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Are you on the internet or using screen-based devices? 你是上网还是使用基于屏幕的设备?
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-02-04 DOI: 10.1556/2006.2025.00105
Zsolt Demetrovics, Andrea Czakó, Marc N Potenza, Mark D Griffiths, Naomi A Fineberg, Dan J Stein, Hamed Ekhtiari, Matthias Brand, Christian Montag, Chung-Ying Lin, Li Li, Jon D Elhai, Orsolya Király

The concept of 'internet addiction' was introduced in the 1990s and has increasingly been recognized as a clinical and public health issue. Although umbrella terms can be useful for screening, theoretical considerations, and intervention planning, the term itself has received criticism because of its conceptual heterogeneity, implying an addiction to a medium and not including a wide range of problematic behavioral patterns that are below the diagnostic threshold of a clinical disorder. To address this criticism, we propose adopting the term 'problematic use' instead of 'addiction'. Furthermore, we argue that while 'problematic usage of the internet' is currently a useful umbrella term, recent technological advancements and increasing online presence may in the future require a conceptual and methodological shift in terminology from 'internet' to the more specific 'screen-based devices' or 'screens' that would enable more accurate assessment and intervention strategies. Terms focusing on specific devices, such as 'smartphone addiction,' should also be used with caution, as problematic use relates to applications rather than the hardware itself and may extend to various devices.

“网瘾”的概念是在20世纪90年代提出的,现在越来越被认为是一个临床和公共卫生问题。尽管总括性术语对筛查、理论考虑和干预计划有用,但该术语本身因其概念的异质性而受到批评,这意味着对媒介的成瘾,而不包括范围广泛的问题行为模式,这些行为模式低于临床障碍的诊断阈值。为了应对这种批评,我们建议采用“有问题的使用”来代替“成瘾”。此外,我们认为,虽然“互联网的问题使用”目前是一个有用的总称,但最近的技术进步和越来越多的在线存在可能在未来需要术语的概念和方法上的转变,从“互联网”到更具体的“基于屏幕的设备”或“屏幕”,这将使更准确的评估和干预策略。针对特定设备的术语,如“智能手机成瘾”,也应谨慎使用,因为有问题的使用与应用程序有关,而不是硬件本身,并且可能扩展到各种设备。
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引用次数: 0
Mindfulness-based interventions for gambling disorder: A systematic review. 正念干预赌博障碍:系统回顾。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-02-03 DOI: 10.1556/2006.2025.00100
Atanas Tannous, Zsolt Demetrovics, Bhavya Chhabra, Alexander Logemann, Andrea Czakó, Mark D Griffiths, Attila Szabo

Background and aims: Gambling disorder (GD) presents significant psychological, financial, and social consequences. Mindfulness-based interventions (MBIs) have emerged as promising adjunctive treatments. However, the evidence base remains heterogeneous. The present systematic review evaluated the current empirical literature on MBIs for GD, focusing on their efficacy, methodological quality, and limitations.

Methods: Scopus, PubMed, Web of Science, EBSCO, and PsycINFO were searched for English-language studies published between 2012 and April 2025. The final sample comprised 12 studies: five randomized controlled trials, one controlled pilot study, two repeated-measures studies, one mixed-methods study, and three single-group pretest-posttest studies. A narrative synthesis evaluated MBI impacts.

Results: MBIs consistently reduced gambling frequency and cravings while enhancing psychological outcomes. Studies combining mindfulness with cognitive behavioral therapy showed significant declines in problem gambling behavior. Psychological distress and cravings also decreased notably across interventions. The mindfulness components employed varied in focus and application, adding nuance to outcome interpretation. However, it remains unclear to what extent the observed effects can be attributed to mindfulness-specific mechanisms.

Discussion and conclusions: MBIs show promise as a complementary treatment for gambling disorders, although small sample sizes and methodological limitations suggest a need for more robust research.

