Compulsive use of games, pornography, phones and gambling.
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476 to 500 of 620Adolescent risky decision-making: neurocognitive development of reward and control regions.
Recent models hypothesize that adolescents' risky behavior is the consequence of increased sensitivity to rewards in the ventral medial (VM) prefrontal cortex (PFC) and the ventral striatum (VS), paired with immature cognitive control abilities due to slow maturation of the dorsal anterior cingulate cortex (ACC) and lateral PFC. We tested this hypothesis with fMRI using a gambling task in which participants chose between Low-Risk gambles with a high probability of obtaining a small reward (1 Euro) and High-Risk gambles with a smaller probability of obtaining a higher reward (2, 4, 6, or 8 Euro). We examined neural responses during choice selection and outcome processing in participants from 4 age groups (pre-pubertal children, early adolescents, older adolescents and young adults). High-Risk choices increased with rewards for all ages, but risk-taking decreased with age for low reward ga…
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Going for broke: mortality salience increases risky decision making on the Iowa gambling task.
Research on gambling, and risk taking in general, has focused primarily on approach-related motivations. The current study examined the avoidance of existential anxiety as a possible source of risky decision making and behaviour. The authors hypothesized that participants reminded of their own mortality would consequently make riskier decisions (and therefore perform more poorly) on the Iowa gambling task. Results confirmed this prediction. Implications of the finding that existential concerns undermine efficient decision making are considered.
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Mechanisms underlying dopamine-mediated reward bias in compulsive behaviors.
Pathological behaviors such as problem gambling or shopping are characterized by compulsive choice despite alternative options and negative costs. Reinforcement learning algorithms allow a computation of prediction error, a comparison of actual and expected outcomes, which updates our predictions and influences our subsequent choices. Using a reinforcement learning model, we show data consistent with the idea that dopamine agonists in susceptible individuals with Parkinson's disease increase the rate of learning from gain outcomes. Dopamine agonists also increase striatal prediction error activity, thus signifying a "better than expected" outcome. Thus, our findings are consistent with a model whereby a distorted estimation of the gain cue underpins a choice bias toward gains.
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Age differences in affective decision making as indexed by performance on the Iowa Gambling Task.
Contemporary perspectives on age differences in risk taking, informed by advances in developmental neuroscience, have emphasized the need to examine the ways in which emotional and cognitive factors interact to influence decision making. In the present study, a diverse sample of 901 individuals between the ages of 10 and 30 were administered a modified version of the Iowa Gambling Task, which is designed to measure affective decision making. Results indicate that approach behaviors (operationalized as the tendency to play increasingly from the advantageous decks over the course of the task) display an inverted U-shape relation to age, peaking in mid- to late adolescence. In contrast, avoidance behaviors (operationalized as the tendency to refrain from playing from the disadvantageous decks) increase linearly with age, with adults avoiding disadvantageous decks at higher rates than both p…
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The association between childhood maltreatment and gambling problems in a community sample of adult men and women.
The association between childhood maltreatment and gambling problems was examined in a community sample of men and women (N = 1,372). As hypothesized, individuals with gambling problems reported greater childhood maltreatment than individuals without gambling problems. Childhood maltreatment predicted severity of gambling problems and frequency of gambling even when other individual and social factors were controlled including symptoms of alcohol and other drug use disorders, family environment, psychological distress, and symptoms of antisocial disorder. In contrast to findings in treatment-seeking samples, women with gambling problems did not report greater maltreatment than men with gambling problems. These results underscore the need for both increased prevention of childhood maltreatment and increased sensitivity towards trauma issues in gambling treatment programs for men and women…
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The impact of prior risk experiences on subsequent risky decision-making: the role of the insula.
Risky decision-making is significantly affected by homeostatic states associated with different prior risk experiences, yet the neural mechanisms have not been well understood. Using functional MRI, we examined how gambling decisions and their underlying neural responses were modulated by prior risk experiences, with a focus on the insular cortex since it has been implicated in interoception, emotion and risky decision-making. Fourteen healthy young participants were scanned while performing a gambling task that was designed to simulate daily-life risk taking. Prior risk experience was manipulated by presenting participants with gambles that they were very likely to accept or gambles that they were unlikely to accept. A probe gamble, which was sensitive to individual's risk preference, was presented to examine the effect of prior risk experiences (Risk vs. Norisk) on subsequent risky dec…
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Immediate pleasures and future consequences. A neuropsychological study of binge eating and obesity.
