Behavior, Addictive

行为,成瘾者
  • 文章类型: Journal Article
    背景:儿童对互联网游戏障碍(IGD)的日益关注强调了理解其决定因素和与心理健康的联系的紧迫性,特别是针对学龄儿童的干预措施。
    目的:本研究旨在评估IGD的患病率和决定因素及其与抑郁症的关系,焦虑,以及在塞勒姆市私立学校就读的8-12岁儿童的行为。
    方法:进行了一项涉及塞勒姆区780名8-12岁儿童的横断面研究。学校是随机抽样的,和数据是通过自我管理问卷收集的。
    方法:数据来自没有遗传的儿童,系统性,或者精神障碍和脑损伤.问卷,改编自AlhamoudMA等人。(2022),包含社会人口统计学特征的部分,游戏行为,和评估IGD的量表,抑郁症,和焦虑。管理发生在上课时间,完成时间为30-35分钟。
    方法:数据分析使用SPSSv23.0,包括描述性统计,方差分析,组间比较的卡方检验,和皮尔逊相关系数来确定关联。
    结果:塞勒姆区IGD患病率为1.2%,在年龄较大的儿童中观察到更高的焦虑和抑郁发生率,尤其是男性。
    结论:IGD之间呈明显正相关,焦虑,和抑郁症。必须采取紧急预防措施,以遏制IGD的上升趋势,如限制屏幕时间和促进户外活动,以提高儿童的整体健康。
    BACKGROUND: The escalating concern over Internet gaming disorder (IGD) among children underscores the urgency of comprehending its determinants and links to mental health, particularly for interventions targeting school-aged children.
    OBJECTIVE: This study aimed to evaluate the prevalence and determinants of IGD and its association with depression, anxiety, and behavior among 8-12-year-old children attending private schools in Salem city.
    METHODS: A cross-sectional study involving 780 children aged 8-12 years from Salem district was conducted. Schools were randomly sampled, and data were collected through a self-administered questionnaire.
    METHODS: Data were gathered from children without genetic, systemic, or mental disorders and brain trauma. The questionnaire, adapted from Alhamoud M A et al. (2022), encompassed sections on sociodemographic characteristics, gaming behavior, and scales for assessing IGD, depression, and anxiety. Administration occurred during school hours with a 30-35 min completion time.
    METHODS: Data analysis utilized SPSS v23.0, including descriptive statistics, ANOVA, Chi-square tests for intergroup comparisons, and Pearson\'s correlation coefficient to determine associations.
    RESULTS: The prevalence of IGD in Salem district was 1.2%, with higher rates of anxiety and depression observed among older children, particularly males.
    CONCLUSIONS: A positive correlation was evident between IGD, anxiety, and depression. Urgent preventive measures have to be warranted to curb the rising trend of IGD, such as limiting screen time and promoting outdoor activities to enhance children\'s overall health.
