scholarly journals Self-Perceived Problematic Use of Online Pornography Is Linked to Clinically Relevant Levels of Psychological Distress and Psychopathological Symptoms

Author(s):  
Manuel Mennig ◽  
Sophia Tennie ◽  
Antonia Barke

AbstractOnline pornography is a widespread Internet application. As with other Internet applications, in some cases its use can become problematic. First indications point to a link between problematic use of online pornography and psychological distress and general functional impairment. However, to date, there are no standardized criteria for assessing problematic use of online pornography. In this study, we used the Online Pornography Disorder Questionnaire (OPDQ)—an instrument which adapted the official criteria for Internet Gaming Disorder to online pornography—to measure problematic use and investigated to what extent consumers with a self-perceived problematic use of online pornography differed from casual users with regard to their psychological distress. An online sample of German adult visitors to a popular casual dating site completed the OPDQ, the Brief Symptom Inventory (BSI), and provided information on their online pornography use (n = 1539; 72.6% male; 31.43 ± 11.96 years). T-scores for the BSI were calculated and independent t-tests were conducted to compare casual users with consumers with a self-perceived problematic use of online pornography. Of the users, 5.9% fulfilled the criteria for problematic use. This group consumed online pornography for longer amounts of time and showed higher levels of psychological distress (Hedges’ g from 0.75 to 1.21). The T-scores of users with self-perceived problematic online pornography use reached clinically relevant levels on all subscales. Overall, the results of the study indicate that self-perceived problematic use of online pornography seems to be linked to severe psychological distress that may warrant clinical attention.

2019 ◽  
Vol 8 (1) ◽  
pp. 91 ◽  
Author(s):  
Rubén de Alarcón ◽  
Javier de la Iglesia ◽  
Nerea Casado ◽  
Angel Montejo

In the last few years, there has been a wave of articles related to behavioral addictions; some of them have a focus on online pornography addiction. However, despite all efforts, we are still unable to profile when engaging in this behavior becomes pathological. Common problems include: sample bias, the search for diagnostic instrumentals, opposing approximations to the matter, and the fact that this entity may be encompassed inside a greater pathology (i.e., sex addiction) that may present itself with very diverse symptomatology. Behavioral addictions form a largely unexplored field of study, and usually exhibit a problematic consumption model: loss of control, impairment, and risky use. Hypersexual disorder fits this model and may be composed of several sexual behaviors, like problematic use of online pornography (POPU). Online pornography use is on the rise, with a potential for addiction considering the “triple A” influence (accessibility, affordability, anonymity). This problematic use might have adverse effects in sexual development and sexual functioning, especially among the young population. We aim to gather existing knowledge on problematic online pornography use as a pathological entity. Here we try to summarize what we know about this entity and outline some areas worthy of further research.


Author(s):  
Yun-Hsuan Chang ◽  
Kun-Chia Chang ◽  
Wen-Li Hou ◽  
Chung-Ying Lin ◽  
Mark D. Griffiths

AbstractBackground and aimsPatients with schizophrenia are known to use potentially addictive psychoactive substances as self-medication and to ease psychological distress. Other potentially addictive behaviors such as online gaming are also used to self-medicate and ease psychological distress. However, the role of online gaming and problematic gaming (in the form of internet gaming disorder [IGD]) has not previously been investigated for patients with schizophrenia facing distress.MethodsOne hundred and four participants diagnosed with schizophrenia were recruited and completed a number of psychometric scales including the Personal and Social Performance Scale (PSPS), Internet Gaming Disorder Scale-Short Form (IGDS-SF9), Self-Stigma Scale-Short (SSS-S), and Depression, Anxiety, Stress Scale (DASS-21).ResultsThe results showed significant negative associations between PSPS, IGDS-SF9, and DASS-21, and significant positive correlations between the IGDS-SF-9, SSS-S and DASS-21. Moreover, IGD did not mediate the association between self-stigma and depression. However, IGD significantly mediated the association between self-stigma and anxiety, and the association between self-stigma and stress. In addition, (i) age and self-stigma were significant predictors for IGD; (ii) social function and self-stigma were significant predictors for depression; (iii) social function, self-stigma, and IGD were significant predictors for anxiety; and (iv) self-stigma and IGD were significant predictors for stress.ConclusionThe findings suggest that online gaming may be a coping strategy for individuals with schizophrenia with psychological stress and self-stigma and that for some of these individuals, their gaming may be problematic.


