Pub Date : 2025-08-16Print Date: 2025-09-30DOI: 10.1556/2006.2025.00059
Wenwen Zhang, Pengshuo Wang, Boyuan Gao, Ziqi Wang
Background: Compulsive sexual behavior disorder (CSBD) is a mental health condition that has attracted significant research attention, especially following its inclusion in the eleventh revision of the International Classification of Diseases (ICD-11) by the World Health Organization. Despite this recognition, the field remains fragmented with ongoing debates about its classification and a lack of comprehensive cross-cultural research. In this study, bibliometrics was used to characterize the development status of CSBD over the past 25 years and to identify key research hotspots and future trends.
Methods: This study collected data from the Web of Science Core Collection and analyzed the literature related to CSBD from 2000 to 2024. A total 2,261 publications were examined for their characteristics, including annual publication volume, countries/regions, institutions, authors, journals, references, and keywords. Several bibliometric and visualization tools (e.g., VOSviewer, CiteSpace, Scimago Graphica, and Pajek) were used to conduct the analysis of co-authorship, co-citation, co-occurrence and descriptive.
Results: The analysis identified a consistent upward trend in research interest in CSBD, particularly after its inclusion in ICD-11. Co-occurrence analysis of 82 author keywords with frequencies of more than 12 resulted in 5 clusters: (1) competing conceptualizations of CSBD; (2) comorbidity of CSBD with other psychiatric disorders; (3) assessment, risk factors, and treatment; (4) gender differences and sexual health; (5) CSB caused by neurological diseases. Moreover, the findings of countries/regions analysis indicate that publications are mainly from Western, educated, industrialized, rich, and democratic (WEIRD) countries/regions, and collaborative networks mainly connect countries from the North America and Europe. Despite its growing recognition, the field still lacks interdisciplinary collaboration and comprehensive studies from non-WEIRD contexts, highlighting a need for broader, cross-cultural research.
Conclusions: This study comprehensively maps global research trends in CSBD, identifies critical knowledge gaps, and provides a foundation for future research. By synthesizing the current research status, it aims to guide researchers toward emerging topics and foster a more cohesive understanding of CSBD.
背景:强迫性性行为障碍(CSBD)是一种心理健康状况,特别是在世界卫生组织将其列入国际疾病分类(ICD-11)第11版之后,已经引起了大量的研究关注。尽管有了这样的认识,该领域仍然是碎片化的,关于其分类的争论正在进行,缺乏全面的跨文化研究。本研究采用文献计量学方法对CSBD在过去25年的发展现状进行了表征,并确定了重点研究热点和未来发展趋势。方法:本研究收集Web of Science Core Collection数据,对2000 - 2024年CSBD相关文献进行分析。共对2261份出版物的特征进行了审查,包括年出版量、国家/地区、机构、作者、期刊、参考文献和关键词。利用文献计量和可视化工具(VOSviewer、CiteSpace、Scimago Graphica和Pajek)对论文的共同作者、共被引、共现和描述性进行分析。结果:分析确定了对CSBD的研究兴趣持续上升的趋势,特别是在其被纳入ICD-11之后。对82个频率大于12的作者关键词进行共现分析,得到5个聚类:(1)CSBD概念竞争;(2) CSBD与其他精神障碍合并症;(三)评估、危险因素和治疗;(4)性别差异与性健康;(5)神经系统疾病引起的CSB。此外,国家/地区分析结果表明,出版物主要来自西方,受过教育,工业化,富裕和民主(WEIRD)的国家/地区,协作网络主要连接北美和欧洲国家。尽管越来越多的人认识到这一领域,但它仍然缺乏跨学科的合作和来自非怪异背景的综合研究,这突出了对更广泛的跨文化研究的需求。结论:本研究全面描绘了CSBD的全球研究趋势,确定了关键的知识差距,并为未来的研究提供了基础。通过对当前研究现状的综合,旨在引导研究人员走向新兴课题,促进对CSBD的更有凝聚力的理解。
{"title":"Global research status and trends of compulsive sexual behavior disorder: A comprehensive bibliometric analysis.","authors":"Wenwen Zhang, Pengshuo Wang, Boyuan Gao, Ziqi Wang","doi":"10.1556/2006.2025.00059","DOIUrl":"10.1556/2006.2025.00059","url":null,"abstract":"<p><strong>Background: </strong>Compulsive sexual behavior disorder (CSBD) is a mental health condition that has attracted significant research attention, especially following its inclusion in the eleventh revision of the International Classification of Diseases (ICD-11) by the World Health Organization. Despite this recognition, the field remains fragmented with ongoing debates about its classification and a lack of comprehensive cross-cultural research. In this study, bibliometrics was used to characterize the development status of CSBD over the past 25 years and to identify key research hotspots and future trends.</p><p><strong>Methods: </strong>This study collected data from the Web of Science Core Collection and analyzed the literature related to CSBD from 2000 to 2024. A total 2,261 publications were examined for their characteristics, including annual publication volume, countries/regions, institutions, authors, journals, references, and keywords. Several bibliometric and visualization tools (e.g., VOSviewer, CiteSpace, Scimago Graphica, and Pajek) were used to conduct the analysis of co-authorship, co-citation, co-occurrence and descriptive.</p><p><strong>Results: </strong>The analysis identified a consistent upward trend in research interest in CSBD, particularly after its inclusion in ICD-11. Co-occurrence analysis of 82 author keywords with frequencies of more than 12 resulted in 5 clusters: (1) competing conceptualizations of CSBD; (2) comorbidity of CSBD with other psychiatric disorders; (3) assessment, risk factors, and treatment; (4) gender differences and sexual health; (5) CSB caused by neurological diseases. Moreover, the findings of countries/regions analysis indicate that publications are mainly from Western, educated, industrialized, rich, and democratic (WEIRD) countries/regions, and collaborative networks mainly connect countries from the North America and Europe. Despite its growing recognition, the field still lacks interdisciplinary collaboration and comprehensive studies from non-WEIRD contexts, highlighting a need for broader, cross-cultural research.</p><p><strong>Conclusions: </strong>This study comprehensively maps global research trends in CSBD, identifies critical knowledge gaps, and provides a foundation for future research. By synthesizing the current research status, it aims to guide researchers toward emerging topics and foster a more cohesive understanding of CSBD.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"1199-1221"},"PeriodicalIF":6.2,"publicationDate":"2025-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12486290/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144862198","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}
