0000000000037840

AUTHOR

Joël Billieux

0000-0002-7388-6194

showing 18 related works from this author

Problematic internet use prior to and during the COVID-19 pandemic

2021

The health and socio-economic challenges arising from the COVID-19 pandemic have led to greater reliance on the internet to meet basic needs and responsibilities. Greater engagement in online activities may have negative mental and physical health consequences for some vulnerable individuals, particularly under mandatory self-isolation or ‘lockdown’ conditions. The present study investigated whether changes in levels of involvement in online activities during the COVID-19 pandemic (i.e., watching TV series,online sexual activities, video games, social networks, gambling, online shopping, and instant messaging) were associated with problematic internet use, as well as whether certain psychol…

business.industryCross-sectional studyCommunicationCOVID-19online activityContext (language use)Minor (academic)Affect (psychology)ImpulsivityCovid-19; Internet Use; Gaming; TV series; Cybersex; Social Network SitesPathology and Forensic Medicineproblematic internet usePandemicmedicinerisk factorscross-sectional studyThe InternetBasic needsmedicine.symptombusinessPsychologyGeneral PsychologySocial Sciences (miscellaneous)Information SystemsClinical psychologyCyberpsychology: Journal of Psychosocial Research on Cyberspace
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Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective

2019

Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13 identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game purchasing systems could be characterized …

predatory monetization050801 communication & media studiesEntitlementBehavioral economicsvideo gamegaming disorder0508 media and communicationsGame designArts and Humanities (miscellaneous)microtransaction: Multidisciplinary general & others [H99] [Social & behavioral sciences psychology]MarketingVideo gameGeneral PsychologyConsumer behaviour05 social sciencesComputingMilieux_PERSONALCOMPUTING:170106 - Health Clinical and Counselling Psychology [FoR]050301 educationConsumer protection: Multidisciplinaire généralités & autres [H99] [Sciences sociales & comportementales psychologie]Purchasingconsumer protectionHuman-Computer Interaction; Arts and Humanities (miscellaneous); General Psychology; Gambling; GamingHuman-Computer InteractionConsumer Bill of Rightsin-game purchasingBusiness0503 educationComputers in Human Behavior
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Spanish validation of the Sexual Addiction Screening Test.

2018

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). Met…

Sexual addictionAdultMale050103 clinical psychologyFull-length ReportPsychometricsAdolescentPsychometricsmedia_common.quotation_subjectSexual BehaviorMedicine (miscellaneous): Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]psychometric properties: Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]compulsive sexual behavior03 medical and health sciencesYoung Adult0302 clinical medicinemedicineHumans0501 psychology and cognitive sciencesYoung adultPathologicalmedia_commonPsychiatric Status Rating ScaleshypersexualityIncidence (epidemiology)Addiction05 social sciencesReproducibility of ResultsGeneral Medicinemedicine.disease030227 psychiatrySpanish validationBehavior AddictivePsychiatry and Mental healthClinical PsychologySexual desireSexual Addiction Screening Test (SAST)HypersexualityFemalemedicine.symptomPsychologyClinical psychology
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Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers

2019

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 Statistica…

AdultMale050103 clinical psychologyemotion regulationAdolescentFull-Length Reportmedia_common.quotation_subjectescapismMedicine (miscellaneous)Sample (statistics): Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]: Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]03 medical and health sciencesYoung AdultInternet gaming disordergaming disorder0302 clinical medicineSettore M-PSI/08 - Psicologia ClinicaAdaptation PsychologicalHumans0501 psychology and cognitive sciencesAffective SymptomsVideo gameMMORPGmedia_commonAgedInternet05 social sciencesGeneral MedicineMiddle Agedproblematic gaming030227 psychiatryBehavior AddictivePsychiatry and Mental healthClinical PsychologyEscapismVideo GamesProblematic gaming Emotion regulation Internet gaming disorder Escapism MMORPG Gaming disorderPositive relationshipFemalePsychologySocial psychologyhuman activities
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Cross-cultural validation of the Compulsive Internet Use Scale in four forms and eight languages

