<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>behavioral addiction &#8211; Science</title>
	<atom:link href="https://scienmag.com/tag/behavioral-addiction/feed/" rel="self" type="application/rss+xml" />
	<link>https://scienmag.com</link>
	<description></description>
	<lastBuildDate>Mon, 19 Oct 2026 16:28:23 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.1.3</generator>

<image>
	<url>https://scienmag.com/wp-content/uploads/2024/07/cropped-scienmag_ico-32x32.jpg</url>
	<title>behavioral addiction &#8211; Science</title>
	<link>https://scienmag.com</link>
	<width>32</width>
	<height>32</height>
</image> 
<site xmlns="com-wordpress:feed-additions:1">73899611</site>	<item>
		<title>Awe May Shield Solitary Teens from Short Video Addiction—but Dark Traits Decide</title>
		<link>https://scienmag.com/awe-may-shield-solitary-teens-from-short-video-addiction-but-dark-traits-decide/</link>
		
		<dc:creator><![CDATA[Glenn Wilkins]]></dc:creator>
		<pubDate>Mon, 19 Oct 2026 16:28:23 +0000</pubDate>
				<category><![CDATA[Psychology & Psychiatry]]></category>
		<category><![CDATA[adolescent behavioral addiction]]></category>
		<category><![CDATA[adolescents]]></category>
		<category><![CDATA[awe]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[cyberpsychology]]></category>
		<category><![CDATA[Dark Triad]]></category>
		<category><![CDATA[Dark Triad personality traits and internet addiction]]></category>
		<category><![CDATA[effects of awe on digital media use]]></category>
		<category><![CDATA[emotional dispositions and problematic online behavior]]></category>
		<category><![CDATA[I-PACE framework]]></category>
		<category><![CDATA[I-PACE model of internet-use disorders]]></category>
		<category><![CDATA[impact of narcissism and psychopathy on screen time]]></category>
		<category><![CDATA[influence of Machiavellianism on digital engagement]]></category>
		<category><![CDATA[loneliness and susceptibility to social media addiction]]></category>
		<category><![CDATA[long-term effects of short video overuse in teens]]></category>
		<category><![CDATA[Machiavellianism]]></category>
		<category><![CDATA[narcissism]]></category>
		<category><![CDATA[positive psychology]]></category>
		<category><![CDATA[preference for solitude]]></category>
		<category><![CDATA[problematic short-video use]]></category>
		<category><![CDATA[psychological factors influencing short video consumption]]></category>
		<category><![CDATA[psychological vulnerabilities and internet addiction risk]]></category>
		<category><![CDATA[psychopathy]]></category>
		<category><![CDATA[short video addiction]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=313719</guid>

					<description><![CDATA[A nine-month study of Chinese adolescents finds that awe buffers the link between preferring solitude and problematic short video use, but Dark Triad traits weaken that protection.]]></description>
										<content:encoded><![CDATA[<p>A few minutes of scrolling through short videos can quietly become hours, and for some adolescents the habit hardens into something that looks a lot like behavioral addiction. A new study published in BMC Psychology by Huiling Fan, Yongqi Huang, and Xiong Gan asks a deceptively simple question about that spiral: when does the tendency to spend time alone tip over into problematic short video use, and what personality forces decide whether that happens? The researchers&#8217; answer involves an unusual pairing of psychological constructs—a capacity for awe, one of the more uplifting emotional dispositions, and the so-called Dark Triad traits of Machiavellianism, narcissism, and psychopathy, which sit on psychology&#8217;s less flattering side.</p>
<p>The theoretical backbone of the study is the I-PACE framework, an influential model of specific internet-use disorders. According to this framework, problematic use of digital platforms emerges from an interplay between a person&#8217;s vulnerabilities—such as personality dispositions and emotional tendencies—and the way those vulnerabilities interact with situational cues and Gratification-seeking behavior. Short video platforms, with their algorithmically optimized feeds and rapid reward loops, are almost perfectly engineered to exploit such vulnerabilities. Solitude-seeking adolescents, the researchers reasoned, may be particularly exposed: someone who prefers being alone can find in an endless feed a substitute for social interaction, one that demands no social risk and offers continuous novelty.</p>
<p>Preference for solitude is not inherently pathological. Many adolescents who enjoy time alone are engaging in constructive reflection, creative work, or rest. But prior research has linked a strong preference for solitude to mobile phone addiction, and the present study set out to establish whether this disposition prospectively predicts problematic short video use—meaning that loneliness-prone tendencies measured at one point in time forecast problematic behavior measured months later. That prospective design matters, because it moves the analysis beyond a snapshot correlation and closer to a claim about how vulnerability unfolds over time.</p>
<p>To test this, the team ran a two-wave panel study. In March 2025, 256 Chinese adolescents—121 boys, with a mean age of 16.08 years—completed self-report questionnaires measuring their preference for solitude, their trait level of awe, their Dark Triad traits, and their problematic short video use. Roughly nine months later, in December 2025, 253 of the original participants completed the problematic short video use measure again. This nine-month interval gave the researchers a genuine temporal window within which the personality factors measured at the first assessment could influence the development of problematic use captured at the second.</p>
<p>The analytic strategy was a four-step hierarchical linear regression. In the first steps, covariates were controlled and the main effects entered; the later steps introduced the interaction terms—preference for solitude multiplied by awe, multiplied by the Dark Triad composite, and finally the three-way combination of all three. Where interactions proved significant, the researchers probed them with simple slope analyses, which reveal what the solitude-to-problematic-use relationship looks like at high versus low levels of the moderating traits. They also ran separate models for each Dark Triad sub-dimension—Machiavellianism, narcissism, and psychopathy—to see whether the composite effect concealed differences among the individual traits.</p>
<p>The core result confirmed the researchers&#8217; starting concern: after controlling for covariates, higher preference for solitude at Time 1 significantly predicted higher problematic short video use at Time 2. Adolescents who preferred being alone were, on average, more likely to develop problematic relationships with short video platforms over the following nine months. But this vulnerability was not uniform across the sample. Trait awe significantly moderated the association: at low levels of awe, the link between solitude and problematic short video use was significant, while at high levels of awe it was statistically nonsignificant. In other words, awe appeared to act as a buffer, dissolving the connection between solitude-seeking and problematic use for those adolescents who possessed the disposition in abundance.</p>
<p>Awe, in psychological research, is the emotion felt in the presence of something vast—natural landscapes, transcendent music, profound ideas—that exceeds one&#8217;s existing mental frameworks. It is associated with the small self, a diminished sense of personal concern, and increased connection to something larger. A solitary adolescent with a strong dispositional awe may channel time alone toward wonder rather than toward compulsive scrolling, a plausible mechanism consistent with the buffering pattern the data revealed. The study does not directly test this mechanism, but the pattern fits the theoretical account of awe as an emotion that redirects attention away from self-focused rumination and habitual gratification-seeking.</p>
<p>Dark Triad traits told the opposite story. The researchers found that the Dark Triad composite significantly moderated the solitude–problematic use link, with the association becoming stronger at high levels of these traits. Machiavellianism, narcissism, and psychopathy are each associated with manipulativeness, entitlement, impulsivity, and low empathy—characteristics that might make the immediate, self-serving rewards of an endless video feed especially compelling for a solitary adolescent. The three-way interaction then delivered the study&#8217;s most nuanced finding: the buffering effect of awe itself varied depending on Dark Triad levels. Awe&#8217;s protective association was more evident among adolescents lower in Dark Triad traits, although the researchers note that the magnitude of this conditional effect was modest.</p>
<p>The trait-level decomposition sharpened the picture further. The significant three-way interaction held for Machiavellianism and psychopathy, but not for narcissism. This asymmetry is theoretically interesting: Machiavellianism and psychopathy involve strategic cynicism and impulsive disregard respectively, both of which could erode the self-transcendent, reflective orientation that awe typically fosters. Narcissism, centered on grandiosity and a need for admiration, may operate through different channels that awe&#8217;s buffering influence does not touch in the same way. The finding suggests that researchers should not treat the Dark Triad as a monolithic block when modeling digital addiction risk, even though the composite did show a significant moderation effect overall.</p>
<p>The practical implications point toward a dual-track approach to prevention. Interventions that cultivate awe—through exposure to nature, immersive aesthetic experiences, or reflective practices—might help solitude-prone adolescents who do not carry heavy Dark Triad loads, reducing the likelihood that their time alone converts into compulsive short video consumption. For adolescents high in Machiavellianism or psychopathy, awe cultivation alone is likely insufficient; the modest buffering at high Dark Triad levels implies that such programs would need to be paired with approaches targeting the impulsive and exploitative tendencies themselves. The authors emphasize that models of vulnerability to problematic short video use should jointly consider positive emotional dispositions and dark personality traits rather than examining either in isolation. With short video platforms now among the dominant media environments for adolescents worldwide, understanding which lonely teens are protected—and which are not—may be a crucial step toward interventions that actually work.</p>
<p><strong>Subject of Research:</strong> Moderating roles of trait awe and Dark Triad traits in the prospective link between preference for solitude and problematic short video use among adolescents</p>
<p><strong>Article Title:</strong> When does awe protect? The moderating roles of awe and dark triad traits in the association between preference for solitude and problematic short video use</p>
<p><strong>Article References:</strong> Fan, H., Huang, Y., &amp; Gan, X. (2026). When does awe protect? The moderating roles of awe and dark triad traits in the association between preference for solitude and problematic short video use. <em>BMC Psychology</em>. <a href="https://doi.org/10.1186/s40359-026-05600-4" rel="noopener noreferrer">https://doi.org/10.1186/s40359-026-05600-4</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1186/s40359-026-05600-4" rel="noopener noreferrer">10.1186/s40359-026-05600-4</a></p>
<p><strong>Keywords:</strong> awe, preference for solitude, problematic short video use, Dark Triad, Machiavellianism, narcissism, psychopathy, adolescents, I-PACE framework, behavioral addiction, cyberpsychology, positive psychology</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">313719</post-id>	</item>
		<item>
		<title>How Digital Health Literacy May Shield Students From Short-Form Video Addiction</title>
		<link>https://scienmag.com/how-digital-health-literacy-may-shield-students-from-short-form-video-addiction/</link>
		