背景和目的:赌博障碍(GD)表现出显著的心理、经济和社会后果。正念干预(MBIs)已成为有希望的辅助治疗方法。然而,证据基础仍然不同。本系统综述评估了目前关于mbi治疗GD的实证文献,重点关注其有效性、方法质量和局限性。方法:检索Scopus、PubMed、Web of Science、EBSCO和PsycINFO在2012年至2025年4月间发表的英语研究。最终样本包括12项研究:5项随机对照试验、1项对照先导研究、2项重复测量研究、1项混合方法研究和3项单组前测后测研究。一项叙事综合评估了MBI的影响。结果:mbi持续减少赌博频率和渴望,同时提高心理结果。将正念与认知行为疗法相结合的研究表明,问题赌博行为显著下降。心理困扰和渴望也在干预过程中显著减少。所采用的正念成分在焦点和应用上各不相同,为结果解释增加了细微差别。然而,目前尚不清楚观察到的影响在多大程度上可以归因于正念的特定机制。讨论和结论:mbi作为赌博障碍的补充治疗显示出希望,尽管小样本量和方法限制表明需要更有力的研究。
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引用次数: 0
Three key lessons learned from over a decade of gaming disorder assessment research. 从十多年来的游戏障碍评估研究中得出的三个关键教训。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-02-03 DOI: 10.1556/2006.2025.00334
Halley M Pontes, Mark D Griffiths

Since the recognition of internet gaming disorder (IGD) in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders and gaming disorder (GD) in the eleventh revision of the International Classification of Diseases, significant progress has been made toward standardizing assessment practices. However, the present paper argues that three key lessons can be derived when considering the advancements in the field over the past decade. Firstly, rather than developing additional instruments, the field would greatly benefit from unifying existing assessment frameworks and establishing a clinical 'gold standard' based on current diagnostic criteria. Secondly, continued development of psychometric assessment alone is insufficient because the field urgently needs a robust theoretical framework that is able to distinguish between excessive and disordered gaming effectively. Without sound a theory, assessment and treatment practices risk ongoing conceptual drift and fragmentation. Finally, despite recent criticisms regarding the use of psychometric instruments and self-report measures, these methodologies remain necessary. While more objective gaming data can be valuable, they also present with important limitations that need to be fully considered. A potential way forward for an effective assessment approach may involve combining both psychometrically robust self-report data with objective data. However, future research must still ensure that assessment instruments undergo rigorous psychometric validation beyond reliability and validity alone. The paper concludes that instead of prioritizing the development of new assessment tools, the field would benefit more from strengthening its theoretical foundation and rigorously evaluating existing diagnostic frameworks and psychometric instruments.

自从《国际疾病分类》第十一版《精神障碍和游戏障碍诊断与统计手册》第五版承认网络游戏障碍(IGD)以来,在标准化评估实践方面取得了重大进展。然而,本文认为,在考虑过去十年该领域的进展时,可以得出三个关键的教训。首先,该领域将从统一现有评估框架和建立基于当前诊断标准的临床“黄金标准”中获益,而不是开发额外的工具。其次,仅靠心理测量评估的持续发展是不够的,因为该领域迫切需要一个强大的理论框架,能够有效区分过度和无序的游戏。如果没有可靠的理论,评估和治疗实践将面临持续的概念漂移和分裂的风险。最后,尽管最近关于使用心理测量工具和自我报告测量的批评,这些方法仍然是必要的。虽然更客观的游戏数据可能很有价值,但它们也存在一些需要充分考虑的重要局限性。一种有效的评估方法可能涉及将心理测量学上可靠的自我报告数据与客观数据相结合。然而,未来的研究仍然必须确保评估工具经过严格的心理测量验证,而不仅仅是信度和效度。本文的结论是,与其优先开发新的评估工具,不如加强其理论基础,严格评估现有的诊断框架和心理测量工具,该领域将受益更多。
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引用次数: 0
Behavioral addictions in Africa: Emerging trends, challenges, and policy implications. 非洲的行为成瘾:新趋势、挑战和政策影响。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-29 DOI: 10.1556/2006.2025.00220
Chimezie Obinna Odionye, Oluwatomilayo Omoya, Paul Delfabbro, Daniel King

