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Abstract
Background and aims
Research into Internet addiction (IA) has increased greatly over the last decade. Despite its various definitions and general lack of consensus regarding its conceptualisation amongst researchers, instruments for measuring this phenomenon have proliferated in a number of countries. There has been little research on IA in Portugal and this may be partly due to the absence of standardised measurement tools for assessing IA.
Methods
This study attempted to address this issue by adapting a Portuguese version of the Internet Addiction Test (IAT) via a translation-back translation process and Confirmatory Factor Analysis in a sample of 593 Portuguese students that completed a Portuguese version of the IAT along with questions related to socio-demographic variables.
Results
The findings suggested that the IAT appears to be a valid and reliable instrument for measuring IA among Portuguese young adults as demonstrated by its satisfactory psychometric properties. However, the present findings also suggest the need to reword and update some of the IAT's items. Prevalence of IA found in the sample was 1.2% and is discussed alongside findings relating to socio-demographic correlates. Limitations and implications of the present study are also discussed.
Conclusions
The present study calls for a reflection of the IAT while also contributing to a better understanding of the basic aspects of IA in the Portuguese community since many health practitioners are starting to realise that Internet use may pose a risk for some individuals.
Background and aims
Research into work addiction has steadily grown over the past decade. However, the literature is far from unified and there has been much debate on many different issues.
Aim and methods
This paper comprises a narrative review and focuses on 10 myths about work addiction that have permeated the psychological literature and beyond. The 10 myths examined are (a) work addiction is a new behavioral addiction, (b) work addiction is similar to other behavioral addictions, (c) there are only psychosocial consequences of work addiction, (d) work addiction and workaholism are the same thing, (e) work addiction exclusively occurs as a consequence of individual personality factors, (f) work addiction only occurs in adulthood, (g) some types of work addiction are positive, (h) work addiction is a transient behavioral pattern related to situational factors, (i) work addiction is a function of the time spent engaging in work, and (j) work addiction is an example of overpathogizing everyday behavior and it will never be classed as a mental disorder in the DSM.
Results
Using the empirical literature to date, it is demonstrated that there is evidence to counter each of the 10 myths.
Conclusion
It appears that the field is far from unified and that there are different theoretical constructs underpinning different strands of research.
Background and aims
Internet Gaming Disorder (IGD) has become health concern around the world, and specialized health services for the treatment of IGD are emerging. Despite the increase in such services, few studies have examined the efficacy of psychological treatments for IGD. The primary aim of this study was to assess the efficacy of a specialized psychotherapy program for adolescents with IGD [i.e., the “Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la Información y la Comunicación” (PIPATIC) program].
Methods
The sample comprised 31 adolescents (aged 12–18 years) from two public mental health centers who were assigned to either the (a) PIPATIC intervention experimental group or (b) standard cognitive-behavioral therapy (CBT) control group. The interventions were assessed at pre-, middle-, and post-treatment phases, as well as a 3-month assessment was carried out after completing the interventions.
Results
No significant differences between either group in the pre-treatment phase were found. Relating to the different interventions examined, significant differences were found at pre-test and post-test on the following variables: comorbid disorders, intrapersonal and interpersonal abilities, family relationships, and therapists’ measures. Both groups experienced a significant reduction of IGD symptoms, although the PIPATIC group experienced higher significant improvements in the remainder of the variables examined.
Discussion and conclusions
The findings suggest that PIPATIC program is effective in the treatment of IGD and its comorbid disorders/symptoms, alongside the improvement of intra- and interpersonal abilities and family relationships. However, it should also be noted that standard CBT was also effective in the treatment of IGD. Changing the focus of treatment and applying an integrative focus (including the addiction, the comorbid symptoms, intra- and interpersonal abilities, and family psychotherapy) appear to be more effective in facilitating adolescent behavior change than CBT focusing only on the IGD itself.
