Internet gaming disorder

网络游戏障碍
  • 文章类型: Clinical Study
    背景:游戏障碍(GD)是国际疾病分类中的新官方诊断,第11次修订,随着它的认可,为这种情况提供治疗的必要性已经变得显而易见。需要更多关于这组患者所需的治疗类型的知识。
    目的:本研究旨在评估基于认知行为疗法和家庭治疗的新型基于模块的GD心理治疗的有效性和可接受性。
    方法:本研究是一项非随机干预研究,进行预测试,后测,和3个月的后续设计。它将评估GD症状的变化,心理困扰,和游戏时间,除了治疗满意度,工作联盟,以及对患者和亲属治疗经验的定性探索。
    结果:这项研究于2022年3月开始,预计招募将于2024年8月结束。
    结论:这项研究评估了有问题的游戏行为和GD患者的心理治疗的有效性和可接受性。这是一项有效性试验,将在常规护理中进行。这项研究将具有很高的外部有效性,并确保结果与精神病合并症的不同临床人群相关。
    背景:ClinicalTrials.govNCT06018922;https://clinicaltrials.gov/study/NCT06018922。
    DERR1-10.2196/56315。
    BACKGROUND: Gaming disorder (GD) is a new official diagnosis in the International Classification of Diseases, 11th Revision, and with its recognition, the need to offer treatment for the condition has become apparent. More knowledge is needed about the type of treatment needed for this group of patients.
    OBJECTIVE: This study aims to evaluate the effectiveness and acceptability of a novel module-based psychological treatment for GD based on cognitive behavioral therapy and family therapy.
    METHODS: This study is a nonrandomized intervention study, with a pretest, posttest, and 3-month follow-up design. It will assess changes in GD symptoms, psychological distress, and gaming time, alongside treatment satisfaction, working alliance, and a qualitative exploration of patients\' and relatives\' experiences of the treatment.
    RESULTS: This study started in March 2022 and the recruitment is expected to close in August 2024.
    CONCLUSIONS: This study evaluates the effectiveness and acceptability of a psychological treatment for patients with problematic gaming behavior and GD. It is an effectiveness trial and will be conducted in routine care. This study will have high external validity and ensure that the results are relevant for a diverse clinical population with psychiatric comorbidity.
    BACKGROUND: ClinicalTrials.gov NCT06018922; https://clinicaltrials.gov/study/NCT06018922.
    UNASSIGNED: DERR1-10.2196/56315.
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  • 文章类型: Journal Article
    背景:网络游戏障碍(IGD)已在全球范围内日益普遍,并被认为是一个重要的公共卫生问题,因为它对个人的心理和身体健康产生了负面影响,社会关系,学业成绩和整体幸福感。虽然IGD的研究在过去十年中获得了巨大的势头,这种疾病背后的神经底物尚不清楚.本研究旨在使用并发功能近红外光谱(fNIRS)和脑电图(EEG)混合系统研究IGD男性受试者的静息态皮层激活。
    方法:22名男性IGD患者(18-23岁)和22名男性健康,年龄匹配的健康对照纳入研究.使用fNIRS和EEG分别测量前额叶皮层(PFC)的平均氧合和整个头部神经活动,在休息状态下睁眼和闭眼的情况下。利用小波变换将脑电信号分解为不同的子频带,然后分析每个波段内的功率谱密度。使用多通道fNIRS系统测量PFC的平均氧合。
    结果:结果显示,与对照组相比,患有IGD的个体在额叶区域的β功率明显更高。与健康对照相比,患有IGD的个体显示显著增加的PFC氧合。此外,额叶β功率和PFC氧合与IGD严重程度显著相关.然而,在氧合和β功率之间没有观察到显著的相关性.
    结论:本研究首次使用多模式EEG-fNIRS系统在年轻IGD患者中检查静息态皮层激活。此外,它为理解IGD的潜在神经机制提供了重要贡献,并为使用多模式EEG-fNIRS系统进行疾病的诊断和干预提供了新的见解。进一步的研究应旨在使用更大,更具文化多样性的样本来复制本研究的发现,以支持IGD的神经生理学基础。
    BACKGROUND: Internet gaming disorder (IGD) has become increasingly prevalent worldwide and is recognized as a significant public health concern because of its negative consequences on individuals mental and physical health, social relationships, academic performance and overall well-being. While research on IGD has gained significant momentum in the past decade, the neural substrates underlying this disorder remains unclear. This study aims to investigate resting-state cortical activation in male subjects with IGD using a concurrent functional near infrared spectroscopy (fNIRS) and electroencephalography (EEG) hybrid system.