		<dc:creator><![CDATA[Glenn Wilkins]]></dc:creator>
		<pubDate>Sun, 18 Oct 2026 17:37:24 +0000</pubDate>
				<category><![CDATA[Psychology & Psychiatry]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[behavioral addiction in students]]></category>
		<category><![CDATA[BMC Psychology]]></category>
		<category><![CDATA[China]]></category>
		<category><![CDATA[cross-sectional study]]></category>
		<category><![CDATA[cross-sectional study on media habits]]></category>
		<category><![CDATA[digital health literacy]]></category>
		<category><![CDATA[digital wellbeing]]></category>
		<category><![CDATA[health communication]]></category>
		<category><![CDATA[impact of digital literacy on leisure activities]]></category>
		<category><![CDATA[influence of physical exercise on digital habits]]></category>
		<category><![CDATA[mediation analysis]]></category>
		<category><![CDATA[online health information evaluation]]></category>
		<category><![CDATA[online information assessment skills]]></category>
		<category><![CDATA[Physical activity]]></category>
		<category><![CDATA[prevention of media overuse among students]]></category>
		<category><![CDATA[psychological factors in video platform usage]]></category>
		<category><![CDATA[Self-control]]></category>
		<category><![CDATA[self-control and media consumption]]></category>
		<category><![CDATA[short-form video addiction]]></category>
		<category><![CDATA[university student behavioral health]]></category>
		<category><![CDATA[university students]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=307084</guid>

					<description><![CDATA[A cross-sectional study of 376 Chinese university students links higher digital health literacy to lower short-form video addiction through increased physical activity and stronger self-control.]]></description>
										<content:encoded><![CDATA[<p>Short-form video platforms have become the default leisure activity for millions of university students, and psychologists are increasingly worried that the compulsive scrolling they encourage shades into genuine behavioral addiction. A new study published in BMC Psychology by Lei Ma, Tianxing Liu, Tiezhu Niu of Dalian Minzu University and Chuyuan Zhao of Henan University offers one of the clearest quantitative pictures yet of why some students seem immune to the pull of endless video feeds while others cannot stop watching. The answer, the researchers report, involves a surprising chain of psychological and behavioral factors: the ability to find and evaluate reliable health information online, the amount of physical exercise a person gets, and the strength of everyday self-control.</p>
<p>The study&#8217;s design rests on a cross-sectional survey of 376 university students, a sample size that gives the researchers reasonable statistical power for detecting the moderate correlations they report, though it also means the findings capture a single moment in time rather than tracking how these relationships unfold across a semester or an academic year. Participants completed four validated instruments: the Digital Health Literacy Scale, which probes how well a person can search for, appraise, and apply health-related information found online; the SVA Scale, a questionnaire tailored to the compulsive-use patterns characteristic of short-form video platforms; the Physical Activity Rating Scale, which quantifies the intensity, frequency, and duration of exercise; and the Brief Self-Control Scale, a widely used measure of the capacity to override impulses and persist at goal-directed behavior. Because all measures were self-reported, the results depend on participants&#8217; honest and accurate introspection, a limitation the authors implicitly acknowledge by framing their conclusions in terms of associations rather than causal effects.</p>
<p>The correlation matrix at the heart of the paper tells a coherent story. Digital health literacy correlated positively with physical activity at r = 0.275 and with self-control at r = 0.326, while showing a negative association with short-form video addiction at r = -0.366. Physical activity and self-control each correlated negatively with video addiction, at r = -0.309 and r = -0.326 respectively, and the two mediators were positively related to each other at r = 0.322. Every one of these coefficients reached significance at the P &lt; 0.001 level. In practical terms, students who were better at navigating online health information tended to exercise more, report stronger self-discipline, and score lower on measures of compulsive video use. The magnitude of these correlations is moderate rather than overwhelming, which is typical for psychological research of this kind, but their internal consistency across all six pairwise relationships lends credibility to the overall pattern.</p>
<p>The mediation analysis is where the study makes its most distinctive contribution. Rather than treating physical activity and self-control as merely correlated bystanders, the researchers used the bias-corrected Bootstrap method to test whether these variables carry the influence of digital health literacy forward to video addiction. The Bootstrap approach resamples the dataset thousands of times to build a confidence interval around each indirect effect, a technique widely regarded as more robust than older methods for detecting mediation when the underlying data are not perfectly normally distributed. The results showed that the indirect pathway through physical activity alone accounted for 12.64% of the total effect, and the pathway through self-control alone accounted for an identical 12.64%. Most intriguingly, the sequential pathway, in which digital health literacy first boosts physical activity and physical activity in turn strengthens self-control, which then suppresses video addiction, accounted for a further 3.57% of the total effect. That sequential route, though modest in size, is theoretically meaningful because it suggests the two mediators operate in a chain rather than in parallel.</p>
<p>This sequential structure aligns with a growing body of theory in health psychology that treats self-control not as a fixed trait but as a resource that can be replenished or depleted by lifestyle factors. Regular physical activity has been repeatedly linked in prior literature to improved executive function, better emotion regulation, and greater resistance to immediate temptations, plausibly through a combination of neurobiological changes such as increased prefrontal engagement and psychological mechanisms such as enhanced self-efficacy. If exercise bolsters the self-control reserve that students draw on when resisting the algorithmic pull of an endless feed, then the finding that physical activity feeds into self-control, which in turn dampens addiction scores, fits neatly into that framework. Digital health literacy, meanwhile, may act upstream of both: a student who can critically evaluate health information online is more likely to understand the genuine benefits of exercise and to recognize the manipulative design patterns of recommendation algorithms, and that awareness may translate into both more movement and more disciplined media habits.</p>
<p>The concept of digital health literacy itself deserves attention. It encompasses more than simple technical fluency with search engines; validated scales typically probe whether users can distinguish credible sources from misinformation, apply retrieved information to their own health decisions, and navigate the privacy and reliability concerns that come with online health content. In an era when health misinformation spreads rapidly through the very same social platforms that host short-form video, the capacity to appraise digital information critically may serve as a kind of cognitive inoculation. Students with higher digital health literacy may be better equipped to recognize when an app&#8217;s design is engineered to maximize watch time at the expense of wellbeing, and that recognition could underpin the direct negative association with video addiction that the study observed even after accounting for the mediators.</p>
<p>Short-form video addiction, as operationalized in this research, refers to a pattern of use resembling behavioral addiction: loss of control over viewing time, continued use despite negative consequences, craving-like preoccupation with the feed, and withdrawal symptoms when access is restricted. The architecture of short-form platforms, with their infinite scroll, autoplay, personalized recommendation algorithms, and variable reward schedules, is explicitly designed to exploit the same psychological mechanisms that make other compulsive behaviors difficult to quit. University students are considered particularly vulnerable because they often experience their first extended period of unstructured time away from family oversight, face academic stress, and live in environments where smartphones are constantly within reach. Prior surveys across multiple countries have documented that a substantial minority of young adults report usage patterns consistent with problematic short-form video consumption, making the search for protective factors a public health priority rather than an academic curiosity.</p>
<p>The authors&#8217; framing of the findings as informing multidimensional intervention strategies is worth unpacking. If the pathways hold up in longitudinal and experimental research, interventions could target any point in the chain. Digital literacy curricula might directly strengthen students&#8217; ability to evaluate online health content, with downstream benefits for both exercise behavior and impulse control. Campus physical activity programs, from intramural sports to structured fitness requirements, might bolster self-control reserves that students can then deploy against compulsive screen use. Self-control training itself, whether through mindfulness practice, implementation intentions, or goal-setting exercises, represents a third lever. The sequential mediation result suggests these levers may be complementary rather than redundant: an intervention that raises physical activity could amplify the effectiveness of self-control training, and improved health literacy could make students more receptive to both.</p>
<p>Several caveats temper the strength of these conclusions. The cross-sectional design cannot establish directionality; it is equally plausible that students with stronger self-control find it easier to disengage from video feeds and to maintain exercise routines, or that heavy video use erodes both physical activity and self-discipline over time. The sample of 376 students, while adequate for the analyses performed, was drawn from specific Chinese universities and may not generalize to student populations elsewhere or to non-students. Self-report measures of addictive behavior are vulnerable to social desirability bias and to the inherent difficulty of accurately estimating one&#8217;s own screen time, which research has shown people systematically misjudge. The shared-method variance introduced by collecting all data through questionnaires at a single time point can also inflate correlations between variables. Finally, the mediators explained a meaningful but incomplete share of the total effect, with the two independent pathways together accounting for roughly a quarter and the sequential pathway adding a few percentage points more, leaving the majority of the association between digital health literacy and video addiction unexplained by the measured variables.</p>
<p>Future research directions follow naturally from these limitations. Longitudinal designs that follow students across multiple semesters could clarify whether digital health literacy precedes and predicts later changes in physical activity, self-control, and video use, or whether the causal arrows run in the opposite direction. Experience sampling methods, in which participants report their behavior and emotional state in real time on their phones, could replace retrospective self-report with momentary data and reduce recall bias. Objective measures of physical activity, such as wearable accelerometers, and platform-provided screen time logs would triangulate the questionnaire findings. Experimental studies, even small-scale ones that randomly assign students to a digital literacy workshop or an exercise program, could test the causal claims the mediation model implies. Extending the work to adolescents, working adults, and cross-cultural samples would establish whether the pathway from health literacy through activity and self-control to reduced video addiction is a general feature of human psychology or a product of a particular educational and cultural context.</p>
<p>For universities considering practical responses, the study adds to a accumulating evidence base suggesting that well-rounded student wellness programs may do double duty. Institutions that invest in physical education facilities, promote exercise habits, and embed digital and health literacy training into their curricula are not merely addressing fitness and information skills in isolation; according to this research, those investments may also function as indirect protections against one of the most pervasive behavioral health concerns of the smartphone era. The finding that self-control sits downstream of physical activity in the mediation chain is particularly actionable, because exercise is among the most tractable behaviors to modify through environmental design, scheduling, and social encouragement, whereas self-control itself has proven resistant to direct training in many prior intervention studies. In that light, the modest 3.57% sequential effect may ultimately prove more consequential for intervention design than its small statistical share would suggest, since it identifies a concrete, modifiable behavior, namely exercise, as a stepping stone toward the psychological capacity that guards against compulsive media use.</p>
<p><strong>Subject of Research:</strong> Digital health literacy and short-form video addiction among university students</p>
<p><strong>Article Title:</strong> The relationship between digital health literacy and short-form video addiction among university students: the sequential mediating role of physical activity and self-control</p>
<p><strong>Article References:</strong> Ma, L., Liu, T., Zhao, C., &amp; Niu, T. (2026). The relationship between digital health literacy and short-form video addiction among university students: the sequential mediating role of physical activity and self-control. <em>BMC Psychology</em>. <a href="https://doi.org/10.1186/s40359-026-05605-z" rel="noopener noreferrer">https://doi.org/10.1186/s40359-026-05605-z</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1186/s40359-026-05605-z" rel="noopener noreferrer">10.1186/s40359-026-05605-z</a></p>
<p><strong>Keywords:</strong> digital health literacy, short-form video addiction, university students, physical activity, self-control, mediation analysis, behavioral addiction, BMC Psychology, cross-sectional study, digital wellbeing, health communication, China</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">307084</post-id>	</item>
		<item>
		<title>Smartphone Problems and Life Satisfaction Feed Each Other in Early Adolescence, and Boys Face a Vicious Cycle</title>
		<link>https://scienmag.com/smartphone-problems-and-life-satisfaction-feed-each-other-in-early-adolescence-and-boys-face-a-vicious-cycle/</link>
		
