ORCID Profile
0000-0001-6964-4662
Current Organisation
RMIT University
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Mental Health | Psychology | Psychology not elsewhere classified | Computer-Human Interaction
Behaviour and Health | Health Education and Promotion | Mental Health Services |
Publisher: Informa UK Limited
Date: 10-10-2017
Publisher: MDPI AG
Date: 18-10-2019
DOI: 10.3390/JCM8101730
Abstract: Internet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3,377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The data collected was scrutinized to detect patterns of IGD using Conditional Inference Tree (Ctree), a sophisticated machine algorithm. Participants provided basic sociodemographic information and completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). The results identified classes of IGD-related symptoms, indicating that endorsing ‘withdrawal’ and ‘loss of control’ increases the probability of disordered gaming by 77.77% while endorsement of ‘withdrawal’, ‘loss of control’ and ‘negative consequences’ increases the probability of disordered gaming by 26.66%. Moreover, lack of endorsement of ‘withdrawal’ and endorsement of ‘preoccupation’ increases the likelihood of disordered gaming by 7.14%. Taken together, the results obtained illustrate that different IGD criteria can present with different clinical weighing as unique diagnostic roles in the development of disordered gaming can be evidenced by each criterion. Moreover, the present findings help inform future revisions of diagnostic manuals and helps enhancing the assessment of IGD in the future. Additional research and clinical implications are discussed.
Publisher: Hellenic Psychiatric Association
Date: 07-2018
DOI: 10.22365/JPSYCH.2018.292.160
Abstract: Internet stimulates the user's senses causing a variety of subjective experiences and sensations, even though it has no inherent addictive quality. These experiences could be positive, as the improvement of education, or adverse, as the development of internet addiction. There are many people who prefer to invest their time and energy in the virtual world of the internet. They choose to withdraw their emotional investments from face to face communication, while in some cases the internet connection signifies the user's disconnection from the real life, as the person is isolated from the surrounding and lives in a virtual environment. Under these conditions the excessive use of internet may lead to addiction. The purpose of the present study was to investigate the relationship between internet addiction and anxiety and depressive symptomatology of the user. Participants were 203 internet users aged between 17 and 58 years (Mean=26.03, SD=7.92) who approached the Department For Problematic Use Of Internet, Addiction Unit "18ANO" in Psychiatric Hospital Of Attica to receive specialized help for their pathological internet use. Internet Addiction Test (IAT) was used for the assessment of internet addiction and Symptom Checklist- 90-R (SCL-90-R) was administered for the evaluation of anxiety and depressive symptomatology. The analysis of the survey data showed that gender difference is not observed as to the intensity internet dependence. Younger users are more likely to develop addictive behaviour (in relation to internet use). At this point it should be noted that although positive, this association does not present to be statistically significant. Finally, regarding the relationship between psychopathology and internet addiction, anxiety symptomatology, which was moderately correlated with the overall score at IAT, was found to predict in regression analysis the internet addiction. There was no statistically significant association between internet addiction and depressive symptomatology, with women however, who presented with depressive symptoms to appear more vulnerable than men (who requested therapy from the department). Exploration of the effects of sex and age on internet addiction is expected contribute to the design of the appropriate preventive and therapeutic programs, whereas the study of the relationship between internet addiction and other psychiatric disorders would contribute the understanding of the mechanisms underpinning the development and onset of the addiction.
Publisher: JMIR Publications Inc.
Date: 25-02-2022
DOI: 10.2196/35776
Abstract: The unprecedented changes and isolation measures to contain COVID-19 have had multiple psychological and social impacts, with implications for professional and personal functioning. Evidence-informed interventions that can be rapidly implemented under pandemic conditions to support mental health during such times are urgently needed. The aim of this study was to determine the acceptability and preliminary outcomes of a daily online mental health promotion program for tertiary education staff during the COVID-19 pandemic. The “Victoria University (VU) Elevenses” program was delivered as an uncontrolled intervention at Victoria University (VU) in the western metropolitan region of Melbourne, Australia. In April 2020, an email invitation was sent to all academic and professional staff inviting them to: (1) participate in the program and (2) opt-in to the research component. The “VU Elevenses” program provided 10-15–minute microinterventions comprising lifestyle and well-being strategies to promote mental health via an online meeting platform at 11 AM each weekday. A mixed methods approach was used to evaluate the program, combining structured questionnaires with semistructured interviews to investigate the experiences of staff who participated in the program. Between 16 and 90 participants provided weekly program feedback. A total of 106 university staff opted into the longitudinal research component and 10 staff participated in the interviews. Participants reported high levels of satisfaction with sessions and perceived benefits for mental health. Approximately one quarter of participants reported moderate to severe symptoms of depression, anxiety, and stress at baseline, with significant reductions in these symptoms in the first 7 weeks of the program, corresponding with easing in mandatory isolation (“lockdown”) restrictions. Symptoms of depression, anxiety, and stress all increased when lockdown measures were reintroduced, but not to the same levels as found during the initial lockdown period. Overall changes in depression and anxiety from baseline to the end of the program were explained by changes in COVID-19–related distress, whereas changes in self-compassion explained changes in stress. We show that it is feasible and acceptable to develop and deliver a program of brief interventions in a timely manner, using a simple and accessible online platform. Although participation in the program was initially associated with reduced symptoms of depression, anxiety, and stress, participants’ mental health worsened with the reintroduction of a “lockdown” period. However, as symptoms of depression, anxiety, and stress did not return to levels observed at the start of the VU Elevenses program, participation in the uncontrolled intervention may have offered a protective benefit against the impact of the second significant lockdown period.
Publisher: Informa UK Limited
Date: 12-03-2019
DOI: 10.1080/15402002.2018.1443455
Abstract: A high proportion of children with Attention Deficit Hyperactivity Disorder- Combined type (ADHD-CT) experience sleep and motor problems. This study investigated (a) whether motor proficiency moderated the relationship between ADHD symptoms and sleep problems in children with and without ADHD-CT and (b) whether this moderation differed as a function of ADHD diagnosis. A s le of 70 primary school male children between 8-15 years were recruited children with ADHD-CT (n = 38 mean age 10 years, 2 months [SD = 1 year, 6 months]) and a typically developing (TD) (n = 32 mean age 9 years, 6 months [SD = 1 year, 5 months]) group. Motor proficiency was measured using the Movement Assessment Battery for Children-2nd Edition (MABC-2), ADHD symptoms were measured using the Conners' Parent Rating Scale (CPRS) and parent reported sleep problems were measured using the Children's Sleep Habits Questionnaire (CSHQ). Children who reported higher ADHD symptoms and lower motor proficiency scores reported more sleep problems. The moderation effect only held in children with a diagnosis of ADHD-CT and not in the typically developing group. These findings indicate that children who experience greater severity of ADHD symptoms who also have lower motor proficiency may be at increased risk of experiencing sleep problems. These findings also illustrate the importance of considering motor proficiency when exploring risk factors for sleep problems in children with ADHD-CT as well as sleep interventions.
Publisher: Elsevier BV
Date: 06-2019
Publisher: SAGE Publications
Date: 2022
DOI: 10.1177/23982128221079573
Abstract: Impulsive urgency describes the tendency to act rashly when experiencing extreme emotions. This Australian study aimed to investigate the predictive utility of impulsivity, including impulsive urgency (positive and negative), across a range of problem behaviours. Data from two community s les, one retrospective (n = 281) and one current (n = 604), were analysed using hierarchical regression to determine which facets of impulsivity, as assessed with a comprehensive scale (i.e. negative urgency, positive urgency, lack or premeditation, lack of perseverance, and sensation seeking), best predicted a series of problem behaviours (i.e. problem gambling, disorderly alcohol use, online gambling disorder, obsessive-compulsive disorder behaviours, and social media addiction). The impulsive urgency facets were shown to be significant predictors across the behaviours examined. More specifically, negative urgency was the strongest predictor of disorderly alcohol use, obsessive-compulsive disorder behaviours, and social media addiction. Positive urgency was associated with problem gambling and online gambling disorder behaviours. These findings suggest that impulsive urgency is a key contributing factor in many behavioural problems and that the valence of the urgency is an important consideration when addressing a broad range of psychopathologies.
Publisher: Springer Science and Business Media LLC
Date: 12-08-2019
DOI: 10.1007/S11126-019-09663-Y
Abstract: The occurrence of Oppositional Defiant Disorder (ODD) behaviours among adults has been supported by a proportion of scholars. The current work examines potential ODD dimensions and their associations with the primary personality traits of Tellegen's [57] multi-dimensional conceptualization during adulthood. Two independent, general community, adult groups [Group 1: N = 214 mean age (SD) = 35.74 (16.60) Group 2: N = 205 mean age (SD) = 29.00 (12.42)] completed the Current Symptom Scale involving the eight ODD criteria. Group 2 additionally addressed the Multidimensional Personality Questionnaire -Brief Form (MPQ-BF). A series of Confirmatory Factor Analyses (CFA) were implemented. The three-dimensional ODD conceptualization of Burke and colleagues [14] referring to "Negative Affect", "Oppositional Behavior", and "Antagonistic Behavior" was confirmed. Considering personality traits, valuable associations were revealed between Oppositional Behavior and Aggression, Antagonistic Behavior and Social Potency as well as Harm Avoidance, and finally, Negative Affect and Stress Reaction, as well as Aggression. The dimensionality of ODD behaviours in adulthood and its correspondence with particular personality traits is approached in the context of psychological practice.