    METHODS: Twenty-two male individuals with IGD (18-23 years old) and twenty-two male healthy, age-matched healthy controls were included in the study. Mean oxygenation of the prefrontal cortex (PFC) and whole head neural activity were measured using fNIRS and EEG respectively, during eyes-open and eyes-closed conditions at the resting state. EEG signals were decomposed into distinct frequency sub-bands with wavelet transform, followed by the analysis of the power spectral density within each band. Mean oxygenation of PFC is measured using a multichannel fNIRS system.
    RESULTS: Results revealed that the individuals with IGD had significantly higher beta power in the frontal region compared to the control group. Individuals with IGD showed significantly increased PFC oxygenation compared to healthy controls. Additionally, both frontal beta power and PFC oxygenation were significantly correlated with IGD severity. However, there were no significant correlations observed between oxygenation and beta powers.
    CONCLUSIONS: This study is the first to examine resting-state cortical activation using multimodal EEG-fNIRS system in young adults with IGD. Moreover, it provides an important contribution to the understanding of the underlying neural mechanisms of IGD and offer new insights for the diagnosis and intervention of the disorder using multimodal EEG-fNIRS system. Further studies should aim to replicate the findings of this study using a larger and more culturally diverse sample to support the neurophysiological basis of IGD.
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  • 文章类型: Journal Article
    背景:一些研究集中在互联网问题使用(PUI)的患病率及其对全球心理健康的相应影响上。本研究调查了意大利不同文化背景下PUI与相关心理变量之间的关系,西班牙,厄瓜多尔,秘鲁。方法:共675名参与者,18至54岁(M=22.73;SD=4.05),已完成评估网络成瘾的措施,社交媒体成瘾,害怕错过,网络游戏障碍,还有张量.结果:发现了明显的文化差异,与其他国家相比,意大利参与者表现出更高的网络成瘾水平,但社交媒体成瘾水平较低。在意大利,对失踪的恐惧更高,与秘鲁相比,意大利样本显示出更低的互联网游戏障碍水平。关于张量引起的通信干扰,意大利样本的得分明显高于秘鲁样本.线性回归分析揭示了每个国家有问题的互联网使用的不同预测因素,强调在理解这一现象时考虑文化背景的重要性。结论:这些发现为文化因素的相互作用提供了有价值的见解,心理变量,和有问题的互联网使用,指导未来的研究和干预。
    Background: Several studies focused on the escalating prevalence of Problematic Use of Internet (PUI) and its consequential impact on mental health globally. This study investigates the relationship between PUI and associated psychological variables across different cultural contexts in Italy, Spain, Ecuador, and Peru. Method: A total of 675 participants, aged 18 to 54 (M = 22.73; SD = 4.05), completed measures assessing Internet addiction, social media addiction, Fear of Missing Out, Internet Gaming Disorder, and Phubbing. Results: Significant cultural variations were found, with Italian participants showing higher levels of Internet addiction but lower levels of social media addiction compared to other countries. Fear of Missing Out was higher in Italy, while the Italian sample exhibited lower Internet Gaming Disorder levels compared to Peru. As regards the communication disturbance caused by Phubbing, the Italian sample demonstrated significantly higher scores than the Peruvian sample. Linear regression analyses revealed distinct predictors for problematic Internet use in each country, emphasizing the importance of considering the cultural context in understanding this phenomenon. Conclusions: These findings contribute valuable insights into the interplay of cultural factors, psychological variables, and problematic Internet use, guiding future research and interventions.
