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Long-term changes on behavioral addictions symptoms among adults with attention deficit hyperactivity disorder treated with methylphenidate. 使用哌醋甲酯治疗注意力缺陷多动障碍成人行为成瘾症状的长期变化。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-11-14 DOI: 10.1556/2006.2024.00060
Giacomo Grassi, Corinna Moradei, Chiara Cecchelli

Background: Attention deficit hyperactivity disorder (ADHD) and behavioral addictions (BAs) are highly comorbid but little is known about the effect of anti-ADHD medications on behavioral addiction symptoms. Thus, the aim of this naturalistic prospective study was to investigate the long-term changes on BAs symptoms among methylphenidate-treated adults with a primary diagnosis of ADHD.

Methods: 37 consecutive adult ADHD outpatients completed a baseline and follow-up assessment of ADHD, mood and BAs symptoms (internet, shopping, food, sex addictions and gambling disorder) after one year of methylphenidate (flexible dose) treatment.

Results: Internet addiction test scores pre-treatment were significantly higher than post-treatment scores (p < 0.001). The same trend was seen for the shopping addiction (p = 0.022), food addiction scores (p = 0.039) and sex addiction scores (p = 0.047). Gambling disorder scores did not differ pre and post treatment since none of the included patients reported significant gambling symptoms at baseline. The rate of ADHD patients with at least one comorbid BA was reduced after methylphenidate treatment (51.4% vs 35.1%). The correlation analyses showed a moderate positive correlation between the changes in sluggish cognitive tempo symptoms, cognitive impulsivity, mood and anxiety symptoms and changes in internet addiction symptoms.

Conclusions: This is the first study showing that after one-year of treatment with methylphenidate, adult ADHD patients show a significant reduction on internet, food, shopping and sex addiction symptoms. Further controlled studies with larger samples should replicate these preliminary results and elucidate the role of methylphenidate and other moderator factors (such as concomitant psychological treatments or lifestyle habits changes) on BAs improvements.

背景:注意缺陷多动障碍(ADHD)和行为成瘾(BAs)是高度并发症,但抗 ADHD 药物对行为成瘾症状的影响却鲜为人知。因此,这项自然前瞻性研究的目的是调查接受过哌醋甲酯治疗并被初诊为多动症的成人中行为成瘾症状的长期变化。方法:37 名连续的成人多动症门诊患者在接受哌醋甲酯(灵活剂量)治疗一年后,完成了多动症、情绪和行为成瘾症状(网络成瘾、购物成瘾、食物成瘾、性成瘾和赌博障碍)的基线和随访评估:结果:治疗前的网络成瘾测试得分明显高于治疗后的得分(P < 0.001)。购物成瘾(p = 0.022)、食物成瘾评分(p = 0.039)和性成瘾评分(p = 0.047)也呈现出同样的趋势。赌博障碍得分在治疗前和治疗后没有差异,因为所纳入的患者在基线时都没有报告有明显的赌博症状。哌醋甲酯治疗后,ADHD 患者至少合并一种 BA 的比例有所下降(51.4% 对 35.1%)。相关性分析表明,认知节奏迟缓症状、认知冲动、情绪和焦虑症状的变化与网络成瘾症状的变化呈中度正相关:这是首次有研究表明,成年多动症患者在接受一年的哌醋甲酯治疗后,网络成瘾、食物成瘾、购物成瘾和性成瘾症状明显减少。更多样本的对照研究应复制这些初步结果,并阐明哌醋甲酯和其他调节因素(如同时进行的心理治疗或生活习惯改变)对BAs改善的作用。
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引用次数: 0
Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied: Omitting the historical regulatory context is misleading. 中国大陆 2021 年对 18 岁以下青少年电子游戏时间的限制是在 2019 年旧的限制措施已经适用的情况下实施的:忽略历史监管背景是一种误导。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-11-04 DOI: 10.1556/2006.2024.00061
Leon Y Xiao