Behavioral addictions, including problematic internet use, gaming, and gambling, are emerging as significant public health concerns in Africa, driven by rapid digitalization and socioeconomic shifts. This commentary provides a critical overview of the current state of behavioral addictions in Africa, examining prevalence, cultural influences, and systemic barriers to research and intervention. Despite growing evidence of harm, particularly among youth, the continent faces significant challenges, including limited epidemiological data, cultural biases in assessment tools, and an underdeveloped mental health infrastructure. Drawing on regional studies and global frameworks, the need for culturally sensitive research, evidence-based interventions, and robust policy frameworks is highlighted. The paradoxical coexistence of rising addiction risks and minimal regulatory oversight underscores the urgency of addressing behavioral addictions in African contexts.

在快速数字化和社会经济转变的推动下,行为成瘾,包括有问题的互联网使用、游戏和赌博,正在成为非洲重大的公共卫生问题。这篇评论对非洲行为成瘾的现状进行了批判性的概述,考察了患病率、文化影响以及研究和干预的系统性障碍。尽管越来越多的证据表明存在危害,特别是在年轻人中,但非洲大陆面临着重大挑战,包括流行病学数据有限、评估工具存在文化偏见以及精神卫生基础设施不发达。根据区域研究和全球框架,强调了对文化敏感的研究、基于证据的干预措施和强有力的政策框架的必要性。不断上升的成瘾风险和最低限度的监管监督的矛盾共存,强调了在非洲情况下解决行为成瘾问题的紧迫性。
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引用次数: 0
Profiles of service use among patients with gambling disorders. 赌博障碍患者服务使用概况。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-27 DOI: 10.1556/2006.2025.00097
Marie-Josée Fleury, Zhirong Cao, Guy Grenier, Francine Ferland, Nadine Banchette-Martin

Background and aims: Service use data among patients with gambling disorder (GD) remains scarce. This exploratory study aimed to identify the service use profiles associated with social and health conditions, gambling games or chronicity (≥ 5 years), and subsequent adverse outcomes.

Methods: In 2012-2013, 2,311 patients (72% men, 45 years [SD: 13.60]) were recruited from addiction treatment centers in Quebec (Canada); their administrative data were merged with provincial health and education data (1979-2022). Latent class analysis identified profiles related to GD treatment received (2009-2021) and other service use in the 12 months before index date (last GD records). Multiple multinomial logistic and Cox regressions examined associations with patient conditions and subsequent outcomes over 12 months (acute care, suicidal behaviors, death).

Results: Profile 2 patients (35% of sample) exhibited the most chronic GD, and high use of GD and other services. Profile 4 (20%) reported the worst social and health conditions, received no GD treatment, and showed moderate use of other services. Profile 1 (15%) included patients with the best conditions, but moderate GD treatment and low use of other services. Mostly composed of patients aged 35+ years, Profile 3 (30%) received low GD treatment but high general practitioner care. Patients in Profiles 4 and 2 reported the worst conditions and highest rates of adverse outcomes - although Profile 2 received the best care overall.

Conclusion: GD treatment and other care may be strengthened and better coordinated. Screening, motivational interventions, and referrals to care could be consolidated. Profiles 4 and 2 may benefit from more long-term care.