Background
The Exercise Addiction Inventory (EAI) is a short, valid, and reliable instrument used to assess the risk for exercise addiction, and has already been used in numerous published studies. The EAI contains six items, rated on a 5-point scale (strongly agree to strongly disagree), which are based on the components model of addiction. The middle of the original scale (scoring 3 out of 5) reflects neither agreement nor disagreement, which conveys neutrality. However, the present authors believe that individual who provides a neutral opinion on each item (i.e., scoring 3) is a conceptual dilemma because it artificially increases the total score obtainable on the scale without yielding agreement or disagreement with a particular item. Indeed, the six items of the EAI are phrased in such way that respondents can either agree or disagree in the slightly to strongly range.
Methods
This study modified the EAI from a 5-point rating scale to a 6-point one, so that it eliminated a middle neutral response. A total of 277 exercising participants completed the Revised Exercise Addiction Inventory (EAI-R) and Exercise Dependence Scale.
Results
All psychometric properties of the EAI-R were superior to the originally published scale.
Conclusion
Considering these findings, it is recommended that scholars now use the EAI-R in the future research if they need to assess the risk of exercise addiction.
Beyond the myths about work addiction: Toward a consensus on definition and trajectories for future studies on problematic overworking
A response to the commentaries on: Ten myths about work addiction (Griffiths et al., 2018)
In an unprecedented collaborative effort to integrate the existing knowledge on work addiction and delineate trajectories for future studies, several papers from work addiction researchers (including some of the most prolific experts in the field) have contributed to the debate on the misconceptions/myths about this problematic behavior. On the basis of the overview of the presented arguments, the most commonly proposed recommendations were that there should be: (a) a general definition of work addiction, (b) the need for more transdisciplinary and integrative approach to research, and (c) propositions regarding more high-quality research. These three aspects are summarized in the present paper. There is a general agreement among work addiction researchers that work addiction is a problematic behavior that merits more systematic studies, which require input and expertise from a wide range of fields due to its complex nature.
Background and aims
Internet gaming disorder (IGD) has become a topic of increasing research interest since its inclusion in Section 3 of the DSM-5. Given the lack of clinical studies concerning IGD, exploring the characteristics of clinical samples with IGD will help to delineate the gaming disorder construct and inform future treatment studies.
Methods
Data collection consisted of clinical interviews comprising 31 male adolescents diagnosed with IGD. Alongside the clinical interviews, the participants were administered a battery of psychometric tests assessing the following: IGD, personality traits, comorbid symptomatology, emotional intelligence (EI), and family environment characteristics.
Results
The results showed that the adolescents with IGD and their relatives reported a high number of hours per week and high presence of stressful life events in the majority of the sample. High scores on scales assessing depression, anxiety, and somatic disorders were found. However, the findings indicate the presence of several other comorbid disorders meaning that some of the adolescent sample with IGD had different clinical profiles. Several personality traits were found to be highly associated with IGD including introversion, inhibition, submissiveness, self-devaluation, interpersonal sensibility, obsessive–compulsive tendencies, phobic anxiety, and hostility, as well as paranoid and borderline personality traits. Other negative characteristics found in the present sample included a high level of social problems, low EI, and dysfunctional family relationships.
Discussion and conclusions
The findings suggest a more global pattern of key psychological characteristics associated with Internet gaming disorder in adolescence. This may help in understanding the complexity of this proposed disorder and it may also help in designing more specialized interventions for adolescents with IGD. The findings have important implications for clinical practice and interventions.
Background and aims
Smartphone use has increased markedly over the past decade and recent research has demonstrated that a small minority of users experience problematic consequences, which in extreme cases have been contextualized as an addiction. To date, most research have been quantitative and survey-based. This study qualitatively examined the components model of addiction for both “addicted” and “non-addicted” users.
Methods
A screening tool comprising 10 dichotomous items was administered to 40 college students. Of these, six addicted and six non-addicted participants were identified on the basis of their score on the screening tool and were asked to participate in a semi-structured interview. The interview questions were based on the components model of addiction comprising six domains (i.e., salience, withdrawal, conflict, relapse and reinstatement, tolerance, and mood modification). Directed content analysis was used to analyze the transcribed data and subthemes as well as emerging themes for the study as a whole were established.
Results
There was some evidence of demarcation between smartphone addicts on the dimensions of salience, tolerance, withdrawal, and conflict. Mood modification was not much different in either group, and no participant reported relapse.
