Browse Our Latest Psychology and Behavioral Science Journals
Psychological journals are peer-reviewed, interdisciplinary journals that publish original work in some areas of psychology. The most common publications include cognitive, health and clinical psychology, applied, developmental, biological, social, experimental, and educational psychology, and psychoanalysis.
Behavioral Sciences
Abstract
Background
Public health issues arising from excessive online gaming have garnered significant research interest. Existing studies indicate that, within the framework of the dual-systems theory, the equilibrium between the goal–directed and habitual control systems is disrupted in patients with Internet gaming disorder (IGD). Nevertheless, the understanding of how this imbalance manifests within the brain is limited. This study aims to investigate real-time brain activity in individuals with IGD during the activation of both the goal–directed and habitual systems using electrophysiological techniques.
Methods
Twenty-four individuals with IGD and twenty-three matched recreational game users (RGUs) underwent electroencephalography (EEG) data collection while completing an outcome devaluation task. Differences between the two groups at the Fz, Cz, and Pz electrodes were compared using repeated measures ANOVA.
Results
The behavioral results revealed that the RGU group exhibited higher accuracy than the IGD group during the learning phase (t(45) = −3.08, p < 0.001, η 2 = 0.42). During the slip-of-action test, the IGD group made more action-slip responses for devalued outcomes than the RGU group (F (1,45) = 6.22, p = 0.016, η 2 = 0.12). The EEG experiment results indicated that, upon stimulus presentation during the slip-of-action test, the IGD group had significantly more negative average amplitudes at the Fz and Cz electrodes compared with the RGUs (−7.26 ± 6.28 μV; −5.18 ± 5.49 μV; F (1,40) = 5.54, p = 0.024, η 2 = 0.12; F (1,40) = 4.92, p = 0.032, η 2 = 0.11). Concurrently, the single-group analysis based on RGU revealed that habitual control appears to be associated with greater N2 and P3 amplitudes during the stimulus-locked phase.
Conclusions
The goal–directed system of individuals with IGD is impaired, manifesting in the increased cognitive resources required to activate the goal–directed system when they need to disrupt habitual responses. This suggests that the imbalance due to IGD within the dual systems may originate from an impaired goal–directed system rather than the overactivation of the habitual system.
Abstract
Background and aim
Video gaming (VG) and cannabis use are two behaviors that are particularly prevalent among adolescents and young adults, as they can both be sedentary activities that are used to help decompress. As such, this raises questions about the possible relationship between VG and cannabis use. The aim of the present review is to document the relationship between VG and cannabis use.
Methods
A scoping review identified 25 articles published between 2000 and February 2025, and presenting original findings on the relationship between VG and cannabis use.
Results
Results demonstrate that existing literature is heterogeneous in its methods and measures. Nonetheless, evidence suggests that a relationship does exist, as the majority of studies did find a positive relationship between VG and cannabis use, although several studies also found no significant relationship, and a few even found a negative relationship.
Discussion
Being a new and emerging subject, few studies exist exploring the relationship between VG and cannabis use. Thus, there is much that needs to be explored before drawing clear conclusions on what type of relationship exists between both behaviours. An inability to draw clear conclusions is, in part, due to a lack of consistency in the way both VG and cannabis use have been operationalized, and the use of convenience samples, which have created additional challenges that the field will need to address moving forward.
Abstract
Background and aims
Based on the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, this study aimed to identify dynamic reconfiguration of the basal ganglia network (BGN), limbic network (LN) and frontal-parietal network (FPN) in individuals with internet gaming disorder (IGD) during a real gaming situation. This approach overcomes the indirectness of experimental task situations in previous studies, providing direct evidence for the underlying neural basis of IGD.
Methods
Thirty gamers with IGD and 37 gamers with recreational game use (RGU) were scanned during online gaming and immediate deprivation. Two coefficients (recruitment and integration) were calculated using community structure, an emerging method, to represent individual functional segregation and integration of brain networks over time, respectively.
Results
The IGD group showed greater recruitment of BGN and LN after deprivation of gaming, and greater integration between the inferior frontal gyrus in the FPN and BGN and between the dorsolateral prefrontal cortex in the FPN and LN during deprivation. In contrast, the RGU group exhibited lower recruitment of BGN during deprivation than during gaming, stable recruitment of LN and stable integration between nodes in the FPN and BGN.
Conclusions
Gamers with RGU always maintain stable cognitive control and emotional regulation and could drop cravings/anticipation for continuing gaming after being interrupted gaming. However, gamers with IGD have stronger craving/anticipation and emotional responses after being interrupted gaming and insufficient control over cravings/anticipation and emotions. These findings help directly explain why gamers with IGD are addicted to gaming, despite having similar gaming experiences to those of gamers with RGU.