		<dc:creator><![CDATA[Ophelia Keating]]></dc:creator>
		<pubDate>Sat, 17 Oct 2026 16:23:33 +0000</pubDate>
				<category><![CDATA[Medicine]]></category>
		<category><![CDATA[adolescents]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[bidirectional]]></category>
		<category><![CDATA[bidirectional relationship.]]></category>
		<category><![CDATA[but they often can't clarify the directionality or account for the complex]]></category>
		<category><![CDATA[differences]]></category>
		<category><![CDATA[gender]]></category>
		<category><![CDATA[gender differences]]></category>
		<category><![CDATA[life satisfaction]]></category>
		<category><![CDATA[longitudinal study]]></category>
		<category><![CDATA[Mental health]]></category>
		<category><![CDATA[relationships]]></category>
		<category><![CDATA[smartphone addiction in later periods]]></category>
		<category><![CDATA[smartphone use]]></category>
		<category><![CDATA[well-being]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=299694</guid>

					<description><![CDATA[A three-wave study of 1,265 early adolescents finds problematic smartphone use and life satisfaction drag each other down in both directions, with boys caught in a vicious cycle while for girls the phone is a one-way cause of declining well-being.]]></description>
										<content:encoded><![CDATA[<p>For the first generation to grow up with a smartphone in hand from before they can read, the question of whether heavy device use damages happiness is no longer abstract. A new three-wave longitudinal study of 1,265 early adolescents, published in the International Journal of Mental Health and Addiction, offers one of the most technically rigorous answers to date: problematic smartphone use and life satisfaction drag each other down in both directions, and the pattern differs sharply between boys and girls. The work, led by Zhifang Hu, Yue Lin, Zongyuan Wang, and Qinxue Liu of Central China Normal University and Shaanxi Normal University, suggests that early adolescence is a critical window in which the relationship between screens and well-being can harden into a self-reinforcing loop.</p>
<p>The research team set out to resolve a puzzle that has dogged the field for years. Cross-sectional surveys repeatedly find that adolescents who report symptoms of smartphone addiction also report lower life satisfaction, but such snapshots cannot say which comes first. Does excessive, compulsive phone use erode well-being, or do unhappy adolescents retreat into their devices? Most previous longitudinal studies relied on conventional cross-lagged panel models, which compare how each variable at one time point predicts the other at the next. The trouble, as methodologists such as Elizabeth Hamaker have argued, is that these models confound two very different kinds of effects: stable differences between people, and moment-to-moment fluctuations within a single person&#8217;s life.</p>
<p>To disentangle those effects, the researchers deployed two complementary statistical frameworks on the same data. The first was the classic cross-lagged panel model, which captures between-person associations: whether adolescents who are, on average, more prone to problematic smartphone use are also, on average, less satisfied with their lives across the three waves. The second was the random intercept cross-lagged panel model, or RI-CLPM, a newer technique that adds a random intercept for each participant, effectively stripping out each individual&#8217;s stable baseline level. What remains are within-person deviations: whether a given adolescent, in a period when their smartphone use spikes above their own norm, subsequently shows a dip in life satisfaction below their own norm, and vice versa. Running both models allowed the team to test whether the bidirectional relationship holds at the population level and whether it also operates dynamically within individual lives.</p>
<p>The answer, on both counts, was yes. At the between-person level, problematic smartphone use and life satisfaction were negatively and bidirectionally related: adolescents with higher problematic use tended to show lower life satisfaction over time, and those with lower life satisfaction tended to develop more problematic use. The within-person analysis told the same story. When an individual adolescent&#8217;s problematic smartphone use rose above their personal baseline, their life satisfaction tended to fall below theirs at the next wave; when their life satisfaction dropped, their problematic use tended to climb. The two variables, in other words, are locked in a mutually reinforcing downward spiral, not a one-way street.</p>
<p>Then came the finding that gives the study its edge. When the researchers split the sample by gender, the between-person models revealed a stark asymmetry. Among boys, the relationship ran in both directions: problematic smartphone use predicted later declines in life satisfaction, and lower life satisfaction predicted later increases in problematic use. Boys, in short, were caught in a genuine vicious cycle, in which each variable fed the other across waves. Among girls, the loop was broken: problematic smartphone use still predicted subsequent decreases in life satisfaction, but lower life satisfaction did not reliably predict later increases in problematic use. For girls, the phone appears to be a cause of declining well-being rather than a response to it.</p>
<p>The gender difference is more than a statistical curiosity; it resonates with established theory about how boys and girls construct their social worlds. Research on self-construal suggests that girls&#8217; sense of self is more relational and interconnected with others, while boys&#8217; self-construal tends to be more independent. Studies of emotion regulation also indicate that girls are more prone to rumination, the repetitive dwelling on negative feelings, whereas boys more often turn to distraction. A smartphone offers both: for an unhappy boy, the device is a ready-made escape hatch, a stream of games and stimulation that temporarily displaces distress, which may explain why low life satisfaction drives him deeper into problematic use. For girls, whose well-being is more tightly bound to the quality of their relationships, the phone may damage satisfaction directly, perhaps by displacing or degrading face-to-face connection, without the same compensatory pull back toward the device.</p>
<p>The technical care behind these conclusions deserves emphasis. The team followed 1,265 early adolescents across three waves, a design that permits genuine prospective testing rather than mere correlation. They verified that their measures functioned equivalently across genders and time points, a prerequisite for meaningful group comparisons in structural equation modeling. They handled missing data with modern imputation procedures, and they estimated their models with robust corrections for non-normality. The random intercept specification matters because it rules out the most common alternative explanation: that the apparent lagged effects simply reflect stable traits, such as a temperamentally irritable child who is both prone to compulsive phone habits and chronically dissatisfied. By removing each person&#8217;s stable level, the RI-CLPM isolates genuine dynamic change, showing that the spiral operates within individual lives as they unfold.</p>
<p>The study arrives amid intensifying public debate about smartphones and youth mental health. Recent work has linked addictive screen use trajectories in US adolescents to suicidal ideation and behaviors, and large observational studies have examined whether school phone policies improve well-being, with mixed results. Against that backdrop, the new findings sharpen the focus in two ways. First, they identify early adolescence, roughly the years when children transition into secondary school, as the period when the smartphone-well-being relationship takes hold, before habits consolidate. Second, they show that the direction of the relationship is not uniform: interventions that simply reduce access may help girls by removing a source of declining satisfaction, while boys may need additional support, because for them low well-being itself is a driver of problematic use, and restricting the phone without addressing the underlying dissatisfaction may simply redirect the behavior.</p>
<p>The authors argue that their findings highlight the need to address problematic smartphone use in early adolescence to protect well-being in an increasingly digitalized environment. The practical implication is that prevention should begin before the vicious cycle starts, targeting the transition years rather than waiting for symptoms to appear. For boys, the bidirectional loop suggests that programs combining digital self-regulation training with well-being support may be most effective, since each intervention point interrupts the cycle at both ends. For girls, the one-way pattern suggests that even modest reductions in problematic use could yield measurable gains in life satisfaction, because the harm flows from the phone to well-being without a feedback loop that sustains it.</p>
<p>There are, as always, limits to what one study can establish. The sample was drawn from a single national context, and cultural norms around adolescent device use vary widely; whether the gender asymmetry replicates elsewhere remains to be seen. Self-report measures of problematic use and life satisfaction, however well validated, capture subjective experience rather than objective behavior, and three waves, while sufficient for cross-lagged testing, cannot chart the longer arc of development. Still, the core message is hard to escape: for the youngest smartphone generation, the device and happiness are not independent variables. They move together, each pulling the other downward, and for boys the pull is a closed loop. Understanding that architecture, the researchers contend, is the first step toward breaking it.</p>
<p><strong>Subject of Research:</strong> Psychology</p>
<p><strong>Article Title:</strong> Bidirectional Relationships and Gender Differences in Problematic Smartphone Use and Life Satisfaction Among Early Adolescents: Evidence from a Three-wave Longitudinal Study</p>
<p><strong>Article References:</strong> Hu, Z., Lin, Y., Wang, Z., &amp; Liu, Q. (2026). Bidirectional Relationships and Gender Differences in Problematic Smartphone Use and Life Satisfaction Among Early Adolescents: Evidence from a Three-wave Longitudinal Study. <em>International Journal of Mental Health and Addiction</em>. <a href="https://doi.org/10.1007/s11469-026-01737-w" rel="noopener noreferrer">https://doi.org/10.1007/s11469-026-01737-w</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s11469-026-01737-w" rel="noopener noreferrer">10.1007/s11469-026-01737-w</a></p>
<p><strong>Keywords:</strong> smartphone use, adolescents, life satisfaction, longitudinal study, gender differences, mental health, well-being, behavioral addiction, Bidirectional, Relationships, Gender, Differences</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">299694</post-id>	</item>
		<item>
		<title>Treating Gamers With Kindness: Self-Compassion Course Cuts Problematic Gaming in Trial</title>
		<link>https://scienmag.com/treating-gamers-with-kindness-self-compassion-course-cuts-problematic-gaming-in-trial/</link>
		
		<dc:creator><![CDATA[Glenn Wilkins]]></dc:creator>
		<pubDate>Fri, 16 Oct 2026 17:22:57 +0000</pubDate>
				<category><![CDATA[Psychology & Psychiatry]]></category>
		<category><![CDATA[addressing loneliness and self-criticism in gamers]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[compensatory internet use]]></category>
		<category><![CDATA[Gaming Disorder]]></category>
		<category><![CDATA[impact of self-kindness on addictive behaviors]]></category>
		<category><![CDATA[internet gaming disorder]]></category>
		<category><![CDATA[long-term effects of self-compassion interventions]]></category>
		<category><![CDATA[Mental health]]></category>
		<category><![CDATA[mental health benefits of self-compassion courses]]></category>
		<category><![CDATA[Mindfulness journal]]></category>
		<category><![CDATA[mindfulness-based interventions for gaming]]></category>
		<category><![CDATA[online intervention]]></category>
		<category><![CDATA[online self-guided therapy for gamers]]></category>
		<category><![CDATA[problematic gaming]]></category>
		<category><![CDATA[problematic gaming behavior]]></category>
		<category><![CDATA[Randomized Controlled Trial]]></category>
		<category><![CDATA[randomized controlled trials in gaming addiction]]></category>
		<category><![CDATA[reducing problematic gaming through psychological interventions]]></category>
		<category><![CDATA[self-compassion]]></category>
		<category><![CDATA[self-compassion training for mental health]]></category>
		<category><![CDATA[self-concept clarity]]></category>
		<category><![CDATA[self-criticism]]></category>
		<category><![CDATA[self-esteem]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=287262</guid>

