This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the ...This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the Korean Youth Panel Survey between 2004 and 2008. Internet game use, the levels of aggression, self-esteem, self-control, stress, depression, attachment to parents, parental control, attachment to teachers, and attachment to peers were measured by 5-point Likert scales. The result showed that gender was the most effective factor influencing the initial level of, the rate of changes, an increase or decrease in the rate of changes in Internet game use and levels of aggression. Boys showed higher levels of Internet game use and aggression than girls. Children with higher self-esteem, self-control and lower stress and depression showed lower levels of Internet game use and aggression. The levels of Internet game use at fourth grade was positively correlated with later increase in the levels of aggression. Also, the faster increase in Internet game use caused faster increase in the levels of aggression later. Based on the results, preventive measures such as limiting the opportunities to access Internet games might be worth to decrease the aggressive behaviors among children.展开更多
In the past 15 years, there have been more than 40 articles in the medical literature about excessive participation in on-line internet action games by adolescents and young adults. The following case reports provide ...In the past 15 years, there have been more than 40 articles in the medical literature about excessive participation in on-line internet action games by adolescents and young adults. The following case reports provide detailed information on two boys, ages 16 and 20 years respectively, who are compulsive and enthusiastic internet gamers, to the exclusion of family communication, school activities, academic performance, participation in sports and dating. They have not mastered any of the usual goals of adolescent development.展开更多
In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental hea...In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental health cannot be denied,even though only a small portion of the screen-dependent population exhibits psychopathological and behavioral symptoms.The present study aimed to explore a latent profile analysis(LPA)of Internet Gaming Disorder on the mental health of Chinese school students.The data were collected from a sample of 1005 Chinese school students(49.8%male;age M=13.32,SD=1.34 years)using a paper-pencil survey through convenience sampling.LPA explored three latent profiles of internet gamers:regular gamers(62.4%),moderate gamers(28.1%),and probable disordered gamers(9.4%).Results showed that the probable disordered gamers had significantly higher levels of depression,anxiety,emotional and conduct problems,hyperactivity,and peer problem symptoms as well as lower life satisfaction,and pro-social symptoms compared to regular and moderate gamers(p<0.05).This study would be helpful to mental health professionals in designing interventions for gamers who present IGD symptoms.Future longitudinal studies should also be undertaken to assess whether mental health worsens for probable disordered gamers.展开更多
Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high...Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students.展开更多
This paper analyses adverse selection by signalingmodel and imcomplete information static game modelafter the review of Internet trust. The results showthat establishing credit grades system, decreasingcost difference...This paper analyses adverse selection by signalingmodel and imcomplete information static game modelafter the review of Internet trust. The results showthat establishing credit grades system, decreasingcost differences of Internet goods, increasing Internetmerchants participating in marking a price, reducingmerchants’ cost, concentrating purchase can improveInternet trust. The theoretical bias is provided for theresearch of trust in Internet.展开更多
Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist wa...Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist war" play,or how much of its share of space.展开更多
This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "...This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "separatism" status, analyzes the role of sports field in the institutional "separatism", induces some necessary reflection, and looks to "e-sport" prospects in sports field.展开更多
AIM: To provide a comprehensive overview of clinical studies on the clinical picture of Internet-use related addictions from a holistic perspective. A literature search was conducted using the database Web of Science....AIM: To provide a comprehensive overview of clinical studies on the clinical picture of Internet-use related addictions from a holistic perspective. A literature search was conducted using the database Web of Science.METHODS: Over the last 15 years, the number of Internet users has increased by 1000%, and at the same time, research on addictive Internet use has proliferated. Internet addiction has not yet been understood very well, and research on its etiology and natural history is still in its infancy. In 2013, the American Psychiatric Association included Internet Gaming Disorder in the appendix of the updated version of the Diagnostic and Statistical Manual for Mental Disorders(DSM-5) as condition that requires further research prior to official inclusion in the main manual, with important repercussions for research and treatment. To date, reviews have focused on clinical and treatment studies of Internet addiction and Internet Gaming Disorder. This arguably limits the analysis to a specific diagnosis of a potential disorder that has not yet been officially recognised in the Western world, rather than a comprehensive and inclusive investigation of Internet-use related addictions(including problematic Internet use) more generally. RESULTS: The systematic literature review identified a total of 46 relevant studies. The included studies used clinical samples, and focused on characteristics of treatment seekers and online addiction treatment. Four main types of clinical research studies were identified, namely research involving(1) treatment seeker characteristics;(2) psychopharmacotherapy;(3) psychological therapy; and(4) combined treatment. CONCLUSION: A consensus regarding diagnostic criteria and measures is needed to improve reliability across studies and to develop effective and efficient treatment approaches for treatment seekers.展开更多
