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Comparative analysis of cortical anatomy in male participants with internet gaming disorder or tobacco use disorder: Insights from normative modeling. 对患有网络游戏障碍或烟草使用障碍的男性参与者的大脑皮层解剖进行比较分析:规范建模的启示
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-09-10 DOI: 10.1556/2006.2024.00044
Xuefeng Ma,Anhang Jiang,Junhong Dai,Shuang Li,Hongan Chen,Yong Xie,Shizhen Wang,Bo Yang,Lingxiao Wang,Guang-Heng Dong
BackgroundResearch on individual differences in brain structural features of internet gaming disorder (IGD) and established addictions such as tobacco use disorder (TUD) is currently limited. This study utilized normative modeling to analyze the cortical thickness (CT) development patterns of male patients with IGD and TUD, aiming to provide further insights into whether IGD qualifies as an addiction.MethodsSurface-based brain morphometry (SBM) was used to calculate CT from T1-weighted magnetic resonance imaging data of 804 male participants (665 healthy individuals, 68 IGD and 71 TUD). Gaussian process regression was employed to generate normative models of CT development. Deviation maps were produced to depict deviations of IGD and TUD participants from the typical developmental patterns.ResultsBoth addiction groups exhibited widespread cortical thinning, particularly in regions such as the bilateral temporal pole and medial orbitofrontal cortex. The TUD group demonstrated a higher degree of individualization and limited spatial overlap compared to the IGD group. Opposite trends in CT changes were observed between the two groups in the bilateral pericalcarine cortex and pars triangularis.ConclusionsThese findings regarding the similarities and differences between IGD and TUD provide support for the idea that IGD shares common features with substance-related addictions and contribute to a deeper understanding of the neural mechanisms underlying IGD.
背景目前,有关网络游戏障碍(IGD)和烟草使用障碍(TUD)等已确定成瘾的大脑结构特征个体差异的研究十分有限。本研究利用常模分析了男性 IGD 患者和 TUD 患者的皮层厚度(CT)发育模式,旨在进一步了解 IGD 是否属于成瘾。采用高斯过程回归法生成 CT 发展的规范模型。结果两个成瘾组都表现出广泛的皮质变薄,尤其是在双侧颞极和内侧眶额皮质等区域。与 IGD 组相比,TUD 组表现出更高程度的个体化和有限的空间重叠。结论:这些关于 IGD 和 TUD 之间异同的研究结果为 IGD 与药物相关成瘾具有共同特征的观点提供了支持,并有助于加深对 IGD 神经机制的理解。
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引用次数: 0
The PornLoS Treatment Program: Study protocol of a new psychotherapeutic approach for treating pornography use disorder. PornLoS 治疗计划:一种治疗色情使用障碍的新心理治疗方法的研究方案。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-09-04 DOI: 10.1556/2006.2024.00046
Rudolf Stark, Charlotte Markert, Sarah Golder, Rhea Psarros, Julian P Discher, Said Khatib, Julia Metzger, Sebastian Palmer, Johanna Rechmann, Florian Storz, Bertram Walter, Sarah Allard, Stephanie Antons, Marta Bledzka, Matthias Brand, Sandra Dörrenbächer, Julia Englisch, Thilo Friehs, Katja Da Cunha Gonçalves, Anke Haberkamp, Mila Hall, Schahryar Kananian, Pascal Kemmerer, Doerthe Klingelhöfer, Wolfgang Lutz, Christiane A Melzig, Tanja Michael, Anja Neumann, Silke Neusser, Anja Niemann, Michael Odenthal, Julian Rubel, Sarah Schlierenkamp, Christian Speckemeier, Luisa Ünlü, Rabea Vogt, Klaus Wölfling, Wiebke Zachariassen, Gerrit Zur Hausen, Christine Heinz

Background: The introduction of Compulsive Sexual Behavior Disorder (CSBD) into the 11th International Classification of Diseases has raised expectations for better treatment options for CSBD. Furthermore, the treatment demand has increased, particularly for pornography use disorder (PUD), a subtype of CSBD. Presumably due to the easy access to Internet pornography an increasing prevalence of PUD is observed. Consequently, providing tailored and effective treatment is essential.

