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See detailPredictors of cyberchondria during the COVID-19 pandemic: A supervised machine learning approach
Infanti, Alexandre UL; Starcevic, Vladan; Schimmenti, Adriano et al

in Journal of Behavioral Addictions (2022, August 03)

Background and aims: Cyberchondria is characterized by repeated and compulsive online searches for health information, resulting in increased health anxiety and distress. This behavior has been considered ... [more ▼]

Background and aims: Cyberchondria is characterized by repeated and compulsive online searches for health information, resulting in increased health anxiety and distress. This behavior has been considered an emerging public health issue, which may have been exacerbated by the COVID-19 pandemic. The present study aimed to investigate changes in the severity of cyberchondria during the pandemic and identify predictors of cyberchondria at this time. Method: Self-reported data on cyberchondria severity (before and during the pandemic), attachment style, impulsivity traits, somatic symptoms, COVID-19-related fears, health anxiety, and intolerance of uncertainty were collected from 725 participants using an online survey distributed in French-speaking European countries during the first wave of the COVID-19 pandemic. Results: COVID-19 pandemic affected various facets of cyberchondria: cyberchondria-related distress and interference with functioning increased, whereas the reassurance facet of cyberchondria decreased. Using supervised machine learning regression analyses, the specific COVID-19-related fears and health anxiety emerged as the strongest predictors of cyberchondria-related distress and interference with functioning during the pandemic. Conclusions: These findings provide evidence about the impact of the COVID-19 pandemic on cyberchondria and identify factors that should be considered in efforts to prevent and manage cyberchondria at times of public health crises. In addition, the findings have implications for the conceptualization and future assessment of cyberchondria. [less ▲]

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See detailFace validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues.
King, Daniel; Billieux, Joël UL; Carragher, Natacha et al

in Journal of behavioral addictions (2020), 9(1), 1-13

Aim: Critics of gaming disorder (GD; i.e., Internet gaming disorder in the DSM-5; Gaming disorder in the ICD-11) have expressed concerns about the potential risks of misclassification (e.g., false ... [more ▼]

Aim: Critics of gaming disorder (GD; i.e., Internet gaming disorder in the DSM-5; Gaming disorder in the ICD-11) have expressed concerns about the potential risks of misclassification (e.g., false positives). An important consideration of relevance to this discussion is the extent to which commonly used screening instruments contain appropriate, sensible, and relevant items. The aim of this review was to evaluate the face validity of items within current tools for GD. Methods: A systematic review of databases identified 29 instruments. An item bank (n = 417 items) was independently evaluated by three professional raters (i.e., a senior academic in clinical psychology, a senior psychometrician, and an academic/clinical psychologist) according to guidelines for defining and measuring addiction and gaming disorder. Findings: Evaluation of the item bank identified issues related to: scope (i.e., "scope creep" or items of questionable relevance); language (i.e., confusing language, unusual wording or syntax); and overpathologizing (i.e., pathologizing typical and/or beneficial aspects or consequences of gaming). A total of 71 items across 23 tools had at least one face validity issue. Conclusions: Most items (83%) demonstrated satisfactory face validity and were consistent with either the DSM-5 or ICD-11 GD classification. However, many tests contain at least one item that may pathologize normal gaming behaviors. Such items refer to basic changes in mood when gaming, a desire to play or continue playing games, and experiencing immersion when gaming. This analysis highlights the challenges of screening for problematic behaviors that are thought to arise within the context of normal recreational activities. [less ▲]

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See detailExamining neural reactivity to gambling cues in the age of sports betting
Brevers, Damien UL

in Journal of Behavioral Addictions (2019)

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See detailOvercoming the unitary exploration of binge-watching: A cluster analytical approach.
Flayelle, Maèva UL; Maurage, Pierre; Karila, Laurent et al

in Journal of behavioral addictions (2019), 8(3), 586-602

BACKGROUND AND AIMS: Binge-watching (i.e., watching multiple episodes of a TV series in one session) has recently become standard practice among TV series viewers; this expansion generates concerns ... [more ▼]