Pub Date : 2025-08-16Print Date: 2025-09-30DOI: 10.1556/2006.2025.00063
Jingzhen He, Haichao Zhao, Xu Lei, Jiang Qiu, Tingyong Feng, Hong Chen, Ofir Turel, Antoine Bechara, Qinghua He
Background and aims: Internet Gaming Disorder (IGD) is a psychological condition that impairs various aspects of life, with adolescents being particularly vulnerable due to developmental factors and heightened digital exposure. This study aims to explore the interplay between behavioral and neural bases of the development of IGD, offering insights for possible prevention strategies.
Methods: A large sample of young adults (n = 1,205, age (SD) = 18.80 (1.26)) was assessed for impulsivity, sensation seeking, and IGD tendency. Two year later, impulsivity and IGD tendency were evaluated again, to expose possible long-term effects. Resting-state MRI data were collected to measure the topological properties of functional networks through graph theory analysis, encompassing global efficiency, local efficiency, and degree centrality.
Results: Sensation seeking was positively associated with impulsivity, which, in turn, was positively linked to IGD tendency. A cross-lagged effect between impulsivity and IGD tendency was evident over a two-year timeframe. Furthermore, whole-brain local efficiency was a positive predictor of impulsivity, with centrality and efficiency of the right thalamus, along with local efficiency of the right lingual gyrus, demonstrating positive correlations with IGD tendency.
Conclusion: This study revealed that sensation seeking indirectly affects IGD tendency through impulsivity, which also directly impacts IGD. Neural correlates of impulsivity included local efficiency, and of IGD tendency, included the right thalamus and lingual gyrus. These findings offer insights into IGD mechanisms and possible prevention approaches.
{"title":"How impulsivity and sensation seeking drive IGD tendency in healthy young adults: A resting-state MRI study.","authors":"Jingzhen He, Haichao Zhao, Xu Lei, Jiang Qiu, Tingyong Feng, Hong Chen, Ofir Turel, Antoine Bechara, Qinghua He","doi":"10.1556/2006.2025.00063","DOIUrl":"10.1556/2006.2025.00063","url":null,"abstract":"<p><strong>Background and aims: </strong>Internet Gaming Disorder (IGD) is a psychological condition that impairs various aspects of life, with adolescents being particularly vulnerable due to developmental factors and heightened digital exposure. This study aims to explore the interplay between behavioral and neural bases of the development of IGD, offering insights for possible prevention strategies.</p><p><strong>Methods: </strong>A large sample of young adults (n = 1,205, age (SD) = 18.80 (1.26)) was assessed for impulsivity, sensation seeking, and IGD tendency. Two year later, impulsivity and IGD tendency were evaluated again, to expose possible long-term effects. Resting-state MRI data were collected to measure the topological properties of functional networks through graph theory analysis, encompassing global efficiency, local efficiency, and degree centrality.</p><p><strong>Results: </strong>Sensation seeking was positively associated with impulsivity, which, in turn, was positively linked to IGD tendency. A cross-lagged effect between impulsivity and IGD tendency was evident over a two-year timeframe. Furthermore, whole-brain local efficiency was a positive predictor of impulsivity, with centrality and efficiency of the right thalamus, along with local efficiency of the right lingual gyrus, demonstrating positive correlations with IGD tendency.</p><p><strong>Conclusion: </strong>This study revealed that sensation seeking indirectly affects IGD tendency through impulsivity, which also directly impacts IGD. Neural correlates of impulsivity included local efficiency, and of IGD tendency, included the right thalamus and lingual gyrus. These findings offer insights into IGD mechanisms and possible prevention approaches.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"1343-1354"},"PeriodicalIF":6.2,"publicationDate":"2025-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12486288/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144862199","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}
Pub Date : 2025-08-16Print Date: 2025-09-30DOI: 10.1556/2006.2025.00061
Dong-Dong Zhou, Hong-Zhi Li, Jia-Jia Yang, Zhen Lv, Li-Yang Wan, Wo Wang, Li Kuang
Background and aims: Players of Multiplayer Online Battle Arena (MOBA) games are at a heightened risk of developing Internet Gaming Disorder (IGD). We aimed to investigate the neural responses triggered by kills and deaths during real MOBA gameplay and explore their association with addiction-related psychological traits and subjective pleasant or unpleasant experiences.