Investigating the impacts of addiction policymaking following implementation is important. Effective policies should be considered for emulation elsewhere, whilst ineffective policies should be repealed. Zhou et al. (2024) reported how Mainland Chinese under-18s responded to the 2021 restrictions on their online videogame playtime, which were intended to curb online gaming addiction. However, Zhou et al. failed to mention that Mainland China had previously tried to achieve the same regulatory aim by imposing rules in 2019 that were more lenient than the 2021 rules but nonetheless restricted under-18s' gameplay time. These 2019 restrictions were neither acknowledged as crucial background in the introduction section nor accounted for by Zhou et al. when interpreting their results, thus giving readers the incorrect impression that the 2021 rules were the first ones introduced and that under-18s' gameplay time was not restricted at all prior to 2021. Importantly, Zhou et al.'s entire sample of young people therefore consisted not merely of 'heavy gamers' as they euphemistically described them as, but 'counterplayers' who actively contravened the 2019 rules. The misleading omission of this context is a major limitation and misrepresentation. The results should be interpreted accordingly and not overgeneralised.

调查上瘾政策实施后的影响非常重要。有效的政策应考虑在其他地方效仿,而无效的政策则应予以废除。Zhou 等人(2024 年)报道了中国大陆 18 岁以下青少年对 2021 年网络游戏时间限制政策的反应,该政策旨在遏制网络游戏成瘾。然而,Zhou 等人没有提到,中国大陆此前曾试图通过在 2019 年实施比 2021 年更为宽松的规定来达到同样的监管目的,但这些规定仍然限制了 18 岁以下青少年的游戏时间。周等人在解释他们的研究结果时,既没有在引言部分承认 2019 年的这些限制是重要的背景,也没有解释这些限制的原因,因此给读者造成了错误的印象,认为 2021 年的规则是最先出台的,2021 年之前 18 岁以下青少年的游戏时间根本没有受到限制。重要的是,Zhou 等人的整个青少年样本不仅包括他们委婉描述的 "重度游戏玩家",还包括主动违反 2019 年规则的 "反玩家"。对这一背景的误导性遗漏是一个重大的局限和错误表述。应据此解释研究结果,而不应以偏概全。
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引用次数: 0
Longitudinal trait and state-like differences in the components model of addiction: An illustration through social media addiction and work addiction. 成瘾成分模型中的纵向特质和状态样态差异:通过社交媒体成瘾和工作成瘾进行说明。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-30 DOI: 10.1556/2006.2024.00055
Zsolt Horváth, Bernadette Kun, Orsolya Király, Borbála Paksi, Mark D Griffiths, Zsolt Demetrovics

Background and aims: Conflicting findings have been reported for the longitudinal course of behavioral addictions, especially for social media addiction (SMA) and work addiction (WA). Therefore, evaluating whether these constructs are more trait-like or state-like might be informative. The aim of the present study was to examine the proportion of variance of SMA and WA symptoms (as defined by the components model of addiction) explained by trait and occasion-specific factors in addition to exploring cross-lagged relationships between SMA and WA.

Methods: Young adults from a representative sample who continuously used social media and worked at least 40 hours a week during the first three waves of the Budapest Longitudinal Study were included (N = 1,551; Females: 50.6%; Age: M = 27.7 years [SD = 4.40]). The Bergen Social Media Addiction Scale and the Bergen Work Addiction Scale were administered in all three waves.

Results: A latent state-trait model with a general trait factor was considered for both SMA and WA. Symptomatic variability in SMA was explained approximately equally by trait and state-like factors, while WA-related symptom variability was mostly attributed to state-like factors. SMA negatively predicted WA over time, while WA showed a positive cross-lagged effect on SMA.

Discussion and conclusions: While the symptoms of WA were more state-like, the trait-like effects were stronger in SMA. Situational influences and previous symptom severities might have to be considered in the screening process.

