The Saini-Hodgins Addiction Risk Potential of Games (SHARP-G) is a recently developed instrument designed to assess the addictive potential of video games based on their structural characteristics. While the novel instrument is highly valuable, its applicability may pose several challenges. In this work, we introduce the SHARP-G-R, a revised version featuring modifications of selected items and an overall simplification of language to improve clarity and accessibility. This updated iteration enhances the interpretability of the items, removes those with limited empirical support, and introduces new items that capture additional relevant features that may contribute to the addictive potential of games. The commentary outlines all modifications made and provides a detailed rationale for each of them. By refining the instrument, the authors aim to contribute to the discourse on the role of game design in the development and maintenance of gaming-related harms, highlighting the ethical responsibilities of the gaming industry in fostering safer gaming environments.
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.
Abstract This study provides prevalence estimates of gaming disorder (GD) risk among Polish adolescents and validates a Polish translation of the Gaming Motivation Inventory (GMI). Moreover, it explores the role of introjected regulation in GD using a comprehensive motivational model. A representative sample of 1060 adolescents (930 gamers) completed measures of GD symptoms, gaming motivation, and involvement. GD risk ranged from 7.7% to 10.8%, higher among boys (8.9%–12.2%) than girls (6.5%–7.5%). The Polish GMI demonstrated strong psychometric properties, supporting its use in assessing gaming motivations among Polish adolescents. Introjected regulation, escape and identity were among the motivations most strongly associated with GD symptoms, with introjected regulation emerging as the strongest predictor.
Background and aims:Digitalisation and rapid technological advancements have intensified socio-cultural pressures surrounding body ideals and performance, contributing to the increased use of Image and Performance Enhancing Drugs (IPED). Body dissatisfaction, muscularity-oriented concerns, and distorted self-perception represent key drivers of this phenomenon and are further amplified by digital media, which increasingly promote IPED use. Although IPED use has been consistently associated with body image disturbances and eating-related psychopathology, its relationship with behavioural addictions remains largely underexplored. This represents a critical knowledge gap, given that IPEDs are often used to shape the body, regulate mood, sustain productivity, sharpen cognition, and intensify sexual experiences, all of which may contribute to compulsive patterns of behaviour. Methods:This narrative review synthesises existing literature examining IPED use in relation to behavioural addictions, including exercise addiction, eating disorders, work addiction, gaming disorder, gambling disorder, and compulsive sexual behaviour disorder. Results:Moving beyond traditional doping frameworks, it examines how IPED use is shaped by appearance-related disorders, compulsive behaviours, and social validation pressures. Particular attention is given to the role of digital environments and online fora in facilitating access to IPEDs, normalising their use, and interacting with reinforcement processes in these conditions. By integrating previously fragmented lines of research, the review proposes a novel framework that conceptualises IPED use as recurring across diverse behavioural addictions rather than an isolated phenomenon confined to sport. Discussion and conclusions:Understanding the mechanisms linking IPED use, behavioural addictions, and digital contexts is crucial for informing targeted public health strategies and the development of effective prevention and intervention approaches.
Online gambling regulation has become more permissive in many regions, particularly in Western countries, and stakeholders are concerned about young people (aged ≤ 25) and other vulnerable consumers experiencing harm. Some regions continue to maintain an online gambling ban, whilst others have adopted regulatory policies with a focus on consumer protection and harm minimization. Following a systematic search strategy, we reviewed empirical evaluations of international gambling policies to better understand their implementation and possible impact. Legalization leads to increased gambling participation and harm and has limited impact on reducing participation in illegal gambling. Bans on online gambling are difficult, if not impossible, to enforce. So-called ‘responsible gambling’ interventions have limited or no impact on behavior, even though they are widely touted by industry interests. Policies specifically impacting youths focus on preventing underage gambling access. However, young people manage to circumvent these restrictions. Insufficiently regulated gambling advertising is shown frequently to children, including through sports sponsorship. We cannot recommend any gambling regulatory approach as being obviously better than its alternatives based on current evidence. Empirical evaluations of the gambling policies of many other countries have either never been conducted or never been reported in English. A policy that works in one country might not work as well in a different cultural context. More research is needed, and governments that have legalized gambling should impose a levy on gambling revenue to fund healthcare and independent scientific investigations to address and hopefully reduce harm.