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  • 文章类型: Editorial
    暂无摘要。
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  • 文章类型: Journal Article
    背景:技术的迅速扩散及其对青少年生活的影响引起了人们对成瘾行为及其潜在后果的担忧,包括行为和心理健康问题。这项研究调查了突尼斯青少年中与有问题的Facebook使用和有问题的视频游戏使用共同发生相关的患病率和风险因素。
    方法:我们在2018/2019学年期间在突尼斯苏塞省市区进行了一项横断面研究。我们选择了在苏塞公立教育机构注册的高中生的代表性样本。数据收集是通过自我管理的结构化问卷进行的,收集社会人口统计学特征的信息,生活方式行为,和精神健康障碍。使用经过验证的阿拉伯语版本的卑尔根量表评估了有问题的Facebook使用情况,虽然有问题的视频游戏使用是使用21点Lemmens量表测量的,被翻译成阿拉伯语.使用SPSS程序(版本20)进行统计学分析。
    结果:我们共招募了1342名高中生,谁,63.2%为女性,平均年龄为17.5±1.44岁。有问题的Facebook使用和有问题的视频游戏使用的患病率分别为28.3%和13%。关于两种有问题的行为的共现,31.3%的参与者面临单一的成瘾行为,与有问题的Facebook或视频游戏使用有关,而5%的人同时有两种成瘾行为。在多变量分析中,有问题的Facebook和视频游戏使用同时发生的风险因素,按照重要性的递减顺序,包括重度抑郁症(AOR=4.527;p=0.003),焦虑(AOR=4.216;p=0.001),男性(AOR=4.130;p<0.001),有问题的互联网使用(AOR=3.477;p=0.006),以及中度抑郁(AOR=3.048;p=0.007)。
    结论:我们的研究发现,有问题的Facebook和视频游戏的使用在突尼斯青少年中普遍存在。这些疾病的共同发生与男性性别密切相关,有问题的互联网使用,抑郁症,和焦虑症。这些发现强调了实施量身定制和有效的意识和预防计划以应对这些新出现的挑战的紧迫性。
    BACKGROUND: The rapid proliferation of technology and its impact on adolescents\' lives have raised concerns about addictive behaviors and its potential consequences, including behavioral and mental health problems. This study investigates the prevalence and risk factors associated with the co-occurrence of Problematic Facebook Use and Problematic Video game Use among Tunisian adolescents.
    METHODS: We conducted a cross-sectional study in the urban area of Sousse governorate in Tunisia during the 2018/2019 school year. We selected a representative sample of high school students enrolled in public educational institutions in Sousse. Data collection was performed through a self-administered structured questionnaire, which gathered information on sociodemographic characteristics, lifestyle behaviors, and mental health disorders. Problematic Facebook Use was assessed using the validated Arabic version of the Bergen Scale, while Problematic Video Game Use was measured using the 21-point Lemmens Scale, which was translated into Arabic. Statistical analysis was carried out using the SPSS program (version 20).
    RESULTS: We enrolled a total of 1342 high school students in our study, of whom, 63.2% were female with a mean age of 17.5 ± 1.44 years. The prevalence of Problematic Facebook Use and Problematic Video Game Use was  28.3% and  13% respectively. Regarding the co-occurrence of the two problematic behaviors, 31.3% of participants faced a singular addictive behavior, either related to problematic Facebook or video game use, while 5% had both addictive behaviors simultaneously. In a multivariate analysis, risk factors for the co-occurrence of Problematic Facebook and Video Game Use, in decreasing order of significance, included severe depression (AOR = 4.527; p = 0.003), anxiety (AOR = 4.216; p = 0.001), male gender (AOR = 4.130; p < 0.001), problematic internet use (AOR = 3.477; p = 0.006), as well as moderate depression (AOR = 3.048; p = 0.007).
    CONCLUSIONS: Our study found that Problematic Facebook and Video Game Use were prevalent among Tunisian adolescents. The co-occurrence of these disorders is strongly linked to male gender, problematic internet use, depression, and anxiety disorders. These findings underscore the urgency of implementing tailored and effective awareness and prevention programs to address these emerging challenges.
