Compulsive use of games, pornography, phones and gambling.
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501 to 525 of 620The relationship and mechanism of screen time and academic performance among adolescents: an empirical study based on CEPS.
Objective: There is an association between adolescents' screen time and academic performance, but the conclusions remain controversial. In particular, there is a lack of research on Chinese students who face higher academic pressure. Based on this, we aim to explore the relationship and mechanisms between screen time and academic performance among Chinese adolescents.
Methods: 17,150 junior middle school students from China Education Panel Survey (CEPS) from 2013 to 2014 were selected as the participants of the survey. Multiple linear regression analysis was used to explore the relationship between screen time and adolescents' academic performance. On this basis, the Z-test of regression coefficient is used to further investigate whether there is heterogeneity in the type of screen exposure in this relationship. The possible mediating mechanism of the relationship between screen time and…
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Zhou LH, Yu B, Xiao CC, Chen J, Zhu YZ, Yu QY, Zhang TH, Xiong L, Li N, Gong YJ, Zhang JL, Yan H (2025)MEDLINE-indexed journal, not yet read by usZhonghua liu xing bing xue za zhi = Zhonghua liuxingbingxue zazhi1 citations [Dose-dependent associations between screen time, contents and adolescents' mental health].
Objective: To investigate the relationship between screen time and content, and the mental health status of adolescents. The findings will inform the formulation of targeted intervention policies to enhance adolescent mental health. Methods: Between September and November 2023, 5 197 students from 64 junior high, senior high, and vocational schools across 13 districts in Wuhan were recruited, using the stratified whole-cluster random sampling to investigate their screen behavior and mental health status. Mental health status was measured using the Mental Health Inventory for Chinese Middle School Students (MMHI-60). A generalized additive model was used to explore the nonlinear association between screen time and mental health status. Additionally, a mixed-effects model was utilized to explore the dose-response associations between average daily total screen time, screen time for differe…
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Family-Centered Treatment Program for Problematic Gaming and Excessive Screen Use in a Clinical Child and Youth Population (FAME): Protocol for a Feasibility Pilot Mixed Method Study.
Background: Screen time among children and adolescents has increased dramatically, raising concerns about its impact on development and mental health. While research highlights both potential benefits and risks, excessive use has been linked to issues like anxiety, depression, and gaming addiction. Despite growing concern, effective interventions are scarce. Recognizing the importance of family dynamics in child development, we propose a family-centered program to address problematic gaming and excessive screen use in a clinical population. By involving both children and parents, we aim to create a more comprehensive approach to prevention and treatment.
Objective: This study aims to determine the possibility of distributing and evaluating a family-centered group program for problematic gaming and excessive screen use (FAME) in a clinical child and adolescent psychiatry (CAP) population.…
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The longitudinal impact of the COVID-19 pandemic on adolescents' internalizing symptoms, substance use, and digital media use.
The present study examined the long-term effects of the COVID-19 pandemic on adolescent internalizing symptoms, substance use, and digital media use before and during the pandemic. A nationally representative longitudinal cohort of 3718 Israeli adolescents aged 12-16 at baseline completed measures of internalizing symptoms (anxiety, depression, and somatization), the prevalence of substance use (i.e., previous 30-day use of tobacco, alcohol, and cannabis), and average daily use of internet/television, video games, and social media. Social support and daily routines were assessed as potential protective factors for mental health. Data were collected in 10 public schools at four measurement points: before the Covid-19 outbreak (September 2019), after the first wave lockdown (May 2020), after the third wave lockdown (May 2021), and after the fifth wave of the pandemic (May 2022). Multi-leve…
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Physical Activity, Screen Time, and Academic Burden: A Cross-Sectional Analysis of Health among Chinese Adolescents.
This paper aims to analyze the effects of physical activity, screen time, and academic burden on adolescent health in China and compare their effects by using the nationally representative sample data from the CEPS (China Educational Panel Survey) cross-section data. This paper first uses regression analysis to examine the relationship between physical activity, screen time, academic burden and health among Chinese adolescents. Then, this paper uses the clustering analysis the influence of physical activity, screen time, and academic burden on the health of Chinese adolescents. The empirical results show that: (1) along with exercise, helping with the housework also has a clear health-promoting effect on adolescents; (2) the time spent surfing the Internet or playing video games, and heavy studying or homework off campus have a negative effect on adolescents' self-rated health and mental…
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Associations between adolescent sleep difficulties and active versus passive screen time across 38 countries.
Background: High screen use has been adversely linked with mental wellbeing; however, little is known about how active versus passive screen time are associated with sleep-onset difficulties among adolescents.
Methods: We analysed data from 38 European and North American countries that participated in the 2014 Health Behaviour in School-aged Children (HBSC) survey. Difficulties in falling sleep were assessed using a self-reported item with a 5-point Likert scale, and then dichotomised. Participants reported h/day of discretional time spent watching television, electronic gaming, and computer use.
