Background Premenstrual syndrome (PMS) is a common condition affecting women of reproductive age, characterized by a variety of physical, emotional, and behavioral symptoms that can significantly disrupt daily life and overall well-being. Given the limitations of traditional pharmacological treatments, there is a growing interest in exploring non-pharmacological interventions. Objective The present systematic review and meta-analysis aimed to assess the effectiveness of mindfulness-based cognitive therapy (MBCT) in reducing PMS symptoms and enhancing psychological health. Methods The review was conducted following PRISMA guidelines. A comprehensive literature search was performed across eight academic databases to identify studies evaluating the impact of MBCT on PMS-related outcomes. The eligibility criteria were developed based on the PICOS framework, focusing on women diagnosed with PMS who underwent MBCT. Of the 1,213 papers initially identified, five randomized controlled trials and one before-after feasibility study met the inclusion criteria, involving a total of 384 participants. Meta-analyses were performed using a random-effects model, and effect sizes were reported as standardized mean differences (SMD) with 95% confidence intervals (CIs). Results Meta-analysis of three randomized controlled trials showed a significant reduction in PMS symptoms (SMD = -1.74, 95% CI: −2.13 to −1.35; I2 = 0%). Meta-analysis of two randomized controlled trials showed significant improvement in health-related quality of life (SMD = 0.89, 95% CI: 0.51 to 1.27; I2 = 29.96%). Narrative synthesis of secondary outcomes (depression, anxiety, health-promoting behaviors, work-related quality of life, PMS impact in daily life, and mindfulness) also suggested potential benefits of MBCT. Conclusion Preliminary evidence suggests that MBCT may alleviate PMS symptoms and improve psychological well-being. However, the limited number of studies, methodological limitations (particularly lack of blinding and inadequate randomization procedures), and restricted geographical representation (five of the six studies were conducted in Iran) warrant cautious interpretation. Larger, methodologically rigorous, and geographically diverse randomized controlled trials with longer follow-up are needed to confirm these findings.
Problematic gambling is associated with substantial individual and societal harms, which may be intensified by the accessibility, anonymity, and captivating design of online gambling products. In this domain, advanced technologies (e.g., artificial intelligence and data analytics) are increasingly recommended for prevention, early detection, and harm reduction. This study aimed to examine the current and potential uses of advanced technologies in gambling. Forty-five semi-structured interviews were conducted with social/legal science (n = 24) and technology (n = 21) experts. Data were analysed using thematic analysis, beginning with a deductive approach followed by an inductive analysis. A total of 182 codes were identified from social/legal science professionals, and 228 from technology experts. Four overarching themes were identified: (i) characterisation of contemporary gambling; (ii) applications and implications of advanced technologies; (iii) regulatory frameworks and challenges; and (iv) recommendations and solutions. Profit-driven design practices, heightened vulnerabilities in online gambling environments, regulatory gaps, and concerns regarding algorithmic opacity and data use were highlighted. Advanced technologies were viewed as having a dual role, with potential both to exacerbate gambling-related harm and to enable earlier identification of risky behaviours and targeted interventions. Findings indicate that responsible gambling cannot rely solely on technological solutions (e.g., behavioural monitoring and limit-setting) and should be instead integrated with community-level strategies, public education, and robust regulatory oversight. Leveraging technological innovation alongside user protection is essential, requiring interdisciplinary collaboration, a public health-oriented approach, and transparent, evidence-based and ethically governed frameworks. Implications, limitations, and future directions are discussed.
The present study retrospectively evaluated a narrative-oriented occupational therapy (OT) program designed for individuals with substance use disorders (SUDs). Individuals with SUDs (mean age = 31.50 years [SD = 6.46]; N = 26; 96.2% males) completed a narrative-oriented OT program (six 1.5-h sessions) across six weeks. Small- to medium-effect improvements were found in stages of change, drug resistance, self-efficacy, self-esteem, social quality of life (QoL), and environment QoL. Narrative-oriented OT helped individuals with SUDs prepare themselves for not using substances (e.g., moving them from pre-contemplation stage to contemplation/action stage). Narrative-oriented OT seems to be feasible and acceptable for future large-scale studies to further examine its effects.