背景和目的:赌博障碍(GD)患者的服务使用数据仍然很少。本探索性研究旨在确定与社会和健康状况、赌博或慢性(≥5年)以及随后的不良后果相关的服务使用概况。方法:2012-2013年,从加拿大魁北克省的成瘾治疗中心招募了2311例患者(72%为男性,45岁[SD: 13.60]);他们的行政数据与各省卫生和教育数据(1979-2022)合并。潜在分类分析确定了在索引日期前12个月内与接受的GD治疗(2009-2021)和其他服务使用相关的概况(最后的GD记录)。多项logistic回归和Cox回归分析了患者病情和12个月内后续结果(急性护理、自杀行为、死亡)的相关性。结果:资料2患者(占样本的35%)表现出最慢性的GD,并且高度使用GD和其他服务。概况4(20%)报告了最恶劣的社会和健康条件,没有接受GD治疗,并显示适度使用其他服务。资料1(15%)包括条件最好的患者,但GD治疗适度,其他服务使用较少。主要由35岁以上的患者组成,病例3(30%)接受低GD治疗但高全科医生护理。概况4和2的患者报告了最坏的情况和最高的不良结局率,尽管概况2总体上得到了最好的护理。结论:GD治疗与其他护理可加强协调。筛查、动机干预和转介治疗可以合并。情况4和2可能受益于更长期的护理。
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引用次数: 0
Situating problematic gaming and psychotic-like experiences in the adolescent landscape of affordances: A cohort study. 情境问题游戏和青少年精神错乱体验:一项队列研究
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-26 DOI: 10.1556/2006.2025.00094
Vincent Paquin, Zoey Lavallee, Maxime Huot-Lavoie, Benson S Ku, Covadonga M Díaz-Caneja, Sinan Gülöksüz

Background and aims: Problematic gaming has been linked to increased levels of psychotic-like experiences (PLEs) in youth, but the role of environmental factors remains unclear. We aimed to examine the association of problematic gaming with PLEs and, using affordance theory, to evaluate whether environmental factors could help enhance the identification of this risk.

Methods: Participants were 6,467 youth (39.2% female) who reported playing digital games, from the Adolescent Brain Cognitive Development Study in the U.S. Measures included problematic gaming, peer environment (number of close friends), school environment (teachers, activities, etc.), family environment (parental monitoring), and PLEs. We examined whether the peer, school, and family environments at age 12 were associated with problematic gaming and moderated its association with PLEs at age 13.

Results: Higher levels of problematic gaming at age 12 were associated with higher levels of PLEs at age 13, independently of sociodemographic variables and previous PLEs. The strength of the association between problematic gaming and PLEs did not significantly vary as a function of the peer, school, or family environment variables (i.e., there was no significant interaction effect). However, more protective school and family environments at age 12 were associated with lower levels of problematic gaming at age 13, independently of previous levels of problematic gaming.

Discussion and conclusions: Positive school and family environments may be protective against problematic gaming in adolescence but do not appear to attenuate the putative effect of problematic gaming on PLEs. The results provide partial support to an affordance-based conceptualization of problematic gaming.

