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Computerized cognitive training for problem gambling: A randomized controlled trial (TRAIN-online). 问题赌博的计算机认知训练:一项随机对照试验。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-01-17 DOI: 10.1556/2006.2024.00080
Amandine Luquiens, Amine Benyamina, Pascal Perney, Arnaud Carré

Background: Non-face-to-face interventions offer promise, with cognitive training showing potential but inconsistent efficacy in problem gambling.

Methods: We conducted a non-face-to-face, parallel, randomized, controlled, single-blinded trial to evaluate training programs in adults with problem gambling (CPGI ≥5). Participants were randomized 1:1 to a web-based cognitive training program targeting inhibition unrelated to addiction cues or a control program on visuo-spatial functioning. Both programs benefited from weekly phone calls to support engagement and transferability to daily life. A mixed community and out-patient sample was recruited at the national-level. The primary outcome was change in CPGI at week 6. Secondary outcomes were change in impulsivity, gambling behavior and quality of life at 6 and 14 weeks.

Results: 187 participants were screened, with 185 randomized: 93 to intervention and 92 to control. No significant differences were found between groups for any outcome. Mean PGSI change at 6 weeks was -2.75, 95% CI [-12.95; 7.44] in the experimental arm versus -2.44, 95% CI [-13.52; 8.64] in controls, p = 0.76. 34% of participants were classed as no longer problem gamblers at week 14. Intervention acceptability was moderate, with 21 participants (22.58%) in the experimental group, and 32 (34.78%) controls never accessing the platform (p = 0.07).

Conclusions: Further research is needed to optimize cognitive interventions in problem gambling, to improve engagement and to demonstrate their added value beyond minimal intervention. For a number of problem gamblers, minimal telephone interventions appeared to be sufficient to reduce gambling. Objective account-based gambling data will provide valuable insights into long-term and objective effects.

背景:非面对面的干预提供了希望,认知训练在问题赌博中显示出潜力,但效果不一致。方法:我们进行了一项非面对面、平行、随机、对照、单盲试验,以评估成人问题赌博(CPGI≥5)的训练计划。参与者以1:1的比例随机分配到一个基于网络的认知训练项目,目标是与成瘾线索无关的抑制,或者是视觉空间功能的控制项目。这两个项目都受益于每周的电话,以支持参与和转移到日常生活中。在国家一级招募了混合社区和门诊患者样本。主要终点是第6周时CPGI的变化。次要结果是6周和14周时冲动性、赌博行为和生活质量的改变。结果:187名参与者被筛选,185名随机分配:93名干预组,92名对照组。两组之间没有发现任何结果的显著差异。6周时平均PGSI变化为-2.75,95% CI [-12.95;7.44]对比-2.44,95% CI [-13.52;8.64]对照组,p = 0.76。在第14周,34%的参与者被归类为不再是问题赌徒。干预可接受性中等,实验组21人(22.58%),对照组32人(34.78%)从未使用平台(p = 0.07)。结论:需要进一步的研究来优化问题赌博的认知干预,以提高参与度,并证明其在最小干预之外的附加价值。对于一些问题赌徒来说,最少的电话干预似乎足以减少赌博。客观的基于账户的赌博数据将为长期和客观的影响提供有价值的见解。
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引用次数: 0
Stigma in substance-based and behavioural addictions: A systematic review. 基于物质和行为成瘾的耻辱:系统回顾。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-01-17 DOI: 10.1556/2006.2024.00072
Christina Galanis, Morgan Leske, Toshitaka Hamamura, Nathan Weber, Nerilee Hing, Paul H Delfabbro, Daniel L King

Background and aims: The study of stigma contributes greatly to our understanding of individuals' experiences of mental disorders. Addictive disorders are often associated with public misconceptions of the disorder, which can contribute to shame, discrimination, and reticence to seek help. This review aimed to: (1) evaluate the nature, frequency, and prevalence of addiction stigma; (2) identify the correlates of addiction stigma; and (3) examine the psychometric qualities of addiction stigma measures.

Methods: A search of Web of Science, PubMed, Scopus, PsycINFO, and PsycNet, had 5,515 results which were screened for eligibility using Covidence. Eligible papers were quantitative, peer-reviewed studies, which reported an outcome variable of stigma related to an addiction.