2021 ◽  
pp. 026540752110310
Author(s):  
McCall A. Booth ◽  
Sarah M. Coyne ◽  
Jeremy B. Yorgason ◽  
Jeffrey P. Dew

The purpose of this study was to examine how problematic media use (technoference, internet gaming disorder symptoms, and pornography use) predicted later partner relationship outcomes, operating through the mediator of partner responsiveness. Participants ( N = 1039) were from Waves II–IV of a nationally representative quantitative study on marriage relationships across the United States. Both spouses completed surveys reporting problematic media use, partner responsiveness, and relationship outcomes at three separate time points each spaced a year apart. In order to test the hypotheses, three longitudinal actor-partner interdependence models with indirect paths were estimated, with each model corresponding to one type of problematic media use. Results indicated that at the cross-sectional level, all three types of problematic media use had significant indirect actor and partner effects, where problematic media use predicted lower relationship outcomes through the intervening variable of partner non-responsiveness. Longitudinally, wife technoference directly negatively predicted later partner responsiveness, but there were no full indirect paths of Wave II problematic media to Wave IV relationship outcomes through the intervening variable of Wave III partner responsiveness. Implications of these findings and future directions are discussed.


2017 ◽  
Vol 19 (3) ◽  
pp. 281-291 ◽  

Over the past several decades, non-substance-use behaviors like gambling, gaming, and sex have received greater consideration as possible foci of addictions. In this article, I will review the recent history and current status of non-substance or behavioral addictions. A main focus will involve gambling and gambling disorder, given that the latter is currently the sole non-substance addictive disorder described in the main text of the current (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Internet gaming disorder, currently in the DSM-5 section addressing conditions that may need additional research, will also be considered, as will the concept of Internet addiction. Compulsive sexual behaviors (including problematic pornography use) will be considered, particularly with respect to how behavioral addictions may be considered in the forthcoming 11th edition of the International Classification of Diseases (ICD-11).


Author(s):  
Hiu Yan Wong ◽  
Hoi Yi Mo ◽  
Marc N. Potenza ◽  
Mung Ni Monica Chan ◽  
Wai Man Lau ◽  
...  

Internet gaming and social media use are prevalent and integral to many people’s lives. However, excessive engagement in either could lead to negative health impacts. This study aimed to investigate relationships between severities of internet gaming disorder (IGD) and problematic social media use (operationalized as social media addiction; SMA) with sleep quality and psychological distress among young adults. A cross-sectional study with snowball sampling was conducted among Hong Kong university students in 2019. All participants (n = 300; mean (SD) age = 20.89 (1.48); 122 males (40.67%)) responded to an online survey that included Chinese versions of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF), Bergen Social Media Addiction Scale (BSMAS), Pittsburgh Sleep Quality Index (PSQI), and Depression Anxiety Stress Scales (DASS-21). Multiple linear regressions demonstrated that IGDS-SF9 scores demonstrated associations with psychological distress measures (standardized coefficient (β) = 0.295 for depression, 0.325 for anxiety, 0.339 for stress, all p < 0.001). BSMAS scores showed similar albeit numerically less robust associations (β = 0.235 for depression, p < 0.001; 0.219 for anxiety, p = 0.001; 0.262 for stress, p < 0.001). BSMAS scores demonstrated associations with poorer sleep quality (β = 0.292; p < 0.001) and IGDS9-SF scores (β = 0.157; p = 0.024) showed a significantly less robust association (p = 0.01 for comparing the two βs). These findings suggest that both severities of IGD and SMA associate with more psychological distress and poorer sleep quality, although the strengths of associations may differ.


2020 ◽  
Vol 35 (2) ◽  
pp. 253-270
Author(s):  
Sadaf Zahra ◽  
Sadaf Ahsan ◽  
Shoaib Kiani ◽  
Kanwal Shahbaz ◽  
Syeda Naila Andleeb

This research aimed at determining the relationship of internet gaming with emotional intelligence, psychological distress, and academic performance among university students; it also investigated whether playing timings could influence psychological distress and emotional intelligence. A sample comprising 315 university students (boys = 161, girls = 154) was collected. Internet Gaming Disorder Test (Pontes, Kiraly, Demetrovics, & Griffiths, 2014), Wong and Law Emotional Intelligence Scale (Wong & Law, 2002) and Depression Anxiety Stress Scale (Lovibond & Lovibond, 1995) were used. Academic performance was measured through grades obtained during last two semesters. Results revealed internet gaming had significant positive relationship with psychological distress, whereas it was linked to emotional intelligence and academic performance negatively. Students who played more after mid-night were psychologically more distressed than those who played during morning, evening, or early night time. Outcomes of this research will be beneficial in developing effective awareness programs for the individuals who are highly involved in internet gaming to understand its negative consequences.


2018 ◽  
Author(s):  
Bruno Schivinski ◽  
Magdalena Brzozowska-Woś ◽  
Erin M. Buchanan ◽  
Mark D. Griffiths ◽  
Halley M. Pontes

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