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The desire trap: Metacognitions and the cognitive mechanisms of adolescent online gaming craving 欲望陷阱:青少年网络游戏渴望的元认知和认知机制。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-09 DOI: 10.1016/j.addbeh.2025.108516
Shan Wang , Xiaoru Zhu , Xiaomin Wang , Lingfeng Gao , Haide Chen
Craving is widely recognized as a central feature of addiction. Although internet gaming disorder is notably prevalent among adolescents, the mechanisms that lead to the development of craving for online gaming are not well understood. This study investigated the mediating role of desire thinking and thought suppression in the link between adolescents’ positive and negative metacognitions about online gaming and their craving for it. The study evaluated 991 Chinese adolescents utilizing the Metacognitions about Online Gaming Scale, Desire Thinking Questionnaire, Thought Suppression Inventory, and Craving Assessment Scale. Results showed that desire thinking and thought suppression partially mediated the link between both positive and negative metacognitions and craving, with desire thinking exhibiting a stronger indirect effect than thought suppression. The study indicates that both positive and negative metacognitions are associated with adolescent online gaming craving via similar cognitive pathways, with desire thinking being a significant factor. This study highlights the potential of targeting metacognitive processes in future interventions for internet gaming disorder, emphasizing the need for intervention strategies tailored to address desire thinking.
渴望被广泛认为是成瘾的核心特征。虽然网络游戏障碍在青少年中非常普遍,但导致对网络游戏的渴望发展的机制尚不清楚。本研究探讨了欲望思维和思想抑制在青少年网络游戏正、负元认知与渴望之间的中介作用。本研究采用网络游戏元认知量表、欲望思维量表、思维抑制量表和渴望评估量表对991名中国青少年进行测评。结果表明,欲望思维和思想抑制在积极元认知和消极元认知与渴望的关系中起部分中介作用,其中欲望思维的间接作用强于思想抑制。研究表明,积极元认知和消极元认知通过相似的认知途径与青少年网络游戏渴望相关,其中欲望思维是一个重要因素。本研究强调了在未来网络游戏障碍干预中针对元认知过程的潜力,强调了针对欲望思维量身定制干预策略的必要性。
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引用次数: 0
Corrigendum to “Exploring the influence of parenting styles and childhood abuse on impulsivity in young and middle-aged patients with new drug dependency: A network analysis” [Addict. Behav. 170 (2025) 108423] “探索父母教养方式和童年虐待对新药物依赖的中青年患者冲动的影响:网络分析”的勘误表[成瘾者]。行为。170(2025)108423]。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-08 DOI: 10.1016/j.addbeh.2025.108514
Shumei Zhuang , Yuelin Song , Shimei Jin , Xiaoxu Shang , Yan Liu , Lei Shi , Yitong Qu , Yinan Zhang , Yannan Chen , Lehan Li
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引用次数: 0
A cross-lagged panel model of the bidirectional relationships between gaming-specific maladaptive cognitions and internet gaming disorder among adolescents in China 中国青少年游戏特异性适应不良认知与网络游戏障碍双向关系的交叉滞后面板模型
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-08 DOI: 10.1016/j.addbeh.2025.108518
Yanqiu Yu , Siman Li , Xinwei Lyu , Jianxin Zhang , Ji-bin Li , Joseph T.F. Lau
The directions of the causal relationships between gaming-specific maladaptive cognitions (MCIG) and internet gaming disorder (IGD) are implicative but unclear, with few longitudinal studies in this regard. Bidirectional relationships are plausible, as suggested by the Cognitive Behavioral Model of Pathological Internet Use and Cognitive Dissonance Theory. This 12-month two-wave longitudinal study was conducted among 1857 junior middle school students in two Chinese cities to investigate the reciprocal relationships between three domains of MCIG (perceived overevaluation of rewards, perceived urges, and perceived reluctance to stop playing) and IGD. The prevalence of IGD was 10.0 % at Wave 1 (W1) and 9.6 % at Wave 2 (W2). Cross-lagged panel analysis revealed that IGD at W1 significantly predicted all three domains of MCIG at W2. However, among the three MCIG domains, only perceived urges at W1 significantly predicted IGD at W2. Bidirectional relationships were identified between perceived overvaluation of rewards and perceived reluctance to stop playing. Perceived reluctance to stop playing predicted perceived urges, but the reverse was not true. Relationships between perceived overvaluation of rewards and perceived urges were not statistically significant in either direction. In conclusion, significant bidirectional relationships were observed between one domain of MCIG and IGD, as well as between one pair of MCIG; not all MCIG domains were risk factors of IGD. These findings highlight the importance of targeting specific MCIG to disrupt potential vicious cycles. Caution is warranted when interpreting cross-sectional associations, and future longitudinal studies with additional points are recommended for verification.