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  • 文章类型: Journal Article
    成瘾神经临床评估(ANA)是一个神经生物学信息框架,旨在了解酒精使用障碍(AUD)的病因和异质性。先前的研究验证了ANA的三个神经功能域:激励显著性(IS),使用次要数据的负面情绪(NE)和执行功能(EF)。本横断面观察性研究以独立的方式评估了这些领域,前瞻性临床样本。整个饮酒范围(N=300)的成年人完成了ANA电池,行为任务和自我报告评估的标准化集合。因子分析用于确定每个领域的潜在因素。使用结构方程模型评估了已识别的领域因素之间的关联。接收器操作特征分析用于确定对饮酒和AUD有问题的个体进行分类的能力最强的因素。我们发现(1)IS域有两个因素:酒精动机和酒精不敏感性。(2)确定了NE域的三个因素:内在化,外部化,和心理力量。(3)EF域发现了五个因素:抑制控制,工作记忆,沉思,相互感受,和冲动。(4)这十个因素表现出不同程度的互相关,酒精的动机,内化,和冲动表现出最强的相关性。(5)酒精动机,酒精不敏感,冲动性在对饮酒和AUD有问题的个体进行分类方面表现出最大的能力。因此,本研究确定了使用标准化评估电池评估的每个ANA领域的独特因素.这些结果揭示了ANA域的额外维度,将来自该领域的不同结构整合到一个单一的内聚框架中,并推进成瘾表型领域。未来的工作将集中在识别神经生物学相关性和基于这些因素识别AUD亚型。
    The Addictions Neuroclinical Assessment (ANA) is a neurobiologically-informed framework designed to understand the etiology and heterogeneity of Alcohol Use Disorder (AUD). Previous studies validated the three neurofunctional domains of ANA: Incentive Salience (IS), Negative Emotionality (NE) and Executive Function (EF) using secondary data. The present cross-sectional observational study assessed these domains in an independent, prospective clinical sample. Adults across the drinking spectrum (N = 300) completed the ANA battery, a standardized collection of behavioral tasks and self-report assessments. Factor analyses were used to identify latent factors underlying each domain. Associations between identified domain factors were evaluated using structural equation models. Receiver operating characteristics analyses were used to determine factors with the strongest ability to classify individuals with problematic drinking and AUD. We found (1) two factors underlie the IS domain: alcohol motivation and alcohol insensitivity. (2) Three factors were identified for the NE domain: internalizing, externalizing, and psychological strength. (3) Five factors were found for the EF domain: inhibitory control, working memory, rumination, interoception, and impulsivity. (4) These ten factors showed varying degrees of cross-correlations, with alcohol motivation, internalizing, and impulsivity exhibiting the strongest correlations. (5) Alcohol motivation, alcohol insensitivity, and impulsivity showed the greatest ability in classifying individuals with problematic drinking and AUD. Thus, the present study identified unique factors underlying each ANA domain assessed using a standardized assessment battery. These results revealed additional dimensionality to the ANA domains, bringing together different constructs from the field into a single cohesive framework and advancing the field of addiction phenotyping. Future work will focus on identifying neurobiological correlates and identifying AUD subtypes based on these factors.
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  • 文章类型: Journal Article
    迄今为止,还没有一个普遍接受的模型来描述与物质相关的成瘾行为的发展。为了解决这个差距,该研究试图检查主要情绪与成瘾行为倾向之间的关联是否由焦虑依恋风格介导。
    总样本由900名讲德语的非临床成人组成(年龄:M=27;SD=9.60;71.6%为女性)。结构方程模型(SEM)被用来检验主要情绪(悲伤和愤怒)之间的联系,以及潜在变量依恋焦虑和成瘾行为的症状。
    物质使用症状学与更高的依恋焦虑相关(r=0.15),SADNESS(r=0.15),和愤怒(r=0.11)。SADNESS对成瘾行为的影响由依恋焦虑介导(p<0.01),而ANGER对成瘾行为有直接影响(p<0.01)。最终的SEM解释了成瘾行为差异的4%和依恋焦虑的22%。
    我们的研究结果表明,悲伤和愤怒,伴随着依恋焦虑,是导致上瘾行为风险的倾向。然而,虽然愤怒直接影响成瘾行为,悲伤通过其对依恋焦虑的影响起作用。
    UNASSIGNED: To date there is no universally accepted model that describes the development of substance related addictive behavior. In order to address this gap, the study sought to examine whether the association between primary emotions and the inclination toward addictive behavior is mediated by an anxious attachment style.
    UNASSIGNED: The total sample consisted of 900 German speaking non-clinical adults (age: M = 27; SD = 9.60; 71.6% female). Structural Equation Modeling (SEM) was applied to examine the connection between the primary emotions (SADNESS and ANGER), and the latent variables attachment anxiety and symptoms of addictive behavior.