Self-esteem is commonly conceptualized as a stable general trait. However, growing evidence highlights the importance of domain-specific self-esteem. Focusing on the video game domain, this study examines how differences in general self-esteem and gaming-specific self-esteem relate to socio-demographic, psychological, and gaming-related factors. Using survey data from 14,740 highly engaged gamers, we demonstrated differences among three groups: those with higher gaming selfesteem than general self-esteem, those with no difference between the two constructs, and those with lower gaming self-esteem than general self-esteem. Gamers in the first group reported more psychological distress, spent more time gaming and consuming gaming content, played games for escapism and competence, and preferred multiplayer gaming genres. In contrast, gamers in the last group exhibited more favorable outcomes, including fewer symptoms of gaming disorder, less consumption of gaming-related content, and more positive affect. These findings suggest that higher levels of gaming-related self-esteem may reflect the use of video games to compensate for low general self-esteem and be evidence of underlying psychological vulnerabilities. Recognizing this pattern can help identify gamers at risk and promote healthier engagement with video games.
The concept of 'internet addiction' was introduced in the 1990s and has increasingly been recognized as a clinical and public health issue. Although umbrella terms can be useful for screening, theoretical considerations, and intervention planning, the term itself has received criticism because of its conceptual heterogeneity, implying an addiction to a medium and not including a wide range of problematic behavioral patterns that are below the diagnostic threshold of a clinical disorder. To address this criticism, we propose adopting the term 'problematic use' instead of 'addiction'. Furthermore, we argue that while 'problematic usage of the internet' is currently a useful umbrella term, recent technological advancements and increasing online presence may in the future require a conceptual and methodological shift in terminology from 'internet' to the more specific 'screen-based devices' or 'screens' that would enable more accurate assessment and intervention strategies. Terms focusing on specific devices, such as 'smartphone addiction,' should also be used with caution, as problematic use relates to applications rather than the hardware itself and may extend to various devices.
INTRODUCTION:There is still insuffi cient data whether problematic internet use (PIU) is linked with physical symptoms associated with mental disorders, particularly among student demographics. AIM:This study was conducted to determine whether problematic internet use (PIU) in adults is associated with physical symptoms linked to mental disorders. METHODS:An anonymous online survey included the nine-item Problematic Internet Use Questionnaire (PIUQ-9) to measure PIU and the 15-item Patient Health Questionnaire (PHQ-15) to measure physical symptoms associated with mental disorders. Depression symptoms were measured with the Patient Health Questionnaire (PHQ-9) and anxiety symptoms with the seven-item General Anxiety Disorder (GAD-7) scale. The study included 207 students (mean age: 23 ± 3 years, 83.6% women). RESULTS:Signifi cant correlations were identifi ed between PIUQ-9 scores and physical symptoms. Multivariable regression analysis, adjusting for age, gender, and PHQ-9 and GAD-7 scores, revealed associations between PIU and physical symptoms: extremity/joint pain (β = 0.161, p = 0.019), sexual dysfunction (β = 0.145, p = 0.032), chest pain (β = 0.135, p = 0.047), and fatigue (β = 0.214, p = 0.005). CONCLUSIONS:High levels of PIU in young adults were associated with physical symptoms linked to mental disorders irrespective of age, sex, depression, and anxiety symptoms. SOURCE:(Neuropsychopharmacol Hung 2026; 28(2): 57-65)
Background Previous studies have shown significant associations between screen-based device (SBD) use and adverse sleep outcomes among children and adolescents. Although parenting factors may play a protective role, no quantitative studies have specifically examined the association between parental technical mediation and adolescents’ SBD use around sleep. Aims The present study investigated the main and interaction effects of parental technical mediation and parental knowledge on adolescents’ SBD use before sleep and after awakening, separately for school and non-school days. Methods A cross-sectional survey was conducted among adolescents in Gibraltar (total N = 2472; final eligible sample N = 1743; 51.15% female; mean age = 14.21 years, SD = 1.91), assessing adolescent and family background characteristics, SBD use patterns, sleep-related SBD use, and parental technical mediation and knowledge. Results Structural equation modelling indicated that, on school days, the presence of parental control apps on all devices was weakly (β = .19) associated with a longer interval between stopping SBD use and going to sleep. On school days, a significant interaction also emerged (β = .19) where the presence of parental control apps was associated with a longer delay in post-wake SBD use, but only when parental knowledge was high (B = 0.37, p < .001). No significant main or interaction effects were observed for non-school days. Conclusions The observed modest associations between parental technical mediation and adolescents’ sleep-related SBD use were consistent with prior research on parental mediation strategies. The findings further suggest that the potential effects of parental technical mediation may be context-dependent and operate in interaction with broader family-related factors when addressing adolescent SBD use around sleep.