背景和目的:关于行为成瘾的纵向发展过程,尤其是社交媒体成瘾(SMA)和工作成瘾(WA),已有相互矛盾的研究结果。因此,评估这些构念是更像特质还是更像状态可能具有参考价值。本研究旨在探讨 SMA 和 WA 的交叉滞后关系,并研究由特质和场合特定因素解释的 SMA 和 WA 症状(由成瘾的成分模型定义)的变异比例:研究对象包括在布达佩斯纵向研究前三波中连续使用社交媒体且每周工作至少 40 小时的年轻成年人(人数 = 1,551;女性:50.6%;年龄:M = 27.7 岁 [SD = 4.40])。在所有三个波次中都使用了卑尔根社交媒体成瘾量表和卑尔根工作成瘾量表:对 SMA 和 WA 采用了带有一般特质因子的潜在状态-特质模型。特质和状态类因素对 SMA 症状变异的解释大致相同,而与 WA 相关的症状变异则主要归因于状态类因素。随着时间的推移,SMA 对 WA 的预测呈负向,而 WA 对 SMA 则呈正向交叉滞后效应:虽然 WA 的症状更像状态,但其特质效应在 SMA 中更强。在筛查过程中可能需要考虑情境影响和以往症状的严重程度。
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引用次数: 0
"Phones off while school's on": Evaluating problematic phone use and the social, wellbeing, and academic effects of banning phones in schools. "开学关机":评估问题手机的使用情况,以及在学校禁止使用手机对社会、健康和学业的影响。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-21 DOI: 10.1556/2006.2024.00058
Daniel L King, Marcela Radunz, Christina R Galanis, Blake Quinney, Tracey Wade

Background and aims: Mobile phone bans in secondary schools are claimed to reduce student distraction and promote learning and face-to-face socializing. Currently, the evidence on phone bans is limited. The aim of this preregistered study was to evaluate the South Australian mobile phone ban's effects on students' problematic phone use, academic engagement, school belonging, and bullying. The study also sought to identify student variables that predict phone ban compliance.

Methods: As the ban was phased in over 2023, a 2 (phone ban: yes/no) × 2 (time: baseline, 1-month follow-up) repeated-measures design was employed. Students (n = 1,282 at baseline; n = 1,256 at follow-up) in Grades 7 to 12 were recruited from five public secondary schools. Surveys included measures drawn from the Longitudinal Study of Australian Children (LSAC) and the Programme for International Student Assessment (PISA).

Results: Problematic phone use was reported by 2.6% of the sample. Being older and a more frequent user of social media predicted lower phone ban compliance. Linear mixed models indicated that ban and no ban school groups did not differ significantly in terms of problematic phone use, academic engagement, and school belonging. There was slightly higher bullying in the ban group but bullying decreased significantly in both groups.

Discussion: Imposing access restrictions may not affect the underlying psychological mechanisms that drive problematic phone use. Although these results indicate limited to no short-term benefits of the ban, further evaluation with more sensitive methodologies is recommended.

Conclusions: Student-technology interactions in learning institutions should be continually monitored to determine the optimal balance to support student etiquette, learning, and wellbeing.

背景和目的:据称,在中学禁止使用手机可减少学生分心,促进学习和面对面社交。目前,有关手机禁令的证据还很有限。这项预先登记的研究旨在评估南澳大利亚州手机禁令对学生使用问题手机、学业参与、学校归属感和欺凌行为的影响。该研究还试图找出可预测手机禁令遵守情况的学生变量:由于该禁令将在 2023 年分阶段实施,因此采用了 2(手机禁令:是/否)×2(时间:基线,1 个月的跟踪)的重复测量设计。从五所公立中学招募了 7 至 12 年级的学生(基线时为 1,282 人;跟踪调查时为 1,256 人)。调查内容包括来自澳大利亚儿童纵向研究(LSAC)和国际学生评估项目(PISA)的数据:结果:2.6%的样本报告了有问题的手机使用情况。年龄越大、使用社交媒体越频繁的学生遵守手机禁令的比例越低。线性混合模型显示,在问题手机使用、学业参与度和学校归属感方面,禁用和非禁用学校组没有显著差异。禁止使用手机组中的欺凌事件略多,但两组中的欺凌事件都明显减少:讨论:实施使用限制可能不会影响驱动问题手机使用的潜在心理机制。虽然这些结果表明禁令的短期效益有限甚至没有,但建议采用更敏感的方法进行进一步评估:结论:应持续监控学习机构中学生与技术的互动,以确定支持学生礼仪、学习和健康的最佳平衡点。
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引用次数: 0
Emotional difficulties mediate the impact of adverse childhood experiences on compulsive buying-shopping problems. 情感障碍是童年不良经历对强迫性购物问题影响的中介。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-15 DOI: 10.1556/2006.2024.00056
Jonathan David, Hyoun S Kim, David C Hodgins, Samantha J Dawson, Nassim Tabri, N Will Shead, Matthew T Keough