Publisher: Frontiers Media SA
Date: 15-03-2019
Publisher: Informa UK Limited
Date: 30-04-2018
Publisher: Elsevier BV
Date: 06-2022
Publisher: Wiley
Date: 14-04-2020
DOI: 10.1111/APPY.12387
Abstract: The American Psychiatric Association has requested additional studies examine risk, protective, and cultural factors in relation to Internet Gaming Disorder (IGD). The present study aimed to explore the association between stress as a potential IGD risk effect, the possible exacerbating role of cultural orientation (vertical in idualism [VI]), and how this may vary between genders. The s le included adult gamers from the USA, UK, and Australia. Analyses were conducted via linear regression, moderation, and moderated moderation. The results suggested that higher stress symptoms act to increase IGD risk. Gender and VI also influenced this association. Males presenting with higher levels of stress and VI were at greater risk of IGD compared to females who exhibited a reduction in IGD‐related behaviors. This demonstrates a need for more research to determine how culture and gender can act to mitigate or worsen the risks associated with excessive gaming.
Publisher: Informa UK Limited
Date: 31-05-2022
Publisher: Informa UK Limited
Date: 24-02-2020
Publisher: Informa UK Limited
Date: 07-12-2017
Publisher: Public Library of Science (PLoS)
Date: 07-02-2022
DOI: 10.1371/JOURNAL.PONE.0261914
Abstract: The Questionnaire of Cognitive and Affective Empathy (QCAE) is a multiple dimensional measure of cognitive empathy [comprising primary factors for perspective taking (PT), online simulation (OS)], and affective empathy [comprising primary factors for emotion contagion (EC), proximal responsivity (PRO), and peripheral responsivity (PER)]. This study used independent clusters confirmatory factor analysis (ICM-CFA) and exploratory structural equation modeling (ESEM) to examine the scale’s factor structure. A general community s le of 203 (men = 43, women = 160) between 17 and 63 years completed the QCAE. Although both the five-factor oblique and second order factor models showed good model fit, and clarity in the pattern of factor loadings, in the second-order factor model, none of the primary factors loaded significantly on their respective secondary factors, thereby favoring the five-factor oblique model. The factors in this model were supported in terms of external validity. Despite this, the factor for PRO in this model showed low reliability for meaning interpretation. A revised four-factor oblique model without the PRO factor showed good fit, clarity in the pattern of factor loadings, and reliability and validity for the factors in this model, thereby suggesting this to be the best model to represent ratings on the QCAE.
Publisher: SAGE Publications
Date: 19-09-2021
Abstract: Receiver operating characteristic curve analysis was used to examine and compare the diagnostic accuracy of the Conners 3–Parent Short Form (C 3-P(S)), and the Conners 3–Teacher Short Form (C 3-T(S)) inattention and hyperactivity/impulsivity scales, and the Child Behavior Checklist (CBCL) and Teacher’s Report Form (TRF) attention problems scales, to distinguish those with and without attention deficit/hyperactivity disorder (ADHD). It also examined and compared the diagnostic accuracy of the C 3-P(S) and C 3-T(S) Aggression (AG) scales, and the CBCL and TRF Aggressive Behavior (AB) scales, to distinguish those with and without oppositional defiant disorder (ODD). The study used archival data ( N = 150-261) involving a large group of clinic-referred children aged between 6 and 11 years who had been interviewed for clinical diagnosis of ADHD and ODD using the Anxiety Disorders Interview Schedule for Children (ADISC-IV) as the reference standard, and then administered one or more of the screening measures. The findings provided empirical support for the use of the C 3-P(S) and CBCL for identifying ADHD and ODD, with the CBCL aggressive behavior scale having better ability to detect ODD. The implications of the findings for using the screening scales for diagnoses of ADHD and ODD are discussed.
Publisher: Springer Science and Business Media LLC
Date: 23-08-2019
DOI: 10.1007/S10803-018-3713-8
Abstract: Confirmatory factor analysis (CFA) and exploratory and factor analysis (EFA) aimed to determine the optimum Autism Spectrum Quotient-Children (AQ-Child) model. Initial CFA of parent ratings of the AQ-Child for 404 clinic-referred children with ADHD, aged between 4 and 11 years, revealed mixed/moderate support for the implied AQ-Child five-factor model and the past statistically supported four-factor model (Auyeung et al., J Autism Dev Disord 38:1230-1240, 2008). Interestingly, EFA findings indicated most support for a four-factor model, with factors reflecting "mind-reading", "social skills", "attention to details", and "imagination". The items loading in these factors were different from those proposed originally for similar factors (Auyeung et al., J Autism Dev Disord 38:1230-1240, 2008). The factors in the model showed acceptable internal consistency-reliability and discriminant validity. Clinical and research implications are discussed.
Publisher: Springer Science and Business Media LLC
Date: 07-01-2020
DOI: 10.1007/S11469-019-00210-1
Abstract: Recent literature has speculated that some in iduals spend lots of time watching mukbang (i.e., combination of the South Korean words ‘eating’ [‘meokneun’] and ‘broadcast’ [‘bangsong’] that refers to eating broadcasts where a person eats a large portion of food on camera whilst interacting with viewers) and compensate different needs using this activity. However, compensating unattained offline needs using a specific online activity could lead to the addictive use of that activity. The present study investigated problematic mukbang watching by developing and validating the Mukbang Addiction Scale (MAS). An online survey was administered to 236 university students ( M age = 20.50 years 62% female) who had watched mukbang at least once. Construct validity, criterion validity, and reliability analyses indicated that the MAS had good psychometric properties. Exploratory and confirmatory factor analyses confirmed the unidimensional structure of the scale. The Cronbach’s alpha ( α = .95) and composite reliability (CR = .92) suggested that the MAS had excellent internal consistency. Latent class analyses (LCA) revealed two primary profiles, one with high endorsement and one with low endorsement of the items assessed. Item response theory (IRT) findings also indicated a good model fit. IRT findings provisionally supported a cut-off scale raw score of 22 (out of 30). Assessment and clinical-related implications of the findings are illustrated in accordance with other excessive behaviours.
Publisher: Akademiai Kiado Zrt.
Date: 06-2018
Publisher: Elsevier BV
Date: 04-2021
Publisher: Mary Ann Liebert Inc
Date: 12-2022
Abstract: Online flow refers to the rate of an in idual's absorbance in an Internet activity in which they are engaged. It has been implicated with both the effectiveness of cyberhealth and online education applications, as well as excessive Internet use. One way of assessing it is the Online Flow Questionnaire (OFQ). Consequently, this study investigated the optimum measurement of online flow, as well as OFQ cutoff points, using Item Response Theory (IRT). A large s le of high school students from Greece (
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 05-2011
Publisher: Springer Science and Business Media LLC
Date: 06-03-2020
Publisher: Springer Science and Business Media LLC
Date: 15-05-2019
Publisher: American Psychological Association (APA)
Date: 05-2022
DOI: 10.1037/PER0000569
Abstract: The study examined the measurement invariance (configural, metric, scalar, and residual) of the Personality Inventory for
Publisher: Springer Science and Business Media LLC
Date: 13-07-2023
Publisher: Bentham Science Publishers Ltd.
Date: 18-05-2017
DOI: 10.2174/1381612824666171204151209
Abstract: Studies indicate that Polycystic Ovarian Syndrome (PCOS) features (e.g. insulin instability, food cravings, overproduction of androgens and menstrual irregularities) are associated with increased appetite, impaired impulse control and feelings of body dissatisfaction. Counter intuitively, binge eating behaviors have been shown to reinforce PCOS symptomatology, precipitating concurrently body dissatisfaction, weight gain, insulin instability and overproduction of androgens. The present systematic literature review aspires to investigate the relationship between binge eating, in the broader context of eating disorder behaviors, and Polycystic Ovarian Syndrome (PCOS), taking into account shared characteristics between EDs (Eating Disorders) and PCOS. To address this aim, the PRISMA guidelines are adopted. A total of 21 studies, which investigated the presence of binge eating in PCOS population and the presence of PCOS in EDs population, were synthesized. Findings suggested that an increased prevalence of binge eating has been reported in women with Polycystic Ovarian Syndrome (PCOS) and that women suffering from BN (Bulimia Nervosa) and BED (Binge Eating Disorder) are more likely to display polycystic ovaries. Further research on their shared liability is required in order to inform more efficient prevention and treatment initiatives for populations presenting with comorbid features.