背景和目的:问题游戏与青少年精神病样体验(ple)水平的增加有关,但环境因素的作用尚不清楚。我们的目的是研究问题游戏与ple之间的关系,并利用功能提供理论来评估环境因素是否有助于增强这种风险的识别。方法:参与者是来自美国青少年大脑认知发展研究的6,467名报告玩数字游戏的青少年(39.2%为女性)。测量包括问题游戏,同伴环境(亲密朋友的数量),学校环境(教师,活动等),家庭环境(父母监督)和PLEs。我们研究了12岁时的同伴、学校和家庭环境是否与问题游戏有关,并在13岁时缓和了其与问题游戏的关系。结果:12岁时较高水平的问题游戏与13岁时较高水平的ple相关,独立于社会人口变量和以前的ple。问题游戏与ple之间的关联强度并没有随着同伴、学校或家庭环境变量的变化而显著变化(也就是说,没有显著的交互作用)。然而,在12岁时,更多的保护性学校和家庭环境与13岁时较低的问题游戏水平相关,独立于之前的问题游戏水平。讨论和结论:积极的学校和家庭环境可能对青少年的问题游戏起到保护作用,但似乎并没有减弱问题游戏对青少年的假定影响。研究结果部分支持了基于能力的问题游戏概念化。
{"title":"Situating problematic gaming and psychotic-like experiences in the adolescent landscape of affordances: A cohort study.","authors":"Vincent Paquin, Zoey Lavallee, Maxime Huot-Lavoie, Benson S Ku, Covadonga M Díaz-Caneja, Sinan Gülöksüz","doi":"10.1556/2006.2025.00094","DOIUrl":"https://doi.org/10.1556/2006.2025.00094","url":null,"abstract":"<p><strong>Background and aims: </strong>Problematic gaming has been linked to increased levels of psychotic-like experiences (PLEs) in youth, but the role of environmental factors remains unclear. We aimed to examine the association of problematic gaming with PLEs and, using affordance theory, to evaluate whether environmental factors could help enhance the identification of this risk.</p><p><strong>Methods: </strong>Participants were 6,467 youth (39.2% female) who reported playing digital games, from the Adolescent Brain Cognitive Development Study in the U.S. Measures included problematic gaming, peer environment (number of close friends), school environment (teachers, activities, etc.), family environment (parental monitoring), and PLEs. We examined whether the peer, school, and family environments at age 12 were associated with problematic gaming and moderated its association with PLEs at age 13.</p><p><strong>Results: </strong>Higher levels of problematic gaming at age 12 were associated with higher levels of PLEs at age 13, independently of sociodemographic variables and previous PLEs. The strength of the association between problematic gaming and PLEs did not significantly vary as a function of the peer, school, or family environment variables (i.e., there was no significant interaction effect). However, more protective school and family environments at age 12 were associated with lower levels of problematic gaming at age 13, independently of previous levels of problematic gaming.</p><p><strong>Discussion and conclusions: </strong>Positive school and family environments may be protective against problematic gaming in adolescence but do not appear to attenuate the putative effect of problematic gaming on PLEs. The results provide partial support to an affordance-based conceptualization of problematic gaming.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":""},"PeriodicalIF":6.2,"publicationDate":"2026-01-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146052094","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Predicting moments of impaired control over addictive behaviors: Relevance of craving and inhibitory control measured in laboratory and ambulatory settings. 预测对成瘾行为的控制受损的时刻:在实验室和门诊环境中测量的渴望和抑制控制的相关性。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-20 DOI: 10.1556/2006.2025.00102
Anna Knorr, Elisa Wegmann, Dominik Vollbracht, Matthias Brand, Stephanie Antons

Background and aims: Moments of impaired control are common in problematic gaming and pornography use. Previous research has mostly focused on general self-control deficits in laboratory or cross-sectional settings. As a novel approach, we examined craving and inhibitory control in daily life as dual mechanisms of moments of impaired control in the natural environment by combining laboratory tasks with ecological momentary assessment (EMA).

Methods: In this pre-registered study, 118 participants (M = 26.16 years, SD = 7.72 years, 75 males, 42 females, 1 divers) with nonproblematic, risky or pathological pornography use or gaming (ngaming = 74, npornography = 44) based on a standardized diagnostic interview, completed a cue-reactivity paradigm, craving assessments, Stop-Signal Task, and seven days EMA of craving, behavior-specific inhibitory control, and moments of impaired control (July 2023-July 2025).

Results: Average frequency of moments of impaired control was predicted by average craving intensity in real life. Intraindividual likelihood of experiencing a moment of impaired control was predicted by reduced behavior-specific inhibitory control in real life. Laboratory craving predicted real-life craving intensity which was linked to real-life behavior specific inhibitory control ratings. Findings generalized across both behavior groups.

Discussion and conclusions: Craving emerged as an overall (between-person) risk factor, whereas behavior-specific inhibitory control as a situation-specific (within-person) mechanism in moments of impaired control in potentially addictive gaming or pornography use. Prevention, treatment, and future research should address within versus between-person processes and continue combining laboratory tasks with EMA to clarify how lab-indexed mechanisms translate into real-world impaired control.