Results: A total of 99 studies were included in the review, including 70 studies of substance-based addictions, 19 studies of behavioral addictions, and 10 studies which examined both. Thirteen of the 20 studies examining the impact of familiarity with addiction reported that greater familiarity was associated with lower public stigma. Studies comparing substance and behavioral addictions (n = 5) typically reported greater public stigma towards vignettes depicting substance-based addictions than for behavioral addictions. Between 22% and 40% of individuals with an addictive disorder identified stigma as a significant barrier to seeking help; however, the relative importance of stigma among other barriers was unclear.

Discussion and conclusions: Evidence for countermeasures to prevent and/or reduce stigma is currently limited. Further research on the nature and prevalence of addiction stigma is needed to inform the development of effective clinical and public health countermeasures.

背景与目的:对病耻感的研究有助于我们理解个体的精神障碍经历。成瘾性疾病通常与公众对这种疾病的误解有关,这可能导致羞耻、歧视和不愿寻求帮助。本综述旨在:(1)评估成瘾病耻感的性质、频率和流行程度;(2)识别成瘾病耻感的相关因素;(3)检验成瘾病耻感测量的心理测量特征。方法:检索Web of Science、PubMed、Scopus、PsycINFO和PsycNet,共获得5515个结果,使用covid进行筛选。合格的论文是定量的,同行评议的研究,报告了与成瘾相关的耻辱的结果变量。结果:共纳入99项研究,包括70项基于物质成瘾的研究,19项关于行为成瘾的研究,10项对两者都进行了研究。在20项研究中,有13项研究调查了熟悉成瘾的影响,报告称,熟悉程度越高,公众对成瘾的耻辱感就越低。比较物质成瘾和行为成瘾的研究(n = 5)通常报告说,与行为成瘾相比,公众对描述物质成瘾的小插图的耻辱感更大。22%至40%的成瘾障碍患者认为耻辱感是寻求帮助的重大障碍;然而,在其他障碍中,耻辱感的相对重要性尚不清楚。讨论和结论:预防和/或减少耻辱的对策证据目前有限。需要进一步研究成瘾耻辱的性质和流行情况,以便为制定有效的临床和公共卫生对策提供信息。
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引用次数: 0
Temporal attentional bias to visual game stimuli in Internet gaming disorder. 网络游戏障碍对视觉游戏刺激的时间注意偏倚。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-01-09 DOI: 10.1556/2006.2024.00075
Mengjian Hu, Yixuan Ku, Lu Liu

Background and aims: Uncontrollable gaming behavior is a core symptom of Internet Gaming Disorder (IGD). Attentional bias towards game-related cues may contribute to the difficulty in regulating online gaming behavior. However, the context-specific attentional bias and its cognitive mechanisms in individuals with IGD have not been systematically investigated.

Methods: We compared individuals with IGD to healthy controls (HC) using a rapid serial visual presentation (RSVP) task to measure temporal attentional bias. By applying game-related and neutral stimuli as targets, we specifically assessed how attentional resources were allocated to game-related stimuli compared to neutral stimuli.

Results: The IGD group showed enhanced attentional blink effect when a game-related stimulus was the first target and a neutral target was the next, reflecting IGD's difficulty in disengaging from game-related stimuli. Both IGD and HC individuals exhibited decreased accuracy in identifying a neutral first target followed by a game-related second target at shorter lags, indicating increased attentional engagement with game-related stimuli in general.

Discussion: The results provide a cognitive basis for recurrent and uncontrollable gaming behaviors in individuals with IGD. Game cues have priority in the allocation of attentional resources in individuals with IGD. The results shed new light on the development of specific treatments for IGD.

背景与目的:不可控的游戏行为是网络游戏障碍(IGD)的核心症状。对游戏相关线索的注意偏差可能导致难以规范在线游戏行为。然而,IGD患者的情境特异性注意偏差及其认知机制尚未得到系统的研究。方法:我们使用快速连续视觉呈现(RSVP)任务来测量时间注意偏倚,将IGD个体与健康对照(HC)进行比较。通过将游戏相关刺激和中性刺激作为目标,我们特别评估了与中性刺激相比,注意力资源是如何分配给游戏相关刺激的。结果:IGD组在以游戏相关刺激为第一目标、以中性刺激为第二目标时,注意眨眼效应增强,反映了IGD组难以脱离游戏相关刺激。IGD和HC个体在识别中性的第一个目标之后,在较短的滞后时间内识别与游戏相关的第二个目标的准确性都有所下降,这表明一般来说,与游戏相关的刺激增加了注意力投入。讨论:研究结果为IGD患者反复出现和不可控的游戏行为提供了认知基础。游戏线索在IGD患者的注意力资源分配中具有优先性。这些结果为开发针对IGD的特殊治疗方法提供了新的思路。
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引用次数: 0
Features related to the presence of internet gaming disorder and their impact on the treatment outcomes. 网络游戏障碍存在的相关特征及其对治疗结果的影响。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-01-08 DOI: 10.1556/2006.2024.00070
Rocio-Elena Ayala-Rojas, Magda Rosinska, Iván Perales Cárdenas, Jorge Soldevilla-Morera, Roser Granero, Fernando Fernández-Aranda, Susana Jiménez-Murcia