2019

International audience; The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 items instead of the original 14). However, to date, the CIUS has never been simultaneously compared and validated in several languages and different versions. Consequently, the present study tested the psychometric properties of four CIUS versions (i.e., CIUS-14, CIUS-9, CIUS-7, and CIUS-5) across eight languages (i.e., Germ…

MalePsychometrics[SHS.PSY]Humanities and Social Sciences/Psychology050109 social psychologymanopcomputer.software_genreGermanddc:616.890508 media and communicationsddc:150Applied PsychologyMeasurement invarianceLanguage4. EducationCommunication05 social sciencesGeneral MedicineCompulsive Internet Use ScaleComputer Science ApplicationsTest (assessment)Psychometric testingCompulsive BehaviorlanguageFemaleThe InternetPsychologyNatural language processingAdultCross-Cultural ComparisonAdolescentPsychometricsSocial Psychology050801 communication & media studiesCompulsive Internet Use Scale psychometric testing measurement invariance cross-cultural researchYoung AdultHumansCross-culturalTranslations0501 psychology and cognitive sciencesPsychological testingMeasurement invarianceInternetPsychological Testsbusiness.industryResearchReproducibility of ResultsCross-culturalCross-cultural studieslanguage.human_languageHuman-Computer InteractionArtificial intelligencebusinesscomputer
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Measurement Invariance of the Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) across Eight Languages

2018

The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with the short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ–SV). However, to date, no study has ever examined the degree to which the PMPU scale assesses the same construct across different languages. The aims of the present study were to (i) determine an optimal factor structure for the PMPUQ–SV among university populations using eig…

MaleProblematic Mobile Phone UsePsychometricsHealth Toxicology and MutagenesisApplied psychologyPsicologia del desenvolupament[SHS.PSY]Humanities and Social Sciences/Psychology030508 substance abuselcsh:Medicinemanop: Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]smartphone useGermanddc:616.890302 clinical medicineddc:150Surveys and QuestionnairesDangerous BehaviorPrevalence030212 general & internal medicineLanguageTelèfon mòbil i adolescentsEuropemeasurement invarianceScale (social sciences)languageProblematic MobileFemaleCrime0305 other medical sciencePsychologyAdultCross-Cultural ComparisonPsychometricsmobile phone useSample (statistics)Phone Use Questionnaire: Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]Article03 medical and health sciencesCronbach's alphaHumansMeasurement invarianceTranslationspsychometric testingStructure InvariancePMPUQDescriptive statisticslcsh:RPublic Health Environmental and Occupational HealthProblematic Mobile Phone Use Questionnairelanguage.human_languageCell Phone UseBehavior AddictiveMobile phonemeasurement invariancFactor Analysis StatisticalInternational Journal of Environmental Research and Public Health
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Expert appraisal of criteria for assessing gaming disorder: An international Delphi study

2021

Background and aims Following the recognition of ‘internet gaming disorder’ (IGD) as a condition requiring further study by the DSM‐5, ‘gaming disorder’ (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the eleventh revision of the International Classification of Diseases (ICD‐11). However, the proposed diagnostic criteria for gaming disorder remain the subject of debate, and there has been no systematic attempt to integrate the views of different groups of experts. To achieve a more systematic agreement on this new disorder, this study employed the Delphi expert consensus method to obtain expert agreement on the diagnostic validity, clinical util…

Research Reportmedicine.medical_specialtyInternet addictionDelphi TechniquediagnosisGaming disordermedia_common.quotation_subjectDelphi methodinternet gaming disorderMedizin030508 substance abuseMedicine (miscellaneous)DelphiWorld health03 medical and health sciencesgaming disorderddc:616.89DSMInternet gaming disorder0302 clinical medicineDiagnosismedicineHumansMedical physics030212 general & internal medicinemedia_commoncomputer.programming_languageInternetResearch Reports (Alcohol‐Drugs‐Solvents‐Gambling‐Nicotine)ICDExpert consensusJoc compulsiuDeceptionBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersDisruptive Impulse Control and Conduct DisordersPsychiatry and Mental healthMoodVideo GamesDiagnostic validityAddicció a Internet0305 other medical sciencePsychologyCompulsive gamblingcomputerDelphiGaming Disorder; Delphi; DSM; ICD; Diagnosis; Internet Gaming Disorder
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Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

