ORCID Profile
0000-0002-8797-9244
Current Organisation
University of Adelaide
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Publisher: Edith Cowan University
Date: 2022
DOI: 10.14221/AIHJOURNAL.V3N4.2
Abstract: Substance use is a leading contributor to global disease, illness and death. Compared with non-Indigenous Australians, Aboriginal and Torres Strait Islander Australians are at an increased risk of substance-related harms due to the experience of additional social, cultural, and economic factors. While preventive approaches, including screening and early interventions are promising, currently there are limited options available to healthcare workers that are culturally appropriate for use in Aboriginal and Torres Strait Islander populations. Therefore, the aim of this research was to translate and culturally adapt the World Health Organization endorsed, Alcohol, Smoking and Substance Involvement Screening Test (ASSIST) into Pitjantjatjara. This paper first describes the process of translation and adaptation of the instrument (Phase 1). The process of focus-group testing the translated instrument for accuracy and cultural appropriateness is also discussed (Phase 2). Key findings from both phases are presented in the context of how the research team worked with key stakeholders in the community to identify facilitators and work through barriers to implementation. The findings from this paper will be used to inform the development of a digital, app-based version of the instrument for the purposes of pilot-testing and validation.
Publisher: Wiley
Date: 13-11-2019
DOI: 10.1002/CPP.2341
Abstract: Although there is sufficient research and clinical evidence to support the inclusion of gaming disorder in the latest revision of the International Classification of Diseases, relatively little is known about the effectiveness of first-line psychological treatment for gaming disorder or internet gaming disorder (IGD) as it is listed in the Diagnostic and Statistical Manual. This systematic review employed meta-analytic techniques to determine the effectiveness of cognitive-behavioural therapy (CBT) for IGD on four key outcomes: IGD symptoms, anxiety, depression, and time spent gaming. A database search identified 12 independent CBT studies. Effect size estimates (Hedges' g) with associated confidence intervals, prediction intervals, and p values for each pre-post treatment outcome, were calculated. Study reporting quality was evaluated in accordance with the Consolidated Standards of Reporting Trials guidelines. Subgroup and moderator analyses were undertaken to investigate potential sources of heterogeneity. CBT demonstrated high efficacy in reducing IGD symptoms (g = 0.92 [0.50, 1.34]) and depression (g = 0.80, [0.21, 1.38]), and showed moderate efficacy in reducing anxiety (g = 0.55, [0.17, 0.93]) at post-test. There was insufficient power to determine whether CBT was capable of reducing time spent gaming. Treatment gains at follow-up were nonsignificant across the four treatment outcomes. The pooled findings suggest that CBT for IGD is an effective short-term intervention for reducing IGD and depressive symptoms. However, the effectiveness of CBT for reducing actual time spent gaming was unclear. Given the limitations of this evidence base, there is a need for more rigorous studies to determine the potential long-term benefits of CBT for IGD. Given the rise in treatment demand for internet gaming disorder (IGD) and problematic gaming, it is necessary to determine which treatments are most effective for whom and under which conditions. This review shows that cognitive-behavioural therapy for IGD, which is often considered the first-line therapy, can improve IGD symptoms and comorbid depression. However, treatment gains tend to be short-term and their effect in reducing time spent gaming is unclear. Programs that target problematic gaming may be improved by additional support beyond the standard program of therapy sessions. More funding and resources are needed to support the development of a more rigorous evidence base on IGD and its treatment.
Publisher: SAGE Publications
Date: 26-11-2023
Publisher: Wiley
Date: 22-07-2022
DOI: 10.1111/DAR.13513
Abstract: Substance use is a common contributing factor to emergency department (ED) presentations. While screening, brief intervention, and referral to treatment for alcohol and tobacco is common in ED settings, it is not routinely conducted for illicit substances. This study aimed to deploy the ASSIST‐Lite to screen for risky use of alcohol and other drugs in the ED, to identify differences in risk based on between demographic characteristics. All ED attenders, aged 18 years or older, deemed well enough to participate were approached. Recruitment occurred at the Royal Adelaide Hospital ED between May and June 2017. Participants were asked to self‐complete the ASSIST‐Lite in the ED waiting room. Overall, 632 people were approached, of which 479 (75.8%) agreed to participate. Alcohol (72.2%), tobacco (27.1%) and cannabis (15.2%) were most commonly reported. Eighty‐nine participants reported moderate‐ or high‐risk use of two substances, and a further 49 in iduals reported moderate‐ or high‐risk use of three or more substances. Across most substances, age, gender and employment status was associated with risky substance use, with higher likelihood of risk reported by males, unemployed and younger participants. Unemployment was also significantly associated with increased risk severity for both moderate and high‐risk illicit use. The rate of risky illicit and polysubstance use found here highlight the need more focused research in ED settings. The findings also provide support for more routine screening, and early intervention approaches and suggest the need for active referral pathways through an alcohol and other drug consultation liaison service.
Publisher: SAGE Publications
Date: 07-10-2021
Abstract: Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, s le size and type, study region, and year of data collection. The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]) this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent s ling criteria (e.g. stratified random s ling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent s les, lower cut-off scores and smaller s le size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females. The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and s ling issues.
Publisher: Springer Science and Business Media LLC
Date: 12-03-2021
Publisher: Elsevier BV
Date: 02-2021
No related grants have been discovered for Matthew Stevens.