Methods: This article provides an overview of the manualized short-term PornLoS Treatment Program (Pornografienutzungsstörung effektiv behandeln- Leben ohne Suchtdruck; translation: Treating pornography use disorder effectively - life without craving). The program combines 24 individual and 6 group psychotherapy sessions with an interdisciplinary approach by offering a novel treatment framework. This includes, e.g., a mobile app, establishment of self-help groups, and access to other social services such as couple counseling. The cognitive-behavioral treatment program contains interventions addressing psychoeducation, cue exposure, impulse control, cognitive restructuring, emotional regulation, and relapse management.We here also describe the study protocol of an ongoing four-arm randomized controlled trial. The aim is to test two variants of the PornLoS Treatment Program differing with respect to their treatment goal (abstinence or reduced pornography use) against cognitive-behavioral treatment as usual and against a waitlist control group. The primary outcome is the absence of a PUD diagnosis at the end of therapy. The total target sample size will comprise n = 316 patients with PUD across eight study sites.

Results: The results will be presented at international conferences and published in a scientific peer-reviewed journal.

背景:强迫性性行为障碍(CSBD)被纳入第 11 版《国际疾病分类》后,人们对 CSBD 更好的治疗方案充满了期待。此外,治疗需求也在增加,尤其是对色情使用障碍(PUD)这一 CSBD 的亚型的治疗需求。据推测,由于很容易接触到网络色情,PUD 的发病率越来越高。因此,提供有针对性的有效治疗至关重要:本文概述了手册化的短期 PornLoS 治疗计划(Pornografienutzungsstörung effektiv behandeln- Leben ohne Suchtdruck;译注:PornLoS 治疗计划):有效治疗色情使用障碍--没有渴望的生活)。该项目将 24 节个人心理治疗课程和 6 节小组心理治疗课程与跨学科方法相结合,提供了一个新颖的治疗框架。其中包括一个移动应用程序、建立自助小组以及获得其他社会服务(如夫妻咨询)。认知行为治疗方案包含针对心理教育、线索暴露、冲动控制、认知重组、情绪调节和复发管理的干预措施。我们在此还介绍了一项正在进行的四臂随机对照试验的研究方案。我们在此还介绍了正在进行的四臂随机对照试验的研究方案,其目的是测试 PornLoS 治疗方案的两个变体,这两个变体在治疗目标(戒断或减少色情内容的使用)上各不相同,分别与认知行为治疗照常疗法和候补对照组进行对比。主要结果是在治疗结束时未被诊断为 PUD。目标样本总数将包括8个研究地点的316名PUD患者:研究结果将在国际会议上公布,并在同行评审的科学杂志上发表。
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引用次数: 0
Spatio-temporal EEG dynamics during decision-making in online poker players with problem gambling. 问题赌博在线扑克玩家决策过程中的时空脑电图动态。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-09-04 DOI: 10.1556/2006.2024.00048
Julie Giustiniani, Magali Nicolier, Florine Maylié, Lionel Pazart, Emmanuel Haffen, Damien Gabriel

Background and aims: Gambling activity evolves along a continuum from recreational to Gambling Disorder (GD) and a particular challenge is to identify whether there are some neurophysiological particularities already present in gamblers at an early stage. Our main goal was to determine whether, in the gamblers' population, neural responses generated during uncertain decisions were different depending on problematic gambling risk defined by the Canadian Problem Gambling Index (CPGI). We tested the following hypothesis, that the Problem Gambling group would show a different brain activity related to outcomes processing than people with low risk.

Methods: For this purpose, we established a relatively homogeneous population of Online Poker Players divided into two groups according to the CPGI (Low Risk and Problem Gambling). By means of high-density EEG, we compared the spatio-temporal dynamics generated during the completion of the Iowa Gambling Task.

Results: One specific topographic map was observed between 150-175 ms after a negative outcome for both groups, whereas it was displayed in the win condition only for the Problem Gambling group. We found that the Global Field Power of this map was negatively correlated with participants' adherence to a strategy. Source localization identified Anterior Cingulate Cortex and Temporal regions as generators of this map.

Discussion and conclusions: Reward hypersensitivity EEG responses identified in the early outcome process could constitute a potential biomarker of problematic gambling.