    UNASSIGNED: Substance use symptomatology was correlated with higher attachment anxiety (r = 0.15), SADNESS (r = 0.15), and ANGER (r = 0.11). The effect of SADNESS on addictive behavior is mediated by attachment anxiety (p < 0.01) whereas ANGER had a direct effect on addictive behavior (p < 0.01). The final SEM explains 4% of the variance of addictive behaviors and 22% of attachment anxiety.
    UNASSIGNED: Our findings suggest that both SADNESS and ANGER, along with attachment anxiety, are dispositions that contribute to the risk of engaging in addictive behavior. However, while ANGER directly influences addictive behavior, SADNESS acts through its impact on attachment anxiety.
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  • 文章类型: Journal Article
    物质使用障碍(SUD)被视为一个连续体,从目标导向和享乐主义的药物使用到对药物摄入失去控制,对身心健康和社会功能产生不利影响。我们的跨学科德国合作研究中心的主要目标是(i)研究触发因素(药物线索,压力源,药物启动)和修饰因素(年龄,性别,身体活动,认知功能,童年的逆境,社会因素,例如孤独和社交接触/互动),纵向调节在现实生活条件下失去和重新控制药物消费的轨迹。(二)研究潜在的行为,疾病轨迹和药物相关行为的认知和神经生物学机制,以及(iii)提供基于非侵入性机制的干预措施。这些目标通过以下方式实现:(A)使用创新的mHealth(移动健康)工具,在900名酒精使用障碍患者的队列中,纵向监测现实生活中触发因素和改变因素对药物消费模式的影响。这种方法将得到成瘾动物模型的补充,在整个疾病轨迹上进行24/7自动化行为监测;即从幼稚状态到吸毒状态再到成瘾或弹性状态。(B)识别和如果适用,关键分子的计算建模,神经生物学和心理机制(例如,认知灵活性降低)调解此类触发因素和改变因素对疾病轨迹的影响。(C)开发和测试非侵入性干预措施(例如,即时自适应干预(JITAI),各种非侵入性脑刺激(NIBS),个性化的身体活动),专门针对重新控制药物摄入的潜在机制。这里,我们将报告第一个资助期最重要的成果,并概述我们未来的研究策略。
    Substance use disorders (SUDs) are seen as a continuum ranging from goal-directed and hedonic drug use to loss of control over drug intake with aversive consequences for mental and physical health and social functioning. The main goals of our interdisciplinary German collaborative research centre on Losing and Regaining Control over Drug Intake (ReCoDe) are (i) to study triggers (drug cues, stressors, drug priming) and modifying factors (age, gender, physical activity, cognitive functions, childhood adversity, social factors, such as loneliness and social contact/interaction) that longitudinally modulate the trajectories of losing and regaining control over drug consumption under real-life conditions. (ii) To study underlying behavioural, cognitive and neurobiological mechanisms of disease trajectories and drug-related behaviours and (iii) to provide non-invasive mechanism-based interventions. These goals are achieved by: (A) using innovative mHealth (mobile health) tools to longitudinally monitor the effects of triggers and modifying factors on drug consumption patterns in real life in a cohort of 900 patients with alcohol use disorder. This approach will be complemented by animal models of addiction with 24/7 automated behavioural monitoring across an entire disease trajectory; i.e. from a naïve state to a drug-taking state to an addiction or resilience-like state. (B) The identification and, if applicable, computational modelling of key molecular, neurobiological and psychological mechanisms (e.g., reduced cognitive flexibility) mediating the effects of such triggers and modifying factors on disease trajectories. (C) Developing and testing non-invasive interventions (e.g., Just-In-Time-Adaptive-Interventions (JITAIs), various non-invasive brain stimulations (NIBS), individualized physical activity) that specifically target the underlying mechanisms for regaining control over drug intake. Here, we will report on the most important results of the first funding period and outline our future research strategy.