Background: Compulsive buying-shopping is recognised as a significant mental health concern, yet its aetiology is largely understudied. A known risk factor for compulsive buying-shopping is adverse childhood experiences (ACEs). ACEs are also associated with greater problems regulating emotions, as well as depression and anxiety. These factors are also known to be associated with compulsive buying-shopping problems. In this study, we aimed to test a serial mediation model in which ACEs were associated with compulsive buying-shopping problems via emotion dysregulation, and then emotional psychopathology (depression, anxiety).

Methods: We tested this model cross-sectionally in two large samples (N = 1,868 & 4,742) to evaluate the robustness of the model. Both samples completed self-report measures of ACEs, emotional dysregulation, compulsive buying, depression, and anxiety symptoms.

Results: We found support for indirect effects, and all results were consistent for both samples. ACEs predicted greater emotion dysregulation, which then predicted greater depression and anxiety. In turn, anxiety (but not depression) predicted compulsive buying symptoms.

Discussion and conclusions: Emotion dysregulation and anxiety consistently mediated the relationship between ACEs and compulsive buying symptoms. Both emotion dysregulation and anxiety represent malleable targets in clinical interventions for compulsive buying-shopping problems. Our findings also suggest that anxiety may be a stronger predictor of compulsive buying compared to depression, which may be an important avenue for future researchers to investigate.

背景:强迫性购物被认为是一种严重的心理健康问题,但对其病因的研究却很少。强迫性购物的一个已知风险因素是不良童年经历(ACE)。不良童年经历还与情绪调节方面的更大问题以及抑郁和焦虑有关。这些因素也与强迫性购物问题有关。在本研究中,我们旨在检验一个序列中介模型,即 ACE 通过情绪失调与强迫性购买-购物问题相关,然后再通过情绪心理病理学(抑郁、焦虑)与强迫性购买-购物问题相关:我们在两个大样本(N = 1,868 和 4,742)中对这一模型进行了横向测试,以评估模型的稳健性。两个样本都完成了关于 ACE、情绪失调、强迫性购买、抑郁和焦虑症状的自我报告测量:我们发现间接效应得到了支持,而且两个样本的所有结果都是一致的。ACE预示着更严重的情绪失调,而情绪失调又预示着更严重的抑郁和焦虑。反过来,焦虑(而非抑郁)也会预测强迫性购买症状:情绪失调和焦虑始终是 ACE 与强迫性购买症状之间关系的中介。情绪失调和焦虑都是强迫性购买-购物问题临床干预的可塑目标。我们的研究结果还表明,与抑郁相比,焦虑可能对强迫性购买有更强的预测作用,这可能是未来研究人员研究的一个重要方向。
{"title":"Emotional difficulties mediate the impact of adverse childhood experiences on compulsive buying-shopping problems.","authors":"Jonathan David, Hyoun S Kim, David C Hodgins, Samantha J Dawson, Nassim Tabri, N Will Shead, Matthew T Keough","doi":"10.1556/2006.2024.00056","DOIUrl":"https://doi.org/10.1556/2006.2024.00056","url":null,"abstract":"<p><strong>Background: </strong>Compulsive buying-shopping is recognised as a significant mental health concern, yet its aetiology is largely understudied. A known risk factor for compulsive buying-shopping is adverse childhood experiences (ACEs). ACEs are also associated with greater problems regulating emotions, as well as depression and anxiety. These factors are also known to be associated with compulsive buying-shopping problems. In this study, we aimed to test a serial mediation model in which ACEs were associated with compulsive buying-shopping problems via emotion dysregulation, and then emotional psychopathology (depression, anxiety).</p><p><strong>Methods: </strong>We tested this model cross-sectionally in two large samples (N = 1,868 & 4,742) to evaluate the robustness of the model. Both samples completed self-report measures of ACEs, emotional dysregulation, compulsive buying, depression, and anxiety symptoms.</p><p><strong>Results: </strong>We found support for indirect effects, and all results were consistent for both samples. ACEs predicted greater emotion dysregulation, which then predicted greater depression and anxiety. In turn, anxiety (but not depression) predicted compulsive buying symptoms.</p><p><strong>Discussion and conclusions: </strong>Emotion dysregulation and anxiety consistently mediated the relationship between ACEs and compulsive buying symptoms. Both emotion dysregulation and anxiety represent malleable targets in clinical interventions for compulsive buying-shopping problems. Our findings also suggest that anxiety may be a stronger predictor of compulsive buying compared to depression, which may be an important avenue for future researchers to investigate.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":""},"PeriodicalIF":6.6,"publicationDate":"2024-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142466145","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
Illusions of control: A quasi-experiment comparing skill-based and traditional slot machines. 控制的错觉:比较技能型老虎机和传统老虎机的准实验。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-15 DOI: 10.1556/2006.2024.00057
Matthew Rockloff, Alex M T Russell, Nerilee Hing, Matthew Browne, Hannah Thorne, Philip Newall, Tess Visintin

