Compulsive use of games, pornography, phones and gambling.
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376 to 400 of 620DSM-IV pathological gambling in the National Comorbidity Survey Replication.
Background: Little is known about the prevalence or correlates of DSM-IV pathological gambling (PG).
Method: Data from the US National Comorbidity Survey Replication (NCS-R), a nationally representative US household survey, were used to assess lifetime gambling symptoms and PG along with other DSM-IV disorders. Age of onset (AOO) of each lifetime disorder was assessed retrospectively. AOO reports were used to study associations between temporally primary disorders and the subsequent risk of secondary disorders.
Results: Most respondents (78.4%) reported lifetime gambling. Lifetime problem gambling (at least one Criterion A symptom of PG) (2.3%) and PG (0.6%) were much less common. PG was significantly associated with being young, male, and Non-Hispanic Black. People with PG reported first gambling significantly earlier than non-problem gamblers (mean age 16.7 v. 23.9 years, z=12.7, p<0.0…
matched on Gambling (mesh), Disruptive, Impulse Control, and Conduct Disorders (mesh)
Iowa gambling task in schizophrenia: a review and new data in patients with schizophrenia and co-occurring cannabis use disorders.
Background: We reviewed previous studies comparing schizophrenia patients and healthy subjects for performance on the Iowa Gambling Task (IGT) (a laboratory task designed to measure emotion-based decision-making), and found mixed results. We hypothesize that deficits in IGT performance in schizophrenia may be more specifically related to concurrent substance use disorders. To test this hypothesis, we compared schizophrenia patients with (SCZ((+))) or without (SCZ((-))) cannabis use disorders, to healthy subjects, on measures of cognition and IGT performance.
Methods: A comprehensive battery of cognitive tests and the IGT were administered to three groups of subjects: (1) 13 subjects with DSM-IV diagnosis of schizophrenia and no concurrent substance use disorders (mean age: 28+/-12 (SD); 54% males); (2) 14 subjects with schizophrenia and concurrent cannabis use disorders (mean age: 29+/-9…
matched on Gambling (mesh), Disruptive, Impulse Control, and Conduct Disorders (mesh)
Problem gambling in Australian PTSD treatment-seeking veterans.
This study explored gambling among Australian veterans entering posttraumatic stress treatment programs (n = 153). Twenty-eight percent reached the South Oaks Gambling Screen (SOGS) criteria for probable problem gambling, as did 17% on the DSM-IV gambling scale (Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition; American Psychiatric Association, 1994). Almost all problem gamblers reported gambling to escape problems in other areas of their lives. The strongest independent predictor of problem gambling was gambling weekly or more often on electronic gaming machines. There was no significant relationship between problem gambling, posttraumatic stress disorder (PTSD), anxiety, depression, or alcohol use. The study identified an entrenched gambling culture among PTSD treatment-seeking veterans, finding these veterans indulge in many different forms of gambling and that th…
matched on Gambling (mesh), Disruptive, Impulse Control, and Conduct Disorders (mesh)
The association between comorbidity and outcome in pathological gambling: a prospective follow-up of recent quitters.
A naturalistic sample of pathological gamblers (N = 101) who recently quit gambling was followed prospectively for a year (follow-up rate 80%). Lifetime mood disorders were identified in 61% of participants and 73% and 48% had lifetime alcohol use and drug use disorders, respectively. Current prevalence rates, however, were much lower. Current mood disorders were found for 20% and 7% had a current alcohol disorder and 7% a current drug use disorder. Age of onset for substance use disorders was earlier than gambling disorders but mood disorders were equally likely to predate or follow gambling disorders. Lifetime mood disorder was associated with a longer time to achieve 3 months of stable abstinence. Participants who were currently in treatment or attending Gamblers Anonymous and the small number of participants with current alcohol disorders were also more likely to achieve abstinence e…
matched on Gambling (mesh), Disruptive, Impulse Control, and Conduct Disorders (mesh)
Cluster analysis of obsessive-compulsive spectrum disorders in patients with obsessive-compulsive disorder: clinical and genetic correlates.