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  • 文章类型: Journal Article
    网络游戏障碍(IGD)神经生理学中的性别差异仍未得到充分研究。在这里,我们调查了IGD中区域同质性(ReHo)和功能连通性(FC)的性别相关变异性及其与睡眠质量的相关性。
    对52名IGD受试者和50名健康对照(HC)进行了静息状态功能磁共振成像(fMRI)扫描。双向方差分析用于检查ReHo和FC中的性别和诊断相互作用,随后进行事后分析,以探索不同性别的FC生物标志物。
    在ReHo分析中,四组在右额中回(rMFG)显示出明显的性别和诊断相互作用。以rMFG为种子区域的FC分析显示,rMFG与双侧中央后回(PoCG)的FC具有显着的性别和诊断交互作用。在男性IGD组中,rMFG和双侧PoCG之间的FC与白天功能障碍评分和匹兹堡睡眠质量量表(PSQI)总分密切相关。
    这些发现强调了在IGD的神经生物学中考虑性二态性的重要性,这可能会影响后续的治疗策略。
    UNASSIGNED: Sex-specific differences in internet gaming disorder (IGD) neurophysiology remain underexplored. Here we investigated sex-related variability in regional homogeneity (ReHo) and functional connectivity (FC) in IGD and their correlations with sleep quality.
    UNASSIGNED: Resting-state functional magnetic resonance imaging (fMRI) scans were performed on 52 subjects with IGD and 50 healthy controls (HCs). Two-way ANOVA was used to examine sex and diagnosis interactions in ReHo and FC, followed by post-hoc analyses to explore FC biomarkers for different sexes.
    UNASSIGNED: In ReHo analysis, the four groups showed significant sex and diagnosis interactions in the right middle frontal gyrus (rMFG). FC analysis with rMFG as the seed region revealed a significant sex and diagnosis interaction effect in FC of the rMFG with the bilateral postcentral gyrus (PoCG). In male IGD group, FC between the rMFG and the bilateral PoCG correlates strongly with daytime dysfunction score and the Pittsburgh sleep quality inventory (PSQI) total score.
    UNASSIGNED: These findings emphasize the importance of considering sexual dimorphism in the neurobiology of IGD, which might influence subsequent treatment strategies.
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  • 文章类型: Journal Article
    背景:在数字时代,互联网游戏障碍(IGD)日益受到关注,特别是大流行的社会距离措施。了解IGD的心理社会预测因素和影响至关重要。
    方法:在自贡进行了两波年度小组研究,中国,通过涉及高年级小学到高中生的学校调查,利用区域抽样。数据收集于2020年10月(T1,N=94,020)和2021年10月(T2,N=60,551)。收集了人口统计信息的自我报告数据,网络游戏行为,和其他心理健康因素。采用交叉滞后面板模型(CLPM)估计变量之间的双向关系。
    结果:在T1时,有65,643(72.6%)的参与者被确定为游戏玩家;在T2时,这一数字下降到42,213(69.7%)。T1IGD症状证明了所有T2心理变量的可预测性。在CLPM的框架内,检查IGD症状之间的相互作用,焦虑症状,多动/注意力不集中,随着时间的推移,我们发现了这些变量之间显著的相互交叉滞后效应。T1IGD症状和T2焦虑症状之间的关系具有年龄特异性差异,13-15岁的男孩表现出最高的系数,16-18岁年龄组的下降。
    结论:我们的研究存在与自我报告的回顾性数据相关的潜在回忆偏差。此外,我们的分析假设变量之间的时间顺序,在复杂系统中可能并不总是成立的假设。
    结论:IGD症状之间存在相互关系,焦虑症状,青少年多动/注意力不集中,强调迫切需要制定全面战略,以应对IGD对心理健康和整体福祉的影响。
    BACKGROUND: Internet gaming disorder (IGD) becomes a growing concern during the digital era, especially with the pandemic\'s social distancing measures. It is essential to comprehend the psychosocial predictors and impacts of IGD.
    METHODS: A two-wave annual panel study was conducted in Zigong, China, utilizing regional sampling through school-based surveys involving upper primary school to high school students. Data were collected in October 2020 (T1, N = 94,020) and October 2021 (T2, N = 60,551). Self-report data were collected on demographic information, internet gaming behavior, and other mental health factors. Cross-lagged panel models (CLPM) were employed to estimate the bidirectional relationships between the variables.
    RESULTS: At T1, 65,643 (72.6 %) participants identified as gamers; at T2, this number decreased to 42,213 (69.7 %). T1 IGD symptoms demonstrated predictability for all T2 psychological variables. Within the framework of the CLPM examining the interplay between IGD symptoms, anxiety symptoms, and hyperactivity/inattention, we uncovered significant reciprocal cross-lagged effects between these variables over time. The relationship between T1 IGD symptoms and T2 anxiety symptoms had age-specific differences, with 13-15-year-old boys displaying the highest coefficient, which decreased for the 16-18 age group.