Background and aims: Internet gaming disorder (IGD) is a highly engrossing activity with the individual spending up to 10 h per day gaming, this causes issues in accomplishing their tasks and personal goals. Also, to generate in them increased anxiety, impulsivity and lack of social skills, this impacts the good personal development and individual's quality of life. Therefore, it is vital to better understand, in terms of treatment, which factors are associated with therapeutic outcomes (largely to achieve control over the use of video games and the lack of relapses) following a standardized Cognitive Behavioral Therapy (CBT) protocol. This study aimed to explore sociodemographic and personality variables and their relation to treatment outcome in patients with IGD.

Method: The sample included n = 105 patients with IGD, considered between January 2005 and December 2022 and recruited from the Behavioral Addictions Unit at the University Hospital of Bellvitge. Data at baseline was registered (sociodemographic and clinical measures), as well as the therapy outcomes (compliance with the guidelines, presence of relapses and dropouts).

Results: Patients were mainly males (n = 95) with a mean age of 24.97 (SD = 12.03). All patients included in this sample had individual CBT treatment in relation to their problematic gaming behavior. In terms of patients who relapsed, they had higher interpersonal sensitivity, hostility and persistence with lower self-directedness. Patients who dropped out were males with an older age of IGD onset. When looking at treatment noncompliance, it was related to higher psychoticism and reward dependence, and lower cooperation. Patients with IGD show higher levels of treatment noncompliance.

Conclusion: These findings evidence a positive and promising effect of CBT on IGT. The factors identified as predictors of good and poor treatment outcomes should be considered for developing new evidence-based interventions focused on learning healthier key coping strategies to manage both cravings and triggers.

背景和目的:网络游戏障碍(IGD)是一种非常引人入胜的活动,个人每天花在游戏上的时间高达10小时,这导致了他们在完成任务和个人目标方面的问题。同时,他们的焦虑、冲动和社交技能的缺乏也会影响个人的良好发展和个人的生活质量。因此,就治疗而言,更好地理解遵循标准化认知行为疗法(CBT)协议的哪些因素与治疗结果相关(主要是为了控制电子游戏的使用和减少复发)是至关重要的。本研究旨在探讨IGD患者的社会人口学和人格变量及其与治疗结果的关系。方法:样本包括2005年1月至2022年12月期间从Bellvitge大学医院行为成瘾科招募的n = 105例IGD患者。登记基线数据(社会人口学和临床测量),以及治疗结果(遵守指南,复发和退出)。结果:患者以男性为主(n = 95),平均年龄24.97岁(SD = 12.03)。该样本中的所有患者都接受了与问题游戏行为相关的个体CBT治疗。复发患者的人际关系敏感性、敌意和持久性较高,自我指向性较低。退出研究的患者是年龄较大的男性IGD发病患者。当观察治疗依从性时,它与较高的精神病和奖励依赖以及较低的合作有关。IGD患者表现出更高程度的治疗不依从性。结论:这些发现证明CBT对IGT有积极和有希望的影响。在制定新的循证干预措施时,应考虑确定为治疗效果好坏的预测因素,重点是学习更健康的关键应对策略,以管理渴望和触发因素。
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引用次数: 0
Gaming disorder: Neural mechanisms and ongoing debates. 游戏障碍:神经机制和正在进行的争论。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-01-08 DOI: 10.1556/2006.2024.00071
Yong-Bo Zheng, Sheng-Nan Zhang, Hua-Da Tang, San-Wang Wang, Xiao Lin, Yan-Ping Bao, Yu-Mei Wang, Mark D Griffiths, Jie Sun, Ying Han, Lin Lu

Background and aims: The inclusion of gaming disorder as a new diagnosis in the 11th revision of the International Statistical Classification of Diseases (ICD-11) has caused ongoing debate. This review aimed to summarise the potential neural mechanisms of gaming disorder and provide additional evidence for this debate.

