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Behavioural addiction and screens

Compulsive use of games, pornography, phones and gambling.

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Qurʾān

القرآن6 shown

Verses named for this subject by hand come first. The rest are found by the subject’s own Arabic and English senses and are shown as lexical matches, not as anchors anyone has confirmed.

Qur'ān 62:11Arabic sense: اللهو, لهو

وَإِذَا رَأَوۡاْ تِجَٰرَةً أَوۡ لَهۡوًا ٱنفَضُّوٓاْ إِلَيۡهَا وَتَرَكُوكَ قَآئِمࣰ اۚ قُلۡ مَا عِندَ ٱللَّهِ خَيۡرࣱ مِّنَ ٱللَّهۡوِ وَمِنَ ٱلتِّجَٰرَةِۚ وَٱللَّهُ خَيۡرُ ٱلرَّٰزِقِينَ

Yet they scatter towards trade or entertainment whenever they observe it, and leave you [Prophet] standing there. Say, ‘God’s gift is better than any entertainment or trade: God is the best provider.’

Qur'ān 29:64Arabic sense: لهو | English sense: diversion

وَمَا هَٰذِهِ ٱلۡحَيَوٰةُ ٱلدُّنۡيَآ إِلَّا لَهۡوࣱ وَلَعِبࣱۚ وَإِنَّ ٱلدَّارَ ٱلۡأٓخِرَةَ لَهِيَ ٱلۡحَيَوَانُۚ لَوۡ كَانُواْ يَعۡلَمُونَ

The life of this world is merely an amusement and a diversion; the true life is in the Hereafter, if only they knew

Qur'ān 57:20Arabic sense: لهو | English sense: diversion

ٱعۡلَمُوٓاْ أَنَّمَا ٱلۡحَيَوٰةُ ٱلدُّنۡيَا لَعِبࣱ وَلَهۡوࣱ وَزِينَةࣱ وَتَفَاخُرُۢ بَيۡنَكُمۡ وَتَكَاثُرࣱ فِي ٱلۡأَمۡوَٰلِ وَٱلۡأَوۡلَٰدِۖ كَمَثَلِ غَيۡثٍ أَعۡجَبَ ٱلۡكُفَّارَ نَبَاتُهُۥ ثُمَّ يَهِيجُ فَتَرَىٰهُ مُصۡفَرࣰّ ا ثُمَّ يَكُونُ حُطَٰمࣰ اۖ وَفِي ٱلۡأٓخِرَةِ عَذَابࣱ شَدِيدࣱ وَمَغۡفِرَةࣱ مِّنَ ٱللَّهِ وَرِضۡوَٰنࣱۚ وَمَا ٱلۡحَيَوٰةُ ٱلدُّنۡيَآ إِلَّا مَتَٰعُ ٱلۡغُرُورِ

Bear in mind that the present life is just a game, a diversion, an attraction, a cause of boasting among you, of rivalry in wealth and children. It is like plants that spring up after the rain: their growth at first delights the sowers, but then you see them wither away, turn yellow, and become stubble. There is terrible punishment in the next life as well as forgiveness and approval from God; the life of this world is only an illusory pleasure

