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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

101 to 125 of 620
Merry SN, Stasiak K, Shepherd M, Frampton C, Fleming T, Lucassen MF (2012)randomised controlled trialMEDLINE-indexed journal, not yet read by usBMJ (Clinical research ed.)316 citations

The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial.

Objective: To evaluate whether a new computerised cognitive behavioural therapy intervention (SPARX, Smart, Positive, Active, Realistic, X-factor thoughts) could reduce depressive symptoms in help seeking adolescents as much or more than treatment as usual. Design: Multicentre randomised controlled non-inferiority trial. Setting: 24 primary healthcare sites in New Zealand (youth clinics, general practices, and school based counselling services). Participants: 187 adolescents aged 12-19, seeking help for depressive symptoms, with no major risk of self harm and deemed in need of treatment by their primary healthcare clinicians: 94 were allocated to SPARX and 93 to treatment as usual. Interventions: Computerised cognitive behavioural therapy (SPARX) comprising seven modules delivered over a period of between four and seven weeks, versus treatment as usual comprising primarily face to face c

matched on Video Games (mesh)

dos Santos Mendes FA, Pompeu JE, Modenesi Lobo A, Guedes da Silva K, Oliveira Tde P, Peterson Zomignani A, Pimentel Piemonte ME (2012)randomised controlled trialMEDLINE-indexed journal, not yet read by usPhysiotherapy123 citations

Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease--effect of motor and cognitive demands of games: a longitudinal, controlled clinical study.

Objectives: To evaluate the learning, retention and transfer of performance improvements after Nintendo Wii Fit™ training in patients with Parkinson's disease and healthy elderly people. Design: Longitudinal, controlled clinical study. Participants: Sixteen patients with early-stage Parkinson's disease and 11 healthy elderly people. Interventions: Warm-up exercises and Wii Fit training that involved training motor (shifts centre of gravity and step alternation) and cognitive skills. A follow-up evaluative Wii Fit session was held 60 days after the end of training. Participants performed a functional reach test before and after training as a measure of learning transfer. Main outcome measures: Learning and retention were determined based on the scores of 10 Wii Fit games over eight sessions. Transfer of learning was assessed after training using the functional reach test. Results: Patient

matched on Video Games (mesh)

Kärnä A, Voeten M, Little TD, Poskiparta E, Kaljonen A, Salmivalli C (2011)randomised controlled trialMEDLINE-indexed journal, not yet read by usChild development196 citations

A large-scale evaluation of the KiVa antibullying program: grades 4-6.

This study demonstrates the effectiveness of the KiVa antibullying program using a large sample of 8,237 youth from Grades 4-6 (10-12 years). Altogether, 78 schools were randomly assigned to intervention (39 schools, 4,207 students) and control conditions (39 schools, 4,030 students). Multilevel regression analyses revealed that after 9 months of implementation, the intervention had consistent beneficial effects on 7 of the 11 dependent variables, including self- and peer-reported victimization and self-reported bullying. The results indicate that the KiVa program is effective in reducing school bullying and victimization in Grades 4-6. Despite some evidence against school-based interventions, the results suggest that well-conceived school-based programs can reduce victimization.

matched on Video Games (mesh)

Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.

Background and purpose: Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation. Methods: In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or "Jenga") among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention

matched on Video Games (mesh)

Tanaka JW, Wolf JM, Klaiman C, Koenig K, Cockburn J, Herlihy L, Brown C, Stahl S, Kaiser MD, Schultz RT (2010)randomised controlled trialMEDLINE-indexed journal, not yet read by usJournal of child psychology and psychiatry, and allied disciplines110 citations

Using computerized games to teach face recognition skills to children with autism spectrum disorder: the Let's Face It! program.

Background: An emerging body of evidence indicates that relative to typically developing children, children with autism are selectively impaired in their ability to recognize facial identity. A critical question is whether face recognition skills can be enhanced through a direct training intervention. Methods: In a randomized clinical trial, children diagnosed with autism spectrum disorder were pre-screened with a battery of subtests (the Let's Face It! Skills battery) examining face and object processing abilities. Participants who were significantly impaired in their face processing abilities were assigned to either a treatment or a waitlist group. Children in the treatment group (N = 42) received 20 hours of face training with the Let's Face It! (LFI!) computer-based intervention. The LFI! program is comprised of seven interactive computer games that target the specific face impairmen

matched on Video Games (mesh)

Schlickum MK, Hedman L, Enochsson L, Enochsson L, Kjellin A, Felländer-Tsai L (2009)randomised controlled trialMEDLINE-indexed journal, not yet read by usWorld journal of surgery108 citations

Systematic video game training in surgical novices improves performance in virtual reality endoscopic surgical simulators: a prospective randomized study.

