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Watch and yearn? Effects of watching gambling livestreams on cravings. 观望和向往?观看赌博直播对渴望的影响。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-12-02 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00062
Raymond Wu, Brett Abarbanel, Luke Clark

Background: Gambling content on streaming platforms has gained popularity. Given their intense, cue-laden nature, watching gambling streams may trigger cravings among viewers. At the same time, people who gamble may be motivated to watch gambling streams in an attempt to regulate their cravings.

Methods: We tested these ideas across two preregistered online studies, recruiting i) people who gamble to compare a subgroup of gambling stream viewers with non-viewers (Study 1; nviewers = 221, nnon-viewers = 642), and ii) a group of gambling stream viewers (Study 2; nviewers = 271).

Results: Gambling stream viewers were younger, tended to identify as men, and displayed higher levels of problem gambling and gambling cravings compared to non-viewers. Problem gambling severity was correlated positively with both the motivation to use gambling streams to regulate cravings and with cravings elicited by watching gambling streams.

Discussion: Our findings indicate that while viewers with higher levels of problem gambling may use gambling streams to regulate their cravings, doing so might evoke cravings.

背景:流媒体平台上的赌博内容越来越受欢迎。鉴于其激烈、充满线索的性质,观看赌博直播可能会引发观众的渴望。与此同时,赌博的人可能会被激励去观看赌博流媒体,试图控制他们的渴望。方法:我们在两个预先注册的在线研究中测试了这些想法,招募了i)赌博的人来比较赌博流观众和非观众(研究1;n观者= 221,非观者= 642),ii)一组赌博直播观众(研究2;观众= 271)。结果:观看赌博直播的人更年轻,倾向于认为自己是男性,与不观看的人相比,他们表现出更高水平的问题赌博和赌博渴望。问题赌博严重程度与使用赌博流来调节渴望的动机和观看赌博流引起的渴望呈正相关。讨论:我们的研究结果表明,虽然问题赌博水平较高的观众可能会使用赌博流来调节他们的渴望,但这样做可能会引起渴望。
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引用次数: 0
From active escapism to virtual withdrawal: Validation of the Compensatory-Dissociative Online Gaming scales (C-DOGs). 从主动逃避到虚拟退缩:补偿-解离网络游戏量表(C-DOGs)的验证。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-11-26 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00059
Alessandro Giardina, Loïs Fournier, Vladan Starcevic, Daniel L King, Maria Di Blasi, Adriano Schimmenti, Joël Billieux

Background: In the Compensatory-Dissociative Online Gaming (C-DOG; Giardina et al., 2024) model, we proposed a continuum from compensatory to dissociative gaming involvement. This continuum represents different degrees of integration between physical and virtual environments with three core processes - Active Escapism, Escape, and Dissociation - and two peripheral processes - Gaming-Related Relaxation and Body-Mind Detachment. Here, we developed and tested a multidimensional measure based on this model.

Method: We capitalized on existing items for measuring escapism and dissociation and we generated new items consistent with the hypothesized model dimensions. A total of 54 items were administered to 1,176 online gamers playing different game genres, together with measures of problematic gaming, passion for gaming, and other psychological distress indicators.

Results: Exploratory and confirmatory factor analyses yielded a six-factor, 36-item structure, with multiple hierarchical regression analyses highlighting unique associations with other psychological constructs assessed.

Discussion: The following factors were identified: (1) Emotional Displacement - redirection of negative emotion into the game with associated relaxation; (2) Absorption - detachment of the player from time and space while gaming; (3) Active Escapism - simulative use of the game to compensate for lack of self-confidence in reaching physical life objectives; (4) Virtual Withdrawal - maladaptive gaming to balance impaired social functioning, predicted by traumatic experiences and pervasive depression; (5) Dissociative Regulation - dysfunctional level of engagement associated with excessive anxiety; (6) Failure Escape - problematic avoidance via gaming related to fear of future failures.

Conclusions: The C-DOG factors identify critical psychological processes associated with problematic gaming, with relevant research and clinical implications.