Conclusions
The non-addicted group had much greater control over their smartphone usage than the addicted group on four (of six) aforementioned dimensions of behavioral addiction. Consequently, the main findings of this study provided good support for the components model of behavioral addiction.
Abstract
Background and aims
Given that Internet Gaming Disorder (IGD) has tentatively been included in DSM-5 as a psychiatric disorder, it is important that the effect of parental and peer attachment in the development of IGD is further explored.
Methods
Utilizing a longitudinal design, this study investigated the bidirectional association between perceived parent–adolescent attachment, peer attachment, and IGD among 1,054 first-year undergraduate students (58.8% female). The students provided demographic information (e.g., age, gender) and were assessed using the nine-item Internet Gaming Disorder Scale and the Inventory of Parent and Peer Attachment. Assessments occurred three times, six months apart (October 2017; April 2018; October 2018).
Results
Cross-lagged panel models suggested that IGD weakly predicted subsequent mother attachment but significantly negatively predicted father attachment. However, father and mother attachment did not predict subsequent IGD. Moreover, peer attachment had a bidirectional association with IGD. Furthermore, the model also demonstrated stable cross-sectional negative correlations between attachment and IGD across all three assessments.
Discussion and conclusions
The findings of the present study did not show a bidirectional association between parental attachment and IGD, but they did show a negative bidirectional association between peer attachment and IGD. The results suggested previous cross-sectional associations between IGD and attachment, with larger links among males than females at the first measurement point. We found that peer attachment negatively predicted subsequent IGD, which indicates that peer attachment plays an important role in preventing addictive gaming behaviors for university students.
Background and aims
Research examining problematic mobile phone use has increased markedly over the past 5 years and has been related to “no mobile phone phobia” (so-called nomophobia). The 20-item Nomophobia Questionnaire (NMP-Q) is the only instrument that assesses nomophobia with an underlying theoretical structure and robust psychometric testing. This study aimed to confirm the construct validity of the Persian NMP-Q using Rasch and confirmatory factor analysis (CFA) models.
Methods
After ensuring the linguistic validity, Rasch models were used to examine the unidimensionality of each Persian NMP-Q factor among 3,216 Iranian adolescents and CFAs were used to confirm its four-factor structure. Differential item functioning (DIF) and multigroup CFA were used to examine whether males and females interpreted the NMP-Q similarly, including item content and NMP-Q structure.
Results
Each factor was unidimensional according to the Rach findings, and the four-factor structure was supported by CFA. Two items did not quite fit the Rasch models (Item 14: “I would be nervous because I could not know if someone had tried to get a hold of me;” Item 9: “If I could not check my smartphone for a while, I would feel a desire to check it”). No DIF items were found across gender and measurement invariance was supported in multigroup CFA across gender.
Conclusions
Due to the satisfactory psychometric properties, it is concluded that the Persian NMP-Q can be used to assess nomophobia among adolescents. Moreover, NMP-Q users may compare its scores between genders in the knowledge that there are no score differences contributed by different understandings of NMP-Q items.
Background and aims
The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders included Internet gaming disorder (IGD) as a disorder that needs further research among different general populations. In line with this recommendation, the primary objective of this was to explore the relationships between IGD, sleep habits, and academic achievement in Lebanese adolescents.
Methods
Lebanese high-school students (N = 524, 47.9% males) participated in a paper survey that included the Internet Gaming Disorder Test and demographic information. The sample’s mean average age was 16.2 years (SD = 1.0).
Results
The pooled prevalence of IGD was 9.2% in the sample. A hierarchical multiple regression analysis demonstrated that IGD was associated with being younger, lesser sleep, and lower academic achievement. While more casual online gamers also played offline, all the gamers with IGD reported playing online only. Those with IGD slept significantly less hours per night (5 hr) compared with casual online gamers (7 hr). The school grade average of gamers with IGD was the lowest among all groups of gamers, and below the passing school grade average.
Conclusions
These findings shed light on sleep disturbances and poor academic achievement in relation to Lebanese adolescents identified with IGD. Students who are not performing well at schools should be monitored for their IGD when assessing the different factors behind their low academic performance.