The present study aimed to compare the expenditure of real-world online gamblers (N = 926,086) from six countries (Great Britain, Netherlands, Germany, Spain, Canada [Ontario], and US) to identify potential impacts of specific regulatory aspects on the amount of money gambled by players. The dataset comprised 233,221 British players, 167,826 Dutch players, 89,456 German players, 55,229 Spanish players, 18,463 Canadian players, and 361,891 US players. Data were analyzed using the total amount of money bet, lost, and deposited. German players bet (median = €74) and lost (median = €15) the lowest amounts of money gambling. Moreover, the average bet per game (median = €0.17) was the lowest among German players. Canadian (mean = €11,165) and US players (mean = €6434) bet the highest amounts. The US and Canada were the two countries with the largest outliers with respect to amount bet. Analysis also showed that a small percentage of players were responsible for the majority of the revenue in each of the six jurisdictions. More specifically, in the US, the 20% highest spending players accounted for 95% of the amount of money bet. The respective percentages for Canada, Great Britain, Germany, Spain and the Netherlands were 94%, 88%, 86%, 91%, and 79%. The present study's findings suggest that less restrictive regulation is associated with higher gambling expenditure, and that very strict regulation is associated with lower gambling expenditure.
Perceived workplace envy is associated with critical interpersonal dynamics in high-stakes settings such as air traffic control, where collaboration and error-minimization are paramount. The present study examined associations among perceived workplace envy, social loafing, workplace ostracism, and interpersonal deviant behavior, with workplace social courage as a moderator. Integrating social comparison, affective events, social exclusion, and self-regulation theories, the study tested an associative sequential framework using cross-sectional survey data from 425 licensed air traffic controllers in Türkiye, a context blending individualistic and collectivist values. Structural equation modeling showed that perceived workplace envy was positively associated with social loafing and interpersonal deviant behavior, with significant indirect paths from perceived envy to ostracism via social loafing, and from social loafing to interpersonal deviant behavior via workplace ostracism. Workplace social courage strengthened the associations between perceived envy and social loafing, and between perceived envy and deviance, but did not moderate the workplace ostracism–interpersonal deviant behavior association. The results advance the organizational behavior literature by reframing perceived envy as an associated factor in sequential workplace behaviors and highlighting workplace social courage’s dual role. The study’s findings suggest that emotional awareness training and team-based evaluation systems are needed to foster team cohesion, reduce competitive tensions, and mitigate envy-related strains, enhancing psychological and operational safety in high-reliability professions, particularly in culturally hybrid contexts such as Türkiye.
Australia's social media age restriction policy for those aged under 16 years presents substantial evaluation challenges regarding effectiveness. This viewpoint extends the critical discourse on whether the age restrictions are appropriate and/or feasible and examines practical approaches to assess consequences of the policy. Comprehensive evaluation should examine second- and third-order effects, such as changes in young people's academic performance, digital literacy, mental and physical health indicators, and participation in alternative activities. Recognizing the challenges arising from similar policies in Asian regions, this viewpoint argues that age restrictions alone may achieve limited success without accompanying platform regulations based on safety-by-design principles. Social media restrictions may be less effective without regulations to enforce algorithmic transparency, duty of care obligations, and restrictions on user profiling. Rather than viewing this policy as an endpoint, Australia should establish rigorous long-term evaluation frameworks and consider regulatory approaches that address the structural incentives underlying harmful platform design.