Online video gaming is a highly popular activity, especially amongst young people (aged ≤25), with entertainment, emotional, and social benefits. However, stakeholders are also concerned about potential risks and harms, including exposure to inappropriate (e.g., violent and sexual) content; excessive use (i.e., ‘addiction’ and ‘gaming disorder’); and overspending, particularly in relation to gambling-like products (e.g., loot boxes). Various regulatory policies have been adopted worldwide in response. We reviewed empirical evaluations of the implementation of these policies. Results showed that age rating systems that provide information on the suitability of a game's content are widely adopted; however, many young people and their parents do not follow the guidance. Restrictions on how long and when young people can play video games in Asia could be easily circumvented and are not obviously beneficial. Regulations governing gambling-like loot boxes and in-game monetary spending in Europe and Asia are poorly complied with and enforced, leaving significant consumer protection concerns unaddressed. Many aspects of the adopted policies remain untested, and the regulatory situation in many countries remains unreported in the English academic literature. Stricter enforcement of pre-existing regulations, which has not occurred, may address many concerns. More research is needed to ensure all adopted policies are regularly monitored and tested: effective policies should be considered for adoption elsewhere, whilst ineffective policies should either be improved or repealed. Governments should fund more research into countermeasures to reduce the unwanted psychosocial effects of video games.
Video gaming often sparks controversy, though negative effects are mainly linked to gaming disorder, not gaming itself. Research shows that gaming disorder correlates with reduced executive functioning and greater reliance on habitual processes, while recreational gaming may relate to enhanced cognitive functions. However, comprehensive comparisons of cognitive profiles across gaming behaviors remain scarce. We aimed to compare the cognitive functioning of non-gamers (NG), recreational gamers (RG), and gaming disorder risk individuals (GDR). Based on the Ten-Item Internet Gaming Disorder Test scores, 114 participants were classified into these three groups. Executive functions were assessed with the Go/No-Go, Counting Span, Digit Span, Card Sorting, 1-back, and 2-back tasks; implicit sequence learning with the Alternating Serial Reaction Time task. Group effects were adjusted for weekly gaming time. The GDR group showed reduced working memory, performing worse on the Digit Span task than the NG group, and worse on the Counting Span task than both NG and RG groups. Conversely, the RG group displayed enhanced attention-related performance compared to the NG group. No group differences emerged in implicit sequence learning. Interaction analyses revealed a negative relationship between implicit sequence learning and inhibitory control/updating across groups, while a positive link between working memory and implicit sequence learning in NG and GDR groups suggests possible compensatory mechanisms. This study underscores that cognitive impairments are linked to gaming disorder rather than gaming time itself, while recreational gaming may offer cognitive benefits. These findings provide insights into the distinct cognitive profiles of recreational gaming and gaming disorder.
