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See detailThe gambling craving experience questionnaire: Psychometric properties of a new scale based on the elaborated intrusion theory of desire
Cornil, Aurélien; Long, Jiang; Rothen, Stéphane et al

in Addictive Behaviors (2019), 95

Both research and clinical practice acknowledge the importance of craving as a maintenance and relapse factor in gambling disorder. The elaborated intrusion theory (EIT; Kavanagh et al., 2005) of desire ... [more ▼]

Both research and clinical practice acknowledge the importance of craving as a maintenance and relapse factor in gambling disorder. The elaborated intrusion theory (EIT; Kavanagh et al., 2005) of desire has been extensively investigated in relation to psychoactive substance or food cravings but, to date, has scarcely been studied in relation to gambling. In such a context, developing an assessment tool of gambling craving based on the EIT is warranted. To fill this gap in the literature, we aimed to develop and test the psychometric properties of a gambling-adapted version of the Craving Experience Questionnaire (CEQ; May et al., 2014), which is the best established measure of craving theoretically anchored in the EIT. An online survey that included the gambling CEQ (g-CEQ) and a craving induction procedure was administered to 274 community participants involved in gambling at least a few times a year. Concurrent and convergent validity were explored through correlations with a scale that measured gambling urge and with a series of questionnaires that measured disordered gambling symptoms, gambling cognitions, and gambling motives. The confirmatory factor analyses supported the validity of the expected three-factor model of the “strength” and “frequency” forms of the g-CEQ and showed better model fit than a one-factor solution, corroborating the initial structure of the CEQ. Furthermore, the scale has good internal consistency and its validity is supported by correlations with gambling-related constructs. The g-CEQ is thus a theoretically and psychometrically sound instrument to measure gambling craving based on the EIT. [less ▲]

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See detailDisentangling the role of users' preferences and impulsivity traits in problematic Facebook use.
Rothen, Stephane; Briefer, Jean-Francois; Deleuze, Jory et al

in PloS one (2018), 13(9), 0201971

The use of social network sites (SNSs) has grown dramatically. Numerous studies have shown that SNS users may suffer from excessive use, associated with addictive-like symptoms. With a focus on the ... [more ▼]

The use of social network sites (SNSs) has grown dramatically. Numerous studies have shown that SNS users may suffer from excessive use, associated with addictive-like symptoms. With a focus on the popular SNS Facebook (FB), our aims in the current study were twofold: First, to explore the heterogeneity of FB usage and determine which kind of FB activity predicts problematic usage; second, to test whether specific impulsivity facets predict problematic use of FB. To this end, a sample of FB users (N = 676) completed an online survey assessing usage preferences (e.g., types of activities performed), symptoms of problematic FB use and impulsivity traits. Results indicated that specific usage preferences (updating one's status, gaming via FB, and using notifications) and impulsive traits (positive and negative urgency, lack of perseverance) are associated to problematic FB use. This study underscores that labels such as FB "addiction" are misleading and that focusing on the actual activities performed on SNSs is crucial when considering dysfunctional usage. Furthermore, this study clarified the role of impulsivity in problematic FB use by building on a theoretically driven model of impulsivity that assumes its multidimensional nature. The current findings have identifiable theoretical and public health implications. [less ▲]

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See detailEstablished risk factors for addiction failto discriminate between healthy gamers and gamers endorsing DSM-5 Internet gaming disorder
Deleuze, Jory; Nuyens, Filip; Rochat, Lucien et al

in Journal of Behavioral Addictions (2017), 6(4), 516-524

Background and aims: The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence ... [more ▼]

Background and aims: The DSM-5 includes criteria for diagnosing Internet gaming disorder (IGD) that are adapted from substance abuse and widely used in research and clinical contexts, although evidence supporting their validity remains scarce. The present study compared online gamers who do or do not endorse IGD criteria regarding self-control-related abilities (impulsivity, inhibitory control, and decision making), considered the hallmarks of addictive behaviors. Method: A double approach was adopted to distinguish pathological from recreational gamers in a sample of gamers: The first is the classic DSM-5 approach (≥5 criteria required to endorse the IGD diagnosis), and the second consists in using latent class analysis (LCA) for IGD criteria to distinguish gamers’ subgroups. We computed comparisons separately for each approach. Ninety-seven volunteer gamers from the community were recruited. Self-reported questionnaires were used to measure demographic and game-related characteristics, problematic online gaming (with the Problematic Online Gaming Questionnaire), impulsivity (with the UPPS-P Impulsive Behavior Scale), and depression (with the Beck Depression Inventory-II). Experimental tasks were used to measure inhibitory control (Hybrid-Stop Task) and decision-making abilities (Game of Dice Task). Results: Thirty-two participants met IGD criteria (33% of the sample), whereas LCA identified two groups of gamers (pathological [35%] and recreational). Comparisons that used both approaches (DSM-5 and LCA) failed to identify significant differences regarding all constructs except for variables related to actual or problematic gaming behaviors. Discussion: The validity of IGD criteria is questioned, mostly with respect to their relevance in distinguishing high engagement from pathological involvement in video games. [less ▲]

