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Excessive computer game playing : evidence for addiction and aggression?
Computer games have become an ever-increasing part of many adolescents’ day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as “computer/video game addiction” have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention
The Effects of L(+), D(-), and DL-2-amino-4-phosphonobutyrate (APB) on Electroretinogram and Ganglopn Cell Activity in the Cat Retina
L(+)-, D(-)-, or DL-2-amino-4-phosphonobutyric acid (APB; 2.5- 16 μmol) were injected into the vitreous body of anesthetized adult cats. The retina was stimulated by diffuse square wave light flashes (10- 60 ms). The flash-induced electroretinogram (ERU) and responses of single retinal ganglion cells (RGC) were recorded simultaneously. Intravitreal injection of L(+)APB led to a decrease in the ERG b-wave amplitude and the unmasking of the a-wave. The magnitude and rate of the b-wave reduction were different for the two enantiomers. The threshold dose of D(-)APB was 6 times higher than for L(+)APB. L(+)APB (8.2 ± 1.6 μmol; n=7) decreased the b-wave with an average time constant r = 88.5 min, D(-)APB (13.2 ± 1.1 μmol; n=6) with r = 357.1 min, and DL-APB (8.35 ± 1.1 μmol; n=5) with r = 101.0 min. Concomitant with the reduction of the b-wave, L(+)APB (2.7μmol) inhibited both the spontaneous and light-evoked firing in ON-center ganglion cells. The threshold doses of L(+), D(-) and DL-APB for inhibition of spontaneous adivity and the light response in ON-center cells paralleled those in reducing the ERU h-wave. Low doses of L(+)APB or DL-APB that were effective in blockng ON-center cell activity caused only very small changes in the activity of OFF-center ganglion cells. However, high doses of L(+)APB (≥8.2μmol) or DL-APB (≥13.7 μmol) also decreased the spontaneous and light-evoked activity in OFF-center RGC and first shortened than prolonged the light-induced inhibition of OFF-center RGC.Whitehall Foundation (S93-24
Migraine phosphenes and the retino-cortical magnification factor
AbstractQuantitative observations on the shape and position of migraine phosphenes within the visual field were obtained by controlled “perimetric” drawings of the phosphenes performed every 1–2 min during the aura state. The visual field eccentricity of the “fortification” or zig-zag patterns scintillating at about 10 Hz was plotted as a function of observation time. It is well described by an exponential function of time. This exponential function is the product of a first-order linear differential equation determined by the distribution of the retino-cortical magnification factor across the visual field and a constant diffusion speed of the cortical pathophysiological process leading to the migraine phosphene patterns. The observed “particle” size of the phosphene pattern and the width of the scotoma trailing the scintillating phosphenes could also be easily predicted from these assumptions. A model in which the main components are an increase in extracellular potassium concentration, a decrease in extracellular calcium concentration and the constant speed diffusion of the ions along the extracellular space of the stripe of Gennari within the primary visual cortex explains the observations
Saccades guided by somatosensory stimuli
The accuracy of somatosensory saccades defined by proprioceptive cues with and without an additional tactile stimulus was investigated over a wide range of stimulus amplitudes in 16 normal subjects. The present results confirm that somatosensory saccades are less accurate and more variable than visual saccades. Accuracy was minimal for saccades directed to hand distances of 40-50 deg and increased for larger stimulus amplitudes. The additional application of a tactile cue on the fingertip was not found to influence the accuracy of somatosensory saccades significantly
Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test
In recent years, problematic and addictive gaming has been a phenomenon of growing concern worldwide. In light of the increasing awareness about this issue, the latest (fifth) edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder (IGD) as an area in need of more empirical research. The Internet Gaming Disorder Test (IGD-20 Test) was developed as a valid and reliable tool to assess IGD. The aim of the present study was to validate the Spanish version of the IGD-20 Test, and analyze the different profiles found among a sample of 1,074 Spanish-speaking gamers. A confirmatory factor analysis showed the validity of the Spanish version of the IGD-20 Test and its six factor structure (i.e., salience, mood modification, tolerance, withdrawal, conflict and relapse). The latent profile analysis (LPA) showed five different gamer classes. The 'disordered gamers’ class comprised 2.6% of the participants. Based on this class, sensitivity and specificity analyses showed an adequate empirical cut-off point of 75 (out of 100). It is concluded that the Spanish version of the IGD-20 Test is valid and reliable and can be used in research into IGD among Spanish speaking populations
The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test
Background: Over the last decade, there has been growing concern about ‘gaming addiction’ and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included nine criteria for the potential diagnosis of Internet Gaming Disorder (IGD) and noted that it was a condition that warranted further empirical study. Aim: The main aim of this study was to develop a valid and reliable standardised psychometrically robust tool in addition to providing empirically supported cut-off points. Methods: A sample of 1003 gamers (85.2% males; mean age 26 years) from 57 different countries were recruited via online gaming forums. Validity was assessed by confirmatory factor analysis (CFA), criterion-related validity, and concurrent validity. Latent profile analysis was also carried to distinguish disordered gamers from non-disordered gamers. Sensitivity and specificity analyses were performed to determine an empirical cut-off for the test. Results: The CFA confirmed the viability of IGD-20 Test with a six-factor structure (salience, mood modification, tolerance, withdrawal, conflict and relapse) for the assessment of IGD according to the nine criteria from DSM-5. The IGD-20 Test proved to be valid and reliable. According to the latent profile analysis, 5.3% of the total participants were classed as disordered gamers. Additionally, an optimal empirical cut-off of 71 points (out of 100) seemed to be adequate according to the sensitivity and specificity analyses carried
Recognition of Face Identity and Emotion in Expressive Specific Language Impairment
Objective: To study face and emotion recognition in children with mostly expressive specific language impairment (SLI-E). Subjects and Methods: A test movie to study perception and recognition of faces and mimic-gestural expression was applied to 24 children diagnosed as suffering from SLI-E and an age-matched control group of normally developing children. Results: Compared to a normal control group, the SLI-E children scored significantly worse in both the face and expression recognition tasks with a preponderant effect on emotion recognition. The performance of the SLI-E group could not be explained by reduced attention during the test session. Conclusion: We conclude that SLI-E is associated with a deficiency in decoding non-verbal emotional facial and gestural information, which might lead to profound and persistent problems in social interaction and development. Copyright (C) 2012 S. Karger AG, Base
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