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Predicting moments of impaired control over addictive behaviors: Relevance of craving and inhibitory control measured in laboratory and ambulatory settings. 预测对成瘾行为的控制受损的时刻:在实验室和门诊环境中测量的渴望和抑制控制的相关性。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-20 DOI: 10.1556/2006.2025.00102
Anna Knorr, Elisa Wegmann, Dominik Vollbracht, Matthias Brand, Stephanie Antons

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

背景和目的:有问题的色情使用(PPU)与基于风险的决策受损有关,可能源于中断的反馈处理。然而,潜在的认知和神经机制仍不清楚。本研究考察了PPU风险个体的冒险行为和反馈相关的电生理反应。方法:35名有PPU危险的男大学生(M = 20.51, SD = 0.89)和34名匹配的对照组(M = 20.79, SD = 1.70)完成气球模拟风险任务(BART),同时记录脑电图数据。评估冲动特征的自我报告问卷也被执行。结果:在行为水平上,PPU风险组个体的气球爆炸和总收入明显低于对照组,而在泵的调整次数上没有发现组间差异。在神经水平上,反馈相关负性(FRN)无组间差异,提示反馈效价的早期评价完整。然而,PPU风险组在负面(损失)反馈的反应中表现出显著降低的P300振幅,表明注意力分配和反馈整合受损,这可能反映了基于厌恶结果适应行为的能力下降。此外,有PPU风险的个体报告冲动水平升高,特别是在情绪驱动的成分,如积极和消极的紧迫性。结论:这种神经认知特征可能有助于不顾不良后果的适应不良行为的持续存在,并强调了改善PPU个体反馈敏感性和自我调节的潜在干预目标。
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引用次数: 0
A clustering based on the dynamics of DSM-5 criteria for gambling disorder: A 5-year follow-up of gamblers with and without gambling disorder. 基于DSM-5赌博障碍标准的动态聚类:有和没有赌博障碍的赌徒的5年随访。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-12 DOI: 10.1556/2006.2025.00099
Gaëlle Challet-Bouju, Vincent Brault, Bastien Perrot, Solène Desmée, Marie Grall-Bronnec

Background and aims: Gambling disorder (GD) follows a non-linear progression over time. Beyond shifts between disordered and non-disordered gambling statuses, the presence of each DSM-5 diagnostic criteria for GD may fluctuate throughout a gambler's trajectory. This study aimed to identify clusters of gamblers based on the evolution of the nine GD diagnostic criteria over time and to characterize these clusters using clinical variables.

Methods: Data were drawn from the JEU cohort (NCT01207674), a multicenter study of adult gamblers with and without GD, featuring a five-year follow-up. Participants completed structured clinical interviews and self-report questionnaires at baseline and annually. The analysis included only individuals who completed at least one follow-up assessment and met at least one GD diagnostic criterion during the study period (n = 209). A mixture model was applied to estimate the probability of meeting each GD criterion over time.

Results: Four distinct clusters emerged, characterized by a gradient of GD severity and specific criterion-based evolutions. Some criteria fluctuated alongside overall GD severity, while others, particularly "loss of control", persisted even when severity decreased. Additionally, three criteria ("lying", "jeopardization" and "bailout") were more likely to be present only in the two most severe clusters.

Discussion and conclusions: This study confirms that, beyond the fluctuations of GD states, the presence of individual criteria also varies over time. These findings provide new insights into the dynamic progression of GD and may help tailor therapeutic approaches to better address the specific needs of gamblers at different stages of the disorder.