AIM: To report the results of functional magnetic resonance imaging(f MRI) studies pertaining internet addiction disorder(IAD) in young adults.METHODS: We conducted a systematic review on Pub Med, focusing our attenti...AIM: To report the results of functional magnetic resonance imaging(f MRI) studies pertaining internet addiction disorder(IAD) in young adults.METHODS: We conducted a systematic review on Pub Med, focusing our attention on f MRI studies involving adult IAD patients, free from any comorbid psychiatric condition. The following search words were used, both alone and in combination: f MRI, internet addiction, internet dependence, functional neuroimaging. The search was conducted on April 20^(th), 2015 and yielded 58 records. Inclusion criteria were the following: Articles written in English, patients' age ≥ 18 years, patients affected by IAD, studies providing f MRI results during resting state or cognitive/emotional paradigms. Structural MRI studies, functional imaging techniques other than f MRI, studies involving adolescents, patients with comorbid psychiatric, neurological or medical conditions were excluded. By reading titles and abstracts, we excluded 30 records. By reading the full texts of the 28 remaining articles, we identified 18 papers meeting our inclusion criteria and therefore included in the qualitative synthesis.RESULTS: We found 18 studies fulfilling our inclusion criteria, 17 of them conducted in Asia, and including a total number of 666 tested subjects. The included studies reported data acquired during resting state or different paradigms, such as cue-reactivity, guessing or cognitive control tasks. The enrolled patients were usually males(95.4%) and very young(21-25 years). The most represented IAD subtype, reported in more than 85% of patients, was the internet gaming disorder, or videogame addiction. In the resting state studies, the more relevant abnormalities were localized in the superior temporal gyrus, limbic, medial frontal and parietal regions. When analyzing the task related fmri studies, we found that less than half of the papers reported behavioral differences between patients and normal controls, but all of them found significant differences in cortical and subcortical brain regions involved in cognitive control and reward processing: Orbitofrontal cortex, insula, anterior and posterior cingulate cortex, temporal and parietal regions, brain stem and caudate nucleus.CONCLUSION: IAD may seriously affect young adults' brain functions. It needs to be studied more in depth to provide a clear diagnosis and an adequate treatment.展开更多
In our previous studies, we showed that frontal lobe and brainstem functions were abnormal in online game addicts. In this study, 14 students with Internet addiction disorder and 14 matched healthy controls underwent ...In our previous studies, we showed that frontal lobe and brainstem functions were abnormal in online game addicts. In this study, 14 students with Internet addiction disorder and 14 matched healthy controls underwent proton-magnetic resonance spectroscopy to measure cerebral function. Results demonstrated that the ratio of N-acetylaspartate to creatine decreased, but the ratio of cho- line-containing compounds to creatine increased in the bilateral frontal lobe white matter in people with Internet addiction disorder. However, these ratios were mostly unaltered in the brainstem, suggesting that frontal lobe function decreases in people with Internet addiction disorder.展开更多
There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD b...There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study.展开更多
New concept of'edge entrance'is put forward anda new analyzing framework of'edge entrance pattern'is established from the perspective of economicsthrough studying the technologic nature of Internetsyst...New concept of'edge entrance'is put forward anda new analyzing framework of'edge entrance pattern'is established from the perspective of economicsthrough studying the technologic nature of Internetsystem.Based on this framework and under differentmarket structures,sequential game models are builtand Internet services are taken as the typical objectsto analyze the phenomenon of edge entrance.Theinfluences of edge entrance of Internet services aresummarized finally and the conclusions show thatInternet services can integrate from edge intomainstream,apart from the driving forces from technologyand market demands,'edge'attribute is alsoone of the main reasons.展开更多
After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been eith...After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been either stagnant or decreased. Trends of Korean Internet and e-commerce market are summarized in this paper the trends on Internet usage are introduced. Trends of online games, blogs and wireless Internet are introduced. The trends of Korean Internet market may have implications for China and Japan.展开更多
文摘This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the Korean Youth Panel Survey between 2004 and 2008. Internet game use, the levels of aggression, self-esteem, self-control, stress, depression, attachment to parents, parental control, attachment to teachers, and attachment to peers were measured by 5-point Likert scales. The result showed that gender was the most effective factor influencing the initial level of, the rate of changes, an increase or decrease in the rate of changes in Internet game use and levels of aggression. Boys showed higher levels of Internet game use and aggression than girls. Children with higher self-esteem, self-control and lower stress and depression showed lower levels of Internet game use and aggression. The levels of Internet game use at fourth grade was positively correlated with later increase in the levels of aggression. Also, the faster increase in Internet game use caused faster increase in the levels of aggression later. Based on the results, preventive measures such as limiting the opportunities to access Internet games might be worth to decrease the aggressive behaviors among children.