Longitudinal data indicate that our capacity for adaptive self-regulation is a relatively stable predisposition that appears in childhood and predicts future life successes. In 2004, we published the first study demonstrating decision-making deficits in overweight/obese adult women. The present study is an extension of these findings. We assessed obese women with (n=65) and without (n=73) binge-eating disorder (BED), and a group (n=71) of normal-weight women, on two neuropsychological tests: the Iowa Gambling Task and a Delay Discounting measure. The BED and obese groups had worse performance scores on both tasks compared to normal controls, but did not differ from each other. These findings suggest that adaptive decision-making and the ability to delay gratification may influence our eating behaviours, particularly in a food environment where effortful control of energy intake is essent…
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Disordered gambling among racial and ethnic groups in the US: results from the national epidemiologic survey on alcohol and related conditions.
Introduction: Prior research suggests that racial minority groups in the United States are more vulnerable to develop a gambling disorder than whites. However, no national survey on gambling disorders exists that has focused on ethnic differences.
Methods: Analyses of this study were based on the National Epidemiologic Survey on Alcohol and Related Conditions, a large (N=43,093) nationally representative survey of the adult (> or =18 years of age) population residing in households during 2001-2002 period. Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition-Text Revision diagnoses of pathological gambling, mood, anxiety, drug use, and personality disorders were based on the Alcohol Use Disorder and Associated Disabilities Interview Schedule-DSM-IV Version.
Results: Prevalence rates of disordered gambling among blacks (2.2%) and Native/Asian Americans (2.3%) were higher t…
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Late-onset pathological gambling: clinical correlates and gender differences.
Age at illness onset has significant clinical implications for psychiatric disorders. Prior research has not systematically examined age at illness onset and its relationship to the clinical characteristics of pathological gambling (PG). Among a sample of 322 consecutive subjects with current DSM-IV PG, those with late-onset (at or after age 55 years) PG were compared to those with earlier onsets (at or prior to age 25, 26-54 years old) on measures of PG severity, co-occurring disorders, social and legal problems, and family history. Forty-two (13.4%) subjects reported onset of PG at or after age 55 years, 63 (19.6%) reported onset prior to age 25 years, and the majority (n=217; 67.4%) reported onset between the ages of 26 and 54 years. The late-onset group were less likely to declare bankruptcy (p=.029) or have credit card debt attributable to gambling (p=.006). Late-onset PG subjects w…
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Influence of co-occurring mental and substance use disorders on the prevalence of problem gambling in Canada.
Context/background: Research has shown that problem gambling (PG) is associated with substance use disorders (SUD) and also with other mental disorders (MD). Nevertheless, evidence about the relative contribution of each type of disorder for the risk of gambling in the population is very limited.
Objective: Study the association of SUD, alone and in combination with MD, with the prevalence and severity of PG.
Design: Cross-sectional national survey (Canadian Community Health Survey-Mental Health and Well-Being) data collected through a multi-stage stratified cluster design.
Setting: Population-based household survey.
Participants: This analysis includes data on 36 885 participants (99.7% of the survey sample).
Main outcome measures: The prevalence and severity of PG were measured using the Canadian Problem Gambling Index. Prevalence of MD (mood and anxiety disorders) and SUD were defined…
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Executive functions in pathologic gamblers selected in an ecologic setting.
Background: Recent studies have reported deficits in measures of decision making in pathologic gamblers (PGs) suggesting an involvement of the prefrontal cortex in the pathophysiology of this disorder. As only 7% to 12% of PGs are thought to seek treatment, most of the studies have relied on few specifically selected groups of PGs recruited from psychiatric units who were undergoing or seeking treatment and therefore their results are poorly representative of the general PG population.
Methods: The present study compared decision making and executive functions among 11 PGs who were selected from an ecologic setting and 11 healthy controls.