BACKGROUND AND AIMS:Esports betting (i.e., betting on the outcome of professional competitive videogaming matches) has become a regular feature of most online gambling websites in recent years. The present study compared differences between esports bettors and traditional sports bettors, in addition to exploring factors that predict participation in esports betting. METHODS:Data regarding demographics, impulsivity, psychopathological symptoms, gaming, and gambling among 359 esports bettors (mean age = 37.98 years [SD = 13.64]; 86.9% male) and 326 sports bettors (mean age = 43.79 years [SD = 13.75]; 91.7% male) from the United Kingdom, Hungary, and Canada were collected through surveys via two gambling service providers (Betway and Midnite) and a gaming magazine. RESULTS:Compared to sports bettors, esports bettors were significantly younger, scored higher on gambling risk severity, and had more gaming disorder symptoms. Esports bettors were also more likely than sports bettors to report higher levels of stress, anxiety, and depression symptoms, and impulsivity, as well as be driven by coping, social, and financial motives to engage in betting. In an unadjusted binary regression model, being younger, being driven by coping, social, and financial motives, and reporting elevated levels of impulsivity, depression, anxiety, and stress symptoms were predictors of esports betting. Higher rates of problem gambling severity and gaming disorder symptoms were also predictors of esports betting. CONCLUSIONS:The findings suggest that esports bettors are a distinct betting group, and vulnerable to multiple gaming/gambling-related harms and psychopathological harms.
Video gaming often sparks controversy, though negative effects are mainly linked to gaming disorder, not gaming itself. Research shows that gaming disorder is associated with reduced executive functioning and greater reliance on habitual processes, while recreational gaming may relate to enhanced cognitive functions. However, comprehensive comparisons of cognitive profiles across gaming behaviors remain scarce. Therefore, we aimed to compare the cognitive functioning of non-gamers (NG), recreational gamers (RG), and gaming disorder risk individuals (GDR). Based on the Internet Gaming Disorder Test scores, 114 participants were classified into NG, RG, or GDR groups. Executive functions were assessed using the Go/No-Go, Counting Span, Digit Span, Card Sorting, 1-back and 2-back tasks. Habit learning was measured with the Alternating Serial Reaction Time task. The GDR group showed reduced working memory, performing worse on the Digit Span task than the NG group, and worse on the Counting Span task than both NG and RG groups. Conversely, the RG group displayed enhanced attention-related performance. No group differences emerged in other executive functions or overall habit learning. Interaction analyses revealed a negative relationship between habit learning and inhibitory control/updating across groups, supporting competition theory, while a positive link between working memory and habit learning in NG and GDR groups suggests possible compensatory mechanisms. Overall, this study underscores that cognitive impairments are linked to gaming disorder rather than gaming itself, while recreational gaming may offer cognitive benefits. These findings provide insights into the distinct cognitive profiles of recreational gamers and those at risk of gaming disorder. Cognitive profiles differ for gaming disorder vs. recreational gaming. Working memory is impaired in individuals at risk of gaming disorder. Recreational gaming is linked to enhanced attention-related performance. Executive functions and habits compete with each other, regardless of gaming. Cognitive systems show both competitive and compensatory links.
Background:Short versions of problematic internet use (PIU) questionnaires may provide a convenient and effective way of assessing internet-related problems in various contexts, ranging from research to clinical practice. The aim of this study was to investigate whether single yes/no question (Q-single) regarding "functional impairment due to PIU" could serve as a screening tool to indicate the potential absence of PIU, given the lack of functional impairment. Methods:Data from two online studies (N = 524 and N = 272) assessing internet-related behaviors among students were used for the analyses. Participants completed questionnaires (the nine-item Problematic Internet Use Questionnaire [PIUQ-9], the Compulsive Internet Use Scale [CIUS], the nine-item Patient Health Questionnaire, depression module [PHQ-9], the seven-item Generalized Anxiety Disorder scale [GAD-7]), questions about their internet use time, besides answering the Q-Single question. Block-wise multiple linear regression analyses were used to determine the predictive effect of the Q-Single on PIU (as measured with the PIUQ-9 and the CIUS) and its association with depression and anxiety symptom scores (as measured with the PHQ-9 and the GAD-7). Results:The Q-Single demonstrated a high negative predictive value in screening the absence of PIU, however positive predictive value was low to moderate. Q-Single proved to be a good predictor of PIU (β = 0.484, p < 0.001 [PIUQ-9] and β = 0.481, p < 0.001 [CIUS]) when controlling for age, gender, and internet use time. Adjusting for the same controlling variables, the Q-Single had a moderate association with depression symptoms (β = 0.385, p < 0.001 [PHQ-9]) and anxiety symptoms (β = 0.252, p < 0.001) [GAD-7]) supporting the validity of the single-question instrument. Conclusions:The finding that a single question could predict absence of PIU in students, implies that functional impairment is an important indicator of PIU.
