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https://www.readbyqxmd.com/read/28529494/sensation-seeking-and-online-gaming-addiction-in-adolescents-a-moderated-mediation-model-of-positive-affective-associations-and-impulsivity
#1
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
#2
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
#3
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
#4
(no author information available yet)
No abstract text is available yet for this article.
May 10, 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
#5
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
#6
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
#7
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
#8
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...
April 28, 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
#9
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
https://www.readbyqxmd.com/read/28443046/craving-behavior-intervention-in-ameliorating-college-students-internet-game-disorder-a-longitudinal-study
#10
Lin-Yuan Deng, Lu Liu, Cui-Cui Xia, Jing Lan, Jin-Tao Zhang, Xiao-Yi Fang
Craving, as a central feature of addiction and a precursor of relapse, is targeted recently in addiction intervention. While Internet gaming disorder (IGD), conceptualized as a behavioral addiction, is lack of effective treatment practice and exploration of its mechanism. This research aims to test the effectiveness and detect the active ingredients of craving behavior intervention (CBI) in mitigation of IGD among young adults. A total of 63 male college students with IGD were assigned into the intervention group (six-session CBI intervention) or the waiting-list control group...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28442622/news-feature-is-video-game-addiction-really-an-addiction
#11
Mark Zastrow
No abstract text is available yet for this article.
April 25, 2017: Proceedings of the National Academy of Sciences of the United States of America
https://www.readbyqxmd.com/read/28439243/relationships-between-behavioural-addictions-and-psychiatric-disorders-what-is-known-and-what-is-yet-to-be-learned
#12
Vladan Starcevic, Yasser Khazaal
This article provides a narrative review of the relationships between several behavioural addictions [pathological gambling, problematic Internet use (PIU), problematic online gaming, compulsive sexual behaviour disorder, compulsive buying, and exercise addiction] and psychiatric disorders. Associations between most behavioural addictions and depressive and anxiety disorders are strong and seem relatively non-specific. Strong links with substance use disorders may support the notion that some people are more prone to addictive behaviours, regardless of whether these involve substances or problematic activities...
2017: Frontiers in Psychiatry
https://www.readbyqxmd.com/read/28425691/health-implications-of-new-age-technologies
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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