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	<title>ADHD symptoms &#8211; Science</title>
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	<title>ADHD symptoms &#8211; Science</title>
	<link>https://scienmag.com</link>
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		<title>ADHD Symptoms and Loneliness Together Raise Odds of Problematic Gaming</title>
		<link>https://scienmag.com/adhd-symptoms-and-loneliness-together-raise-odds-of-problematic-gaming/</link>
		
		<dc:creator><![CDATA[Ophelia Keating]]></dc:creator>
		<pubDate>Sun, 20 Sep 2026 21:56:19 +0000</pubDate>
				<category><![CDATA[Medicine]]></category>
		<category><![CDATA[ADHD symptoms]]></category>
		<category><![CDATA[ADHD symptoms and internet gaming disorder]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[behavioral addiction risk factors]]></category>
		<category><![CDATA[comorbidity of ADHD and gaming disorder]]></category>
		<category><![CDATA[diagnostic criteria for internet gaming disorder]]></category>
		<category><![CDATA[DSM-5 criteria]]></category>
		<category><![CDATA[IGDT-10]]></category>
		<category><![CDATA[impact of social circumstances on problematic gaming]]></category>
		<category><![CDATA[influence of social environment on gaming addiction]]></category>
		<category><![CDATA[internet gaming disorder]]></category>
		<category><![CDATA[Japan]]></category>
		<category><![CDATA[loneliness]]></category>
		<category><![CDATA[loneliness and social isolation in gaming addiction]]></category>
		<category><![CDATA[Lubben Social Network Scale]]></category>
		<category><![CDATA[mental health and addiction research]]></category>
		<category><![CDATA[nationwide survey]]></category>
		<category><![CDATA[nationwide survey on gaming and mental health]]></category>
		<category><![CDATA[prevalence of internet gaming disorder in Japan]]></category>
		<category><![CDATA[Public health]]></category>
		<category><![CDATA[role of subjective loneliness in gaming behavior]]></category>
		<category><![CDATA[social isolation]]></category>
		<category><![CDATA[UCLA Loneliness Scale]]></category>
		<category><![CDATA[vulnerable populations for gaming addiction]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=203304</guid>

					<description><![CDATA[A nationwide Japanese study of over 25,000 people found that ADHD symptoms raise the odds of internet gaming disorder, with loneliness without social isolation emerging as a distinct and dangerous risk context.]]></description>
										<content:encoded><![CDATA[<p>A landmark nationwide study from Japan has brought new clarity to one of the most debated questions in behavioral addiction research: why people with attention-deficit/hyperactivity disorder symptoms are more likely to develop internet gaming disorder. Drawing on an internet survey of 25,424 participants aged 15 to 84, researchers found that ADHD symptoms were significantly associated with higher odds of probable internet gaming disorder, but the strength of that association depended heavily on each person&#8217;s social circumstances. The findings, published in the International Journal of Mental Health and Addiction, suggest that the subjective feeling of loneliness, even when a person is not socially isolated, may create a distinct risk environment for problematic gaming.</p>
<p>The weighted prevalence of probable internet gaming disorder in the sample was 1.3 percent, a figure that reflects the criteria of the ten-item Internet Gaming Disorder Test, a validated instrument based on the nine DSM-5 diagnostic criteria. While that percentage may appear modest, applied across an entire national population it translates into hundreds of thousands of individuals whose gaming has become impairing, characterized by impaired control, escalating priority given to gaming, and continuation despite negative consequences. Understanding who is most vulnerable, and why, has therefore become a pressing public health question as digital games continue to dominate leisure time across every age group.</p>
<p>The research team, led by Norio Sugawara of Dokkyo Medical University School of Medicine together with Takahiro Tabuchi of Tohoku University Graduate School of Medicine and colleagues, measured ADHD symptoms using the Japanese version of the six-item Adult ADHD Self-Report Scale, a brief screening tool aligned with DSM-5 diagnostic criteria. Loneliness was captured with the three-item short form of the UCLA Loneliness Scale version 3, while social isolation was assessed with the Lubben Social Network Scale, an instrument that quantifies the size and quality of a person&#8217;s social network. By measuring these constructs separately, the investigators were able to distinguish between two conditions that are often conflated: the internal, subjective experience of feeling lonely, and the objective structural state of having few social ties.</p>
<p>That distinction proved crucial. Compared with participants who experienced both loneliness and social isolation, those who had neither condition, and those who were socially isolated but not lonely, had lower odds of probable internet gaming disorder. Strikingly, participants who reported loneliness without social isolation had higher odds. In other words, a person can be surrounded by people, embedded in a family, a workplace, or a community, and still feel profoundly alone, and it is precisely this felt absence of connection that appears most strongly linked to problematic gaming when combined with ADHD symptoms.</p>