背景和目的:赌博活动是沿着从娱乐性赌博到赌博障碍(GD)的连续统一体发展的,而确定赌博者是否在早期阶段就存在某些神经生理特点是一项特殊挑战。我们的主要目标是确定在赌徒群体中,根据加拿大问题赌博指数(CPGI)定义的问题赌博风险,在做出不确定决定时产生的神经反应是否有所不同。我们测试了以下假设,即问题赌博群体与低风险人群相比,在结果处理方面会表现出不同的大脑活动:为此,我们建立了一个相对同质的在线扑克玩家群体,根据 CPGI 分成两组(低风险组和问题赌博组)。通过高密度脑电图,我们比较了爱荷华州赌博任务完成过程中产生的时空动态:结果:两组人在负结果出现后的 150-175 毫秒之间都观察到了一个特定的地形图,而只有问题赌博组的人在赢的情况下才显示出这个地形图。我们发现,该地形图的全局场强与参与者对策略的坚持程度呈负相关。源定位确定前扣带回皮层和颞区为该图谱的生成区:在早期结果过程中发现的奖赏超敏脑电图反应可能是问题赌博的潜在生物标志物。
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引用次数: 0
A comprehensive evaluation of the neurocognitive predictors of problematic alcohol use, eating, pornography, and internet use: A 6-month longitudinal study. 对问题性饮酒、饮食、色情和互联网使用的神经认知预测因素进行综合评估:为期 6 个月的纵向研究。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-08-14 DOI: 10.1556/2006.2024.00041
Erynn Christensen, Lucy Albertella, Samuel R Chamberlain, Chao Suo, Maja Brydevall, Jon E Grant, Murat Yücel, Rico Sze Chun Lee

Background and aims: Cognitive control and reward-related abnormalities are centrally implicated in addiction. However, findings from longitudinal studies addressing neurocognitive predictors of addictive behaviors are mixed. Further, little work has been conducted predicting non-substance-related addictive behaviors. Our study aimed to assess predictors of substance and non-substance addictive behaviors in a community sample, systematically evaluating each neurocognitive function's independent influence on addictive behavior.

Methods: Australians (N = 294; 51.7% female; M[SD] age = 24.8[4.7] years) completed online neurocognitive tasks and surveys at baseline and 3-month follow-up. Self-report scales assessed problematic alcohol use, addictive eating (AE), problematic pornography use (PPU), and problematic internet use (PUI) at 3- and 6-month follow-ups. Linear regressions with bootstrapping assessed neurocognitive predictors for each addictive behavior across a 6-month period.

Results: Neurocognition at baseline did not predict AE or PUI severity at 6-month follow-up. Less delay discounting at baseline predicted higher PPU at 6-month follow-up (β = -0.16, p = 0.005). Poorer performance monitoring at baseline predicted higher AE at 3-month follow-up (β = -0.16, p = 0.004), and more reward-related attentional capture at 3-months predicted higher AE at 6-month follow-up (β = 0.14, p = 0.033). Less reward-related attentional capture (β = -0.14, p = 0.003) and less risk-taking under ambiguity (β = -0.11, p = 0.029) at baseline predicted higher PUI at 3-month follow-up. All findings were of small effect size. None of the neurocognitive variables predicted problematic alcohol use.

Discussion and conclusions: We were unable to identify a core set of specific neurocognitive functions that reliably predict multiple addictive behavior types. However, our findings indicate both cognitive control and reward-related functions predict non-substance addictive behaviors in different ways. Findings suggest that there may be partially distinct neurocognitive mechanisms contributing to addiction depending on the specific addictive behavior.

背景和目的:认知控制和奖赏相关异常是导致成瘾的主要原因。然而,针对成瘾行为神经认知预测因素的纵向研究结果不一。此外,预测非物质相关成瘾行为的研究也很少。我们的研究旨在评估社区样本中药物成瘾行为和非药物成瘾行为的预测因素,系统评估每种神经认知功能对成瘾行为的独立影响:澳大利亚人(N = 294;51.7% 为女性;M[SD] 年龄 = 24.8[4.7] 岁)在基线和 3 个月随访期间完成了在线神经认知任务和调查。在 3 个月和 6 个月的随访中,自我报告量表评估了问题性饮酒、成瘾性进食(AE)、问题性色情使用(PPU)和问题性互联网使用(PUI)。通过引导线性回归评估了6个月内每种成瘾行为的神经认知预测因素:结果:基线时的神经认知并不能预测 6 个月随访时 AE 或 PUI 的严重程度。基线时较少的延迟折现预测了 6 个月随访时较高的 PPU(β = -0.16,p = 0.005)。基线时表现监测较差预示着 3 个月随访时 AE 较高(β = -0.16,p = 0.004),3 个月时与奖赏相关的注意捕捉较多预示着 6 个月随访时 AE 较高(β = 0.14,p = 0.033)。基线时与奖赏相关的注意捕捉较少(β = -0.14,p = 0.003),模糊性下的冒险行为较少(β = -0.11,p = 0.029),则预示着 3 个月随访时的 PUI 较高。所有研究结果的影响都很小。没有一个神经认知变量能预测问题酒精的使用:我们无法确定一套能够可靠预测多种成瘾行为类型的核心特定神经认知功能。然而,我们的研究结果表明,认知控制和奖赏相关功能以不同的方式预测非物质成瘾行为。研究结果表明,根据具体的成瘾行为,可能有部分不同的神经认知机制导致成瘾。
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引用次数: 0
A familial subtype of gambling disorder. 家族性赌博障碍亚型。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-08-13 DOI: 10.1556/2006.2024.00042
Jon E Grant, Ibrahim Aslan, Samuel R Chamberlain