背景和目的:赌博障碍(GD)随时间呈非线性发展。除了在无序和非无序赌博状态之间的变化之外,DSM-5中每个GD诊断标准的存在可能在赌徒的整个轨迹中波动。本研究旨在根据九个GD诊断标准随时间的演变来确定赌徒群,并使用临床变量来表征这些群。方法:数据来自JEU队列(NCT01207674),这是一项多中心研究,涉及有或没有GD的成年赌徒,随访5年。参与者在基线和每年完成结构化临床访谈和自我报告问卷。该分析仅包括在研究期间完成至少一次随访评估并符合至少一项GD诊断标准的个体(n = 209)。采用混合模型来估计满足每个GD标准随时间变化的概率。结果:出现了四个不同的集群,其特征是GD严重程度的梯度和基于特定标准的进化。一些标准随着总体焦虑严重程度的变化而波动,而另一些标准,特别是“失去控制”,即使在严重程度下降时仍然存在。此外,三个标准(“撒谎”、“危害”和“救助”)更有可能只出现在两个最严重的集群中。讨论和结论:本研究证实,除了GD状态的波动外,个体标准的存在也随时间而变化。这些发现为了解焦虑的动态发展提供了新的见解,并可能有助于定制治疗方法,以更好地满足不同阶段赌徒的特定需求。
{"title":"A clustering based on the dynamics of DSM-5 criteria for gambling disorder: A 5-year follow-up of gamblers with and without gambling disorder.","authors":"Gaëlle Challet-Bouju, Vincent Brault, Bastien Perrot, Solène Desmée, Marie Grall-Bronnec","doi":"10.1556/2006.2025.00099","DOIUrl":"https://doi.org/10.1556/2006.2025.00099","url":null,"abstract":"<p><strong>Background and aims: </strong>Gambling disorder (GD) follows a non-linear progression over time. Beyond shifts between disordered and non-disordered gambling statuses, the presence of each DSM-5 diagnostic criteria for GD may fluctuate throughout a gambler's trajectory. This study aimed to identify clusters of gamblers based on the evolution of the nine GD diagnostic criteria over time and to characterize these clusters using clinical variables.</p><p><strong>Methods: </strong>Data were drawn from the JEU cohort (NCT01207674), a multicenter study of adult gamblers with and without GD, featuring a five-year follow-up. Participants completed structured clinical interviews and self-report questionnaires at baseline and annually. The analysis included only individuals who completed at least one follow-up assessment and met at least one GD diagnostic criterion during the study period (n = 209). A mixture model was applied to estimate the probability of meeting each GD criterion over time.</p><p><strong>Results: </strong>Four distinct clusters emerged, characterized by a gradient of GD severity and specific criterion-based evolutions. Some criteria fluctuated alongside overall GD severity, while others, particularly \"loss of control\", persisted even when severity decreased. Additionally, three criteria (\"lying\", \"jeopardization\" and \"bailout\") were more likely to be present only in the two most severe clusters.</p><p><strong>Discussion and conclusions: </strong>This study confirms that, beyond the fluctuations of GD states, the presence of individual criteria also varies over time. These findings provide new insights into the dynamic progression of GD and may help tailor therapeutic approaches to better address the specific needs of gamblers at different stages of the disorder.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":""},"PeriodicalIF":6.2,"publicationDate":"2026-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145959438","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
Multidimensional analysis of smartphone overuse in insomnia: Integrating digital phenotyping with clinical assessment. 失眠患者智能手机过度使用的多维分析:将数字表型与临床评估相结合。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-06 DOI: 10.1556/2006.2025.00093
Emma Matsushita, Hyungju Kim, Minji Kim, Seojin Yoon, Sujin Kim, Ji Won Yeom, Seung Pil Pack, Heon-Jeong Lee, Taesu Cheong, Chul-Hyun Cho

Background and aims: This study aimed to identify the differences in characteristics between high- and low-risk smartphone users among individuals with insomnia symptoms using digital phenotyping and clinical assessments.

Methods: A total of 246 participants with insomnia symptoms (M = 31.14, SD = 10.09) were monitored for four weeks using the smartphone application and wearable devices. The participants were divided into high-(n = 141) and low-risk (n = 105) smartphone overuse groups based on a Smartphone Overuse Screening Questionnaire. Clinical scale results and wearable data were analyzed using ANCOVA and logistic regression, controlling for age, sex, and BMI.

Results: After covariate adjustment, the high-risk group showed significantly greater biological rhythm disruption (K-BRIAN: LS-mean difference = 6.86, p < 0.000), more severe insomnia (ISI index: aOR: 2.63, p = 0.0005), and poorer sleep quality (PSQI-K: aOR: 2.41, p = 0.0015). Psychological distress, including depression (PHQ-9 index: aOR: 2.77, p = 0.0001) and anxiety (GAD-7 index: aOR: 1.59, p = 0.0059), was more pronounced in the high-risk group. Bedtime procrastination (BPS index: aOR: 1.96, p = 0.0173) and stress reactivity to insomnia (FIRST index: aOR: 1.67, p = 0.0574) were significantly elevated. Digital phenotyping revealed persistent differences in minimum daytime heart rate and exercise intensity patterns, while many activity-related measures lost significance after adjustment.