Publisher: Public Library of Science (PLoS)
Date: 12-03-2021
DOI: 10.1371/JOURNAL.PONE.0247902
Abstract: The accurate assessment of psychopathological behaviours of adolescents and young adults is imperative. Symptom Checklist-90-Revised (SCL-90-R) is one of the most comprehensive and widely used scales addressing this purpose internationally. Interestingly, associations between the different SCL-90 symptoms and family functioning have been highlighted. Nevertheless, the scale’s factorial structure has often been challenged. To contribute in this area, this study scrutinizes the psychopathological dimensions of the Symptom Checklist-90-Revised (SCL-90-R) in a large cohort of high school students (Mean age = 16.16 SD = .911) from Greece. It addresses this aim by: a) using first order and bi-factor confirmatory factor analysis, and exploratory structural equation models and b) investigating the factors’ associations with family functioning. A total of 2090 public Greek High School students completed the SCL-90-R and the Family Adaptability and Cohesion Scale IV (FACES-IV) covering family functioning, satisfaction and communication. Six different solutions, yielded by separate permutations of CFA, ESEM, and bifactor models, were evaluated. Based on global fit, the clarity, reliabilities and the family functioning links of the dimensions in the models, the ESEM oblique model with the theorized nine factors emerged as the optimum. This model had adequate fit, and symptom dimensions were well defined. Also six of the nine factors demonstrated external associations with family functioning, satisfaction and communication. The clinical assessment benefits of these results are discussed.
Publisher: Springer Science and Business Media LLC
Date: 04-06-2021
Publisher: Springer Science and Business Media LLC
Date: 24-01-2022
Publisher: Springer Science and Business Media LLC
Date: 30-10-2019
DOI: 10.1007/S11469-019-00136-8
Abstract: Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physical, emotional, and identity bond developed between the user and the in-game character). The aim of the present pilot study was twofold: (i) to investigate the associations between physical, emotional, and identity aspects of self-presence associate and IGD severity, and (ii) to assess IGD variations longitudinally in relation to the three dimensions of self-presence (i.e., proto-self-presence, core-self-presence, and extended-self-presence). The s le comprised 125 young adults aged between 18 and 29 years who underwent either (i) three offline measurements (1 month apart, over 3 months) or (ii) a cross-sectional online measurement. Regression and latent growth analysis indicated that the initial intensity of the physical, emotional, and identity self-presence aspects associated with IGD severity, but not to its longitudinal change. Overall, young adult gamers may exhibit higher IGD risk and severity when the experience of physical, emotional, and identity bonding with their in-game character is pronounced. The implications surrounding treatment and preventative policy recommendations are further discussed.
Publisher: Springer Science and Business Media LLC
Date: 26-08-2019
DOI: 10.1007/S11469-019-00125-X
Abstract: The present study focused on inattention and hyperactivity/impulsivity differences of gifted children with and without attention deficit-hyperactivity disorder (ADHD). Based on clinical assessment utilizing the Anxiety Disorders Interview Schedule for Children (ADISC-IV) and the Wechsler Intelligence Scale for Children—Fourth Edition, attendees of a public outpatient child service (boys = 359, girls = 148), with mean age 10.60 years (SD = 3.08 years), were allocated into four groups: ADHD ( N = 350), gifted ( N = 15), gifted/ADHD ( N = 18), and clinical controls ( N = 124). The Strengths and Weaknesses of ADHD-Symptoms and Normal Behavior Scale dimensionally assessed inattention and hyperactivity/impulsivity variations. Compared to the gifted/ADHD group, the ADHD group had higher scores for inattention and comparable scores for hyperactivity/impulsivity. For most symptoms, the ADHD groups (gifted or not) rated higher than the non-ADHD groups (control and gifted without ADHD). Findings appeared to indicate that (i) ADHD is a valid diagnosis among children who are gifted, (ii) gifted children might tend to be less inattentive than non-gifted ADHD children, and (iii) ADHD-gifted children appear to differ from the non-ADHD-gifted children with regard to specific hyperactive and impulsive behaviors. The practical implication of these findings is that clinicians may wish to focus on these symptoms when diagnosing ADHD among children with high intelligence.
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 08-2012
Publisher: Akademiai Kiado Zrt.
Date: 31-12-2021
Abstract: In August of 2021, China imposed severe restrictions on children’s online gaming time. We argue that such a policy may seem useful on the surface but does not reflect the current evidence concerning prevention of disordered gaming. Videogame play is normal for children worldwide, and like other leisure activities can lead to benefits for the majority and problems for a minority. Problematic or disordered play results from the interaction of multiple risk factors that are not addressed by draconian policy measures. Identifying these factors through stakeholder-engaged research and current evidence will be much more likely to succeed in preventing disordered gaming and promoting youth wellbeing.
Publisher: Springer Science and Business Media LLC
Date: 30-01-2018
Publisher: Elsevier BV
Date: 04-2021
Publisher: Public Library of Science (PLoS)
Date: 06-04-2020
Publisher: Springer Science and Business Media LLC
Date: 07-09-2019
Publisher: Springer Science and Business Media LLC
Date: 15-08-2017
DOI: 10.1007/S11126-017-9527-6
Abstract: This study used confirmatory factor analysis (CFA) to determine the best model for Oppositional Defiant Disorder (ODD) symptoms in children aged 3 to 15 years, as presented in the Disruptive Behavior Rating Scale. Teachers' ratings of the ODD symptoms of 213 children from general community schools in Australia were obtained. The findings provided most support for a bifactor model based on Stringaris and Goodman's [1] three-factor model (primary factors for irritable, hurtful, and headstrong). The general factor, but not the group factors in the model, showed high omega hierarchical and explained common variance. Thus, only the general factor in this model can be meaningfully interpreted. Also, the general factor was supported with regard to external validity. Specifically, this factor, but not the group factors, correlated strongly with ADHD inattention and hyperactivity/impulsivity symptom groups, and other measures of behavioural and emotional problems. The taxonomic, diagnostic, practical, and research implications of the findings are discussed.
Publisher: Springer Science and Business Media LLC
Date: 22-06-2022
DOI: 10.1186/S12888-022-04013-Y
Abstract: This PRISMA systematic literature review examined the use of digital data collection methods (including ecological momentary assessment [EMA], experience s ling method [ESM], digital biomarkers, passive sensing, mobile sensing, ambulatory assessment, and time-series analysis), emphasizing on digital phenotyping (DP) to study depression. DP is defined as the use of digital data to profile health information objectively. Four distinct yet interrelated goals underpin this study: (a) to identify empirical research examining the use of DP to study depression (b) to describe the different methods and technology employed (c) to integrate the evidence regarding the efficacy of digital data in the examination, diagnosis, and monitoring of depression and (d) to clarify DP definitions and digital mental health records terminology. Overall, 118 studies were assessed as eligible. Considering the terms employed, “EMA”, “ESM”, and “DP” were the most predominant. A variety of DP data sources were reported, including voice, language, keyboard typing kinematics, mobile phone calls and texts, geocoded activity, actigraphy sensor-related recordings (i.e., steps, sleep, circadian rhythm), and self-reported apps’ information. Reviewed studies employed subjectively and objectively recorded digital data in combination with interviews and psychometric scales. Findings suggest links between a person’s digital records and depression. Future research recommendations include (a) deriving consensus regarding the DP definition and (b) expanding the literature to consider a person’s broader contextual and developmental circumstances in relation to their digital data/records.
Publisher: Elsevier BV
Date: 10-2022
Publisher: SAGE Publications
Date: 13-07-2018
Abstract: For a Malaysian s le, the current study used exploratory factor analysis (EFA) to determine the best model for parent ratings of the Strengths and Difficulties Questionnaire (SDQ), and then multiple-group confirmatory factor analysis (MCFA) to confirm this model, and to examine measurement invariance across different language versions (Malay and English), child’s gender (boys and girls), informants (mothers and fathers), and racial groups (Malay, Chinese, and Indians). In all 1,407 Malaysian parents completed SDQ ratings of their children (age ranging from 5 to 13 years). The EFA showed most support for a two-factor model oblique model, with factors for a positive construal factor and a psychopathology factor. CFA confirmed this model, and MCFA showed full measurement invariance (configural, metric. and scalar) across the groups in the different comparisons. For all comparisons, there were equivalencies for latent mean scores. The implications of the findings for clinical and research practice involving the SDQ in Malaysia are discussed.
Publisher: Informa UK Limited
Date: 26-06-2023
Publisher: Springer Science and Business Media LLC
Date: 18-02-2022
DOI: 10.1186/S40359-022-00720-Z
Abstract: The Warwick Edinburgh Mental Well-Being Scale (WEMWBS) is a measure of subjective well-being and assesses eudemonic and hedonic aspects of well-being. However, differential scoring of the WEMWBS across gender and its precision of measurement has not been examined. The present study assesses the psychometric properties of the WEMWBS using measurement invariance (MI) between males and females and item response theory (IRT) analyses. A community s le of 386 adults from the United States of America (USA), United Kingdom, Ireland, Australia, New Zealand, and Canada were assessed online (N = 394, 54.8% men, 43.1% women, M age = 27.48, SD = 5.57). MI analyses observed invariance across males and females at the configural level and metric level but non-invariance at the scalar level. The graded response model (GRM) conducted to observe item properties indicated that all items demonstrated, although variable, sufficient discrimination capacity. Gender comparisons based on WEMWBS scores should be cautiously interpreted for specific items that demonstrate different scalar scales and similar scores indicate different severity. The items showed increased reliability for latent levels of ∓ 2 SD from the mean level of SWB. The WEMWBS may also not perform well for clinically low and high levels of SWB. Including assessments for clinical cases may optimise the use of the WEMWBS.