Background: Although family history of psychiatric disorders has often been considered potentially useful in understanding clinical presentations in patients, it is less clear what a positive gambling family history means for people with gambling disorder. We sought to understand the clinical impact of having a first-degree relative with gambling disorder in a sample of adults with gambling disorder.

Methods: Data from 455 participants (aged 18-65 years) who had participated in previous pharmacological and psychotherapeutic clinical trials for gambling disorder were pooled in a secondary analysis. Demographic and clinical variables were compared between those who did versus did not have one or more first-degree relative(s) with gambling disorder. Additionally, we examined whether a family history of gambling disorder was associated with treatment outcome.

Results: 223 (49.0%) participants had at least one first-degree family member(s) with gambling disorder. In terms of clinical variables, family history of gambling disorder was significantly associated with being female, having an earlier age of gambling onset, longer duration of untreated gambling illness, a greater likelihood of developing legal problems secondary to gambling, and higher rates of alcohol use disorder in family members. Family history of gambling disorder was also associated with a greater gambling symptom improvement from pharmacotherapy.

Conclusions: These results indicate that gamblers with a first-degree family member with a gambling disorder may have a unique clinical presentation and better response to treatment interventions.

背景:虽然精神病家族史通常被认为有助于了解患者的临床表现,但对于赌博障碍患者来说,阳性赌博家族史意味着什么,目前还不太清楚。我们试图了解一级亲属患有赌博障碍对成年赌博障碍患者的临床影响:在一项二次分析中,我们汇集了 455 名参与者(年龄在 18-65 岁之间)的数据,这些参与者曾参加过针对赌博障碍的药物和心理治疗临床试验。比较了有与没有一个或多个一级亲属患有赌博障碍者的人口统计学和临床变量。此外,我们还研究了赌博障碍家族史是否与治疗结果有关。结果:223名参与者(49.0%)至少有一名一级亲属患有赌博障碍。在临床变量方面,赌博障碍家族史与女性、赌博发病年龄较早、赌博疾病未经治疗的时间较长、因赌博而继发法律问题的可能性较大以及家庭成员酗酒率较高等因素有显著相关性。赌博障碍家族史也与药物治疗对赌博症状的改善程度有关:这些结果表明,有一级家庭成员患有赌博障碍的赌徒可能会有独特的临床表现,并对治疗干预措施有更好的反应。
{"title":"A familial subtype of gambling disorder.","authors":"Jon E Grant, Ibrahim Aslan, Samuel R Chamberlain","doi":"10.1556/2006.2024.00042","DOIUrl":"https://doi.org/10.1556/2006.2024.00042","url":null,"abstract":"<p><strong>Background: </strong>Although family history of psychiatric disorders has often been considered potentially useful in understanding clinical presentations in patients, it is less clear what a positive gambling family history means for people with gambling disorder. We sought to understand the clinical impact of having a first-degree relative with gambling disorder in a sample of adults with gambling disorder.</p><p><strong>Methods: </strong>Data from 455 participants (aged 18-65 years) who had participated in previous pharmacological and psychotherapeutic clinical trials for gambling disorder were pooled in a secondary analysis. Demographic and clinical variables were compared between those who did versus did not have one or more first-degree relative(s) with gambling disorder. Additionally, we examined whether a family history of gambling disorder was associated with treatment outcome.</p><p><strong>Results: </strong>223 (49.0%) participants had at least one first-degree family member(s) with gambling disorder. In terms of clinical variables, family history of gambling disorder was significantly associated with being female, having an earlier age of gambling onset, longer duration of untreated gambling illness, a greater likelihood of developing legal problems secondary to gambling, and higher rates of alcohol use disorder in family members. Family history of gambling disorder was also associated with a greater gambling symptom improvement from pharmacotherapy.</p><p><strong>Conclusions: </strong>These results indicate that gamblers with a first-degree family member with a gambling disorder may have a unique clinical presentation and better response to treatment interventions.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":null,"pages":null},"PeriodicalIF":6.6,"publicationDate":"2024-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141982348","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
Blunted sensitivity to expected value during risky decision making in individuals with problematic pornography use. 有色情使用问题的人在做出风险决策时对预期价值的敏感性减弱。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-08-13 DOI: 10.1556/2006.2024.00043
Jianfeng Wang, Shuangyi Qu, Ruiyu Li, Shaoyue Tang, Hong Li