游戏特异性适应不良认知(MCIG)与网络游戏障碍(IGD)之间的因果关系方向是隐含的,但不清楚,很少有这方面的纵向研究。病态网络使用的认知行为模型和认知失调理论表明,双向关系是合理的。本研究对中国两个城市的1857名初中生进行了为期12个月的两波纵向研究,以调查MCIG的三个领域(感知奖励高估、感知冲动和感知不愿停止游戏)与IGD之间的相互关系。第1波(W1) IGD患病率为10.0%,第2波(W2)为9.6%。交叉滞后面板分析显示,W1的IGD显著预测W2的MCIG的所有三个结构域。然而,在三个MCIG结构域中,只有W1的感知督促能显著预测W2的IGD。感知到的奖励高估与感知到的不愿停止游戏之间存在双向关系。感知到的不愿停止玩游戏可以预测感知到的冲动,但反之则不然。感知到的奖励高估和感知到的冲动之间的关系在任何一个方向上都没有统计学意义。综上所述,MCIG的一个结构域与IGD之间,以及一对MCIG之间存在显著的双向关系;并非所有的MCIG结构域都是IGD的危险因素。这些发现强调了针对特定MCIG来破坏潜在恶性循环的重要性。在解释横断面关联时需要谨慎,建议将来进行有附加点的纵向研究进行验证。
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引用次数: 0
Corrigendum to “Identifying predictors of Australian workers’ illicit substance use: A nationally representative study” [Addict. Behav. 170 (2025) 108417] “确定澳大利亚工人非法药物使用的预测因素:一项具有全国代表性的研究”的勘误表。行为。170(2025)108417]。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-08 DOI: 10.1016/j.addbeh.2025.108511
Gianluca Di Censo, Kirrilly Thompson, Jacqueline Bowden
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引用次数: 0
Self-compassion mediates the relationship between family (but not peer) support and internet gaming disorder symptoms: a five-wave, random intercept cross-lagged panel model 自我同情在家庭(而非同伴)支持与网络游戏障碍症状之间的关系中起中介作用:一个五波随机截距交叉滞后面板模型。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-08 DOI: 10.1016/j.addbeh.2025.108517
Wangjia Zhang , Qi Li , Xiaoyan Chen , Ya Zhu , Xuliang Shi
Although previous studies have suggested that individuals with low self-compassion from dysfunctional families are at higher risks of developing online gaming addiction, the distinction between between-person differences and within-person effects in these associations has not been fully explored. This longitudinal study examined the reciprocal relations between social support and internet gaming disorder symptoms (IGDs), as well as the potential mediating role of self-compassion, while differentiating between- and within-person effects. A total of 5785 students (48.2 % of female, Mage = 18.63, SD = 0.88) participated in a large-scale health-related cohort study of college students. The random intercept cross-lagged panel model (RI-CLPM) was used for data analysis. The findings revealed a reciprocal within-person relationship between family support and self-compassion. Self-compassion played a significant longitudinal mediating role in the association between family (but not peer) support and IGDs at the within-person level. These findings emphasize self-compassion as a key psychological mechanism in the relations between family support and IGDs. Future prevention and intervention programs targeted at bolstering family support and cultivating self-compassion may be effective in mitigating the risk of online gaming addiction.