<p>The implications reach deep into the theoretical literature on addictive behaviors. The Interaction of Person-Affect-Cognition-Execution model proposes that internet-use disorders emerge from the interplay between an individual&#8217;s predisposing characteristics, their affective state, their cognitive appraisals, and their executive control over behavior. ADHD symptoms supply the person-level vulnerability: impulsivity, attentional difficulties, and a preference for immediate rewards, all of which align with the rapid feedback loops and variable reinforcement schedules built into modern game design. Loneliness supplies the affective vulnerability: an unmet need for social connection that games, with their guilds, chat systems, and cooperative objectives, can appear to satisfy.</p>
<p>Previous research has consistently documented the link between ADHD and gaming disorder, including systematic reviews spanning adolescent cohorts in Korea, prevalence studies in Germany and China, and meta-analyses of gender-related differences in specific internet addictions. What has been missing is population-level evidence clarifying the social mechanisms that modify this risk. A 2024 systematic review and meta-analysis found elevated loneliness among young people with ADHD, and earlier work by Stickley and colleagues demonstrated that ADHD symptoms are associated with loneliness among adults in the general population. The new Japanese study closes the loop by showing that these two well-established associations intersect: ADHD symptoms raise gaming risk most sharply in people who feel lonely but remain socially embedded.</p>
<p>The stratified analyses added another layer of nuance, revealing significant effect modification by sex and by the combined loneliness and social isolation status. This means the relationship between ADHD symptoms and problematic gaming is not uniform across the population. It differs between men and women, consistent with prior meta-analytic evidence that men are more prone to gaming-specific addiction while women&#8217;s problematic internet use more often centers on social media. It also differs across the four combinations of loneliness and social isolation, underscoring that clinicians and researchers who treat these constructs as interchangeable may misidentify who is genuinely at risk.</p>
<p>Methodologically, the study leveraged data from a large nationwide internet survey administered to an internet research panel, with participants compensated through redeemable points. The cross-sectional design was strengthened by inverse probability weighting and propensity score techniques to reduce bias, and psychological distress was screened with the Kessler Psychological Distress Scale, whose Japanese versions have demonstrated strong performance in the World Mental Health Survey Japan. The survey protocol received approval from the Ethics Committee of the Graduate School of Medicine at Tohoku University, and all participants provided online informed consent in accordance with the Declaration of Helsinki and Japanese ethical guidelines for medical research involving human subjects.</p>
<p>As with any cross-sectional analysis, causality cannot be established. It is possible that ADHD symptoms drive excessive gaming, which in turn erodes real-world relationships and deepens loneliness; it is equally plausible that lonely individuals with ADHD turn to games as a compensatory source of stimulation and belonging, or that problematic gaming itself generates feelings of disconnection. The authors emphasize that their findings identify associations and risk contexts rather than proven causal pathways, and longitudinal designs will be needed to disentangle the direction of these relationships. The data also derive from an online panel, which may underrepresent individuals with the most severe disconnection from digital and social life.</p>
<p>Even so, the practical implications are immediate. Screening for problematic gaming in adolescents and adults should not stop at impulsivity checklists; it should also ask how connected people feel, not merely how many people they know. Interventions that build genuine social connection, whether through school-based social skills programs for students with ADHD, community support groups, or family-based approaches, may simultaneously reduce loneliness and blunt the pull of gaming as a substitute for belonging. Conversely, simply increasing contact with others, without addressing the felt quality of those relationships, may leave the most dangerous risk profile untouched. As the researchers conclude, identifying individuals at risk for problematic gaming requires attention both to neurodevelopmental traits and to the nuanced, sometimes invisible texture of their social experience, a message that resonates far beyond Japan&#8217;s borders in an era when so many people report being connected, yet lonely.</p>
<p><strong>Subject of Research:</strong> The association between ADHD symptoms, loneliness, social isolation, and internet gaming disorder in a nationwide Japanese sample</p>
<p><strong>Article Title:</strong> ADHD Symptoms and Loneliness in Internet Gaming Disorder: A Nationwide Study in Japan</p>
<p><strong>Article References:</strong> Sugawara, N., Tabuchi, T., Tokumitsu, K., &amp; Yasui-Furukori, N. (2026). ADHD Symptoms and Loneliness in Internet Gaming Disorder: A Nationwide Study in Japan. <em>International Journal of Mental Health and Addiction</em>. <a href="https://doi.org/10.1007/s11469-026-01726-z" rel="noopener noreferrer">https://doi.org/10.1007/s11469-026-01726-z</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s11469-026-01726-z" rel="noopener noreferrer">10.1007/s11469-026-01726-z</a></p>
<p><strong>Keywords:</strong> ADHD symptoms, internet gaming disorder, loneliness, social isolation, nationwide survey, behavioral addiction, DSM-5 criteria, IGDT-10, UCLA Loneliness Scale, Lubben Social Network Scale, Japan, public health</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">203304</post-id>	</item>