Abstract
The fictional story, Cornutopia, by British-Nigerian author Irenosen Okojie, offers a critical outsider's perspective on the enthusiasm surrounding psychedelic research, notably from outside the small world of psychedelic research. The protagonist, Amel Dyani, a young Black woman, participates in a psychedelic clinical trial but has a negative experience. This article aims to analyse the narrative to see what the sector can learn about minority views on psychedelic research, and what we can do to improve.
Amel's fictional experience touches on a number of issues within psychedelic clinical trials, such as bias and the vulnerability of patients under the influence of psychedelics. The protagonist comes away from the experience in a seemingly worse condition than when she started, which deviates from the often overwhelmingly positive coverage of the potential of psychedelic-assisted therapy.
A theme of mistrust of healthcare professionals permeates the prose. This is significant in light of calls for greater diversity in psychedelic clinical trials, and the hypothesised role that race may have on the set and setting of a psychedelic experience. We must consider whether this means there is potential for there to be differences in clinical outcomes between racial groups for psychedelic-assisted therapy.
On the basis of themes raised in the story recommendations are made to inform future practice, such as improving researchers' awareness of barriers to inclusion for those from ethnic minority backgrounds as well as targeted attention towards the possibility of racial differences in therapy outcomes.
Abstract
Background and aims
Problematic smartphone use (PSU) has become an important public health issue in adolescence, and it is imperative to innovate treatments to improve and prolong the effectiveness of interventions. Considering that positive psychology interventions (PPIs) are highly effective in reducing addictive behaviors in adolescents, this study aims to develop and evaluate the effectiveness of an intervention program (PREIP, 8 weeks, 1 h/week) on adolescent PSU within a positive psychology framework.
Methods
Adolescents from China were randomly assigned to the personal resources energized intervention program (PREIP) intervention group (N = 30), the CBT control group (N = 30), and the waitlist (N = 28), which were measured at baseline, post-intervention, and 2-month follow-up.
Results
Participants in the PREIP intervention group had significantly lower levels of PSU, and loneliness, and significantly higher levels of perceived social support and well-being compared to the two control groups (CBT control and waitlist). Furthermore, although participants in the CBT control group were able to significantly reduce PSU symptoms, the improvements in the PREIP group were more sustained over the follow-up period.
Discussion and conclusions
In conclusion, this study supports the positive effects of PREIP on adolescent PSU and explained the underlying mechanisms for improving positive mood, reducing loneliness, and promoting perceived social support.
Az emetofóbia kognitív pszichológiai és viselkedéses háttere
The cognitive psychological and behavioral background of emetophobia
Cikkünkben arra fókuszálunk, hogy feltérképezzük a hányásfóbia (emetofóbia) kognitív pszichológiai hátterét, valamint a releváns, védekezést szolgáló viselkedési stratégiákat (elkerülő és biztonságkereső). Az emetofóbia egy, a társadalom által kevéssé ismert és megértett specifikus fóbia, a hányingertől és a hányástól való intenzív félelem. Az emetofóbia kialakulása egy averzív kulcsélményhez köthető, amely során az érintett személyek ténylegesen megtapasztalják a hányást, vagy mások hányásának lesznek szemtanúi. Tudományos témaválasztásunkat megalapozza az a tény, hogy az emetofóbia eddig csekély figyelmet kapott a kutatási gyakorlatban. Elsőként az emetofóbia etiológiáját, valamint két viselkedéses-kognitív modellt mutatunk be. Az emetofóbia egy kevéssé kutatott terület, azonban cikkünkben bemutatjuk a kurrens, főként kognitív viselkedésterápián alapuló vizsgálatokat. Kifejtjük a komorbiditás kérdését is: az emetofóbia pontos diagnózisának meghatározása rendkívül fontos szempont, hiszen az emetofóbiában az átlagpopulációhoz képest magasabb a mentális zavarokkal való komorbiditás aránya. Részletesen kitérünk az emetofóbia kapcsán releváns undor szerepére, valamint az elkerülő és biztonságkereső viselkedések komplex mechanizmusaira. Az áttekintett kutatási eredmények alapján az emetofóbia kapcsán egy olyan komplex jelenségről beszélhetünk, amely etiológiája körül rengeteg a kérdőjel, és amely rendkívül megnehezíti és korlátozza az érintett egyének életvezetését. Tudományos összefoglalónk célja abban is rejlik, hogy az emetofóbiában szenvedő személyek számára tudományosan megalapozott információkat adjunk át az emetofóbia hátteréről; a szakemberek számára pedig elindítsunk egy tudományos diskurzust.
Abstract
Background and aim
The present study stems from the need to deepen knowledge regarding understanding the psychological mechanisms underlying Love Addiction (LA) and investigate the role of attachment style as a theoretical framework. We conducted a systematic review of the literature and a meta-analysis of the investigated topics to achieve this objective.
