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"Feeling unseen": Generation and psychometric validation of a scale assessing sense of absence. “感觉被忽视”:缺失感量表的生成和心理计量学验证。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-02-12 DOI: 10.1556/2006.2025.00373
Yaniv Efrati, Marc N Potenza

Background: Online addictive behaviors are common among adolescents and may reflect efforts to cope with inner emptiness, loneliness, or emotional pain. These behaviors suggest a deeper form of emotional disconnection that existing constructs do not fully capture. To address this gap, the present study developed the Sense of Absence Scale (SoAS), a measure designed to assess adolescents' experiences of inner void, relational invisibility, and reduced engagement in daily life.

Method: Participants included 1,555 non-clinical adolescents aged 14-18 years. Psychometric analyses included Exploratory Graph Analysis (EGA), Confirmatory Factor Analysis (CFA), and Item Response Theory (IRT). Additionally, we examined correlations between the SoAS and several external self-report measures assessing loneliness, hope, suicidal ideation, and online addictive behaviors to consider convergent and nomological validity.

Results: EGA indicated a stable item structure, which was confirmed by the CFA (χ2(77) = 588.35, p < .01, CFI = .96, TLI = .95, RMSEA = .050). IRT analyses showed strong discrimination and high reliability (α ≈ .97). The seven point response format provided the best fit. Convergent validity was high within SoAS items and moderately strong with emptiness. Higher SoAS scores were strongly related to emptiness and mental pain, moderately associated with suicidal ideation, loneliness, and online addictive behaviors, and negatively related to hope and self-compassion.

Conclusions: The SoAS has psychometric support among a general population of adolescents. Future studies should examine its functioning in clinical populations and its potential in intervention development.

背景:网络成瘾行为在青少年中很常见,可能反映了他们应对内心空虚、孤独或情感痛苦的努力。这些行为表明了一种更深层次的情感脱节,而现有的结构并没有完全捕捉到这种脱节。为了解决这一差距,本研究开发了缺席感量表(SoAS),这是一种旨在评估青少年内心空虚、关系隐形和日常生活参与度降低的体验的方法。方法:参与者包括1555名14-18岁的非临床青少年。心理测量分析包括探索性图分析(EGA)、验证性因子分析(CFA)和项目反应理论(IRT)。此外,我们研究了SoAS与几个评估孤独、希望、自杀意念和网络成瘾行为的外部自我报告测量之间的相关性,以考虑趋同效度和法效度。结果:EGA显示项目结构稳定,经CFA验证(χ2(77) = 588.35, p < 0.01, CFI = 0.96, TLI = 0.95, RMSEA = 0.050)。IRT分析判别性强,信度高(α≈0.97)。七点回答格式是最合适的。SoAS项目的收敛效度较高,与空性的收敛效度中等强。较高的SoAS分数与空虚感和精神痛苦密切相关,与自杀意念、孤独感和网络成瘾行为中度相关,与希望和自我同情负相关。结论:SoAS在一般青少年人群中具有心理测量支持。未来的研究应检查其在临床人群中的功能及其在干预发展中的潜力。
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引用次数: 0
The effectiveness of an online acceptance and commitment therapy self-help course in reducing excessive gaming behavior through inhibitory control: A pilot randomized controlled trial. 在线接受和承诺治疗自助课程通过抑制控制减少过度游戏行为的有效性:一项试点随机对照试验。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-02-12 DOI: 10.1556/2006.2025.00199
Xiangyu Li, Yuxin Gao, Lingling Xia, Xuezhi Tang, Yue Wang, Ziyue Wang, Jing Zhang, Lijin Wang, Linlin Mu, Peipei Song, Haonan Li, Wenbo Du, Na Zhong, Xiaochu Zhang, Dongliang Jiao

Background and aims: Internet Gaming Disorder (IGD) has emerged as a significant mental health concern. However, a substantial number of young people exhibit excessive gaming behavior (EGB) without meeting the full criteria for IGD. Compared to IGD, studies on EGB are limited. On the basis of innovative design acceptance and commitment therapy (ACT) online self-help course, this study explored the mechanism of ACT self-help course improving inhibitory control ability and alleviating EGB.

Methods: This study focused on college students with Internet Gaming Disorder-20 Test (IGD-20) scores between 55 and 70 and more than 21 h of weekly gaming time, representing individuals in the EGB stage who had not yet reached IGD. A total of 58 individuals with EGB (mean age = 20.5 ± 1.2 years) underwent an ACT self-help course (n = 30) or a routine education intervention (n = 28). The IGD-20, Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A), and Acceptance and Action Questionnaire (AAQ-II) were used to assess participants before and after the intervention. GO/NOGO tasks and electroencephalogram activities (N200, P300) were also recorded.

Results: Compared to the control group, the ACT group exhibited significantly lower game addictive behaviors (IGD-20 score), reduced game time, and improved executive function (BRIEF-A) and cognitive flexibility (AAQ-II). Additionally, the ACT group demonstrated significantly improved NOGO task accuracy, increased N200 amplitude, and shortened P300 latency. Furthermore, correlation analyses and regression model identified that reduced gaming time, alongside improvements in executive function, psychological flexibility, and N200 amplitude, were significant predictors of treatment success.