Emotional dependence on a partner has been found to be associated with problematic use of the internet, smartphones, and videogames. However, it has not been studied in relation to emotional dependence on friends. The present study aimed to (i) explore whether emotional dependence towards friends and partners accounts for variance in problematic internet use, problematic smartphone use, and problematic videogame playing, and (ii) examine which type of emotional dependence exhibits a stronger association with these behaviors among adolescents. The sample comprised 435 Spanish high school students aged 12–19 years (52.6
ABSTRACT The present study investigated problematic internet use (PIU) among 61 patients with frontotemporal dementia (FTD) compared to a cohort of 354 patients with mild cognitive impairment (MCI) and Alzheimer's dementia. PIU was identified in 22.9% of FTD patients compared to only 0.8% of AD patients (p < 0.001). Behaviors included compulsive social media use, gaming, and online shopping. These findings suggest that PIU may represent an emerging behavioral feature associated with FTD, significantly more prevalent than in MCI and Alzheimer's dementia. Recognizing these digital behaviors could provide valuable clinical insights for diagnosis and management in the digital age.
The present study aimed to develop and validate the Artificial Intelligence Use Motivations Scale (AIUMS)—a multidimensional measure designed to assess the motives and tendencies associated with engagement in generative AI systems (e.g., ChatGPT). Data were collected from 1296 Iranian adults (61.3
While the internet offers convenience and entertainment, frequent engagement in online activities may lead to problematic use of the internet (PUI) and psychological distress. The present study explored the potential impact of China's online gaming restriction policy on adolescents' internet use and associations with psychological distress. A longitudinal survey was conducted with 546 adolescent students in China (mean age = 16.49 years, 51.28% female) at three timepoints: summer vacation (T1), school semester (T2), and winter vacation (T3). Generalized estimating equations analysis showed that internet use time and PUI (excluding pornography-related use) at T2 were significantly lower compared to T1, while a partial rebound in both internet use time and PUI was observed at T3. Additionally, a positive relationship was found between the severity of PUI and psychological distress, particularly when assessed at the same timepoint. While the gaming restriction policy appeared to show some positive effects in reducing PUI and related psychological distress, individual maturation and vacation schedules may also influence internet use. Promoting meaningful activities and stable routines may be a more effective strategy than simply restricting gaming time. Future research should focus on populations of adolescents with severe PUI and explore potential intervention strategies.
Background and Aims:Exercise is recognized as essential for health, but exercise addiction remains a lesser-known phenomenon. Unlike substance addictions, excessive exercise is often celebrated, making it difficult to distinguish between dedication and compulsion. To understand what exercisers perceive as problematic within their exercise context, a qualitative study was conducted investigating personal experiences. Methods:Through a reflexive thematic analysis, the present study analyzed 153 narratives from individuals who experienced physical, psychological, or emotional problems due to exercise. Results:Four main themes emerged: (i) The social pressure of a performativity-oriented culture; (ii) Everything seemed to be going well until the injuries appeared; (iii) Time is money: Interpersonal conflicts; and (iv) It is my responsibility: Intrapersonal conflict. The results suggest that a culture of performance provides an interpretive framework that shapes and sustains problematic exercise experiences. Participants internalized performative values, leading to strict demands and fear of failure, resulting in severe injuries in over 70% of cases. In participants' narratives, the forced interruption of activity was associated with the reported emergence of withdrawal symptoms, with health and morality discourses providing the framework for rationalizing their excessive dedication. Conclusions:These findings suggest that problematic exercise is not an individual issue, but an expression of a broader culture prioritizing performance. These results underscore the importance of shifting toward biopsychosocial interventions that foster identity flexibility and prioritize holistic well-being and enjoyment over performance metrics.
The present study compiled the existing quantitative literature on the relationship between problematic videogame use (PVGU) and academic achievement and quantify it using meta-analytic techniques. Eligible studies were retrieved from MEDLINE, PsycINFO, Web of Science, SciELO, and Dissertations & Theses Global databases. Studies were considered eligible if they provided at least one indicator of academic achievement and one self-report measure assessing the risk of PVGU. Effect sizes (r) were calculated using three-level random effects models, and potential moderators were examined through univariate and multivariate meta-regressions. The analysis included 99 effect sizes from 30 studies (N = 167,774), indicating a small but significant negative relationship between PVGU and academic achievement (r = -.166). Additional meta-analyses were conducted, which showed that the relationship between PGVU and academic achievement was potentially bidirectional when examining longitudinal data. Moderation analyses highlighted three main findings using longitudinal data: (i) the association between PVGU and academic achievement tends to be stronger when continuous measures are used; (ii) the relationship between PVGU and academic achievement tends to be weaker as the time between assessments increases; and (iii) the association between academic achievement and PVGU is greater among university students. The influence analyses confirmed the robustness of the findings, and no evidence of publication bias was found. The results highlight the importance of addressing PVGU in educational and clinical contexts, emphasizing the need for comprehensive interventions that simultaneously address symptoms and underlying academic difficulties in order to prevent potential negative educational outcomes.