Background and aims: Electronic gaming machines (EGMs) are a significant source of gambling spend due to their widespread use. Skill-based gambling machines (SGMs) represent an innovative adaptation, merging EGMs' chance-based rewards with video game-like skills. This study aimed to explore the appeal and behavioural consequences of playing SGMs in comparison to traditional reel-based EGMs, particularly focusing on illusions of control, betting behaviour, and the subjective experience of gamblers.

Methods: Participants (N = 1,260) were recruited online and engaged in an online task simulating either an SGM or a reel-based EGM, with outcomes represented to influence their survey compensation. The study examined the effect of SGMs relative to EGMs on bet size, persistence, enjoyment, illusions of control, game immersion, and the influence of demographic and gambling problem severity.

Results: SGMs particularly appealed to younger adults, regular EGM players, and people with more gambling problems. Despite identical payout structures, people assigned to play SGM showed greater illusions of control, believing in the influence of skill on game outcomes and that practice could improve results. However, there was no significant difference in overall betting intensity between SGM and EGM players, although specific demographic groups showed faster betting speeds in SGMs.

Discussion and conclusions: SGMs, despite not inherently encouraging higher betting intensity, attract vulnerable groups and create illusions of control, posing new regulatory challenges. The visual and interactive features of SGMs, while appealing, might contribute to these perceptions, indicating a need for careful regulation and further research on their long-term impacts on gambling behaviour and harm.