Qur'ān 23:3English sense: idle talk

وَٱلَّذِينَ هُمۡ عَنِ ٱللَّغۡوِ مُعۡرِضُونَ

who shun idle talk

Qur'ān 52:23English sense: idle talk

يَتَنَٰزَعُونَ فِيهَا كَأۡسࣰ ا لَّا لَغۡوࣱ فِيهَا وَلَا تَأۡثِيمࣱ‏

They pass around a cup which does not lead to any idle talk or sin

Qur'ān 9:69English sense: idle talk

كَٱلَّذِينَ مِن قَبۡلِكُمۡ كَانُوٓاْ أَشَدَّ مِنكُمۡ قُوَّةࣰ وَأَكۡثَرَ أَمۡوَٰلࣰ ا وَأَوۡلَٰدࣰ ا فَٱسۡتَمۡتَعُواْ بِخَلَٰقِهِمۡ فَٱسۡتَمۡتَعۡتُم بِخَلَٰقِكُمۡ كَمَا ٱسۡتَمۡتَعَ ٱلَّذِينَ مِن قَبۡلِكُم بِخَلَٰقِهِمۡ وَخُضۡتُمۡ كَٱلَّذِي خَاضُوٓاْۚ أُوْلَٰٓئِكَ حَبِطَتۡ أَعۡمَٰلُهُمۡ فِي ٱلدُّنۡيَا وَٱلۡأٓخِرَةِۖ وَأُوْلَٰٓئِكَ هُمُ ٱلۡخَٰسِرُونَ

‘You are like those who lived before you: they were even stronger than you, with more wealth and children; they enjoyed their share in this life as you have enjoyed yours; like them, you have indulged in idle talk.’ Their deeds go to waste in this world and the next; it is they who will lose all in the life to come

Tafsīr

التفسير6 shown

Commentary on the verses above, at most two editions per verse.

en-asbab-al-nuzul-by-al-wahidi on 62:11en-asbab-al-nuzul-by-al-wahidicommentary on an ayah this subject surfaced

(But when they spy some merchandise or pastime they break away to it�) [62:11]. Master Abu Tahir al-Ziyadi informed us> Abu'l-Hasan 'Ali ibn Ibrahim> Muhammad ibn Muslim ibn Warah> al-Hasan ibn 'Atiyyah> Isra'il> Husayn ibn 'Abd al-Rahman> Abu Sufyan> Jabir ibn 'Abd Allah who said: �The Messenger of Allah, Allah bless him and give him peace, was standing, delivering a sermon one Friday, when a caravan arrived from Syria. People left the mosque and went out to attend to it; only twelve people remained seated. Allah, glorified and exalted is He, then revealed (But when they spy some merchandise or pastime they break away to it and leave thee standing)�. This was narrated by Bukhari> Hafs ibn 'Umar> Khalid ibn 'Abd Allah> Husayn. Muhammad ibn Ibrahim al-Muzakki informed us> Abu Bakr ibn 'Abd Allah ibn Yahya al-Talhi> Ja'far ibn Ahmad ibn 'Imran al-Shashi> 'Abd Allah ibn Ahmad ibn 'Abd Allah

en-al-jalalayn on 62:11en-al-jalalayncommentary on an ayah this subject surfaced

On one occasion the Prophet s was delivering the Friday sermon when a caravan arrived and so as was the custom drums were beaten to announce its arrival whereat the people began to leave the mosque to go to it all except for twelve men. The following verse was then revealed But when they sight some opportunity for business or a diversion they scatter off towards it that is towards the business since it is what they seek more than diversion and leave you during the sermon standing. Say ‘That which is with God in the way of reward is better for those who believe than diversion and commerce. And God is the best of providers’. They say that every person ‘provides for’ yarzuqu his dependants by which they mean that such a person does so by means of the provision given by God min rizqi’Llāhi exalted be He.

en-al-jalalayn on 29:64en-al-jalalayncommentary on an ayah this subject surfaced

And the life of this world is nothing but diversion and play whereas closeness to God pertains to concern for the Hereafter since the fruits thereof will be revealed in it. But surely the Abode of the Hereafter is indeed the true Life if they only knew this then they would not prefer this world to it.

en-al-jalalayn on 57:20en-al-jalalayncommentary on an ayah this subject surfaced

Know that the life of this world is merely play and diversion and glitter the frequent adornment of oneself and mutual vainglory in respect of wealth and children that is preoccupation with such things — but as for acts of obedience and incentives thereto these are the concerns of the Hereafter; as the likeness of that is to say it in the manner in which you admire it and in the manner in which it will disappear is as the likeness of rain whose vegetation which results from this rain the disbelievers the sowers admire; but then it withers it becomes dried-up and you see it turn yellow then it becomes chaff scatters vanishing with the winds. And in the Hereafter there is a severe chastisement for those who prefer this world to it and forgiveness from God and beatitude for those who have not preferred this world to it; and the life of this world that is to say the comfort enjoyed in it is

en-tafisr-ibn-kathir on 29:64en-tafisr-ibn-kathircommentary on an ayah this subject surfaced