尽管先前的研究表明,来自不正常家庭的自我同情能力低的人患网络游戏成瘾的风险更高,但这些关联中人与人之间的差异和人与人之间的影响之间的区别尚未得到充分探讨。这项纵向研究考察了社会支持与网络游戏障碍症状(IGDs)之间的相互关系,以及自我同情的潜在中介作用,同时区分了人际效应和人际效应。共5785名大学生(48.2%为女性,Mage = 18.63, SD = 0.88)参加了一项大规模大学生健康相关队列研究。采用随机截距交叉滞后面板模型(RI-CLPM)进行数据分析。研究结果揭示了家庭支持和自我同情之间的相互关系。自我同情在家庭(同伴)支持与个体内部发展之间具有显著的纵向中介作用。这些研究结果强调自我同情是家庭支持与igd之间关系的关键心理机制。未来的预防和干预计划旨在加强家庭支持和培养自我同情,可能有效地降低网络游戏成瘾的风险。
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引用次数: 0
Corrigendum to “Hazardous alcohol use among patients with psychiatric disorders: Findings from phosphatidylethanol (PEth) screening in healthcare”. [Addict. Behav. 172 (2026) 108496] “精神疾病患者危险饮酒:医疗保健中磷脂酰乙醇(PEth)筛查的结果”的勘误表。成瘾者。[j].中国生物医学工程学报,2015(5):387 - 391。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-07 DOI: 10.1016/j.addbeh.2025.108512
V. Månsson , A. Hammarberg , M. Hårdstedt , R. LoMartire
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引用次数: 0
Unveiling the relationships between solitary experiences and problematic social media use in young adults: a network approach to investigating underlying motivations 揭示孤独经历与年轻人有问题的社交媒体使用之间的关系:调查潜在动机的网络方法
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-04 DOI: 10.1016/j.addbeh.2025.108508
Gianluca Santoro , Andrea Zagaria , Mattia Pezzi , Paola Corsano , Alessio Gori , Alessandro Musetti
Previous research has shown that subjective and negative solitary experiences, such as loneliness, are associated with increased problematic social media use (PSMU). However, further research is needed to examine the role of other solitary experiences and motivations for solitary behavior in PSMU. Accordingly, the current study investigated the relationships between various solitary experiences (i.e., trait loneliness, perceived isolation, lack of relational connectedness, positive solitude, and frequency of solitary behavior), motivations for solitary behavior (i.e., autonomous and controlled), motives for social media use (i.e., enhancement, coping, conformity, and social), and core and peripheral symptoms of PSMU in young adults. Eight hundred twenty-nine young adults (65 % females), aged 18 to 30 years (M = 23.76, SD = 3.16), completed self-report measures assessing the variables of interest. Psychometric network analysis was performed to estimate regularized partial correlations among variables across the entire sample. Gender differences in network properties were evaluated using the network comparison test. Results showed that controlled motivations for solitary behavior and perceived isolation were indirectly linked to core symptoms of PSMU through conformity motives. Additionally, perceived isolation was also associated with core PSMU symptoms through coping motives. No significant gender differences were found in the network properties. These findings suggest that PSMU might serve as a maladaptive strategy to temporarily compensate for involuntary solitary experiences and to seek relief from perceived isolation.
先前的研究表明,主观和消极的孤独经历,如孤独,与有问题的社交媒体使用(PSMU)的增加有关。然而,需要进一步的研究来检验其他孤独经历和孤独行为动机在PSMU中的作用。因此,本研究调查了青年PSMU的各种孤独经历(即特质孤独、感知孤立、缺乏关系联系、积极孤独和孤独行为频率)、孤独行为动机(即自主和控制)、社交媒体使用动机(即增强、应对、从从性和社交)以及核心和外围症状之间的关系。829名年龄在18至30岁之间的年轻人(65%为女性)(M = 23.76, SD = 3.16)完成了评估感兴趣变量的自我报告测量。进行心理测量网络分析,以估计整个样本中变量之间的正则化偏相关性。使用网络比较测试评估网络属性的性别差异。结果表明,受控制的孤独行为动机和孤立感通过从从性动机与PSMU的核心症状间接相关。此外,感知孤立也通过应对动机与核心PSMU症状相关。在网络属性方面没有发现显著的性别差异。这些发现表明,PSMU可能是一种适应不良的策略,可以暂时补偿非自愿的孤独经历,并从感知到的孤立中寻求解脱。
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引用次数: 0
An ecological momentary assessment of adolescents’ affective states and game craving 青少年情感状态与游戏渴望的生态瞬时评估
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-03 DOI: 10.1016/j.addbeh.2025.108510
Camilla K.M. Lo , Edward W.W. Chan , Yuet Wing Cho

Background and Aims

Craving plays a critical role in the development and maintenance of addiction, including gaming disorder. While affective states are associated with cravings in substance-related use and disorders, the relationship between affect and game craving remains understudied. This study employs an ecological momentary assessment (EMA) approach to investigate how momentary positive and negative affect are related to game craving in adolescents, and whether these associations vary by individual differences in gaming disorder risk.

