Profile of Treatment Seeking Gaming Disorder Patients: A Network Perspective.
Granero, G., Fernández-Aranda, F., Demetrovics, Z.
, Ayala-Rojas, R. E., Gómez-Peña, M., Moragas, L., Jiménez-Murcia, S., (2021). Profile of Treatment-Seeking Gaming Disorder Patients: a Network Perspective. Journal of Gambling Studies.
This study explored the network structure of correlates of gaming disorder (sociodemographic, personality and other clinical measures) in treatment-seeking patients. The network analysis carried out in this study provided insight into the structure of the main contributing factors of gaming disorder. The central nodes in the network were global psychological distress, chronological age, and age of onset of gaming related problems.
Linkage analysis also identified psychopathological status and age as the variables with the most valuable information in the model. Identification of such variables can be useful for developing precise management plans to prevent and treat gaming disorder related problems.
Gambling in Canada During the COVID Lockdown: Prospective National Survey.
Shaw, C.A., Hodgins, D.C., Williams, R.J. et al. (2021). Gambling in Canada During the COVID Lockdown: Prospective National Survey. Journal of Gambling Studies
This study aimed to investigate the extent to which the COVID pandemic lockdown influenced gambling and problem gambling in Canada. The re-surveying of AGRI National project’s online panel participants (n=3449) allowed for a quantitative comparison of gambling behaviours during the pandemic relative to six months prior. Findings showed that nearly one-third of gamblers ceased gambling completely during the lockdown. Whereas for those who continued, gambling decreased across nearly all engagements metrics including gambling frequency, time spent in gambling sessions, money spent, and the number of game types engaged in.
Over 17% of participants migrated from pre-pandemic land based gambling to online gambling during the lockdown. Further studies are required to assess if these changes herein remain stable or revert to pre-pandemic levels.
The moderating role of coping mechanisms and being an e-sport player between psychiatric symptoms and gaming disorder: Online survey.
Bányai, F., Zsila, Á., Kökönyei, G., Griffiths, M. D., Demetrovics, Z., Király, O., (2021). The moderating role of coping mechanisms and being an e-sport player between psychiatric symptoms and gaming disorder: Online survey. JMIR Mental Health, 8
This study aimed to investigate the effect of coping strategies and type of videogame usage (i.e., professional/esport vs. recreational use) on the relationship between psychiatric symptoms (e.g., depression, anxiety) and videogame addiction. The results showed that there is a moderately strong relation between psychiatric symptoms and videogame addiction and that neither coping strategies, nor the type of videogame usage have a considerable effect on this relation.
Autism, Problematic Internet Use, and Gaming Disorder: A Systematic Review.
Murray, A., Koronczai, B., Király, O., Griffiths, M. D., Mannion, A., Leader, G., Demetrovics, Z. (2021). Autism, Problematic Internet Use, and Gaming Disorder: A Systematic Review. Review Journal of Autism and Developmental Disorders
, in press [https://link.springer.com/content/pdf/10.1007/s40489-021-00243-0.pdf]
This literature review investigated the relationship between autism and problematic internet use and videogame addiction. A systematic literature search was conducted, and 21 studies were identified examining this question. The majority of the studies found a weak or moderate relationship between internet addiction and autistic-like traits and a relationship with varying strength between internet addiction and clinically diagnosed Autism Spectrum Disorder. Additionally, individuals with Autism Spectrum Disorder were more likely to exhibit symptoms of videogame addiction, however there is a lack of studies investigating the relationship between autistic-like traits and videogame addiction.
Online Gaming and Internet Gaming Disorder in Iran: Patterns, Motivations, and Correlates.
Rafiemanesh, H., Farnam, R., Rahimi, J., Hamzehzadeh, M., Ghani, K., Jobehdar, M. M., Amin-Esmaeili, M., Shadloo, B., Demetrovics, Z., Király, O., Rahimi-Movaghar, A. (2021). Online Gaming and Internet Gaming Disorder in Iran: Patterns, Motivations, and Correlates. Current Psychology [https://link.springer.com/article/10.1007/s12144-021-02490-0]
The aim of this study was to assess patterns and motivations of online gaming, the symptomatology and prevalence of Gaming Disorder (GD) and its health implications, and the correlates of these phenomena in an Iranian population of online gamers. The study was carried out as part of a national survey collaboration with a cross-cultural study. The findings showed prevalence estimate of GD was 3.7% amongst the 791 participating gamers, and higher game time and GD was 9.4 times more prevalent amongst males. Additionally, time spent on gaming, younger age, using a PC rather than smartphones and “escape” and “fantasy” gaming motivations and psychiatric symptoms were associated with the GD as well. This study concludes that a small minority of Iranian online gamers may be at risk of pathological gaming and its associated harms, especially those of a young age who play long hours with “fantasy” related incentives.
