Search results for "Addiction"
showing 10 items of 415 documents
Risk and protective factors for (internet) gaming disorder: A meta-analysis of pre-COVID studies.
2023
This large-scale meta-analysis aimed to provide the most comprehensive synthesis to date of the available evidence from the pre-COVID period on risk and protective factors for (internet) gaming disorder (as defined in the DSM-5 or ICD-11) across all studied populations. The risk/protective factors included demographic characteristics, psychological, psychopathological, social, and gaming-related factors. In total, we have included 1586 effects from 253 different studies, summarizing data from 210557 participants. Apart from estimating these predictive associations and relevant moderating effects, we implemented state-of-the-art adjustments for publication bias, psychometric artifacts, and o…
Régimes passionnels de l'excès
2022
Si l’alimentation constitue un marqueur de santé et de plaisir, idéalement à la jonction du bien et du bon, les addictions alimentaires renvoient plus directement à l’univers des troubles, des compulsions, du désordre dans le rapport aux aliments, à l’alimentation. Mais, en dehors du discours nutritionnel ou médical, on peut aussi concevoir l’addiction dans un rapport plus complexe à la séduction alimentaire, au plaisir gastronomique, jouant avec l’excès, l’expérience des limites. Jusqu’à basculer et se perdre par rapport à la recherche initiale et idéale du plaisir alimentaire.
Bedringsprosesser i et hverdagsperspektiv : Hvilken betydning kan mestring av daglige aktiviteter ha for rusmiddelavhengiges vei mot rusfrihet og opp…
2017
Masteroppgave psykisk helsearbeid ME504 - Universitetet i Agder 2017 The World Health Organization expects mental illnesses, including drug addiction, to be the main cause of disease in Western countries by 2020. Recommended measures in order to meet these health challenges are facilitating recovery, empowerment, local services and social inclusion. The purpose of this study has been to investigate which importance coping with daily activities has for drug addicts in a rehabilitation phase. The study is qualitative with a phenomenological starting point. Through individual interviews with four drug addicts, we wanted them to describe their everyday life activities. The subjects were living …
Psychological triggers in video games
2016
Peliteollisuudesta on hyvää vauhtia tulossa liikevaihdoltaan suurin viihdeteollisuuden haara ikinä. Erilaisten pelimuotojen lisääntyminen ja suurenevat voitot vaativatkin selvitystä siitä, mikä tekee peleistä pelattavia? Tämä tutkielma pyrkii määrittämään ja selvittämään digitaalisten pelien ominaisuuksia jotka miellyttävät potentiaalisia sekä nykyisiä asiakkaita psykologiselta kannalta. Erilaisia tekijöitä analysoidaan yrittäessä määrittää ominaisuuksia jotka erottavat virtuaaliset pelit toisistaan ja vaikuttavat haluttavilta, mainittakoon muun muassa flow, immersio, tunteet ja hahmon identifikaatio. Tutkielmassa tuodaan esille erilaisia tapoja joilla saadaan flown ja immersion tunteet her…
Internet Addiction Disorder: un contributo di ricerca
2006
Riassunto La versione italiana dell'Internet Addiction Test (IAT) di Young è stata somministrata ad un gruppo di chatter italiani (n= 236), al fine di analizzare la struttura fattoriale dello strumento. Dall'analisi fattoriale sono emersi i seguenti sei fattori che enfatizzano, nel complesso, alcuni aspetti cruciali misurati dall'IAT
Internet gaming disorder or internet addiction? A plea for conceptual clarity
2014
The “Journal of Functional Morphology and Kinesiology” Journal Club Series: Highlights on Recent Papers in Overtraining and Exercise Addiction
2019
We are glad to introduce the seventeenth Journal Club. This edition is focused on several relevant studies published in the last years in the field of Overtraining and Exercise Addiction, chosen by our Editorial Board members and their colleagues. We hope to stimulate your curiosity in this field and to share with you the passion for the sport seen also from the scientific point of view. The Editorial Board members wish you an inspiring lecture.
Al di là del sintomo. Il gruppo psicodinamico nelle dipendenze
2012
I Disturbi da Uso di Sostanze (DUS) e i Disturbi del Comportamento Alimentare (DCA) presentano delle caratteristiche comuni. Essi infatti si manifestano attraverso un attacco al corpo, presentano un’insorgenza in età adolescenziale o tardo adolescenziale e una prevalenza associata rispettivamente al genere maschile e femminile. In una prospettiva psicodinamica, ciò che soprattutto accomuna i DUS e i DCA (insieme ai disturbi psicosomatici) è il fatto di poter essere considerati dei disturbi di secondo livello, dei quadri sintomatologici di copertura rispetto ad una sofferenza psichica sottostante. In questo senso possono essere considerate delle modalità di auto-terapia e autoregolazione emo…
The Strategy of Harm Reduction in Work with People Addicted to Drugs and Alcohol
2016
The policy of EU Member States, the United States, South America and Australia is heading towards the restructuring of the support system for addicts by implementing actions meant to limit the health and social damages resulting from the use of psychoactive substances. Many countries offer access to low-threshold programmes whereby the participant is not forced to maintain abstinence or submit to the excessive rules and obligations of a rehabilitation center. Harm reduction is a philosophy based on pragmatic and realistic goals of working with addicts and users. It assumes that each change, even the smallest, is important and should be supported. Harm reduction programmes usually function i…
On the Prevalence of Addicted or Problematic Gaming in Finland
2019
Highlights • A dataset from Finland in 2015 (systematic random sampling N = 4511) suggests an (unweighted) prevalence rate of certain “addicted gaming” (videogame play) to be 0.6% among local gamers and 0.03% among the whole population. • The implied prevalence of certain “problematic gaming” (videogame play) climbs to 1.4% among local gamers and 0.6% among the whole population. • Of those “addicted” individuals to whom videogame play was a problem “almost always,” eight reported their hours of play during a week (72, 30, 10, 7, 4, 1, 1, 1), which indicate that “addicted gaming,” if understood as excessive play, might not be optimal for describing such problems.