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Global research status and trends of compulsive sexual behavior disorder: A comprehensive bibliometric analysis. 强迫性性行为障碍的全球研究现状与趋势:综合文献计量分析。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-08-16 Print Date: 2025-09-30 DOI: 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。
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引用次数: 0
How impulsivity and sensation seeking drive IGD tendency in healthy young adults: A resting-state MRI study. 冲动和寻求感觉如何驱动健康年轻人的IGD倾向:静息状态MRI研究。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-08-16 Print Date: 2025-09-30 DOI: 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.

背景和目的:网络游戏障碍(IGD)是一种损害生活各个方面的心理状况,由于发育因素和数字接触的增加,青少年特别容易受到伤害。本研究旨在探讨IGD发展的行为和神经基础之间的相互作用,为可能的预防策略提供见解。方法:对大量年轻成人(n = 1205,年龄(SD) = 18.80(1.26))进行冲动、感觉寻求和IGD倾向的评估。两年后,再次评估冲动性和IGD倾向,以揭示可能的长期影响。收集静息状态MRI数据,通过图论分析测量功能网络的拓扑特性,包括全局效率、局部效率和度中心性。结果:感觉寻求与冲动性呈正相关,冲动性又与IGD倾向呈正相关。在两年的时间框架内,冲动性和IGD倾向之间的交叉滞后效应是明显的。此外,全脑局部效率是冲动性的积极预测因子,右丘脑的中心性和效率,以及右舌回的局部效率,显示出与IGD趋势呈正相关。结论:感觉寻求通过冲动性间接影响IGD倾向,冲动性也直接影响IGD。与冲动性相关的神经包括局部效率,与IGD倾向相关的神经包括右丘脑和舌回。这些发现为IGD的机制和可能的预防方法提供了见解。
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引用次数: 0
Neural responses to kills/deaths in real MOBA games are associated with addiction-related psychological traits and subjective pleasant/unpleasant experiences. 在真正的MOBA游戏中,对杀戮/死亡的神经反应与成瘾相关的心理特征和主观的愉快/不愉快体验有关。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-08-16 Print Date: 2025-09-30 DOI: 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.

背景和目的:多人在线竞技游戏(MOBA)的玩家患网络游戏障碍(IGD)的风险较高。我们的目的是研究在真正的MOBA游戏中,杀戮和死亡所引发的神经反应,并探索它们与成瘾相关的心理特征和主观愉快或不愉快体验之间的联系。方法:我们开发了一种实验协议来捕捉真实MOBA游戏玩法中的杀戮和死亡时刻。研究人员招募了至少12个月在手机上经常玩《王者荣耀》或《英雄联盟》的玩家。所有参与者都完成了IGD-20评估,并进行了六场比赛,同时记录了64通道设置的脑电图。结果:在雄性中,杀死和死亡诱导的P300振幅与IGD-20评分呈显著负相关。此外,死亡后β带事件相关同步(ERS)和β带事件相关不同步(ERD)与男性IGD-20评分呈显著正相关,而女性无显著相关。死亡后P300的振幅与男性主观不愉快经历呈显著负相关,而与女性呈正相关。无论性别如何,杀死后P300和β - ers的振幅与愉快体验呈负相关。讨论和结论:本研究建立了一个生态嵌入式范例,成功捕获了MOBA游戏中有价值的游戏内事件的实时神经特征。我们为研究IGD提供了一个新的方法框架和理论视角,并将激发对自然游戏环境中IGD的神经机制的进一步研究。
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引用次数: 0
The relationship between trait mindfulness and problematic usage of the internet, screen time, and nomophobia: A systematic review and meta-analysis. 特质正念与网络使用、屏幕时间和无手机恐惧症之间的关系:一项系统回顾和荟萃分析。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-07-02 DOI: 10.1556/2006.2025.00052
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.