Background: Comorbidity of certain obsessive-compulsive spectrum disorders (OCSDs; such as Tourette's disorder) in obsessive-compulsive disorder (OCD) may serve to define important OCD subtypes characterized by differing phenomenology and neurobiological mechanisms. Comorbidity of the putative OCSDs in OCD has, however, not often been systematically investigated.
Methods: The Structured Clinical Interview for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition , Axis I Disorders-Patient Version as well as a Structured Clinical Interview for Putative OCSDs (SCID-OCSD) were administered to 210 adult patients with OCD (N = 210, 102 men and 108 women; mean age, 35.7 +/- 13.3). A subset of Caucasian subjects (with OCD, n = 171; control subjects, n = 168), including subjects from the genetically homogeneous Afrikaner population (with OCD, n = 77; control subjects, n = 144), w…
matched on Gambling (mesh), Disruptive, Impulse Control, and Conduct Disorders (mesh)
A Positive View of Excessive Smartphone Utilization and Its Relationship With Other Academic-Related Variables Within the Online Course Setting.
The continual use of smartphones is a global problem that requires scholars' attention. This study investigates the impact of excessive smartphone use, self-regulation, and procrastination on students' online academic performance. A total of n = 238 university students participated in the study. Mean comparisons unveiled clear discrepancy scores on procrastination, self-regulation, and daily hours spent on smartphones between the smartphone-addicted and non-addicted students. Structural Equation Modeling helps us to answer our hypothesis. Unusually, smartphone use had a significant and positive effect on online students' academic performance. Also, the study provides a better understanding of the procrastination factor that significantly impacts students' smartphone use and online academic performance. Results are discussed considering possible interventions at the academic level.
matched on Internet Addiction Disorder (mesh), smartphone addiction (text)
The mediation roles of self-regulation and problematic internet use: How maladaptive parenting during the COVID-19 pandemic influenced adolescents' academic procrastination in the postpandemic era.
Introduction: In the transition to the postpandemic era, adolescents are working to shift their focus back to school. However, the prevalence of academic procrastination is reflective of that the aftereffects of the pandemic are persisting. Literature documents the increases in the negative parenting behaviors and internet use of adolescents during the pandemic. The excessive internet use has to do with adolescents' self-regulatory capabilities and self-regulation is profoundly shaped by parents' parenting practices. Given the connections among these factors, the present study seeks to understand how maladaptive parenting practices during the pandemic influenced adolescents' academic procrastination postpandemic through the mediation of self-regulation and problematic internet use.
Method: Using three waves of data from a total of 1062 Chinese adolescents (Mage = 14.9 years old, SD = 1.6…
matched on Internet Addiction Disorder (mesh), problematic internet use (text)
Wellbeing and Problematic Smartphone Use: Serial Mediation of Mindfulness and Self-Compassion.
The relationship between wellbeing and Problematic Smartphone Use (PSU) has been explored in the past, however, the role of the potential mediators of this association is a relatively neglected area of research. Therefore, the current study examined mindfulness and self-compassion as mediators of the relationship between wellbeing and PSU in 220 university students. WHO-5 Wellbeing Index, Mindful Attention Awareness Scale- State, Self-Compassion Scale- Short form and Smartphone Addiction Scale- Short version were used for assessing wellbeing, mindfulness, self-compassion, and PSU respectively. Wellbeing had a direct and indirect effect on PSU. In addition, results supported a serial mediation model where wellbeing was found to influence PSU via mindfulness and self-compassion in a sequential manner. The results expanded the Compensatory Internet Use Theory (CIUT) to understand PSU and ha…
matched on Internet Addiction Disorder (mesh), smartphone addiction (text)
Association between impulsivity and cognitive capacity decrease is mediated by smartphone addiction, academic procrastination, bedtime procrastination, sleep insufficiency and daytime fatigue among medical students: a path analysis.