And this life of the world is only an amusement and a play! Verily, the home of the Hereafter – that is the life indeed, if they but knew (64)And when they embark on a ship, they invoke Allah, making their faith pure for Him only, but when He brings them safely to land, behold, they give a share of their worship to others (65)So that they become ingrate for that which We have given them, and that they take their enjoyment, but they will come to know (66) Allah tells us how insignificant and transient this world is, and how it will soon end. All that it is, is amusement and play: وَإِنَّ الدَّارَ الْآخِرَةَ لَهِيَ الْحَيَوَانُ ۚ (Verily, the home of the Hereafter – that is the life indeed,) means, the true everlasting life that will never end, but will continue forever and ever. لَوْ كَانُوا يَعْلَمُونَ (if they but knew.) means, they would prefer that which will last over that which

en-tafisr-ibn-kathir on 57:20en-tafisr-ibn-kathircommentary on an ayah this subject surfaced

Know that the life of this world is only play and amusement, pomp and mutual boasting among you, and rivalry in respect of wealth and children. (It is) like a rain (Ghayth), thereof the growth is pleasing to the tiller; afterwards it dries up and you see it turning yellow; then it becomes straw. But in the Hereafter (there is) a severe torment, and (there is) forgiveness from Allah and (His) pleasure. And the life of this world is only a deceiving enjoyment (20)Race with one another in hastening towards forgiveness from your Lord, and Paradise the width whereof is as the width of the heaven and the earth, prepared for those who believe in Allah and His Messengers. That is the grace of Allah which He bestows on whom He is pleased with. And Allah is the Owner of great bounty (21) The Life of this World is Fleeting Enjoyment Allah the Exalted degrades the significance of this life and bel

Ḥadīth

الحديث6 shown

Sound narrations only, and never matched by text. A narration appears here because a compiler filed it under a chapter this subject maps to, or because someone read it and anchored it. Each row says which.

Sahih Muslim 2256Poetryfiled here by the compiler

وَحَدَّثَنِي مُحَمَّدُ بْنُ حَاتِمِ بْنِ مَيْمُونٍ، حَدَّثَنَا ابْنُ مَهْدِيٍّ، عَنْ سُفْيَانَ، عَنْ عَبْدِ الْمَلِكِ، بْنِ عُمَيْرٍ حَدَّثَنَا أَبُو سَلَمَةَ، عَنْ أَبِي هُرَيْرَةَ، قَالَ قَالَ رَسُولُ اللَّهِ صلى الله عليه وسلم ‏ "‏ أَصْدَقُ كَلِمَةٍ قَالَهَا شَاعِرٌ كَلِمَةُ لَبِيدٍ أَلاَ كُلُّ شَىْءٍ مَا خَلاَ اللَّهَ بَاطِلٌ وَكَادَ أُمَيَّةُ بْنُ أَبِي الصَّلْتِ أَنْ يُسْلِمَ ‏"‏ ‏.‏

Abu Huraira reported Allah's Messenger (ﷺ) as saying:The truest word uttered by a poet is this verse of Labid: "Behold! apart from Allah everything is vain," and Umayya b. Abu Salt was almost a Muslim