					<description><![CDATA[A randomized controlled trial found that a two-week online self-compassion intervention significantly reduced problematic gaming among 183 gamers, with benefits maintained at one-month follow-up and mediated by gains in self-esteem and self-concept clarity.]]></description>
										<content:encoded><![CDATA[<p>For millions of players worldwide, gaming is a beloved pastime. For a smaller but substantial group, it becomes something darker: an escape hatch from self-criticism, loneliness, and a shaky sense of who they are. A new randomized controlled trial published in the journal Mindfulness suggests that the antidote to that escape may not be restriction or abstinence, but something far gentler — teaching gamers to treat themselves with compassion. The study, led by Yunheng Wang of Beijing Normal University and the Chinese University of Hong Kong, together with colleagues including Xianglong Zeng and Ming Wu, found that a two-week, online, self-guided self-compassion intervention significantly reduced problematic gaming, with benefits that persisted a month after the course ended.</p>
<p>The research team set out to fill a conspicuous gap. While psychological treatments for excessive gaming — from cognitive behavioral therapy to family-based programs — have accumulated a growing evidence base, almost none have directly targeted self-compassion, the capacity to meet one&#8217;s own failures and pain with warmth rather than harsh judgment. That omission is striking, the authors argue, because self-compassion is closely entwined with the very intrapersonal factors that fuel problematic gaming: low self-esteem, a fragmented or unclear sense of self, and the habit of using games to compensate for psychological deficits. The study&#8217;s title captures this logic succinctly — compensate self-deficit. If gaming functions as a patch over wounds in the self, then healing the self directly may dissolve the need for the patch.</p>
<p>To test this idea, the researchers recruited 183 gamers who completed a baseline survey and were then randomly assigned to one of two conditions. The intervention group took part in a two-week online course delivered entirely in a self-guided format, meaning participants worked through the material on their own, without a therapist or group facilitator. The waitlist control group received no intervention during the study period. Participants were assessed at three time points on a battery of measures covering self-compassion, self-esteem, self-concept clarity, internet gaming disorder as defined by DSM-5 criteria, and online game addiction. The study was preregistered with the Open Science Framework, a step that strengthens confidence that the analyses reported were planned in advance rather than chosen after the fact.</p>
<p>The results were clear on the primary outcome. Compared with the waitlist control, the intervention group showed significant improvements in self-compassion and self-esteem, and significant reductions in problematic gaming. Crucially, when the researchers followed up one month after the intervention ended, the gains in self-compassion and the reductions in problematic gaming had been maintained. Durability is the Achilles heel of many brief digital interventions, so evidence that a two-week self-help course produced changes that stuck for at least a month is a meaningful advance. Self-esteem improvements, by contrast, were not highlighted as maintained at follow-up, hinting that the deeper shift — a kinder relationship with oneself — may be the engine that keeps problematic gaming in check.</p>
<p>Perhaps the most theoretically interesting findings concern the mechanisms. The researchers tested whether self-esteem and self-concept clarity — the sense that one&#8217;s beliefs about oneself are clear, stable, and internally consistent — carried the effect of self-compassion onto gaming outcomes. The data supported mediation through self-concept clarity, and also through a sequential pathway in which self-compassion first boosted self-esteem, which in turn clarified the self-concept, which then reduced problematic gaming. In other words, the intervention appears to work by repairing the inner architecture of the self: first softening the harsh inner critic, then lifting how positively people evaluate themselves, and finally giving them a steadier, more coherent answer to the question of who they are.</p>
<p>This mechanism story fits a substantial body of prior research. Studies of massively multiplayer online role-playing games have documented self-concept deficits among players with gaming addiction, and work on avatar identification has shown that a blurry self-concept predicts stronger fusion with in-game characters — and, through that fusion, more problematic play. The compensatory internet use model proposed by researcher Dorte Kardefelt-Winther frames excessive gaming as a way of managing unmet psychological needs rather than a disease in its own right. The new trial provides experimental support for that framework: when the underlying self-deficits are addressed directly, the compensatory behavior loses much of its grip. Meta-analytic work has also repeatedly linked low self-esteem to gaming disorder, and self-compassion interventions have been shown in randomized trials to improve outcomes ranging from body dissatisfaction to depression, anxiety, and stress.</p>
<p>The practical appeal of the intervention lies in its scalability. Traditional treatments for internet gaming disorder — individual therapy, multidimensional family therapy, even experimental virtual reality programs — require trained clinicians, structured settings, and considerable resources, which are scarce precisely where demand is highest. A self-guided online course, by contrast, can be delivered to thousands of people at marginal cost, at any hour, without waiting lists. The authors describe the approach as easy to implement and say it shows promising potential for large-scale applications, while cautioning that further research is needed to establish its feasibility and effectiveness at scale. The law of attrition, famously described in digital health research, means that many users of online programs drop out before completion; whether the completion rates and effects observed here generalize to broader, less motivated populations remains an open question.</p>
<p>The study also carries implications for policy debates, particularly in China, where regulators have imposed strict playtime limits on minors. Critics of such draconian measures have argued that blunt restrictions are unlikely to prevent disordered gaming because they do nothing about the psychological needs driving it. The present findings give that argument empirical teeth: if problematic gaming is partly a symptom of self-deficits, then interventions that build self-compassion, self-esteem, and self-concept clarity address the root, not just the behavior. Related longitudinal work has shown that self-compassion mediates the protective effect of family support on internet gaming disorder symptoms, and that self-compassion buffers the link between childhood trauma and problematic gaming in adolescents — converging evidence that this inner resource matters across contexts and populations.</p>
<p>Several caveats temper the enthusiasm. The sample of 183 gamers, while adequate for a randomized trial of this kind, was drawn from a specific population, and the waitlist design means participants knew they were receiving no active treatment during the study period, which can inflate between-group differences. The outcome measures relied on self-report, and the one-month follow-up, while encouraging, is short by the standards of addiction research, where relapse over six months or a year is the more demanding test. The researchers also note that data are available from the corresponding author upon reasonable request, and the trial was approved by the ethics board of Beijing Normal University and conducted in accordance with the Helsinki Declaration. None of these limitations erases the central result, but they mark the terrain the next studies must cover.</p>
<p>Even so, the trial marks a notable moment in the science of behavioral addictions. It reframes problematic gaming not as a failure of willpower to be punished, nor purely as a brain disease to be medicated, but as a signal of an unkind inner world that can be changed with practice. The idea that a few weeks of structured exercises in self-kindness — the kind of practices developed from Kristin Neff&#8217;s self-compassion framework — could measurably loosen gaming&#8217;s hold is both scientifically elegant and deeply practical. For the hundreds of millions of gamers, and the parents, educators, and clinicians who worry about them, the message is quietly radical: the path out of problematic gaming may begin not with a crackdown, but with a kinder conversation with oneself.</p>
<p><strong>Subject of Research:</strong> Effects of a self-compassion intervention on problematic gaming and its self-esteem and self-concept clarity mechanisms</p>
<p><strong>Article Title:</strong> Compensate Self-Deficit: The Effect of a Self-Compassion Intervention on Problematic Gaming</p>
<p><strong>Article References:</strong> Wang, Y., Liu, X., Zeng, X., Zheng, Y., &amp; Wu, M. (2026). Compensate Self-Deficit: The Effect of a Self-Compassion Intervention on Problematic Gaming. <em>Mindfulness</em>. <a href="https://doi.org/10.1007/s12671-026-03002-6" rel="noopener noreferrer">https://doi.org/10.1007/s12671-026-03002-6</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s12671-026-03002-6" rel="noopener noreferrer">10.1007/s12671-026-03002-6</a></p>
<p><strong>Keywords:</strong> self-compassion, problematic gaming, internet gaming disorder, randomized controlled trial, self-esteem, self-concept clarity, Mindfulness journal, online intervention, behavioral addiction, mental health, gaming disorder, compensatory internet use</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">287262</post-id>	</item>
		<item>
		<title>New Arabic Scale Reveals How Pornography Problems Differ Between Men and Women</title>
		<link>https://scienmag.com/new-arabic-scale-reveals-how-pornography-problems-differ-between-men-and-women/</link>
		
		<dc:creator><![CDATA[Courtney Benton]]></dc:creator>
		<pubDate>Wed, 14 Oct 2026 20:05:08 +0000</pubDate>
				<category><![CDATA[Social Science]]></category>
		<category><![CDATA[Arab region attitudes toward pornography]]></category>
		<category><![CDATA[Arabic validation]]></category>
		<category><![CDATA[Arabic-language problematic pornography consumption scale]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[compulsive sexual behavior]]></category>
		<category><![CDATA[cross-cultural studies on sexual addiction]]></category>
		<category><![CDATA[cultural validation of sexual behavior assessments]]></category>
		<category><![CDATA[development of culturally sensitive sexual health tools]]></category>
		<category><![CDATA[effects of religious and cultural norms on pornography viewing]]></category>
		<category><![CDATA[Egypt]]></category>
		<category><![CDATA[gender differences]]></category>
		<category><![CDATA[gender differences in pornography addiction]]></category>
		<category><![CDATA[gender-specific patterns in pornography consumption]]></category>
		<category><![CDATA[measurement invariance]]></category>
		<category><![CDATA[measurement of problematic pornography use]]></category>
		<category><![CDATA[Mental health]]></category>
		<category><![CDATA[network analysis]]></category>
		<category><![CDATA[pornography use in Arab populations]]></category>
		<category><![CDATA[problematic pornography use]]></category>
		<category><![CDATA[psychometrics]]></category>
		<category><![CDATA[scale translation]]></category>
		<category><![CDATA[sexual behavior research in Egypt]]></category>
		<category><![CDATA[societal taboos and sexual health assessment]]></category>
		<category><![CDATA[university students]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=271943</guid>