Methods: We conducted a comprehensive literature review of gaming disorder, focusing on studies that investigated its clinical characteristics and neurobiological mechanisms. Based on this evidence, we further discuss gaming disorder as a psychiatric disorder.

Results: The present review demonstrated that the brain regions involved in gaming disorder are related to executive functioning (e.g., anterior cingulate cortex and dorsolateral prefrontal cortex), reward systems (e.g., striatum and orbitofrontal cortex), and emotional regulation (e.g., insula and amygdala). Despite the inclusion of gaming disorder in the ICD-11, the debate remains on the benefits and harms of classifying it as a mental health disorder. Opponents argue that the current manifestations that support gaming disorder as a psychiatric disorder remain inadequate, it could cause moral panic among healthy gamers, and that the label of gaming disorder is stigmatising.

Discussion: Evidence suggests that gaming disorder shares similar neurobiological alterations with other types of behavioural and substance-related addictions, which further supports gaming disorder as a behavioural addiction. Ongoing debates on whether gaming disorder is a psychiatric disorder push for further exploring the nature of gaming disorder and resolving this dilemma in the field.

背景和目的:将游戏障碍作为一种新的诊断纳入国际疾病统计分类(ICD-11)的第11版引起了持续的争论。这篇综述旨在总结游戏障碍的潜在神经机制,并为这场争论提供额外的证据。方法:我们对游戏障碍进行了全面的文献综述,重点研究了其临床特征和神经生物学机制。基于这一证据,我们进一步讨论游戏障碍作为一种精神障碍。结果:目前的研究表明,参与游戏障碍的大脑区域与执行功能(如前扣带皮层和背外侧前额叶皮层)、奖励系统(如纹状体和眶额皮质)和情绪调节(如脑岛和杏仁核)有关。尽管将游戏障碍列入ICD-11,但将其归类为精神健康障碍的利弊仍存在争议。反对者认为,目前支持游戏障碍是一种精神障碍的证据还不够充分,它可能会在健康的玩家中引起道德恐慌,而且游戏障碍的标签是一种耻辱。讨论:有证据表明,游戏障碍与其他类型的行为和物质成瘾有着相似的神经生物学改变,这进一步支持了游戏障碍是一种行为成瘾。关于游戏障碍是否是一种精神障碍的持续争论推动了对游戏障碍本质的进一步探索,并解决了该领域的这一困境。
{"title":"Gaming disorder: Neural mechanisms and ongoing debates.","authors":"Yong-Bo Zheng, Sheng-Nan Zhang, Hua-Da Tang, San-Wang Wang, Xiao Lin, Yan-Ping Bao, Yu-Mei Wang, Mark D Griffiths, Jie Sun, Ying Han, Lin Lu","doi":"10.1556/2006.2024.00071","DOIUrl":"https://doi.org/10.1556/2006.2024.00071","url":null,"abstract":"<p><strong>Background and aims: </strong>The inclusion of gaming disorder as a new diagnosis in the 11th revision of the International Statistical Classification of Diseases (ICD-11) has caused ongoing debate. This review aimed to summarise the potential neural mechanisms of gaming disorder and provide additional evidence for this debate.</p><p><strong>Methods: </strong>We conducted a comprehensive literature review of gaming disorder, focusing on studies that investigated its clinical characteristics and neurobiological mechanisms. Based on this evidence, we further discuss gaming disorder as a psychiatric disorder.</p><p><strong>Results: </strong>The present review demonstrated that the brain regions involved in gaming disorder are related to executive functioning (e.g., anterior cingulate cortex and dorsolateral prefrontal cortex), reward systems (e.g., striatum and orbitofrontal cortex), and emotional regulation (e.g., insula and amygdala). Despite the inclusion of gaming disorder in the ICD-11, the debate remains on the benefits and harms of classifying it as a mental health disorder. Opponents argue that the current manifestations that support gaming disorder as a psychiatric disorder remain inadequate, it could cause moral panic among healthy gamers, and that the label of gaming disorder is stigmatising.</p><p><strong>Discussion: </strong>Evidence suggests that gaming disorder shares similar neurobiological alterations with other types of behavioural and substance-related addictions, which further supports gaming disorder as a behavioural addiction. Ongoing debates on whether gaming disorder is a psychiatric disorder push for further exploring the nature of gaming disorder and resolving this dilemma in the field.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":""},"PeriodicalIF":6.6,"publicationDate":"2025-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142949338","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
Feels good, and less bad: Problematic use of the Internet is associated with heightened experiences of both gratification and compensation. 感觉良好,不那么糟糕:有问题的互联网使用与满足感和补偿感的增强有关。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-01-08 DOI: 10.1556/2006.2024.00067
Elisa Wegmann, Stephanie Antons, Lasse David Schmidt, Lena Klein, Christian Montag, Hans-Jürgen Rumpf, Silke M Müller, Matthias Brand