Background: Previous studies have shown a correlation between previous video game experience and performance in minimally invasive surgical simulators. The hypothesis is that systematic video game training with high visual-spatial demands and visual similarity to endoscopy would show a transfer effect on performance in virtual reality endoscopic surgical simulation. Methods: A prospective randomized study was performed. Thirty surgical novices were matched and randomized to five weeks of systematic video game training in either a first-person shooter game (Half Life) with high visual-spatial demands and visual similarities to endoscopy or a video game with mainly cognitive demands (Chessmaster). A matched control group (n = 10) performed no video game training during five weeks. Performance in two virtual reality endoscopic surgical simulators (MIST-VR and GI Mentor II) was measured pre-

matched on Video Games (mesh)

Basak C, Boot WR, Voss MW, Kramer AF (2008)randomised controlled trialMEDLINE-indexed journal, not yet read by usPsychology and aging360 citations

Can training in a real-time strategy video game attenuate cognitive decline in older adults?

Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memor

matched on Video Games (mesh)

Selles RR, McGuire JF, Small BJ, Storch EA (2016)meta-analysisMEDLINE-indexed journal, not yet read by usGeneral hospital psychiatry45 citations

A systematic review and meta-analysis of psychiatric treatments for excoriation (skin-picking) disorder.

Objective: While individual trials suggest benefit of interventions for excoriation (skin-picking) disorder (ExD), limited systematic evaluation of treatments, or their collective benefit, exists. Methods: The present study examined the current state of treatments for ExD in a systematic review and meta-analysis and explored potential treatment moderators. Twelve trials were identified for review, including five with a control condition. Of these, nine were eligible to be included in the meta-analysis (three with a control). Results: A fixed-effects meta-analysis found a large overall treatment effect size (g=1.13), comprised of large effects for behavioral treatments (g=1.19), lamotrigine (g=0.98) and selective serotonin reuptake inhibitors (g=1.09). Clinician-rated measures did not significantly differ from self-rated measures; however, larger effects were observed on self-rated measur

matched on Disruptive, Impulse Control, and Conduct Disorders (mesh)

Antonini A, Chaudhuri KR, Boroojerdi B, Asgharnejad M, Bauer L, Grieger F, Weintraub D (2016)meta-analysisMEDLINE-indexed journal, not yet read by usEuropean journal of neurology52 citations

Impulse control disorder related behaviours during long-term rotigotine treatment: a post hoc analysis.

Background and purpose: Dopamine agonists in Parkinson's disease (PD) are associated with impulse control disorders (ICDs) and other compulsive behaviours (together called ICD behaviours). The frequency of ICD behaviours reported as adverse events (AEs) in long-term studies of rotigotine transdermal patch in PD was evaluated. Methods: This was a post hoc analysis of six open-label extension studies up to 6 years in duration. Analyses included patients treated with rotigotine for at least 6 months and administered the modified Minnesota Impulse Disorders Interview. ICD behaviours reported as AEs were identified and categorized. Results: For 786 patients, the mean (±SD) exposure to rotigotine was 49.4 ± 17.6 months. 71 (9.0%) patients reported 106 ICD AEs cumulatively. Occurrence was similar across categories: 2.5% patients reported 'compulsive sexual behaviour', 2.3% 'buying disorder', 2.

matched on Disruptive, Impulse Control, and Conduct Disorders (mesh)

Brazeau BW, Hodgins DC, Cunningham JA, Bennett K, Bennett A (2021)clinical trialMEDLINE-indexed journal, not yet read by usTrials4 citations

Augmenting an online self-directed intervention for gambling disorder with a single motivational interview: study protocol for a randomized controlled trial.