Results: The PG group selected fewer advantageous cards on a decision-making task, the Iowa Gambling Task, and made more commission errors on the Go-No Go task, a test of inhibitory control, compared with controls.
Conclusions: The impairments in decis…
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Awareness and symbol use improves future-oriented decision making in preschoolers.
A child version of the Iowa Gambling task was used to explore the development of decision-making during the preschool period in two experiments. One hundred eighty-one children, 3.5 and 4.5 years of age, were asked to choose between a bad deck with higher immediate but lower long-term rewards and a good deck with lower immediate but higher long-term rewards. Experiment 1 explored age differences and the association of the gambling task with a delay of gratification task. Age differences in performance were found, supporting previous findings (Kerr & Zelazo, 2004) of a development difference between 3- and 4-year-old children in future-oriented decision making. Performance on the gambling task was found to be significantly associated with delay of gratification for 3.5-year-old children only. Experiment 2 explored the effect of labeling and symbol use on performance. Although having 4.5-y…
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Blunted response to feedback information in depressive illness.
Depressive illness is associated with sustained widespread cognitive deficits, in addition to repeated experience of distressing emotions. An accepted theory, which broadly accounts for features of the syndrome, and its delayed response to antidepressant medication, is lacking. One possibility, which has received considerable attention, is that depressive illness is associated with a specific underlying deficit: a blunted or impaired ability to respond to feedback information. Unlike healthy controls, if patients with a depressive illness commit an error, they can be at increased risk of committing a subsequent error, possibly due to a failure to adjust performance in order to reduce the risk of error. In some speeded tasks, performance adjustment in humans is reliably associated with trial-to-trial change in reaction times (RTs), such as 'post-error slowing'. Previous studies of abnorma…
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Caffeine effects on risky decision making after 75 hours of sleep deprivation.
Introduction: Recent research indicates that sleep deprivation impairs decision making. However, it is unknown to what extent such deficits are exacerbated in a dose-response manner by increasing levels of sleepiness, and the extent to which such sleep-loss-induced deficits can be reversed by caffeine.
Methods: At three time points, 26 healthy subjects completed alternate forms of the Iowa Gambling Task (IGT): rested baseline, 51 h awake, and 75 h awake. Every 2 h each night, 12 volunteers also received 4 200-mg doses of caffeine, with the last dose occurring 3 h prior to the IGT.
Results: At baseline, volunteers readily learned to avoid disadvantageous high-risk card decks while progressively choosing more frequently from advantageous low-risk card decks. When sleep deprived, however, these same subjects showed impaired performance, choosing more frequently from the disadvantageous high…
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Reconciling reinforcement learning models with behavioral extinction and renewal: implications for addiction, relapse, and problem gambling.
Because learned associations are quickly renewed following extinction, the extinction process must include processes other than unlearning. However, reinforcement learning models, such as the temporal difference reinforcement learning (TDRL) model, treat extinction as an unlearning of associated value and are thus unable to capture renewal. TDRL models are based on the hypothesis that dopamine carries a reward prediction error signal; these models predict reward by driving that reward error to zero. The authors construct a TDRL model that can accommodate extinction and renewal through two simple processes: (a) a TDRL process that learns the value of situation-action pairs and (b) a situation recognition process that categorizes the observed cues into situations. This model has implications for dysfunctional states, including relapse after addiction and problem gambling.
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Decision-making functioning as a predictor of treatment outcome in anorexia nervosa.
The pathological eating behaviour of patients with anorexia nervosa reflects a deficit in planning real-life strategies that can be observed in an experimental setting through the Gambling Task, a tool designed to detect and measure decision-making abilities. We examined the role of Gambling Task performance as a predictor of treatment outcome in anorectic patients, and we evaluated changes in decision-making after clinical improvement. Performance on the Gambling Task was evaluated, and a clinical-nutritional assessment of 38 anorectic patients was carried out before and after a cognitive-behavioural and drug treatment program. Task performance of anorectic patients was compared with that of 30 healthy control participants. Patients who had a better decision-making profile at baseline showed significantly greater improvement in nutritional status. The decision-making deficiency of some …
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Lifetime prevalence of pathological gambling among american Indian and Hispanic American Veterans.