Background: During the development of addictive behaviors, theoretical models assume a shift from experience of gratification being a driver in early stages to experience of compensation which dominates at later stages of addiction development. Initial studies show a trend in this direction; however, this shift has not yet been investigated in clinical samples. We assume experienced gratification to be highest in individuals with risky use (indicating the beginning of the addiction process), and compensation to be highest in individuals with pathological use.

Methods: Data from 834 participants from a multi-center study (FOR2974) investigating specific Internet-use disorders (IUDs) including gaming, buying-shopping, pornography use, and social-network use disorders were analyzed about Experience of Gratification (EGS) and Experience of Compensation (ECS), symptom severity, use expectancies, and usage motives. A diagnostic interview based on DSM-5 criteria for gaming disorder was used to classify individuals into either non-problematic, risky, or pathological use group.

Results: The groups (non-problematic, risky, pathological) differed significantly regarding EGS and ECS. Individuals with pathological use reported highest experiences of compensation but equally high experienced gratification as individuals with risky use. Effects vary with respect to the specific behavior. All measures correlated significantly. Symptom severity was most strongly associated with facets of compensation.

Conclusion: The experience of gratification and compensation appear to be crucial for addiction-like Internet use. Experienced gratification is already high in individuals experiencing first negative consequences and appear to be stable in individuals with pathological use indicating the relevance of both positive and negative reinforcement during the addiction processes.

背景:在成瘾行为的发展过程中,理论模型假设在成瘾发展的后期阶段,从早期的满足体验到主导的补偿体验的转变。初步研究表明这是一个趋势;然而,这种转变尚未在临床样本中进行研究。我们假设在危险使用的个体中体验到的满足感最高(表明成瘾过程的开始),而在病态使用的个体中获得的补偿最高。方法:采用多中心研究(FOR2974)对游戏、购物、色情使用和社交网络使用障碍等特定互联网使用障碍(IUDs)的834名参与者进行数据分析,包括满足体验(EGS)和补偿体验(ECS)、症状严重程度、使用期望和使用动机。基于DSM-5游戏障碍标准的诊断访谈被用于将个体分为无问题,风险或病理使用组。结果:各组(无问题组、危险组、病理性组)在EGS和ECS方面存在显著差异。病态使用的个体报告了最高的补偿体验,但与风险使用的个体同样高的满足感体验。效果因具体行为而异。所有指标均显著相关。症状严重程度与代偿各方面的关系最为密切。结论:满足和补偿的体验似乎对成瘾性网络使用至关重要。在经历第一次负面后果的个体中,体验到的满足感已经很高,而在病态使用的个体中,体验到的满足感似乎很稳定,这表明在成瘾过程中,正强化和负强化都是相关的。
{"title":"Feels good, and less bad: Problematic use of the Internet is associated with heightened experiences of both gratification and compensation.","authors":"Elisa Wegmann, Stephanie Antons, Lasse David Schmidt, Lena Klein, Christian Montag, Hans-Jürgen Rumpf, Silke M Müller, Matthias Brand","doi":"10.1556/2006.2024.00067","DOIUrl":"https://doi.org/10.1556/2006.2024.00067","url":null,"abstract":"<p><strong>Background: </strong>During the development of addictive behaviors, theoretical models assume a shift from experience of gratification being a driver in early stages to experience of compensation which dominates at later stages of addiction development. Initial studies show a trend in this direction; however, this shift has not yet been investigated in clinical samples. We assume experienced gratification to be highest in individuals with risky use (indicating the beginning of the addiction process), and compensation to be highest in individuals with pathological use.</p><p><strong>Methods: </strong>Data from 834 participants from a multi-center study (FOR2974) investigating specific Internet-use disorders (IUDs) including gaming, buying-shopping, pornography use, and social-network use disorders were analyzed about Experience of Gratification (EGS) and Experience of Compensation (ECS), symptom severity, use expectancies, and usage motives. A diagnostic interview based on DSM-5 criteria for gaming disorder was used to classify individuals into either non-problematic, risky, or pathological use group.</p><p><strong>Results: </strong>The groups (non-problematic, risky, pathological) differed significantly regarding EGS and ECS. Individuals with pathological use reported highest experiences of compensation but equally high experienced gratification as individuals with risky use. Effects vary with respect to the specific behavior. All measures correlated significantly. Symptom severity was most strongly associated with facets of compensation.</p><p><strong>Conclusion: </strong>The experience of gratification and compensation appear to be crucial for addiction-like Internet use. Experienced gratification is already high in individuals experiencing first negative consequences and appear to be stable in individuals with pathological use indicating the relevance of both positive and negative reinforcement during the addiction processes.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":""},"PeriodicalIF":6.6,"publicationDate":"2025-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142949325","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
Corrigendum to: Clinical characteristics associated with problematic pornography use among individuals seeking treatment for opioid use disorder. 在寻求阿片类药物使用障碍治疗的个体中与问题色情使用相关的临床特征的勘误。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-12-23 DOI: 10.1556/2006.2024.40000
Elina A Stefanovics, Shane W Kraus, Lynn M Madden, Scott Farnum, Erica Cannata, Marc N Potenza, Declan Barry
{"title":"Corrigendum to: Clinical characteristics associated with problematic pornography use among individuals seeking treatment for opioid use disorder.","authors":"Elina A Stefanovics, Shane W Kraus, Lynn M Madden, Scott Farnum, Erica Cannata, Marc N Potenza, Declan Barry","doi":"10.1556/2006.2024.40000","DOIUrl":"10.1556/2006.2024.40000","url":null,"abstract":"","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"947-948"},"PeriodicalIF":6.6,"publicationDate":"2024-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11737413/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142877031","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The longitudinal association between reward processing and symptoms of video game addiction in the Adolescent Brain Cognitive Development Study. 青少年脑认知发展研究中奖励加工与电子游戏成瘾症状的纵向关联。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-12-09 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00068
Daniel A Lopez, John J Foxe, Edwin van Wijngaarden, Wesley K Thompson, Edward G Freedman