Publisher: Springer Science and Business Media LLC
Date: 31-01-2022
DOI: 10.1186/S12888-022-03708-6
Abstract: The study used regularized partial correlation network analysis (EBICglasso) to examine the structure of DSM-5 internet gaming disorder (IGD) symptoms (network 1) and the associations of the IGD symptoms in the network with different types of motivation as defined in the self-determination theory i.e., intrinsic motivation (engaging in an activity for something unrelated to the activity), identified regulation (engaging in the activity because it aligns with one’s values and/or goals), external regulation (engagement in activity being driven by external rewards and/or approval), and amotivation (engaging in an activity without often understanding why) (network 2). Participants were 968 adults from the general community. They completed self-rating questionnaires covering IGD symptoms and different types of motivation. The findings for network 1 showed mostly positive connections between the symptoms within the IGD network. The most central symptom was loss of control, followed by continuation, withdrawal symptoms, and tolerance. In general, these symptoms were more strongly connected with each other than with the rest of the IGD symptoms. The findings for network 2 showed that the different types of motivation were connected differently with the different IGD symptoms. For instance, the likeliest motivation for the preoccupation and escape symptoms is intrinsic motivation, and for negative consequences, it is low identified regulation. Overall, the findings showed a novel understanding of the structure of the IGD symptoms, and the motivations underlying them. The clinical implications of the findings for assessment and treatment of IGD are discussed.
Publisher: Mary Ann Liebert Inc
Date: 06-2017
Abstract: The link between early initiation and problematic use has been observed for substance use disorders however, this link has not been as clearly established for Internet gaming disorder (IGD). Available studies indicate that in iduals who initiate Internet use at younger ages exhibit an increased risk for general Internet addiction. Prior research also suggests unique cognitive processes in online gaming, such that an in idual's overall sense of self-worth can become contingent upon self-esteem derived from the gaming environment. The current research examines the mediational role of self-esteem variables in the relationship between age of initiation and IGD symptomatology. Data were analyzed from 1,044 adult participants (mean age = 30.90 standard deviation: 9.28 35.0% female) recruited from Amazon Mechanical Turk who reported playing massively multiplayer online role-playing games. Age of gaming initiation is directly linked to IGD, as earlier age predicted overall IGD symptom severity (b = -0.10, 95% confidence interval [CI: -0.17, -0.03]), controlling for self-esteem factors. In addition, self-esteem factors emerged as mediators of the effect, where global self-esteem served as a protective factor (b = -0.05, 95% CI: [-0.07, -0.02]) and high gaming-contingent self-worth (GCSW b = -0.10, 95% CI: [-0.15, -0.04]) was associated with more negative outcomes. Earlier age of gaming initiation is associated with IGD symptomatology. Although risks of screen time are often referred to in terms of physical consequences, the present study provides support regarding the inclusion of self-esteem factors in the link between early use and IGD.
Publisher: Elsevier BV
Date: 06-2021
Publisher: Springer Science and Business Media LLC
Date: 22-05-2019
DOI: 10.1007/S11469-019-00099-W
Abstract: The reliable longitudinal assessment of Internet Gaming Disorder (IGD) behaviors is viewed by many as a pivotal clinical and research priority. The present study is the first to examine the test-retest measurement invariance of IGD ratings, as assessed using the short-form nine-item Internet Gaming Disorder Scale (IGDS9-SF) over an approximate period of 3 months, across two normative national s les. Differences referring to the mode of the data collection (face-to-face [FtF] vs. online) were also considered. Two sequences of successive multiple group confirmatory factor analyses (CFAs) were calculated to longitudinally assess the psychometric properties of the IGDS9-SF using emergent adults, gamers from (i) the United States of America (USA N = 120, 18–29 years, Mean age = 22.35, 51.6% male) assessed online and and (ii) Australia ( N = 61, 18–31 years, Mean age = 23.02, 75.4% male) assessed FtF. Configural invariance was established across both s les, and metric and scalar invariances were supported for the USA s le. Interestingly, only partial metric (factor loadings for Items 2 and 3 non-invariant) and partial scalar invariance (i.e., all thresholds of Items 1 and 2, and thresholds 1, 3, for Items 4, 6, 8, and 9 non-invariant) were established for the Australian s le. Findings are discussed in the light of using IGDS9-SF to assess and monitor IGD behaviors over time in both in clinical and non-clinical settings.
Publisher: Springer Science and Business Media LLC
Date: 21-09-2017
Publisher: Wiley
Date: 20-05-2021
DOI: 10.1111/APPY.12474
Abstract: Disordered Internet gaming is thought to be perpetuated by one's need to escape their real‐life distress or mental health symptoms, which may in turn generate depressive feelings. Nevertheless, moderate engagement with Internet games has also been suggested to provide relief, thus improving one's mood. This study aspires to clarify the contribution of Internet gaming and gender in the association between anxiety and depression. A large s le of Internet gamers ( N = 964) were recruited online. Disordered Internet gaming was assessed with the Internet Gaming Disorder Scale, 9 Items Short Form (IGD9S‐SF). Anxiety and depression symptoms were assessed using the Depression, Anxiety and Stress Scale, 21 items (DASS‐21). Regression, moderation and moderated moderation analyses accounting for the effects of gender on the relationship between disordered gaming, anxiety, and depression found a significant effect for anxiety symptoms on depression symptoms and a significant interaction between anxiety and Internet gaming disorder on depression symptoms. Findings support the theory that although anxious gamers bear a higher depression risk, this is buffered with lower and exacerbated with higher disordered gaming symptoms. Findings suggest a dual role of Internet gaming in the association between anxiety and depression, depending on the intensity of one's disordered gaming symptoms. Depression prevention and intervention protocols should be optimized by considering the effects of Internet gaming among anxious gamers by focusing on the intensity of a gamer's involvement and any gaming disorder symptoms. Further research should include clinical s les to better understand this interaction.
Publisher: Springer Science and Business Media LLC
Date: 17-01-2023
DOI: 10.1007/S11469-022-00995-8
Abstract: The present study used network analysis to examine the network properties (network graph, centrality, and edge weights) comprising ten different types of common addictions (alcohol, cigarette smoking, drug, sex, social media, shopping, exercise, gambling, internet gaming, and internet use) controlling for age and gender effects. Participants ( N = 968 males = 64.3%) were adults from the general community, with ages ranging from 18 to 64 years (mean = 29.54 years SD = 9.36 years). All the participants completed well-standardized questionnaires that together covered the ten addictions. The network findings showed different clusters for substance use and behavioral addictions and exercise. In relation to centrality, the highest value was for internet usage, followed by gaming and then gambling addiction. Concerning edge weights, there was a large effect size association between internet gaming and internet usage a medium effect size association between internet usage and social media and alcohol and drugs and several small and negligible effect size associations. Also, only 48.88% of potential edges or associations between addictions were significant. Taken together, these findings must be prioritized in theoretical models of addictions and when planning treatment of co-occurring addictions. Relatedly, as this study is the first to use network analysis to explore the properties of co-occurring addictions, the findings can be considered as providing new contributions to our understanding of the co-occurrence of common addictions.
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 09-2012
Publisher: Springer Science and Business Media LLC
Date: 13-07-2023
DOI: 10.1186/S12888-023-04985-5
Abstract: Problematic social media use has been identified as negatively impacting psychological and everyday functioning and has been identified as a possible behavioural addiction (social media addiction SMA). Whether SMA can be classified as a distinct behavioural addiction has been debated within the literature, with some regarding SMA as a premature pathologisation of ordinary social media use behaviour and suggesting there is little evidence for its use as a category of clinical concern. This study aimed to understand the relationship between proposed symptoms of SMA and psychological distress and examine these over time in a longitudinal network analysis, in order better understand whether SMA warrants classification as a unique pathology unique from general distress. N = 462 adults ( M age = 30.8, SD age = 9.23, 69.3% males, 29% females, 1.9% other sex or gender) completed measures of social media addiction (Bergen Social Media Addiction Scale), and psychological distress (DASS-21) at two time points, twelve months apart. Data were analysed using network analysis (NA) to explore SMA symptoms and psychological distress. Specifically, NA allows to assess the ‘influence’ and pathways of influence of each symptom in the network both cross-sectionally at each time point, as well as over time. SMA symptoms were found to be stable cross-sectionally over time, and were associated with, yet distinct, from, depression, anxiety and stress. The most central symptoms within the network were tolerance and mood-modification in terms of expected influence and closeness respectively. Depression symptoms appeared to have less of a formative effect on SMA symptoms than anxiety and stress. Our findings support the conceptualisation of SMA as a distinct construct occurring based on an underpinning network cluster of behaviours and a distinct association between SMA symptoms and distress. Further replications of these findings, however, are needed to strengthen the evidence for SMA as a unique behavioural addiction.