Objectives: We examined the prevalence and clinical correlates of pathological gambling among 1228 American Indian and Hispanic American veterans in the southwest and north central regions of the United States.
Methods: We surveyed a community sample of American Indian and Hispanic American veterans to obtain data on psychiatric disorder and treatment.
Results: American Indian veterans had a 10% lifetime prevalence of pathological gambling. The Hispanic American lifetime prevalence was less than that of the American Indian veterans but higher than the prevalence found for Hispanic American veterans in other surveys. Comorbid conditions associated with pathological gambling included substance, mood, and antisocial personality disorders. Ready access to casino gambling may encourage, support, or contribute to high rates of pathological gambling in both men and women.
Conclusions: A 70% lif…
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Antisocial personality disorder is associated with increased severity of gambling, medical, drug and psychiatric problems among treatment-seeking pathological gamblers.
Aims: To evaluate systematically whether pathological gamblers with antisocial personality disorder (ASPD) experience increased severity of gambling, medical, psychiatric, substance use and psychosocial problems compared to pathological gamblers without ASPD. PARTICIPANTS, DESIGN AND MEASUREMENTS: Pathological gamblers (n = 237) entering an out-patient treatment study for pathological gambling completed the ASPD section of the Structured Clinical Interview for Diagnostic and Statistical Manual version IV (DSM-IV) Personality Disorders, California Psychological Inventory-Socialization Scale, Addiction Severity Index (ASI), Brief Symptom Inventory (BSI) and gambling questionnaires.
Setting: Pathological gambling research clinic.
Findings: Thirty-nine (16.5%) pathological gamblers met DSM-IV diagnostic criteria for ASPD. Compared to pathological gamblers without ASPD, pathological gamblers …
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Research landscape and trends of internet addiction disorder: A comprehensive bibliometric analysis of publications in the past 20 years.
Background: Internet addiction disorder (IAD) has emerged as a significant public health concern in the digital age, with implications for mental health and social wellbeing. Despite growing recognition, IAD remains a relatively nascent field within academic research.
Methods: We conducted a comprehensive bibliometric analysis to explore the global research landscape and trends of IAD. Our methodology involved analyzing author analysis, journal analysis, keywords, and citations in publications related to IAD from 2004 to 2024.
Results: We identified "internet addiction," "internet gaming disorder," and "adolescent" as the most frequently occurring keywords, highlighting significant research areas within IAD. The analysis revealed that terms like "social media addiction," "problematic smartphone use," and "COVID-19" have gained prominence in recent years, reflecting the evolving nature of…
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Interpersonal Guilt and Problematic Online Behaviors: The Mediating Role of Emotion Dysregulation.
Objective: The positive association between problematic Internet use (PIU) and emotion dysregulation (ED) is well documented. Research has also found that interpersonal guilt is positively associated with ED. Nevertheless, the influence of interpersonal guilt on PIU has been scarcely examined. In the current study, we investigated the relationships among the three constructs, and tested if emotion dysregulation mediates the association between interpersonal guilt and different types of PIU, namely problematic online gaming, problematic social media use, and problematic online pornography use.
Method: A sample of 434 adult participants (210 males, 48.4%) aged between 18 and 69 years old completed self-reported measures on interpersonal guilt, ED, and PIU. A structural equation modeling (SEM) framework was used to test the mediation models.
Results: SEM analyses showed that ED mediates the…
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Gaming disorder among students of Tabriz University of Medical Sciences: The frequency and related factors.