背景和目的:电子游戏机(EGM)的广泛使用是赌博消费的一个重要来源。技能型赌博机(SGMs)是一种创新型的赌博机,它将电子游戏机基于机会的奖励与类似电子游戏的技能结合在一起。本研究旨在探讨与传统的卷轴式电子游戏机相比,技能型赌博机的吸引力和行为后果,尤其关注控制幻觉、投注行为和赌徒的主观体验:在线招募参与者(1,260 人),让他们参与模拟 SGM 或卷轴式电子游戏的在线任务,任务结果将影响他们的调查报酬。研究考察了 SGM 相对于 EGM 对投注额、持续性、乐趣、控制幻觉、游戏沉浸感的影响,以及人口统计学和赌博问题严重程度的影响:结果发现:SGM 特别吸引年轻人、经常玩 EGM 的人和有更多赌博问题的人。尽管赔率结构相同,但被分配玩 SGM 的人表现出更强的控制幻觉,相信技巧对游戏结果的影响,并相信练习可以提高结果。然而,SGM 和 EGM 玩家的总体投注强度并无明显差异,尽管特定人群在 SGM 中的投注速度更快:尽管小额赠款游戏本质上并不鼓励更高的投注强度,但它吸引了弱势群体并造成了控制的错觉,给监管带来了新的挑战。小型地下赌博机的视觉和互动特点虽然具有吸引力,但可能会助长这些看法,这表明有必要对其进行谨慎监管,并进一步研究其对赌博行为和危害的长期影响。
{"title":"Illusions of control: A quasi-experiment comparing skill-based and traditional slot machines.","authors":"Matthew Rockloff, Alex M T Russell, Nerilee Hing, Matthew Browne, Hannah Thorne, Philip Newall, Tess Visintin","doi":"10.1556/2006.2024.00057","DOIUrl":"https://doi.org/10.1556/2006.2024.00057","url":null,"abstract":"<p><strong>Background and aims: </strong>Electronic gaming machines (EGMs) are a significant source of gambling spend due to their widespread use. Skill-based gambling machines (SGMs) represent an innovative adaptation, merging EGMs' chance-based rewards with video game-like skills. This study aimed to explore the appeal and behavioural consequences of playing SGMs in comparison to traditional reel-based EGMs, particularly focusing on illusions of control, betting behaviour, and the subjective experience of gamblers.</p><p><strong>Methods: </strong>Participants (N = 1,260) were recruited online and engaged in an online task simulating either an SGM or a reel-based EGM, with outcomes represented to influence their survey compensation. The study examined the effect of SGMs relative to EGMs on bet size, persistence, enjoyment, illusions of control, game immersion, and the influence of demographic and gambling problem severity.</p><p><strong>Results: </strong>SGMs particularly appealed to younger adults, regular EGM players, and people with more gambling problems. Despite identical payout structures, people assigned to play SGM showed greater illusions of control, believing in the influence of skill on game outcomes and that practice could improve results. However, there was no significant difference in overall betting intensity between SGM and EGM players, although specific demographic groups showed faster betting speeds in SGMs.</p><p><strong>Discussion and conclusions: </strong>SGMs, despite not inherently encouraging higher betting intensity, attract vulnerable groups and create illusions of control, posing new regulatory challenges. The visual and interactive features of SGMs, while appealing, might contribute to these perceptions, indicating a need for careful regulation and further research on their long-term impacts on gambling behaviour and harm.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":""},"PeriodicalIF":6.6,"publicationDate":"2024-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142466146","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
Rethinking cutoff values for the South Oaks Gambling Screen: Sex-specific insights and DSM-5 severity adjustments in Gambling Disorder assessment. 重新思考南橡树赌博筛查的临界值:赌博障碍评估中的性别特异性见解和 DSM-5 严重程度调整。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-04 DOI: 10.1556/2006.2024.00053
Ignacio Lucas, Roser Granero, Bernat Mora-Maltas, Fernando Fernández-Aranda, Susana Jiménez-Murcia

Background and aims: The South Oaks Gambling Screen (SOGS) is a commonly used tool for screening potential gambling problems. The SOGS score has been found to be correlated with the DSM-5 criteria for Gambling Disorder (GD). However, one of its main limitations is the high rate of false positives. The objective of this study was to establish more accurate cutoff points for the SOGS based on the DSM-5 criteria and severity levels, taking into account sex-specific samples. Additionally, we aimed to validate these cutoff points using external measures.

Methods: The study sample comprised 4.516 patients (398 women and 4,118 men) who sought treatment for GD. Of these patients, 4.203 met the DSM-5 criteria for GD, while 313 did not meet the threshold for GD diagnosis.

Results: The recommended cutoff value for the SOGS is eight for men (Sensitivity (Se): 82.9%, Specificity (Sp): 86.2%) and seven for women (Se: 85.6%, Sp: 77.4%). For moderate severity of GD, the cutoff points are nine for men (Se: 82.1%, Sp: 82.0%) and eight for women (Se: 86.3%, Sp: 73.3%), while for severe cases of GD, the cutoff point is ten for both sexes (Se: 83.0%, Sp: 56.7% for men; Se: 80.0%, Sp: 77.4% for women). These cutoff values are validated by evidence of worse psychopathological states, more dysfunctional personality traits, and risky behaviours commonly associated with GD.

Discussion and conclusions: These findings support adjusting the reference values for the SOGS to eight in males and seven in females to enhance the classification of individuals potentially experiencing GD. The use of higher cutoff values has significant implications for clinical and research purposes, enabling a more precise assessment of the diagnosis and severity of GD.