Background: Medical students are at high risk for sleep disturbance. One possible cause of their sleeping problem is impulsivity. We aim to investigate the possible mediators between medical students' impulsivity and sleep outcomes. Thus, we developed and investigated a model where the predictors were attentional, non-planning, and motor impulsivity subtraits. In the final model, subjective cognitive capacity decrease was the outcome variable. In light of previous findings, academic procrastination, smartphone addiction, and bedtime procrastination were considered important mediators as well as two variables of poor sleep, sleeping insufficiency, and daytime fatigue.
Methods: Medical students (N = 211; ageM = 22.15 years; ageSD = 3.47 years; 71.6% women) were recruited to complete an online survey comprised of demographics (age, gender), self-administered scales (Abbreviated Impulsivenes…
matched on Internet Addiction Disorder (mesh), smartphone addiction (text)
The effect of smartphone addiction on the relationship between psychological stress reaction and bedtime procrastination in young adults during the COVID-19 pandemic.
Background: Previous studies on bedtime procrastination mainly focused on the influencing factors of stress and draw less attention on the role of family environment.
Aim: This study aimed to explore the effect of psychological stress reaction on bedtime procrastination in young adults, with considering the mediating effect of smartphone addiction, and the moderating effect of family cohesion during the COVID-19 pandemic.
Methods: A sample of 1217 young adults completed psychological stress reaction scale, Smartphone addiction tendency scale for young adults, bedtime procrastination scale and family cohesion scale. A moderated mediation model was conducted to clarify the effect of psychological stress reaction on bad bedtime procrastination in young adults.
Results: The findings showed that: (1) The individual level of psychological stress reaction was positively associated with bedtime …
matched on Internet Addiction Disorder (mesh), smartphone addiction (text)
Smartphone addiction and depression, anxiety: The role of bedtime procrastination and self-control.
Background: Owing to the widespread use of smartphones, researchers have an increasing interest in smartphone addiction. The purpose of this study is to look into the outcomes of smartphone addiction while answering when and how smartphone addiction may predict university students' depression and anxiety.
Methods: Primary data were collected from 355 students studying in different universities in China. Participants completed Smartphone Addiction Scale-Short Version (SAS-SV), Bedtime Procrastination Scale (BPS), Self-control Scale (SCS) and Depression-Anxiety-Stress Scale (DASS). PROCESS macros in SPSS24.0 were used to examine the moderated mediating effects.
Results: Smartphone addiction Scale scores were positively correlated with depression, anxiety among university students through bedtime procrastination. Self-control was found to play the moderating role such that the mediated rela…
matched on Internet Addiction Disorder (mesh), smartphone addiction (text)
Effects of smartphone addiction on sleep quality among Chinese university students: The mediating role of self-regulation and bedtime procrastination.
The steep rise of smartphone use has raised public concerns about smartphone addiction and its associated negative health consequences, such as poor sleep quality; however, limited research has examined the psychological mechanisms underlying these associations. The current study tested the effects of smartphone addiction on poor sleep quality, through self-regulation and bedtime procrastination, among 427 Chinese undergraduate students, aged 18 or older (M = 19.36; female = 66%), who voluntarily completed an anonymous online questionnaire. The results showed that 1/3 of participants reported poor subjective sleep quality. Smartphone addiction and bedtime procrastination had a significant positive relationship, whereas self-regulation had a significant negative association, with poor sleep quality (which was assessed by sleep latency, sleep duration, and subjective sleep quality). Despit…
matched on Internet Addiction Disorder (mesh), smartphone addiction (text)
Problematic Digital Behaviors, Procrastination, and Psychological Well-Being: An Integrative Explanatory Model of Happiness in Young Adults.