Background and aims: Video games are a common form of entertainment in adolescents, which may result in gaming habits characterized by impairment to reward-related decision-making. The aim of the current study was to investigate the relationship between reward processing and symptoms of gaming addiction in adolescents.

Methods: Data from three consecutive follow-up years (years 2, 3 and 4) of the Adolescent Brain Cognitive Development (ABCD) Study were analyzed (n = 6,143, total observations = 12,745, mean age at year-2 = 12 years). Participants completed the Video Game Addiction Questionnaire (VGAQ) at each visit. Discrete stages of reward processing were measured at the year-2 visit using the Monetary Incentive Delay task while the participant completed a functional magnetic resonance imaging (fMRI) scan. Bayesian hierarchical linear models were employed to examine the longitudinal association between reward processing in regions of interest at year-2 and VGAQ scores over time.

Results: Lower activation in the bilateral caudate during the anticipation of a large reward (β = -0.87, 95% CI: -1.68, -0.07) was associated with greater VGAQ scores over time. This implies that for each one-unit increase in brain activity in the caudate, there was an associated 0.87-point decrease in symptoms of gaming addiction as measured by the VGAQ. No association was found between reward feedback and VGAQ scores.

Discussion and conclusions: The findings suggest that abnormal reward processing in the caudate nucleus is associated with symptoms of gaming addiction in adolescents. These results provide a clearer understanding of the brain mechanisms involved in gaming addiction, which could inform future preventive and therapeutic strategies.

