Disorder and rehabilitation: The paradox of digital games and vulnerabilities

BACKGROUND: The impact of digital gaming on human health, both mental and physical, can be both positive and negative. However, excessive gaming can lead to gaming disorders, which are a cause for concern. With the pandemic, online classes became more common, leading to an increase in gaming-related disorders and even suicides. While the combination of […]

Suicide risk in emerging adulthood: Associations with screen time over 10 years

Suicide rates have increased over the past decade, and screen media (and social media in particular) are often blamed for this marked increase. However, there is little longitudinal research on this topic. The current study examined the link between various types of screen media use over a 10-year period (from adolescence to emerging adulthood) to […]

Does video game play elevate suicide risk? A cross-sectional study of Japanese young adults

The present study explored the relationship between video/online game playing and suicide risk among Japanese young adults using the interpersonal–psychological theory of suicide. A sample of 310 players aged 20–39 years was recruited through an Internet research company. Each participant completed a questionnaire containing items that measured time spent on games, game addiction (GA), game categories, […]

Adverse childhood experiences and avatar preferences in online games

This study investigates the relationship between adverse childhood experiences (ACEs), age, and sex with respect to their avatar preference in online games. The analyses comprise a subsample of n = 1817 adolescents and adults from 14 to 60 years within a representative German population-based study. Results indicate that 14 % of this sample uses avatars in online […]

Can digital games serve as potential intervention or suicide risk?

With the rapid growth of advanced digital technology, the use of mobile apps is of increasing interest as a means for providing continuous access to evidence-based digital interventions. Suicide is a socially taboo topic with approximately 800,000 people dying due to suicide every year. As suicidal ideation and suicide risk increase rapidly, gamified intervention is […]

Association of screen time and depression in adolescence

Importance  Increases in screen time have been found to be associated with increases in depressive symptoms. However, longitudinal studies are lacking. Objective  To repeatedly measure the association between screen time and depression to test 3 explanatory hypotheses: displacement, upward social comparison, and reinforcing spirals. Design, Setting, and Participants  This secondary analysis used data from a randomized clinical trial […]

The relationship between video game play and the acquired capability for suicide: An examination of differences by category of video game and gender.

The effectiveness of SPARX, computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial.

~