Methods

A total of 317 Hong Kong Chinese adolescents who self-reported as regular gamers completed a pre-EMA survey, followed by a 14-day EMA protocol. Participants reported their momentary positive affect, negative affect, and game craving at four time points daily.

Results

At the within-person level, elevated momentary positive and negative affect were significantly associated with increased odds of game craving. However, adolescents at higher risk for gaming disorder showed a reversed pattern, reporting reduced craving when experiencing greater affect intensity than their personal average.

Discussion and Conclusions

These findings illustrate the complex dynamics between affect and game craving, highlighting the moderating role of an individual's gaming disorder risk. Understanding how affect interacts with game craving in real-word setting may inform targeted interventions for adolescents vulnerable to problematic gaming.
背景和目的在成瘾(包括游戏障碍)的发展和维持中起着至关重要的作用。虽然情感状态与物质相关使用和紊乱中的渴望有关,但情感与游戏渴望之间的关系仍未得到充分研究。本研究采用一种生态瞬时评估(EMA)方法来研究瞬时积极和消极影响与青少年游戏渴望的关系,以及这些联系是否因游戏障碍风险的个体差异而异。方法共有317名自称经常玩游戏的香港中国青少年完成了一项EMA前调查,随后进行了为期14天的EMA协议。参与者每天在四个时间点报告他们的瞬间积极情绪、消极情绪和游戏渴望。结果在个人层面上,瞬间积极和消极情绪的升高与游戏渴望的增加显著相关。然而,患游戏障碍风险较高的青少年表现出相反的模式,当经历比个人平均水平更高的情感强度时,他们的渴望会减少。讨论与结论这些发现说明了情感和游戏渴望之间的复杂动态关系,强调了个体游戏障碍风险的调节作用。了解影响与游戏渴望在现实世界中的相互作用,可以为易受问题游戏影响的青少年提供有针对性的干预措施。
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引用次数: 0
Reciprocal relationships among problematic social media use, depression, and social anxiety of Chinese university students: Disentangling between- and within-person effects 中国大学生有问题的社交媒体使用、抑郁和社交焦虑之间的相互关系:人际效应和人际效应的分离
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-10-02 DOI: 10.1016/j.addbeh.2025.108515
Ziwei Ren , Hui Lu , Peng Zheng , Huijuan Lu , Zixin Su , Ziyou Huang , Yun Wu
The associations between problematic social media use (PSMU), depression, and social anxiety (SA) remain a topic of debate. Hence, this study investigated the bidirectional longitudinal relationships of PSMU with depression and SA in a sample of Chinese university students, with an additional emphasis on potential sex differences. A total of 378 students (56.3 % male, 43.7 % female; Mage = 20.49 years, SD = 0.65) completed three waves of survey data. Random Intercept Cross-lagged panel model analysis and multi-group analysis by sex were conducted. At the within-person level, a reciprocal relationship was observed between PSMU and depression over time. Furthermore, SA predicted later increases in PSMU, whereas the reverse associations were not significant. These results highlight the dynamic interplay among emotional symptoms and digital behavior, and underscore the importance of considering both individual differences and temporal fluctuations in future research.