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See detailCapitalizing upon the Attractive and Addictive Properties of Massively Multiplayer Online Role-Playing Games to Promote Wellbeing.
Thorens, Gabriel; Billieux, Joël UL; Megevand, Pierre et al

in Frontiers in Psychiatry (2016), 7

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See detailFactor Structure of the Internet Addiction Test in Online Gamers and Poker Players.
Khazaal, Yasser; Achab, Sophia; Billieux, Joël UL et al

in JMIR Mental Health (2015), 2(2), 12

BACKGROUND: The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates ... [more ▼]

BACKGROUND: The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates comparisons among existing studies. Most previous studies were performed with students or community samples despite the probability of there being more problematic Internet use among users of specific applications, such as online gaming or gambling. OBJECTIVE: To assess the factorial structure of a modified version of the IAT that addresses specific applications, such as video games and online poker. METHODS: Two adult samples-one sample of Internet gamers (n=920) and one sample of online poker players (n=214)-were recruited and completed an online version of the modified IAT. Both samples were split into two subsamples. Two principal component analyses (PCAs) followed by two confirmatory factor analyses (CFAs) were run separately. RESULTS: The results of principal component analysis indicated that a one-factor model fit the data well across both samples. In consideration of the weakness of some IAT items, a 17-item modified version of the IAT was proposed. CONCLUSIONS: This study assessed, for the first time, the factorial structure of a modified version of an Internet-administered IAT on a sample of Internet gamers and a sample of online poker players. The scale seems appropriate for the assessment of such online behaviors. Further studies on the modified 17-item IAT version are needed. [less ▲]

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See detailImplicitly assessed attitudes toward body shape and food: the moderating roles of dietary restraint and disinhibition.
Moussally, Joanna Myriam; Billieux, Joël UL; Mobbs, Olivia et al

in Journal of eating disorders (2015), 3

BACKGROUND: Attitudes toward body shape and food play a role in the development and maintenance of dysfunctional eating behaviors. Nevertheless, they are rarely investigated together. Therefore, this ... [more ▼]

BACKGROUND: Attitudes toward body shape and food play a role in the development and maintenance of dysfunctional eating behaviors. Nevertheless, they are rarely investigated together. Therefore, this study aimed to explore the interrelationships between implicitly assessed attitudes toward body shape and food and to investigate the moderating effect on these associations of interindividual differences in problematic and nonproblematic eating behaviors (i.e., flexible versus rigid cognitive control dimension of restraint, disinhibition). METHODS: One hundred and twenty-one young women from the community completed two adapted versions of the Affect Misattribution Procedure to implicitly assess attitudes toward body shape (i.e., thin and overweight bodies) and food (i.e., "permitted" and "forbidden" foods), as well as the Three-Factor Eating Questionnaire to evaluate restraint and disinhibition. RESULTS: The results revealed that an implicit preference for thinness was positively associated with a positive attitude toward permitted (i.e., low-calorie) foods. This congruence between implicitly assessed attitudes toward body shape and food was significant at average and high levels of flexible control (i.e., functional component of eating). Moreover, an implicit preference for thinness was also positively associated with a positive attitude toward forbidden (i.e., high-calorie) foods. This discordance between implicitly assessed attitudes was significant at average and high levels of rigid control and disinhibition (i.e., dysfunctional components of eating). CONCLUSIONS: These findings shed new light on the influence of congruent or discordant implicitly assessed attitudes toward body shape and food on normal and problematic eating behaviors; clinical implications are discussed. [less ▲]

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See detailDoes self-selection affect samples' representativeness in online surveys? An investigation in online video game research.
Khazaal, Yasser; van Singer, Mathias; Chatton, Anne et al

in Journal of medical Internet research (2014), 16(7), 164

BACKGROUND: The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals ... [more ▼]

BACKGROUND: The number of medical studies performed through online surveys has increased dramatically in recent years. Despite their numerous advantages (eg, sample size, facilitated access to individuals presenting stigmatizing issues), selection bias may exist in online surveys. However, evidence on the representativeness of self-selected samples in online studies is patchy. OBJECTIVE: Our objective was to explore the representativeness of a self-selected sample of online gamers using online players' virtual characters (avatars). METHODS: All avatars belonged to individuals playing World of Warcraft (WoW), currently the most widely used online game. Avatars' characteristics were defined using various games' scores, reported on the WoW's official website, and two self-selected samples from previous studies were compared with a randomly selected sample of avatars. RESULTS: We used scores linked to 1240 avatars (762 from the self-selected samples and 478 from the random sample). The two self-selected samples of avatars had higher scores on most of the assessed variables (except for guild membership and exploration). Furthermore, some guilds were overrepresented in the self-selected samples. CONCLUSIONS: Our results suggest that more proficient players or players more involved in the game may be more likely to participate in online surveys. Caution is needed in the interpretation of studies based on online surveys that used a self-selection recruitment procedure. Epidemiological evidence on the reduced representativeness of sample of online surveys is warranted. [less ▲]

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