Publisher: Canadian Center of Science and Education
Date: 14-10-2015
Publisher: Informa UK Limited
Date: 22-01-2018
Publisher: Elsevier BV
Date: 11-2017
DOI: 10.1016/J.PSYCHRES.2017.08.013
Abstract: The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) has been extensively used worldwide to assess Internet Gaming Disorder (IGD) behaviors. Therefore, investigating cultural limitations and implications in its applicability is necessary. The cross-cultural feasibility of a test can be psychometrically evaluated with measurement invariance analyses. Thus, the present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers from the United States of America (USA), India, and the United Kingdom (UK). A total of 1013 gamers from the USA (n = 405), India (n = 336), and the UK (n = 272) were recruited. Although the one-factor structure of the IGD construct was supported, cross-country variations were demonstrated considering the way that this was reflected on items assessing preoccupation/salience, tolerance, deception, gaming escapism/mood modification, as well as daily activities' impairment related to gaming. Furthermore, the same scores on items assessing withdrawal symptoms, tolerance, lack of control over gaming engagement, escapism/mood modification and daily activities impairment associated to gaming, have been found to reflect various levels of IGD severity across the three groups. The implications of these results are further discussed in the context of existing evidence regarding the assessment of IGD.
Publisher: Asian Development Bank
Date: 12-2017
DOI: 10.22617/TCS179078
Publisher: Frontiers Media SA
Date: 14-05-2021
DOI: 10.3389/FPSYT.2021.666326
Abstract: Attention Deficit/hyperactivity disorder (ADHD) is conceptualized differently in the Diagnostic and Statistical Manual (DSM-5), the International Classification of Diseases-10 (ICD-10), and the Hierarchical Taxonomy of Psychopathology (HiTOP) frameworks. This study applied independent cluster confirmatory factor analysis (ICM-CFA), exploratory structure equation model with target rotation (ESEM), and the S-1 bi-factor CFA approaches to evaluate seven ADHD models yielded by different combinations of these taxonomic frameworks. Parents and teachers of a community s le of children (between 6 and 12 years of age) completed the Disruptive Behavior Rating Scale (for ADHD symptoms) and the Strengths and Difficulties Questionnaire (for validation). Our findings for both parent and teacher ratings provided the most support for the S-1 bi-factor CFA model comprised of (i) a g-factor based on ICD-10 impulsivity symptoms as the reference indicators and (ii) inattention and hyperactivity as specific factors. However, the hyperactivity-specific factor lacked clarity and reliability. Thus, our findings indicate that ADHD is best viewed as a disorder primarily reflecting impulsivity, though with a separable inattention (but no hyperactivity) component, i.e., “ADID (attention deficit/impulsivity disorder).” This model aligns with the HiTOP proposals.
Publisher: Elsevier BV
Date: 02-2017
DOI: 10.1016/J.COMPPSYCH.2017.12.001
Abstract: Oppositional Defiant Disorder (ODD) is a common childhood disorder (American Psychiatric Association [APA], 2000 APA, 2013). The aim of the present study was to ascertain the optimal structure for the ODD symptoms by identifying whether ODD is a qualitatively distinct entity (categorical) or is a continuum, with high levels on this continuum reflecting ODD (quantitative or dimensional view). Mothers' ratings of the ODD symptoms of 457 children, aged 3 to 15years, as presented in the disruptive behavior rating scale were obtained. Confirmatory factor analysis (CFA), latent class analysis (LCA), and factor mixture modelling (FMM) were applied to determine the best model for oppositional defiant disorder (ODD) symptoms in children. The findings provided most support for a FMM with 3 classes (unaffected odd class, at risk class, and affected class) and 3 factors (oppositional, antagonistic, and negative affect). The findings are discussed in relation to dimensional, categorical, and hybrid (categorical/dimensional) models of ODD symptoms.
Publisher: Springer Science and Business Media LLC
Date: 12-2022
DOI: 10.1186/S12888-022-04376-2
Abstract: Workers of the Australian entertainment industry exhibit disproportionately high rates of impaired psychological wellbeing and suicidal behaviors, with such rates being exacerbated by the negative impact of working long and odd hours (Work Scheduling Impact WSI). Nonetheless, stable and secure social support networks may buffer the risks associated with such systemic difficulties. The responses of 1302 Australian entertainment industry workers (50.3% females, M age 38.39 years) on the Multidimensional Scale of Perceived Social Support, the Short Form Health Survey, WSI, and suicidal behaviors questions were examined via moderation analyses. Higher social support and lower WSI appeared to reduce the suicidal ideation of those experiencing poorer mental health, while lower WSI further enhanced social support’s positive effect. Findings highlight the likely detrimental effect of WSI regarding the suicidal ideation reported by vulnerable Australian entertainment industry workers and stress the importance of the social support they experience. Interventions attempting to increase social support could improve inherent conditions associated with the Australian entertainment industry. Similarly, the negative effect of working long and odd hours on workers’ mental health and suicidal behaviors indicates the need to regulate the industry appropriately.
Publisher: Informa UK Limited
Date: 19-12-2017
Publisher: Springer Science and Business Media LLC
Date: 20-05-2021
DOI: 10.1186/S12888-021-03245-8
Abstract: Internet Gaming Disorder (IGD) behaviours involve excessive use of Internet games to the extent that one’s everyday life is compromised. It has been suggested that IGD symptoms are dependent on whether one is more in idualistic or collectivistic. However, the range of potential in idualism-collectivismeffects on IGD presentations remains largely unknown. The current study aims to further understanding of the role of in idualistic and collectivistic tendencies in IGD, allowing us to develop more gamer centredIGD prevention and intervention strategies. One thousand and thirty-twocommunity participants withinternet gaming experience were measured online for IGD symptom’s severity using the Internet Gaming Disorder Scale – Short Form (IGDS9-SF) andin idualism-collectivism behavioursvia the In idualism & Collectivism Scale (ICS). Latent Class Analysis (LCA) and T-Tests were performed in relation to their responses. Upon inspection of the LCA output, two profiles of internet gamers were identified. These includedthe Collectivism Aversivegamers (CA 11%) and the Collectivism Neutral gamers (CN 89%). The CA gamers displayed significantly higher IGD behaviours overall, and, were higher inpreoccupation, withdrawal symptoms, tolerance, relapse, deception, escapism/mood modification, and functional impairment compared to CN gamers. There were no differences between CA and CN gamers in loss of interest and conflicts with others. The findings suggest that one’s in idualism-collectivism orientation can influence the presentation of IGD. Specifically, those who are less collectivistic or are less influenced by social groups willdisplay greater IGD symptoms and present a profile that requires a different intervention from gamers who are more collectivistic. Researchers and clinicians should emphasize the value of belonging in a collective and experiencing equality with others in relation to mental health and gaming patterns.
Publisher: Springer Science and Business Media LLC
Date: 13-04-2022
DOI: 10.1186/S12888-022-03892-5
Abstract: Based on parent and teacher ratings of their children, this study used regularized partial correlation network analysis (EBIC glasso) to examine the structure of DSM-5 Oppositional Defiant Disorder (ODD) symptoms. Parent and teachers ( N = 934) from the general community in Malaysia completed questionnaires covering DSM-5 ODD symptoms. The most central ODD symptom for parent ratings was anger, followed by argue. For teacher ratings, it was anger, followed by defy. For both parent and teacher ratings, the networks revealed at least medium effect size connections for temper and argue, defy, and argue, blames others, and annoy, and spiteful and angry. Overall, the findings were highly comparable across parent and teacher ratings, and they showed a novel understanding of the structure of the ODD symptoms. The clinical implications of the findings for assessment and treatment of ODD are discussed.
Publisher: Elsevier BV
Date: 12-2022
Publisher: Elsevier BV
Date: 11-2020
Publisher: Elsevier BV
Date: 04-2020
DOI: 10.1016/J.ADDBEH.2019.106245
Abstract: The avatar constitutes the in-game representation of the gamer. Although aspects of the user-avatar bond (UAB) have been associated with disordered gaming, there is a need for clearer understanding concerning the impact of potential UAB profiles. To address this need, the present study recruited a normative s le of 1022 World of Warcraft (WoW) players (M Latent class analysis indicated the existence of three UAB profiles, 'differentiated gamers' (DGs), 'identified gamers' (IGs) and 'fused gamers' (FGs). The DGs were characterized by low scores across all UAB aspects. The IGs did not report significant Proteus Effect (PE) or immersion behaviours, and despite being more identified with their avatar, did not significantly compensate through it. The FGs presented with higher PE, immersion, and compensation, although they did not significantly identify with their avatars, possibly due to having idealized them. Disordered gaming behaviours were significantly lower for the DGs and sequentially higher for the IGs and the FGs. Preoccupation and mood modification behaviours related to gaming disorder were distinctively associated with FGs. Disordered gaming assessment and treatment implications of the UAB profiles are discussed.