Background and aims: Neurobiological models of addiction posit that addiction manifests through an amplified salience towards addiction-associated stimuli and a diminished responsiveness to non-addiction-related incentives. However, existing research on reward processing in individuals with problematic pornography use (PPU) has primarily been limited to sexual cue reactivity.

Methods: In this event-related potential (ERP) study, we employed a risky decision-making task involving 30 individuals with PPU and 33 healthy controls (HCs) to examine the effects of PPU on non-pornographic (money) reward valuation.

Results: Compared to HCs, individuals with PPU exhibited compromised sensitivity to monetary rewards. Specifically, while the HC group demonstrated a differential response in late positive potential (LPP) amplitude to various expected value (EV) levels, this pattern was absent in the PPU group. This impairment was associated with poorer adaptive decision-making, as evidenced by PPU participants' inability to adjust risk choices based on changes in EV, leading to a propensity for riskier decisions in disadvantageous situations.

Discussion and conclusions: The findings of impaired monetary evaluation in individuals with PPU may potentially explain why they continually pursue pornographic rewards while showing insensitivity to other rewards in daily life. Consequently, treatment development strategies may prioritize improving sensitivity to non-pornographic rewards within this population.

背景和目的:成瘾的神经生物学模型认为,成瘾表现为对成瘾相关刺激的显著性增强,而对非成瘾相关刺激的反应性减弱。然而,现有关于问题色情使用(PPU)者奖励加工的研究主要局限于性线索反应:在这项事件相关电位(ERP)研究中,我们采用了一项风险决策任务,让 30 名 PPU 患者和 33 名健康对照者(HCs)参与其中,以研究 PPU 对非色情(金钱)奖励估值的影响:结果:与健康对照组相比,PPU 患者对金钱奖励的敏感度有所下降。具体来说,HC 组的晚期正电位(LPP)振幅对不同的预期价值(EV)水平表现出不同的反应,而 PPU 组则没有这种模式。这种障碍与较差的适应性决策有关,表现为PPU参与者无法根据EV的变化调整风险选择,导致他们在不利情况下倾向于做出更冒险的决策:PPU患者的货币评估能力受损,这可能解释了为什么他们不断追求色情奖励,却对日常生活中的其他奖励不敏感。因此,在制定治疗策略时,可以优先考虑提高这类人群对非色情奖励的敏感度。
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引用次数: 0
The Gaming Disorder Identification Test (GADIT) - A screening tool for Gaming Disorder based on ICD-11. 游戏障碍鉴定测试(GADIT)--基于 ICD-11 的游戏障碍筛查工具。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-08-01 DOI: 10.1556/2006.2024.00038
Gary C K Chan, John B Saunders, Daniel Stjepanović, Caitlin McClure-Thomas, Jason Connor, Leanne Hides, Andrew Wood, Daniel King, Kristiana Siste, Jiang Long, Janni K Leung

Background: Gaming Disorder was included as an addictive disorder in the latest version of the International Classification of Diseases (ICD-11), published in 2022. The present study aimed to develop a screening tool for Gaming Disorder, the Gaming Disorder Identification Test (GADIT), based on the four ICD-11 diagnostic criteria: impaired control, increasing priority, continued gaming despite harm, and functional impairment.

Method: We reviewed 297 questionnaire items from 48 existing gaming addiction scales and selected 68 items based on content validity. Two datasets were collected: 1) an online panel (N = 803) from Australia, United States, United Kingdom and Canada, split into a development set (N = 589) and a validation dataset (N = 214); and 2) a university sample (N = 408) from Australia. Item response theory and confirmatory factor analyses were conducted to select eight items to form the GADIT. Validity was established by regressing the GADIT against known correlates of Gaming Disorder.