    CONCLUSIONS: Our study is subject to potential recall bias associated with self-reported retrospective data. Additionally, our analysis assumes temporal ordering between variables, an assumption that may not always hold in complex systems.
    CONCLUSIONS: There are reciprocal relationships between IGD symptoms, anxiety symptoms, and hyperactivity/inattention in adolescents, underscoring the imperative need for comprehensive strategies aimed at addressing the impact of IGD on mental health and overall well-being.
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  • 文章类型: Journal Article
    背景:意识有限,社会耻辱,接触心理健康专业人员会阻碍网络游戏障碍(IGD)的早期发现和干预,这在年轻人中已经成为一个重要的问题。患病率估计在0.7%到15.6%之间,以及它在国际疾病分类中的认可,《精神障碍诊断和统计手册》第11次修订,第5版强调了它对学术功能的影响,社会孤立,和心理健康挑战。
    目的:本研究旨在发现数字表型,以便在学习环境中的青少年中早期发现IGD。通过利用从学生平板电脑收集的传感器数据,总体目标是将这些数字指标纳入日常学校活动,以建立这些标记作为心理健康筛查工具,促进IGD病例的早期识别和干预。
    方法:共有168名自愿参与者参与,由85名IGD学生和83名没有IGD的学生组成。有53%(89/168)的女性和47%(79/168)的男性,都在13-14岁的年龄范围内。个别学生在个人平板电脑上学习了韩国文学和数学课,自动收集传感器数据。使用自举多元回归和多变量方差分析,将可解释性优先于可预测性,用于交叉验证目的。
    结果:IGD量表(IGDS)得分与学习成果之间呈负相关(r166=-0.15;P=.047),提示较高的IGDS评分与较低的学习结果相关.多元回归确定了与IGD相关的5个关键指标,解释23%的IGDS分数方差:冲程加速度(β=.33;P<.001),键之间的时间间隔(β=-0.26;P=0.01),字间距(β=-0.25;P<.001),缺失(β=-0.24;P<.001),和笔划的水平长度(β=-0.21;P=.02)。多变量方差分析交叉验证了这些发现,揭示潜在IGD组和非IGD组之间数字表型的显着差异。平均效果大小,由科恩D衡量,所有指标为0.40,表明效果中等。值得注意的区别包括更快的冲程加速度(Cohend=0.68;P=<.001),减少字距(科恩d=.57;P=<.001),缺失行为减少(科恩d=0.33;P=.04),与没有IGD的学生相比,具有潜在IGD的学生的水平笔划更长(Cohend=0.34;P=.03)。
    结论:汇总发现显示IGD与学习表现之间呈负相关,突出数字标记在检测IGD中的有效性。这强调了数字表型在教育环境中推进精神卫生保健的重要性。随着学校采用每个学生1台设备的框架,数字表型成为一种有前途的早期检测IGD的方法。这种转变可以将临床方法从被动措施转变为主动措施。
    Limited awareness, social stigma, and access to mental health professionals hinder early detection and intervention of internet gaming disorder (IGD), which has emerged as a significant concern among young individuals. Prevalence estimates vary between 0.7% and 15.6%, and its recognition in the International Classification of Diseases, 11th Revision and Diagnostic and Statistical Manual of Mental Disorders, 5th Edition underscores its impact on academic functioning, social isolation, and mental health challenges.
    This study aimed to uncover digital phenotypes for the early detection of IGD among adolescents in learning settings. By leveraging sensor data collected from student tablets, the overarching objective is to incorporate these digital indicators into daily school activities to establish these markers as a mental health screening tool, facilitating the early identification and intervention for IGD cases.
    A total of 168 voluntary participants were engaged, consisting of 85 students with IGD and 83 students without IGD. There were 53% (89/168) female and 47% (79/168) male individuals, all within the age range of 13-14 years. The individual students learned their Korean literature and mathematics lessons on their personal tablets, with sensor data being automatically collected. Multiple regression with bootstrapping and multivariate ANOVA were used, prioritizing interpretability over predictability, for cross-validation purposes.