Burnout among Algerian public healthcare workers remains understudied despite staffing shortages, limited resources, and heavy workloads. The present study examined the prevalence and predictors of burnout, focusing on self-compassion and communication skills. A cross-sectional survey of 387 practitioners from public hospitals used validated Arabic measures: Burnout Assessment Tool-Short Version, Self-Compassion Scale-Short Form, and Health Professionals Communication Skills Scale-Short Form. Practitioners aged 31-40 reported the highest burnout and exhaustion (p < 0.05). Females showed greater exhaustion than males (p < 0.05). Emergency/ICU/surgery staff reported lower burnout (p < 0.05). Burnout correlated positively with self-judgment, isolation, and over-identification, and negatively with empathy, respect, and social skills (p < 0.05). In regressions, self-judgment (β = 0.21) and over-identification (β = 0.12) predicted burnout, while empathy (β = -0.14) and social skills (β = -0.10) were protective. Self-judgment was the strongest risk factor, while empathy and social skills were protective. Interventions fostering self-compassion and communication skills may help reduce burnout.
This chapter explores problematic internet use (PUI) among youth, focusing on internet addiction, social media, and other online behaviors. It traces the rise of internet use since the mid-1990s, highlighting both positive aspects, such as increased connectivity and opportunities, and negative effects, such as cyberbullying and identity theft. The chapter distinguishes between generalized and specific problematic internet use, noting that internet addiction often involves specific behaviors, like gaming or social media. It discusses key models of PUI, including the compensatory and cognitive behavioral models, to understand the underlying psychological mechanisms. Finally, the chapter emphasizes the importance of mental health correlations and therapeutic approaches, with cognitive behavioral therapy (CBT) being the most effective treatment for these behaviors.
While gaming is the most popular entertainment industry in the world, social networking sites (SNSs) with social live streaming services (SLSSs) grew markedly before, during, and after the COVID-19 pandemic. However, little is known regarding the relationship between game-streaming characteristics (i.e., structural) and game-streaming attitudes and behaviors. Therefore, a review of the structural characteristics of SLSS (e.g., Twitch, YouTube) platforms was conducted adhering to PRISMA guidelines. The included research papers (N = 12) identified characteristics based on similar operational definitions and theoretical frameworks about SLSS features and their function. Results showed that structural characteristics (i.e., communication mediums, social affirmations and validations, third-party tools) found on SNSs with SLSSs appear to influence user engagement. The present review contributes to understanding the relationship between machine-design and SLSS user behaviors and identifying and organizing examples of structural characteristics.
Watching short-form videos has become a popular form of entertainment for internet users, especially among university students. Students who habitually watch short-form videos may be more sensitive to short-form video-related stimuli, and may be more likely to be distracted when faced with tasks, leading to insufficient inhibitory control. The main aims of the present study were to (i) investigate the effect of short-form video cues on university students' interference inhibition as well as response inhibition, and (ii) explore the association between university students' inhibitory control and self-reported problematic short-form video use. Participants from two independent samples (N1 = 62, N2 = 77) completed two separate experimental studies (i.e. an adapted Stroop task and a cued Go/No-Go task respectively), and were then administered the Short-form Video Addiction Questionnaire. The results showed that short-form video cues significantly prolonged reaction times in the Stroop task, which measures interference inhibition. In the Go/No-Go task assessing response inhibition, participants responded significantly faster to short-form video icons than to neutral icons, and exhibited a markedly reduced accuracy when required to inhibit their responses to them. Self-reported problematic short-form video use was not associated with interference inhibition or response inhibition.