Sahih Muslim 2256Poetryfiled here by the compiler

وَحَدَّثَنَا يَحْيَى بْنُ يَحْيَى، أَخْبَرَنَا يَحْيَى بْنُ زَكَرِيَّاءَ، عَنْ إِسْرَائِيلَ، عَنْ عَبْدِ الْمَلِكِ، بْنِ عُمَيْرٍ عَنْ أَبِي سَلَمَةَ بْنِ عَبْدِ الرَّحْمَنِ، قَالَ سَمِعْتُ أَبَا هُرَيْرَةَ، يَقُولُ سَمِعْتُ رَسُولَ اللَّهِ صلى الله عليه وسلم يَقُولُ ‏ "‏ إِنَّ أَصْدَقَ كَلِمَةٍ قَالَهَا شَاعِرٌ كَلِمَةُ لَبِيدٍ أَلاَ كُلُّ شَىْءٍ مَا خَلاَ اللَّهَ بَاطِلٌ ‏"‏ ‏.‏ مَا زَادَ عَلَى ذَلِكَ ‏.‏

Abu Huraira reported:I heard Allah's Messenger (ﷺ) as saying: The truest word which the poet stated is the word of Labid: "Behold! apart from Allah everything is vain

Sunan an-Nasa'i 3561Horses, Races And Shootingfiled here by the compiler

أَخْبَرَنَا أَحْمَدُ بْنُ عَبْدِ الْوَاحِدِ، قَالَ حَدَّثَنَا مَرْوَانُ، - وَهُوَ ابْنُ مُحَمَّدٍ - قَالَ حَدَّثَنَا خَالِدُ بْنُ يَزِيدَ بْنِ صَالِحِ بْنِ صَبِيحٍ الْمُرِّيُّ، قَالَ حَدَّثَنَا إِبْرَاهِيمُ بْنُ أَبِي عَبْلَةَ، عَنِ الْوَلِيدِ بْنِ عَبْدِ الرَّحْمَنِ الْجُرَشِيِّ، عَنْ جُبَيْرِ بْنِ نُفَيْرٍ، عَنْ سَلَمَةَ بْنِ نُفَيْلٍ الْكِنْدِيِّ، قَالَ كُنْتُ جَالِسًا عِنْدَ رَسُولِ اللَّهِ صلى الله عليه وسلم فَقَالَ رَجُلٌ يَا رَسُولَ اللَّهِ أَذَالَ النَّاسُ الْخَيْلَ وَوَضَعُوا السِّلاَحَ وَقَالُوا لاَ جِهَادَ قَدْ وَضَعَتِ الْحَرْبُ أَوْزَارَهَا فَأَقْبَلَ رَسُولُ اللَّهِ صلى الله عليه وسلم بِوَجْهِهِ وَقَالَ ‏ "‏ كَذَبُوا الآنَ الآنَ جَاءَ الْقِتَالُ وَلاَ يَزَالُ مِنْ أُمَّتِي أُمَّةٌ يُقَاتِلُونَ عَلَى الْحَقِّ وَيُزِيغُ اللَّهُ لَهُمْ قُلُوبَ أَقْوَامٍ وَيَرْزُقُهُمْ مِنْهُمْ حَتَّى تَقُومَ السَّاعَةُ وَحَتَّى يَأْتِيَ وَعْدُ اللَّهِ وَالْخَيْلُ مَعْقُودٌ فِي نَوَاصِيهَا الْخَيْرُ إِلَى يَوْمِ الْقِيَامَةِ وَهُوَ يُوحَى إِلَىَّ أَنِّي مَقْبُوضٌ غَيْرَ مُلَبَّثٍ وَأَنْتُمْ تَتَّبِعُونِي أَفْنَادًا يَضْرِبُ بَعْضُكُمْ رِقَابَ بَعْضٍ وَعُقْرُ دَارِ الْمُؤْمِنِينَ الشَّامُ ‏"‏ ‏.‏

It was narrated that Salamah bin Nufail Al-Kindi said:"I was sitting with the Messenger of Allah when a man said: 'O Messenger of Allah! The people have lost interest in horses and put down their weapons, and they say there is no Jihad, and that war has ended.' The Messenger of Allah turned to face him and said: 'They are lying, now the fighting is to come. There will always be a group among my Ummah who will fight for the truth, for whom Allah will cause some people to deviate, and grant them provision from them, until the Hour begins and until the promise of Allah comes. Goodness is tied to the forelocks of horses until the Day of Resurrection. It has been revealed to me that I am going to die and will not stay long, and you will follow me group after group, striking one another's necks. And the place of safety for the believers is Ash-Sham