导读:全球研究已经探索了特质正念与互联网问题使用(PUI)之间的关系,PUI是一个总称,包括不受控制的、过度的和潜在有害的网络行为,具有重大的个人和社会成本。相关的研究也考察了特质正念与屏幕时间和无恐惧症(即无法接触科技产品的不适)之间的关系。方法:系统检索自成立至2024年04月04日的8个数据库,无语言限制。结果:我们纳入了140项研究,涉及79,080名受试者。整体特质正念与PUI呈中等负相关(k = 120;R = -0.38)。特质正念的具体方面,包括有意识地行动(k = 19;r = -0.42),经验的非判断性(k = 16;r = -0.24),描述(k = 14;r = -0.11)与PUI呈负相关,而对内在体验的无反应性(k = 13;r = -0.07)和Observing (k = 14;R = 0.03)。特质正念与屏幕时间之间存在较小的负相关(k = 17;R = -0.11)和无恐惧症(k = 12;R = -0.26)。在敏感性分析中,如排除异常值或低质量研究,或使用纵向数据,关系是稳健的。未观察到发表偏倚。讨论和结论:具有较高特质正念的个体倾向于较少表现出PUI和无恐惧症的迹象,并且报告的屏幕时间略少。特质正念可以防止未来的PUI。需要高质量、更细致的纵向研究来探索正念、PUI亚型和屏幕时间的具体方面是如何相互作用的。
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引用次数: 0
Widespread illegal video game advertising in the UK and South Korea: Many adverts not disclosing loot box presence found using Meta's ad repository. 英国和韩国的非法电子游戏广告泛滥:Meta的广告库发现许多广告没有披露战利品箱的存在。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-06-25 Print Date: 2025-07-02 DOI: 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.

背景和目的:社交媒体上的赌博广告对公众健康有负面影响。广告存储库是研究健康的商业和法律决定因素的一种新的数据访问方法。战利品箱是电子游戏中类似赌博的产品,玩家(包括小孩)可以通过购买来获得随机奖励。他们的广告在英国和韩国受到特别监管:任何广告中都必须披露战利品箱的存在。这条规则的执行方式不同:英国依靠行业自律,几乎没有威慑作用,而韩国则实行严厉的惩罚。我们评估并比较了合规情况,为政策制定提供信息。方法:使用Meta的广告库,我们在英国和韩国搜索了394款带有战利品箱的流行手机、主机和PC游戏。研究人员分析了规则生效后最近发布的广告(N = 2358)的合规性。结果:只有8.4%的英国广告和7.6%的韩国广告披露了战利品箱的存在。此外,71.4%的英国披露和44.9%的韩国披露没有按照要求在视觉上合理地突出,因此真正的合规率分别为2.4%和4.2%。结论:大多数电子游戏并未遵守国际战利品箱广告规则。更积极的执行、对违规行为施加更严厉的惩罚、提供详细的指导以及教育外国公司可能会导致更好的合规。在有证据表明普遍存在违规行为的情况下,政府不应依靠没有实权的行业自律或未执行的法律来解决公共卫生问题。决策者应该制定法律,要求公司提供数据访问,以促进更好的独立研究。
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引用次数: 0
Effects of inducements on sports gambling and decision-errors: An experimental study. 诱导对体育赌博和决策错误的影响:实验研究。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-06-25 Print Date: 2025-07-02 DOI: 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.

背景与目的:诱因是博彩营销的核心组成部分。由于它们与赌博危害的潜在联系,它们引起了监管机构越来越多的关注。我们部署了一个随机的,预先注册的在线实验,以测试诱因是否会导致赌博行为的特定变化。方法:622名年龄在40岁以下的男性对2024年欧洲杯足球赛进行了激励相容的投注选择。参与者被随机分配到有诱因的赌局或没有诱因的对照组。一些参与者也被随机分配到诱因相关的赌注中,其中期望值的赔率使他们成为最糟糕的选择,即,一个被主导的选择,客观上是一个“坏赌注”,即使考虑到诱因。结果:诱因使下注金额增加了10%以上,选择不下注的人数几乎减少了一半。那些有问题赌博证据的人受到的影响尤为严重。诱惑也会导致决策失误,使投注者选择错误赌注的可能性增加三倍。讨论与结论:我们的研究结果进一步证明,诱惑有可能对消费者造成伤害,对那些有问题赌博证据的人影响更大。我们提供了新的证据,证明诱惑促使赌徒做出决策错误,选择错误的赌注,从而增加了经济损失的风险。我们的研究结果支持监管诱因以减少赌博危害。
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引用次数: 0
The effectiveness of school-based interventions to reduce problematic digital technology use and screen time: A systematic review and meta-analysis. 以学校为基础的干预措施对减少有问题的数字技术使用和屏幕时间的有效性:系统回顾和荟萃分析。
IF 6.2 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-06-23 Print Date: 2025-07-02 DOI: 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.