BACKGROUND AND AIMS: Binge-watching (i.e., watching multiple episodes of a TV series in one session) has recently become standard practice among TV series viewers; this expansion generates concerns regarding the potential negative outcomes associated with this habit. However, the investigation of its psychological correlates remains fragmentary, with few initial studies a priori conceptualizing this behavior as a new addictive disorder. This study explored these psychological correlates using cluster analysis of binge-watching behavior based on three key psychological factors: motivations, impulsivity, and emotional reactivity. METHODS: An online survey was completed by 4,039 TV series viewers. Data were analyzed using hierarchical and non-hierarchical cluster analyses, the validity of the clusters being finally determined through mutual comparisons with a selection of external correlates. RESULTS: Four clusters were identified: recreational TV series viewers (presenting low involvement in binge-watching), regulated binge-watchers (moderately involved), avid binge-watchers (presenting elevated but non-problematic involvement), and unregulated binge-watchers (presenting potentially problematic involvement associated with negative outcomes). DISCUSSION AND CONCLUSIONS: This study underlines the heterogeneous and multidetermined nature of binge-watching. Our findings suggest that high engagement in binge-watching is distinct from problematic binge-watching, thus reinforcing the notion that conceptualizing binge-watching as an addictive disorder is of low relevance and might actually lead to the overpathologization of this highly popular leisure activity. [less ▲]

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See detailProblematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers.
Blasi, Maria Di; Giardina, Alessandro; Giordano, Cecilia et al

in Journal of behavioral addictions (2019), 8(1), 25-34

BACKGROUND: A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal ... [more ▼]

BACKGROUND: A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. METHODS: Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. RESULTS: Statistical analyses showed that difficulties in emotion regulation predicted both escapism motives and problematic gaming, and that escapism partially mediated this relationship. CONCLUSION: Our findings support the view that problematic players are likely to escape in online games as a maladaptive coping strategy for dealing with adverse emotional experiences. [less ▲]

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See detailStrategies for self-controlling social media use: Classification and role in preventing social media addiction symptoms.
Brevers, Damien UL; Turel, Ofir

in Journal of behavioral addictions (2019), 8(3), 554-563

BACKGROUND AND AIMS: Many people present excessive patterns of social networking site (SNS) use and try to self-regulate it. However, little is known regarding the strategies employed by young adult SNS ... [more ▼]

BACKGROUND AND AIMS: Many people present excessive patterns of social networking site (SNS) use and try to self-regulate it. However, little is known regarding the strategies employed by young adult SNS users and their role in preventing the emergence of addiction-like symptoms in relation to SNS use. METHODS: In Study 1, we employed a naturalistic-qualitative approach for finding commonly employed self-control strategies in relation to SNS use. In Study 2, we examined differences between the frequency and difficulty of the strategies identified in Study 1 and tested the process through which trait self-control exerts influence on reducing SNS addiction symptomology. RESULTS: Study 1 revealed six families of self-control strategies, some reactive and some proactive. Study 2 pinpointed the most commonly used and most difficult to enact ones. It also showed that the difficulty to enact self-control strategies in relation to SNS use partially mediates the effect of trait self-control via SNS use habit on SNS addiction symptom severity. CONCLUSIONS: Taken together, the present findings revealed that strategies for self-controlling SNS use are common and complex. Their theoretical and clinical significance stems from their ability to prevent the translation of poor trait self-control and strong SNS use habit to the emergence of excessive use as manifested in SNS addiction-like symptoms. [less ▲]

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See detailFacing temptation: neural correlates effects of gambling availability during sport picture exposure
Brevers, Damien UL

in Journal of Behavioral Addictions (2018)

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See detailSpanish validation of the Sexual Addiction Screening Test.
Castro-Calvo, Jesus; Ballester-Arnal, Rafael; Billieux, Joël UL et al

in Journal of behavioral addictions (2018), 7(3), 584-600

BACKGROUND AND AIMS: Sexual addiction is a pathological behavior characterized by a combination of excessive sexual desire and impaired ability to control it. Its incidence ranges between 1.2% and 32.2 ... [more ▼]