					<description><![CDATA[The first validated Arabic version of the Problematic Pornography Consumption Scale shows strong psychometric properties among Egyptian students and reveals that tolerance dominates male symptom networks while withdrawal and moral conflict anchor female ones.]]></description>
										<content:encoded><![CDATA[<p>In a region where pornography is legally banned and socially taboo, researchers have now produced the first scientifically validated Arabic-language tool for measuring when pornography use turns problematic. The study, published in Archives of Sexual Behavior, translated and tested the Problematic Pornography Consumption Scale (PPCS) among nearly a thousand Egyptian university students and uncovered striking gender differences in how the symptoms of problematic use organize themselves in the mind. The work fills a long-standing gap: despite widespread evidence that people across the Arab world access pornographic content, no culturally validated instrument existed to assess when such use becomes clinically concerning.</p>
<p>The research team, led by Abdulrhman Helal of Benha University with collaborators including Samantha N. Sallie of the University of Cambridge, recruited 959 Egyptian university students who reported watching pornography at least once per week. That frequency threshold was deliberate. By restricting the sample to regular users, the researchers aimed to distinguish sustained behavioral patterns from occasional exposure, and to reduce the risk of misclassifying distress driven primarily by moral or religious conflict rather than by genuine behavioral dysregulation. From an initial pool of 3,135 screened students, the team excluded those with diagnosed psychiatric or neurological disorders, inattentive responders, and incomplete submissions, producing a final sample of 624 men and 335 women with a mean age of 21 years.</p>
<p>Translating a sensitive psychological instrument into Arabic demanded rigorous methodology. The team followed the International Test Commission guidelines, using a forward-backward translation procedure in which two independent bilingual translators produced Arabic versions that were synthesized into one, and a third translator, blinded to the original English scale, translated it back. An expert committee of specialists in psychology, psychiatry, and psychometrics then resolved discrepancies to ensure conceptual and cultural equivalence. A pilot study with 25 students refined wording before the main survey, conducted anonymously online between April and May 2024 to reduce the social desirability bias that plagues research on stigmatized behaviors.</p>
<p>The psychometric results were emphatic. Confirmatory factor analysis supported the original six-factor structure of the scale, corresponding to the components of Griffiths&#8217; behavioral addiction model: salience, mood modification, tolerance, withdrawal, conflict, and relapse. The model showed good fit, with a Comparative Fit Index of 0.950 and a standardized root mean square residual of just 0.031. Internal consistency was excellent, with Cronbach&#8217;s alpha reaching 0.95, and every item contributed meaningfully to the total score. Crucially, measurement invariance testing confirmed that the scale functioned equivalently for men and women at the configural, metric, and scalar levels, meaning that any gender differences in scores reflect genuine differences in the underlying construct rather than artifacts of how the items are interpreted.</p>
<p>Construct validity held up as well. PPCS scores correlated positively with depression (r = 0.42), anxiety (r = 0.37), perceived stress (r = 0.37), and, most strongly, problematic internet use (r = 0.46), all statistically significant even after controlling for social desirability, gender, field of study, housing area, family psychiatric history, sleep duration, and chronic illness. The particularly strong link with problematic internet use suggests that problematic pornography use may sit within a broader constellation of dysregulated online behaviors sharing overlapping psychological mechanisms, consistent with theoretical models in which negative emotional states act both as vulnerability factors and as proximal triggers for excessive engagement.</p>
<p>Perhaps the headline finding is the prevalence figure: 21.8 percent of these regular users met the threshold for possible problematic pornography use, a rate comparable to the 15 to 28 percent reported in Western samples. Risk was significantly higher among men, at 25.5 percent, than among women, at 14.6 percent, and higher among those who responded in a less socially desirable manner, hinting at underreporting in a context where roughly 27 percent of the sample showed elevated socially desirable responding. Among those at risk, the burden of comorbid distress was heavy: 46.6 percent reported severe anxiety symptoms, 40.4 percent severe depressive symptoms, and 95.6 percent moderate-to-severe stress.</p>
<p>The study&#8217;s most novel contribution came from network analysis, a statistical approach that treats psychological problems not as reflections of a single latent disease but as systems of interacting symptoms. Using a regularized graphical modeling technique called EBICglasso, the researchers mapped the connections among the six PPCS components and found that the strongest link in the overall network was between withdrawal and salience. But when the networks were estimated separately by gender, the architecture diverged in revealing ways. In men, tolerance, the need for increasingly intense or frequent use to achieve the same effect, emerged as the most central symptom across every centrality measure, suggesting that escalation dynamics and reward-driven processes dominate male problematic use.</p>
<p>In women, the picture was different. Withdrawal, the negative emotional state experienced during abstinence, exerted the strongest influence, and the female network was fully connected, with conflict showing stronger ties to all other symptom domains, including a unique connection with salience that was absent in men. The researchers interpret this as consistent with negative-reinforcement and emotion-regulation processes playing a larger role among women, and possibly with moral incongruence, the clash between behavior and personal or religious values, being more tightly interwoven with problematic use in a cultural context where pornography is especially stigmatized for women. Even the relationship between salience and relapse flipped: absent in men, it was negative in women, perhaps because anticipatory thoughts about pornography become psychologically incompatible with guilt-laden relapse among those attempting abstinence for reasons of conscience.</p>
<p>These findings carry weight beyond psychometrics. They bear on an ongoing scientific debate about whether compulsive sexual behavior disorder, classified in the ICD-11 as an impulse control disorder and excluded from DSM-5, should be understood through addiction frameworks at all, given inconsistent evidence for features like tolerance and withdrawal. The robust replication of the six-factor structure in an Arabic-speaking sample, with tolerance and withdrawal emerging as central nodes, suggests these components capture something real about symptom organization, even as the gender-stratified networks show that similar profiles can arise through different psychological pathways, escalation in men and affect regulation in women.</p>
<p>The clinical implications are equally concrete. Treatments targeting central symptoms such as tolerance and withdrawal may outperform approaches focused merely on viewing frequency. For men, cognitive-behavioral techniques emphasizing cue exposure, attentional-bias modification, and urge regulation may fit the escalation-driven profile; for women, interventions centered on emotional regulation and psychological flexibility, such as acceptance and commitment therapy, may be more apt. In conservative settings like Egypt, the authors suggest that culturally adapted approaches, framing therapy around self-regulation and personal values, optionally incorporating religiously congruent coping practices, and delivered via telehealth to reduce stigma, could improve engagement, particularly for women. The team cautions that the cross-sectional design precludes causal conclusions, the university sample limits generalizability, and the weekly-use criterion biases prevalence estimates. Still, with the Arabic PPCS now validated and openly documented, researchers across the Arabic-speaking world finally have a rigorous instrument to study a behavior that persists, quietly and widely, behind virtual private networks and closed doors.</p>
<p><strong>Subject of Research:</strong> Arabic-language validation of a problematic pornography use assessment scale and gender-specific symptom network analysis in Egyptian university students</p>
<p><strong>Article Title:</strong> Arabic Validation of the Problematic Pornography Consumption Scale: Psychometric Properties, Measurement Invariance, and Gender-Specific Network Analysis</p>
<p><strong>Article References:</strong> Helal, A., Marey, M. M., Abdelaziz, E. R., Hassan, A., Elhady, M. M., Elgohry, Y. A., Basha, E. A., &amp; Sallie, S. N. (2026). Arabic Validation of the Problematic Pornography Consumption Scale: Psychometric Properties, Measurement Invariance, and Gender-Specific Network Analysis. <em>Archives of Sexual Behavior</em>. <a href="https://doi.org/10.1007/s10508-026-03532-z" rel="noopener noreferrer">https://doi.org/10.1007/s10508-026-03532-z</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s10508-026-03532-z" rel="noopener noreferrer">10.1007/s10508-026-03532-z</a></p>
<p><strong>Keywords:</strong> problematic pornography use, psychometrics, Arabic validation, measurement invariance, network analysis, behavioral addiction, gender differences, Egypt, mental health, compulsive sexual behavior, scale translation, university students</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">271943</post-id>	</item>
		<item>
		<title>Social Media Overuse Linked to Stress-Gene Methylation in First Longitudinal Epigenetic Study</title>
		<link>https://scienmag.com/social-media-overuse-linked-to-stress-gene-methylation-in-first-longitudinal-epigenetic-study/</link>
		
		<dc:creator><![CDATA[Juliet Wilcox]]></dc:creator>
		<pubDate>Wed, 14 Oct 2026 14:20:35 +0000</pubDate>
				<category><![CDATA[Psychology & Psychiatry]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[DNA Methylation]]></category>
		<category><![CDATA[DNA methylation patterns]]></category>
		<category><![CDATA[effects of social media on gene expression]]></category>
		<category><![CDATA[epigenetics]]></category>
		<category><![CDATA[epigenetics in behavioral disorders]]></category>
		<category><![CDATA[glucocorticoid receptor]]></category>
		<category><![CDATA[impact of screen time on biology]]></category>
		<category><![CDATA[internet use disorder]]></category>
		<category><![CDATA[longitudinal epigenetic study]]></category>
		<category><![CDATA[longitudinal study]]></category>
		<category><![CDATA[major depression]]></category>
		<category><![CDATA[molecular biology of internet addiction]]></category>
		<category><![CDATA[NR3C1]]></category>
		<category><![CDATA[OXT]]></category>
		<category><![CDATA[oxytocin]]></category>
		<category><![CDATA[problematic internet behavior]]></category>
		<category><![CDATA[SLC6A4]]></category>
		<category><![CDATA[social media addiction]]></category>
		<category><![CDATA[social media and mental health]]></category>
		<category><![CDATA[social media overuse]]></category>
		<category><![CDATA[stress system and social hormones]]></category>
		<category><![CDATA[stress-gene methylation]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=271171</guid>