背景和目的:电子游戏是青少年中常见的娱乐形式,这可能导致以损害奖励相关决策为特征的游戏习惯。本研究旨在探讨青少年游戏成瘾症状与奖赏加工的关系。方法:对青少年大脑认知发展(ABCD)研究连续3年(第2、3、4年)的数据进行分析(n = 6143,总观察值= 12745,第2年平均年龄= 12岁)。参与者在每次访问时完成视频游戏成瘾问卷(VGAQ)。当参与者完成功能性磁共振成像(fMRI)扫描时,在第二年的访问中使用货币激励延迟任务来测量奖励处理的离散阶段。本研究采用贝叶斯层次线性模型来检验第2年感兴趣区域的奖励加工与VGAQ分数随时间的纵向关联。结果:在期待大奖励时,双侧尾状核的低激活(β = -0.87, 95% CI: -1.68, -0.07)与VGAQ分数随时间的增加有关。这意味着尾状核的大脑活动每增加一个单位,VGAQ测量的游戏成瘾症状就会减少0.87个点。没有发现奖励反馈和VGAQ分数之间的联系。讨论与结论:研究结果表明,青少年尾状核奖赏加工异常与游戏成瘾症状有关。这些结果让我们更清楚地了解游戏成瘾的大脑机制,为未来的预防和治疗策略提供信息。
{"title":"The longitudinal association between reward processing and symptoms of video game addiction in the Adolescent Brain Cognitive Development Study.","authors":"Daniel A Lopez, John J Foxe, Edwin van Wijngaarden, Wesley K Thompson, Edward G Freedman","doi":"10.1556/2006.2024.00068","DOIUrl":"10.1556/2006.2024.00068","url":null,"abstract":"<p><strong>Background and aims: </strong>Video games are a common form of entertainment in adolescents, which may result in gaming habits characterized by impairment to reward-related decision-making. The aim of the current study was to investigate the relationship between reward processing and symptoms of gaming addiction in adolescents.</p><p><strong>Methods: </strong>Data from three consecutive follow-up years (years 2, 3 and 4) of the Adolescent Brain Cognitive Development (ABCD) Study were analyzed (n = 6,143, total observations = 12,745, mean age at year-2 = 12 years). Participants completed the Video Game Addiction Questionnaire (VGAQ) at each visit. Discrete stages of reward processing were measured at the year-2 visit using the Monetary Incentive Delay task while the participant completed a functional magnetic resonance imaging (fMRI) scan. Bayesian hierarchical linear models were employed to examine the longitudinal association between reward processing in regions of interest at year-2 and VGAQ scores over time.</p><p><strong>Results: </strong>Lower activation in the bilateral caudate during the anticipation of a large reward (β = -0.87, 95% CI: -1.68, -0.07) was associated with greater VGAQ scores over time. This implies that for each one-unit increase in brain activity in the caudate, there was an associated 0.87-point decrease in symptoms of gaming addiction as measured by the VGAQ. No association was found between reward feedback and VGAQ scores.</p><p><strong>Discussion and conclusions: </strong>The findings suggest that abnormal reward processing in the caudate nucleus is associated with symptoms of gaming addiction in adolescents. These results provide a clearer understanding of the brain mechanisms involved in gaming addiction, which could inform future preventive and therapeutic strategies.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"1051-1063"},"PeriodicalIF":6.6,"publicationDate":"2024-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11737415/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142800514","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Testing the acceptability and feasibility of the lower-risk gambling guidelines in Finland. 测试芬兰低风险赌博指导方针的可接受性和可行性。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-12-09 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00065
Jussi Palomäki, Tiina Latvala, Anne H Salonen, Virve Marionneau, David Hodgins, Matthew M Young, Sari Castrén

Background: The lower risk gambling guidelines (LRGG) represent an evidence-based collaborative effort to provide clear advice to people on the limits of safe gambling consumption. The guidelines are as follows: 1) Gamble no more than 1% of household income per month; and 2) Gamble no more than 4 days per month; and 3) Avoid regularly gambling at more than 2 types of games.

Methods: In an online survey study (N = 778), we evaluated the feasibility and acceptability of the LRGG among different subpopulations in Finland.

Results: We found that the guidelines were generally evaluated positively as understandable, sensible, clear, and "just right" in terms of their content. There were some notable differences between subpopulations: Individuals who were at risk of gambling problems evaluated the LRGG more negatively than others, while professionals working in the field of gambling prevention were the most optimistic about the guidelines. Thus, increased level of potentially harmful gambling engagement was linked with a somewhat more pessimistic attitude towards the guidelines. On the other hand, those who had not gambled in the past year viewed the guidelines as too permissive compared with those who had gambled, or those working in gambling prevention.

Discussion: Overall, our results show clear differences of opinion between the various subpopulations, which appear to be associated with the individuals' level and nature of gambling experience. We conclude that the LRGG can likely be adopted into wider use in Finland.