    A negative correlation between IGD Scale (IGDS) scores and learning outcomes emerged (r166=-0.15; P=.047), suggesting that higher IGDS scores were associated with lower learning outcomes. Multiple regression identified 5 key indicators linked to IGD, explaining 23% of the IGDS score variance: stroke acceleration (β=.33; P<.001), time interval between keys (β=-0.26; P=.01), word spacing (β=-0.25; P<.001), deletion (β=-0.24; P<.001), and horizontal length of strokes (β=0.21; P=.02). Multivariate ANOVA cross-validated these findings, revealing significant differences in digital phenotypes between potential IGD and non-IGD groups. The average effect size, measured by Cohen d, across the indicators was 0.40, indicating a moderate effect. Notable distinctions included faster stroke acceleration (Cohen d=0.68; P=<.001), reduced word spacing (Cohen d=.57; P=<.001), decreased deletion behavior (Cohen d=0.33; P=.04), and longer horizontal strokes (Cohen d=0.34; P=.03) in students with potential IGD compared to their counterparts without IGD.
    The aggregated findings show a negative correlation between IGD and learning performance, highlighting the effectiveness of digital markers in detecting IGD. This underscores the importance of digital phenotyping in advancing mental health care within educational settings. As schools adopt a 1-device-per-student framework, digital phenotyping emerges as a promising early detection method for IGD. This shift could transform clinical approaches from reactive to proactive measures.
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  • 文章类型: Journal Article
    背景:关于在线游戏的元认知已经被证明与互联网游戏障碍(IGD)相关。关于在线游戏的元认知知识可以帮助理解IGD。关于在线游戏的元认知量表(MOGS)是一种可靠且有效的工具,用于衡量成人和青少年在线游戏的特定元认知,这是中国所缺乏的。
    目的:本研究旨在评估中国人群中中文版MOGS(C-MOGS)的心理测量特性及其与IGD的关系。
    方法:共有772名中国人(年龄:平均21.70,SD8.81岁;年龄范围:13-57岁;458/772,男性占59.3%)完成了基于网络的问卷调查,包括C-MOGS和一组经过验证的测量IGD的秤,游戏动机,抑郁症,和焦虑。
    结果:通过探索性和验证性因素分析,3因素结构被证实具有足够的模型拟合和内部一致性可靠性(Cronbachα≥.799,Guttman分半系数≥0.754).C-MOGS的并发有效性由其与IGD的相关性支持(P<.001),游戏动机(P<.001),抑郁症(P<.001),和焦虑(P<0.001)。此外,增量效度分析表明,C-MOGS在控制性别的同时预测了IGD方差的13%,年龄,每周游戏时间,游戏动机,抑郁症,和焦虑。
    结论:这项研究提供了证据,证明C-MOGS的心理测量特性是适当的,并强调了其与IGD的正相关。C-MOGS是精神卫生工作者评估中国人群在线游戏元认知的可靠有效工具。
    BACKGROUND: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China.
    OBJECTIVE: This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population.
    METHODS: A total of 772 Chinese individuals (age: mean 21.70, SD 8.81 years; age range: 13-57 years; 458/772, 59.3% male) completed a web-based questionnaire survey, including the C-MOGS and a battery of validated scales measuring IGD, gaming motives, depression, and anxiety.
    RESULTS: Through exploratory and confirmatory factor analyses, the 3-factor structure was confirmed to have adequate model fit and internal consistency reliability (Cronbach α≥.799, Guttman split-half coefficients≥0.754). Concurrent validity of the C-MOGS was supported by its correlations with IGD (P<.001), gaming motives (P<.001), depression (P<.001), and anxiety (P<.001). Furthermore, the incremental validity analysis showed that the C-MOGS predicted 13% of the variance in IGD while controlling for gender, age, weekly gaming hours, gaming motives, depression, and anxiety.
    CONCLUSIONS: This study provides evidence that the psychometric properties of the C-MOGS are appropriate and emphasizes its positive association with IGD. The C-MOGS is a reliable and valid instrument for mental health workers to assess metacognitions about online gaming in the Chinese population.