有问题的社交媒体使用(PSMU)、抑郁和社交焦虑(SA)之间的联系仍然是一个有争议的话题。因此,本研究以中国大学生为样本,考察了PSMU与抑郁和SA的双向纵向关系,并进一步强调了潜在的性别差异。共378名学生(男56.3%,女43.7%;年龄20.49岁,SD = 0.65)完成三波调查数据。随机截距交叉滞后面板模型分析和按性别进行多组分析。在个人层面上,PSMU和抑郁之间随时间的推移呈相互关系。此外,SA预测PSMU的后期增加,而反向关联不显著。这些结果强调了情绪症状和数字行为之间的动态相互作用,并强调了在未来研究中考虑个体差异和时间波动的重要性。
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引用次数: 0
The 10-item and 20-item gambling harms scale for affected others (GHS-10-AO, GHS-20-AO): benchmarked to health utility using propensity weighting and control for comorbidities 受影响他人的10项和20项赌博危害量表(GHS-10-AO, GHS-20-AO):使用倾向加权和合并症控制对健康效用进行基准测试。
IF 3.6 2区 医学 Q1 PSYCHOLOGY, CLINICAL Pub Date : 2025-09-30 DOI: 10.1016/j.addbeh.2025.108513
Matthew Browne , Catherine Tulloch , Matthew Rockloff , Nerilee Hing , Alex M.T. Russell , En Li , Vijay Rawat , Georgia Dellosa , Philip Newall
Gambling-related harms significantly impact not only gamblers but also people socially connected to them (affected others or AOs), yet quantifying these impacts has remained challenging. This study developed and validated two scales for measuring harm to people due to someone else’s gambling − the 10-item and 20-item Gambling Harms Scale for Affected Others (GHS-10-AO and GHS-20-AO) − benchmarked to health utility metrics. Using data from 2,018 Australian adults with close relationships to gamblers, we employed psychometric item selection, propensity weighting, and control for comorbidities to establish evidence for causal links between reported harms and health utility decrements measured by the SF-6D. Emotional, relational, and financial harms were the most prevalent items selected. Both scales demonstrated excellent reliability (α = 0.89 for GHS-10-AO; α = 0.94 for GHS-20-AO) and strong correlations with health utility measures (r = -0.47 to −0.48 with SF-6D). The relationship between harm scores and health utility showed significant non-linearity, with increasing convexity at higher harm levels. These scales provide the first validated instruments for quantifying health impacts to AOs using a common metric comparable to gambler-focused harm measures, enabling population-level assessment of current gambling harm in the adult population; inclusive of gamblers and connected others. The instruments fill a critical gap in gambling harm measurement and offer jurisdictions tools for monitoring progress toward harm minimisation that encompasses impacts on both gamblers and those around them.
与赌博有关的危害不仅会严重影响赌徒,还会影响与他们有社会联系的人(受影响的其他人或AOs),但量化这些影响仍然具有挑战性。本研究开发并验证了两种衡量他人赌博对人们造成伤害的量表——受影响他人的10项和20项赌博危害量表(GHS-10-AO和GHS-20-AO)——以健康效用指标为基准。使用2018名与赌徒关系密切的澳大利亚成年人的数据,我们采用心理测量项目选择、倾向加权和合并症控制来建立SF-6D测量的报告危害与健康效用下降之间因果关系的证据。情感、关系和经济上的伤害是被选择的最普遍的项目。两种量表均表现出极好的信度(GHS-10-AO为α = 0.89; GHS-20-AO为α = 0.94),且与健康效用测量有很强的相关性(SF-6D为r = -0.47至-0.48)。危害评分与健康效用之间呈显著的非线性关系,危害程度越高,其凹凸度越高。这些量表提供了第一个经过验证的工具,使用一种可与以赌徒为重点的伤害措施相媲美的共同指标来量化对AOs的健康影响,从而能够在人口层面上评估目前成年人口中的赌博危害;包括赌徒和有关系的人。这些工具填补了衡量赌博危害方面的一个关键空白,并为司法管辖区提供了监测危害最小化进展的工具,其中包括对赌徒及其周围人的影响。
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引用次数: 0
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Addictive behaviors
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