Publisher: Springer Science and Business Media LLC
Date: 27-11-2017
Publisher: Springer Science and Business Media LLC
Date: 30-01-2020
DOI: 10.1007/S11469-020-00231-1
Abstract: The dearth of evidence related to cultural and gender variations of established associations between Internet Gaming Disorder (IGD) and other psychopathologies has been highlighted. Accordingly, the present study examined the association between depression and disordered gaming behaviors, while considering cultural perspectives of vertical in idualism (independence and hierarchy) and gender as potentially variating factors. To achieve this, an ethnically erse online s le of internet gamers from multicultural societies ( N = 1032 Australia = 738 71.5% USA = 222 21.5% other multicultural countries = 72 13.3% M age = 24 years males = 503 [48.7%], females = 529 [51.3%]) completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) the Depression, Anxiety and Stress Scale (DASS-21) and the In idualism and Collectivism Scale (ICS). Regression, moderation and moderated moderation analyses were conducted. Results demonstrated that gamers presenting concurrently with symptoms of depression and vertically in idualistic inclinations reported higher levels of disordered gaming behaviors, with no significant gender differences. The findings obtained imply that practitioners globally, and especially in multicultural societies (e.g., Australia, USA), should consider cultural differences when developing prevention and intervention strategies for disordered gaming.
Publisher: SAGE Publications
Date: 08-10-2020
Abstract: This study used the correlated trait–correlated method minus one model to examine the convergent and discriminant validity of the scales of the Conners 3 Short [C 3 (S)]. The C 3 (S) scales in the analysis were inattention (IN), hyperactivity/impulsivity (HY), learning problems (LP learning problems/executive functioning from the teacher version), aggression (AG), and peer relations (PR, only for parent and teacher versions). A total of 529 adolescents and children (75% males, mean age = 11.75 years, SD = 2.97 years) provided self-ratings, and were also rated by their mothers and teachers. The findings indicated no support for the convergence of IN and HY across the three respondents. In contrast, there was convergence for LP, AG, and PR. There was support for the discriminant validity of the traits, except between IN and HY. The findings are discussed in relation to the convergent and discriminant validity of the C 3 (S) measures, and the clinical use of the C 3 (S).
Publisher: Elsevier BV
Date: 06-2019
Publisher: Royal Society of Chemistry (RSC)
Date: 2018
DOI: 10.1039/C8PY00055G
Abstract: Four N -[2-(dimethylamino)ethyl]-1,8-naphthalimide derivatives (ANNs) with different substituents in the naphthalimide skeleton have been synthesized and can be used as versatile photoinitiators under various LEDs.
Publisher: Springer Science and Business Media LLC
Date: 03-01-2020
DOI: 10.1007/S11126-019-09702-8
Abstract: Problematic gaming has emerged as a contemporary concern, leading to the introduction of the diagnostic term 'Internet Gaming Disorder' (IGD American Psychiatric Association). The present study aims to empirically assess the association between inattention and IGD, in the light of variable levels of vertical-in idualism that reflects cultural inclinations towards independence, competitiveness, and hierarchy. The participants (N = 1032) comprised a normative cohort of Massively Multiplayer Online (MMO) gamers (Mage = 24 years 48.7% male). IGD was measured with the nine-item short-form IGD Scale (IGD9-SF), inattention with the Attention Deficit Hyperactivity Disorder (ADHD) Self-Report Scale, and vertical in idualism with the In idualism-Collectivism Questionnaire. Complex hierarchical and moderated regressions were employed. Findings demonstrated an association between IGD and inattention, and additionally showed that this association was exacerbated by a more vertically-in idualistic cultural orientation without significant gender differences. The need of differentially addressing IGD risk among inattentive gamers of erse cultural orientation is highlighted.
Publisher: Elsevier BV
Date: 06-2019
Publisher: Bentham Science Publishers Ltd.
Date: 05-09-2018
Publisher: Springer Science and Business Media LLC
Date: 04-2021
DOI: 10.1186/S12888-021-03148-8
Abstract: Internet gaming Disorder (IGD) constitutes a recently proposed clinical disorder (American Psychiatric Association, Diagnostic and statistical manual of mental disorders, 2013). The present study examined if IGD is best conceptualized as categorical (present/absent), or dimensional (severity ranging from low to high), or both (i.e., hybrid of categorical/dimensional). Ratings of the nine DSM-5 IGD symptoms, as presented in the Internet Gaming Disorder Scale 9-Short Form (Pontes & Griffiths, Comput Hum Behav 45:137-143, 2015), from 738 gamers, aged 17 to 72 years, were collected. Confirmatory factor analysis (CFA), latent class analysis (LCA), and factor mixture modelling analysis (FMMA) procedures were applied to determine the optimum IGD model. Although the findings showed most support for a FFMA model with two classes and one factor, there was also good statistical and substantive support for the one-factor CFA model, and the LCA model with three classes. It was concluded that while the optimum structure of IGD is most likely to be a hybrid model (i.e., concurrently categorical and dimensional), a uni-dimensional model and/or a three-class categorical model are also plausible.
Publisher: Springer Science and Business Media LLC
Date: 24-03-2020
DOI: 10.1007/S11469-020-00254-8
Abstract: The present study investigated the prevalence, the potential different profiles, and the associated psychological factors of disordered gaming using data from a large-scale epidemiological study (TURBAHAR [Turkey’s Addiction and Mental Health Risk Profile Map Project]) carried out in Turkey in 2018 with 24,494 participants aged 18–81 years. Participants completed a comprehensive survey comprising a demographic questionnaire, Gaming Addiction Risk Questionnaire, Brief Symptom Inventory, Personal Well-Being Index Adult Form, Positive and Negative Affect Schedule, Toronto Alexithymia Scale, and Experiences in Close Relationships-Revised Scale. Latent class analysis showed the existence of eight different game profiles, which differed in relation to the intensity and specific features of the behavior. Results showed that 1.6% of the participants were problematic gamers. Being male, being younger, lower education level, being single, using alcohol and cigarettes, psychiatric distress, positive and negative affect, and anxious adult attachment were positively associated with problematic gaming.
Publisher: Emerald
Date: 08-03-2022
DOI: 10.1108/JPBM-05-2021-3468
Abstract: This study aims to examine in which circumstances consumer’s self-congruity moderates the indirect influence of consumer-based brand equity (mediating role) in the relationship between firm-created and user-generated social media content and intention to purchase fashion products. In this study, the authors carried out an online survey with social media users of fashion brands and collected data from 622 participants across two s les to investigate whether consumers’ perceptions of equity of fashion brands mediate the relationship between social media brand-related communication created by both firms and users and the intention to buy the fashion brands. The indirect relationship is further moderated by self-congruity. The results indicate that brand equity mediates the relationship between social media communication and purchase intentions of fashion products, and self-congruity moderates the relationship between social media communication types and purchase intentions, such that higher/lower levels of self-congruity strengthen/weaken the impact of social media communication on purchase intentions. This study contributes to the business and marketing literature by exploring how social media communication, branding and fashion align with the in idual’s self-concept and buying behaviour.
Publisher: Springer Science and Business Media LLC
Date: 10-2021
Publisher: Public Library of Science (PLoS)
Date: 05-06-2020
Publisher: Springer Science and Business Media LLC
Date: 18-03-2022
Publisher: Springer Science and Business Media LLC
Date: 18-05-2022
Publisher: Springer Science and Business Media LLC
Date: 20-06-2022
DOI: 10.1007/S11469-022-00844-8
Abstract: There has been an increasing amount of research examining problematic shopping behavior (PSB), often referred to in the psychological literature as “compulsive buying” or “shopping addiction.” A popular scale for assessing the risk of PSB is the seven-item Bergen Shopping Addiction Scale (BSAS). To expand our knowledge of the psychometric properties of this instrument, the present study employed Item Response Theory (IRT) and differential item functioning analyses (DIF) while concurrently attempting to determine a preliminary cut-off point. A relatively large community s le completed the BSAS online ( N = 968, M age = 29.5 years, SD age = 9.36, 32.5% women). IRT analyses showed differences regarding the BSAS items’ discrimination, difficulty, and precision, with a raw score exceeding 23 (out of 28) indicating a higher risk of shopping addiction. Finally, while most BSAS items operated equally among males and females, Item 2 ( mood modification ) required a higher level of shopping addiction behaviors to be endorsed by males. The BSAS functions as a reliable assessment of the risk of shopping addiction, particularly between average and high levels of the trait. Clinical implications are discussed in light of these findings.
Publisher: Bentham Science Publishers Ltd.