Methods: We developed an experimental protocol to capture moments of kills and deaths during real MOBA gameplay. Game players who frequently play "Honor of Kings" or "League of Legends" on mobile phones for at least 12 months were recruited. All participants completed the IGD-20 assessment and played six matches while concurrently recording electroencephalography with a 64-channel setting.
Results: Among males, the amplitude of P300 induced by kills and deaths showed a significant negative correlation with IGD-20 scores. Additionally, the post-death beta-band event-related synchronization (ERS) and theta-band event-related desynchronization (ERD) were significantly positively correlated with IGD-20 scores in males, while no significant correlation was found among females. The amplitude of P300 following deaths was significantly negatively correlated with subjective unpleasant experiences in males, yet positively correlated in females. Regardless of gender, the amplitude of post-kill P300 and beta-ERS were negatively correlated with pleasant experiences.
Discussion and conclusions: This study establishes an ecologically-embedded paradigm that successfully captures real-time neural signatures of valenced in-game events in MOBA games. We offer a novel methodological framework and theoretical perspective for investigating IGD and will inspire further research into the neural mechanisms underlying IGD in naturalistic gaming environments.
{"title":"Neural responses to kills/deaths in real MOBA games are associated with addiction-related psychological traits and subjective pleasant/unpleasant experiences.","authors":"Dong-Dong Zhou, Hong-Zhi Li, Jia-Jia Yang, Zhen Lv, Li-Yang Wan, Wo Wang, Li Kuang","doi":"10.1556/2006.2025.00061","DOIUrl":"10.1556/2006.2025.00061","url":null,"abstract":"<p><strong>Background and aims: </strong>Players of Multiplayer Online Battle Arena (MOBA) games are at a heightened risk of developing Internet Gaming Disorder (IGD). We aimed to investigate the neural responses triggered by kills and deaths during real MOBA gameplay and explore their association with addiction-related psychological traits and subjective pleasant or unpleasant experiences.</p><p><strong>Methods: </strong>We developed an experimental protocol to capture moments of kills and deaths during real MOBA gameplay. Game players who frequently play \"Honor of Kings\" or \"League of Legends\" on mobile phones for at least 12 months were recruited. All participants completed the IGD-20 assessment and played six matches while concurrently recording electroencephalography with a 64-channel setting.</p><p><strong>Results: </strong>Among males, the amplitude of P300 induced by kills and deaths showed a significant negative correlation with IGD-20 scores. Additionally, the post-death beta-band event-related synchronization (ERS) and theta-band event-related desynchronization (ERD) were significantly positively correlated with IGD-20 scores in males, while no significant correlation was found among females. The amplitude of P300 following deaths was significantly negatively correlated with subjective unpleasant experiences in males, yet positively correlated in females. Regardless of gender, the amplitude of post-kill P300 and beta-ERS were negatively correlated with pleasant experiences.</p><p><strong>Discussion and conclusions: </strong>This study establishes an ecologically-embedded paradigm that successfully captures real-time neural signatures of valenced in-game events in MOBA games. We offer a novel methodological framework and theoretical perspective for investigating IGD and will inspire further research into the neural mechanisms underlying IGD in naturalistic gaming environments.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"1304-1314"},"PeriodicalIF":6.2,"publicationDate":"2025-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12486282/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144862201","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}
Johannes C Fendel, Johannes J Bürkle, Stefan Schmidt
Introduction: Global research has explored the relationship between trait mindfulness and problematic usage of the internet (PUI), an umbrella term encompassing uncontrolled, excessive, and potentially harmful online behaviors with significant individual and societal costs. Relatedly, studies have examined trait mindfulness in relation to screen time and nomophobia (i.e., the discomfort from having no access to one's technology).
Methods: We systematically searched eight databases from inception to April 04, 2024 with no language restrictions.
Results: We included 140 studies involving 79,080 participants. A medium negative relationship between overall trait mindfulness and PUI (k = 120; r = -0.38) was found. Specific facets of trait mindfulness, including Acting with awareness (k = 19; r = -0.42), Non-judging of experience (k = 16; r = -0.24), and Describing (k = 14; r = -0.11) were negatively associated with PUI, while Non-reactivity to inner experience (k = 13; r = -0.07) and Observing (k = 14; r = 0.03) were not. Small negative correlations were observed between trait mindfulness and screen time (k = 17; r = -0.11) and nomophobia (k = 12; r = -0.26). Relationships were robust in sensitivity analyses, such as excluding outliers or low quality studies, or using longitudinal data. No publication bias was observed.
Discussion and conclusion: Individuals with higher trait mindfulness tend to exhibit fewer signs of PUI and nomophobia and report slightly less screen time. Trait mindfulness may protect against future PUI. High-quality, more fine-grained longitudinal research is needed to explore how specific facets of mindfulness, PUI subtypes, and screen time interact.
