberbullying and coping strategies of student victims. METHODS: Participants were 2590 students in grades 7, 8, 9 and 10 from six junior and senior high schools in October 2015 in Guangzhou, in south China, who completed a questionnaire...
April 6, 2017: Injury Prevention: Journal of the International Society for Child and Adolescent Injury Prevention
https://www.readbyqxmd.com/read/28358645/the-relationship-between-second-to-fourth-digit-2d-4d-ratios-and-problematic-and-pathological-internet-use-among-turkish-university-students
#7
Fatih Canan, Servet Karaca, Melike Düzgün, Ayşe Merve Erdem, Esranur Karaçaylı, Nur Begüm Topan, Sang-Kyu Lee, Zu Wei Zhai, Murat Kuloğlu, Marc N Potenza
Background and aims The ratio of the second and fourth fingers (2D:4D ratio) is a sexually dimorphic trait, with men tending to have lower values than women. This ratio has been related to prenatal testosterone concentrations and addictive behaviors including problematic video-gaming. We aimed to investigate the possible association between 2D:4D ratios and Internet addiction and whether such a relationship would be independent of impulsivity. Methods A total of 652 university students (369 women, 283 men), aged 17-27 years, were enrolled in the study...
March 1, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28358552/determinants-of-risk-taking-in-hiv-associated-neurocognitive-disorders
#8
Daniela Gomez, Christopher Power, M John Gill, Esther Fujiwara
OBJECTIVE: Decision-making involves fronto-striatal brain areas that are particularly vulnerable to the effects of HIV infection. Some studies report impaired decision-making in people with HIV/AIDS with past or present addictions and/or accompanying HIV-associated neurocognitive disorders (HAND). The authors investigated risk-based decision-making in HIV/AIDS, separating individuals with or without accompanying HAND. METHOD: A total of 288 HIV-infected persons underwent standardized neuropsychological testing...
March 30, 2017: Neuropsychology
https://www.readbyqxmd.com/read/28348987/factors-associated-with-internet-addiction-among-school-going-adolescents-in-vadodara
#9
M C Anusha Prabhakaran, V Rajvee Patel, D Jaishree Ganjiwale, M Somashekhar Nimbalkar
INTRODUCTION: The internet is an important modern means of obtaining information and communicating with others which has converted the world into a global village. At the same time, increasing internet use among adolescents is also likely to pose a major public health concern that is internet addiction (IA). The aim was to assess the prevalence of IA among school-going adolescents and factors associated with IA. METHODS: A cross-sectional study was designed to survey adolescents studying in 8th to 11th standard of five schools of Vadodara...
October 2016: Journal of Family Medicine and Primary Care
https://www.readbyqxmd.com/read/28328110/comorbidity-of-internet-gaming-disorder-and-alcohol-use-disorder-a-focus-on-clinical-characteristics-and-gaming-patterns
#10
Euihyeon Na, Hyeseon Lee, Inyoung Choi, Dai-Jin Kim
BACKGROUND AND OBJECTIVES: Although Internet gaming disorder (IGD), which has been considered as a behavioral addiction in DSM-5, shares core features with alcohol use disorder (AUD), there has been minimal research on the clinical implications of the comorbidity between IGD and AUD. The purpose of this study is to investigate clinical psychopathologies and Internet game usage patterns of IGD, AUD, and their comorbid status. METHODS: Participants (n = 1819) completed a cross-sectional web-based survey...
March 22, 2017: American Journal on Addictions
https://www.readbyqxmd.com/read/28301967/stepping-back-to-advance-why-igd-needs-an-intensified-debate-instead-of-a-consensus
#11
Thorsten Quandt
Based on their analysis of Internet gaming disorder (IGD) criteria, Kuss, Griffiths, and Pontes (2017) come to the conclusion that the current situation can be described as "chaos and confusion." Their assessment is not an exaggeration. It can be argued that there are even more issues, on logical/definitional and political/social levels: (a) the IGD diagnosis is lacking a well-defined object, (b) the cause and effect cannot be differentiated outside lab conditions, (c) the social and political effects of declaring a social behavior as a disease are worrying, and (d) a rushed diagnosis may construct an addiction with potentially harmful effects on (formerly) healthy populations...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28301965/from-pong-to-pokemon-go-catching-the-essence-of-the-internet-gaming-disorder-diagnosis
#12
Xavier Carbonell
Taking as a starting point, this commentary proposes some issues regarding the diagnosis of Internet Gaming Disorder discussed in Kuss et al. (2016). In our opinion, the confusion in DSM-5 diagnosis could be due to the weak starting point in building the criteria. The criteria such as functional impairment and stability of the dysfunctional behavior are considered. It is suggested that avatar identification, playing motivations, and types of video games should be considered for diagnosis. The diagnostic process is highly influenced by social context and the rapid development of video game industry...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28301964/not-good-enough-further-comments-to-the-wording-meaning-and-the-conceptualization-of-internet-gaming-disorder
#13
Elfrid Krossbakken, Ståle Pallesen, Helge Molde, Rune Aune Mentzoni, Turi Reiten Finserås
In their commentary, Kuss, Griffiths, and Pontes (2016) criticize the use of the term "Internet" in the recently proposed diagnosis for Internet Gaming Disorder (IGD) and its use as one of the included diagnostic criteria. We agree with the exclusion of the term "Internet" in the diagnosis, but have some considerations to the comments regarding the nine criteria for IGD. Specifically, we discuss the meaning, the wording, and the importance of the criteria, as well as the importance of distress or functional impairment in the proposed diagnosis...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28301963/internet-gaming-disorder-inadequate-diagnostic-criteria-wrapped-in-a-constraining-conceptual-model
#14
Vladan Starcevic
Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD...