背景:在补偿性-解离性网络游戏(C-DOG;Giardina 等人,2024 年)模型中,我们提出了一个从补偿性到解离性游戏参与的连续体。这个连续体代表了物理环境和虚拟环境之间不同程度的融合,包括三个核心过程--主动逃避、逃避和解离,以及两个外围过程--游戏相关放松和身心分离。在此,我们根据这一模型开发并测试了一种多维测量方法:方法:我们利用了现有的逃避现实和解离的测量项目,并根据假设的模型维度编制了新的项目。我们对 1176 名玩不同类型游戏的网络游戏玩家进行了问卷调查,共设计了 54 个项目,同时还对游戏问题、游戏热情和其他心理困扰指标进行了测量:结果:探索性和确认性因素分析得出了一个包含 36 个项目的六因素结构,多重分层回归分析强调了与其他心理结构评估的独特关联:讨论:确定了以下因素:(1) 情绪置换--将负面情绪转移到游戏中,并随之放松;(2) 吸收--玩家在游戏中脱离时间和空间;(3) 主动逃避--模拟使用游戏来弥补在实现物质生活目标方面缺乏自信;(4) 虚拟退出(Virtual Withdrawal)--通过畸形游戏来平衡因创伤经历和普遍抑郁而受损的社会功能;(5) 分离调节(Dissociative Regulation)--与过度焦虑有关的功能失调的参与程度;(6) 逃避失败(Failure Escape)--通过游戏逃避与对未来失败的恐惧有关的问题。结论C-DOG因素确定了与问题游戏相关的关键心理过程,具有相关的研究和临床意义。
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引用次数: 0
User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution. 用户头像绑定作为游戏障碍的诊断指标:谨慎行事。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-11-22 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00032
Alexandre Infanti, Alessandro Giardina, Josip Razum, Daniel L King, Stephanie Baggio, Jeffrey G Snodgrass, Matthew Vowels, Adriano Schimmenti, Orsolya Király, Hans-Juergen Rumpf, Claus Vögele, Joël Billieux

In their study, Stavropoulos et al. (2023) capitalized on supervised machine learning and a longitudinal design and reported that the User-Avatar Bond could be accurately employed to detect Gaming Disorder (GD) risk in a community sample of gamers. The authors suggested that the User-Avatar Bond is a "digital phenotype" that could be used as a diagnostic indicator for GD risk. In this commentary, our objectives are twofold: (1) to underscore the conceptual challenges of employing User-Avatar Bond for conceptualizing and diagnosing GD risk, and (2) to expound upon what we perceive as a misguided application of supervised machine learning techniques by the authors from a methodological standpoint.

在他们的研究中,Stavropoulos 等人(2023 年)利用有监督的机器学习和纵向设计,报告了用户-阿凡达债券可以准确地用于检测社区游戏玩家样本中的游戏障碍(GD)风险。作者认为,"用户-阿凡达债券 "是一种 "数字表型",可用作 GD 风险的诊断指标。在这篇评论中,我们的目标有两个:(1)强调使用 "用户-阿凡达债券 "概念化和诊断 GD 风险所面临的概念挑战;(2)从方法论的角度阐述我们所认为的作者对监督机器学习技术的错误应用。
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引用次数: 0
Corrigendum to: Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning. 更正:通过用户与头像之间的联系深度学习游戏障碍:使用机器学习的纵向研究。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-11-22 DOI: 10.1556/2006.2024.30000
Vasileios Stavropoulos, Daniel Zarate, Maria Prokofieva, Noirin Van de Berg, Leila Karimi, Angela Gorman Alesi, Michaella Richards, Soula Bennet, Mark D Griffiths
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引用次数: 0
Machine Learning(s) in gaming disorder through the user-avatar bond: A step towards conceptual and methodological clarity. 通过用户与头像的联系,机器学习在游戏障碍中的应用:向概念和方法的清晰化迈出了一步。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-11-22 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00063
Vasileios Stavropoulos, Maria Prokofieva, Daniel Zarate, Michelle Colder Carras, Rabindra Ratan, Rachel Kowert, Bruno Schivinski, Tyrone L Burleigh, Dylan Poulus, Leila Karimi, Angela Gorman-Alesi, Taylor Brown, Rapson Gomez, Kaiden Hein, Nalin Arachchilage, Mark D Griffiths