Results: Of the 195,668 participants (Mage 13.59 [1.62] years; 51 % girls), about 25 % of girls reported sleep-onset difficulties, while the rate was 18 % in boys. Adolescents who played electronic games >4 h/day (≤1 h/day as reference) had 30 % higher odds in boys (OR 1.30; 95 % CI: 1.23-1.38) …
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The Association between Video Game Time and Adolescent Mental Health: Evidence from Rural China.
As digital devices like computers become more widely available in developing countries, there is a growing need to understand how the time that adolescents spend using these devices for recreational purposes such as playing video games is linked with their mental health outcomes. We measured the amount of time that adolescents in rural China spent playing video games and the association of video game time with their mental health. We collected data from primary and junior high schools in a poor, rural province in northwest China (n = 1603 students) and used the Depression, Anxiety, and Stress Scales (DASS-21) to measure mental health symptoms. The results indicated that the average video game time was about 0.69 h per week. There was a significant association between adolescent video game time and poorer mental health. Each additional hour of playing video games also increased the chance…
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Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences.
The rapid proliferation of online multiplayer games has opened a new avenue for aggressive behaviors such as hostile communication, sabotaging, and griefing. The present investigation explores the prevalence, perception, risk factors, and consequences of victimization in toxic behaviors. A total of 2097 Hungarian gamers (88.5% male, Mage = 26.2 years, SD = 6.8) completed an online questionnaire. Most (66%) were victims of such incidents in the past year, and gamers considered the problem of toxic behaviors as severe. Younger gamers who spent more time playing competitive videogames (especially multiplayer online battle arena and shooter games) were more likely to experience toxic behaviors from others. Repeatedly victimized gamers reported more symptoms of depression and problematic videogame use, while victim/perpetrators expressed higher anxiety and anger rumination. These results hig…
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EmoTIC: Impact of a game-based social-emotional programme on adolescents.
Introduction: Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence.
Materials and methods: The participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their emotional intelligence, self-esteem, affect balance, difficulties, prosocial behaviour, depression, anxiety and stress.
Results: The MANCOVA results showed that adolescents who completed the game-based prog…
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Online violent video games and online aggressive behavior among Chinese college students: The role of anger rumination and self-control.
Online aggressive behavior (OAB) has received increasing attention in recent years, and that playing online violent video games (OVVG) is an important predictor of OAB. However, little is known of the mediating and moderating mechanisms underlying this relationship. This study aims to investigate (a) the mediating role of anger rumination in the association between OVVG and OAB and (b) the moderating role of self-control in the relationship between anger rumination and OAB. A total of 595 Chinese college students (M age = 19.59 years, SD age = 1.40) completed measurements regarding OVVG, anger rumination, self-control, and OAB. The correlation analyses showed that OVVG was significantly positively associated with anger rumination and OAB. Mediation analyses revealed anger rumination partially mediated the link between OVVG and OAB. Moderated mediation further indicated that anger ruminat…
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Feasibility and Enjoyment of Exercise Video Games in Older Adults.
Introduction: Several interventions have been developed to enhance social connectedness among older adults. However, little research has demonstrated their performance in a social distancing environment. Exergames are not only beneficial to older adults' physical and cognitive health, but they also allow players to interact with each other at a distance, which can reduce loneliness and increase social connection. The aim of this pilot study was to investigate older adults' perceptions of two commercially available exergames. Methods: Twenty healthy community-dwelling older adults (M age = 73.30, SD = 5.95, range = 65-84 years, 80% women) were recruited in this pilot study between July 2019 and February 2020. They were asked to play two exergames for 10 min each on the Xbox One with Kinect console: Just Dance and Kinect Sports Rivals. After gameplay, they provided both quantitative and qu…
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Horticultural Activity: Its Contribution to Stress Recovery and Wellbeing for Children.
In recent years, children's use of mobile phones has grown rapidly, which might lead to an increase in mental stress and negatively affect their health. Despite increasing evidence that horticultural activity can provide significant health benefits, few scientific evidence-based studies are currently available regarding these benefits to children's health and wellbeing in schools. Therefore, this study aims to determine the potential benefits of horticultural activity for children from both psychological and physiological perspectives. Twenty-six elementary school students (mean age, 8.12 ± 0.21 years) were asked to perform a plant-related task and a mobile game task for 5 min. During both tasks, physiological sensors were used to measure the participants' heart rate variability, skin conductance, and skin temperature. Additionally, the participants' emotional responses were assessed usi…
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Playing a video game is more than mere procrastination.