		<item>
		<title>Fragmented Phone Use, Not Total Screen Time, May Weaken the Brain&#8217;s Cognitive Control</title>
		<link>https://scienmag.com/fragmented-phone-use-not-total-screen-time-may-weaken-the-brains-cognitive-control/</link>
		
		<dc:creator><![CDATA[Cassandra Pierce]]></dc:creator>
		<pubDate>Sat, 12 Sep 2026 17:19:37 +0000</pubDate>
				<category><![CDATA[Medicine]]></category>
		<category><![CDATA[ADHD symptoms]]></category>
		<category><![CDATA[attention fragmentation and brain function]]></category>
		<category><![CDATA[BMC Neuroscience]]></category>
		<category><![CDATA[cognitive control]]></category>
		<category><![CDATA[digital behavior and cognitive control]]></category>
		<category><![CDATA[digital footprint]]></category>
		<category><![CDATA[digital hygiene]]></category>
		<category><![CDATA[digital phenotyping]]></category>
		<category><![CDATA[digital phenotyping for cognitive health]]></category>
		<category><![CDATA[effects of digital interruptions on cognitive performance]]></category>
		<category><![CDATA[effects of smartphone interruptions on attention]]></category>
		<category><![CDATA[impact of screen time vs. phone use patterns]]></category>
		<category><![CDATA[media multitasking]]></category>
		<category><![CDATA[mobile cognitive testing in university students]]></category>
		<category><![CDATA[neuroscience of digital media consumption]]></category>
		<category><![CDATA[passive consumption]]></category>
		<category><![CDATA[proactive control]]></category>
		<category><![CDATA[screen fragmentation]]></category>
		<category><![CDATA[smartphone fragmentation]]></category>
		<category><![CDATA[smartphone use]]></category>
		<category><![CDATA[smartphone use and proactive conflict control]]></category>
		<category><![CDATA[Stroop task]]></category>
		<category><![CDATA[youth digital habits and cognitive decline]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=196907</guid>

					<description><![CDATA[A digital phenotyping study of 206 university students finds that fragmented smartphone use, rather than total screen time, is associated with weaker proactive cognitive control.]]></description>
										<content:encoded><![CDATA[<p>A new digital phenotyping study suggests that the real cognitive price of our smartphone habits may not be how many hours we spend looking at screens, but how badly we shred our attention across those hours. In research published in BMC Neuroscience, a team of neuroscientists and health scientists in Ankara, Türkiye, followed 206 university students for a week with objective smartphone logging and a mobile cognitive test administered on the participants&#8217; own devices. Their central finding is striking: raw total screen time did not predict how accurately students performed on a classic measure of cognitive control, while the fragmentation of their digital behaviour did. Students whose phone use was chopped into constant interruptions and short bursts showed a specific weakening of proactive conflict control, the brain&#8217;s ability to maintain goal-relevant rules in anticipation of interference.</p>
<p>The study was motivated by a gap in the existing literature. Most research on digital media and cognition has focused on total screen time, treating hours of use as the key exposure variable. The authors argue that this approach misses the structure of modern digital behaviour. Generation Z university students, often described as digital natives, do not simply use their phones a lot; they use them in a particular pattern, dominated by brief sessions, frequent pickups and a substantial share of passive consumption such as scrolling through content without active engagement. To capture that structure, the researchers set out to characterize the entire digital footprint, including duration, fragmentation and content type, and to test how each dimension relates to cognitive control.</p>
<p>The methodology combined ecological realism with statistical rigour. Participants were health sciences students whose smartphones recorded seven days of objective usage logs. Rather than bringing students into a laboratory to perform a computerized task on unfamiliar equipment, the team deployed a custom mobile Stroop task that participants completed on their own devices, maximizing ecological validity. In the Stroop paradigm, people must name the ink colour of a word while ignoring the word itself; incongruent trials, where the word and colour conflict, tax the brain&#8217;s conflict-resolution machinery, while congruent trials, where word and colour match, can be resolved largely by automatic processing. A clinical battery also assessed sleep quality, attention deficit hyperactivity disorder symptoms, anxiety, headache, neck disability and computer vision syndrome, allowing the researchers to separate digital habits from somatic and psychiatric burden.</p>
<p>The objective data painted a portrait of intensive, highly fragmented use. The median participant logged 6.6 hours of daily screen time, picked up the phone 142 times per day, and averaged just 2.9 minutes per session, with roughly 40 percent of consumption being passive. These numbers quantify what many people intuitively recognize: the modern smartphone day is not a few long engagements but a continuous drip of micro-sessions, each one an interruption of whatever came before. The researchers also developed a Cumulative Digital Load Score, a self-report measure intended to summarize this burden, and compared it against the device logs.</p>