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  • 文章类型: Journal Article
    心胸外科的职业生涯需要心理和情感上的损失,最近我们的医疗保健环境的变化可能会增加。休闲追求的好处是几倍的,其中之一包括支持医生的健康。然而,我们有可能依靠不健康的机制来提供救济。成瘾和药物滥用的发生率很高,尤其是女外科医生。有各种各样的机会来帮助我们自己和支持我们的同事。为了心胸外科医生和我们的专业的长期福祉,我们需要在我们的专业之外促进健康活动。
    A career in cardiothoracic surgery takes a psychological and emotional toll, which is likely increased by recent changes in our health care environment. The benefits of leisure pursuits are severalfold, one of which includes supporting physician wellness. However, we are at risk of relying on unhealthy mechanisms to provide relief. The incidence of addiction and substance abuse is high, particularly among women surgeons. There are a variety of opportunities to help ourselves and support our colleagues. We need to promote healthy activities outside of our profession for the long-term well-being of cardiothoracic surgeons and our specialty.
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  • 文章类型: Journal Article
    背景:网络成瘾和网络成瘾是学生中普遍存在的破坏性行为。这项研究的目的是评估phubbing之间的关系,智能手机成瘾和牙科本科生的一些相关心理影响。
    方法:在印度五所不同牙科学院的本科生中进行了一项基于多中心的横断面预验证问卷的研究。问卷包括张量表,Barratt冲动量表(BIS),基于智能手机应用的成瘾量表(SABAS)和罗森博格自尊量表(RSES)。使用IBMSPSS21版分析数据,然后进行t检验,方差分析(ANOVA),和斯皮尔曼的相互关系,以发现研究对象之间不同心理变量之间的关联。
    结果:总样本为1226人,平均年龄为22.35岁。SABAS显示较高的平均值±标准偏差(SD)评分(3.17±0.93)。张量表与SABAS(0.658)呈正相关,结果具有高度统计学意义(P=0.01)。
    结论:本研究发现,在牙科学生中,误吸和智能手机成瘾的患病率更高。我们的结果表明,冲动会导致网络成瘾,因此,在交流过程中寻找慰藉以逃避焦虑和困扰的一种方式。
    BACKGROUND: Internet Addiction and phubbing are prevalent disruptive behaviours among students. The aim of this study was to assess the relationship between phubbing, smartphone addiction and some of the related psychological effects among dental undergraduates.
    METHODS: A multi-centric cross-sectional pre-validated questionnaire-based study was conducted among undergraduate students of five different dental colleges across India. The questionnaire included the Phubbing Scale, Barratt Impulsiveness Scale (BIS), Smartphone Application-based Addiction Scale (SABAS), and Rosenberg Self-Esteem Scale (RSES). The data were analysed with IBM SPSS version 21, followed by a t-test, analysis of variance (ANOVA), and Spearmen\'s co-relation to find the association between different psychological variables among study subjects.
    RESULTS: The total sample comprise of 1226 with mean age of 22.35. The SABAS showed a higher mean ± standard deviation (SD) score (3.17 ± 0.93). The Phubbing Scale showed a positive correlation with the SABAS (0.658), the results were found to be highly statistically significant (P = 0.01).
    CONCLUSIONS: The present study found a higher prevalence of phubbing and smartphone addiction among dental students. Our results showed that impulsiveness leads to internet addiction and thus phubbing is becoming a way to find solace during communication to escape anxiety and distress.
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  • 文章类型: Journal Article
    赌博障碍(GD)是一个紧迫的公共卫生问题,具有巨大的社会成本。最近发展起来的轻推理论,植根于行为经济学,旨在通过实施环境变化来影响个体的决策行为。
    本范围审查旨在综合与赌博有关的微推理论的文献。
    此范围审查符合Arksey和O\'Malley框架,由Levac等人提炼。它只包括来自同行评审期刊的文章,作为主要主题,关于轻推理论和赌博。最终的研究选择包括六篇文章。
    范围审查过程导致了一些研究,这些研究解释了(1)轻推旨在促使人们选择更健康的赌博选择,促进采用更负责任的赌博做法,和(2)一些赌博的特点,称为暗推(或污泥),利用和伤害赌博者的决策过程。
    这次范围审查强调了许多利益相关者参与赌博领域的事实,他们之间更好的合作将促进更安全和更负责任的赌博行为。未来的研究还需要进行实证检验,以更好地了解它们对赌博者的影响。
    UNASSIGNED: Gambling disorder (GD) is a pressing public health concern with significant societal costs. The recently developed nudge theory, which is rooted in behavioral economics, aims to influence the decision-making behaviors of individuals by implementing changes in the environment.