					<description><![CDATA[A longitudinal study of depressed patients and healthy controls finds preliminary links between problematic social media use and DNA methylation of the stress-related NR3C1 gene and the social hormone gene OXT.]]></description>
										<content:encoded><![CDATA[<p>What happens to our genes when we cannot stop scrolling? A research team led by Christian Montag of the University of Macau and Simon Sanwald of Ulm University has taken one of the first serious looks at the molecular biology of problematic internet and social media use, and the results hint that the stress system and the brain&#8217;s social hormone may both be involved. The study, published in BMC Psychiatry, examined DNA methylation patterns in three candidate genes in depressed patients and healthy controls, tracking them over a two-week treatment period. It is among the first longitudinal epigenetic investigations of internet use disorder tendencies ever conducted, and its findings, while preliminary, open an intriguing window onto how excessive online behavior might be written into our biology.</p>
<p>Internet use disorder, the umbrella term that covers problematic gaming, gambling, and social media overuse, affects roughly seven percent of people worldwide according to meta-analytic estimates. Despite the global debate about the harms of excessive screen time, particularly in children and adolescents, the biological basis of these behaviors remains poorly understood. While the World Health Organization officially recognizes Gaming Disorder and Gambling Disorder, most other forms of problematic internet use have no official diagnostic status, and molecular genetic research on the topic is remarkably scarce. In more than fifteen years of research, only a handful of candidate gene studies have been conducted, and their findings have not replicated well, largely because small samples lacked the statistical power to detect the tiny effects that single genetic variants exert.</p>
<p>This is where epigenetics enters the picture. The epigenome is the layer of molecular regulation where genes and environment meet. Environmental factors, from stress to social connection, can alter gene regulation by changing methylation patterns, the attachment of small methyl groups to DNA bases, most notably in promoter regions that control whether a gene is switched on or off. For the serotonin transporter gene SLC6A4, higher promoter methylation has been associated with lower mRNA levels, meaning the gene produces less of its protein product. This matters for internet use disorder research because preliminary evidence suggests that selective serotonin reuptake inhibitors, which target the serotonin transporter, can reduce symptoms of internet gaming disorder by between roughly 17.6 and 24.0 percent.</p>
<p>The German team chose three genes with strong a priori rationale. Beyond SLC6A4, they examined NR3C1, which codes for the glucocorticoid receptor, a central player in the body&#8217;s stress response. Previous work has linked increased NR3C1 methylation to chronic alcohol drinking and to future substance use in adolescents, and since problematic internet use shares features with substance addictions, a connection seemed plausible. The third target was OXT, the gene coding for oxytocin, a hormone central to human sociability. Lower OXT methylation has previously been associated with higher sociability and with depression. Although OXT itself had not been studied in the context of addictive behavior, a recent epigenetic study had implicated the related oxytocin receptor gene OXTR in internet addiction scores.</p>
<p>The study design was ambitious for this field. The researchers recruited 99 inpatients with Major Depressive Disorder at Ulm University&#8217;s Department of Psychiatry and Psychotherapy III, ultimately analyzing data from 83 patients alongside 83 matched healthy controls drawn from an initial pool of 169. Diagnosis was made by psychiatrists using the Structured Clinical Interview for DSM-IV, while healthy controls underwent screening interviews to exclude any mental disorder. Participants completed questionnaires measuring generalized internet use tendencies with the short Internet Addiction Test, problematic social media use with the Bergen Social Media Addiction Scale, and perceived social support with the FERUS social support scale. Blood samples were drawn at baseline and again two weeks later, capturing methylation of 13 CpG units in OXT, 27 in SLC6A4, and 16 in NR3C1, alongside mRNA abundance and blood cell composition.</p>
<p>The two-week window was chosen deliberately. Because psychiatric symptoms often improve significantly within the first fourteen days of treatment, the team hypothesized that if methylation change contributes to early treatment success, changes should be observable in relevant target genes over this period. The depressed patients indeed showed a significant reduction in depression severity, measured by the Beck Depression Inventory, over the two weeks, while the healthy controls remained essentially stable. Propensity score matching aligned the groups on age, sex, and alcohol consumption, and the statistical models additionally controlled for nicotine use, body mass index, baseline depression severity, antidepressant dose equivalents, and the abundance of lymphocytes and neutrophilic granulocytes, the most frequent nucleated cells in peripheral blood.</p>
<p>The headline finding concerned NR3C1 in the depressed patients. Methylation at a single CpG site on chromosome 5 was significantly and positively associated with problematic social media use, with generalized internet use disorder tendencies, and specifically with the craving facet of the short Internet Addiction Test, with correlation coefficients between 0.33 and 0.40 that survived false discovery rate correction. Given that NR3C1 governs the glucocorticoid receptor and the body&#8217;s response to stress, the authors note that this pattern fits with the idea that excessive internet use, like substance use, may function as a maladaptive compensatory strategy intertwined with the stress system. The result is also consistent with earlier findings linking NR3C1 hypermethylation to alcohol use disorder and adolescent substance use, though other studies, including work on cannabis use disorder, have found no such associations.</p>
<p>The oxytocin results painted a complementary picture. In healthy controls, social support was significantly associated with methylation at a CpG site in the OXT promoter on chromosome 20. More strikingly, across both groups, higher social media addiction tendencies predicted smaller changes in OXT methylation between the two measurement points, suggesting that the quality of one&#8217;s social connections, whether online or offline, may be reflected in the methylation dynamics of the oxytocin gene. However, the researchers urge caution: the effect was small, fixed effects in the model explained only about six percent of the variance, and after bootstrapping with 5,000 iterations the confidence interval contained zero, meaning the finding cannot yet be distinguished from chance.</p>
<p>Notably, the serotonin transporter gene yielded no significant associations with internet or social media use tendencies after correction, despite two CpG sites showing correlations with SLC6A4 mRNA abundance in patients. The authors suggest this may partly reflect pharmacological contamination, since antidepressant treatment targeting the serotonin transporter may itself influence methylation at this locus. Most CpG sites across NR3C1 and OXT also showed non-significant correlations, underscoring that any effects, if real, are highly localized and subtle.</p>
<p>The study&#8217;s limitations are candidly acknowledged. No participants had an official internet use disorder diagnosis, because none exists beyond gaming and gambling disorder. Self-report questionnaires are vulnerable to social desirability and introspective biases, the two-week observation period may be too short to capture meaningful methylation change, and peripheral blood methylation may not mirror brain methylation, although prior research suggests SLC6A4 blood methylation does relate to brain serotonin synthesis, brain function, and amygdala tissue methylation. Factors such as time of day and fasting state were not controlled. Still, the researchers argue the work matters on three fronts: it provides rare longitudinal methylation data for genes relevant to both depression and internet use disorder, it addresses clinically relevant comorbidity, and it offers a more nuanced biological picture of depressed inpatients. As debates intensify over whether problematic social media use warrants its own diagnosis, this study marks an early but genuinely novel step toward understanding the molecular underpinnings of our relationship with the screen.</p>
<p><strong>Subject of Research:</strong> Epigenetic associations between DNA methylation of SLC6A4, NR3C1 and OXT and problematic internet and social media use in depression</p>
<p><strong>Article Title:</strong> Epigenetics of generalized internet use disorder including data on overuse of social media: a closer look at the SLC6A4, NR3C1 and OXT genes</p>
<p><strong>Article References:</strong> Montag, C., Kiefer, M., Connemann, B. J., Kammer, T., &amp; Sanwald, S. (2026). Epigenetics of generalized internet use disorder including data on overuse of social media: a closer look at the SLC6A4, NR3C1 and OXT genes. <em>BMC Psychiatry, 26</em>(1), Article 789. <a href="https://doi.org/10.1186/s12888-026-08743-1" rel="noopener noreferrer">https://doi.org/10.1186/s12888-026-08743-1</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1186/s12888-026-08743-1" rel="noopener noreferrer">10.1186/s12888-026-08743-1</a></p>
<p><strong>Keywords:</strong> epigenetics, DNA methylation, internet use disorder, social media addiction, NR3C1, SLC6A4, OXT, oxytocin, glucocorticoid receptor, major depression, longitudinal study, behavioral addiction</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">271171</post-id>	</item>
		<item>
		<title>Treating Yourself Kindly May Curb Problematic Gaming, Trial Finds</title>
		<link>https://scienmag.com/treating-yourself-kindly-may-curb-problematic-gaming-trial-finds/</link>
		
		<dc:creator><![CDATA[Glenn Wilkins]]></dc:creator>
		<pubDate>Wed, 14 Oct 2026 06:22:30 +0000</pubDate>
				<category><![CDATA[Medicine]]></category>
		<category><![CDATA[basic psychological needs]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[compulsive gaming treatment]]></category>
		<category><![CDATA[effective strategies to reduce gaming addiction]]></category>
		<category><![CDATA[impact of self-kindness on gaming behavior]]></category>
		<category><![CDATA[internet gaming disorder]]></category>
		<category><![CDATA[mediation analysis]]></category>
		<category><![CDATA[Mental health]]></category>
		<category><![CDATA[mental health and gaming]]></category>
		<category><![CDATA[mental health benefits of self-compassion]]></category>
		<category><![CDATA[online game addiction]]></category>
		<category><![CDATA[online intervention]]></category>
		<category><![CDATA[problematic gaming]]></category>
		<category><![CDATA[psychological factors in problematic gaming]]></category>
		<category><![CDATA[Randomized Controlled Trial]]></category>
		<category><![CDATA[randomized controlled trial in gaming research]]></category>
		<category><![CDATA[relationship between self-criticism and gaming issues]]></category>
		<category><![CDATA[scalable interventions for gaming problems]]></category>
		<category><![CDATA[self-compassion]]></category>
		<category><![CDATA[Self-compassion intervention]]></category>
		<category><![CDATA[Self-Determination Theory]]></category>
		<category><![CDATA[social anxiety]]></category>
		<category><![CDATA[young adults]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=270119</guid>

