Search results for "Addiction"
showing 10 items of 415 documents
The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond int…
2019
We propose an updated version of the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, which we argue to be valid for several types of addictive behaviors, such as gambling, gaming, buying-shopping, and compulsive sexual behavior disorders. Based on recent empirical findings and theoretical considerations, we argue that addictive behaviors develop as a consequence of the interactions between predisposing variables, affective and cognitive responses to specific stimuli, and executive functions, such as inhibitory control and decision-making. In the process of addictive behaviors, the associations between cue-reactivity/craving and diminished inhibitory control contribute to th…
Mechanisms of Shared Vulnerability to Post-traumatic Stress Disorder and Substance Use Disorders
2020
Psychoactive substance use is a nearly universal human behavior, but a significant minority of people who use addictive substances will go on to develop an addictive disorder. Similarly, though ~90% of people experience traumatic events in their lifetime, only ~10% ever develop post-traumatic stress disorder (PTSD). Substance use disorders (SUD) and PTSD are highly comorbid, occurring in the same individual far more often than would be predicted by chance given the respective prevalence of each disorder. Some possible reasons that have been proposed for the relationship between PTSD and SUD are self-medication of anxiety with drugs or alcohol, increased exposure to traumatic events due to a…
Internet Addiction and Internet Gaming Disorder
2020
Several forms of excessive pathological Internet use, such as Internet addiction (IA), Internet gaming disorder (IGD), or gaming disorder (GD) are perceived as public health concerns. IGD was included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as a research diagnosis and recently GD was announced for the International Classification of Disease (ICD-11). IA represents a variety of excessive and unregulated consumption of video games, social networking, chat rooms, use of online pornography, online gambling, or the aimless gathering and research of information. The outpatient treatment program Short-Term Treatment of Internet and Computer Game Addiction (STICA) aims …
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…
Internet addiction, alcohol risky consumption, and gambling disorder among Palermo University Hospital: a cross-sectional study
2019
BacKGrOUnD: the aim of the study was to estimate the prevalence of gambling, internet addiction disease and the risk of alcohol consumption among workers of the “Paolo Giaccone” University hospital in Palermo. MethODs: the study employed a cross-sectional study design. an anonymous online survey was provided accompanied by informed consent. The questionnaire was structured into four parts. The first section investigates on socio-demographic information. in the other sections of the questionnaires were administered: internet addiction test, alcohol Use Disorders Identification Test-Consumption and Canadian Problem Gambling Index. A multivariable logistic regression model was used and adjuste…
Motivos para el consumo de cibersexo y su relación con el grado de severidad
2018
La práctica del cibersexo es un comportamiento frecuente que puede desembocar en un patrón de consumo compulsivo, incontrolado y asociado a un deterioro funcional en diversos ámbitos (adicción al cibersexo). Por tanto, conocer los motivos que explicarían que una persona realice esta conducta (de modo recreativo o patológico) es prioritario. Así, este trabajo se plantea el objetivo de analizar la prevalencia de distintos motivos para el consumo de cibersexo, las diferencias en función del género y el vínculo entre estos motivos y los síntomas de consumo problemático. Tomando una muestra de 400 jóvenes (50% hombres) de entre 18-30 años (M=22.2), se constata que las motivaciones más frecuentes…
Adicción al cibersexo en función de la orientación sexual: prevalencia y predictores
2020
El cibersexo, una práctica sexual generalizada en la sociedad, puede entrañar ciertos beneficios, aunque también conlleva riesgos (como desarrollar una adicción). Dado que el colectivo LGTBI (Lesbianas, gays, transexuales, bisexuales e intersexuales) lo consume más frecuentemente, el riesgo de adicción también podría ser mayor. Este estudio pretende analizar si la orientación sexual aumentaba el riesgo de consumo adictivo de cibersexo, y si la preferencia por determinadas Actividades Sexuales Online (ASOs) y las motivaciones para su realización explicaban este incremento. A tal fin, 553 personas de entre 18-40 años (54.2% hombres; 36.2% heterosexuales, 36.2% bisexuales, 27.7% homosexuales) …
The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review
2021
A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide sugges…
The Mediational Role of Coping Strategies in the Relationship Between Self-Esteem and Risk of Internet Addiction
2017
The aim of the present study is to explore, through a mediation model, the relationship among self-esteem, coping strategies, and the risk of Internet addiction in a sample of 300 Italian university students. We submitted the data to a descriptive, mediational comparison between variables (t-test), and correlational statistical analyses. The results confirmed the effect of self-esteem on the risk of Internet addiction. However, we found that the introduction of coping strategies as a mediator gives rise to partial mediation. A low level of self-esteem is a predictor of avoidance-oriented coping that, in turn, affects the risk of Internet addiction.
FACTORES DE RIESGO EN LA ETAPA DE INICIACIÓN EN LA CONDUCTA ADICTIVA AL TABACO
2011
Addictive smoking behavior often is described as a process involving a series of stages. Because the initation stage is crucial in the acquisition of smoking behavior, the purpose of this article is to describe the most important factors operative at this stage, such as stress, coping, social skills, self-efficacy and attitude changes. Problems posed by programs designed to prevent addictive smoking behavior and methodological and conceptual issues concerning intervention programs and theories of smoking are discussed. Finally, issues related to future research in the area of smoking cessation are considered.