{"title":"The relationship between trait mindfulness and problematic usage of the internet, screen time, and nomophobia: A systematic review and meta-analysis.","authors":"Johannes C Fendel, Johannes J Bürkle, Stefan Schmidt","doi":"10.1556/2006.2025.00052","DOIUrl":"10.1556/2006.2025.00052","url":null,"abstract":"<p><strong>Introduction: </strong>Global research has explored the relationship between trait mindfulness and problematic usage of the internet (PUI), an umbrella term encompassing uncontrolled, excessive, and potentially harmful online behaviors with significant individual and societal costs. Relatedly, studies have examined trait mindfulness in relation to screen time and nomophobia (i.e., the discomfort from having no access to one's technology).</p><p><strong>Methods: </strong>We systematically searched eight databases from inception to April 04, 2024 with no language restrictions.</p><p><strong>Results: </strong>We included 140 studies involving 79,080 participants. A medium negative relationship between overall trait mindfulness and PUI (k = 120; r = -0.38) was found. Specific facets of trait mindfulness, including Acting with awareness (k = 19; r = -0.42), Non-judging of experience (k = 16; r = -0.24), and Describing (k = 14; r = -0.11) were negatively associated with PUI, while Non-reactivity to inner experience (k = 13; r = -0.07) and Observing (k = 14; r = 0.03) were not. Small negative correlations were observed between trait mindfulness and screen time (k = 17; r = -0.11) and nomophobia (k = 12; r = -0.26). Relationships were robust in sensitivity analyses, such as excluding outliers or low quality studies, or using longitudinal data. No publication bias was observed.</p><p><strong>Discussion and conclusion: </strong>Individuals with higher trait mindfulness tend to exhibit fewer signs of PUI and nomophobia and report slightly less screen time. Trait mindfulness may protect against future PUI. High-quality, more fine-grained longitudinal research is needed to explore how specific facets of mindfulness, PUI subtypes, and screen time interact.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":"14 2","pages":"590-610"},"PeriodicalIF":6.2,"publicationDate":"2025-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12231460/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144553658","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}
Pub Date : 2025-06-25Print Date: 2025-07-02DOI: 10.1556/2006.2025.00057
Leon Y Xiao, Callum Deery, Elena Petrovskaya, Solip Park, Philip Newall
Background and aims: Gambling advertising on social media negatively affects public health. Advertising repositories represent a novel data access method for studying the commercial and legal determinants of health. Loot boxes are gambling-like products in video games that players, including young children, buy to obtain random rewards. Their advertising is specifically regulated in the UK and South Korea: loot box presence must be disclosed in any advertising. This rule is enforced differently: the UK relies on industry self-regulation with little deterrence effect, whilst South Korea imposes strict penalties. We assessed and compared compliance to inform policymaking.
Methods: Using Meta's advertising repository, we searched whether 394 popular mobile, console, and PC games with loot boxes advertised in the UK and South Korea. The most recently published ads after the rules came into force (N = 2,358) were analysed for compliance.
Results: Only 8.4% of UK and 7.6% of South Korean ads disclosed loot box presence. Further, 71.4% of UK disclosures and 44.9% of Korean disclosures were not reasonably visually prominent as required, thus the true compliance rates were 2.4% and 4.2%.
Conclusions: Most video games are not complying with international loot box advertising rules. More active enforcement, imposing stricter penalties against non-compliance, providing detailed guidance, and educating foreign companies may lead to better compliance. Governments should not rely on toothless industry self-regulation or unenforced laws to address public health concerns when the evidence indicates widespread non-compliance. Policymakers should adopt laws requiring companies to provide data access to facilitate better independent research.
{"title":"Widespread illegal video game advertising in the UK and South Korea: Many adverts not disclosing loot box presence found using Meta's ad repository.","authors":"Leon Y Xiao, Callum Deery, Elena Petrovskaya, Solip Park, Philip Newall","doi":"10.1556/2006.2025.00057","DOIUrl":"10.1556/2006.2025.00057","url":null,"abstract":"<p><strong>Background and aims: </strong>Gambling advertising on social media negatively affects public health. Advertising repositories represent a novel data access method for studying the commercial and legal determinants of health. Loot boxes are gambling-like products in video games that players, including young children, buy to obtain random rewards. Their advertising is specifically regulated in the UK and South Korea: loot box presence must be disclosed in any advertising. This rule is enforced differently: the UK relies on industry self-regulation with little deterrence effect, whilst South Korea imposes strict penalties. We assessed and compared compliance to inform policymaking.</p><p><strong>Methods: </strong>Using Meta's advertising repository, we searched whether 394 popular mobile, console, and PC games with loot boxes advertised in the UK and South Korea. The most recently published ads after the rules came into force (N = 2,358) were analysed for compliance.</p><p><strong>Results: </strong>Only 8.4% of UK and 7.6% of South Korean ads disclosed loot box presence. Further, 71.4% of UK disclosures and 44.9% of Korean disclosures were not reasonably visually prominent as required, thus the true compliance rates were 2.4% and 4.2%.</p><p><strong>Conclusions: </strong>Most video games are not complying with international loot box advertising rules. More active enforcement, imposing stricter penalties against non-compliance, providing detailed guidance, and educating foreign companies may lead to better compliance. Governments should not rely on toothless industry self-regulation or unenforced laws to address public health concerns when the evidence indicates widespread non-compliance. Policymakers should adopt laws requiring companies to provide data access to facilitate better independent research.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"714-723"},"PeriodicalIF":6.6,"publicationDate":"2025-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12231438/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144505783","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}
Pub Date : 2025-06-25Print Date: 2025-07-02DOI: 10.1556/2006.2025.00056
Diarmaid Ó Ceallaigh, Shane Timmons, Deirdre A Robertson, Peter D Lunn
Background and aims: Inducements are a core component of gambling marketing. They have attracted increased attention from regulators due to their potential links to gambling harms. We deployed a randomised, pre-registered online experiment to test whether inducements cause specific changes to gambling behaviour.