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  • 文章类型: Journal Article
    网络游戏障碍(IGD),在诊断和统计手册(DSM-5)和国际疾病分类(ICD-11)中被确认为精神障碍,对身体构成重大威胁,社会,和心理健康。本研究旨在深入研究个人与IGD的斗争经验。
    这项研究采用了解释性现象学,对Makerere大学的10名研究生进行采访。参与者被有目的地抽样,直到在访谈期间达到数据饱和,发生在2023年5月至7月之间。面试指南促进了数据收集(补充文件1),手动应用专题分析进行数据解释,利用直觉和想象力的方法。
    调查结果显示,大多数参与者在童年时期就开始玩游戏,从离线游戏开始。接触小工具和游戏,空闲时间,压力成为IGD的关键触发因素。参与者报告说有睡眠不足,人际关系恶化,工作表现下降,不健康的饮食习惯,学术挑战,浪费金钱和时间。这项研究还确定了参与者用来减轻他们的游戏行为的策略,例如避免购买数据,寻求朋友的支持,并卸载游戏应用程序,尽管复发很常见。
    这项研究强调了早期开始游戏的全球模式,强调早期干预和预防措施的必要性。诸如游戏平台的易用性和可负担性等因素,懒惰,压力在激励网络游戏方面发挥着重要作用,导致研究人群中患病率较高。这项研究强调了IGD对学生的不利影响,影响学业成绩,人际关系,和工作表现。值得注意的是,参与者展示了通过实际应对策略解决IGD的机构,包括控制数据访问,寻求社会支持,和卸载游戏。这些应对机制为解决IGD的复杂性提供了宝贵的见解,并为在乌干达的高等教育环境中开发有针对性的干预措施和支持系统奠定了基础。
    UNASSIGNED: Internet Gaming Disorder (IGD), recognized as a mental disorder in both the Diagnostic and Statistical Manual (DSM-5) and International Classification of Diseases (ICD-11), poses significant threats to physical, social, and mental well-being. This study aims to delve into the experiences of individuals grappling with IGD.
    UNASSIGNED: The study employed an interpretive phenomenology, conducting interviews with 10 graduate students at Makerere University. Participants were purposefully sampled until data saturation was achieved during interviews, which took place between May and July 2023. An interview guide facilitated data collection (Supplementary File 1), and thematic analysis was manually applied for data interpretation, utilizing intuition and imaginative approaches.
    UNASSIGNED: The findings revealed that the majority of participants started gaming during childhood, starting with offline games. Exposure to gadgets and games, idle time, and stress emerged as key triggers for IGD. Participants reported experiencing sleep deficits, deteriorating interpersonal relationships, declining job performance, unhealthy eating habits, academic challenges, and wastage of money and time. The study also identified strategies employed by participants to mitigate their gaming behaviors, such as refraining from purchasing data, seeking support from friends, and uninstalling the game app, although relapses were common.
    UNASSIGNED: The study highlights a global pattern of early initiation into gaming, emphasizing the need for early intervention and preventive measures. Factors such as easy accessibility and affordability of gaming platforms, idleness, and stress play significant roles in motivating internet gaming, contributing to a higher prevalence among the studied population. The research underscores the adverse effects of IGD on students, affecting academic performance, interpersonal relationships, and job performance. Notably, participants demonstrate agency in addressing IGD through practical coping strategies, including controlling data access, seeking social support, and uninstalling games. These coping mechanisms provide valuable insights into the complex nature of addressing IGD and form a basis for developing targeted interventions and support systems within the higher education setting in Uganda.
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  • 文章类型: Journal Article
    抑制控制受损并伴有渴望增强是成瘾的标志。这项研究调查了经颅直流电刺激(tDCS)对网络游戏障碍(IGD)的反应抑制和渴望的影响。我们检查了tDCS后的大脑变化及其与临床变量的相关性。
    将24名IGD男性随机分配到活动或假tDCS组,22名参与者的数据被纳入分析.参与者在背外侧前额叶皮层(DLPFC)上自行施用双侧tDCS10个疗程。进行停止信号任务以测量反应抑制,并询问参与者在基线和tDCS后对互联网游戏的渴望。在tDCS前和后收集功能磁共振成像数据,研究了双侧DLPFC和伏隔核的静息状态功能连接(rsFC)变化的组间差异。我们探讨了活动tDCS组中rsFC的变化与行为变量之间的关系。
    在反应抑制中观察到显著的逐组时间相互作用。在tDCS之后,只有活动组显示停止信号反应时间(SSRT)减少。虽然渴望减少,没有显著的组间时间交互作用或组间主要效应.前扣带回皮质(ACC)显示出右DLPFC的tDCSrsFC后与tDCS前rsFC的组间差异。ACC与左额中回之间的rsFC与SSRT呈负相关。
    我们的研究提供了初步证据,证明双侧tDCS优于DLPFC可改善抑制控制,并可作为IGD的治疗方法。
    UNASSIGNED: Impaired inhibitory control accompanied by enhanced craving is hallmark of addiction. This study investigated the effects of transcranial direct current stimulation (tDCS) on response inhibition and craving in Internet gaming disorder (IGD). We examined the brain changes after tDCS and their correlation with clinical variables.