文摘In the past 15 years, there have been more than 40 articles in the medical literature about excessive participation in on-line internet action games by adolescents and young adults. The following case reports provide detailed information on two boys, ages 16 and 20 years respectively, who are compulsive and enthusiastic internet gamers, to the exclusion of family communication, school activities, academic performance, participation in sports and dating. They have not mastered any of the usual goals of adolescent development.
基金supported by the Postdoctoral Research Fund of School of Psychology,Zhejiang Normal University(No.ZC304022990).
文摘In recent years,speculation of an increase in Internet Gaming Disorder(IGD)has surfaced with the growing popularity of internet gaming among Chinese children and adolescents.The detrimental impact of IGD on mental health cannot be denied,even though only a small portion of the screen-dependent population exhibits psychopathological and behavioral symptoms.The present study aimed to explore a latent profile analysis(LPA)of Internet Gaming Disorder on the mental health of Chinese school students.The data were collected from a sample of 1005 Chinese school students(49.8%male;age M=13.32,SD=1.34 years)using a paper-pencil survey through convenience sampling.LPA explored three latent profiles of internet gamers:regular gamers(62.4%),moderate gamers(28.1%),and probable disordered gamers(9.4%).Results showed that the probable disordered gamers had significantly higher levels of depression,anxiety,emotional and conduct problems,hyperactivity,and peer problem symptoms as well as lower life satisfaction,and pro-social symptoms compared to regular and moderate gamers(p<0.05).This study would be helpful to mental health professionals in designing interventions for gamers who present IGD symptoms.Future longitudinal studies should also be undertaken to assess whether mental health worsens for probable disordered gamers.
基金supported by the National Social Science Foundation of China(20BSH131).
文摘Internet gaming disorder(IGD)among junior high school students is an increasingly prominent mental health concern.It is important to look for influences behind internet gaming disorder tendency(IGDT)in the junior high school student population.The present study aimed to reveal the explanatory mechanisms underlying the association between parental psychological control(PPC)and internet gaming disorder tendency among junior high school students by testing the mediating role of core self-evaluation(CSE)and the moderating role of intentional self-regulation(ISR).Participants in present study were 735 Chinese junior high school students who completed offline self-report questionnaires on parental psychological control,core self-evaluation,intentional self-regulation,and Internet gaming disorder tendency.Analyses were conducted via mediation and moderated mediation.The results showed that:(1)Parental psychological control was positively related to junior high school students’Internet gaming disorder tendency.Core self-evaluation,and intentional self-regulation were negatively related to junior high school students’Internet gaming disorder tendency,respectively.(2)Core self-evaluation partially mediated the relationship between parental psychological control and junior high school students’Internet gaming disorder tendency.(3)Intentional self-regulation moderated the association between parental psychological control and Internet gaming disorder tendency,as well as the relationships between parental psychological control and core self-evaluation and core self-evaluation and Internet gaming disorder tendency in the mediated model.Based on these findings,we believe that there is a need to weaken parental psychological control,strengthen junior high school students’core self-evaluation and intentional self-regulation,and to recognize the important role of parents as well as their children’s personal positive traits in the healthy development of junior high school students.
文摘This paper analyses adverse selection by signalingmodel and imcomplete information static game modelafter the review of Internet trust. The results showthat establishing credit grades system, decreasingcost differences of Internet goods, increasing Internetmerchants participating in marking a price, reducingmerchants’ cost, concentrating purchase can improveInternet trust. The theoretical bias is provided for theresearch of trust in Internet.
文摘Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist war" play,or how much of its share of space.
文摘This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "separatism" status, analyzes the role of sports field in the institutional "separatism", induces some necessary reflection, and looks to "e-sport" prospects in sports field.
基金Supported by A grant from the European Commission("Tech Use Disorders"Grant ID:FP7-PEOPLE-2013-IEF-627999)awarded to Olatz Lopez-Fernandez
文摘AIM: To provide a comprehensive overview of clinical studies on the clinical picture of Internet-use related addictions from a holistic perspective. A literature search was conducted using the database Web of Science.METHODS: Over the last 15 years, the number of Internet users has increased by 1000%, and at the same time, research on addictive Internet use has proliferated. Internet addiction has not yet been understood very well, and research on its etiology and natural history is still in its infancy. In 2013, the American Psychiatric Association included Internet Gaming Disorder in the appendix of the updated version of the Diagnostic and Statistical Manual for Mental Disorders(DSM-5) as condition that requires further research prior to official inclusion in the main manual, with important repercussions for research and treatment. To date, reviews have focused on clinical and treatment studies of Internet addiction and Internet Gaming Disorder. This arguably limits the analysis to a specific diagnosis of a potential disorder that has not yet been officially recognised in the Western world, rather than a comprehensive and inclusive investigation of Internet-use related addictions(including problematic Internet use) more generally. RESULTS: The systematic literature review identified a total of 46 relevant studies. The included studies used clinical samples, and focused on characteristics of treatment seekers and online addiction treatment. Four main types of clinical research studies were identified, namely research involving(1) treatment seeker characteristics;(2) psychopharmacotherapy;(3) psychological therapy; and(4) combined treatment. CONCLUSION: A consensus regarding diagnostic criteria and measures is needed to improve reliability across studies and to develop effective and efficient treatment approaches for treatment seekers.