Methods: 622 males aged under 40 made incentive-compatible betting choices over Euro 2024 football matches. Participants were randomised to see bets with inducements or to a control group with no inducements. Some participants were also randomised to see inducement-linked bets where the expected value odds made them the worst available choice, i.e., a dominated option that was an objectively "bad bet" even accounting for the inducement.
Results: Inducements increased the amount spent on bets by over 10% and almost halved the number of people opting not to bet. Those with evidence of problem gambling were disproportionately affected. Inducements also led to decision errors, making bettors three times more likely to choose bad bets.
Discussion and conclusions: Our findings add to growing evidence that inducements risk causing harm to consumers, with worse effects among those with evidence of problem gambling. We provide novel evidence that inducements push gamblers into making decision errors, opting for bad bets that heighten the risk of financial harm. Our findings support the regulation of inducements to reduce gambling harms.
{"title":"Effects of inducements on sports gambling and decision-errors: An experimental study.","authors":"Diarmaid Ó Ceallaigh, Shane Timmons, Deirdre A Robertson, Peter D Lunn","doi":"10.1556/2006.2025.00056","DOIUrl":"10.1556/2006.2025.00056","url":null,"abstract":"<p><strong>Background and aims: </strong>Inducements are a core component of gambling marketing. They have attracted increased attention from regulators due to their potential links to gambling harms. We deployed a randomised, pre-registered online experiment to test whether inducements cause specific changes to gambling behaviour.</p><p><strong>Methods: </strong>622 males aged under 40 made incentive-compatible betting choices over Euro 2024 football matches. Participants were randomised to see bets with inducements or to a control group with no inducements. Some participants were also randomised to see inducement-linked bets where the expected value odds made them the worst available choice, i.e., a dominated option that was an objectively \"bad bet\" even accounting for the inducement.</p><p><strong>Results: </strong>Inducements increased the amount spent on bets by over 10% and almost halved the number of people opting not to bet. Those with evidence of problem gambling were disproportionately affected. Inducements also led to decision errors, making bettors three times more likely to choose bad bets.</p><p><strong>Discussion and conclusions: </strong>Our findings add to growing evidence that inducements risk causing harm to consumers, with worse effects among those with evidence of problem gambling. We provide novel evidence that inducements push gamblers into making decision errors, opting for bad bets that heighten the risk of financial harm. Our findings support the regulation of inducements to reduce gambling harms.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":"14 2","pages":"959-971"},"PeriodicalIF":6.6,"publicationDate":"2025-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12231458/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144553657","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}
Pub Date : 2025-06-23Print Date: 2025-07-02DOI: 10.1556/2006.2025.00043
Mark Žmavc, Janja Horvat, Maja Židan, Špela Selak
Background and aims: A growing body of evidence suggests that excessive digital engagement can lead to adverse consequences, especially in children and adolescents. Many stakeholders point to prevention in the school environment as one way to mitigate these harms, though their effectiveness is unclear. We conducted a systematic review and meta-analysis to evaluate existing school-based preventive interventions aimed at reducing digital addiction and screen time among individuals aged 6-19 years old.
Methods: We conducted a comprehensive literature search across various databases, including Web of Science, PubMed, Scopus, PsycINFO, and Google Scholar, to identify relevant studies published between 2013 and 2023, of which 34 met the inclusion criteria.
Results: The reviewed interventions were particularly effective at reducing measures of problematic digital technology use (d = 1.47 after intervention; d = 1.13 at follow-up), while being less effective at reducing screen time (d = 0.15 after intervention; d = 0.15 at follow-up). Interventions which were externally led, actively included parents, targeted at-risk youth or employed a therapy-based approach were more successful at decreasing problematic digital technology use. A slightly larger decrease in screen time was observed in interventions with external leaders, targeting at risk populations and those lasting upwards of three months.
Discussion and conclusions: Due to the observed publication bias and modest statistical power within subgroup analyses, more empirical research is recommended to confirm the identified trends. Overall, given the promising results, policymakers should strongly consider exploring possibilities of systemic inclusion of digital addiction interventions within the school curriculum.