Conclusions: The online ACT self-help course effectively reduced excessive gaming (EGB) and enhanced Inhibitory control. Its efficacy appears driven by simultaneous improvements in psychological and neurocognitive processes, highlighting its clinical potential for treating EGB and IGD.

背景和目的:网络游戏障碍(IGD)已经成为一个重要的心理健康问题。然而,相当多的年轻人表现出过度的游戏行为(EGB),而没有达到IGD的全部标准。与IGD相比,EGB的研究比较有限。本研究以创新设计接受与承诺治疗(ACT)在线自助课程为基础,探讨ACT自助课程提高抑制控制能力和缓解EGB的机制。方法:本研究以网络游戏障碍20测试(IGD-20)得分在55 ~ 70分之间,每周游戏时间超过21小时的大学生为研究对象,代表了处于EGB阶段但尚未达到IGD的个体。共有58名EGB患者(平均年龄= 20.5±1.2岁)接受了ACT自助课程(n = 30)或常规教育干预(n = 28)。采用IGD-20量表、执行功能行为评定量表成人版(BRIEF-A)和接受与行动问卷(AAQ-II)对干预前后的被试进行评估。同时记录GO/NOGO任务和脑电图活动(N200, P300)。结果:与对照组相比,ACT组表现出更低的游戏成瘾行为(IGD-20分数),更少的游戏时间,执行功能(BRIEF-A)和认知灵活性(AAQ-II)得到改善。此外,ACT组显著提高了NOGO任务的准确性,增加了N200振幅,缩短了P300潜伏期。此外,相关分析和回归模型表明,减少游戏时间、改善执行功能、心理灵活性和N200振幅是治疗成功的重要预测因素。结论:在线ACT自助课程有效减少了过度游戏(EGB),增强了抑制控制。其疗效似乎是由心理和神经认知过程的同时改善驱动的,突出了其治疗EGB和IGD的临床潜力。
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引用次数: 0
A qualitative exploration of narratives among problematic exercise experiences. 在有问题的运动经验叙述的定性探索。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-02-12 DOI: 10.1556/2006.2025.00526
Álvaro Sicilia, Manuel Alcaraz-Ibáñez, Attila Szabo, Mark D Griffiths

Background and aims: Exercise is recognized as essential for health, but exercise addiction remains a lesser-known phenomenon. Unlike substance addictions, excessive exercise is often celebrated, making it difficult to distinguish between dedication and compulsion. To understand what exercisers perceive as problematic within their exercise context, a qualitative study was conducted investigating personal experiences.

Methods: Through a reflexive thematic analysis, the present study analyzed 153 narratives from individuals who experienced physical, psychological, or emotional problems due to exercise.

Results: Four main themes emerged: (i) The social pressure of a performativity-oriented culture; (ii) Everything seemed to be going well until the injuries appeared; (iii) Time is money: Interpersonal conflicts; and (iv) It is my responsibility: Intrapersonal conflict. The results suggest that a culture of performance provides an interpretive framework that shapes and sustains problematic exercise experiences. Participants internalized performative values, leading to strict demands and fear of failure, resulting in severe injuries in over 70% of cases. In participants' narratives, the forced interruption of activity was associated with the reported emergence of withdrawal symptoms, with health and morality discourses providing the framework for rationalizing their excessive dedication.

Conclusions: These findings suggest that problematic exercise is not an individual issue, but an expression of a broader culture prioritizing performance. These results underscore the importance of shifting toward biopsychosocial interventions that foster identity flexibility and prioritize holistic well-being and enjoyment over performance metrics.

背景和目的:运动被认为对健康至关重要,但运动成瘾仍然是一个鲜为人知的现象。与物质成瘾不同的是,过度运动经常受到赞扬,这使得很难区分奉献和强迫。为了了解锻炼者在锻炼过程中认为存在的问题,进行了一项调查个人经历的定性研究。方法:通过反身性主题分析,本研究分析了153名因运动而经历身体、心理或情绪问题的个体的叙述。结果:出现了四个主要主题:(i)以表演为导向的文化的社会压力;一切似乎都很顺利,直到受伤出现;(三)时间就是金钱:人际冲突;(四)这是我的责任:人际冲突。结果表明,表演文化提供了一个解释性框架,塑造和维持有问题的运动体验。参与者内化了表演价值观,导致严格的要求和对失败的恐惧,导致70%以上的严重伤害。在参与者的叙述中,被迫中断活动与报告的戒断症状的出现有关,健康和道德话语为他们的过度奉献提供了合理化的框架。结论:这些发现表明,有问题的锻炼不是个人问题,而是更广泛的文化优先表现的表现。这些结果强调了转向生物心理社会干预的重要性,这种干预可以促进身份的灵活性,并优先考虑整体福祉和享受而不是绩效指标。
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引用次数: 0
Deriving lower-risk gambling limits from data collected in four cross-sectional Finnish surveys. 从芬兰四项横断面调查收集的数据中得出低风险赌博限制。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-02-11 DOI: 10.1556/2006.2025.00104
Jukka Kontto, Tanja Grönroos, Jussi Palomäki, David C Hodgins, Matthew M Young, Anne H Salonen

Background: This article aims to examine the relationship between gambling participation and risk of gambling-related harms (GRHs) in Finland using four nationally representative cross-sectional datasets from 2011, 2015, 2019, and 2023. This study is linked with developing Lower-Risk Gambling Guidelines (LRGGs).