Date: 19-10-2019
DOI: 10.2174/1573400515666190628125914
Abstract: Acceptance, adherence and efficacy aspects of Cognitive Behavioural Therapy (CBT) online have invited significant interest, especially in the context of “stepped care” models, which advocate progressive stages of intervention in addressing depression. Objectives: The current work aspires to comprehensively identify critical factors linked to the applicability of online CBT, in order to inform clinical practices and future research targeting depressive behaviors in early and middle adulthood. To serve these goals: a) the PRISMA systematic literature perspective is followed b) a systematic search of online databases between 2008-2018 was undertaken and c) a compositehybrid model, resulting from the integration of broadly adopted conceptualizations from the areas of psychological treatment and internet use behaviors, was combined with an interpretative phenomenological analysis perspective to organize the findings. In total, 28 studies were included in the present review. Factors defining the efficacy, adherence and acceptability of online CBT targeting depression (during early and middle adulthood) were classified into parameters related to the in idual receiver, the context and the CBT activities involved. Despite the cautiousness warranted by the limitations, as well as the erge methodology of the reviewed studies, findings appear to favour the provision of brief, therapist supported, online CBT interventions, especially in addressing moderate depression during early and middle adulthood.
Publisher: American Psychological Association (APA)
Date: 2020
DOI: 10.1037/PER0000364
Abstract: The Personality Inventory for
Publisher: Springer Science and Business Media LLC
Date: 28-07-2023
DOI: 10.1186/S12888-023-05028-9
Abstract: Confirmatory Factor Analysis (CFA) has been a popular yet limited approach to assessing latent factor structures. Despite items rarely loading exclusively on one latent factor in multifactorial scales, CFA assumes all indicators/items should load uniquely on their allocated latent dimensions. To address this weakness, Exploratory Structural Equation Modeling (ESEM) combines exploratory factor analyses (EFA) and CFA procedures, allowing cross-loadings to occur when assessing hypothesized models. Although such advantages have enhanced ESEM popularity, its adoption is often limited by software rigidity and complex coding difficulties. To address these obstacles, the current tutorial presents a streamlined, step-by-step approach using the open-source software R while providing both R and Mplus ESEM syntax. The tutorial demonstrates the sequence of the ESEM stages by examining the frequently debated Strengths and Difficulties Questionnaire (SDQ) factor structure, using openly accessible data from the Longitudinal Study of Australian Children (LSAC). As ESEM may allow a better understanding of the complex associations in multidimensional scales, this tutorial may optimize the epidemiological and clinical assessment of common yet multifaceted psychiatric presentations.
Publisher: Springer Science and Business Media LLC
Date: 26-03-2018
Publisher: Frontiers Media SA
Date: 30-06-2021
DOI: 10.3389/FPSYG.2021.698799
Abstract: Background: Massively multiplayer online games (MMOs) evolve online, whilst engaging large numbers of participants who play concurrently. Their online socialization component is a primary reason for their high popularity. Interestingly, the adverse effects of MMOs have attracted significant attention compared to their potential benefits. Methods: To address this deficit, employing PRISMA guidelines, this systematic review aimed to summarize empirical evidence regarding a range of interpersonal and intrapersonal MMO well-being outcomes for those older than 13. Results: Three databases identified 18 relevant English language studies, 13 quantitative, 4 qualitative and 1 mixed method published between January 2012 and August 2020. A narrative synthesis methodology was employed, whilst validated tools appraised risk of bias and study quality. Conclusions: A significant positive relationship between playing MMOs and social well-being was concluded, irrespective of one's age and/or their casual or immersed gaming patterns. This finding should be considered in the light of the limited: (a) game platforms investigated (b) well-being constructs identified and (c) research quality (i.e., modest). Nonetheless, conclusions are of relevance for game developers and health professionals, who should be cognizant of the significant MMOs-well-being association(s). Future research should focus on broadening the well-being constructs investigated, whilst enhancing the applied methodologies.
Publisher: Elsevier BV
Date: 09-2023
Publisher: Springer Science and Business Media LLC
Date: 12-2018
Publisher: Elsevier BV
Date: 06-2023
Publisher: Elsevier BV
Date: 2017
Publisher: Elsevier BV
Date: 09-2013
Publisher: Wiley
Date: 19-04-2013
DOI: 10.1016/J.ADOLESCENCE.2013.03.008
Abstract: This study aims: a) to estimate the prevalence of internet addiction among adolescents of urban and rural areas in Greece, b) to examine whether the Internet Addiction Test cut‐off point is applicable to them and c) to investigate the phenomenon's association with academic achievement. Participants were 2090 adolescents (mean age 16, 1036 males, 1050 females). Young's (1998) Internet Addiction Test and her Diagnostic Questionnaire were applied. School records' grades were retrieved. A 3.1% prevalence revealed, while boys { F (1, 1642) = 6.207, p .05}, urban residents { F (1, 1642) = 5.53, p .05} and academic track high school students { F (1, 1642) = 5.30, p .05} were at higher risk. An Internet Addiction Test score of 51 points (s le's mean = 27.69, SD = 17.38) was proposed as the optimal cut‐off point combining high sensitivity (98%) and specificity (91%). Finally, findings illustrated the syndrome's relation to worse academic achievement { F (1, 1725) = 0.93, p .05}.
Publisher: Springer Science and Business Media LLC
Date: 23-04-2020
Publisher: Springer Science and Business Media LLC
Date: 25-05-2022
DOI: 10.1007/S10578-021-01194-7
Abstract: Peer popularity constitutes a pivotal developmental task to adolescents' current and future adaptation. This study identified distinct adolescent popularity profiles and explored their links with excessive Internet usage and interpersonal sensitivity. The s le included 2090 students attending Greek high schools (M
Publisher: Elsevier BV
Date: 12-2020
Publisher: Canadian Center of Science and Education
Date: 14-10-2015
Publisher: Akademiai Kiado Zrt.
Date: 12-10-2020
Abstract: To date, a number of studies have investigated the prevalence and correlates of addictive food consumption. However, these studies have mostly relied on models that comprised a narrow range of variables in often small and heterogenous s les. The purpose of the present study was to comprehensively examine the measurement aspects, the prevalence, and the psychological correlates of addictive eating among a largescale national s le of Turkish adults. Participants ( N = 24,380, 50% men, M age = 31.79 years, age range = 18–81 years) completed a battery of tests including the Food Addiction Risk Questionnaire (FARQ), the Brief Symptom Inventory, the Toronto Alexithymia Scale, the Positive and Negative Affect Schedule, and the Experiences in Close Relationships-Revised. According to analyses conducted, the FARQ had a uni-dimensional factor structure. Based on Item Response Theory (IRT) calculated cut-off scores, 2.3% of the participants were at risk of addictive eating patterns, whilst criteria varied in their discriminating ability. The correlates of addictive food consumption were being male, being younger, having lower education, presenting with higher alcohol use, psychiatric symptoms, alexithymia, positive/negative affect, and anxious attachment. These results suggest that a minority of Turkish community are at risk for addictive food consumption and that adverse psychological states promote this problematic behavior.
Publisher: Elsevier BV
Date: 06-2019
Publisher: Elsevier BV
Date: 07-2022
DOI: 10.1016/J.PSYCHRES.2022.114605
Abstract: Over the past two decades, many problematic/excessive behaviours have increasingly been conceptualized as addictions due to their similarity with more traditional psychoactive substance addictions. The primary aim of the present study was to simultaneously examine the factor structure of three psychoactive substance addictions (alcohol use, cigarette smoking, and substance use) and seven behavioural addictions (sex, social media use, shopping, exercise, online gambling, internet gaming, and internet use), using exploratory factor analysis (EFA N = 481) and confirmatory factor analysis (CFA N = 487). A total of 968 participants completed an online survey including ten psychometric scales assessing the ten different potentially addictive behaviours. EFA supported a two-factor solution, with different factors for the psychoactive substance and behavioural addictions (excluding exercise addiction). CFA supported the two-factor model in a separate s le. There was good support for the concurrent and discriminant validities of the CFA latent factors and the reliability of the behavioural latent factor in the two-factor CFA model. While there was support for the concurrent and discriminant validities of the psychoactive substance latent factor, there was insufficient support for its reliability. The taxonomic, theoretical, and clinical implications of the findings are discussed.
Publisher: Springer Science and Business Media LLC
Date: 16-04-2018
Publisher: Springer Science and Business Media LLC
Date: 25-09-2023
Publisher: Informa UK Limited
Date: 04-06-2020
Publisher: SAGE Publications
Date: 22-07-2017
Abstract: To date, at least 12 different models have been suggested for the Strengths and Difficulties Questionnaire (SDQ). The current study used confirmatory factor analysis to examine the relative support for these models. In all, 1,407 Malaysian parents completed SDQ ratings of their children (age range = 5-13 years). Although the findings showed some degree of support for all 12 models, there was most support for an oblique six-factor model that included the five SDQ domains (emotional problems, conduct problems, hyperactivity, peer problems, and low prosocial behavior) and a positive construal factor comprising all the 10 SDQ positive worded items. The original proposed five-factor oblique model also showed good fit. The implications of the findings for understanding the results of past studies of the structural models of the parent version of the SDQ, and for clinical and research practice involving the SDQ are discussed.
Publisher: JMIR Publications Inc.