Discussion and conclusions: Smartphone overuse is independently associated with severe circadian disruption, insomnia, and psychological distress. The integrated assessment approach revealed critical biomarkers and behavioral patterns. Targeted interventions focused on circadian stabilization and behavioral sleep patterns may improve sleep quality and mental health outcomes in this population. Longitudinal research is needed to establish causality.

背景和目的:本研究旨在通过数字表型和临床评估来确定失眠症状个体中高风险和低风险智能手机用户之间的特征差异。方法:采用智能手机应用程序和可穿戴设备对246名有失眠症状的参与者(M = 31.14, SD = 10.09)进行为期四周的监测。根据智能手机过度使用筛查问卷,参与者被分为高风险(n = 141)和低风险(n = 105)过度使用智能手机组。临床量表结果和可穿戴设备数据采用ANCOVA和logistic回归分析,控制年龄、性别和BMI。结果:经协变量调整后,高危组生物节律紊乱程度显著加重(K-BRIAN: LS-mean difference = 6.86, p < 0.000),失眠程度显著加重(ISI指数:aOR: 2.63, p = 0.0005),睡眠质量显著降低(PSQI-K: aOR: 2.41, p = 0.0015)。心理困扰,包括抑郁(PHQ-9指数:aOR: 2.77, p = 0.0001)和焦虑(GAD-7指数:aOR: 1.59, p = 0.0059)在高危组更为明显。睡前拖延症(BPS指数:aOR: 1.96, p = 0.0173)和失眠应激反应(FIRST指数:aOR: 1.67, p = 0.0574)显著升高。数字表型显示白天最小心率和运动强度模式的持续差异,而许多与活动相关的测量在调整后失去了意义。讨论和结论:智能手机过度使用与严重的昼夜节律紊乱、失眠和心理困扰独立相关。综合评估方法揭示了关键的生物标志物和行为模式。有针对性的干预措施侧重于昼夜节律稳定和行为睡眠模式,可能会改善这一人群的睡眠质量和心理健康状况。需要进行纵向研究来确定因果关系。
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引用次数: 0
Dark patterns in online gambling: A scoping review and classification of deceptive design practices. 在线赌博中的黑暗模式:欺骗性设计实践的范围审查和分类。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-06 DOI: 10.1556/2006.2025.00096
Jack McGarrigle, Jessica Smith, Joe Griffiths, Jamie Torrance, Martyn Quigley, Simon Dymond

Background and aims: Dark patterns are online platform design features that influence consumer behaviour to the advantage of the interface designer. In online gambling, such designs may exacerbate gambling-related harms, particularly among vulnerable consumers. This study aims to provide the first scoping review of dark patterns in online gambling.

Methods: Following established scoping review frameworks, we systematically searched databases and grey literature using terms related to dark patterns and online gambling. The review protocol was preregistered.

Results: Included articles (n = 16) addressed a variety of gambling-related dark patterns: hidden gambling management tools, inducements with complex conditions, minimum balances required to withdraw funds, unnecessary frictions involved in closing an account, high defaults in stake, deposit, reality check and deposit limit settings, and urgency-based gambling prompts. To address inconsistent terminology across studies, we synthesised existing literature by mapping identified dark patterns to a transdisciplinary framework, providing greater conceptual clarity and direction for future research.

Discussions and conclusions: The potential for harm from dark patterns is evident, yet evidence on behavioural impacts is limited, hindered by restricted access to proprietary gambling operator data. Research in this area is sparse and fragmented, often using inconsistent terminology. Future studies should empirically investigate the influence of dark patterns on consumer behaviour, especially among vulnerable populations, and evaluate safer design alternatives. We recommend mandating gambling operators to collaborate with researchers to assess platform safety, and shifting the burden of proof onto operators to demonstrate that their platforms prioritise consumer safety and foster responsible gambling environments.