					<description><![CDATA[A randomized controlled trial with 308 online game players shows that an online self-compassion intervention significantly reduced problematic gaming, with basic psychological needs and social anxiety identified as the sequential psychological mechanisms behind the effect.]]></description>
										<content:encoded><![CDATA[<p>For millions of young adults, gaming is a beloved pastime. But for a substantial minority, it becomes something darker: a compulsive pattern that crowds out sleep, work, relationships, and mental health. Clinicians have long linked problematic gaming to anxiety, depression, and impaired social functioning, yet effective and scalable interventions remain scarce. Now, a team of Chinese psychologists reports that a surprisingly gentle tool — self-compassion — may help players regain control, and their randomized controlled trial offers an unusually detailed map of how the effect works.</p>
<p>The study, published in the International Journal of Mental Health and Addiction by Xinyi Li, Lanqing Zhou, and colleagues at Beijing Normal University&#8217;s Faculty of Psychology, unfolds in two parts. The first is a large cross-sectional survey of 2,338 online game players, designed to establish whether self-compassion — the tendency to treat one&#8217;s own failures and distress with kindness rather than harsh self-criticism — is actually related to gaming problems in the real world. The second is a randomized controlled trial with 308 online game players who received an online self-compassion intervention, registered as NCT07270315, testing whether boosting self-compassion causally reduces problematic gaming.</p>
<p>The survey results were clear. Self-compassion was negatively associated with problematic gaming: players who scored higher on measures of self-kindness and lower on self-judgment reported fewer symptoms of disordered play. But the researchers did not stop at a simple correlation. Drawing on self-determination theory — the influential framework developed by Edward Deci and Richard Ryan, which holds that human beings have three basic psychological needs for autonomy, competence, and relatedness — they proposed a chain of mediation. When people fail at these basic needs, the theory predicts, they seek compensatory satisfaction elsewhere, and video games are expertly engineered to provide substitutes for competence and connection.</p>
<p>The second link in the proposed chain is social anxiety. Prior work has repeatedly connected problematic online gaming with fear of social evaluation: the online world offers interaction without the face-to-face exposure that socially anxious players dread. The research team hypothesized that low self-compassion feeds this anxiety — the self-critical person expects judgment from others and withdraws from real-world contact — and that this withdrawal pushes gaming from hobby toward refuge. Their cross-sectional analysis supported the model, identifying basic psychological needs and social anxiety as potential mediators between self-compassion and gaming problems.</p>
<p>Correlation, of course, is not causation, which is where the trial comes in. In Study 2, the researchers randomly assigned 308 online game players to either an online self-compassion intervention or a waitlist control group. Online delivery matters here: it makes the approach dramatically more scalable than traditional face-to-face therapy, a pressing concern given that gaming disorder is now formally recognized in the World Health Organization&#8217;s ICD-11, while internet gaming disorder appears in the DSM-5 as a condition for further study. Meta-analyses suggest meaningful prevalence worldwide, particularly among adolescents and young adults — precisely the population this trial targeted.</p>
<p>The outcome: compared with the waitlist group, participants in the intervention group showed significant increases in self-compassion and significant decreases in problematic gaming following the intervention. In other words, teaching people to respond to their own setbacks with mindfulness, common humanity, and self-kindness measurably reduced the grip of compulsive play. The effect was not simply a matter of feeling better; the researchers used mediation analysis to trace the causal pathway through the psychological machinery identified in Study 1.</p>
<p>That pathway is the study&#8217;s most technically interesting contribution. The mediation analysis identified a significant sequential indirect pathway linking group assignment to problematic gaming through three steps in order: self-compassion, then basic psychological needs, then social anxiety. Unpacked, the causal story reads like this: the intervention raised self-compassion; higher self-compassion helped participants satisfy — or at least perceive as satisfied — their basic needs for autonomy, competence, and relatedness; greater need satisfaction reduced social anxiety; and lower social anxiety removed a key motivator for escapist, problematic play. This sequential structure suggests that self-compassion does not suppress gaming directly but rather repairs the underlying motivational and emotional conditions that make gaming compulsive in the first place.</p>
<p>The theoretical coherence is notable. Self-determination theory has long argued that video games can be addictive precisely because they hijack need satisfaction: they offer clear competence feedback, autonomy over choices, and ready-made social worlds. A person whose real-world needs are met has less reason to over-rely on those substitutes. Self-compassion, meanwhile, is known from meta-analytic work to be robustly associated with well-being and lower anxiety and depression, and compassion-based interventions have shown promise in other addictive behaviors, including methamphetamine dependence and craving. The new trial extends this evidence into the gaming domain with an experimental design, which is rarer in this literature than observational surveys.</p>
<p>The authors are careful about scope. The trial compared the intervention with a waitlist, so future work should test against active control conditions to separate specific effects from expectation and attention. The sample consisted of online game players recruited in China, and generalization to clinical populations diagnosed with gaming disorder remains to be established. Still, the findings suggest that online self-compassion interventions may help mitigate problematic gaming while also improving emotional well-being — a two-for-one outcome that few interventions deliver. Because the program is delivered online, it could in principle reach players who would never seek traditional treatment, many of whom face stigma or simply do not recognize their gaming as problematic.</p>
<p>For the field of behavioral addiction, the study adds an important nuance: the opposite of harsh self-control may not be indulgence but kindness. Compulsive gamers are often trapped in a shame spiral — playing to escape bad feelings about playing — and a technique that breaks the self-critical loop may cut the spiral at its root. With the trial&#8217;s mediation model, clinicians now have testable targets: boost self-compassion, shore up basic psychological needs, and ease social anxiety, and problematic gaming may follow the chain downward. As screens continue to colonize daily life, approaches that work with human motivation rather than against it may prove the most durable weapons in the fight for balanced play.</p>
<p><strong>Subject of Research:</strong> Self-compassion intervention for reducing problematic gaming and its psychological mechanisms</p>
<p><strong>Article Title:</strong> Effects of Self-Compassion on Reducing Problematic Gaming and Its Underlying Mechanisms: A Randomized Controlled Trial</p>
<p><strong>Article References:</strong> Li, X., Zhou, L., Ye, Z., Dou, T., &amp; Zeng, X. (2026). Effects of Self-Compassion on Reducing Problematic Gaming and Its Underlying Mechanisms: A Randomized Controlled Trial. <em>International Journal of Mental Health and Addiction</em>. <a href="https://doi.org/10.1007/s11469-026-01741-0" rel="noopener noreferrer">https://doi.org/10.1007/s11469-026-01741-0</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s11469-026-01741-0" rel="noopener noreferrer">10.1007/s11469-026-01741-0</a></p>
<p><strong>Keywords:</strong> problematic gaming, self-compassion, randomized controlled trial, basic psychological needs, social anxiety, internet gaming disorder, self-determination theory, online intervention, mental health, behavioral addiction, young adults, mediation analysis</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">270119</post-id>	</item>
		<item>
		<title>Scientists Build the First Validated Scale to Measure AI Addiction</title>
		<link>https://scienmag.com/scientists-build-the-first-validated-scale-to-measure-ai-addiction/</link>
		
		<dc:creator><![CDATA[Glenn Wilkins]]></dc:creator>
		<pubDate>Sun, 11 Oct 2026 00:21:21 +0000</pubDate>
				<category><![CDATA[Psychology & Psychiatry]]></category>
		<category><![CDATA[AI addiction measurement]]></category>
		<category><![CDATA[AI dependency and compulsive behaviors]]></category>
		<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[behavioral addiction to artificial intelligence]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[development of AI addiction questionnaire]]></category>
		<category><![CDATA[early detection of AI addiction]]></category>
		<category><![CDATA[factor analysis]]></category>
		<category><![CDATA[impact of AI on psychological well-being]]></category>
		<category><![CDATA[Mental health]]></category>
		<category><![CDATA[problematic AI use]]></category>
		<category><![CDATA[problematic AI use and mental health]]></category>
		<category><![CDATA[psychological assessment of AI use]]></category>
		<category><![CDATA[Psychometric]]></category>
		<category><![CDATA[psychometric evaluation of AI addiction scale]]></category>
		<category><![CDATA[psychometrics]]></category>
		<category><![CDATA[reliability]]></category>
		<category><![CDATA[risk of AI-related behavioral disorders]]></category>
		<category><![CDATA[scale development]]></category>
		<category><![CDATA[standardized tools for AI addiction assessment]]></category>
		<category><![CDATA[Turkey]]></category>
		<category><![CDATA[validated AI addiction scale]]></category>
		<category><![CDATA[validity]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=260474</guid>

					<description><![CDATA[Turkish researchers have developed and validated the BERTA Artificial Intelligence Addiction Scale, an eight-item questionnaire measuring deprivation and sensitivity dimensions of problematic AI use.]]></description>
										<content:encoded><![CDATA[<p>Artificial intelligence has slipped into nearly every corner of daily life, from chatbots that draft emails to assistants that plan meals, write code, and keep lonely people company late at night. As these tools become more persuasive and more pervasive, psychologists have grown increasingly worried that some users may be developing relationships with AI that look less like convenient tool use and more like behavioral addiction. Until now, however, researchers lacked a standardized, validated instrument to measure that risk. A team of Turkish psychiatric nursing researchers has moved to fill the gap, publishing the development and psychometric evaluation of the BERTA Artificial Intelligence Addiction Scale, or B-AIAS, in the journal Discover Psychology.</p>
<p>The study, led by Belgin Varol of the University of Health Sciences in Ankara, together with Yalçın Kanbay of Artvin Çoruh University and Burcu Arkan of Bursa Uludag University, set out to do something deceptively simple: create a short, reliable questionnaire that can distinguish ordinary enthusiasm for AI tools from problematic patterns of use that resemble the compulsions seen in gambling, gaming, and social media addiction. The researchers note that while AI technologies offer significant benefits, their excessive use may trigger problematic patterns that mirror established behavioral addictions, and that no standardized instrument previously existed to assess these AI-related addictive tendencies.</p>
<p>What makes the new scale notable is the rigor of its construction. Rather than simply drafting questions and releasing them online, the team followed the COSMIN framework, an internationally recognized consensus-based standard for selecting health measurement instruments. That framework dictated a multi-stage pipeline: item generation from the theoretical literature, expert review to prune weak or ambiguous candidates, exploratory factor analysis to uncover the underlying structure of the data, confirmatory factor analysis to test that structure on a fresh sample, assessments of convergent and discriminant validity to ensure the scale measures what it claims and nothing else, item discrimination analysis, and test–retest reliability to confirm that scores are stable over time.</p>
<p>The data came from online surveys distributed through social media platforms, targeting adults in Turkey who reported using AI tools. The researchers split their sample in a methodologically important way. One group of 308 participants provided data for the exploratory factor analysis, the statistical fishing expedition that reveals how items cluster together. A separate group of 306 participants supplied the confirmatory data, allowing the team to test whether the structure discovered in the first sample held up in an independent one. This two-sample design guards against the common pitfall of building a scale that fits one dataset by statistical accident but fails to generalize.</p>
<p>The final instrument is strikingly lean: eight items rated on a five-point Likert scale ranging from zero, meaning not at all, to four, meaning completely. Despite its brevity, the scale captures two distinct psychological dimensions. The first, labeled Deprivation, comprises four items and probes the distress and craving users feel when separated from their AI tools, a hallmark of dependence that echoes withdrawal symptoms in substance and behavioral addictions. The second, labeled Sensitivity, also comprises four items and reflects heightened emotional reactivity tied to AI use. Together, the two factors explained 60.2 percent of the variance in responses, a substantial share for a brief behavioral measure and an indication that the eight items collectively tap a coherent underlying construct.</p>
<p>The reliability statistics are equally strong. Cronbach&#8217;s alpha, the classic measure of internal consistency, came in at 0.88, while McDonald&#8217;s omega, a more modern coefficient that is less sensitive to violations of statistical assumptions, reached 0.90. Both figures sit comfortably above the conventional 0.70 threshold for acceptable reliability and approach the 0.95 ceiling beyond which items may be redundantly measuring the same thing. Notably, none of the items required reverse coding, which simplifies scoring and reduces the respondent errors that reversed items often introduce. Test–retest analysis confirmed that participants&#8217; scores remained stable across repeated administrations, a prerequisite for any instrument intended to track changes in behavior over time or to evaluate interventions.</p>
<p>The implications reach well beyond Turkish universities. As generative AI companions proliferate, clinicians and public health researchers have warned that the design of these systems, engineered for engagement and emotional resonance, may exploit the same psychological levers that make slot machines and infinite-scroll feeds so compelling. A validated scale gives researchers the measurement tool they have been missing. With it, they can estimate the prevalence of problematic AI use in different populations, identify risk factors, test whether people who score high on the B-AIAS show the functional impairment characteristic of behavioral addiction, and evaluate whether therapeutic or design interventions actually reduce dependence. The authors explicitly position the instrument as a foundation for future research on technology-related behavioral addictions and for cross-cultural investigations of AI use patterns.</p>
<p>The study also carries practical weight for health care. All three authors are psychiatric nursing specialists, and the work was approved by the Health Sciences Research and Publication Ethics Committee of Bursa Uludag University in May 2025, with written informed consent obtained from every participant in line with the Declaration of Helsinki. A brief, freely usable screening tool fits naturally into clinical workflows, where long diagnostic interviews are impractical. Because the scale is short enough to complete in under a minute, it could be embedded in routine mental health assessments, digital wellness apps, or large-scale epidemiological surveys, giving clinicians and policymakers an early-warning signal as AI saturation deepens.</p>
<p>Caveats remain, and the authors are careful about scope. The B-AIAS was developed and validated among adults in Turkey, and psychometric properties do not automatically transfer across languages and cultures; cross-cultural validation studies will be needed before the scale can be deployed globally with confidence. The two-factor structure of Deprivation and Sensitivity also invites further research into whether these dimensions map onto the craving and withdrawal constructs used in established addiction frameworks, or whether AI dependence follows its own distinctive trajectory. And as the technology itself evolves, the behaviors the scale measures may shift with it, meaning the instrument will likely require periodic re-evaluation as AI tools change form.</p>
<p>Still, the arrival of the B-AIAS marks a threshold moment in the psychology of human–machine interaction. For decades, researchers have built validated measures for gambling, internet gaming, and smartphone dependence, and each of those instruments proved essential for turning vague cultural anxieties into testable science. The B-AIAS now extends that tradition to the most immersive technology yet. As hundreds of millions of people form daily habits around conversational AI, the question is no longer whether problematic AI use exists but how common it is, whom it affects, and what can be done about it. With a validated eight-item scale in hand, researchers finally have a way to find out, and the answers may shape how societies manage the technology that is rapidly becoming their constant companion.</p>
<p><strong>Subject of Research:</strong> Development and psychometric validation of a scale measuring addictive patterns of artificial intelligence use</p>
<p><strong>Article Title:</strong> Development and psychometric evaluation of the BERTA Artificial Intelligence Addiction Scale (B-AIAS)</p>
<p><strong>Article References:</strong> Varol, B., Kanbay, Y., &amp; Arkan, B. (2026). Development and psychometric evaluation of the BERTA Artificial Intelligence Addiction Scale (B-AIAS). <em>Discover Psychology</em>. <a href="https://doi.org/10.1007/s44202-026-00921-2" rel="noopener noreferrer">https://doi.org/10.1007/s44202-026-00921-2</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s44202-026-00921-2" rel="noopener noreferrer">10.1007/s44202-026-00921-2</a></p>
<p><strong>Keywords:</strong> artificial intelligence, behavioral addiction, psychometrics, scale development, validity, reliability, factor analysis, mental health, problematic AI use, Turkey, Development, psychometric</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">260474</post-id>	</item>
		<item>
		<title>Debt, Self-Harm and Comorbidity Drive Suicide Risk in Gambling Disorder</title>
		<link>https://scienmag.com/debt-self-harm-and-comorbidity-drive-suicide-risk-in-gambling-disorder/</link>
		