{"title":"The effectiveness of school-based interventions to reduce problematic digital technology use and screen time: A systematic review and meta-analysis.","authors":"Mark Žmavc, Janja Horvat, Maja Židan, Špela Selak","doi":"10.1556/2006.2025.00043","DOIUrl":"10.1556/2006.2025.00043","url":null,"abstract":"<p><strong>Background and aims: </strong>A growing body of evidence suggests that excessive digital engagement can lead to adverse consequences, especially in children and adolescents. Many stakeholders point to prevention in the school environment as one way to mitigate these harms, though their effectiveness is unclear. We conducted a systematic review and meta-analysis to evaluate existing school-based preventive interventions aimed at reducing digital addiction and screen time among individuals aged 6-19 years old.</p><p><strong>Methods: </strong>We conducted a comprehensive literature search across various databases, including Web of Science, PubMed, Scopus, PsycINFO, and Google Scholar, to identify relevant studies published between 2013 and 2023, of which 34 met the inclusion criteria.</p><p><strong>Results: </strong>The reviewed interventions were particularly effective at reducing measures of problematic digital technology use (d = 1.47 after intervention; d = 1.13 at follow-up), while being less effective at reducing screen time (d = 0.15 after intervention; d = 0.15 at follow-up). Interventions which were externally led, actively included parents, targeted at-risk youth or employed a therapy-based approach were more successful at decreasing problematic digital technology use. A slightly larger decrease in screen time was observed in interventions with external leaders, targeting at risk populations and those lasting upwards of three months.</p><p><strong>Discussion and conclusions: </strong>Due to the observed publication bias and modest statistical power within subgroup analyses, more empirical research is recommended to confirm the identified trends. Overall, given the promising results, policymakers should strongly consider exploring possibilities of systemic inclusion of digital addiction interventions within the school curriculum.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"571-589"},"PeriodicalIF":6.2,"publicationDate":"2025-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12231446/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144475376","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}
Background and objectives: Internet gaming disorder (IGD) is a growing public health concern, especially among adolescents. However, most IGD studies are cross-sectional, leaving its developmental course poorly understood. This study examined IGD trajectories, their predictors, and their long-term mental health outcomes among Chinese adolescents.
Methods: A cohort of 16,833 adolescent gamers (mean age = 13.40, 46.56% girls) was recruited from 76 middle schools in Zigong City through cluster sampling. Assessments were conducted in November 2020 (T1), November 2021 (T2), and November 2022 (T3). IGD was measured using the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Demographic, gaming, environmental, and psychological factors (e.g., depression, anxiety, sleep problems, suicidal ideation, conduct problems, hyperactivity, resilience, mental wellbeing, prosocial behavior) were also assessed. Growth mixture modeling (GMM) identified IGD trajectories, and logistic regression evaluated predictors and mental health outcomes at T3.
Results: GMM identified four IGD trajectories: High-Risk Decreasing (4.5%), Moderate-Risk Stable (19.5%), Moderate-Risk Increasing (3.0%), and Low-Risk Stable (73.0%). Age, gaming time, anxiety, sleep problems, conduct problems, hyperactivity/inattention, and low prosocial behavior predicted worsening IGD symptoms. At T3, the Moderate-Risk Increasing group had significantly higher risks for adverse mental health outcomes compared to the Low-Risk Stable group, whereas the High-Risk Decreasing group showed no significant or minimal differences in most domains from the Low-Risk Stable group after adjusting for baseline characteristics.
Discussion and conclusions: These findings underscore the heterogeneous nature of IGD development and highlight the need for long-term monitoring and tailored interventions to mitigate adverse mental health outcomes in at-risk adolescents.
{"title":"Trajectory of internet gaming disorder among Chinese adolescents: Course, predictors, and long-term mental health outcomes.","authors":"Pu Peng, Zhangming Chen, Silan Ren, Ying He, Jinguang Li, Aijun Liao, Linlin Zhao, Xu Shao, Shanshan Chen, Ruini He, Yudiao Liang, Youguo Tan, Xiaogang Chen, Jinsong Tang, Yanhui Liao","doi":"10.1556/2006.2025.00054","DOIUrl":"10.1556/2006.2025.00054","url":null,"abstract":"<p><strong>Background and objectives: </strong>Internet gaming disorder (IGD) is a growing public health concern, especially among adolescents. However, most IGD studies are cross-sectional, leaving its developmental course poorly understood. This study examined IGD trajectories, their predictors, and their long-term mental health outcomes among Chinese adolescents.</p><p><strong>Methods: </strong>A cohort of 16,833 adolescent gamers (mean age = 13.40, 46.56% girls) was recruited from 76 middle schools in Zigong City through cluster sampling. Assessments were conducted in November 2020 (T1), November 2021 (T2), and November 2022 (T3). IGD was measured using the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Demographic, gaming, environmental, and psychological factors (e.g., depression, anxiety, sleep problems, suicidal ideation, conduct problems, hyperactivity, resilience, mental wellbeing, prosocial behavior) were also assessed. Growth mixture modeling (GMM) identified IGD trajectories, and logistic regression evaluated predictors and mental health outcomes at T3.</p><p><strong>Results: </strong>GMM identified four IGD trajectories: High-Risk Decreasing (4.5%), Moderate-Risk Stable (19.5%), Moderate-Risk Increasing (3.0%), and Low-Risk Stable (73.0%). Age, gaming time, anxiety, sleep problems, conduct problems, hyperactivity/inattention, and low prosocial behavior predicted worsening IGD symptoms. At T3, the Moderate-Risk Increasing group had significantly higher risks for adverse mental health outcomes compared to the Low-Risk Stable group, whereas the High-Risk Decreasing group showed no significant or minimal differences in most domains from the Low-Risk Stable group after adjusting for baseline characteristics.</p><p><strong>Discussion and conclusions: </strong>These findings underscore the heterogeneous nature of IGD development and highlight the need for long-term monitoring and tailored interventions to mitigate adverse mental health outcomes in at-risk adolescents.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"846-860"},"PeriodicalIF":6.6,"publicationDate":"2025-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12231443/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144475378","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}
Background and aim: The 11th Revision of the International Classification of Diseases (ICD-11) recognizes gaming disorder (GD) as a behavioral addiction, but its implications for the clinical diagnostic practice of GD remain underexplored. This study examines the clinical diagnosis of GD since its inclusion in ICD-11 to understand trends in diagnosis rates in psychiatric departments and patient characteristics, particularly comorbidities.