背景和目的:南橡树赌博筛查(South Oaks Gambling Screen,SOGS)是筛查潜在赌博问题的常用工具。研究发现,SOGS 评分与 DSM-5 赌博障碍(GD)标准相关。然而,其主要局限之一是假阳性率较高。本研究的目的是根据 DSM-5 标准和严重程度,并考虑到性别样本的特异性,为 SOGS 确定更准确的临界点。此外,我们还希望通过外部测量来验证这些分界点:研究样本包括 4.516 名因 GD 寻求治疗的患者(398 名女性和 4118 名男性)。在这些患者中,4.203 人符合 DSM-5 的 GD 诊断标准,313 人未达到 GD 诊断的临界值:结果:SOGS 的推荐临界值为男性 8(灵敏度 (Se):82.9%;特异度 (Se):82.9%):82.9%,特异性 (Sp):86.2%),女性为 7(Se:85.6%,Sp:77.4%)。对于中度 GD 病例,男性的临界值为 9(Se:82.1%,Sp:82.0%),女性为 8(Se:86.3%,Sp:73.3%);而对于重度 GD 病例,男女的临界值均为 10(男性 Se:83.0%,Sp:56.7%;女性 Se:80.0%,Sp:77.4%)。这些临界值通过与 GD 常见的更严重的精神病理状态、更多的功能失调人格特质和危险行为的证据得到了验证:这些研究结果支持将 SOGS 的参考值调整为男性 8 分,女性 7 分,以加强对潜在 GD 患者的分类。使用更高的临界值对临床和研究具有重要意义,可以更精确地评估 GD 的诊断和严重程度。
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引用次数: 0
Prediction of craving across studies: A commentary on conceptual and methodological considerations when using data-driven methods. 跨研究的渴求预测:关于使用数据驱动方法时的概念和方法论考虑因素的评论。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-01 Print Date: 2024-10-04 DOI: 10.1556/2006.2024.00050
Stephanie Antons, Sarah W Yip, Cheryl M Lacadie, Javid Dadashkarimi, Dustin Scheinost, Matthias Brand, Marc N Potenza

Craving is a central feature of substance use disorders and disorders due to addictive behaviors. Considerable research has investigated neural mechanisms involved in the development and processing of craving. Recently, connectome-based predictive modeling, a data-driven method, has been used in four studies aiming to predict craving related to substance use, addictive behaviors, and food. Studies differed in methods, samples, and conceptualizations of craving. Within the commentary we aim to compare, contrast and consolidate findings across studies by considering conceptual and methodological features of the studies. We derive a theoretical model on the functional connectivity-craving relationships across studies.

渴求是药物使用障碍和成瘾行为障碍的一个核心特征。已有大量研究对渴求的发展和处理过程中涉及的神经机制进行了调查。最近,基于连接体的预测建模(一种数据驱动的方法)被用于四项研究,旨在预测与药物使用、成瘾行为和食物有关的渴求。这些研究在方法、样本和渴求概念上都有所不同。在这篇评论中,我们旨在通过考虑各项研究的概念和方法特点,对各项研究的结果进行比较、对比和整合。我们就各项研究中功能连接与渴求之间的关系推导出一个理论模型。
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引用次数: 0
Evaluation of a multicomponent positive psychology program to prevent gaming disorder and enhance mental wellness in primary pupils: A randomized controlled trial. 对预防小学生游戏障碍并提高其心理健康水平的多成分积极心理学计划进行评估:随机对照试验。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-09-30 Print Date: 2024-10-04 DOI: 10.1556/2006.2024.00052
Cecilia Cheng, Shuo Li, Si Chen

Background and aims: Gaming disorder (GD) is a prevalent and complex issue that has recently been recognized as a condition that impairs mental health, underscoring the urgent need for early prevention measures. This evaluation study examined the effectiveness of the Digital Netizen Alliance (D.N.A.) program, a new multicomponent positive psychology program for preventing GD and bolstering mental wellness among Chinese children.

Methods: Drawing on gamification and positive psychology principles, the program builds four key positive skills collectively referred to as the P-A-G-E framework: psychological resilience, active coping, growth mindset, and emotion regulation. A randomized controlled trial was conducted with 264 primary school pupils attending fourth, fifth, or sixth grade in Hong Kong (63% female; mean age = 10.83, SD = 1.18).

Results: The findings revealed that participation in the program effectively promoted active coping, a growth mindset, and emotion regulation. Moreover, program participation alleviated GD symptoms and reduced negative affect. These desirable changes were fully explained by the P-A-G-E framework.