Background: Procrastination is seen as a severe problem among young people, and many factors have been claimed to be associated with it, playing video games being one of them. One of the reasons why video games might be related to procrastination is their ability to offer instant gratification and feedback, while at the same time offer distractions from less tempting and rewarding tasks. It is not yet agreed on whether or not video game players are more prone towards procrastination and discounting of future rewards.
Method: Over 500 participants across two studies completed two surveys on video gaming habits, as well as a measurement of procrastination tendencies. In study 1 participants performed an experiential discounting task, while participants in study 2 performed the 5-trial adjusting delay discounting task, both tasks assessing preference for delayed larger rewards.
Results: In …
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Yu X, Xie Z, Yu Y, Lee J, Vazquez-Guardado A, Luan H, Ruban J, Ning X, Akhtar A, Li D, Ji B, Liu Y, Sun R, Cao J, Huo Q, Zhong Y, Lee C, Kim S, Gutruf P, Zhang C, Xue Y, Guo Q, Chempakasseril A, Tian P, Lu W, Jeong J, Yu Y, Cornman J, Tan C, Kim B, Lee K, Feng X, Huang Y, Rogers JA (2019)MEDLINE-indexed journal, not yet read by usNature381 citations Skin-integrated wireless haptic interfaces for virtual and augmented reality.
Traditional technologies for virtual reality (VR) and augmented reality (AR) create human experiences through visual and auditory stimuli that replicate sensations associated with the physical world. The most widespread VR and AR systems use head-mounted displays, accelerometers and loudspeakers as the basis for three-dimensional, computer-generated environments that can exist in isolation or as overlays on actual scenery. In comparison to the eyes and the ears, the skin is a relatively underexplored sensory interface for VR and AR technology that could, nevertheless, greatly enhance experiences at a qualitative level, with direct relevance in areas such as communications, entertainment and medicine1,2. Here we present a wireless, battery-free platform of electronic systems and haptic (that is, touch-based) interfaces capable of softly laminating onto the curved surfaces of the skin to c…
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Does playing violent video games cause aggression? A longitudinal intervention study.
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent vid…
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Biased and less sensitive: A gamified approach to delay discounting in heroin addiction.
Introduction: People with addiction will continue to use drugs despite adverse long-term consequences. We hypothesized (a) that this deficit persists during substitution treatment, and (b) that this deficit might be related not only to a desire for immediate gratification, but also to a lower sensitivity for optimal decision making. We investigated how individuals with a history of heroin addiction perform (compared to healthy controls) in a virtual reality delay discounting task. This novel task adds to established measures of delay discounting an assessment of the optimality of decisions, especially in how far decisions are influenced by a general choice bias and/or a reduced sensitivity to the relative value of the two alternative rewards. We used this measure of optimality to apply diffusion model analysis to the behavioral data to analyze the interaction between decision optimality …
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Flow and Grit by Design: Exploring Gamification in Facilitating Adherence to Swallowing Therapy.
Purpose: Delivery of swallowing therapy is faced with challenges regarding access to in-clinic services and adherence to prescribed home programs. Mobile health (mHealth) technologies are being developed at a rapid pace to address these difficulties. Whereas some benefits to using these modern tools for therapy are obvious (e.g., electronic reminders), other advantages are not as well understood. One example is the potential for mHealth devices and apps to enhance adherence to treatment regimens.
Method: This article introduces a number of psychological concepts that relate to adherence and that can be leveraged by mHealth. Elements that contribute to flow (optimal experience) during an activity and those that reinforce grit (perseverance to achieve a long-term goal) can be used to engage patients in their own rehabilitation.
Results: The experience of flow can be targeted by presenting …
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Zooming in on children's behavior during delay of gratification: Disentangling impulsigenic and volitional processes underlying self-regulation.
When delaying gratification, both motivational and regulatory processes are likely to be at play; however, the relative contributions of motivational and regulatory influences on delay behavior are unclear. By examining behavioral responses during a delay task, this study sought to examine the motivational (anticipatory behavior) and regulatory mechanisms (executive function and self-control strategies) underlying children's self-regulation. The participants, 65 5- to 9-year-old children (Mage=7.19years, SD=0.89), were video-recorded during a delay procedure and later coded for anticipatory behaviors (e.g., gazing intensely at the tablet) and self-control strategies. Children also completed two executive function (EF) tasks. We found that anticipatory behavior was curvilinearly related to delay time. Children showing either very low or very high levels of anticipatory behavior were not a…
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Feasibility and Efficacy of an mHealth Game for Managing Anxiety: "Flowy" Randomized Controlled Pilot Trial and Design Evaluation.
Objective: Meeting the complex needs of patients with chronic common mental health disorders (CMHDs) may be the greatest challenge facing organized medical practice. On the basis of a well-established and proven theoretical foundation for controlled respiration as a behavioral intervention for CMHDs, as well as preliminary evidence that gamification can improve health outcomes through increasing patient engagement, this randomized controlled pilot study evaluated the feasibility and clinical efficacy of a mobile health game called "Flowy" ( www.flowygame.com ) that digitally delivered breathing retraining exercises for anxiety, panic, and hyperventilation symptom management.