Background: Despite the success of gold standard cognitive-behavioral therapy for problem and disordered gambling, the majority of individuals with gambling problems do not seek or receive professional treatment. Thus, the development of less intrusive self-directed interventions has been encouraged. Bibliotherapy for problem gambling has shown promise, both alone and in combination with motivational interviews, but there is still a lack of online self-directed intervention research. The current randomized controlled trial proposes to assess the additive benefit of a single digital motivational interview delivered in conjunction with an online self-directed treatment program for problem gambling and gambling disorder. Methods: A two-arm randomized controlled trial will be conducted, wherein eligible participants (N=270) will be recruited across Canada via internet advertisements posted t

matched on Gambling (mesh)

Predictors of Outcome among Pathological Gamblers Receiving Cognitive Behavioral Group Therapy.

Aims: The aim of this study was to evaluate posttreatment changes of individuals with a diagnosis of gambling disorder (GD) treated with group cognitive behavioral therapy (CBT), to assess the potential moderator effect of sex on CBT outcome, and to explore the best predictors of posttreatment changes, relapse, and dropout rates. Methods: A cohort design was applied with a prospective follow-up. The sample comprised 440 patients and the CBT intervention consisted of 16 weekly outpatient group sessions and a 3-month follow-up period. Results: Patients showed significant improvements in both the level of psychopathology and the severity of the gambling behavior. High self-transcendence and the involvement of the spouse or partner in the therapy predicted a higher risk of relapse. Younger age and low education predicted a higher risk of dropout. Conclusion: Many patients with GD can be trea

matched on Gambling (mesh)

Grant JE, Odlaug BL, Chamberlain SR, Hampshire A, Schreiber LR, Kim SW (2013)clinical trialMEDLINE-indexed journal, not yet read by usEuropean neuropsychopharmacology : the journal of the European College of Neuropsychopharmacology45 citations

A proof of concept study of tolcapone for pathological gambling: relationships with COMT genotype and brain activation.

Pathological gambling (PG) is a disabling disorder experienced by 1-3% of adults, and empirically validated treatments are lacking. Perturbations of prefrontal-dependent cognitive functions are implicated in the pathophysiology of PG. The enzyme catechol-O-methyl-transferase (COMT) is responsible for degradation of dopamine in the cortices and thereby is known to regulate such cognitive functions and their neural substrates. The objective of this study was to determine whether tolcapone, a COMT inhibitor, improves symptoms of PG and to explore whether such effects are dependent on COMT val-158-met polymorphism status and relate to concomitant changes in fronto-parietal activation. Twenty-four individuals with PG were enrolled in an 8-week trial of oral tolcapone (100mg/day titrated to 100mg thrice/day) and 12 undertook pre- and post-treatment fMRI to examine brain activation during an ex

matched on Gambling (mesh)

Stinchfield R, Govoni R, Frisch GR (2005)clinical trialMEDLINE-indexed journal, not yet read by usThe American journal on addictions54 citations

DSM-IV diagnostic criteria for pathological gambling: reliability, validity, and classification accuracy.

The purpose of this study was to examine the reliability, validity, and classification accuracy of the DSM-IV diagnostic criteria for pathological gambling. Given the lack of a laboratory test to diagnose pathological gambling, two groups were recruited in order to test DSM-IV diagnostic classification accuracy, one which likely had the disorder and the other which likely did not have the disorder (121 men and women clients at a gambling treatment facility) (138 men and women selected at random from the Windsor, Ontario, community who had gambled in the past twelve months). The Gambling Behavior Interview was administered to both groups. The Gambling Behavior Interview was administered to both groups. The Gambling Behavior Interview includes items that measure the ten DSM-IV diagnostic criteria for pathological gambling as well as other gambling problem severity measures and scales that

matched on Gambling (mesh)

Qian F, Li R, Lyu Y, Gao T, Su Y (2026)MEDLINE-indexed journal, not yet read by usJournal of affective disorders

Transitions in comorbidity patterns of depression and internet gaming disorder among adolescents: A random intercept latent transition analysis.