Method
Five databases (PsycINFO, PsycARTICLES, MEDLINE, Scopus, and Web of Science) systematically searched for studies that analyzed the relationship between LA and attachment dimensions, published in all years until September 23, 2024.
Results
Overall, we found 27 studies; of these, we included 15 in the meta-analysis, with 3,628 participants. The analyses were conducted using the test of heterogeneity, effect dispersion, and moderator analysis (gender, age, research continent, quality of the studies, and types of attachment instruments). A significant and positive relationship (r = 0.39, p < 0 .05) was observed between Love Addiction and anxious attachment, while a significant and negative relationship was found with avoidant attachment (r = −0.09, p < 0.05).
Conclusions
The systematic review and meta-analysis provide an important starting point for understanding and operationalizing the construct. The association with attachment styles allows postulating the relational nature of Love Addiction, differentiating it from other addictions. In addition, the association with anxious and avoidant attachment shows promise in understanding Love Addict subtypes.
Abstract
Background and aims: With surges in digital technologies, concerns over adolescents' screen use have intensified. Previous studies often relied on self-reported screen time, neglecting the experiential and motivational aspects of different screen activities (e.g. social media, gaming, and smartphones), possibly leading to heterogeneous associations. This study aimed to examine whether the severity of problematic screen use, conceptualized as a continuous measure of screen-related functional impairment, plays a more central role in development than self-reported screen time or phone-checking frequency, and to explore its influence within the broader adolescent ecosystem (i.e. family conflict, peer involvement, and school participation). Methods: Cohort data were obtained from the Adolescent Brain Cognitive Development (ABCD) study Release 5.1. Screen use was obtained from self-report questionnaires, capturing both activity time and functional impairments. Among cross-sectional networks derived from 9,054 youth (4,272 girls, 47.18%) at 2-year follow-up (T2, ages 11–12 years) and 4,007 youth (1,896 girls, 47.32%) at 4-year follow-up (T4, ages 13–14 years), problematic use showed higher centrality than screen time and checking behavior, owing to stronger connections with behavioral tendencies. Cross-lagged-panel-network analyses of problematic use included 3,954 youth (1,863 girls, 47.12%). Results: Problematic use exhibited high out-strength, which was associated with worsening psychopathologies and environmental conditions. Conversely, problematic use at T4 appeared less influenced by factors at T2. Conclusion: This study underscores the pivotal role of problematic screen use, which showed greater centrality and stronger predictive effects on adolescent well-being than self-reported screen time, highlighting the need for policies and interventions addressing screen-related functional impairments to promote healthier screen habits in developing youth.
Abstract
Background and aims
The shift from goal-directed to habitual control is a well-documented phenomenon in addiction research and is considered a critical factor in the development and maintenance of addictive behaviors. Whether Internet Gaming Disorder (IGD) is also associated with such a shift is not yet clear. The current study investigated the imbalance between goal-directed and habitual control in individuals with IGD.
Methods
Goal-directed and habitual control, as informed by model-based (MB) and model-free (MF) learning, were assessed with a two-step sequential decision-making task during functional magnetic resonance imaging (fMRI) in 33 young adults with IGD and 32 healthy controls (HCs). Self-report data regarding addictive symptoms, game craving, and impulsivity were also collected.
Results
Individuals with IGD relied more heavily on habitual control to guide subsequent choices compared to HCs. According to a hybrid reinforcement learning model, individuals with IGD also exhibited a reduced MB weight related to HCs, which was correlated with more severe addictive symptoms. fMRI results revealed that individuals with IGD showed increased MF reward prediction error (RPEMF) signals in the right triangular part of the inferior frontal gyrus (IFG). No significant group differences were found in the contrast of RPEMB maps.
Discussion and conclusions
Our study provides both behavioral and neural evidence highlighting an imbalance between goal-directed and habitual control, favoring habitual control in individuals with IGD. This imbalance is associated with the severity of addictive symptoms, suggesting an indication of habit inclination in IGD could potentially contribute to the development or maintenance of the addiction.
Abstract
The proliferation of hostile behaviors among players in online multiplayer video games has become a growing concern in recent years. Toxic behaviors negatively impact individual and team performance, diminish game enjoyment, and risk the psychological well-being of gamers. This paper overviews current scientific knowledge on the manifestations and characteristics of this phenomenon, provides a taxonomy of the various behaviors, and outlines future research directions. The authors suggest that further research needs to focus on a deeper understanding of the mechanisms underlying toxicity. Prevention and intervention efforts are crucial to reduce the harms associated with engagement in toxic interactions and to improve the safety and inclusivity of online gaming environments.