Results: Confirmatory factor analyses of the GADIT showed good model fit (RMSEA=<0.001-0.108; CFI = 0.98-1.00), and internal consistency was excellent (Cronbach's alphas = 0.77-0.92). GADIT scores were strongly associated with the Internet Gaming Disorder Test (IGDT-10), and significantly associated with gaming intensity, eye fatigue, hand pain, wrist pain, back or neck pain, and excessive in-game purchases, in both the validation and the university sample datasets.

Conclusion: The GADIT has strong psychometric properties in two independent samples from four English-speaking countries collected through different channels, and shown validity against existing scales and variables that are associated with Gaming Disorder. A cut-off of 5 is tentatively recommended for screening for Gaming Disorder.

背景:在2022年出版的最新版《国际疾病分类》(ICD-11)中,游戏障碍被列为成瘾性疾病。本研究旨在开发一种游戏障碍筛查工具--游戏障碍识别测试(GADIT),该工具基于 ICD-11 的四项诊断标准:控制力受损、优先级增加、尽管受到伤害仍继续游戏以及功能受损:我们审查了现有 48 个游戏成瘾量表中的 297 个问卷项目,并根据内容有效性筛选出 68 个项目。我们收集了两个数据集:1)来自澳大利亚、美国、英国和加拿大的在线小组(N = 803),分为开发数据集(N = 589)和验证数据集(N = 214);2)来自澳大利亚的大学样本(N = 408)。通过项目反应理论和确认性因素分析,选出八个项目组成 GADIT。通过将 GADIT 与已知的游戏障碍相关因素进行回归,确定了 GADIT 的有效性:结果:GADIT 的确认因素分析表明模型拟合良好(RMSEA=结论:GADIT 具有很强的心理测量能力:在通过不同渠道收集到的来自四个英语国家的两个独立样本中,GADIT具有很强的心理测量特性,而且与现有的与游戏障碍相关的量表和变量相比,GADIT也显示出了有效性。初步建议游戏障碍筛查的临界值为 5。
{"title":"The Gaming Disorder Identification Test (GADIT) - A screening tool for Gaming Disorder based on ICD-11.","authors":"Gary C K Chan, John B Saunders, Daniel Stjepanović, Caitlin McClure-Thomas, Jason Connor, Leanne Hides, Andrew Wood, Daniel King, Kristiana Siste, Jiang Long, Janni K Leung","doi":"10.1556/2006.2024.00038","DOIUrl":"https://doi.org/10.1556/2006.2024.00038","url":null,"abstract":"<p><strong>Background: </strong>Gaming Disorder was included as an addictive disorder in the latest version of the International Classification of Diseases (ICD-11), published in 2022. The present study aimed to develop a screening tool for Gaming Disorder, the Gaming Disorder Identification Test (GADIT), based on the four ICD-11 diagnostic criteria: impaired control, increasing priority, continued gaming despite harm, and functional impairment.</p><p><strong>Method: </strong>We reviewed 297 questionnaire items from 48 existing gaming addiction scales and selected 68 items based on content validity. Two datasets were collected: 1) an online panel (N = 803) from Australia, United States, United Kingdom and Canada, split into a development set (N = 589) and a validation dataset (N = 214); and 2) a university sample (N = 408) from Australia. Item response theory and confirmatory factor analyses were conducted to select eight items to form the GADIT. Validity was established by regressing the GADIT against known correlates of Gaming Disorder.</p><p><strong>Results: </strong>Confirmatory factor analyses of the GADIT showed good model fit (RMSEA=<0.001-0.108; CFI = 0.98-1.00), and internal consistency was excellent (Cronbach's alphas = 0.77-0.92). GADIT scores were strongly associated with the Internet Gaming Disorder Test (IGDT-10), and significantly associated with gaming intensity, eye fatigue, hand pain, wrist pain, back or neck pain, and excessive in-game purchases, in both the validation and the university sample datasets.</p><p><strong>Conclusion: </strong>The GADIT has strong psychometric properties in two independent samples from four English-speaking countries collected through different channels, and shown validity against existing scales and variables that are associated with Gaming Disorder. A cut-off of 5 is tentatively recommended for screening for Gaming Disorder.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":null,"pages":null},"PeriodicalIF":6.6,"publicationDate":"2024-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141874942","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
Attentional bias to social media stimuli is moderated by fear of missing out among problematic social media users. 社交媒体问题用户对社交媒体刺激的注意偏差会受到害怕错过的影响。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-08-01 DOI: 10.1556/2006.2024.00039
Yang Wang, Jon D Elhai, Christian Montag, Lei Zhang, Haibo Yang

Background and aims: Previous evidence has indicated that problematic social media use (PSMU) is characterized by an attentional bias to social media icons (such as Facebook icons), but not to social webpages (such as Facebook webpages). They suggest that there may be other factors influencing attentional bias like fear of missing out (FoMO). But it remains unclear how FoMO moderates attentional bias in PSMU. This study aims to investigate whether PSMU show attentional bias for stimuli associated with social media, and how FoMO moderates on attentional bias among PSMU through experimental methods.

