Gaming disorder (GD) is a growing public health issue requiring reliable screening and diagnostic tools. A commonly used tool for assessing GD is the Gaming Disorder Test (GDT). The GDT assesses GD based on International Classification of Diseases 11th Revision (ICD-11) criteria; however, its psychometric testing has been conducted across studies but yet snythesized. This meta-analysis aimed to synthesize psychometric data regarding the GDT globally. Adhering to pre-registration, a comprehensive search across databases identified 17 eligible studies (n=22,000) in 14 languages reporting on the psychometric properties of the GDT, especially its Cronbach’s alpha. The pooled Cronbach’s alpha was 0.86 (95% CI: 0.83-0.89), indicating excellent internal consistency. Although significant heterogeneity was observed (I2= 98.54%), prediction intervals suggested true outcomes likely shared a positive direction. No moderating effects were found regarding sample characteristics, study quality, or geographical location. The meta-analysis provides robust and quantitative evidence supporting the internal consistency of the GDT across diverse populations. Moreover, qualitative synthesis indicates that the GDT has strong psychometric properties without risk of bias across the analyzed studies, indicating the GDT’s ability to assess GD globally. However, the heterogeneity suggests cautious interpretation of the reliability estimates
Gaming avatars can influence users’ attitudes and behaviors and manifest as the proteus effect. The present study examined proteus effect profiles among 571 gamers and their associations with disordered gaming and physical activity. Latent class analysis identified three profiles: non-influenced gamers, emotion-perception influenced gamers (highest proteus effect), and emotion-behavior influenced gamers (moderate proteus effect). The high proteus effect group exhibited significantly higher gaming disorder symptoms at baseline and 6 months compared to other profiles. Proteus effect profiles did not significantly differ in physical activity levels. However, higher disordered gaming and proteus effect predicted lower activity over time. The strong proteus effect group’s avatar immersion may increase gaming disorder risks. Minimal avatar influence for the non-influenced gamers appears protective. While proteus effect profiles do not directly relate to activity, amplified disordered gaming can reduce active lifestyles. Overall, findings demonstrate how avatars differentially affect gamers’ experiences and functioning through proteus-induced changes.
Digital interventions present a scalable solution to overcome barriers to smoking cessation treatment, and changes in resting heart rate (HR) may offer a viable option for monitoring smoking status remotely. The goal of this study was to explore the acceptability of using smartphone cameras and activity trackers to measure heart rate for use in a smoking cessation intervention.
Participants (N=410), most of whom identified as female (75.8 %) with mean age 38.3 years (SD 11.4), were recruited via the Smoke Free app. They rated the perceived comfort, convenience, and likelihood of using smartphone cameras and wrist-worn devices for HR monitoring as an objective measure of smoking abstinence. Wilcoxon signed-rank tests and Kruskal-Wallis tests assessed differences in acceptability across device types and whether the participant owned an activity tracker/smartwatch or smartphone.
Participants reported high levels of acceptability for both HR monitoring methods, with activity trackers/smartwatches rated more favorably in terms of comfort, convenience, and likelihood of use compared to smartphone cameras. Participants indicated a statistically significantly greater likelihood of using the activity tracker/smartwatch over the smartphone camera. Participants viewed the activity tracker/smartwatch as more acceptable than the smartphone camera (87.0% vs 50.0%).
HR monitoring via smartphone cameras and wrist-worn devices was deemed acceptable among people interested in quitting smoking. Wrist-worn devices, in particular, were preferred, suggesting their potential as a scalable, user-friendly method for remotely monitoring smoking status. These findings support the need for further exploration and implementation of HR monitoring technology in smoking cessation research and interventions.
Video slot machines (VSMs), which are available on electronic gaming machines and online platforms, are widely recognized for their high potential to trigger harmful gambling behaviors. Yet, the psychological factors associated with VSM use among adolescents remain poorly investigated.
We estimated adjusted odds ratios (OR) and corresponding 95% confidence intervals (CI) of current regular (at least monthly) VSM use according to self-efficacy beliefs regarding everyday problem-solving ability, along with current and expected personal fulfillment at the social, and educational level among 7,959 Italian high school students aged 15–17.
Current regular VSM use was reported by 108 students (1.4%). Notably, this behavior was more frequently reported by those with either particularly high or low self-ratings in problem-solving ability, current and expected social fulfillment, as well as by those with lower self-ratings in both current and expected educational/work fulfillment.
These findings underscore that during adolescence, gambling behaviors are associated with diverse psychological profiles, each entailing distinct vulnerabilities. Effectively addressing adolescent gambling necessitates a comprehensive approach, with a strong emphasis on educational support. Given the increasing challenges in curbing underage exposure and access to the most harmful gambling formats, this study offers valuable insights for the design of health promotion and prevention strategies.