191 research outputs found
Prerequisites for Stakeholder Framework: Consumer Advocacy and Health Protection in the Digital Industry : Commentary on: Problematic Risk-Taking Involving Emerging Technologies: A Stakeholder Framework to Minimize Harms (Swanton et al., 2019)
Balancing between prejudice and fact for Gaming Disorder: Does the existence of alcohol use disorder stigmatize healthy drinkers or impede scientific research?
The inclusion of Gaming Disorder (GD) criteria in the 11th Revision of the International Classification of Diseases (ICD-11) beta draft was recently criticized, and an argument was made for its removal to “avoid a waste of public resources.” However, these misleading statements are believed to be based on under estimation of this ever-growing problem. Such claims may endanger public health and the psychosocial well-being of affected individuals. Thus, the seriousness of the problem was briefly emphasized in our response paper. We provided an overview of how debates of this kind were developed in our region. In addition, we addressed the arguments made on research and children’s rights. The accusation that GD exerts negative impacts on children’s freedom and stigmatizes healthy gamers may arise from a false belief that this new digital media is benign or not addictive. Such statements could be true in some, but not all, cases. Unwillingness to recognize the addictive potential of gaming, as well as insistence on treating GD simply as an individual problem, are reminiscent of the era in which alcoholism was viewed as a personality problem. These dangerous views place affected individuals at greater health risk and further stigmatize them. Formalization of the disorder is also expected to help in standardization of research and treatment in the field. The inclusion of GD in the upcoming ICD-11 is a responsible step in the right direction
Reciprocal Relationship Between Depression and Internet Gaming Disorder in Children: A 12-month Follow-Up of the iCURE Study Using Cross-Lagged Path Analysis
Objectives: Previous studies have reported an association between Internet gaming disorder (IGD) and depression, but the directionality of the relationship remains unclear. Therefore, we examined the reciprocal relationship between level of depressive symptoms and IGD among children in a longitudinal study. Methods: Research panels for this study consisted of 366 elementary-school students in the iCURE study. All participants were current Internet users, so they could be considered an at-risk population for IGD. Self-reported severity of IGD features and level of depression were assessed by the Internet Game Use-Elicited Symptom Screen and Children’s Depression Inventory, respectively. Follow-up assessment was completed after 12 months. We fitted cross-lagged structural equation models to investigate the association between the two variables at two time points contemporaneously. Results: The cross-lagged analysis revealed that level of depression at baseline significantly predicted severity of IGD features at the 12-month follow-up (β = 0.15, p = .003). Severity of IGD features at baseline also significantly predicted level of depression at the 12-month follow-up (β = 0.11, p = .018), controlling for possible confounding factors. Conclusions: The cross-lagged path analysis indicates a reciprocal relationship between severity of IGD features and level of depressive symptoms. Understanding the reciprocal relationship between depressive symptoms and severity of IGD features can assist in interventions to prevent both conditions. These findings provide theoretical support for prevention and remediation plans for IGD and depressive symptoms among children
Joint Effects of Children’s Emotional Problems and Parental Depressive Symptoms on the Occurrence of Internet Gaming Disorder Among Children and Adolescents: A Longitudinal Study
Comprehensive understanding of cathodic and anodic polarization effects on stability of nanoscale oxygen electrode for reversible solid oxide cells
Whereas solid oxide cells (SOCs), which perform dual functions of power generation (fuel-cell mode) and energy storage (electrolysis mode) with high efficiency at high temperatures, are considered a potent candidate for future energy management systems, it is yet far from their practical use due to the fact that the stable long-term operations have not been achieved. Particularly, degradations of oxygen-electrode in the both electrolysis and fuel-cell operations are considered as the most imminent issues that should be overcome. Unfortunately, even the origins and mechanisms of degradation in the oxygen-electrode have not been clearly established due to the difficulties in precise assessments of microstructural/compositional changes of porous electrode, which is a typical form in actual solid oxide cells, and due to the diversities in operating conditions, electrode structure and material, fabrication history, and so on. We simultaneously investigated the degradation phenomena in electrolysis and fuel-cell operations for 540h using identical two half cells composed of a geometrically well-defined, nanoscale La0.6Sr0.4Co0.2Fe0.8O3-δ (LSCF) dense film with a thickness of ~ 70 nm on Ce0.9Gd0.1O2-δ electrolyte. Owing to the benefit of well-defined geometry of LSCF thin film, the microstructural/compositional changes in LSCF films were successfully analyzed in nanoscale, and the correlation between the components of electrochemical impedance and the major origins resulting in degradations was clarified. Furthermore, we suggest the most probable degradation mechanisms, and importantly, it is newly suggested that kinetic demixing/decomposition of LSCF, which is not readily observable in the typical porous-structured electrode, are highly probable to affect the both fuel-cell and electrolysis long-term degradations
Aggression and Harm-Avoidant Trait Impede Recovery From Internet Gaming Disorder
Background: Relatively little is known about which neuropsychological factors promote recovery from Internet gaming disorder (IGD).Methods: With informed consents, a cohort study was conducted in Seoul metropolitan area, South Korea, to investigate the course of IGD in youths. At baseline, we assessed psychosocial measures and gaming related measures such as Young's Internet Addiction Test (IAT) and the Aggression Questionnaire. The Balloon Analog Risk Task was also performed to study risk-taking behavior. A total of 60 subjects demonstrating three or greater criteria in the diagnostic interviews on IGD and the IAT score of 50 or above were included. After brief parental coaching at baseline, the participants were followed up at 3 and 6 months (n = 31). The baseline characteristics were compared between the non-improved group (<10% improvement in IAT score) and the improved group (≥30% improvement in IAT score) using Mann-Whitney U-test or chi-squared tests with a two-tailed statistical significance of 0.05.Results: The non-improved group and the improved group did not demonstrate significant differences regarding demographics or the IAT scores at baseline. However, the IAT scores were significantly higher in the non-improved group at both 3 and 6 months. The non-improved group was also more likely to display higher aggression and harm avoidance than the improved group at baseline.Discussion: Youths with excessive gaming problems should be evaluated for aggression and harm avoidance since they contributed to a worse prognosis. For those with high aggression or harm avoidance, more active therapeutic interventions should be considered
Risk factors and outcomes of internet gaming disorder identified in Korean prospective adolescent cohort study
Background and aims: Internet gaming disorder (IGD) is known to cause various psychological and physical complications. Through data collected from an adolescent prospective longitudinal cohort, we examined how IGD is related to lifestyle and physical symptoms, as well as the temporal relationship between them. Methods: This study was conducted as part of iCURE (Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence) in Korea between 2015 and 2019. Sleep and physical activity time, dry eye symptoms, musculoskeletal pain, and near-miss accidents were measured at baseline and followed-up after one year. IGD risk was evaluated using the Internet Game Use – Elicited Symptom Screen (IGUESS). The association between IGD risk and measured variables was analyzed, both at baseline and at follow-up after one year. Results: At baseline, the IGD risk group had significantly less physical activity time and sleep time and had more dry eye symptoms, musculoskeletal pain, and near-miss accidents than the IGD non-risk group. Additionally, in the IGD risk group at baseline, dry eye symptoms, musculoskeletal pain, and near-miss accidents occurred significantly more after one year of follow-up. Discussion and conclusion: The results of this study show that IGD is a significant risk factor that increases the probability of physical disease and trauma in adolescents. Therefore, interventions aimed at reducing IGD risk and protecting the physical and mental health of adolescents are imperative
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