Background: In recent years, the emergence and development of new technologies have led to an increase in problematic digital behaviors, which have been associated with lower levels of subjective well-being and reduced perceptions of happiness among young people.
Methods: This cross-sectional study employed a non-experimental, descriptive, and correlational design. The aim was to examine the relationships among problematic digital behaviors, maladaptive coping, and subjective well-being, in order to develop an integrative explanatory model. Participants completed a series of online questionnaires assessing the variables of interest. A path analysis was conducted to test the hypothesized model.
Results: The sample consisted of 763 young individuals aged between 18 and 30 years, with a mean age of M = 21.4 (SD = 2.76), and 66.7% were women. Results indicated that problematic internet use w…
matched on gaming disorder (text), pornography use (text), problematic internet use (text)
Király O, Potenza MN, Stein DJ, King DL, Hodgins DC, Saunders JB, Griffiths MD, Gjoneska B, Billieux J, Brand M, Abbott MW, Chamberlain SR, Corazza O, Burkauskas J, Sales CMD, Montag C, Lochner C, Grünblatt E, Wegmann E, Martinotti G, Lee HK, Rumpf HJ, Castro-Calvo J, Rahimi-Movaghar A, Higuchi S, Menchon JM, Zohar J, Pellegrini L, Walitza S, Fineberg NA, Demetrovics Z (2020)MEDLINE-indexed journal, not yet read by usComprehensive psychiatry349 citations Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance.
As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and "staying at home" to curb its spread and impact. The fear resulting from the disease, the 'lockdown' situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies in crises like the COVID-19 pandemic is considerable. Moreover, the importance of information and communications technology (ICT) is even higher in the present crisis than usual. ICT has been crucial in…
matched on Video Games (mesh), problematic internet use (text)
A cross-sectional examination of the associations between types of recreational screen times and flourishing among a large sample of adolescents.
Objectives: Screen time is linked to deteriorating adolescent mental health. However, most evidence comes from studies examining total screen time rather than types of screen use. This study explored functional associations between time spent on five common recreational screen types-social media, video games, television, messaging, Internet browsing-and adolescent flourishing.
Study design: Cross-sectional study.
Methods: We used data from 58,472 participants in the COMPASS study in 2024. Generalized linear models with quadratic and cubic terms assessed associations between screen use and flourishing scores.
Results: Results revealed non-linear associations between the different screen types and adolescent flourishing. Negative associations were observed immediately for video games and Internet, while social media, television, and messaging initially showed slight positive associations, …
matched on Video Games (mesh), Television (mesh)
Impact on adolescent mental health of replacing screen-use with exercise: A prospective cohort study.
Background: Screen-based device use could increase the risk of adolescent depression. Distinct modalities of screen-use may have differential effects on mental health. We used compositional data analysis to examine how theoretically replacing different screen-uses with exercise might influence future adolescent emotional distress.
Methods: In 4,599 adolescents (55% female) from a nationally-representative, prospective cohort, we used time-use diary data at age 14 to estimate daily screen use (television, social media, video game, general computer use) and exercise (team sport and individual exercise). The outcome was emotional distress at age 17, assessed using the emotional symptoms subscale of the Strengths and Difficulties Questionnaire.
Results: Theoretically replacing 60 min of total screen time with exercise at age 14 was associated with a 0.05 (95%CI -0.08, -0.02) score reduction …
matched on Video Games (mesh), Television (mesh)
Not all screen time is created equal: associations with mental health vary by activity and gender.
Purpose: Previous research on associations between screen media use and mental health produced mixed findings, possibly because studies have not examined screen activities separately or accounted for gender differences. We sought to examine associations between different types of screen activities (social media, internet, gaming, and TV) and mental health indicators separately for boys and girls.
Methods: We drew from a nationally representative sample of 13-15-year-old adolescents in the UK (n = 11,427) asking about hours per day spent on specific screen media activities and four mental health indicators: self-harm behavior, depressive symptoms, life satisfaction, and self-esteem.