Background: Gaming disorder has been identified as a health problem. Disorders in emerging adulthood might negatively affect individuals' attitude toward the world, their communication with others, and formation of their personal identity. Thus, the present study was performed to identify the frequency of gaming disorder and its related factors among students of Tabriz University of Medical Sciences. Methods: A total of 813 undergraduate students of Tabriz University of Medical Sciences participated in this descriptive correlational study in 2018. All students filled the personal-social information form and Social Readjustment Rating Scale, and gamers filled gaming behaviors form and Internet gaming disorder-20 test (IGD). Data were analyzed using descriptive statistics and Pearson correlation coefficient, t- test, ANOVA, chi-square, and multiple linear regression. Results: A total of 39…
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Nagata JM, Shim JE, Balasubramanian P, Cheng CM, Al-Shoaibi AAA, Shao IY, Ganson KT, Testa A, Kiss O, He J, Baker FC (2026)MEDLINE-indexed journal, not yet read by usAmerican journal of preventive medicine Prospective Associations Between Early Adolescent Problematic Screen Use, Mental Health, Sleep, and Substance Use.
Introduction: There are limited large-scale, prospective analyses examining problematic (addiction-like) screen use and mental and behavioral health outcomes in early adolescents. This study aimed to determine the associations between problematic screen use and mental and behavioral health outcomes-such as depressive symptoms, suicidal behaviors, sleep disturbance, and substance use initiation-1 year later in a national cohort of children aged 11-12 years in the U.S.
Methods: Prospective cohort data from Adolescent Brain Cognitive Development Study participants who reported their screen use at ages 11-12 (Year 2, 2018-2020; N=8,119; 47.5% female; 43.8% racial/ethnic minority) were analyzed in 2025. Associations between problematic screen use (Social Media Addiction Questionnaire, Video Game Addiction Questionnaire, Mobile Phone Involvement Questionnaire, Year 2) and mental and behavioral…
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Measuring screen time among adolescents: test-retest reliability of HBSC questionnaire items across two countries.
Background: Increasing recreational screen time among adolescents is linked to adverse health outcomes like obesity and poor mental health. This highlights the need for reliable tools to monitor screen-based behaviours. The present study examined the test-retest reliability of recreational screen-time items from the Health Behaviour in School-aged Children (HBSC) questionnaire across culturally diverse adolescent populations.
Methods: Using a test-retest design with a 2-3 week interval, we collected data from 750 adolescents (48.8% boys, mean age 15.29 years, SD 2.37) in Mexico (n = 233, aged 10-15y) and Czechia (n = 517, aged 10-18y) in 2022-2024. Self-reported time spent on gaming, social networking, video watching, and internet browsing were evaluated using Intraclass Correlation Coefficients (ICCs) for continuous measures and Cohen's kappa for dichotomized outcomes (< 2 vs. ≥ 2 h/day…
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Effects of Screen-Based Leisure Time on 24 Subsequent Health and Wellbeing Outcomes: A Longitudinal Outcome-Wide Analysis.
Background: Previous research has shown that screen-based leisure time is related to physical and mental health, relationships, and prosocial behaviors. However, it remains unclear whether screen-based leisure time causally affects wellbeing, as previous studies have relied on cross-sectional data, focused on one type of media use (e.g., social media, video games, or internet), or assessed a narrow set of outcomes.
Method: We used three waves (2016, 2017, 2019) of national longitudinal data from the New Zealand Attitudes and Values Study to investigate the effects of screen-based leisure time on 24 parameters of wellbeing (n = 11,085). We operationalized screen-based leisure as the sum of time spent browsing the internet, using social media, watching/reading the news, watching videos, and playing video games. We followed the outcome-wide analytic design for observational data by performi…
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Screen time and manic symptoms in early adolescents: prospective findings from the Adolescent Brain Cognitive Development Study.
Purpose: This study aimed to examine prospective associations between screen time and manic symptoms in early adolescents, and the extent to which problematic screen use (characterized by addiction, conflict, relapse, and withdrawal) mediates the association.
Methods: We analyzed prospective cohort data from the Adolescent Brain Cognitive Development Study (N = 9,243; ages 10-11 years in Year 1 in 2017-2019; 48.8% female; 44.0% racial/ethnic minority). Participants reported daily time spent on six different screen subtypes. Linear regression analyses were used to determine associations between typical daily screen time (Year 1; total and subtypes) and manic symptoms (Year 3, 7 Up Mania scale), adjusting for potential confounders. Sleep duration, problematic social media use, and problematic video game use (Year 2) were tested as potential mediators.
Results: Adjusting for covariates, ove…
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