Materials and methods: We designed an unblinded, Web-based, parallel-group randomized controlled trial focusing on feasibility, clinical efficacy, and design proof of concept. In the intervention condition (n = 31), …
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Dispositional greed.
Greed is an important motive: it is seen as both productive (a source of ambition; the motor of the economy) and destructive (undermining social relationships; the cause of the late 2000s financial crisis). However, relatively little is known about what greed is and does. This article reports on 5 studies that develop and test the 7-item Dispositional Greed Scale (DGS). Study 1 (including 4 separate samples from 2 different countries, total N = 6092) provides evidence for the construct and discriminant validity of the DGS in terms of positive correlations with maximization, self-interest, envy, materialism, and impulsiveness, and negative correlations with self-control and life satisfaction. Study 2 (N = 290) presents further evidence for discriminant validity, finding that the DGS predicts greedy behavioral tendencies over and above materialism. Furthermore, the DGS predicts economic be…
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Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.
Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants' desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic pla…
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Learning in the fast lane: new insights into neuroplasticity.
The timescale of structural remodeling that accompanies functional neuroplasticity is largely unknown. Although structural remodeling of human brain tissue is known to occur following long-term (weeks) acquisition of a new skill, little is known as to what happens structurally when the brain needs to adopt new sequences of procedural rules or memorize a cascade of events within minutes or hours. Using diffusion tensor imaging (DTI), an MRI-based framework, we examined subjects before and after a spatial learning and memory task. Microstructural changes (as reflected by DTI measures) of limbic system structures (hippocampus and parahippocampus) were significant after only 2 hr of training. This observation was also found in a supporting rat study. We conclude that cellular rearrangement of neural tissue can be detected by DTI, and that this modality may allow neuroplasticity to be localiz…
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Millet K, Dewitte S (2009)MEDLINE-indexed journal, not yet read by usBritish journal of psychology (London, England : 1953)30 citations The presence of aggression cues inverts the relation between digit ratio (2D:4D) and prosocial behaviour in a dictator game.
Digit ratio (2D:4D) is a sexually dimorphic trait. Men have relatively shorter index (2D) compared to ring (4D) fingers than women. More masculine ratios are thought to be influenced by higher prenatal testosterone levels. In the present paper, we aim to show the context-dependency of the relation between 2D:4D and social behaviour. In two studies, we expose participants either to control or to aggression cues. Afterwards, they make a decision in a dictator game. Participants with low 2D:4D showed higher allocation levels (i.e. they were more prosocial) than participants with high 2D:4D in a neutral situation. However, this relationship inverts after exposure to an aggression cue. It turns out that in high 2D:4D people, aggression cues even increase prosocial behaviour. We call for future research which focuses on other plausible interactions between 2D:4D and context cues rather than on…
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Screen time is associated with depression and anxiety in Canadian youth.
Objective: This study examined the relationships between screen time and symptoms of depression and anxiety in a large community sample of Canadian youth.
Method: Participants were 2482 English-speaking grade 7 to 12 students. Cross-sectional data collected between 2006 and 2010 as part of the Research on Eating and Adolescent Lifestyles (REAL) study were used. Mental health status was assessed using the Children's Depression Inventory and the Multidimensional Anxiety Scale for Children-10. Screen time (hours/day of TV, video games, and computer) was assessed using the Leisure-Time Sedentary Activities questionnaire.
Results: Linear multiple regressions indicated that after controlling for age, sex, ethnicity, parental education, geographic area, physical activity, and BMI, duration of screen time was associated with severity of depression (β=0.23, p<0.001) and anxiety (β=0.07, p<0.01). …
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Mobile Phone Addiction and Academic Procrastination in Adolescents: The Serial Mediating Roles of Self-Regulation and Psychological Resilience and the Moderating Role of the Parent-Child Relationship.
Background: Mobile phone addiction and academic procrastination are two common behavioral challenges among adolescents. While prior research has documented their association, the underlying mechanisms-particularly the mediating roles of self-regulation and psychological resilience and the moderating role of the parent-child relationship -remain insufficiently examined.
Methods: This study involved 966 adolescents who completed the Mobile Phone Addiction Scale, Self-Regulation Scale, Brief Resilience Scale, Parent-Child Relationship Scale, and Academic Procrastination Scale-Short Form. Data were analyzed using partial least squares structural equation modeling (PLS-SEM).
Results: The results of the research showed that (1) mobile phone addiction had a significant positive effect on academic procrastination; (2) self-regulation mediated between mobile phone addiction and academic procrasti…
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