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      Effects of a prevention intervention concerning screens, and video games in middle-school students: Influences on beliefs and use

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          Abstract

          Background and aims

          The aim of this study was to evaluate the effects of a prevention intervention on French adolescents’ Internet and video games use and on their beliefs concerning gaming and Internet Gaming Disorder (IGD), in order to adjust prevention programs further.

          Methods

          The study comprised a prevention intervention group (PIG) and a control group assessed at three times – baseline, post-test, and 4-month follow-up. At baseline, a total of 434 junior high adolescents from five secondary schools were assessed ( M age = 13.2 years; SD = 0.5). The main outcome measures were adolescents’ gaming and Internet use (amount of time spent during the week and the weekend), the number of adolescents with IGD, and beliefs about gaming and IGD.

          Results

          The results showed significant effects of the prevention intervention on Internet and gaming use (at T2, time spent was significantly lower in the PIG), an important increase of IGD prevalence between baseline and follow-up in the control group, and decreased rates of IGD among adolescents in the PIG between post-intervention and follow-up. Between baseline and follow-up, the control group showed a more significant increase of minutes per day during the week and the weekend on Internet versus during the week on video games. The impact of the prevention intervention on adolescents’ beliefs varied according to gender. Girls had a better understanding generally of the potential dangers of and reasons for IGD.

          Discussion

          Implications for future research and prevention approaches are discussed in this study.

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          Most cited references67

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          Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research

          Background Behavioral addiction research has been particularly flourishing over the last two decades. However, recent publications have suggested that nearly all daily life activities might lead to a genuine addiction. Methods and aim In this article, we discuss how the use of atheoretical and confirmatory research approaches may result in the identification of an unlimited list of “new” behavioral addictions. Results Both methodological and theoretical shortcomings of these studies were discussed. Conclusions We suggested that studies overpathologizing daily life activities are likely to prompt a dismissive appraisal of behavioral addiction research. Consequently, we proposed several roadmaps for future research in the field, centrally highlighting the need for longer tenable behavioral addiction research that shifts from a mere criteria-based approach toward an approach focusing on the psychological processes involved.
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            Development and Validation of a Game Addiction Scale for Adolescents

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              Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature.

              The diagnostic criteria of Internet gaming disorder (IGD) have been included in section III of DSM-5. This study aims to systematically review both cross-sectional and longitudinal epidemiological studies of IGD.
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                Author and article information

                Journal
                J Behav Addict
                J Behav Addict
                jba
                JBA
                Journal of Behavioral Addictions
                Akadémiai Kiadó (Budapest )
                2062-5871
                2063-5303
                20 September 2019
                September 2019
                : 8
                : 3
                : 537-553
                Affiliations
                [1 ]Université de Paris , LPPS, Boulogne-Billancourt, France
                [2 ]Centre Pierre Nicole, Consultation Jeunes Consommateurs , Paris, France
                [3 ]Clinique Dupré, Fondation Santé des étudiants de France , Paris, France
                [4 ]Unité Inserm CESP , Paris, France
                Author notes
                [* ]Corresponding author: Céline Bonnaire; Université de Paris, LPPS, EA 4057, 71 Avenue Édouard Vaillant, F-92100 Boulogne-Billancourt, France; Phone: +33 1 76 53 29 52; E-mail: celine.bonnaire@ 123456parisdescartes.fr
                Article
                10.1556/2006.8.2019.54
                7044621
                31537087
                d7768726-323a-43be-b854-7a0b7c60ea7d
                © 2019 The Author(s)

                This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License, which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated.

                History
                : 25 March 2019
                : 02 August 2019
                : 27 August 2019
                : 28 August 2019
                Page count
                Figures: 1, Tables: 3, Equations: 0, References: 63, Pages: 17
                Funding
                Funding sources: None.
                Categories
                Full-Length Report

                internet gaming disorder,screen,video game,prevention,adolescent

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