Methods: Based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, this study explored mechanisms of attentional bias to social media icons (such as WeChat) related to PSMU and further examined the role of FoMO in this relationship. Specifically, attentional bias patterns to social media icons of 62 participants (31 PSMU and 31 control group) were explored during a dot-probe paradigm combined with eye-tracking in Experiment 1, and attentional bias patterns to social media icons of another 61 individuals with PSMU with different FoMO levels was explored during a dot-probe paradigm combined with eye-tracking in Experiment 2.

Results: Results revealed that individuals with PSMU had an attentional bias toward social media icons, demonstrated by attentional maintenance, and such bias such bias was moderated by FoMO negatively, demonstrated by attentional vigilance and maintenance in PSMU/high FoMO.

Conclusion: These results suggest that attentional bias is a common mechanism associated with PSMU, and FoMO is a key factor on the development of PSMU.

背景和目的:以往的证据表明,有问题的社交媒体使用(PSMU)的特点是对社交媒体图标(如 Facebook 图标)的注意偏向,而不是对社交网页(如 Facebook 网页)的注意偏向。他们认为,可能还有其他因素会影响注意力偏向,比如害怕错过(FoMO)。但 FoMO 如何调节 PSMU 中的注意偏差仍不清楚。本研究旨在通过实验方法,探讨 PSMU 是否会对与社交媒体相关的刺激产生注意偏差,以及 FoMO 如何调节 PSMU 的注意偏差:本研究基于 "人-影响-认知-执行 "互动模型(I-PACE),探讨了 PSMU 对社交媒体图标(如微信)的注意偏向机制,并进一步研究了 FoMO 在这一关系中的作用。具体而言,在实验1中,通过点探测范式结合眼动跟踪,探讨了62名参与者(31名PSMU和31名对照组)对社交媒体图标的注意偏差模式;在实验2中,通过点探测范式结合眼动跟踪,探讨了另外61名不同FoMO水平的PSMU个体对社交媒体图标的注意偏差模式:结果显示,PSMU患者对社交媒体图标存在注意偏差,表现为注意维持,这种偏差受到FoMO的负面调节,表现为PSMU/高FoMO患者的注意警觉性和注意维持:这些结果表明,注意偏差是与 PSMU 相关的一种常见机制,而 FoMO 是 PSMU 发展的一个关键因素。
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引用次数: 0
How much gaming is too much? An analysis based on psychological distress. 玩多少游戏才算过瘾?基于心理困扰的分析
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-07-18 DOI: 10.1556/2006.2024.00036
Dana Katz, Zsolt Horváth, Halley M Pontes, Patrik Koncz, Zsolt Demetrovics, Orsolya Király

Background: While there are calls to restrict the time spent on gaming because it is seen as problematic and potentially leading to gaming disorder (GD), there is conflicting evidence about this issue. We explored the association between the average weekly time spent gaming and reported GD symptoms. Additionally, Latent Profile Analysis was employed to investigate how time spent gaming relates to variables representing psychological distress (PD), such as satisfaction with life, symptoms of depression, and perceived stress.

Methods: Data were collected using surveys with a large sample of highly engaged gamers (N = 14,740; Mage = 24.14 years, SDage = 7.0, 89.3% males).

Results: We observed a positive, close to linear association between time spent gaming and GD symptoms. Groups at risk of GD played for about 42 h (SD = 19) on average, according to the American Psychiatric Association and World Health Organization frameworks. Furthermore, we identified four profiles representing varying levels of PD. Gamers reporting very high levels of PD (4.2% of the sample) played for 33 h per week on average. Remarkably, a substantial percentage of the sample (41.9%) showed no PD despite playing for 26 h per week.

Conclusion: The association between gaming time and PD is complex as even prolonged time spent gaming can be unproblematic for many gamers.