In response to our study, the commentary by Infanti et al. (2024) raised critical points regarding (i) the conceptualization and utility of the user-avatar bond in addressing gaming disorder (GD) risk, and (ii) the optimization of supervised machine learning techniques applied to assess GD risk. To advance the scientific dialogue and progress in these areas, the present paper aims to: (i) enhance the clarity and understanding of the concepts of the avatar, the user-avatar bond, and the digital phenotype concerning gaming disorder (GD) within the broader field of behavioral addictions, and (ii) comparatively assess how the user-avatar bond (UAB) may predict GD risk, by both removing data augmentation before the data split and by implementing alternative data imbalance treatment approaches in programming.

针对我们的研究,Infanti等人(2024年)的评论提出了以下关键点:(i)在解决游戏障碍(GD)风险时,用户与头像联系的概念化和实用性;(ii)应用于评估GD风险的监督机器学习技术的优化。为了推动这些领域的科学对话和进展,本文旨在:(i) 在更广泛的行为成瘾领域内,提高头像、用户-头像联系和有关游戏障碍(GD)的数字表型概念的清晰度和理解;(ii) 通过在数据拆分前去除数据增强和在编程中实施替代数据不平衡处理方法,比较评估用户-头像联系(UAB)如何预测GD风险。
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引用次数: 0
Long-term changes on behavioral addictions symptoms among adults with attention deficit hyperactivity disorder treated with methylphenidate. 使用哌醋甲酯治疗注意力缺陷多动障碍成人行为成瘾症状的长期变化。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-11-14 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00060
Giacomo Grassi, Corinna Moradei, Chiara Cecchelli

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

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

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

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

背景:注意缺陷多动障碍(ADHD)和行为成瘾(BAs)是高度并发症,但抗 ADHD 药物对行为成瘾症状的影响却鲜为人知。因此,这项自然前瞻性研究的目的是调查接受过哌醋甲酯治疗并被初诊为多动症的成人中行为成瘾症状的长期变化。方法:37 名连续的成人多动症门诊患者在接受哌醋甲酯(灵活剂量)治疗一年后,完成了多动症、情绪和行为成瘾症状(网络成瘾、购物成瘾、食物成瘾、性成瘾和赌博障碍)的基线和随访评估:结果:治疗前的网络成瘾测试得分明显高于治疗后的得分(P < 0.001)。购物成瘾(p = 0.022)、食物成瘾评分(p = 0.039)和性成瘾评分(p = 0.047)也呈现出同样的趋势。赌博障碍得分在治疗前和治疗后没有差异,因为所纳入的患者在基线时都没有报告有明显的赌博症状。哌醋甲酯治疗后,ADHD 患者至少合并一种 BA 的比例有所下降(51.4% 对 35.1%)。相关性分析表明,认知节奏迟缓症状、认知冲动、情绪和焦虑症状的变化与网络成瘾症状的变化呈中度正相关:这是首次有研究表明,成年多动症患者在接受一年的哌醋甲酯治疗后,网络成瘾、食物成瘾、购物成瘾和性成瘾症状明显减少。更多样本的对照研究应复制这些初步结果,并阐明哌醋甲酯和其他调节因素(如同时进行的心理治疗或生活习惯改变)对BAs改善的作用。
{"title":"Long-term changes on behavioral addictions symptoms among adults with attention deficit hyperactivity disorder treated with methylphenidate.","authors":"Giacomo Grassi, Corinna Moradei, Chiara Cecchelli","doi":"10.1556/2006.2024.00060","DOIUrl":"10.1556/2006.2024.00060","url":null,"abstract":"<p><strong>Background: </strong>Attention deficit hyperactivity disorder (ADHD) and behavioral addictions (BAs) are highly comorbid but little is known about the effect of anti-ADHD medications on behavioral addiction symptoms. Thus, the aim of this naturalistic prospective study was to investigate the long-term changes on BAs symptoms among methylphenidate-treated adults with a primary diagnosis of ADHD.</p><p><strong>Methods: </strong>37 consecutive adult ADHD outpatients completed a baseline and follow-up assessment of ADHD, mood and BAs symptoms (internet, shopping, food, sex addictions and gambling disorder) after one year of methylphenidate (flexible dose) treatment.</p><p><strong>Results: </strong>Internet addiction test scores pre-treatment were significantly higher than post-treatment scores (p < 0.001). The same trend was seen for the shopping addiction (p = 0.022), food addiction scores (p = 0.039) and sex addiction scores (p = 0.047). Gambling disorder scores did not differ pre and post treatment since none of the included patients reported significant gambling symptoms at baseline. The rate of ADHD patients with at least one comorbid BA was reduced after methylphenidate treatment (51.4% vs 35.1%). The correlation analyses showed a moderate positive correlation between the changes in sluggish cognitive tempo symptoms, cognitive impulsivity, mood and anxiety symptoms and changes in internet addiction symptoms.</p><p><strong>Conclusions: </strong>This is the first study showing that after one-year of treatment with methylphenidate, adult ADHD patients show a significant reduction on internet, food, shopping and sex addiction symptoms. Further controlled studies with larger samples should replicate these preliminary results and elucidate the role of methylphenidate and other moderator factors (such as concomitant psychological treatments or lifestyle habits changes) on BAs improvements.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"904-912"},"PeriodicalIF":6.6,"publicationDate":"2024-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11737418/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142621027","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
Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied: Omitting the historical regulatory context is misleading. 中国大陆 2021 年对 18 岁以下青少年电子游戏时间的限制是在 2019 年旧的限制措施已经适用的情况下实施的:忽略历史监管背景是一种误导。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-11-04 DOI: 10.1556/2006.2024.00061
Leon Y Xiao