Results: Hours spent on social media and Internet use were more strongly associated with self-harm behaviors, depressive symptoms, low life satisfaction, and low self-esteem than hours spent on electronic gami…
matched on Video Games (mesh), Television (mesh)
What Media Helps, What Media Hurts: A Mixed Methods Survey Study of Coping with COVID-19 Using the Media Repertoire Framework and the Appraisal Theory of Stress.
Background: Social and physical distancing in response to the coronavirus disease (COVID-19) pandemic has made screen-mediated information and communication technologies (media) indispensable. Whether an increase in screen use is a source of or a relief for stress remains to be seen.
Objective: In the immediate aftermath of the COVID-19 lockdowns, we investigated the relation between subjective stress and changes in the pattern of media use. Based on Lazarus's transactional model of appraisal and coping, and building on an earlier similar survey, we hypothesize that individual differences in the appraisal of media predict variations in approach or avoidance of media for coping with COVID-19 stress.
Methods: Between March 20 and April 20, 2020, a brief snowball survey entitled: "What media helps, what media hurts: coping with COVID19 through screens" was distributed via Concordia Universi…
matched on Video Games (mesh), Television (mesh)
Does home equipment contribute to socioeconomic gradients in Australian children's physical activity, sedentary time and screen time?
Background: Activity behaviours (physical activity, sedentary time and screen time) have been linked to health outcomes in childhood. Furthermore, socioeconomic disparities have been observed in both children's activity behaviours and health outcomes. Children's physical home environments may play a role in these relationships. This study aimed to examine the associations and interactions between children's physical home environment, socioeconomic status and moderate-to-vigorous physical activity, sedentary time and screen time.
Methods: Australian children (n = 528) aged 9-11 years from randomly selected schools participated in the cross-sectional International Study of Childhood Obesity, Lifestyle and the Environment. Children's physical home environment (access to equipment), socioeconomic status (household income and parental education) and demographic variables (gender and family st…
matched on Video Games (mesh), Television (mesh)
Infant self-regulation and early childhood media exposure.
Objectives: Examine prospective associations between parent-reported early childhood self-regulation problems and media exposure (television and video viewing) at 2 years. We hypothesized that children with poor self-regulation would consume more media, possibly as a parent coping strategy.
Methods: We used data from 7450 children in the Early Childhood Longitudinal Study-Birth Cohort. When children were 9 months and 2 years old, parents completed the Infant Toddler Symptom Checklist (ITSC), a validated scale of self-regulation. With daily media use at 2 years as our outcome, we conducted weighted multivariable regression analyses, controlling for child, maternal, and household characteristics.
Results: Children watched an average of 2.3 hours per day (SD 1.9) of media at age 2 years. Infants with poor self-regulation (9-month ITSC score ≥3) viewed 0.23 hour per day (95% confidence inter…
matched on Video Games (mesh), Television (mesh)
Parenting style, the home environment, and screen time of 5-year-old children; the 'be active, eat right' study.
Introduction: The global increase in childhood overweight and obesity has been ascribed partly to increases in children's screen time. Parents have a large influence on their children's screen time. Studies investigating parenting and early childhood screen time are limited. In this study, we investigated associations of parenting style and the social and physical home environment on watching TV and using computers or game consoles among 5-year-old children.
Methods: This study uses baseline data concerning 5-year-old children (n = 3067) collected for the 'Be active, eat right' study.
Results: Children of parents with a higher score on the parenting style dimension involvement, were more likely to spend >30 min/day on computers or game consoles. Overall, families with an authoritative or authoritarian parenting style had lower percentages of children's screen time compared to families wi…
matched on Video Games (mesh), Television (mesh)
Do television and electronic games predict children's psychosocial adjustment? Longitudinal research using the UK Millennium Cohort Study.