March 17, 2017: Journal of Behavioral Addictions
https://www.readbyqxmd.com/read/28264786/response-inhibition-and-internet-gaming-disorder-a-meta-analysis
#15
REVIEW
Evangelia Argyriou, Christopher B Davison, Tayla T C Lee
Previous research has demonstrated that Internet Gaming Disorder (IGD) has multiple negative effects in psychological functioning and health. This makes the identification of its underpinnings, such as response inhibition, essential for the development of relevant interventions that target these core features of the disorder resulting in more effective treatment. Several empirical studies have evaluated the relationship between response inhibition deficits and IGD using neurocognitive tasks, but provided mixed results...
February 24, 2017: Addictive Behaviors
https://www.readbyqxmd.com/read/28263680/the-janus-faced-role-of-gambling-flow-in-addiction-issues
#16
Rohit H Trivedi, Thorsten Teichert
Flow experience has been widely investigated in experiential activities such as sports, the performing arts, gaming, and Internet usage. Most studies focus on the positive aspects of flow experience and its effect on performance. In stark contrast, gambling research focusing on the negative side of addiction lacks an in-depth investigation of gamblers' (positive) flow encounters. This separation of research lines seems out of place given that recent research indicates connections between flow and addiction...
March 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28260834/video-gaming-in-a-hyperconnected-world-a-cross-sectional-study-of-heavy-gaming-problematic-gaming-symptoms-and-online-socializing-in-adolescents
#17
Michelle Colder Carras, Antonius J Van Rooij, Dike Van de Mheen, Rashelle Musci, Qian-Li Xue, Tamar Mendelson
AIMS: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. METHODS: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality...
March 2017: Computers in Human Behavior
https://www.readbyqxmd.com/read/28250554/technology-addiction-among-treatment-seekers-for-psychological-problems-implication-for-screening-in-mental-health-setting
#18
Aswathy Das, Manoj Kumar Sharma, P Thamilselvan, P Marimuthu
BACKGROUND: Technology usage has seen an increase among users. The usage varies from social, personal, and psychological reasons. Users are frequently using to overcome mood states as well as to manage the other psychological states. This work is going to explore the information technology use among subjects with a psychiatric disorder. MATERIALS AND METHODS: A total of 75 subjects were assessed using background data sheet, internet addiction impairment index, video game use pattern, pornography addiction screening tool and screening for mobile phone use, from in-patient and out-patient setting of tertiary mental health setting...
January 2017: Indian Journal of Psychological Medicine
https://www.readbyqxmd.com/read/28245695/internet-gaming-addiction-disorder-or-moral-panic
#19
Patrick M Markey, Christopher J Ferguson
No abstract text is available yet for this article.
March 1, 2017: American Journal of Psychiatry
https://www.readbyqxmd.com/read/28245666/social-skills-deficits-and-their-association-with-internet-addiction-and-activities-in-adolescents-with-attention-deficit-hyperactivity-disorder
#20
Wen-Jiun Chou, Mei-Feng Huang, Yu-Ping Chang, Yu-Min Chen, Huei-Fan Hu, Cheng-Fang Yen
Background and aims The aims of this study were to examine the association between social skills deficits and Internet addiction and activities in adolescents with attention-deficit/hyperactivity disorder (ADHD) as well as the moderators for this association. Methods A total of 300 adolescents, aged between 11 and 18 years, who had been diagnosed with ADHD participated in this study. Their Internet addiction levels, social skills deficits, ADHD, parental characteristics, and comorbidities were assessed. The various Internet activities that the participants engaged in were also examined...
March 1, 2017: Journal of Behavioral Addictions
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