背景和目的:在有问题的游戏和色情使用中,控制能力受损的时刻很常见。以前的研究主要集中在实验室或横断面设置的一般自我控制缺陷。作为一种新颖的方法,我们通过将实验室任务与生态瞬间评估(EMA)相结合,研究了日常生活中的渴望和抑制控制作为自然环境中控制受损时刻的双重机制。方法:在这项预先登记的研究中,118名参与者(M = 26.16岁,SD = 7.72岁,75名男性,42名女性,1名潜水者)无问题,风险或病理性色情使用或游戏(ngaming = 74, npornography = 44),基于标准化诊断访谈,完成了线索反应性范式,渴望评估,停止信号任务,渴望的7天EMA,行为特异性抑制控制和控制受损时刻(2023年7月至2025年7月)。结果:控制障碍时刻的平均频率可以用现实生活中的平均渴望强度来预测。在现实生活中,通过减少行为特异性抑制控制来预测个体经历控制受损时刻的可能性。实验室的渴望预测了现实生活中的渴望强度,这与现实生活中特定行为的抑制控制等级有关。研究结果在这两个行为组中都得到了推广。讨论和结论:渴望是一个整体的(人与人之间的)风险因素,而行为特异性抑制控制是一种特定情境的(个人内部的)机制,在潜在上瘾的游戏或色情使用中,控制受损。预防、治疗和未来的研究应该解决人与人之间的过程,并继续将实验室任务与EMA结合起来,以阐明实验室索引机制如何转化为现实世界的受损控制。
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引用次数: 0
Should gaming disorder include non-digital gaming activities, e.g., collectible card games, tabletop games? 游戏障碍是否包括非数字游戏活动,如收集卡牌游戏、桌面游戏?
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-20 DOI: 10.1556/2006.2025.00101
James L Sanders, Matthew W R Stevens, Marcela Radünz, Paul H Delfabbro, Daniel L King

This commentary critically considers the case for including non-digital gaming within the scope of gaming disorder. The ICD-11 category for gaming disorder refers to gaming (i.e., 'digital gaming' or 'video-gaming') which may be predominantly 'online' (i.e., over the internet) versus 'offline'. Non-digital forms of gaming (i.e., gaming that does not involve any electronic devices and is not conducted over the internet) are not explicitly recognized. We suggest that gaming in both digital and non-digital formats is an activity of relevance to addiction studies and public health, and that an exclusive focus on digital gaming may overlook potential non-digital game-related risks and harms. We refer to popular collectible card games (e.g., Pokémon, Magic: The Gathering [MtG]) and tabletop games (e.g., Warhammer 40K), as these activities seem to have the most in common with online games, particularly in relation to similarities to digital monetization schemes (e.g., loot boxes). We call for research to investigate the relative costs and benefits of engagement in non-digital gaming activities. If highly involved players of non-digital games tend to not report gaming disorder symptoms or harm, then it may be worthwhile examining how these players differ from digital game players. Finally, investigating non-digital gaming may produce new insights into developing effective interventions and preventive measures for problematic digital gaming.

这篇评论批判性地考虑了将非数字游戏纳入游戏障碍范围的情况。ICD-11的游戏障碍类别是指游戏(即“数字游戏”或“视频游戏”),可能主要是“在线”(即通过互联网)而不是“离线”。非数字形式的游戏(即不涉及任何电子设备且不通过互联网进行的游戏)并未得到明确认可。我们认为,数字和非数字形式的游戏都是一种与成瘾研究和公共健康相关的活动,只关注数字游戏可能会忽视潜在的非数字游戏相关风险和危害。我们指的是流行的卡牌收集游戏(如pokemon, Magic: The Gathering [MtG])和桌面游戏(如《战锤40K》),因为这些活动似乎与在线游戏最相似,特别是与数字盈利机制(如战利品箱)的相似性。我们呼吁研究非数字游戏活动的相对成本和收益。如果高度参与非数字游戏的玩家倾向于不报告游戏障碍症状或伤害,那么可能值得研究这些玩家与数字游戏玩家的区别。最后,调查非数字游戏可能会产生新的见解,为问题数字游戏开发有效的干预和预防措施。
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引用次数: 0
Connectome-based predictive modelling of problematic gaming in youth from the ABCD study. ABCD研究中基于连接体的青少年问题游戏预测模型。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-19 DOI: 10.1556/2006.2025.00103
Jennifer J Park, Cheryl M Lacadie, Dustin Scheinost, Li Yan McCurdy, Marc N Potenza, Yihong Zhao

Background: Despite the rapid growth in gaming consumption and associated harms in adolescents, data-driven research to identify brain networks underlying problematic gaming remains limited. This study aimed to identify neural networks predictive of problematic-gaming severity in youth using connectome-based predictive modelling (CPM), a machine-learning approach that employs whole-brain functional connectivity data.