Methods: Data consisted of 14,163 adults (51.8% men; median age = 52) who reported gambling during the past year. Lower-risk limits of gambling participation (gambling frequency, number of gambling types, gambling expenditure as percentage of personal net income [GEPI]) were calculated using GRH indicators. The data from years 2011 and 2015 were analysed together, and analyses were replicated with the 2019 and 2023 data. Gambling participation was measured with categorical variables and GRH indicators were derived from 7 items of the Problem Gambling Severity Index (PGSI).

Results: The lower-risk limits were similar between datasets for gambling frequency (6 gambling days per month). For number of gambling types, the limit was lower in 2023 compared to other datasets (2 gambling types vs. 3 gambling types). For GEPI, the lower-risk limit was stricter in 2019 and 2023 (2.0%) compared to 2011-2015 (3.0%).

Conclusions: Finnish 2019 and 2023 data revealed somewhat stringent risk limits for number of gambling types and GEPI compared to Finnish 2011-2015 data. However, according to the study testing the feasibility and acceptability of LRGGs in Finland, original LRGGs were considered suitable. These results can be considered when implementing LRGGs in Finland.

背景:本文旨在使用2011年、2015年、2019年和2023年四个具有全国代表性的横断面数据集,研究芬兰赌博参与与赌博相关危害(GRHs)风险之间的关系。这项研究与制定低风险赌博指南(LRGGs)有关。方法:数据包括14,163名成年人(51.8%为男性,年龄中位数为52岁),在过去一年中报告有赌博行为。使用GRH指标计算参与赌博的较低风险限制(赌博频率,赌博类型数量,赌博支出占个人净收入的百分比[GEPI])。2011年和2015年的数据被一起分析,并与2019年和2023年的数据进行了重复分析。赌博参与用分类变量来衡量,GRH指标来自赌博问题严重程度指数(PGSI)的7个项目。结果:赌博频率(每月6个赌博日)的数据集之间的低风险界限相似。对于赌博类型的数量,与其他数据集相比,2023年的限制较低(2种赌博类型vs. 3种赌博类型)。对于GEPI,与2011-2015年(3.0%)相比,2019年和2023年(2.0%)的低风险限值更为严格。结论:与芬兰2011-2015年的数据相比,芬兰2019年和2023年的数据显示,赌博类型数量和GEPI的风险限制有些严格。然而,根据芬兰测试LRGGs可行性和可接受性的研究,认为原始LRGGs是合适的。这些结果可以在芬兰实施lrgg时加以考虑。
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引用次数: 0
Are you on the internet or using screen-based devices? 你是上网还是使用基于屏幕的设备?
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-02-04 DOI: 10.1556/2006.2025.00105
Zsolt Demetrovics, Andrea Czakó, Marc N Potenza, Mark D Griffiths, Naomi A Fineberg, Dan J Stein, Hamed Ekhtiari, Matthias Brand, Christian Montag, Chung-Ying Lin, Li Li, Jon D Elhai, Orsolya Király

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

背景和目的:问题游戏与青少年精神病样体验(ple)水平的增加有关,但环境因素的作用尚不清楚。我们的目的是研究问题游戏与ple之间的关系,并利用功能提供理论来评估环境因素是否有助于增强这种风险的识别。方法:参与者是来自美国青少年大脑认知发展研究的6,467名报告玩数字游戏的青少年(39.2%为女性)。测量包括问题游戏,同伴环境(亲密朋友的数量),学校环境(教师,活动等),家庭环境(父母监督)和PLEs。我们研究了12岁时的同伴、学校和家庭环境是否与问题游戏有关,并在13岁时缓和了其与问题游戏的关系。结果:12岁时较高水平的问题游戏与13岁时较高水平的ple相关,独立于社会人口变量和以前的ple。问题游戏与ple之间的关联强度并没有随着同伴、学校或家庭环境变量的变化而显著变化(也就是说,没有显著的交互作用)。然而,在12岁时,更多的保护性学校和家庭环境与13岁时较低的问题游戏水平相关,独立于之前的问题游戏水平。讨论和结论:积极的学校和家庭环境可能对青少年的问题游戏起到保护作用,但似乎并没有减弱问题游戏对青少年的假定影响。研究结果部分支持了基于能力的问题游戏概念化。
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Journal of Behavioral Addictions
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