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

调查上瘾政策实施后的影响非常重要。有效的政策应考虑在其他地方效仿,而无效的政策则应予以废除。Zhou 等人(2024 年)报道了中国大陆 18 岁以下青少年对 2021 年网络游戏时间限制政策的反应,该政策旨在遏制网络游戏成瘾。然而,Zhou 等人没有提到,中国大陆此前曾试图通过在 2019 年实施比 2021 年更为宽松的规定来达到同样的监管目的,但这些规定仍然限制了 18 岁以下青少年的游戏时间。周等人在解释他们的研究结果时,既没有在引言部分承认 2019 年的这些限制是重要的背景,也没有解释这些限制的原因,因此给读者造成了错误的印象,认为 2021 年的规则是最先出台的,2021 年之前 18 岁以下青少年的游戏时间根本没有受到限制。重要的是,Zhou 等人的整个青少年样本不仅包括他们委婉描述的 "重度游戏玩家",还包括主动违反 2019 年规则的 "反玩家"。对这一背景的误导性遗漏是一个重大的局限和错误表述。应据此解释研究结果,而不应以偏概全。
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引用次数: 0
Longitudinal trait and state-like differences in the components model of addiction: An illustration through social media addiction and work addiction. 成瘾成分模型中的纵向特质和状态样态差异:通过社交媒体成瘾和工作成瘾进行说明。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-30 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00055
Zsolt Horváth, Bernadette Kun, Orsolya Király, Borbála Paksi, Mark D Griffiths, Zsolt Demetrovics

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

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

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

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

背景和目的:关于行为成瘾的纵向发展过程,尤其是社交媒体成瘾(SMA)和工作成瘾(WA),已有相互矛盾的研究结果。因此,评估这些构念是更像特质还是更像状态可能具有参考价值。本研究旨在探讨 SMA 和 WA 的交叉滞后关系,并研究由特质和场合特定因素解释的 SMA 和 WA 症状(由成瘾的成分模型定义)的变异比例:研究对象包括在布达佩斯纵向研究前三波中连续使用社交媒体且每周工作至少 40 小时的年轻成年人(人数 = 1,551;女性:50.6%;年龄:M = 27.7 岁 [SD = 4.40])。在所有三个波次中都使用了卑尔根社交媒体成瘾量表和卑尔根工作成瘾量表:对 SMA 和 WA 采用了带有一般特质因子的潜在状态-特质模型。特质和状态类因素对 SMA 症状变异的解释大致相同,而与 WA 相关的症状变异则主要归因于状态类因素。随着时间的推移,SMA 对 WA 的预测呈负向,而 WA 对 SMA 则呈正向交叉滞后效应:虽然 WA 的症状更像状态,但其特质效应在 SMA 中更强。在筛查过程中可能需要考虑情境影响和以往症状的严重程度。
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引用次数: 0
"Phones off while school's on": Evaluating problematic phone use and the social, wellbeing, and academic effects of banning phones in schools. "开学关机":评估问题手机的使用情况,以及在学校禁止使用手机对社会、健康和学业的影响。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-21 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00058
Daniel L King, Marcela Radunz, Christina R Galanis, Blake Quinney, Tracey Wade