Sunan an-Nasa'i 3562Horses, Races And Shootingfiled here by the compiler

أَخْبَرَنَا عَمْرُو بْنُ يَحْيَى بْنِ الْحَارِثِ، قَالَ حَدَّثَنَا مَحْبُوبُ بْنُ مُوسَى، قَالَ حَدَّثَنَا أَبُو إِسْحَاقَ، - يَعْنِي الْفَزَارِيَّ - عَنْ سُهَيْلِ بْنِ أَبِي صَالِحٍ، عَنْ أَبِيهِ، عَنْ أَبِي هُرَيْرَةَ، قَالَ قَالَ رَسُولُ اللَّهِ صلى الله عليه وسلم ‏ "‏ الْخَيْلُ مَعْقُودٌ فِي نَوَاصِيهَا الْخَيْرُ إِلَى يَوْمِ الْقِيَامَةِ الْخَيْلُ ثَلاَثَةٌ فَهِيَ لِرَجُلٍ أَجْرٌ وَهِيَ لِرَجُلٍ سَتْرٌ وَهِيَ عَلَى رَجُلٍ وِزْرٌ فَأَمَّا الَّذِي هِيَ لَهُ أَجْرٌ فَالَّذِي يَحْتَبِسُهَا فِي سَبِيلِ اللَّهِ فَيَتَّخِذُهَا لَهُ وَلاَ تُغَيِّبُ فِي بُطُونِهَا شَيْئًا إِلاَّ كُتِبَ لَهُ بِكُلِّ شَىْءٍ غَيَّبَتْ فِي بُطُونِهَا أَجْرٌ وَلَوْ عَرَضَتْ لَهُ مَرْجٌ ‏"‏ ‏.‏ وَسَاقَ الْحَدِيثَ ‏.‏

It was narrated that Abu Hurairah said:"The Messenger of Allah said: 'There is goodness tied to the forelocks of horses until the Day of Resurrection. And horses are of three types: Those that bring reward to man, those that are a means of protection for a man, and those that are a burden (of sin) for a man. As for those that bring reward, they are kept for the cause of Allah and for Jihad. No fodder enters their stomach but for everything that enters their stomachs, reward is written for him, even if he puts them out to pasture.'" And he quoted the Hadith

Sahih Muslim 2957Zuhd And Softening Of Heartsfiled here by the compiler

حَدَّثَنَا عَبْدُ اللَّهِ بْنُ مَسْلَمَةَ بْنِ قَعْنَبٍ، حَدَّثَنَا سُلَيْمَانُ، - يَعْنِي ابْنَ بِلاَلٍ - عَنْ جَعْفَرٍ، عَنْ أَبِيهِ، عَنْ جَابِرِ بْنِ عَبْدِ اللَّهِ، أَنَّ رَسُولَ اللَّهِ صلى الله عليه وسلم مَرَّ بِالسُّوقِ دَاخِلاً مِنْ بَعْضِ الْعَالِيَةِ وَالنَّاسُ كَنَفَتَهُ فَمَرَّ بِجَدْىٍ أَسَكَّ مَيِّتٍ فَتَنَاوَلَهُ فَأَخَذَ بِأُذُنِهِ ثُمَّ قَالَ ‏"‏ أَيُّكُمْ يُحِبُّ أَنَّ هَذَا لَهُ بِدِرْهَمٍ ‏"‏ ‏.‏ فَقَالُوا مَا نُحِبُّ أَنَّهُ لَنَا بِشَىْءٍ وَمَا نَصْنَعُ بِهِ قَالَ ‏"‏ أَتُحِبُّونَ أَنَّهُ لَكُمْ ‏"‏ ‏.‏ قَالُوا وَاللَّهِ لَوْ كَانَ حَيًّا كَانَ عَيْبًا فِيهِ لأَنَّهُ أَسَكُّ فَكَيْفَ وَهُوَ مَيِّتٌ فَقَالَ ‏"‏ فَوَاللَّهِ لَلدُّنْيَا أَهْوَنُ عَلَى اللَّهِ مِنْ هَذَا عَلَيْكُمْ ‏"‏ ‏.‏