Although previous research has identified psychiatric symptoms and dissociation as important factors in problem gambling, the role of gambling motives in these relationships has received scant attention. According to the literature, the theoretically “riskier” motives (coping and enhancement) are associated with problem gambling. The present study examined the mediating role of gambling motives between psychiatric symptoms, dissociative experiences, and problem gambling severity. A total of 688 participants (57.8% male, M age = 40.8 years, SD = 13.8) completed the Brief Symptom Inventory (BSI), Dissociative Experiences Scale-II (DES-II), Gambling Motives Questionnaire (GMQ), and Problem Gambling Severity Index (PGSI). The overall model had a good fit to the data. The results indicated that psychiatric symptoms had a significant direct effect and a significant indirect (mediating) effect on problem gambling severity via the coping motive, while dissociation only showed a significant indirect effect via the coping motive. The structural equation modeling showed that psychiatric symptoms, both directly and indirectly (via coping motives), influenced problem gambling severity, but dissociation did so indirectly only via coping motives. These results suggest that dissociation amplifies vulnerability to escape-style gambling, a concept in which an individual tries to regulate either negative mood states or psychological arousal by gambling. Awareness of dissociative tendencies and targeted interventions may help reduce gambling-related harms.
BACKGROUND AND AIMS:Esports playing (i.e., competitive videogaming) is an ever-growing activity but has a variety of risks or harms associated with problematic consumption. The aim of the present study was to investigate the extent to which esports is associated with different indicators of problematic consumption and how motivations for playing videogames reflect differences between esports players, recreational players, and highly engaged gamers. METHODS:Self-report data were collected regarding personality, psychopathological symptoms, and gaming behavior among 14,727 gamers (mean age = 24.1 years [SD = 7.0]; 89.3 % male) comprising 557 esports players (mean age = 21.5 years [SD = 6.5]; 95.9 % male), 5101 recreational players (mean age = 26.1 years [SD = 7.5]; 87.8 % male), and 9069 highly engaged gamers (mean age = 23.2 years [SD = 6.4]; 89.7 % male). RESULTS:Comparing all three groups, esports players were more likely to be male, younger in age, and were more likely to have a competitive personality. When compared to highly engaged gamers with regard to gaming motivation, esports players showed lower mastery, stimulation, and escapism motives. Highly engaged gamers displayed higher sensation seeking, higher negative affectivity, and lower sociability compared to the other two groups. CONCLUSION:Esports players tend to have a balanced psychological profile, which indicates that esports themselves are not necessarily associated with problematic use characteristics. Highly engaged gamers showed potentially harmful characteristics in terms of higher perceived stress and depression, and motivations to play (escapism). Interventions are encouraged to protect and support this group of gamers.
Background: Studies have shown that emotion dysregulation, depression symptoms, and escapism motives are associated with Gaming Disorder (GD) symptoms. Findings indicate a discrepancy between the World Health Organization (WHO) and the American Psychiatric Association (APA) GD symptoms frameworks. Objective: The current study aimed to investigate the serial mediating effect of depression symptoms and coping, escapism and fantasy motives on the relationship between emotion dysregulation and GD symptoms and compare the WHO and APA frameworks. Methods: Data was collected through an online survey utilizing validated self-reported measures. The final convenience sample consisted of 678 video game players (68.44 % men [n = 464], 29.65 % women [n = 201], and 1.92 % reported 'other' as gender identification [n = 13]) with an average age of 29.50 years (SD = 8.92). Structural equation modeling (SEM) was used to analyze the mediating effects. Results: The results showed that depression symptoms and a composite measure of coping, escapism, and fantasy motivations, in sequence, fully mediated the relationship between emotion dysregulation and GD symptoms within the WHO framework and partially mediated it within the APA framework. Conclusions: The results indicate that individuals with emotion dysregulation and higher levels of depression symptoms may use video games as an emotion regulation strategy. Managing emotion dysregulation and coping in the context of video games may aid in the clinical course for gaming disorder and co-occurring depression. Future research should utilize longitudinal designs to investigate study variables.