Background: Extensive research has documented a high comorbidity prevalence between depression and Internet gaming disorder (IGD). However, the distinct comorbidity patterns in adolescents have not been thoroughly investigated. Additionally, the longitudinal dynamics of these comorbidity patterns over time and the specific factors that may drive these transitions remain poorly understood. Methods: A total of 3,296 adolescents (1,501 boys; age baseline: 15.17 [1.44] years) were included in the current study. Latent profile analysis (LPA) was used to identify optimal comorbidity patterns of depression and IGD, while random intercept latent transition analysis (RI-LTA) was conducted to assess transitions in the comorbidity patterns over one and a half years and to identify factors influencing these transitions. Results: Three patterns of comorbidity between depression and IGD symptoms were

matched on Internet Addiction Disorder (mesh), Video Games (mesh), Behavior, Addictive (mesh), gaming disorder (text)

Falcione K, Weber R (2025)MEDLINE-indexed journal, not yet read by usJAMA network open6 citations

Psychopathology and Gaming Disorder in Adolescents.

Importance: Although gaming disorder is recognized as a diagnosable behavioral addiction, uncertainty remains regarding its directional association with adolescent psychopathology. Clarifying this association is crucial for refining diagnostic frameworks and developing targeted interventions. Objective: To examine directional longitudinal associations between psychopathology and gaming disorder among adolescents using the Interaction of Person-Affect-Cognition-Execution model as a theoretical framework. Design, setting, and participants: This cohort study used data from the Adolescent Brain Cognitive Development Study (release 5.1), analyzing 4289 adolescents in the US who played video games and completed 3 waves of data collection (at ages 11-12, 12-13, and 13-14 years) between January 1, 2018, and December 31, 2022. Statistical analysis was performed from December 2024 to March 2025. M

matched on Internet Addiction Disorder (mesh), Video Games (mesh), Behavior, Addictive (mesh), gaming disorder (text)

Gan X, Xiang GX, Li H, Wang SH, Jin X, Zhu CS (2022)MEDLINE-indexed journal, not yet read by usFrontiers in public health12 citations

Cumulative Family Risk and Internet Gaming Disorder Among Adolescents: A Serial Mediating Model of Personal Growth Initiative and Gratitude.

In the digital era, playing internet games enriches the entertainment forms for young generations. At the same time, it also raises some social issues, and internet gaming disorder (IGD) is one of them. Abundant studies demonstrate that IGD is harmful to individual physiological and psychological health. Therefore, it is necessary to figure out the reasons and mechanisms behind this phenomenon. Based on the ecological systems theory, the present study investigated the cumulative effect of family risks on adolescent IGD and the serial mediating effects of personal growth initiative (PGI) and gratitude in a chain mediation model. Using random cluster sampling, a sample of 600 Chinese adolescents was recruited to complete the questionnaire. Results of regression analysis suggested that cumulative family risks could positively predict IGD among adolescents. Moreover, PGI and gratitude mediat

matched on Internet Addiction Disorder (mesh), Video Games (mesh), Behavior, Addictive (mesh), gaming disorder (text)

Byeon G, Jo SJ, Park JI, Jeong H, Lee HK, Yim HW (2022)MEDLINE-indexed journal, not yet read by usJournal of behavioral addictions15 citations

Risk factors and outcomes of internet gaming disorder identified in Korean prospective adolescent cohort study.

Background and aims: Internet gaming disorder (IGD) is known to cause various psychological and physical complications. Through data collected from an adolescent prospective longitudinal cohort, we examined how IGD is related to lifestyle and physical symptoms, as well as the temporal relationship between them. Methods: This study was conducted as part of iCURE (Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence) in Korea between 2015 and 2019. Sleep and physical activity time, dry eye symptoms, musculoskeletal pain, and near-miss accidents were measured at baseline and followed-up after one year. IGD risk was evaluated using the Internet Game Use - Elicited Symptom Screen (IGUESS). The association between IGD risk and measured variables was analyzed, both at baseline and at follow-up after one year. Results: At baseline, the IGD risk group had signific

matched on Internet Addiction Disorder (mesh), Video Games (mesh), Behavior, Addictive (mesh), gaming disorder (text)

Liu Y, Gong R, Yu Y, Xu C, Yu X, Chang R, Wang H, Wang S, Wang Q, Cai Y (2021)MEDLINE-indexed journal, not yet read by usJournal of adolescence29 citations

Longitudinal predictors for incidence of internet gaming disorder among adolescents: The roles of time spent on gaming and depressive symptoms.