Jabir b. Abdullah reported that Allah's Apostle (ﷺ) happened to walk through the bazar coming from the side of 'Aliya and the people were on both his sides. There he found a dead lamb with very short ears. He took hold of his ear and said:Who amongst you would like to have this for a dirham? They said: We do not like to have it even for less than that as it is of no use to us. He said: Do you wish to have it (free of any cost)? They said: By Allah, even if it were alive (we would not have liked to possess that), for there is defect in it as its ear is very short; now it is dead also. Thereupon Allah's Messenger (ﷺ) said: By Allah, this world is more insignificant in the eye of Allah than it (this dead lamb) is in your eye

Sahih Muslim 2957Zuhd And Softening Of Heartsfiled here by the compiler

حَدَّثَنِي مُحَمَّدُ بْنُ الْمُثَنَّى الْعَنَزِيُّ، وَإِبْرَاهِيمُ بْنُ مُحَمَّدِ بْنِ عَرْعَرَةَ السَّامِيُّ، قَالاَ حَدَّثَنَا عَبْدُ الْوَهَّابِ، - يَعْنِيَانِ الثَّقَفِيَّ - عَنْ جَعْفَرٍ، عَنْ أَبِيهِ، عَنْ جَابِرٍ، عَنِ النَّبِيِّ صلى الله عليه وسلم ‏.‏ بِمِثْلِهِ غَيْرَ أَنَّ فِي حَدِيثِ الثَّقَفِيِّ فَلَوْ كَانَ حَيًّا كَانَ هَذَا السَّكَكُ بِهِ عَيْبًا ‏.‏

Jabir reported Allah's Apostle (ﷺ) narrating a hadith like this with a slight variation of wording

Classical works

كتب التراث6 shown

Arabic originals, reached through the subject’s Arabic senses. Interpretive sources, never proof of a ruling.

ihya §2715ihyaArabic sense: الغفلة, اللهو, غفله

ويقال إن من علامة قبول الحج أيضا ترك ما كان عليه من المعاصي وأن يتبدل بإخوانه البطالين إخوانا صالحين وبمجالس اللهو والغفلة مجالس الذكر واليقظة

madarij §4320madarijArabic sense: الغفلة, غفله, لهو

فبالنور : يكشف دلائل الإيمان وبالحياة : ينتبه من سنة الغفلة ويصير يقظانا وبالقوة : يقهر الهوى والنفس والشيطان كما قيل :

ighathat §1447ighathatArabic sense: اللهو, لهو

إذا نادى أخو اللذات فيه % أجاب اللهو : حى على السماح

ighathat §767ighathatArabic sense: اللهو, لهو

ومن ذلك : أن الذي دلت عليه سنة رسول اللهوآثار أصحابه : أن الماء لا ينجس إلا بالتغير وإن كان يسيرا

ighathat §784ighathatArabic sense: اللهو, لهو

وهذا الذي ذكرناه قليل من كثير من السنة ومن له اطلاع على ما كان عليه رسول اللهوأصحابه لا يخفى عليه حقيقة الحال

ighathat §812ighathatArabic sense: اللهو, لهو

قلنا : سموه ما شئتم فنحن نسألكم : هل هو موافق لفعل رسول اللهوأمره وما كان عليه أصحابه أو مخالف

Research library

المكتبة البحثية620 works held

Peer-reviewed work held with its DOI and abstract, labelled with the study design its publication types report. None of it has been read or assessed, so nothing here may be cited as showing anything. Retracted work is held for the record but never listed; a review that a later version replaced is listed under its replacement and marked.