Method: This multicenter, retrospective observational study was conducted in five large tertiary hospitals and mental health centers across four Chinese provinces. Diagnoses of GD in each hospital were based on the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) or ICD-11 criteria. Data were extracted from hospital records, including demographics, diagnoses, and medical history.
Result: Of the 7,877,415 total visitors, 3,517 unique patients (0.045%) met GD diagnostic criteria. GD diagnoses showed a significant linear increase (χ2 = 83.143, p < 0.001) from 2018 to 2023. 37.59% of GD patients had comorbidities, mostly mood disorders, followed by impulse control disorders, schizophrenia or other primary psychotic disorders, and attention deficit hyperactivity disorder. Patients were younger (F = 48.69, p < 0.001), mainly aged 12-18.
Discussion and conclusions: This study reveals an upward trend in GD diagnosis from 2018 to 2023, showing a trend toward younger diagnosis age, especially in males. Notably, there's a high rate of comorbidities, with mood disorders being the most common. While ICD-11 may have improved GD identification, further research is needed to clarify whether the increased rates are due to higher prevalence or better recognition.
背景和目的:第11版国际疾病分类(ICD-11)承认游戏障碍(GD)是一种行为成瘾,但其对GD临床诊断实践的影响仍未得到充分探讨。本研究考察了自从GD被纳入ICD-11以来的临床诊断,以了解精神科诊断率和患者特征的趋势,特别是合并症。方法:本多中心回顾性观察研究在中国4个省的5家大型三级医院和精神卫生中心进行。各医院对GD的诊断依据《精神障碍诊断与统计手册》第五版(DSM-5)或ICD-11标准。数据从医院记录中提取,包括人口统计、诊断和病史。结果:在787,7415名访客中,有3,517名独特患者(0.045%)符合GD诊断标准。从2018年到2023年,GD诊断率呈显著线性增长(χ2 = 83.143, p < 0.001)。37.59%的GD患者存在合并症,以情绪障碍居多,其次为冲动控制障碍、精神分裂症或其他原发精神障碍、注意缺陷多动障碍。患者年龄较轻(F = 48.69, p < 0.001),以12 ~ 18岁为主。讨论与结论:本研究显示,2018 - 2023年GD诊断率呈上升趋势,诊断年龄呈年轻化趋势,尤其是男性。值得注意的是,伴随病的发生率很高,情绪障碍是最常见的。虽然ICD-11可能改善了GD的识别,但需要进一步的研究来澄清增加的比率是由于更高的患病率还是更好的识别。
{"title":"Evolving diagnosis and comorbidities of gaming disorder: Insights from psychiatry departments in five Chinese hospitals from 2018 to 2023.","authors":"Xuhao Wang, Shuhong Lin, Xuebing Liu, Shucai Huang, Jing Qi, Tianli Shao, Zhenjiang Liao, Xinxin Chen, Yifan Li, Ying Tang, Hongxian Shen, Qiuping Huang","doi":"10.1556/2006.2025.00051","DOIUrl":"10.1556/2006.2025.00051","url":null,"abstract":"<p><strong>Background and aim: </strong>The 11th Revision of the International Classification of Diseases (ICD-11) recognizes gaming disorder (GD) as a behavioral addiction, but its implications for the clinical diagnostic practice of GD remain underexplored. This study examines the clinical diagnosis of GD since its inclusion in ICD-11 to understand trends in diagnosis rates in psychiatric departments and patient characteristics, particularly comorbidities.</p><p><strong>Method: </strong>This multicenter, retrospective observational study was conducted in five large tertiary hospitals and mental health centers across four Chinese provinces. Diagnoses of GD in each hospital were based on the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) or ICD-11 criteria. Data were extracted from hospital records, including demographics, diagnoses, and medical history.</p><p><strong>Result: </strong>Of the 7,877,415 total visitors, 3,517 unique patients (0.045%) met GD diagnostic criteria. GD diagnoses showed a significant linear increase (χ2 = 83.143, p < 0.001) from 2018 to 2023. 37.59% of GD patients had comorbidities, mostly mood disorders, followed by impulse control disorders, schizophrenia or other primary psychotic disorders, and attention deficit hyperactivity disorder. Patients were younger (F = 48.69, p < 0.001), mainly aged 12-18.</p><p><strong>Discussion and conclusions: </strong>This study reveals an upward trend in GD diagnosis from 2018 to 2023, showing a trend toward younger diagnosis age, especially in males. Notably, there's a high rate of comorbidities, with mood disorders being the most common. While ICD-11 may have improved GD identification, further research is needed to clarify whether the increased rates are due to higher prevalence or better recognition.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"873-888"},"PeriodicalIF":6.6,"publicationDate":"2025-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12231455/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144475373","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}
Pub Date : 2025-06-23Print Date: 2025-07-02DOI: 10.1556/2006.2025.00050
Ying Ye, Ningzhe Zhu, Jiahe Su, Jingjing Zhao, Feng Kong
Background and aims: Problematic smartphone use (PSU), characterized by excessive and compulsive engagement with smartphones, is significantly shaped by the family environment. Recent studies have shown that childhood maltreatment (CM) is associated with increased PSU. Despite this growing recognition, comprehensive, quantitative evaluations of this connection remain scarce. The present meta-analysis aims to synthesize existing quantitative evidence on the relationship between PSU and CM.