背景和目的:越来越多的证据表明,过度的数字参与可能导致不良后果,尤其是对儿童和青少年。许多利益相关者指出,学校环境中的预防是减轻这些危害的一种方法,尽管其有效性尚不清楚。我们进行了一项系统回顾和荟萃分析,以评估现有的以学校为基础的预防干预措施,旨在减少6-19岁青少年的数字成瘾和屏幕时间。方法:对Web of Science、PubMed、Scopus、PsycINFO、谷歌Scholar等数据库进行综合文献检索,找出2013 - 2023年间发表的相关研究,其中34篇符合纳入标准。结果:所回顾的干预措施在减少有问题的数字技术使用措施方面特别有效(干预后d = 1.47;随访时D = 1.13),而减少屏幕时间的效果较差(干预后D = 0.15;随访时D = 0.15)。外部主导的干预措施,积极包括父母,针对有风险的青少年或采用基于治疗的方法,在减少有问题的数字技术使用方面更成功。在针对高危人群和持续三个月以上的人群的外部领导干预中,观察到屏幕时间的减少幅度略大。讨论与结论:由于观察到的发表偏倚和亚组分析的适度统计力,建议进行更多的实证研究来证实所识别的趋势。总的来说,鉴于有希望的结果,政策制定者应该强烈考虑探索在学校课程中系统地纳入数字成瘾干预措施的可能性。
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引用次数: 0
Trajectory of internet gaming disorder among Chinese adolescents: Course, predictors, and long-term mental health outcomes. 中国青少年网络游戏障碍的发展轨迹:过程、预测因素和长期心理健康结果。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-06-23 Print Date: 2025-07-02 DOI: 10.1556/2006.2025.00054
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

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.

背景和目的:网络游戏障碍(IGD)是一个日益严重的公共卫生问题,特别是在青少年中。然而,大多数IGD研究都是横断面的,这使得人们对其发展过程知之甚少。本研究考察了中国青少年IGD的发展轨迹、预测因素及其长期心理健康结果。方法:采用整群抽样的方法,从自贡市76所中学抽取青少年游戏玩家16833人,平均年龄13.40岁,其中女生占46.56%。评估分别于2020年11月(T1)、2021年11月(T2)和2022年11月(T3)进行。IGD采用网络游戏障碍简易量表(IGDS9-SF)进行测量。还评估了人口统计学、游戏、环境和心理因素(如抑郁、焦虑、睡眠问题、自杀意念、行为问题、多动、恢复力、心理健康、亲社会行为)。生长混合模型(GMM)确定了IGD轨迹,逻辑回归评估了T3的预测因子和心理健康结果。结果:GMM确定了4种IGD轨迹:高风险降低(4.5%)、中危稳定(19.5%)、中危增加(3.0%)和低危稳定(73.0%)。年龄、游戏时间、焦虑、睡眠问题、行为问题、多动/注意力不集中和低亲社会行为预示着IGD症状的恶化。在T3时,与低风险稳定组相比,中等风险增加组的不良心理健康结果风险显著增加,而在调整基线特征后,高风险降低组在大多数领域与低风险稳定组没有显着差异或差异很小。讨论和结论:这些发现强调了IGD发展的异质性,并强调了长期监测和量身定制的干预措施的必要性,以减轻高危青少年的不良心理健康结果。
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引用次数: 0
Evolving diagnosis and comorbidities of gaming disorder: Insights from psychiatry departments in five Chinese hospitals from 2018 to 2023. 2018 - 2023年中国五家医院精神科对游戏障碍诊断与合并症的研究
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-06-23 Print Date: 2025-07-02 DOI: 10.1556/2006.2025.00051
Xuhao Wang, Shuhong Lin, Xuebing Liu, Shucai Huang, Jing Qi, Tianli Shao, Zhenjiang Liao, Xinxin Chen, Yifan Li, Ying Tang, Hongxian Shen, Qiuping Huang

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}
引用次数: 0
Childhood maltreatment and problematic smartphone use: A multilevel, meta-analytic review. 儿童虐待与智能手机使用问题:一项多层次元分析综述。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2025-06-23 Print Date: 2025-07-02 DOI: 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}
引用次数: 0
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Journal of Behavioral Addictions
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