基金Department of Neuroscience,Imaging,and Clinical Sciences,University"G.d’Annunzio",Chieti,ItalyDr.Sepede’s post hoc grant has been funded by the European Union’s Seventh Framework Programme for research,technological development and demonstration under grant agreement,No.602450
文摘AIM: To report the results of functional magnetic resonance imaging(f MRI) studies pertaining internet addiction disorder(IAD) in young adults.METHODS: We conducted a systematic review on Pub Med, focusing our attention on f MRI studies involving adult IAD patients, free from any comorbid psychiatric condition. The following search words were used, both alone and in combination: f MRI, internet addiction, internet dependence, functional neuroimaging. The search was conducted on April 20^(th), 2015 and yielded 58 records. Inclusion criteria were the following: Articles written in English, patients' age ≥ 18 years, patients affected by IAD, studies providing f MRI results during resting state or cognitive/emotional paradigms. Structural MRI studies, functional imaging techniques other than f MRI, studies involving adolescents, patients with comorbid psychiatric, neurological or medical conditions were excluded. By reading titles and abstracts, we excluded 30 records. By reading the full texts of the 28 remaining articles, we identified 18 papers meeting our inclusion criteria and therefore included in the qualitative synthesis.RESULTS: We found 18 studies fulfilling our inclusion criteria, 17 of them conducted in Asia, and including a total number of 666 tested subjects. The included studies reported data acquired during resting state or different paradigms, such as cue-reactivity, guessing or cognitive control tasks. The enrolled patients were usually males(95.4%) and very young(21-25 years). The most represented IAD subtype, reported in more than 85% of patients, was the internet gaming disorder, or videogame addiction. In the resting state studies, the more relevant abnormalities were localized in the superior temporal gyrus, limbic, medial frontal and parietal regions. When analyzing the task related fmri studies, we found that less than half of the papers reported behavioral differences between patients and normal controls, but all of them found significant differences in cortical and subcortical brain regions involved in cognitive control and reward processing: Orbitofrontal cortex, insula, anterior and posterior cingulate cortex, temporal and parietal regions, brain stem and caudate nucleus.CONCLUSION: IAD may seriously affect young adults' brain functions. It needs to be studied more in depth to provide a clear diagnosis and an adequate treatment.
基金supported by the National Natural Science Foundation of China,No.30830046,30670751,30570695the National Science and Technology Program of China,No.2007BAI17B02+2 种基金the National 973 Program of China,No.2009CB918303the Natural Science Foundation of Hunan Province of China,No.07JJ3042Department of Public Health of Hunan Province of China,No.B2005048
文摘In our previous studies, we showed that frontal lobe and brainstem functions were abnormal in online game addicts. In this study, 14 students with Internet addiction disorder and 14 matched healthy controls underwent proton-magnetic resonance spectroscopy to measure cerebral function. Results demonstrated that the ratio of N-acetylaspartate to creatine decreased, but the ratio of cho- line-containing compounds to creatine increased in the bilateral frontal lobe white matter in people with Internet addiction disorder. However, these ratios were mostly unaltered in the brainstem, suggesting that frontal lobe function decreases in people with Internet addiction disorder.
文摘There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study.
文摘New concept of'edge entrance'is put forward anda new analyzing framework of'edge entrance pattern'is established from the perspective of economicsthrough studying the technologic nature of Internetsystem.Based on this framework and under differentmarket structures,sequential game models are builtand Internet services are taken as the typical objectsto analyze the phenomenon of edge entrance.Theinfluences of edge entrance of Internet services aresummarized finally and the conclusions show thatInternet services can integrate from edge intomainstream,apart from the driving forces from technologyand market demands,'edge'attribute is alsoone of the main reasons.
文摘After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been either stagnant or decreased. Trends of Korean Internet and e-commerce market are summarized in this paper the trends on Internet usage are introduced. Trends of online games, blogs and wireless Internet are introduced. The trends of Korean Internet market may have implications for China and Japan.