2020

As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and “staying at home” to curb its spread and impact. The fear resulting from the disease, the ‘lockdown’ situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies i…

ConsensusDistancingSocial connectednesslcsh:RC435-571Internet privacyPneumonia Viral610 Medicine & healthAnxietyArticleSocial group03 medical and health sciences2738 Psychiatry and Mental HealthBetacoronavirus0302 clinical medicinelcsh:PsychiatryPandemicAdaptation PsychologicalmedicinePornographyHumans10064 Neuroscience Center ZurichSalut mentalPandemicsInternetbusiness.industryDepressionSARS-CoV-23203 Clinical PsychologyClinical Psychology; Psychiatry and Mental health; COVID-19COVID-1910058 Department of Child and Adolescent PsychiatryAnxiety Disorders030227 psychiatryPsychiatry and Mental healthClinical PsychologyWork (electrical)PsychologieVideo GamesInformation and Communications Technology10076 Center for Integrative Human PhysiologyAnxietyMental healthmedicine.symptomPsychologybusinessCoronavirus Infections030217 neurology & neurosurgeryComprehensive Psychiatry
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A compensatory model to understand dysfunctional personality traits in problematic gaming: The role of vulnerable narcissism

2020

Abstract According to a “compensatory perspective”, this study aimed to examine the role of narcissism (both vulnerable and grandiose) in the relationship between emotion dysregulation, escapism motivation to play, and problematic gaming. In a sample of 405 World of Warcraft players, we tested a multiple mediation model in which the relationship between vulnerable/grandiose narcissism and problematic gaming was mediated by emotion dysregulation and escapism. Results showed that the model for vulnerable (but not grandiose) narcissism fitted the data very well. This study adds novel insight to our understanding of the mechanisms that support problematic gaming, suggesting that the emotion dys…

Mediation (statistics)EscapismGaming disordermedia_common.quotation_subjectAddictive behavior050109 social psychologyDysfunctional familyNarcissistic personality traitsGaming addiction050105 experimental psychologyMmorpgSettore M-PSI/08 - Psicologia ClinicaNarcissismmedicineRelevance (law)0501 psychology and cognitive sciencesBig Five personality traitsGeneral Psychologymedia_common05 social sciencesPerspective (graphical)Emotion dysregulationEscapismNarcissismmedicine.symptomPsychologyhuman activitiesSocial psychologyPersonality and Individual Differences
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Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014).

2016

This commentary paper critically discusses the recent debate paper by Petry et al. (2014) that argued there was now an international consensus for assessing Internet Gaming Disorder (IGD). Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not provide a true and representative international community of researchers in this area. This paper critically discusses and provides commentary on (i) the representativeness of the international group that wrote the ‘consensus’ paper, and (ii) each of the IGD criteria. The paper also includes a brief discussion on initiatives that could be taken to…

ConsensusInternationality030508 substance abuseMedicine (miscellaneous)Representativeness heuristicArticleDSM-5ddc:616.8903 medical and health sciences0302 clinical medicineHumansEmpirical evidencebusiness.industryInternational communityVideo Games/psychologyPublic relations030227 psychiatryBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersPsychiatry and Mental healthVideo GamesScale (social sciences)Video game addictionThe InternetIndustrial and organizational psychology0305 other medical sciencePsychologybusinessSocial psychologyBehavior Addictive/diagnosisAddiction (Abingdon, England)
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“Diagnostic inflation” will not resolve taxonomical problems in the study of addictive online behaviours. •

2021

AbstractThis article suggests that the type of Internet-enabled device should not be prioritised when conceptualizing diagnostic categories of addictive online behaviours. The diagnostic distinction between “predominantly mobile” and “predominantly non-mobile” forms of Internet use disorders (IUD) is not empirically based, may not be clinically useful and may lead to “diagnostic inflation.” Problems with the concepts of smartphone use disorder and IUD on which the proposed distinction is largely based call for their re-examination. Future proposals for the taxonomy of addictive behaviours may not need to be based on online/offline and mobile/non-mobile dichotomies.