<p>Analyses proceeded on two levels. First, theory-driven family-based correlation analyses, corrected for multiple comparisons across 13 tests using the false discovery rate procedure, examined how screen patterns related to Stroop performance. These analyses showed that fragmentation metrics were significantly associated with conflict resolution costs, meaning that students whose phone use was most broken up performed worse when faced with incongruent, conflicting information. Second, trial-level linear mixed-effects models were fitted across 12,035 individual Stroop trials, allowing the researchers to isolate the momentary effects of different predictors on accuracy trial by trial, rather than relying on coarse summary scores.</p>
<p>The results of the modelling revealed two distinct profiles of impairment. High digital attention fragmentation was linked to a selective weakening of proactive cognitive control: it increased errors specifically on incongruent trials, the trials that require maintaining an intention and applying it against interference. In contrast, clinical and somatic symptom burden, along with ADHD symptomatology, was associated with a broader accuracy cost that extended even to highly automated congruent trials. Particularly for somatic pain burdens, the deficit was not confined to effortful conflict resolution but spilled over into tasks that normally run on autopilot. This dissociation is analytically important, because it suggests that fragmented media use and clinical symptom load degrade cognition through different mechanisms rather than a single generic impairment.</p>
<p>Passive consumption told its own story. The study found that passive use was associated with block-dependent processing delays, slowing responses without affecting performance on highly automatic cognitive tasks. The authors are careful to flag a limitation here: because the two task blocks were administered in a fixed order, this contrast is confounded with task order and practice effects, so the passive consumption finding should be interpreted with caution. Even so, the pattern fits a model in which passive scrolling dulls momentary processing speed while leaving automated routines intact, whereas fragmentation erodes the more strategic, anticipatory layer of executive control.</p>
<p>One of the study&#8217;s most sobering results concerns measurement itself. The convergence between the self-reported Cumulative Digital Load Score and the objective device logs was weak, with correlations of roughly 0.14 to 0.18. In other words, what students believed about their digital load and what their phones actually recorded captured related but distinct aspects of behaviour, not interchangeable estimates of the same construct. This has practical implications far beyond the study: much of the existing literature on screen time and mental health rests on self-report, and this work adds to growing evidence that subjective estimates of device use can diverge substantially from reality.</p>
<p>The authors&#8217; conclusion resists a simple moral panic. Digital exposure, they argue, does not produce a single, homogeneous cognitive deficit. Instead, the data support a more nuanced account in which the pattern of use matters more than the volume. Highly fragmented use, defined by constant interruptions and short session durations, is associated with poorer proactive cognitive control and a specific accuracy cost on demanding trials, while passive consumption is linked to processing delays that spare automatic cognition. Because the study is cross-sectional, it cannot establish causation; it remains possible that people with weaker proactive control are also more prone to fragmenting their attention, rather than fragmentation causing the deficit. Longitudinal and interventional work will be needed to settle the direction of the relationship.</p>
<p>Even with that caveat, the practical message is actionable. If fragmentation, not duration, is the cognitive culprit, then cognitive health in the digital age may benefit from targeted digital hygiene strategies that prioritize minimizing attention fragmentation, such as batching notifications, lengthening uninterrupted periods and reducing the sheer number of pickups, rather than fixating solely on cutting total screen time. For a generation whose phones register more than a hundred pickups a day, the difference between six and four hours of screen time may matter far less than whether those hours arrive as sustained engagement or as a storm of two-minute fragments. The study, funded in part by TÜBA and approved by the Gazi University Ethics Commission, offers a technically sophisticated template for asking that question with objective data, and it reframes the debate about screens from how much to how.</p>
<p><strong>Subject of Research:</strong> How smartphone use fragmentation and passive consumption relate to cognitive control in Generation Z university students.</p>
<p><strong>Article Title:</strong> The neurocognitive cost of media multitasking: fragmented screens, fragmented minds!</p>
<p><strong>Article References:</strong> Ince, M. S., Guzel, I., Bahcelioglu, M., &amp; Bolay, H. (2026). The neurocognitive cost of media multitasking: fragmented screens, fragmented minds!. <em>BMC Neuroscience</em>. <a href="https://doi.org/10.1186/s12868-026-01043-0" rel="noopener noreferrer">https://doi.org/10.1186/s12868-026-01043-0</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1186/s12868-026-01043-0" rel="noopener noreferrer">10.1186/s12868-026-01043-0</a></p>
<p><strong>Keywords:</strong> media multitasking, cognitive control, digital footprint, screen fragmentation, passive consumption, proactive control, Stroop task, digital phenotyping, smartphone use, ADHD symptoms, digital hygiene, BMC Neuroscience</p>
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