Background: Screen entertainment for young children has been associated with several aspects of psychosocial adjustment. Most research is from North America and focuses on television. Few longitudinal studies have compared the effects of TV and electronic games, or have investigated gender differences.
Purpose: To explore how time watching TV and playing electronic games at age 5 years each predicts change in psychosocial adjustment in a representative sample of 7 year-olds from the UK.
Methods: Typical daily hours viewing television and playing electronic games at age 5 years were reported by mothers of 11 014 children from the UK Millennium Cohort Study. Conduct problems, emotional symptoms, peer relationship problems, hyperactivity/inattention and prosocial behaviour were reported by mothers using the Strengths and Difficulties Questionnaire. Change in adjustment from age 5 years to 7…
matched on Video Games (mesh), Television (mesh)
Sharif I, Wills TA, Sargent JD (2010)MEDLINE-indexed journal, not yet read by usThe Journal of adolescent health : official publication of the Society for Adolescent Medicine80 citations Effect of visual media use on school performance: a prospective study.
Purpose: To identify mechanisms for the impact of visual media use on adolescents' school performance.
Methods: We conducted a 24-month, four-wave longitudinal telephone study of a national sample of 6,486 youth aged 10 to 14 years. Exposure measures: latent construct for screen exposure time (weekday time spent viewing television/playing videogames, presence of television in bedroom) and variables for movie content (proportion of PG-13 and R movies viewed).
Outcome measure: self- and parent reports of grades in school. Effects of media exposures on change in school performance between baseline and 24 months were assessed using structural equation modeling. Information about hypothesized mediators (substance use, sensation seeking, and school problem behavior) was obtained at baseline and at the 16-month follow-up.
Results: Adjusted for baseline school performance, baseline levels of med…
matched on Video Games (mesh), Television (mesh)
Stein DJ (2008)MEDLINE-indexed journal, not yet read by usThe Psychiatric clinics of North America39 citations Classifying hypersexual disorders: compulsive, impulsive, and addictive models.
In closing, we argue for two conclusions. First, there are advantages to using theoretically neutral terms (such as hypersexual disorder) that go beyond the compulsive-impulsive-addictive distinctions. Although the notion of theory-neutral observation cannot be defended, it is important not to rely on any particular theoretical framework before all the evidence is in. Our current nosology employs a range of contradictory terms and frameworks (eg, impulse control disorder, compulsive gambling and buying, trichotillomania, and kleptomania). In keeping with the approach taken in other DSM categories, it may be useful to find a more theory-neutral term that can cut across these conditions. Second, any conclusions drawn here about the nosology of hypersexual disorder must be tempered by the relative lack of rigorous psychobiological and systematic treatment data. A better understanding of the…
matched on Behavior, Addictive (mesh), Disruptive, Impulse Control, and Conduct Disorders (mesh)
Cao F, Su L, Liu T, Gao X (2007)MEDLINE-indexed journal, not yet read by usEuropean psychiatry : the journal of the Association of European Psychiatrists207 citations The relationship between impulsivity and Internet addiction in a sample of Chinese adolescents.
Objective: Previous studies regarding Internet addiction have investigated associated psychological variables such as shyness, loneliness, self-consciousness, anxiety, depression and interpersonal relations. Few studies about the relationship between Internet Addiction and impulsivity have been done. This study aimed to assess whether Internet addiction is related to impulsivity among Chinese adolescents.
Method: This study was performed in two stages. We screened for the presence of Internet Addiction among 2620 high school students(age ranging from 12years to 18years) from four high schools of Changsha City using Diagnostic Questionnaire for Internet Addiction (YDQ). According to the modified YDQ criteria by Beard, 64 students were diagnosed as Internet addiction. Excluding current psychiatric comorbidity, 50 students who were diagnosed as Internet Addiction (mean age, 14.8+/-1.4years)…
matched on Behavior, Addictive (mesh), Disruptive, Impulse Control, and Conduct Disorders (mesh)