scholarly journals Convergent cross-sectional and longitudinal evidence for gaming-cue specific posterior parietal dysregulations in early stages of Internet Gaming Disorder

Author(s):  
Fangwen Yu ◽  
Rayna Sariyska ◽  
Bernd Lachmann ◽  
Qianqian Wang ◽  
Martin Reuter ◽  
...  

AbstractExaggerated reactivity to drug-cues and emotional dysregulations represent key symptoms of early stages of substance use disorders. The diagnostic criteria for (Internet) Gaming Disorder strongly resemble symptoms for substance-related addictions. However, previous cross-sections studies revealed inconsistent results with respect to neural cue reactivity and emotional dysregulations in these populations. To this end the present fMRI study applied a combined cross-sectional and prospective longitudinal design in excessive online gamers (n=37) and gaming-naïve controls (n=67). To separate gaming-associated changes from predisposing factors, gaming-naive subjects were randomly assigned to 6 weeks of daily Internet gaming or a non-gaming condition. At baseline and after the training subjects underwent an fMRI paradigm presenting gaming-related cues and non-gaming related emotional stimuli. Cross-sectional comparisons revealed gaming-cue specific enhanced valence attribution and neural reactivity in a parietal network, including the posterior cingulate/precuneus in excessive gamers as compared to gaming naïve-controls. Prospective analysis revealed that six weeks of gaming elevated valence ratings as well as neural cue-reactivity in a similar parietal network, specifically the posterior cingulate/precuneus in previously gaming-naïve controls. Together, the prospective longitudinal design did not reveal supporting evidence for altered emotional processing of non-gaming associated stimuli in excessive gamers while convergent evidence for increased emotional and neural reactivity to gaming-associated stimuli was observed. Findings suggest that exaggerated neural reactivity in posterior parietal regions engaged in self-referential processing already occur during early stages of regular gaming probably promoting continued engagement in gaming behavior.

2017 ◽  
Vol 24 (1) ◽  
pp. 100-109 ◽  
Author(s):  
Feng Zhou ◽  
Christian Montag ◽  
Rayna Sariyska ◽  
Bernd Lachmann ◽  
Martin Reuter ◽  
...  

Author(s):  
Della L. Dang ◽  
Meng Xuan Zhang ◽  
Karlas Kin-hei Leong ◽  
Anise M. S. Wu

This one-year longitudinal study examined trait emotional intelligence as a predictor of Internet gaming disorder (IGD). To date, only cross-sectional research has been conducted to test the protective effects of emotional intelligence against IGD tendency. Based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, this study aimed to address the research gap by examining not only the direct effects of trait emotional intelligence, but also its indirect effects (via depressive symptoms and coping flexibility) on IGD, with both a cross-sectional and longitudinal design. The participants were 282 Chinese university students (mean age = 20.47; 39.4% males) who voluntarily completed an anonymous questionnaire at both baseline (W1) and one-year follow-up (W2). Path analysis results revealed that trait emotional intelligence had a protective but indirect effect on IGD tendency in both our cross-sectional and longitudinal data. Depression was found to have a significant, full mediating effect on the relationship between: (i) trait emotional intelligence and IGD tendency (W2) and (ii) coping flexibility and IGD tendency (W2), after adjusting for IGD tendency at the baseline (W1). Gender invariance of the path coefficient was also observed in the prospective model. This study provided longitudinal evidence to support the I-PACE model. Interventions should address both IGD and depressive symptoms, and school-based workshops to increase emotional intelligence and coping flexibility are also recommended.


2018 ◽  
Vol 9 ◽  
Author(s):  
Polyxeni Bouna-Pyrrou ◽  
Birte Aufleger ◽  
Simona Braun ◽  
Manja Gattnar ◽  
Sofia Kallmayer ◽  
...  

2021 ◽  
Author(s):  
Kristiana Siste ◽  
Enjeline Hanafi ◽  
Lee Thung Sen ◽  
Petra Octavian Perdana Wahjoepramono ◽  
Andree Kurniawan ◽  
...  

UNSTRUCTURED REMOVE


Author(s):  
Vamsi Krishna Undavalli ◽  
Gobburi Sudha Rani ◽  
Jonnalagadda Ravi Kumar

Background: Internet gaming disorder (IGD) refers to the problematic use of on-line or off-line video games.  Presently the prevalence of IGD among the adolescent group was between 1.3%  to 19.9% and males reported more prevalence than females. Aims of this study was to know the prevalence and the various factors associated with the development IGD among adolescents.Methods: Settings and Design was to a cross sectional study was conducted among students of High schools for a period of 3 months from July 2018 - September 2018. Four hundred adolescent students were included in the study. English version of the DSM–5 short (9-item) dichotomous scale with cut-off point of five or more criteria was used for diagnosing the IGD.Statistical analysis used descriptive statistics were represented with frequencies and percentages. Chi-square and Fisher Exact tests were applied to find significance difference. P<0.05 was considered as statistically significant.Results: An overall prevalence estimate of IGD was 3.50% among the school children and it is higher among male students (8.8%) than female students (0.8%) and it was found statistically significant with a p value of <0.001.Conclusions: The prevalence differences between Age groups, gender, class of the student and availability of smart phone with internet facility act as an important risk factors for the occurrence of IGD among adolescents.


2016 ◽  
Vol 22 (3) ◽  
pp. 791-801 ◽  
Author(s):  
Lu Liu ◽  
Sarah W. Yip ◽  
Jin-Tao Zhang ◽  
Ling-Jiao Wang ◽  
Zi-Jiao Shen ◽  
...  

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