BACKGROUND AND AIMS: Sexual addiction is a pathological behavior characterized by a combination of excessive sexual desire and impaired ability to control it. Its incidence ranges between 1.2% and 32.2%, although this number may vary depending on the screening tool used. This wide variability is largely due to the use of non-validated instruments (e.g., structural validity relying on exploratory analyses, instruments translated without an additional validation process, or instruments validated in another format). To deal with these limitations, this study tested the psychometric properties of the Spanish paper-and-pencil and online versions of the Sexual Addiction Screening Test (SAST). METHODS: A total of 2,528 participants (1,163 males) completed the Spanish version of the SAST, along with other instruments assessing sexual compulsivity (1,585 = paper-and-pencil, 943 = online). RESULTS: The exploratory factor analysis yielded a four-factor structure explaining 57.39% of the variance for the SAST paper-and-pencil version. This factor structure was then verified for the online version through the use of confirmatory factor analysis [chi(2)(264) = 441.59; chi(2)/df = 1.66; RMSEA = 0.02; CFI = 0.94; IFI = 0.94]. This methodology was also used to support measurement invariance (configural, metric, and scalar invariance) according to gender. The reliability of the total score ranged from .82 to .85. Similarly, correlations with related scales were positive and significant (r between .22 and .71). Temporal stability 1 year after the first application was 0.65 (paper-and-pencil format) and 0.60 (online version). CONCLUSION: These results, together with the absence of questionnaires translated into Spanish to assess this construct, justify the use of the SAST in the evaluation of sexual addiction in Spanish-speaking countries. [less ▲]

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See detailDoes “forced abstinence” from gaming lead to pornography use? Insight from the April 2018 crash of Fortnite’s servers
Castro-Calvo, Jesús; Ballester-Arnal, Rafael; Potenza, Marc et al

in Journal of Behavioral Addictions (2018), 7(3), 501-502

In April 2018, the servers of the popular video game “Fortnite” crashed for 24 hr. During this period, Pornhub (a popular pornographic website) analyzed trends in pornography access, finding that: (a) the ... [more ▼]

In April 2018, the servers of the popular video game “Fortnite” crashed for 24 hr. During this period, Pornhub (a popular pornographic website) analyzed trends in pornography access, finding that: (a) the percentage of gamers accessing Pornhub increased by 10% and (b) the searches of pornographic videos using the key term “Fortnite” increased by 60%. In this letter, we discuss these observations in the context of ongoing debate regarding the validity of “withdrawal” when applied to problematic involvement in video gaming and the potential use of pornography as a “compensation behavior” during the periods of “forced abstinence” from gaming. [less ▲]

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See detailPrecise estimates of gaming-related harm should guide regulation of gaming
Starcevic, Vladan; Billieux, Joël UL

in Journal of Behavioral Addictions (2018), 7(3), 522-525

Regulation of gaming is largely based on the perception of gaming-related harm. This perception varies from one country to another and does not necessarily correspond to the real gaming-related harm. It ... [more ▼]

Regulation of gaming is largely based on the perception of gaming-related harm. This perception varies from one country to another and does not necessarily correspond to the real gaming-related harm. It is argued that there is a crucial need to define and assess domains of this harm in order to introduce policies that regulate gaming. Such policies would ideally be targeted at individuals at risk for problematic gaming and would be based more on educational efforts than on restrictive measures. The role of gaming industry in the regulation of gaming would depend on the more precise estimates of gaming-related harm. [less ▲]

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See detailThe impact of self-control cues on subsequent monetary risk-taking.
Brevers, Damien UL; Foucart, Jennifer; Turel, Ofir et al

in Journal of behavioral addictions (2018), 7(4), 1044-1055

BACKGROUND AND AIMS: The "process-model" of self-control proposes that the ego-depletion effect is better explained by a switch between interest in "have-to" labor and cognitive "want-to" leisure, rather ... [more ▼]