    UNASSIGNED: Twenty-four males with IGD were allocated randomly to an active or sham tDCS group, and data from 22 participants were included for analysis. Participants self-administered bilateral tDCS over the dorsolateral prefrontal cortex (DLPFC) for 10 sessions. Stop-signal tasks were conducted to measure response inhibition and participants were asked about their cravings for Internet gaming at baseline and post-tDCS. Functional magnetic resonance imaging data were collected at pre- and post-tDCS, and group differences in resting-state functional connectivity (rsFC) changes from the bilateral DLPFC and nucleus accumbens were examined. We explored the relationship between changes in the rsFC and behavioral variables in the active tDCS group.
    UNASSIGNED: A significant group-by-time interaction was observed in response inhibition. After tDCS, only the active group showed a decrease in the stop-signal reaction time (SSRT). Although craving decreased, there were no significant group-by-time interactions or group main effects. The anterior cingulate cortex (ACC) showed group differences in post- versus pre-tDCS rsFC from the right DLPFC. The rsFC between the ACC and left middle frontal gyrus was negatively correlated with the SSRT.
    UNASSIGNED: Our study provides preliminary evidence that bilateral tDCS over the DLPFC improves inhibitory control and could serve as a therapeutic approach for IGD.
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  • 文章类型: Journal Article
    目的:最近将成瘾分为物质使用障碍(SUD)和行为成瘾(BA)。但BA的概念仍有争议。因此,有必要进行进一步的神经科学研究,以了解BA的机制,以与SUD相同的程度。本研究使用机器学习(ML)算法来研究患有网络游戏障碍(IGD)和酒精使用障碍(AUD)的个体成瘾的神经心理学和神经生理学方面。
    方法:我们开发了三种模型来区分IGD患者和AUD患者,来自健康对照(HCs)的IGD个体,以及使用ML算法从HC获得AUD的个人,包括L1范数支持向量机,随机森林,和L1范数逻辑回归(LR)。模型训练使用了三个不同的特征集:单峰脑电图(EEG)特征集与传感器和源级别特征相结合;单峰神经心理学特征(NF)集包括性别,年龄,抑郁症,焦虑,冲动,和一般认知功能,和多模态(EEG+NF)特征集。
    结果:具有用于IGD和AUD分类的多模态特征集的LR模型优于其他模型(精度:0.712)。该模型选择的重要特征突出表明,IGD组在右半球区域和不同的传感器水平脑电图活动之间具有差异的δ和β源连通性。在NFs中,性别和年龄是良好模型性能的重要特征。
    结论:使用ML技术,我们证明了IGD(aBA)和AUD(aSUD)的神经生理学和神经心理学的异同.
    Addictions have recently been classified as substance use disorder (SUD) and behavioral addiction (BA), but the concept of BA is still debatable. Therefore, it is necessary to conduct further neuroscientific research to understand the mechanisms of BA to the same extent as SUD. The present study used machine learning (ML) algorithms to investigate the neuropsychological and neurophysiological aspects of addictions in individuals with internet gaming disorder (IGD) and alcohol use disorder (AUD).
    We developed three models for distinguishing individuals with IGD from those with AUD, individuals with IGD from healthy controls (HCs), and individuals with AUD from HCs using ML algorithms, including L1-norm support vector machine, random forest, and L1-norm logistic regression (LR). Three distinct feature sets were used for model training: a unimodal-electroencephalography (EEG) feature set combined with sensor- and source-level feature; a unimodal-neuropsychological feature (NF) set included sex, age, depression, anxiety, impulsivity, and general cognitive function, and a multimodal (EEG + NF) feature set.
    The LR model with the multimodal feature set used for the classification of IGD and AUD outperformed the other models (accuracy: 0.712). The important features selected by the model highlighted that the IGD group had differential delta and beta source connectivity between right intrahemispheric regions and distinct sensor-level EEG activities. Among the NFs, sex and age were the important features for good model performance.
    Using ML techniques, we demonstrated the neurophysiological and neuropsychological similarities and differences between IGD (a BA) and AUD (a SUD).
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