背景和目的:暗模式是影响用户行为的在线平台设计特征,有利于界面设计师。在在线赌博中,这种设计可能会加剧与赌博相关的危害,尤其是在弱势消费者中。这项研究的目的是提供在线赌博黑暗模式的第一个范围审查。方法:遵循既定的范围审查框架,我们系统地搜索数据库和灰色文献,使用与黑暗模式和在线赌博相关的术语。审查方案是预先注册的。结果:纳入的文章(n = 16)解决了各种与赌博相关的黑暗模式:隐藏的赌博管理工具,复杂条件的诱因,提取资金所需的最低余额,关闭账户时涉及的不必要摩擦,高违约的赌注,存款,现实检查和存款限额设置,以及基于紧急情况的赌博提示。为了解决研究中术语不一致的问题,我们通过将已识别的暗模式映射到跨学科框架来综合现有文献,为未来的研究提供更清晰的概念和方向。讨论和结论:黑暗模式的潜在危害是显而易见的,但关于行为影响的证据有限,受到限制访问专有赌博运营商数据的阻碍。在这方面的研究是稀疏和碎片化的,经常使用不一致的术语。未来的研究应以经验调查深色图案对消费者行为的影响,特别是在弱势群体中,并评估更安全的设计替代方案。我们建议强制赌博运营商与研究人员合作评估平台安全性,并将举证责任转移给运营商,以证明他们的平台优先考虑消费者安全并培养负责任的赌博环境。
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引用次数: 0
When rejection backfires: Social exclusion and economic decision-making in gamblers. 当拒绝适得其反:赌徒的社会排斥和经济决策。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2026-01-06 DOI: 10.1556/2006.2025.00095
Sharon Rabinovitz, Maayan Nagar

Background and aims: Economic decision-making deviates from rational choice models and is influenced by social factors, particularly fairness considerations and belonging needs. Social exclusion and altruistic punishment are intended to promote behavioral conformity, yet paradoxically may exacerbate rather than correct targeted behaviors among individuals with addictions already experiencing chronic rejection. Several preliminary studies show that social exclusion increases money desirability in general populations, however, the interaction between acute social exclusion and economic decision-making among individuals with gambling disorders (PGs)-marked by aberrant financial decision-making-remains unexplored.

Methods: In a field study, 203 gamblers were recruited outside gambling venues and randomized to experience either social inclusion or exclusion via Cyberball, a virtual ball-tossing paradigm. Participants then completed an ultimatum game, making accept/reject decisions on fair and unfair monetary offers, followed by the Problem Gambling Severity Index.

Results: Social exclusion increased unfair offer acceptance among PGs but had no effect on low- and moderate-risk gamblers. PGs accepted more unfair offers following exclusion than inclusion. Gambling severity had no effect on unfair offers acceptance. Neither social exclusion nor gambling severity affected fair offer acceptance.

Discussion and conclusions: Social exclusion triggered utilitarian decision-making only among PGs. This selective effect suggests rejection compromises PGs' economic decision-making processes, shifting priorities toward immediate monetary gains over equitable outcomes. These findings reveal how social punishment creates self-reinforcing cycles where exclusion triggers the utilitarian mindset characterizing problematic gambling. Treatment and societal approaches relying on social consequences may inadvertently strengthen harmful patterns, highlighting the need for inclusion-based interventions.

背景与目的:经济决策偏离理性选择模型,受到社会因素,特别是公平考虑和归属需求的影响。社会排斥和利他惩罚旨在促进行为一致性,但矛盾的是,可能会加剧而不是纠正已经经历慢性排斥的成瘾个体的目标行为。一些初步研究表明,社会排斥增加了一般人群对金钱的渴望,然而,严重的社会排斥与赌博障碍(pg)个体的经济决策之间的相互作用(以异常的财务决策为标志)仍未被探索。方法:在实地研究中,在赌博场所外招募203名赌徒,并随机通过虚拟投球范式Cyberball体验社会包容或社会排斥。然后,参与者完成了一个最后通牒游戏,在公平和不公平的金钱条件下做出接受/拒绝的决定,然后是问题赌博严重指数。结果:社会排斥增加了pg中的不公平出价接受,但对低风险和中等风险的赌徒没有影响。在被排除后,球员们接受了更多不公平的报价。赌博严重程度对不公平出价的接受程度没有影响。社会排斥和赌博严重程度都不影响公平报价的接受。讨论与结论:社会排斥仅在pg中触发功利主义决策。这种选择性效应表明,拒绝会损害pg的经济决策过程,将优先事项转移到直接的货币收益而不是公平的结果。这些发现揭示了社会惩罚是如何产生自我强化循环的,在这种循环中,排斥会引发有问题赌博的功利主义心态。依赖于社会后果的治疗和社会方法可能会无意中加强有害模式,从而突出了基于包容性的干预措施的必要性。
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引用次数: 0
Co-occurrence of symptoms of substance and behavioral addictions over time: A secondary analysis of longitudinal data from the Cohort Study on Substance Use Risk Factors. 随着时间的推移,物质和行为成瘾症状的共同出现:对物质使用风险因素队列研究纵向数据的二次分析。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-11-24 Print Date: 2025-12-26 DOI: 10.1556/2006.2025.00088
Andrea Zagaria, Guyonne Rogier, Gerhard Gmel, Simone Amendola