InflationInternet useDichotomymedia_common.quotation_subjectAddiction030508 substance abuseMedicine (miscellaneous)General Medicine030227 psychiatry03 medical and health sciencesPsychiatry and Mental healthClinical Psychology0302 clinical medicineTaxonomy (general)0305 other medical sciencePsychologyCognitive psychologymedia_commonJournal of Behavioral Addictions
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Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective: Commentary on: A weak scientific basis for …

2018

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 …

medicine.medical_specialtyInclusion (disability rights)clinical perspective030508 substance abuseMedicine (miscellaneous)DiseaseWorld healthgaming disorder03 medical and health sciences0302 clinical medicineICD-11medicineMedia psychologybusiness.industryPublic healthpublic healthPerspective (graphical)General MedicinePublic relations030227 psychiatry3. Good healthPsychiatry and Mental healthClinical PsychologyCriticismPosition (finance)0305 other medical sciencebusinessPsychologyJournal of behavioral addictions
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Rationale for and usefulness of the inclusion of gaming disorder in the ICD-11.

2021

Psychiatry and Mental healthmedicine.medical_specialtyGaming Disorder; ICD-11; Problem gaming; Diagnosisbusiness.industryMEDLINEMedicinePshychiatric Mental HealthbusinessPsychiatryInclusion (education)PerspectivesWorld psychiatry : official journal of the World Psychiatric Association (WPA)
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Research Directions in the Study of Gaming-Related Escapism: a Commentary to Melodia, Canale, and Griffiths (2020)

2021

AbstractEscapism motivations and related processes (e.g., avoidance, dissociation, relaxation, and emotion dysregulation) have been identified as risk factors for problematic gaming. However, the escapism construct has often been poorly conceptualized and operationalized in assessment instruments. In their systematic review, Melodia et al. (2020) proposed that conceptualizing escapism as an avoidant coping strategy could provide a sound basis for further study of problematic gaming. In this commentary, we critically examine some terminological and conceptual issues in relation to escapism to guide future research.

Operationalizationmedia_common.quotation_subjectAssessment instrumentEscape Escapism Gaming disorder Problematic gaming VirtualityGaming; Escapism; Escape; Gaming Disorder; VirtualityAvoidant copingPsychiatry and Mental healthEscapismHealth psychologySettore M-PSI/08 - Psicologia ClinicaVirtuality (gaming)PsychologyConstruct (philosophy)Social psychologymedia_common
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Towards a cross-cultural assessment of binge-watching : Psychometric evaluation of the “watching TV series motives” and “binge-watching engagement an…

2020

International audience; In view of the growing interest regarding binge-watching (i.e., watching multiple episodes of television (TV) series in a single sitting) research, two measures were developed and validated to assess binge-watching involvement (``Binge-Watching Engagement and Symptoms Questionnaire'', BWESQ) and related motivations (``Watching TV Series Motives Questionnaire'', WTSMQ). To promote international and cross-cultural binge-watching research, the present article reports on the validation of these questionnaires in nine languages (English, French, Spanish, Italian, German, Hungarian, Persian, Arabic, Chinese). Both questionnaires were disseminated, together with additional …

Questionnairesmedia_common.quotation_subject[SDV]Life Sciences [q-bio]education050801 communication & media studiesSurveysImpulsivityConfirmatory factor analysisBinge-watching0508 media and communicationsBinge-watchingArts and Humanities (miscellaneous)medicineCross-culturalMeasurement invarianceGeneral Psychologymedia_commonPersianMeasurement invariance05 social sciences050301 educationConstruct validityCross-culturallanguage.human_languageConfirmatory factor analysishumanitiesHuman-Computer InteractionAngewandte KognitionswissenschaftHappinesslanguageTV seriesmedicine.symptomPsychology0503 educationClinical psychology
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Self-reported dependence on mobile phones in young adults: A European cross-cultural empirical survey