Work addiction is type of behavioral addiction in which an individual's uncontrollable preoccupation with work leads to impairments in other areas of life. The antecedents of work addiction are mostly examined within the scope of personality traits. However, organizational factors such as the influence of supervisors' and coworkers' levels of work addiction through social learning mechanisms have only been studied in a limited way. Therefore, the present study examined the extent to which personality traits (Big Five Model and Dark Triad) and perceived work addiction of supervisors and coworkers predict employees' level of work addiction. Data were collected from 406 employees working in the public and private sectors in Türkiye using an online survey. The study employed validated psychometric scales that assessed work addiction (Bergen Work Addiction Scale), the Big Five personality traits (Big Five Inventory), the Dark Triad personality traits (Dark Triad Dirty Dozen), and the perceived work addiction of supervisors and coworkers (Perceived Coworkers' Work Addiction Scale). Regression analysis showed that conscientiousness, neuroticism, and narcissism significantly and positively predicted work addiction, while perceived work addiction of the supervisor also emerged as a weak but positive predictor. The findings indicate that specific personality traits (i.e., conscientiousness, neuroticism, and narcissism) play a more pronounced role in the development of work addiction compared to perceived work addiction among supervisors and coworkers. This finding suggests that individual predispositions may be more important than the organizational variables examined in the present study in explaining work addiction.
Due to the proliferation of social media, sharenting has become a widespread parental behavior. Its prevalence, combined with its potential impact on children’s privacy and well-being, highlights the need for a parent-specific psychometric instrument. The present study aimed to develop and validate the Sharenting Behavior Scale (SBS) to assess the factors influencing sharenting behavior. A total of 1483 parents participated. Psychometric testing included construct validity, using exploratory and confirmatory factor analyses, and reliability assessment. Exploratory factor analysis yielded a 30-item, six-dimensional structure explaining 49.60% of the total variance. Confirmatory factor analysis validated this structure (robust CFI = 0.956, TLI = 0.950, RMSEA = 0.037, SRMR = 0.050). Convergent and discriminant validity were established, and concurrent validity was supported by positive associations with fear of missing out, social presence, and social media addiction. The total scale showed good internal consistency (Cronbach’s α = 0.86), with subscale alpha and McDonald’s omega coefficients ranging from 0.72 to 0.90. The scale further demonstrated full measurement invariance across gender, supporting comparisons between male and female parents. These findings indicate that the SBS is a valid and reliable instrument for assessing sharenting behavior among parents.
Sociodemographic factors and individual attitudes may influence individuals' decisions for vaccination against infectious diseases. The present study aimed to identify how these factors were associated with COVID-19 and influenza vaccination experiences among Taiwanese individuals. Using a cross-sectional design, 914 individuals (female = 58%; aged 50 years or above = 43.1%) completed an online survey between October and November 2024. Chi-squares and odds ratios (ORs) derived from logistic regression were used to examine the associations and perform predictive analysis. Results showed that 54% were undecided (those who answered 'not sure') or reluctant (those who answered 'no') about receiving a COVID-19 booster vaccine, while 65% were willing to get the next influenza vaccine. Factors such as age, employment, and education were significantly associated with awareness and experience for both types of vaccination. Older people had a higher awareness of the vaccination and were more likely to receive the vaccines. Individuals who worked in health-related settings or had an education in a related field, along with those with higher education, showed increased awareness and experience of vaccination. After controlling for sociodemographic factors, attitude (i.e., vaccination readiness and conspiracy belief) predicted vaccination willingness for both vaccines (pseudo-R2 = 0.28-0.33). Moreover, factors such as age, education, occupation, and attitudes (readiness, conspiracy beliefs) may be associated with awareness, experience, and willingness to receive COVID-19 and influenza vaccines among Taiwanese individuals. Developing awareness programs for younger and less educated people, and those who work in non-health-related sectors, may be helpful to encourage individuals to get vaccinated.