    UNASSIGNED: This scoping review aims to synthesize the literature on nudge theory as it relates to gambling.
    UNASSIGNED: This scoping review accords with the Arksey and O\'Malley framework, as refined by Levac et al. It includes only articles from peer-reviewed journals that focus, as main themes, on both nudge theory and gambling. The final study selection includes six articles.
    UNASSIGNED: The scoping review process led to studies explaining how (1) nudges aim to prod people toward healthier gambling choices, fostering the adoption of more responsible gambling practices, and (2) some gambling features, called dark nudges (or sludges), exploit and harm the decision-making processes of people who gamble.
    UNASSIGNED: This scoping review highlights the fact that many stakeholders are involved in the field of gambling, and that better cooperation between them would promote safer and more responsible gambling practices. Future research is also needed to empirically test nudges to develop a better understanding of their impact on those who gamble.
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  • 文章类型: Journal Article
    背景:视频游戏已经成为一种普遍的娱乐来源,尤其是在儿童中。此外,玩电子游戏的时间急剧增加。这项研究的目的是研究注意力和儿童记忆对埃及儿童电子游戏成瘾与认知和学习能力之间关系的中介作用。
    方法:在本研究中,Dakahlia区附属的两所学校采用了横断面研究设计,埃及。该研究包括169名符合纳入标准的9至13岁儿童,他们的母亲提供了问卷答复。数据收集方法从2月到5月进行了大约四个月。使用不同的工具收集数据:社会人口统计访谈,儿童游戏成瘾量表(GASC),儿童记忆问卷(CMQ),临床注意问题量表,学习,Executive,注意功能(LEAF)量表。
    结果:电子游戏成瘾通过注意力对认知和学习技能产生了显着的间接影响,但不是孩子的记忆。电子游戏成瘾对儿童的注意力和记忆力有显著影响。注意力和记忆力对儿童的认知和学习能力都有显著影响。
    结论:这些结果揭示了在存在媒介的情况下,电子游戏成瘾对认知和学习能力的显着影响。它还表明,集中注意力的疗法可能在最大程度地减少视频游戏成瘾对认知和学习能力的有害影响方面发挥重要作用。
    BACKGROUND: Video games have become a prevalent source of entertainment, especially among children. Furthermore, the amount of time spent playing video games has grown dramatically. The purpose of this research was to examine the mediation effects of attention and child memory on the relationship between video games addiction and cognitive and learning abilities in Egyptian children.
    METHODS: A cross-sectional research design was used in the current study in two schools affiliated with Dakahlia District, Egypt. The study included 169 children aged 9 to 13 who met the inclusion criteria, and their mothers provided the questionnaire responses. The data collection methods were performed over approximately four months from February to May. Data were collected using different tools: Socio-demographic Interview, Game Addiction Scale for Children (GASC), Children\'s Memory Questionnaire (CMQ), Clinical Attention Problems Scale, Learning, Executive, and Attention Functioning (LEAF) Scale.
    RESULTS: There was a significant indirect effect of video game addiction on cognitive and learning skills through attention, but not child memory. Video game addiction has a significant impact on children\'s attention and memory. Both attention and memory have a significant impact on a child\'s cognitive and learning skills.
    CONCLUSIONS: These results revealed the significant effect of video game addiction on cognitive and learning abilities in the presence of mediators. It also suggested that attention-focused therapies might play an important role in minimizing the harmful effects of video game addiction on cognitive and learning abilities.
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