2017

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.\ud \ud Methods: A sample of 2,775 young adults (aged 18–29 years) were recruited in different…

Full-Length ReportApplied psychologyEmpirical surveycross-cultural researchMedicine (miscellaneous)[SHS.PSY]Humanities and Social Sciences/Psychologymanop: Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]ddc:616.890302 clinical medicine0508 media and communicationsddc:150Risk Factorsproblematic mobile phone usePrevalence030212 general & internal medicineYoung adultmobile phone dependence[SDV.NEU.PC]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behavior05 social sciencesRegression analysisGeneral MedicineEuropePsychiatry and Mental healthClinical Psychology[SCCO.PSYC]Cognitive science/PsychologyRegression AnalysisThe InternetPsychologyAdultCross-Cultural Comparisonyoung adultsAdolescentUniversities050801 communication & media studiesSample (statistics): Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]Young Adult03 medical and health sciencesProblematic mobile phone useHumansCross-culturalInternetbusiness.industrybehavioral addictionsCross-cultural studiesBehavior AddictiveCross-cultural researchMobile phoneSelf ReportbusinessCell PhoneJ BEHAV ADDICT JOURNAL OF BEHAVIORAL ADDICTIONS
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Preserved Crossmodal Integration of Emotional Signals in Binge Drinking

2017

Binge drinking is an alcohol consumption pattern with various psychological and cognitive consequences. As binge drinking showed qualitatively comparable cognitive impairments to those reported in alcohol-dependence, a continuum hypothesis suggests that this habit would be a first step toward alcohol-related disorders. Besides these cognitive impairments, alcohol-dependence is also characterized by large-scale deficits in emotional processing, particularly in crossmodal contexts, and these abilities have scarcely been explored in binge drinking. Emotional decoding, most often based on multiple modalities (e.g., facial expression, prosody or gesture), yet represents a crucial ability for eff…

media_common.quotation_subjectlcsh:BF1-990030508 substance abuseBinge drinkingemotionheavy drinking: Traitement & psychologie clinique [H13] [Sciences sociales & comportementales psychologie]Anger: Treatment & clinical psychology [H13] [Social & behavioral sciences psychology]Developmental psychology03 medical and health sciences0302 clinical medicineprosodyPsychologyGeneral Psychologyfacial expressionOriginal Researchmedia_commonFacial expressionModalitiesCrossmodalAlcohol dependenceCognitionalcohol-dependencelcsh:PsychologyFacilitation0305 other medical sciencePsychology030217 neurology & neurosurgeryFrontiers in Psychology
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Subtyping treatment-seeking gaming disorder patients

2021

Abstract Background and aims Gaming Disorder (GD) is characterized by a pattern of persistent and uncontrolled gaming behavior that causes a marked impairment in important areas of functioning. The evolution of the worldwide incidence of this disorder warrants further studies focused on examining the existence of different subtypes within clinical samples, in order to tailor treatment. This study explored the existence of different profiles of patients seeking treatment for GD through a data-driven approach. Methods The sample included n = 107 patients receiving treatment for GD (92% men and 8% women) ranging between 14 and 60 years old (mean age = 24.1, SD = 10). A two-step clustering anal…

AdultMalePsychology PathologicalAdolescentmedia_common.quotation_subjectMedicine (miscellaneous)Dysfunctional familyToxicologyDisease clusterPersonality DisordersDSM-5Young AdultCluster AnalysisHumansPersonalityMedicineBig Five personality traitsPathologicalmedia_commonbusiness.industryIncidence (epidemiology)Joc compulsiuMiddle AgedPsicopatologiaBehavior AddictiveDisruptive Impulse Control and Conduct DisordersPsychiatry and Mental healthClinical PsychologyFemaleGaming Disorder; Personality; Internet Gaming Disorder; DSM-5; Diagnosis; Cluster Analysis; Clustering; ProfilesCompulsive gamblingbusinessPersonalityClinical psychologyPsychopathologyAddictive Behaviors
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