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.