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

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

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

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

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

背景和目的:据称,在中学禁止使用手机可减少学生分心,促进学习和面对面社交。目前,有关手机禁令的证据还很有限。这项预先登记的研究旨在评估南澳大利亚州手机禁令对学生使用问题手机、学业参与、学校归属感和欺凌行为的影响。该研究还试图找出可预测手机禁令遵守情况的学生变量:由于该禁令将在 2023 年分阶段实施,因此采用了 2(手机禁令:是/否)×2(时间:基线,1 个月的跟踪)的重复测量设计。从五所公立中学招募了 7 至 12 年级的学生(基线时为 1,282 人;跟踪调查时为 1,256 人)。调查内容包括来自澳大利亚儿童纵向研究(LSAC)和国际学生评估项目(PISA)的数据:结果:2.6%的样本报告了有问题的手机使用情况。年龄越大、使用社交媒体越频繁的学生遵守手机禁令的比例越低。线性混合模型显示,在问题手机使用、学业参与度和学校归属感方面,禁用和非禁用学校组没有显著差异。禁止使用手机组中的欺凌事件略多,但两组中的欺凌事件都明显减少:讨论:实施使用限制可能不会影响驱动问题手机使用的潜在心理机制。虽然这些结果表明禁令的短期效益有限甚至没有,但建议采用更敏感的方法进行进一步评估:结论:应持续监控学习机构中学生与技术的互动,以确定支持学生礼仪、学习和健康的最佳平衡点。
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引用次数: 0
Emotional difficulties mediate the impact of adverse childhood experiences on compulsive buying-shopping problems. 情感障碍是童年不良经历对强迫性购物问题影响的中介。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-10-15 Print Date: 2024-12-30 DOI: 10.1556/2006.2024.00056
Jonathan David, Hyoun S Kim, David C Hodgins, Samantha J Dawson, Nassim Tabri, N Will Shead, Matthew T Keough

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

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

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

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

背景:强迫性购物被认为是一种严重的心理健康问题,但对其病因的研究却很少。强迫性购物的一个已知风险因素是不良童年经历(ACE)。不良童年经历还与情绪调节方面的更大问题以及抑郁和焦虑有关。这些因素也与强迫性购物问题有关。在本研究中,我们旨在检验一个序列中介模型,即 ACE 通过情绪失调与强迫性购买-购物问题相关,然后再通过情绪心理病理学(抑郁、焦虑)与强迫性购买-购物问题相关:我们在两个大样本(N = 1,868 和 4,742)中对这一模型进行了横向测试,以评估模型的稳健性。两个样本都完成了关于 ACE、情绪失调、强迫性购买、抑郁和焦虑症状的自我报告测量:我们发现间接效应得到了支持,而且两个样本的所有结果都是一致的。ACE预示着更严重的情绪失调,而情绪失调又预示着更严重的抑郁和焦虑。反过来,焦虑(而非抑郁)也会预测强迫性购买症状:情绪失调和焦虑始终是 ACE 与强迫性购买症状之间关系的中介。情绪失调和焦虑都是强迫性购买-购物问题临床干预的可塑目标。我们的研究结果还表明,与抑郁相比,焦虑可能对强迫性购买有更强的预测作用,这可能是未来研究人员研究的一个重要方向。
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Journal of Behavioral Addictions
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