Introduction: Internet gaming disorder (IGD) was popular among adolescents worldwide, but whether some associated factors could contribute to the development of IGD was unclear. This longitudinal study explored the temporal stability of IGD over one year and determined the predictors for IGD incidence. Methods: Participants were 1121 adolescents from six junior high schools in Shanghai, China (50.6% males; median age = 13.0 years). The baseline and follow-up questionnaire survey measured IGD, time spent on gaming, depressive symptoms, insomnia condition, substance use and background variables from 7th to 8th grade. Multivariate logistic regression analysis was conducted to test the associations between other factors and IGD incidence. Results: IGD incidence was 7.7% at one-year follow-up. Gender, family financial condition, parental educational level, time spent on gaming, insomnia condi

matched on Internet Addiction Disorder (mesh), Video Games (mesh), Behavior, Addictive (mesh), gaming disorder (text)

Stockdale L, Coyne SM (2018)MEDLINE-indexed journal, not yet read by usJournal of affective disorders64 citations

Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls.

Background: The Internet Gaming Disorder Scale (IGDS) is a widely used measure of video game addiction, a pathology affecting a small percentage of all people who play video games. Emerging adult males are significantly more likely to be video game addicts. Few researchers have examined how people who qualify as video game addicts based on the IGDS compared to matched controls based on age, gender, race, and marital status. Method: The current study compared IGDS video game addicts to matched non-addicts in terms of their mental, physical, social-emotional health using self-report, survey methods. Results: Addicts had poorer mental health and cognitive functioning including poorer impulse control and ADHD symptoms compared to controls. Additionally, addicts displayed increased emotional difficulties including increased depression and anxiety, felt more socially isolated, and were more li

matched on Gambling (mesh), Video Games (mesh), Behavior, Addictive (mesh), gaming disorder (text)

Estévez A, Jáuregui P, Sánchez-Marcos I, López-González H, Griffiths MD (2017)MEDLINE-indexed journal, not yet read by usJournal of behavioral addictions180 citations

Attachment and emotion regulation in substance addictions and behavioral addictions.

Background Risky behaviors have been related to emotional regulation and attachment, which may constitute risk factors for developing an addictive behavior. However, there may also be differences between substance and non-substance-related addictions. Aims This study aimed to examine the relationship of emotional regulation and attachment, with substance (alcohol and drug abuse), and non-substance-related addictions (gambling disorder, video game addiction, and problematic Internet use) in adolescents and emerging adults. The study also aimed to examine gender differences for such predictors. Methods The sample comprised 472 students aged 13-21 years recruited from high schools and vocational education centers. Results Findings demonstrated that emotion regulation was predictive of all addictive behaviors assessed in this study (alcohol and drug abuse, gambling disorder, video game addic

matched on Gambling (mesh), Video Games (mesh), Behavior, Addictive (mesh), problematic internet use (text)

Najavits LM, Enggasser J, Brief D, Federman E (2018)randomised controlled trialMEDLINE-indexed journal, not yet read by usThe American journal on addictions10 citations

A randomized controlled trial of a gender-focused addiction model versus 12-step facilitation for women veterans.

Background and objectives: Substance use disorder (SUD) has increased among women, including military veterans, yet SUD treatment was historically designed for males. This randomized controlled trial compared 12 individual sessions of a gender-focused SUD recovery model, A Woman's Path to Recovery (WPR) to an evidence-based, non-gender-focused SUD model, 12-Step Facilitation (TSF) for 66 women veterans with current severe SUD. Methods: The primary outcome was substance use; secondary outcomes were associated problems (e.g., psychological); coping skills, and 12-step attendance, with assessment at baseline, end-of-treatment, and 3-month followup. Results: Substance use decreased over time, with no difference between conditions. Decreases occurred from baseline to end-of-treatment and baseline to followup and, for drug severity, also from end-of-treatment to followup. Effect sizes were lar

matched on Behavior, Addictive (mesh)

Mitchell JM, Arcuni PA, Weinstein D, Woolley JD (2016)randomised controlled trialMEDLINE-indexed journal, not yet read by usJournal of addiction medicine71 citations

Intranasal Oxytocin Selectively Modulates Social Perception, Craving, and Approach Behavior in Subjects With Alcohol Use Disorder.