10.1146/annurev-clinpsy-032816-045120Annual review of clinical psychology (2018)MEDLINE-indexed journal, not yet read by us; matched on Gambling, Video Games, Behavior, Addictive, Disruptive, Impulse Control, and Conduct Disorders, gaming disorder

Behavioral Addictions as Mental Disorders: To Be or Not To Be?: Should excessive and problematic engagement in nonsubstance use behaviors be mental disorders? The fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) repositioned gambling disorder in the substance use disorders section and introduced Internet gaming disorder in the research appendix; the International Classification of Diseases (ICD-11) is also considering it. This article outlines pros and cons of considering behavioral addictions as mental disorders and also re

10.1007/s10899-018-09815-yJournal of gambling studies (2019)MEDLINE-indexed journal, not yet read by us; matched on Gambling, Behavior, Addictive, Disruptive, Impulse Control, and Conduct Disorders

Pharmacological Treatments for Disordered Gambling: A Meta-analysis.: Disordered gambling is a public health concern associated with detrimental consequences for affected individuals and social costs. Currently, opioid antagonists are considered the first-line treatments to reduce symptoms of uncontrolled gambling. Only recently, glutamatergic agents and combined pharmacological and psychological treatments have been examined appearing promising options for the management of gambling disorder. A multilevel literature search yielded 34 studies including open-label

10.1111/j.1365-2125.2012.04457.xBritish journal of clinical pharmacology (2014)MEDLINE-indexed journal, not yet read by us; matched on Gambling, Behavior, Addictive, Disruptive, Impulse Control, and Conduct Disorders

Pharmacological treatments in pathological gambling.: Pathological gambling (PG) is a relatively common and often disabling psychiatric condition characterized by intrusive urges to engage in deleterious gambling behaviour. Although common and financially devastating to individuals and families, there currently exist no formally approved pharmacotherapeutic interventions for this disorder. This review seeks to examine the history of medication treatments for PG. A systematic review of the 18 double-blind, placebo-controlled pharmacotherapy studies

10.1556/2006.2020.00005Journal of behavioral addictions (2020)MEDLINE-indexed journal, not yet read by us; matched on Internet Addiction Disorder, Behavior, Addictive, Disruptive, Impulse Control, and Conduct Disorders

Treatments for internet addiction, sex addiction and compulsive buying: A meta-analysis.: Background and aims: Internet addiction, sex addiction and compulsive buying are common behavioral problems, which share similarities with gambling disorder and substance use disorders. However, little is known about the efficacy of their treatments. The objective of this meta-analysis was to examine the efficacy of the treatments of such problem behaviors, and to draw parallels to gambling disorder and substance use disorders in terms of treatment response. Methods: Literature search yielded 91

10.1002/cpp.2341Clinical psychology & psychotherapy (2019)MEDLINE-indexed journal, not yet read by us; matched on Video Games, Behavior, Addictive, gaming disorder

Cognitive-behavioral therapy for Internet gaming disorder: A systematic review and meta-analysis.: Objective: Although there is sufficient research and clinical evidence to support the inclusion of gaming disorder in the latest revision of the International Classification of Diseases, relatively little is known about the effectiveness of first-line psychological treatment for gaming disorder or internet gaming disorder (IGD) as it is listed in the Diagnostic and Statistical Manual. This systematic review employed meta-analytic techniques to determine the effectiveness of cognitive-behavioural

10.1111/adb.12154Addiction biology (2015)MEDLINE-indexed journal, not yet read by us; matched on Video Games, Behavior, Addictive, gaming disorder

The prefrontal dysfunction in individuals with Internet gaming disorder: a meta-analysis of functional magnetic resonance imaging studies.: With the advancement in high-resolution magnetic resonance imaging (MRI) technology and automated analysis, studies on functional MRI (fMRI) made it possible to identify the functional activity of brain in vivo in individuals with Internet gaming disorder (IGD), and to explore the underpinning neuroscience basis of IGD. Yet, no available literature has systemically reviewed the fMRI studies of IGD using meta-analyses. This study reviewed 61 candidate articles and finally selected 10 qualified vo