背景:虽然有人呼吁限制游戏时间,因为游戏被认为是有问题的,有可能导致游戏障碍(GD),但有关这一问题的证据却相互矛盾。我们探讨了每周平均游戏时间与所报告的游戏障碍症状之间的关联。此外,我们还采用了潜在特征分析法来研究游戏时间与代表心理困扰(PD)的变量(如生活满意度、抑郁症状和感知压力)之间的关系:结果:我们观察到正向的、接近线性关系的游戏时间与心理压力之间的关系:我们发现,游戏时间与广东话症状之间存在接近线性的正相关。根据美国精神病学协会和世界卫生组织的框架,GD高危人群的平均游戏时间约为42小时(SD=19)。此外,我们还发现了四种代表不同程度 PD 的特征。PD程度很高的游戏者(占样本的 4.2%)平均每周游戏 33 小时。值得注意的是,有相当比例的样本(41.9%)尽管每周游戏时间为 26 小时,却没有显示出肢体麻木症:游戏时间与帕金森病之间的关系非常复杂,因为即使长时间玩游戏,对许多游戏玩家来说也可能没有任何问题。
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引用次数: 0
Emotional interference and attentional bias in compulsive sexual behaviors disorder - An fMRI study on heterosexual males. 强迫性性行为障碍中的情绪干扰和注意偏差--一项针对异性恋男性的 fMRI 研究。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-07-04 DOI: 10.1556/2006.2024.00033
Małgorzata Draps, Maria Kulesza, Agnieszka Glica, Julia Szymanowska, Katarzyna Lewińska, Weronika Żukrowska, Mateusz Gola

Background and aims: Despite the inclusion of the Compulsive Sexual Behavior Disorder (CSBD) in the 11th edition of the International Classification of Diseases, emotional and cognitive impairments related to CSBD remains unclear. This study aimed to investigate the behavioral and neuronal effects of emotional interference on cognition among CSBD patients.

Methods: Thirty heterosexual males with CSBD and matched healthy controls (HC) were studied with the Emotional Stroop Task using 5 categories of emotionally arousing words (sex-related, positive, fear-related, negative, neutral) during functional magnetic imaging.

Results: At the behavioral level, we found the main effect of the condition: sex-related words evoked a stronger Stroop effect than other conditions. At the neural level, we found a significant group effect. Among CSBD patients processing of sex-related words was related to increased activity in the right putamen, right thalamus, hippocampi, and left pulvinar, when compared to HC. We also found a negative correlation between neuronal activation and time spent on sexual activity during the week preceding study and numerous group differences in brain regions connected to the emotional and motivational processing of sexually explicit material, correlating with CSBD symptoms.

Conclusions: Behavioral results indicate a specific attentional bias toward sex-related stimuli in both groups, while neural data uncovered stronger reactivity to sex-related words in CSBD compared to HC. This reactivity is related to CSBD symptoms and provides evidence for the interference of sex-related stimuli with cognition. Such results are firmly in line with the Incentive Salience Theory and conceptualizing CSBD as a behavioral addiction.

背景和目的:尽管强迫性性行为障碍(CSBD)已被列入第11版《国际疾病分类》,但与CSBD相关的情感和认知障碍仍不明确。本研究旨在调查情绪干扰对 CSBD 患者认知的行为和神经元影响:在功能磁成像过程中,对30名患有CSBD的异性恋男性和匹配的健康对照组(HC)进行了情绪Stroop任务研究,使用了5类情绪唤醒词(性相关、积极、恐惧相关、消极、中性):结果:在行为层面,我们发现了条件的主效应:与性相关的词语比其他条件下的词语更能引起强烈的 Stroop 效应。在神经层面,我们发现了显著的群体效应。与 HC 相比,CSBD 患者在处理与性有关的词语时,右侧丘脑、右侧丘脑、海马和左侧脉管的活动增加。我们还发现,神经元激活与研究前一周花在性活动上的时间呈负相关,而且与性暴露材料的情感和动机处理有关的脑区存在许多群体差异,这与 CSBD 症状相关:行为结果表明,两组人对与性有关的刺激都有特定的注意偏向,而神经数据则揭示了与 HC 相比,CSBD 对与性有关的词语更强的反应性。这种反应性与 CSBD 症状有关,为与性有关的刺激对认知的干扰提供了证据。这些结果与 "刺激显著性理论"(Incentive Salience Theory)以及将 CSBD 概念化为一种行为成瘾是完全一致的。
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Journal of Behavioral Addictions
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