Methods: From the Adolescent Brain Cognitive Development study at the two-year follow-up, 1,036 participants (Mage = 12.0, 60.7% male) were studied. CPM with 10-fold cross-validation was applied to problematic-gaming scores and functional magnetic resonance imaging (fMRI) data collected during the performance of a reward-processing task. To determine generalizability, additional CPM analyses were performed using other task-based (e.g., those relevant to response inhibition, emotion regulation, and working memory) and resting-state fMRI data.

Results: CPM successfully predicted problematic-gaming scores (r = 0.12, p = 0.002). Predictive networks involved several connections within and between canonical networks implicated in visual processing (visual area 2 and visual association networks), cognitive control and executive functioning (frontoparietal and medial frontal networks), and relevance and motor response (salience and sensorimotor networks). CPM predicted problematic-gaming scores across all analyzed brain states and found shared predictive canonical networks, indicating generalizability. Applying the final reward-processing model to other task-based and resting-state fMRI data also successfully predicted problematic-gaming severity.

Conclusions: The identified large-scale networks predictive of problematic-gaming severity in adolescents may serve as promising targets for personalized and novel interventions. Before using these results to guide clinical advances, future research should use external samples to evaluate replicability of the identified network.

背景:尽管青少年的游戏消费和相关危害迅速增长,但识别问题游戏背后的大脑网络的数据驱动研究仍然有限。本研究旨在使用基于连接体的预测建模(CPM)来识别预测青少年问题游戏严重程度的神经网络,这是一种采用全脑功能连接数据的机器学习方法。方法:从两年随访的青少年大脑认知发展研究中,对1036名参与者(年龄12.0,男性60.7%)进行了研究。CPM与10倍交叉验证应用于问题游戏得分和功能性磁共振成像(fMRI)数据收集期间的奖励处理任务的表现。为了确定普遍性,使用其他基于任务(例如,与反应抑制、情绪调节和工作记忆相关的任务)和静息状态fMRI数据进行额外的CPM分析。结果:CPM成功预测了问题游戏得分(r = 0.12, p = 0.002)。预测网络涉及与视觉处理(视觉区2和视觉关联网络)、认知控制和执行功能(额顶叶和内侧额叶网络)以及相关性和运动反应(突出性和感觉运动网络)相关的典型网络内部和之间的几个连接。CPM预测了所有分析的大脑状态下的问题游戏得分,并发现了共享的预测规范网络,表明了普遍性。将最终的奖励处理模型应用于其他基于任务和静息状态的fMRI数据也成功地预测了问题游戏的严重程度。结论:已确定的预测青少年问题游戏严重程度的大规模网络可能成为个性化和新型干预措施的有希望的目标。在使用这些结果指导临床进展之前,未来的研究应该使用外部样本来评估所识别网络的可复制性。
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引用次数: 0
Deficits in loss-related feedback processing and risky decision-making among heterosexual males at risk for problematic pornography use. 异性恋男性在不良色情使用风险中的损失相关反馈处理和风险决策缺陷。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-12 DOI: 10.1556/2006.2025.00098
Xinran Jiang, Xi Yang, Yushan Wang, Jianfeng Wang

Background and aims: Problematic pornography use (PPU) has been associated with impaired risk-based decision-making, possibly stemming from disrupted feedback processing. However, the underlying cognitive and neural mechanisms remain unclear. This study examined behavioral risk-taking and feedback-related electrophysiological responses in individuals at risk for PPU.

Methods: Thirty-five male university students at risk for PPU (M = 20.51, SD = 0.89) and thirty-four matched controls (M = 20.79, SD = 1.70) completed the Balloon Analogue Risk Task (BART) while EEG data were recorded. Self-report questionnaires assessing impulsivity traits were also administered.