Objectives: A pharmacotherapy that both improves social abilities and promotes abstinence may be particularly helpful for the treatment of alcohol use disorder. Recent clinical and preclinical evidence suggests that oxytocin has prosocial and antiaddiction effects. We performed a pilot, laboratory-based, preclinical trial of oxytocin in subjects with alcohol abuse (as per Diagnostic and Statistical Manual of Mental Disorders, 4 Edition criteria) to evaluate therapeutic potential and assess tolerability. Methods: Social perceptual ability, cue-induced craving, and approach bias for alcohol and appetitive imagery were quantified after intranasal oxytocin and placebo administration to 32 nontreatment-seeking individuals with alcohol abuse in a double-blind, crossover study. Because attachment style can moderate the effects of oxytocin, we also explored whether attachment style moderated oxy

matched on Behavior, Addictive (mesh)

Bischof G, Iwen J, Freyer-Adam J, Rumpf HJ (2016)randomised controlled trialMEDLINE-indexed journal, not yet read by usDrug and alcohol dependence51 citations

Efficacy of the Community Reinforcement and Family Training for concerned significant others of treatment-refusing individuals with alcohol dependence: A randomized controlled trial.

Background: The Community Reinforcement and Family Training (CRAFT) is a promising approach for Concerned Significant Others (CSOs) of alcohol-dependent individuals (ADI) that aims to engage treatment-refusing patients in alcohol treatment and to improve CSO functioning. To date, only two randomized controlled trials (RCTs) of CRAFT-based treatment for CSOs of ADI are available, both conducted in the U.S. For the first time, this study analyses the efficacy of CRAFT in a sample of CSOs outside of the U.S. Methods: Participants were recruited through the treatment system (general practitioners, psychotherapists, addiction counselling services) and through media solicitation. After brief screening, 94CSOs were randomly allocated to an immediate intervention condition (II) or a wait list condition (WL) that received the CRAFT intervention after 3 months. Data for the follow-up assessments a

matched on Behavior, Addictive (mesh)

Schaub MP, Wenger A, Berg O, Beck T, Stark L, Buehler E, Haug S (2015)randomised controlled trialMEDLINE-indexed journal, not yet read by usJournal of medical Internet research52 citations

A Web-Based Self-Help Intervention With and Without Chat Counseling to Reduce Cannabis Use in Problematic Cannabis Users: Three-Arm Randomized Controlled Trial.

Background: After alcohol and tobacco, cannabis is the most widely used psychoactive substance in many countries worldwide. Although approximately one in ten users develops serious problems of dependency, only a minority attend outpatient addiction counseling centers. A Web-based intervention could potentially reach those users who hesitate to approach such treatment centers. Objective: To test the efficacy of a Web-based self-help intervention with and without chat counseling-Can Reduce-in reducing the cannabis use of problematic cannabis users as an alternative to outpatient treatment services. Methods: Altogether, 436 participants were recruited by various online and offline media for the Web-based trial. A total of 308 of these were eligible for study participation and were randomly allocated in an unblinded manner to either self-help with chat (n=114), self-help without chat (n=101)

matched on Behavior, Addictive (mesh)

Bricker JB, Mull KE, Kientz JA, Vilardaga R, Mercer LD, Akioka KJ, Heffner JL (2014)randomised controlled trialMEDLINE-indexed journal, not yet read by usDrug and alcohol dependence242 citations

Randomized, controlled pilot trial of a smartphone app for smoking cessation using acceptance and commitment therapy.

Background: There is a dual need for (1) innovative theory-based smartphone applications for smoking cessation and (2) controlled trials to evaluate their efficacy. Accordingly, this study tested the feasibility, acceptability, preliminary efficacy, and mechanism of behavioral change of an innovative smartphone-delivered acceptance and commitment therapy (ACT) application for smoking cessation vs. an application following US Clinical Practice Guidelines. Method: Adult participants were recruited nationally into the double-blind randomized controlled pilot trial (n=196) that compared smartphone-delivered ACT for smoking cessation application (SmartQuit) with the National Cancer Institute's application for smoking cessation (QuitGuide). Results: We recruited 196 participants in two months. SmartQuit participants opened their application an average of 37.2 times, as compared to 15.2 times f

matched on Behavior, Addictive (mesh)

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