Date: 19-12-2021
Abstract: he unprecedented changes and isolation measures to contain COVID-19 have had multiple psychological and social impacts, with implications for professional and personal functioning. Evidence-informed interventions that can be rapidly implemented under pandemic conditions to support mental health during such times are urgently needed. he aim of this study was to determine the acceptability and preliminary outcomes of a daily online mental health promotion program for tertiary education staff during the COVID-19 pandemic. he “Victoria University (VU) Elevenses” program was delivered as an uncontrolled intervention at Victoria University (VU) in the western metropolitan region of Melbourne, Australia. In April 2020, an email invitation was sent to all academic and professional staff inviting them to: (1) participate in the program and (2) opt-in to the research component. The “VU Elevenses” program provided 10-15–minute microinterventions comprising lifestyle and well-being strategies to promote mental health via an online meeting platform at 11 AM each weekday. A mixed methods approach was used to evaluate the program, combining structured questionnaires with semistructured interviews to investigate the experiences of staff who participated in the program. etween 16 and 90 participants provided weekly program feedback. A total of 106 university staff opted into the longitudinal research component and 10 staff participated in the interviews. Participants reported high levels of satisfaction with sessions and perceived benefits for mental health. Approximately one quarter of participants reported moderate to severe symptoms of depression, anxiety, and stress at baseline, with significant reductions in these symptoms in the first 7 weeks of the program, corresponding with easing in mandatory isolation (“lockdown”) restrictions. Symptoms of depression, anxiety, and stress all increased when lockdown measures were reintroduced, but not to the same levels as found during the initial lockdown period. Overall changes in depression and anxiety from baseline to the end of the program were explained by changes in COVID-19–related distress, whereas changes in self-compassion explained changes in stress. e show that it is feasible and acceptable to develop and deliver a program of brief interventions in a timely manner, using a simple and accessible online platform. Although participation in the program was initially associated with reduced symptoms of depression, anxiety, and stress, participants’ mental health worsened with the reintroduction of a “lockdown” period. However, as symptoms of depression, anxiety, and stress did not return to levels observed at the start of the VU Elevenses program, participation in the uncontrolled intervention may have offered a protective benefit against the impact of the second significant lockdown period.
Publisher: Mary Ann Liebert Inc
Date: 04-2018
Abstract: The use of social networking sites (SNSs) is rapidly increasing as billions of in iduals use SNS platforms regularly to communicate with other users, follow the news, and play browser games. Given the widespread use of SNS platforms, investigating the potential predictors of addictive SNS use beyond Facebook use has become paramount given that most studies so far focused on "Facebook addiction." In this study, a total of 511 English-speaking SNS users (58.1% young adults aged 20-35 years 64.6% female) were recruited online and asked to complete a battery of standardized psychometric tools assessing participants' sociodemographic characteristics, SNS preferences and patterns of use, SNS addiction, preference for online social interaction, maladaptive cognitions, fear of missing out (FoMo), dysfunctional emotion regulation, and general psychiatric distress. Overall, about 4.9% (n = 25) of all participants could be classed as having a high SNS addiction risk profile. Moreover, the results further indicated that FoMo (β = 0.38), maladaptive cognitions (β = 0.25), and psychiatric distress (β = 0.12) significantly predicted SNS addiction (i.e., p < 0.0001) and accounted for about 61% of the total variance in SNS addiction, with FoMo providing the strongest predictive contribution over and above the effects of sociodemographic variables and patterns of SNS use. The implications of the present findings were discussed in light of extant literature on behavioral addictions and Facebook addiction and further considerations were provided regarding the potential clinical implications for cognitive-based psychological treatment approaches to SNS addiction.
Publisher: SAGE Publications
Date: 16-04-2015
Abstract: Over the last decade, research on Internet addiction (IA) has increased. However, almost all studies in the area are cross-sectional and do not examine the context in which Internet use takes place. Therefore, a longitudinal study examined the role of conscientiousness (as a personality trait) and classroom hostility (as a contextual factor) in the development of IA. The participants comprised 648 adolescents and were assessed over a 2-year period (while aged 16-18 years). A three-level hierarchical linear model was carried out on the data collected. Findings revealed that (a) lower conscientiousness was associated with IA and this did not change over time and (b) although being in a more hostile classroom did not initially have a significant effect, it increased girls’ IA vulnerability over time and functioned protectively for boys. Results indicated that the contribution of in idual and contextual IA factors may differ across genders and over time. More specifically, although the protective effect of conscientiousness appeared to hold, the over-time effect of classroom hostility increased the risk of IA for girls. These findings are discussed in relation to the psychological literature. The study’s limitations and implications are also discussed.
Publisher: Springer Science and Business Media LLC
Date: 22-11-2017
Publisher: Springer Science and Business Media LLC
Date: 24-07-2018
Publisher: Akademiai Kiado Zrt.
Date: 15-05-2017
Abstract: The risk effect of anxiety on addictive behaviors, including Internet addiction (IA), has repeatedly been highlighted in the international literature. However, there is a lack of longitudinal studies examining this association in relation to proximal context effects, particularly in adolescence. Such findings would shed light on potential age- and proximal context-related variations in the anxiety–IA association that could better inform IA prevention and intervention initiatives. In this study, 648 adolescents, embedded in 34 classrooms, were assessed at the age of 16 and again at the age of 18 to examine the effect of anxiety on IA behaviors in relation to the average level of classroom extraversion. IA was assessed with the Internet Addiction Test (Young, 1998), anxiety with the relevant subscale of the Symptom Checklist 90 – Revised (Derogatis & Savitz, 1999) and classroom extraversion with the synonymous subscale of the Five Factor Questionnaire (Asendorpf & van Aken, 2003). A three-level hierarchical linear model was calculated. The present findings demonstrated that: (a) higher levels of anxiety were significantly associated with higher IA behaviors, (b) the strength of this association did not vary over time (between 16 and 18 years old), and (c) however, it tended to weaken within classrooms higher in extraversion. This study indicated that the contribution of in idual IA risk factors might differently unfold within different contexts.
Publisher: Public Library of Science (PLoS)
Date: 27-07-2018
Publisher: Frontiers Media SA
Date: 23-05-2022
Publisher: Springer Science and Business Media LLC
Date: 08-11-2019
Publisher: Informa UK Limited
Date: 19-08-2016
Publisher: MDPI AG
Date: 12-2022
Abstract: Background: Evidence suggests that gamers can have varying experiences of disordered gaming behaviours due to coping mechanisms and how they can act as risk or protective factor in the development and/or maintenance of disordered behaviours. A particular area of interest is how this may manifest across different countries. Understanding the interplay of these potential risk and protective factors within different countries will aid identifying and preventing disordered behaviours. Methods: Three cohorts were recruited from Australia, New Zealand, and the United Kingdom. Each cohort was required to complete a battery of psychometric scales exploring problematic behaviours, problematic substance use, co-occurrence, coping styles, and personality. A latent profile analysis was conducted to examine the differences between cohorts and further investigated with additional analyses. Results: The findings suggested that a minority of gamers were affected by gaming disorder, and there appeared an at-risk cohort who utilise gaming as a maladaptive coping strategy. Other accompanying potentially addictive behaviour or substance use may be exacerbated as a result, the manifestation of which can be influenced by cultural elements. Conclusions: When considering gamers from countries which hold similar views, it is important to be cognisant of the variations found in the manifestations of disordered gaming and accompanying potentially addictive behaviours. This will allow for a more precise identification of at-risk behaviours, which will result in more favourable treatment outcomes for those who are considered at-risk or high-risk in iduals.
Publisher: Springer Science and Business Media LLC
Date: 17-04-2018
Publisher: Elsevier BV
Date: 06-2019
Publisher: SAGE Publications
Date: 17-02-2020
Abstract: This study examined the structure of attention-deficit/hyperactivity disorder (ADHD) symptoms in an adult community s le using first-order confirmatory factor analysis, exploratory structural equation modeling (ESEM), and bifactor confirmatory factor analysis and ESEM models, with two group factors (inattention [IA] and hyperactivity/impulsivity [HY/IM]) and two different three group factors (IA, hyperactivity [HY], and impulsivity [IM] and IA, motoric HY/IM, and verbal HY/IM). A total of 738 adults (males = 374 and females = 364) between 17 and 72 years of age completed the Adult ADHD Self-Report Scale. The results provided most support for the ESEM model with group factors for IA, motoric HY/IM, and verbal HY/IM. The factors in this model were reasonably well defined, had good internal consistency omega reliabilities, and had support for their external validities, thereby making it a suitable model for ratings of the ADHD symptoms presented in the Adult ADHD Self-Report Scale. The theoretical and clinical implications of the findings are discussed.
Publisher: Elsevier BV
Date: 06-2023
Publisher: American Psychological Association (APA)
Date: 05-05-2022
DOI: 10.1037/CBS0000335
Publisher: Elsevier BV
Date: 03-2017
Start Date: 2021
End Date: 12-2023
Amount: $412,744.00
Funder: Australian Research Council
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