BACKGROUND AND AIMS: The "process-model" of self-control proposes that the ego-depletion effect is better explained by a switch between interest in "have-to" labor and cognitive "want-to" leisure, rather than being mainly due to a decrease in cognitive resources, as advanced by the "strength-model" of self-control. However, it is currently difficult to disentangle the "process-model" from the "strength-model" of self-control. Here, we employed a stepwise approach, featuring three studies, for testing the process model of self-control. METHODS: In Study 1, we created a list of 30 self-control events for characterizing "have-to" conducts in the daily life. In Study 2, mental visualization of effortful self-control events ("have-to") and monetary risk-taking ("want-to") were employed for testing the strength-model of self-control. In Study 3, to test the process-model of self-control, participants were simply required to read self-control (or neutral) sentences. RESULTS: Study 1 provided evidence regarding external validly for the list of self-control events. Study 2 showed that mental visualization of effortful self-control events increases subsequent monetary risk-taking. Study 3 highlighted that the brief apparition of a self-control-related sentence was sufficient for increasing risk-taking. These patterns were evidenced in the trial with the less advantageous gain/loss ratio. DISCUSSION: Altogether these findings support the process-model of self-control in showing that triggering the semantic content of a "have-to" conduct, without its actual execution, is sufficient for modulating subsequent "want-to" activity. CONCLUSION: These findings could contribute to advancing current knowledge on how the high availability of ready-to-consume rewards in modern environments is redefining humans' self-control ability. [less ▲]

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See detailAssessing binge-watching behaviors: Development of the « Watching TV Series Motives » and the « Binge-Watching Engagement » questionnaires
Flayelle, Maèva UL; Canale, Natale; Maurage, Pierre et al

in Journal of Behavioral Addictions (2018), 7 (Suppl.1)

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See detailIncluding gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective.
Rumpf, Hans-Jurgen; Achab, Sophia; Billieux, Joël UL et al

in Journal of behavioral addictions (2018), 7(3), 556-561

The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate ... [more ▼]

The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this group of researchers fails to recognize the clinical and public health considerations, which support the WHO perspective. It is important to recognize a range of biases that may influence this debate; in particular, the gaming industry may wish to diminish its responsibility by claiming that GD is not a public health problem, a position which maybe supported by arguments from scholars based in media psychology, computer games research, communication science, and related disciplines. However, just as with any other disease or disorder in the ICD-11, the decision whether or not to include GD is based on clinical evidence and public health needs. Therefore, we reiterate our conclusion that including GD reflects the essence of the ICD and will facilitate treatment and prevention for those who need it. [less ▲]

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See detailToward an in-depth understanding of binge-watching behavior: a qualitative approach with focus group
Flayelle, Maèva UL; Maurage, Pierre; Billieux, Joël

in Journal of behavioral addictions (2017, March), 6 (Suppl.1)

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See detailFunctional impairment matters in the screening and diagnosis of gaming disorder
Billieux, Joël UL; King, Daniel Luke; Higuchi, Susumu et al

in Journal of Behavioral Addictions (2017), 6(3), 285-289

This commentary responds to Aarseth et al.’s (in press) criticisms that the ICD-11 Gaming Disorder proposal would result in “moral panics around the harm of video gaming” and “the treatment of abundant ... [more ▼]

This commentary responds to Aarseth et al.’s (in press) criticisms that the ICD-11 Gaming Disorder proposal would result in “moral panics around the harm of video gaming” and “the treatment of abundant false-positive cases.” The ICD-11 Gaming Disorder avoids potential “overpathologizing” with its explicit reference to functional impairment caused by gaming and therefore improves upon a number of flawed previous approaches to identifying cases with suspected gaming-related harms. We contend that moral panics are more likely to occur and be exacerbated by misinformation and lack of understanding, rather than proceed from having a clear diagnostic system [less ▲]

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See detailSelf-reported dependence on mobile phones in young adults: A European cross-cultural empirical survey.
Lopez-Fernandez, Olatz; Kuss, Daria J.; Romo, Lucia et al

in Journal of behavioral addictions (2017), 6(2), 168-177

Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of ... [more ▼]

Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by country, and (b) how socio-demographics, geographic differences, mobile phone usage patterns, and associated activities predicted this perceived dependence. Methods A sample of 2,775 young adults (aged 18-29 years) were recruited in different European Universities who participated in an online survey. Measures included socio-demographic variables, patterns of mobile phone use, and the dependence subscale of a short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ; Billieux, Van der Linden, & Rochat, 2008). Results The young adults from the Northern and Southern regions reported the heaviest use of mobile phones, whereas perceived dependence was less prevalent in the Eastern region. However, the proportion of highly dependent mobile phone users was more elevated in Belgium, UK, and France. Regression analysis identified several risk factors for increased scores on the PMPUQ dependence subscale, namely using mobile phones daily, being female, engaging in social networking, playing video games, shopping and viewing TV shows through the Internet, chatting and messaging, and using mobile phones for downloading-related activities. Discussion and conclusions Self-reported dependence on mobile phone use is influenced by frequency and specific application usage. [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 detailToward a Qualitative Understanding of Binge-Watching Behaviors: A Focus Group Approach
Flayelle, Maèva UL; Maurage, Pierre; Billieux, Joël UL

in Journal of Behavioral Addictions (2017), 6(4), 457-471

Background and aims: Binge-watching (i.e., seeing multiple episodes of the same TV series in a row) now constitutes a widespread phenomenon. However, little is known about the psychological factors ... [more ▼]

Background and aims: Binge-watching (i.e., seeing multiple episodes of the same TV series in a row) now constitutes a widespread phenomenon. However, little is known about the psychological factors underlying this behavior, as reflected by the paucity of available studies, most merely focusing on its potential harmfulness by applying the classic criteria used for other addictive disorders without exploring the uniqueness of binge-watching. The present study thus aimed to take the opposite approach as a first step toward a genuine understanding of binge-watching behaviors through a qualitative analysis of the phenomenological characteristics of TV series watching. Methods: A focus group of regular TV series viewers (N=7) was established to explore a wide range of aspects related to TV series watching (e.g., motives, viewing practices, related behaviors). Results: A content analysis identified bingewatching features across three dimensions: TV series watching motivations, TV series watching engagement, and structural characteristics of TV shows. Most participants acknowledged that TV series watching can become addictive, but they all agreed having trouble recognizing themselves as truly being an “addict.” Although obvious connections could be established with substance addiction criteria and symptoms, such parallelism appeared to be insufficient, as several distinctive facets emerged (e.g., positive view, transient overinvolvement, context dependency, low everyday life impact). Discussion and conclusions: Research should go beyond the classic biomedical and psychological models of addictive behaviors to account for binge-watching in order to explore its specificities and generate first steps toward an adequate theoretical rationale for these emerging problematic behaviors. [less ▲]

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See detailImpulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.
Nuyens, Filip; Deleuze, Jory; Maurage, Pierre et al

in Journal of Behavioral Addictions (2016), 5(2), 351-6

Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing ... [more ▼]

Background and aims Multiplayer Online Battle Arena (MOBA) games have become the most popular type of video games played worldwide, superseding the playing of Massively Multiplayer Online Role-Playing Games and First-Person Shooter games. However, empirical studies focusing on the use and abuse of MOBA games are still very limited, particularly regarding impulsivity, which is an indicator of addictive states but has not yet been explored in MOBA games. In this context, the objective of the present study is to explore the associations between impulsivity and symptoms of addictive use of MOBA games in a sample of highly involved League of Legends (LoL, currently the most popular MOBA game) gamers. Methods Thirty-six LoL gamers were recruited and completed both experimental (Single Key Impulsivity Paradigm) and self-reported impulsivity assessments (s-UPPS-P Impulsive Behavior Scale, Barratt Impulsiveness Scale), in addition to an assessment of problematic video game use (Problematic Online Gaming Questionnaire). Results Results showed links between impulsivity-related constructs and signs of excessive MOBA game involvement. Findings indicated that impaired ability to postpone rewards in an experimental laboratory task was strongly related to problematic patterns of MOBA game involvement. Although less consistent, several associations were also found between self-reported impulsivity traits and signs of excessive MOBA game involvement. Conclusions Despite these results are preliminary and based upon a small (self-selected) sample, the present study highlights potential psychological factors related to the addictive use of MOBA games. [less ▲]

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See detailFood, eating and emotions: les liaisons dangereuses
Vögele, Claus UL

in Journal of Behavioral Addictions (2016), 5(Suppl 1), 3

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