Gambling Features and Monetization in Video Games Create Challenges for Young People, Families, and Clinicians.
Király, O., Zhang, J., Demetrovics, Z., & Browne, D. T. (2021). Gambling Features and Monetization in Video Games Creates Challenges for Young People, Families, and Clinicians. Journal of the American Academy of Child & Adolescent Psychiatry
This article highlights how “loot boxes” (in-game consumable virtual items, that can be purchased with real money or obtained in games as a reward) may act as a gateway to problem gambling and in turn, the impact this may have on children from a developmental perspective, disruptions within families and barriers faced by paediatric clinicians. This study includes key areas of research that need to be considered to be able to facilitate effective prevention methods.
Psychometric properties of the nine-item Problematic Internet Use Questionnaire in a Brazilian general population sample.
Spritzer, D. T., Machado, W. D., Yates, M. B., Astolfi, W., Laskoski, P. B., Pessi, C. P., Laconi, S., Kaliszewska-Czeremska, K., Demetrovics, Z., Király, O., Passos, I. C., Hauck, S. (2021). Psychometric properties of the nine-item Problematic Internet Use Questionnaire in a Brazilian general population sample. Frontiers in Psychiatry, 12:
This study aimed to adapt and examine the psychometric properties of the Brazilian version of the Problematic Internet Use Questionnaire (PIUQ-SF-9) in the framework of a multicentric project carried out in 16 countries investigating the cross-cultural aspects of problematic internet and smartphone use. The PIUQ-SF-9 is the short form of the original 18-item PIUQ developed by Demetrovics et al., 2008. It is a nine-item comprehensive screening tool assessing three basic areas of problematic internet use: obsession (i.e., preoccupation and withdrawal symptoms); neglect (i.e., negligence of everyday activities and basic needs); and control disorder (i.e., trouble in controlling internet use). The sample consisted of Brazilian Internet users between the ages of 18 and 89. According to the results the Brazilian Portuguese version of the PIUQ-SF-9 proved to be a valid and reliable instrument to be used in future studies on problematic internet use in Brazil.
Polysubstance Use Is Positively Associated with Gaming Disorder Symptom Severity: A Latent Class Analytical Study
Horváth, Z., Király, O., Demetrovics, Z., Németh, Á., Várnai, D., & Urbán, R. (2021). Polysubstance Use Is Positively Associated with Gaming Disorder Symptom Severity: A Latent Class Analytical Study. European Addiction Research
, 1-11. [https://pubmed.ncbi.nlm.nih.gov/34284387/
The aim of the present study was to explore alcohol and illicit drug use classes among adolescents and how gaming disorder is associated with these. The final sample consisted of 2768 students (ninth and eleventh graders), with a mean age of 16.73 years. Four subgroups were identified: polysubstance users, high-risk alcohol users, moderate alcohol users, and infrequent substance users. Based on the results severe gaming disorder was associated with various drug use, which may be due to the intention to increase performance in the game. There may be common psychological mechanisms in the background (e.g., sensation-seeking tendencies), and shared neurobiological mechanisms may also explain the relationship. The level of alcohol consumption did not correlate with the severity of the symptoms of gaming disorder.
Development and validation of the Reward Deficiency Syndrome Questionnaire (RDSQ-29).
Kótyuk, E., Urbán, R., Hende, B., Richman, M., Magi, A., Király, O., Barta, C., Griffiths, M. D., Potenza, M. N., Badgaiyan, R. D., Blum, K., & Demetrovics, Z. (2022). Development and validation of the Reward Deficiency Syndrome Questionnaire (RDSQ-29). Journal of Psychopharmacology
, 026988112110691. [IF: 4.153]
This present study developed and validated a 29-item reward deficiency syndrome questionnaire (RSDQ-29) containing four subscales to assess psychological and behavioural characteristics that may contribute to addictions generally. Reward deficiency syndrome (RDS) seems to have a crucial role in the development of addictive behaviours. While former studies described carefully the neurobiological and genetical background of the reward deficiency syndrome until now the psychological description of the phenomenon was not available. The currently developed scale fills this gap by providing a psychometrically sound instrument to assess RDS and its components.