Background and aims: The transdiagnostic Syndrome Model of Addiction considers addiction as a syndrome with multiple opportunities for expression, i.e., a common underlying disorder that may manifest in distinctive ways. Considering that testing of the model has been rare, this study examined the co-occurrence of symptoms of substance use disorders and behavioral addictions over 10 years by identifying profiles and predictors associated with group membership.

Methods: Longitudinal data (N = 4,760 males) from the Cohort Study on Substance Use Risk Factors (C-SURF) conducted in Switzerland were analyzed using a latent transition analysis (LTA). Symptoms of substance use (alcohol, cannabis, and tobacco) disorders and behavioral addictions (gaming and gambling) were used for identifying addiction profiles and group membership trajectories. A multinomial logistic regression model examined predictors of profile membership, while two general linear models tested whether profile membership predicted psychosocial outcomes.

Results: LTA revealed three distinct profiles of symptoms of addiction, labelled Low- (91-92% of the sample), Medium- (5-7%), and High-symptom (1-3%) profiles. Thus, frequency or intensity of addiction symptoms tended to co-occur. The stability of Low-profile membership remained consistently high over time (97%), whereas the stability of Medium- and High-profile memberships was moderate (40-49%). Sensation seeking, neuroticism, parental attitude, and poor parental monitoring were associated with Medium and High profiles compared to the Low profile. Poor relationships with parents and friends were uniquely associated with High profile, whereas hostility, sociability, and family history of mental disorders were associated with Medium profile. Education, sensation seeking, hostility, and neuroticism were associated with transitions between profiles over time. Profile membership predicted subsequent life satisfaction and negative life events.

Discussion and conclusions: Symptoms of substance use disorders and behavioral addictions tend to co-occur, and profile membership is relatively stable. However, transition to less severe profiles also occurs and is influenced by education and personality traits. Our findings have implications for preventive interventions aiming at reducing the risk of addictive disorders becoming chronic and for identifying young adults most in need of support.