Results: At the behavioral level, individuals in the PPU risk group exhibited significantly more balloon explosions and lower total earnings than controls, while no group difference was found in the adjusted number of pumps. At the neural level, there were no group differences in the feedback-related negativity (FRN), suggesting intact early evaluation of feedback valence. However, the PPU risk group exhibited significantly reduced P300 amplitudes in response to negative (loss) feedback, suggesting impaired attentional allocation and feedback integration, which may reflect a diminished capacity to adapt behavior based on aversive outcomes. Furthermore, individuals at risk for PPU reported elevated levels of impulsivity, particularly in emotion-driven components such as positive and negative urgency.

Conclusion: This neurocognitive profile may contribute to the persistence of maladaptive behaviors despite adverse consequences and highlights potential intervention targets to improve feedback sensitivity and self-regulation in individuals with PPU.

背景和目的:有问题的色情使用(PPU)与基于风险的决策受损有关,可能源于中断的反馈处理。然而,潜在的认知和神经机制仍不清楚。本研究考察了PPU风险个体的冒险行为和反馈相关的电生理反应。方法:35名有PPU危险的男大学生(M = 20.51, SD = 0.89)和34名匹配的对照组(M = 20.79, SD = 1.70)完成气球模拟风险任务(BART),同时记录脑电图数据。评估冲动特征的自我报告问卷也被执行。结果:在行为水平上,PPU风险组个体的气球爆炸和总收入明显低于对照组,而在泵的调整次数上没有发现组间差异。在神经水平上,反馈相关负性(FRN)无组间差异,提示反馈效价的早期评价完整。然而,PPU风险组在负面(损失)反馈的反应中表现出显著降低的P300振幅,表明注意力分配和反馈整合受损,这可能反映了基于厌恶结果适应行为的能力下降。此外,有PPU风险的个体报告冲动水平升高,特别是在情绪驱动的成分,如积极和消极的紧迫性。结论:这种神经认知特征可能有助于不顾不良后果的适应不良行为的持续存在,并强调了改善PPU个体反馈敏感性和自我调节的潜在干预目标。
{"title":"Deficits in loss-related feedback processing and risky decision-making among heterosexual males at risk for problematic pornography use.","authors":"Xinran Jiang, Xi Yang, Yushan Wang, Jianfeng Wang","doi":"10.1556/2006.2025.00098","DOIUrl":"https://doi.org/10.1556/2006.2025.00098","url":null,"abstract":"<p><strong>Background and aims: </strong>Problematic pornography use (PPU) has been associated with impaired risk-based decision-making, possibly stemming from disrupted feedback processing. However, the underlying cognitive and neural mechanisms remain unclear. This study examined behavioral risk-taking and feedback-related electrophysiological responses in individuals at risk for PPU.</p><p><strong>Methods: </strong>Thirty-five male university students at risk for PPU (M = 20.51, SD = 0.89) and thirty-four matched controls (M = 20.79, SD = 1.70) completed the Balloon Analogue Risk Task (BART) while EEG data were recorded. Self-report questionnaires assessing impulsivity traits were also administered.</p><p><strong>Results: </strong>At the behavioral level, individuals in the PPU risk group exhibited significantly more balloon explosions and lower total earnings than controls, while no group difference was found in the adjusted number of pumps. At the neural level, there were no group differences in the feedback-related negativity (FRN), suggesting intact early evaluation of feedback valence. However, the PPU risk group exhibited significantly reduced P300 amplitudes in response to negative (loss) feedback, suggesting impaired attentional allocation and feedback integration, which may reflect a diminished capacity to adapt behavior based on aversive outcomes. Furthermore, individuals at risk for PPU reported elevated levels of impulsivity, particularly in emotion-driven components such as positive and negative urgency.</p><p><strong>Conclusion: </strong>This neurocognitive profile may contribute to the persistence of maladaptive behaviors despite adverse consequences and highlights potential intervention targets to improve feedback sensitivity and self-regulation in individuals with PPU.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":""},"PeriodicalIF":6.2,"publicationDate":"2026-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145959429","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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Journal of Behavioral Addictions
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