背景:低风险赌博指南(LRGG)代表了一种基于证据的协作努力,为人们提供关于安全赌博消费限制的明确建议。赌博准则如下:1)每月赌博不超过家庭收入的1%;2)每月赌博不超过4天;3)避免经常在2种以上的游戏中赌博。方法:通过一项在线调查研究(N = 778),我们评估了LRGG在芬兰不同亚群中的可行性和可接受性。结果:我们发现指南的内容被普遍评价为可理解、合理、清晰和“刚刚好”。亚群体之间有一些显著的差异:有赌博问题风险的个体对LRGG的评价比其他人更消极,而在赌博预防领域工作的专业人士对指导方针最乐观。因此,潜在有害的赌博参与程度的增加与对指导方针的某种更悲观的态度有关。另一方面,那些在过去一年中没有赌博的人认为,与那些曾经赌博的人或从事赌博预防工作的人相比,该指引过于宽松。讨论:总的来说,我们的结果显示了不同亚群体之间的明显差异,这似乎与个人的赌博经验水平和性质有关。我们的结论是,LRGG很可能在芬兰得到更广泛的应用。
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引用次数: 0
A case-control study for psychiatric comorbidity and associative factors of gaming disorder and hazardous gaming based on ICD-11 criteria: Cognitive control, emotion regulation, and reinforcement sensitivity. 基于ICD-11标准的游戏障碍和危险游戏精神共病及相关因素的病例对照研究:认知控制、情绪调节和强化敏感性。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-12-05 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00066
Ju-Yu Yen, Orsolya Király, Mark D Griffiths, Zsolt Demetrovics, Chih-Hung Ko

Background and aims: The authors of the present study wanted to know whether the previously reported psychiatric comorbidities of internet gaming disorder (IGD) based on DSM-5 criteria were also more prevalent among gaming disorder (GD) or hazardous gaming (HG) based on ICD-11 criteria. Therefore, the present case-control study evaluated the psychiatric comorbidities and associative factors of GD and HG based on ICD-11 criteria.

Methods: A sample of 60 individuals with GD, 45 with HG, and 120 controls were assessed with an ICD-11 criteria-based diagnostic interview along with attention deficit hyperactivity disorder (ADHD), generalized anxiety disorder (GAD), depressive disorder, and social anxiety disorder (SAD). Participants also completed Conners' Continuous Performance Test (CCPT), Dickman's Impulsivity Inventory, the Emotion Regulation Questionnaire, and the Behavior Inhibition System and Behavior Approach System Scales.

Results: GD was associated with ADHD, depressive disorder, and GAD. ADHD was the most associative comorbidity of HG. Depressive disorder was associated with GD relative to HG. Moreover, individuals with lower reappraisal, higher aversion sensitivity, and impulsivity were more likely to be diagnosed with GD. Those with higher fun-seeking were more likely to be diagnosed with HG.

Conclusion: In the present study, ADHD was the psychiatric comorbidity most significantly associated with GD, followed by depressive disorder and GAD, as previously reported for IGD. ADHD was also associated with HG. Depressive disorder was more associated with GD compared to HG. Intervention for HG and GD should be tailored by the consideration of the clients' psychiatric comorbidity as well as their reappraisal skills, impulsivity, aversion sensitivity, and fun-seeking.

背景和目的:本研究的作者想知道先前报道的基于DSM-5标准的网络游戏障碍(IGD)的精神合并症是否也在基于ICD-11标准的游戏障碍(GD)或危险游戏(HG)中更为普遍。因此,本病例对照研究基于ICD-11标准评估GD和HG的精神合并症及相关因素。方法:采用基于ICD-11标准的诊断访谈,对60名GD患者、45名HG患者和120名对照患者以及注意缺陷多动障碍(ADHD)、广泛性焦虑症(GAD)、抑郁症和社交焦虑症(SAD)进行评估。参与者还完成了Conners连续表现测试(CCPT)、Dickman冲动量表、情绪调节问卷、行为抑制系统和行为接近系统量表。结果:GD与ADHD、抑郁障碍和广泛性焦虑症相关。ADHD是HG最相关的合并症。相对于HG,抑郁障碍与GD相关。此外,重评价较低、厌恶敏感性较高和冲动性较高的个体更容易被诊断为GD。结论:在目前的研究中,ADHD是与GD最显著相关的精神共病,其次是抑郁症和广泛性焦虑症,正如之前关于IGD的报道。与HG相比,抑郁症与GD的相关性更强。对HG和GD的干预应考虑来访者的精神共病,以及他们的重新评估技能、冲动性、厌恶敏感性和寻欢作乐。
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Journal of Behavioral Addictions
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