背景和目的:成瘾的跨诊断综合征模型认为成瘾是一种具有多种表现机会的综合征,即一种可能以不同方式表现的常见潜在疾病。考虑到对该模型的测试很少,本研究通过确定与群体成员关系相关的概况和预测因素,检查了10年来物质使用障碍和行为成瘾症状的共同出现。方法:采用潜在转移分析(LTA)对瑞士进行的物质使用危险因素队列研究(C-SURF)的纵向数据(N = 4,760名男性)进行分析。物质使用(酒精、大麻和烟草)障碍和行为成瘾(游戏和赌博)的症状被用来确定成瘾概况和群体成员轨迹。多项逻辑回归模型检验了概况隶属度的预测因子,而两个一般线性模型检验了概况隶属度是否能预测心理社会结局。结果:LTA揭示了三种不同的成瘾症状,标记为低症状(91-92%的样本),中等症状(5-7%)和高症状(1-3%)。因此,成瘾症状的频率或强度往往同时发生。随着时间的推移,低调会员的稳定性一直很高(97%),而中等和高调会员的稳定性为中等(40-49%)。感觉寻求、神经质、父母态度和父母监督不良与中、高形象相关联,而与低形象相关联。与父母和朋友关系不佳与高形象相关,而敌意、社交能力和精神障碍家族史与中等形象相关。随着时间的推移,教育、寻求感觉、敌意和神经质都与不同侧面的转变有关。概况成员预测随后的生活满意度和负面生活事件。讨论和结论:物质使用障碍的症状和行为成瘾倾向于同时发生,并且剖面成员相对稳定。然而,受教育和人格特征的影响,也会出现向不那么严重的侧面转变的情况。我们的研究结果对旨在降低成瘾性疾病成为慢性疾病的风险和识别最需要支持的年轻人的预防性干预具有启示意义。
{"title":"Co-occurrence of symptoms of substance and behavioral addictions over time: A secondary analysis of longitudinal data from the Cohort Study on Substance Use Risk Factors.","authors":"Andrea Zagaria, Guyonne Rogier, Gerhard Gmel, Simone Amendola","doi":"10.1556/2006.2025.00088","DOIUrl":"10.1556/2006.2025.00088","url":null,"abstract":"<p><strong>Background and aims: </strong>The transdiagnostic Syndrome Model of Addiction considers addiction as a syndrome with multiple opportunities for expression, i.e., a common underlying disorder that may manifest in distinctive ways. Considering that testing of the model has been rare, this study examined the co-occurrence of symptoms of substance use disorders and behavioral addictions over 10 years by identifying profiles and predictors associated with group membership.</p><p><strong>Methods: </strong>Longitudinal data (N = 4,760 males) from the Cohort Study on Substance Use Risk Factors (C-SURF) conducted in Switzerland were analyzed using a latent transition analysis (LTA). Symptoms of substance use (alcohol, cannabis, and tobacco) disorders and behavioral addictions (gaming and gambling) were used for identifying addiction profiles and group membership trajectories. A multinomial logistic regression model examined predictors of profile membership, while two general linear models tested whether profile membership predicted psychosocial outcomes.</p><p><strong>Results: </strong>LTA revealed three distinct profiles of symptoms of addiction, labelled Low- (91-92% of the sample), Medium- (5-7%), and High-symptom (1-3%) profiles. Thus, frequency or intensity of addiction symptoms tended to co-occur. The stability of Low-profile membership remained consistently high over time (97%), whereas the stability of Medium- and High-profile memberships was moderate (40-49%). Sensation seeking, neuroticism, parental attitude, and poor parental monitoring were associated with Medium and High profiles compared to the Low profile. Poor relationships with parents and friends were uniquely associated with High profile, whereas hostility, sociability, and family history of mental disorders were associated with Medium profile. Education, sensation seeking, hostility, and neuroticism were associated with transitions between profiles over time. Profile membership predicted subsequent life satisfaction and negative life events.</p><p><strong>Discussion and conclusions: </strong>Symptoms of substance use disorders and behavioral addictions tend to co-occur, and profile membership is relatively stable. However, transition to less severe profiles also occurs and is influenced by education and personality traits. Our findings have implications for preventive interventions aiming at reducing the risk of addictive disorders becoming chronic and for identifying young adults most in need of support.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"1503-1516"},"PeriodicalIF":6.2,"publicationDate":"2025-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12767602/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145587537","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
Temporal distortion may mediate the association between problematic mobile gaming and delay discounting: An experimental study. 一项实验研究表明,时间扭曲可能调解了有问题的手机游戏与延迟折扣之间的联系。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-11-24 Print Date: 2025-12-26 DOI: 10.1556/2006.2025.00092
Da-I Huang, Ting-Hsi Chou, Chih-Chun Huang, Yun-Hsuan Chang, Chieh-Liang Huang, Mark D Griffiths, Marc N Potenza

Background: Impulsivity and delay discounting are considered core components of addiction and are increasingly associated with problematic mobile gaming. However, the mechanisms underlying this association remain unclear. Emerging evidence suggests that altered time perception may contribute to impulsive decision-making in addictive behaviors. Therefore, the present study compared differences in time perception and delay discounting between problematic and non-problematic mobile gamers, and explored the mediating roles of impulsivity and time perception.

Methods: A total of 98 participants were recruited via an online platform and completed a battery of assessments, including the Problematic Mobile Gaming Questionnaire (PMGQ), Barratt Impulsiveness Scale (BIS-11), a time perception task, and a Delay Discounting Task (DDT). Participants were categorized into two groups: problematic mobile gamers (PMGs; n = 21) and non-problematic mobile gamers (NPMGs; n = 77).