Discussion and conclusions: The new D.N.A. program, which cultivates the positive psychology skills specified in the P-A-G-E framework, facilitates favorable psychological changes among children. These results emphasize the importance of using multicomponent frameworks for interventions targeting GD prevention.

背景和目的:游戏障碍(GD)是一个普遍而复杂的问题,近来已被认为是一种损害心理健康的疾病,因此迫切需要采取早期预防措施。本评估研究考察了数字网民联盟(D.N.A.)项目的有效性,该项目是一项新的多成分积极心理学项目,旨在预防中国儿童的游戏障碍并促进其心理健康:该项目借鉴游戏化和积极心理学原理,建立了四个关键的积极技能,统称为P-A-G-E框架:心理复原力、积极应对、成长心态和情绪调节。264名香港四年级、五年级或六年级的小学生(63%为女性;平均年龄=10.83,标准差=1.18)参加了随机对照试验:结果:研究结果表明,参加该项目能有效促进学生的积极应对能力、成长心态和情绪调节能力。此外,参与该计划还能缓解广东症状,减少负面情绪。这些理想的变化完全可以用 P-A-G-E 框架来解释:新的D.N.A.计划培养了P-A-G-E框架中规定的积极心理学技能,促进了儿童心理的良好变化。这些结果表明,在针对广东预防的干预中使用多成分框架非常重要。
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引用次数: 0
Unemployment as a risk factor for gambling disorder: A longitudinal study based on national registry data. 失业是赌博障碍的风险因素:基于国家登记数据的纵向研究。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-09-19 Print Date: 2024-10-04 DOI: 10.1556/2006.2024.00049
André Syvertsen, Tony Leino, Otto R F Smith, Rune Aune Mentzoni, Børge Sivertsen, Mark D Griffiths, Ståle Pallesen

Background and aims: Unemployment rates are elevated among individuals with disordered gambling, yet the directionality of the relationship remains unclear. The present study investigated paid and unpaid unemployment as risk factors for future gambling disorder (GD).

Methods: The study employed a case-control design, including all adult Norwegians receiving a GD diagnosis within specialist health services from January 2008 to December 2018 (n = 5,131). These individuals were compared with age- and sex-matched controls from the general population (n = 30,164), as well as controls with somatic and psychiatric diagnoses (n = 30,476).

Results: Logistic regressions showed that those in the highest quartile of unpaid unemployment days had more than double the odds (odds ratio [OR] 2.23 (95% CI [1.96, 2.52]) of developing GD compared to those with no unpaid unemployment days. Similarly, higher levels of paid unemployment were also found to increase the odds for GD, with those in the highest quartile having an OR of 1.86 (95% CI [1.50, 2.28]) compared to those with no paid unemployment days. Moreover, an interaction analysis indicated that the association between paid unemployment days and GD was significantly stronger among men compared to women.

Conclusions: The present study suggests that both paid and unpaid unemployment constitute risk factors for GD. Programs aiming at obtaining and sustaining work have been found to improve health and future studies should examine if the risk for GD can be similarly mitigated.

背景和目的:赌博障碍患者的失业率较高,但两者之间的关系尚不明确。本研究调查了有偿和无偿失业作为未来赌博障碍(GD)风险因素的情况:研究采用病例对照设计,包括2008年1月至2018年12月期间在专科医疗服务机构接受赌博障碍诊断的所有挪威成年人(n = 5,131)。这些人与年龄和性别匹配的普通人群对照组(n = 30164人)以及有躯体和精神诊断的对照组(n = 30476人)进行了比较:逻辑回归结果显示,与没有无薪失业天数的人相比,无薪失业天数最高四分位数的人罹患广东的几率是后者的两倍多(几率比 [OR] 2.23 (95% CI [1.96, 2.52]))。同样,有偿失业天数越多,患 GD 的几率也越大,与没有有偿失业天数的人相比,最高四分位数的人患 GD 的几率比为 1.86(95% CI [1.50,2.28])。此外,交互分析表明,与女性相比,男性有偿失业天数与广东话之间的关联明显更强:结论:本研究表明,有偿失业和无偿失业都是导致广东艾滋病的风险因素。研究发现,旨在获得和维持工作的计划可以改善健康状况,未来的研究应探讨是否可以同样减轻广东话的风险。
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Journal of Behavioral Addictions
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