Research library, full list

501 to 525 of 620
Feng X, Ren S, Shi P (2025)MEDLINE-indexed journal, not yet read by usFrontiers in public health3 citations

The 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

matched on Video Games (mesh)

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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Werner M, Kapetanovic S, Claesdotter-Knutsson E (2024)MEDLINE-indexed journal, not yet read by usJMIR research protocols7 citations

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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Shoshani A, Kor A (2024)MEDLINE-indexed journal, not yet read by usEuropean child & adolescent psychiatry16 citations

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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E Y, Yang J, Shen Y, Quan X (2023)MEDLINE-indexed journal, not yet read by usInternational journal of environmental research and public health14 citations

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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Khan A, Reyad MAH, Edwards E, Horwood S (2023)MEDLINE-indexed journal, not yet read by usJournal of affective disorders13 citations

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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Li L, Abbey C, Wang H, Zhu A, Shao T, Dai D, Jin S, Rozelle S (2022)MEDLINE-indexed journal, not yet read by usInternational journal of environmental research and public health17 citations

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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Zsila Á, Shabahang R, Aruguete MS, Orosz G (2022)MEDLINE-indexed journal, not yet read by usAggressive behavior7 citations

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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de la Barrera U, Mónaco E, Postigo-Zegarra S, Gil-Gómez JA, Montoya-Castilla I (2021)MEDLINE-indexed journal, not yet read by usPloS one13 citations

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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Zheng X, Chen H, Wang Z, Xie F, Bao Z (2021)MEDLINE-indexed journal, not yet read by usAggressive behavior6 citations

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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Freed SA, Sprague BN, Stephan AT, Doyle CE, Tian J, Phillips CB, Ross LA (2021)MEDLINE-indexed journal, not yet read by usFrontiers in public health24 citations

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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Shao Y, Elsadek M, Liu B (2020)MEDLINE-indexed journal, not yet read by usInternational journal of environmental research and public health12 citations

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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Nordby K, Løkken RA, Pfuhl G (2019)MEDLINE-indexed journal, not yet read by usBMC psychology10 citations

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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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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Kühn S, Kugler DT, Schmalen K, Weichenberger M, Witt C, Gallinat J (2019)MEDLINE-indexed journal, not yet read by usMolecular psychiatry43 citations

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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Scherbaum S, Haber P, Morley K, Underhill D, Moustafa AA (2018)MEDLINE-indexed journal, not yet read by usJournal of clinical and experimental neuropsychology16 citations

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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Constantinescu G, Rieger J, Mummery K, Hodgetts W (2017)MEDLINE-indexed journal, not yet read by usAmerican journal of speech-language pathology12 citations

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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Neuenschwander R, Blair C (2017)MEDLINE-indexed journal, not yet read by usJournal of experimental child psychology9 citations

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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Pham Q, Khatib Y, Stansfeld S, Fox S, Green T (2016)MEDLINE-indexed journal, not yet read by usGames for health journal55 citations

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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Seuntjens TG, Zeelenberg M, van de Ven N, Breugelmans SM (2015)MEDLINE-indexed journal, not yet read by usJournal of personality and social psychology51 citations

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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Kühn S, Gleich T, Lorenz RC, Lindenberger U, Gallinat J (2014)MEDLINE-indexed journal, not yet read by usMolecular psychiatry193 citations

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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Sagi Y, Tavor I, Hofstetter S, Tzur-Moryosef S, Blumenfeld-Katzir T, Assaf Y (2012)MEDLINE-indexed journal, not yet read by usNeuron356 citations

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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Maras D, Flament MF, Murray M, Buchholz A, Henderson KA, Obeid N, Goldfield GS (2015)MEDLINE-indexed journal, not yet read by usPreventive medicine224 citations

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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Liu Y, Lin Y, Zhao S, Wang F, Yuan Q, Tong Y (2026)MEDLINE-indexed journal, not yet read by usBrain and behavior1 citations

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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