Results: Compared to NPMGs, PMGs showed significantly higher levels of impulsivity, delay discounting (k), and a relative error rate of time perception in 60 s (Rer60). A parallel mediation analysis showed that PMGQ score significantly predicted BIS-11 and Rer60 (β = .44 and .41, p < .001). Rer60 marginally predicted delay discounting rate (β = .18, p = .09), whereas the BIS-11 score did not. The total indirect effect was significant (β = .01, 95% CI [.0018, .0148]), with Rer60 emerging as the primary mediator.

Conclusion: The findings suggest that time perception distortion, rather than impulsivity, mediates the association between problematic mobile gaming and delay discounting.

背景:冲动性和延迟折扣被认为是成瘾的核心组成部分,并且越来越多地与问题手机游戏联系在一起。然而,这种关联背后的机制尚不清楚。新出现的证据表明,时间感知的改变可能会导致成瘾行为中的冲动决策。因此,本研究比较了问题型和非问题型手机游戏玩家在时间感知和延迟折扣方面的差异,并探讨冲动性和时间感知的中介作用。方法:通过在线平台招募了98名参与者,并完成了一系列评估,包括问题手机游戏问卷(PMGQ)、Barratt冲动性量表(BIS-11)、时间感知任务和延迟折扣任务(DDT)。参与者被分为两组:有问题的手机玩家(pmg, n = 21)和无问题的手机玩家(npmg, n = 77)。结果:与NPMGs相比,ppmgs表现出更高的冲动性、延迟折扣(k)和60秒时间感知的相对错误率(Rer60)。平行中介分析显示,PMGQ评分显著预测BIS-11和Rer60 (β = 0.44和。41, p < .001)。Rer60边际预测延迟折现率(β = 0.18, p = 0.09),而BIS-11评分没有。总间接效应显著(β = 0.01, 95% CI)。0018年,。[148]),其中Rer60是主要的中介。结论:研究结果表明,时间感知扭曲(而非冲动性)才是问题手机游戏与延迟折扣之间关联的中介。
{"title":"Temporal distortion may mediate the association between problematic mobile gaming and delay discounting: An experimental study.","authors":"Da-I Huang, Ting-Hsi Chou, Chih-Chun Huang, Yun-Hsuan Chang, Chieh-Liang Huang, Mark D Griffiths, Marc N Potenza","doi":"10.1556/2006.2025.00092","DOIUrl":"10.1556/2006.2025.00092","url":null,"abstract":"<p><strong>Background: </strong>Impulsivity and delay discounting are considered core components of addiction and are increasingly associated with problematic mobile gaming. However, the mechanisms underlying this association remain unclear. Emerging evidence suggests that altered time perception may contribute to impulsive decision-making in addictive behaviors. Therefore, the present study compared differences in time perception and delay discounting between problematic and non-problematic mobile gamers, and explored the mediating roles of impulsivity and time perception.</p><p><strong>Methods: </strong>A total of 98 participants were recruited via an online platform and completed a battery of assessments, including the Problematic Mobile Gaming Questionnaire (PMGQ), Barratt Impulsiveness Scale (BIS-11), a time perception task, and a Delay Discounting Task (DDT). Participants were categorized into two groups: problematic mobile gamers (PMGs; n = 21) and non-problematic mobile gamers (NPMGs; n = 77).</p><p><strong>Results: </strong>Compared to NPMGs, PMGs showed significantly higher levels of impulsivity, delay discounting (k), and a relative error rate of time perception in 60 s (Rer60). A parallel mediation analysis showed that PMGQ score significantly predicted BIS-11 and Rer60 (β = .44 and .41, p < .001). Rer60 marginally predicted delay discounting rate (β = .18, p = .09), whereas the BIS-11 score did not. The total indirect effect was significant (β = .01, 95% CI [.0018, .0148]), with Rer60 emerging as the primary mediator.</p><p><strong>Conclusion: </strong>The findings suggest that time perception distortion, rather than impulsivity, mediates the association between problematic mobile gaming and delay discounting.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"1563-1575"},"PeriodicalIF":6.2,"publicationDate":"2025-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12767600/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145587532","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
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Journal of Behavioral Addictions
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