Methods: We systematically searched databases including Web of Science, ProQuest, PubMed, Elsevier ScienceDirect, PsycINFO, Wanfang, China National Knowledge Infrastructure, and Weipu for studies published up to March 1, 2025. Eligible papers were quantitative, peer-reviewed studies that allowed statistical calculation of the relationship between PSU and CM.
Results: Across 51 studies (99 effect sizes), a moderate positive correlation was found between CM and PSU (r = 0.264, 95% CI [0.226, 0.301], p < 0.001). Notably, as age increases, the impact of physical and sexual abuse on individuals appears to diminish, whereas this age-related effect was not observed for other forms of maltreatment. No significant moderating effects were observed for maltreatment type, measurement tools, study design, gender, sample type (college vs. non-college), or publication type.
Discussion and conclusions: The findings highlight the family environment's key role in PSU. Children who experience maltreatment require special attention to their smartphone usage, along with targeted interventions to address both the harms of maltreatment and excessive smartphone use.
背景和目的:智能手机使用问题(PSU)的特征是过度和强迫性地使用智能手机,这在很大程度上受到家庭环境的影响。最近的研究表明,儿童虐待(CM)与PSU增加有关。尽管人们越来越认识到这一点,但对这种联系的全面、定量评价仍然很少。本荟萃分析旨在综合现有的PSU与CM之间关系的定量证据。方法:系统检索Web of Science、ProQuest、PubMed、Elsevier ScienceDirect、PsycINFO、万方、中国知识基础设施和微普等数据库,检索截至2025年3月1日发表的研究。合格的论文是定量的,同行评审的研究,允许统计计算PSU和CM之间的关系。结果:在51项研究(99个效应值)中,CM和PSU之间存在中度正相关(r = 0.264, 95% CI [0.226, 0.301], p < 0.001)。值得注意的是,随着年龄的增长,身体虐待和性虐待对个人的影响似乎减少了,而其他形式的虐待没有观察到这种与年龄有关的影响。虐待类型、测量工具、研究设计、性别、样本类型(大学与非大学)或出版物类型均未观察到显著的调节效应。讨论与结论:研究结果强调了家庭环境在PSU中的关键作用。遭受虐待的儿童需要特别关注其智能手机的使用情况,并采取有针对性的干预措施,以解决虐待和过度使用智能手机的危害。
{"title":"Childhood maltreatment and problematic smartphone use: A multilevel, meta-analytic review.","authors":"Ying Ye, Ningzhe Zhu, Jiahe Su, Jingjing Zhao, Feng Kong","doi":"10.1556/2006.2025.00050","DOIUrl":"10.1556/2006.2025.00050","url":null,"abstract":"<p><strong>Background and aims: </strong>Problematic smartphone use (PSU), characterized by excessive and compulsive engagement with smartphones, is significantly shaped by the family environment. Recent studies have shown that childhood maltreatment (CM) is associated with increased PSU. Despite this growing recognition, comprehensive, quantitative evaluations of this connection remain scarce. The present meta-analysis aims to synthesize existing quantitative evidence on the relationship between PSU and CM.</p><p><strong>Methods: </strong>We systematically searched databases including Web of Science, ProQuest, PubMed, Elsevier ScienceDirect, PsycINFO, Wanfang, China National Knowledge Infrastructure, and Weipu for studies published up to March 1, 2025. Eligible papers were quantitative, peer-reviewed studies that allowed statistical calculation of the relationship between PSU and CM.</p><p><strong>Results: </strong>Across 51 studies (99 effect sizes), a moderate positive correlation was found between CM and PSU (r = 0.264, 95% CI [0.226, 0.301], p < 0.001). Notably, as age increases, the impact of physical and sexual abuse on individuals appears to diminish, whereas this age-related effect was not observed for other forms of maltreatment. No significant moderating effects were observed for maltreatment type, measurement tools, study design, gender, sample type (college vs. non-college), or publication type.</p><p><strong>Discussion and conclusions: </strong>The findings highlight the family environment's key role in PSU. Children who experience maltreatment require special attention to their smartphone usage, along with targeted interventions to address both the harms of maltreatment and excessive smartphone use.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"644-659"},"PeriodicalIF":6.6,"publicationDate":"2025-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12231480/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144475372","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}