		<dc:creator><![CDATA[Glenn Wilkins]]></dc:creator>
		<pubDate>Sat, 10 Oct 2026 16:58:20 +0000</pubDate>
				<category><![CDATA[Psychology & Psychiatry]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[clinical markers of suicide risk in gambling disorder]]></category>
		<category><![CDATA[debt-to-income ratio]]></category>
		<category><![CDATA[deliberate self-harm]]></category>
		<category><![CDATA[DSM-5]]></category>
		<category><![CDATA[DSM-5 criteria in gambling disorder diagnosis]]></category>
		<category><![CDATA[financial debt]]></category>
		<category><![CDATA[financial markers associated with gambling-related suicide]]></category>
		<category><![CDATA[gambling disorder]]></category>
		<category><![CDATA[gambling disorder and suicide risk]]></category>
		<category><![CDATA[impact of debt on suicidal behavior]]></category>
		<category><![CDATA[influence of comor]]></category>
		<category><![CDATA[prevalence of suicidal ideation among gambling disorder patients]]></category>
		<category><![CDATA[psychiatric comorbidities in gambling addiction]]></category>
		<category><![CDATA[psychiatric comorbidity]]></category>
		<category><![CDATA[retrospective study]]></category>
		<category><![CDATA[retrospective study on gambling disorder in Türkiye]]></category>
		<category><![CDATA[risk factors]]></category>
		<category><![CDATA[risk factors for suicide in addiction treatment]]></category>
		<category><![CDATA[role of self-harm in gambling-related suicidality]]></category>
		<category><![CDATA[self-harm behavior in gambling disorder patients]]></category>
		<category><![CDATA[South Oaks Gambling Screen]]></category>
		<category><![CDATA[suicidal behavior]]></category>
		<category><![CDATA[suicide attempt]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=259346</guid>

					<description><![CDATA[A retrospective study of 342 patients with gambling disorder finds that deliberate self-harm history, psychiatric comorbidity, and a debt-to-income ratio above 30 independently predict gambling-related suicide attempts, while traditional protective factors like marriage and social support show no effect.]]></description>
										<content:encoded><![CDATA[<p>Gambling disorder has long been recognized as one of the psychiatric conditions most tightly entangled with suicidal behavior, yet the question of which patients are actually at greatest risk has remained surprisingly difficult to answer. A new retrospective study from a specialized addiction outpatient clinic in Türkiye now offers one of the clearest pictures to date, and its central finding is striking: the factors that usually protect against suicide in the general population appear to lose their power entirely in this group, while a small set of disorder-specific clinical and financial markers dominate the risk profile.</p>
<p>The research, published in BMC Psychiatry by Elif Aktan Mutlu and colleagues at Ankara Etlik City Hospital and the University of Health Sciences, examined the medical records of 342 patients diagnosed with gambling disorder according to DSM-5 criteria. All patients were seen at the same specialized addiction outpatient clinic between September 2023 and December 2025, giving the team a relatively large and clinically well-characterized sample for a condition that often goes undetected in general psychiatric settings. The study was approved by the hospital&#8217;s Scientific Research Evaluation and Ethics Committee, and informed consent was obtained from all participants.</p>
<p>The headline number from the analysis is sobering: 13.2 percent of the patients in the sample had made a lifetime suicide attempt related to their gambling. That figure alone underscores the scale of the problem, but what makes the study valuable is the way the researchers dissected the differences between patients with and without a history of gambling-related suicide attempts. They classified patients according to the presence or absence of such attempts, identified through retrospective review of clinical records, and then compared the two groups across sociodemographic, clinical, and financial dimensions.</p>
<p>Gambling severity was measured using the South Oaks Gambling Screen, a widely used self-report instrument that quantifies pathological gambling behavior. In the initial univariable analyses, five factors were significantly associated with gambling-related suicide attempts: higher gambling severity, depression, Cluster B personality disorders, a history of deliberate self-harm, and financial hardship. Each of these is clinically meaningful in its own right, and together they sketch a picture of patients whose gambling has infiltrated both their mental health and their economic lives.</p>
<p>The most technically important part of the study, however, came next. Because univariable analyses cannot disentangle factors that travel together — depressed patients may also be more severely addicted, and severe addiction often brings financial ruin — the researchers ran multivariable logistic regression to identify which factors remained independently associated with suicide attempts after adjustment for the others. Three survived: a history of deliberate self-harm, the presence of psychiatric comorbidity, and a debt-to-monthly-income ratio exceeding 30.</p>
<p>The strength of these associations is remarkable. A history of deliberate self-harm carried an odds ratio of 15.894, with a 95 percent confidence interval of 3.270 to 77.253, meaning patients with such a history had roughly sixteen times the odds of a gambling-related suicide attempt compared with those without one, with the true value likely falling somewhere in that wide interval. Psychiatric comorbidity showed an odds ratio of 14.549 (95 percent CI: 1.799 to 117.650). And the financial marker — owing more than thirty times one&#8217;s monthly income — carried an odds ratio of 8.806 (95 percent CI: 1.777 to 43.625). These are large effects by the standards of psychiatric epidemiology, and their convergence on clinical and financial variables rather than demographic ones is the study&#8217;s core message.</p>
<p>Perhaps the most counterintuitive finding is what did not matter. Marriage, parenthood, and social support are traditionally considered protective against suicide in the general population, and suicide risk assessment tools routinely weight them heavily. In this sample of patients with gambling disorder, none of these variables was significantly associated with suicide attempts. The authors interpret this as evidence that gambling-related suicide attempts are more closely tied to disorder-specific clinical and financial characteristics than to the sociodemographic factors that guide conventional risk assessment. In other words, a married father with a supportive family is not necessarily safer if his debts have spiraled to thirty times his income and he has a history of self-harm.</p>
<p>The debt-to-income ratio deserves particular attention because it offers something rare in suicide research: a quantifiable, objective threshold. Rather than treating financial hardship as a vague clinical impression, the researchers expressed it as total debt divided by monthly income, in Turkish lira, and found that crossing the threshold of 30 sharply elevated risk. This kind of metric could, in principle, be incorporated directly into routine screening — a clinician asking a patient with gambling disorder about their debts could translate the answer into a concrete risk indicator. The authors suggest that their findings support comprehensive suicide risk assessment in gambling disorder that incorporates self-harm history, psychiatric comorbidity, and financial strain in addition to gambling severity itself.</p>
<p>The study&#8217;s design imposes some limits on interpretation. As a retrospective, descriptive, and comparative analysis based on medical records, it can identify associations but cannot establish causation, and the classification of suicide attempts relied on retrospective review of clinical documentation rather than prospective follow-up. The wide confidence intervals around some of the odds ratios reflect the relatively small number of attempters within the sample, a common challenge in suicide research. The authors also note that the published version was shared early to provide faster access to peer-reviewed, accepted research and is subject to further edits before the final Version of Record.</p>
<p>Even with those caveats, the implications are significant for a disorder that is expanding globally alongside legalized online gambling. Gambling disorder is classified among behavioral addictions, and its sufferers frequently present late, after financial and relational damage has already accumulated. If the findings hold up in prospective studies and other populations, they point toward a practical triage strategy: every patient diagnosed with gambling disorder should be asked about past deliberate self-harm, screened for psychiatric comorbidity, and asked to quantify their debt relative to income. The patients who light up all three indicators would be the ones most urgently needing suicide risk intervention — a conclusion that could redirect scarce clinical attention toward those who need it most, and away from the demographic assumptions that this study suggests may quietly fail the very people they are meant to protect.</p>
<p><strong>Subject of Research:</strong> Clinical and financial risk factors for suicide attempts in gambling disorder</p>
<p><strong>Article Title:</strong> Clinical and financial correlates of suicide attempts among patients with gambling disorder: a retrospective study</p>
<p><strong>Article References:</strong> Mutlu, E. A., Turgut Keser, B., Erdem, E., &amp; Şafak, Y. (2026). Clinical and financial correlates of suicide attempts among patients with gambling disorder: a retrospective study. <em>BMC Psychiatry</em>. <a href="https://doi.org/10.1186/s12888-026-08478-z" rel="noopener noreferrer">https://doi.org/10.1186/s12888-026-08478-z</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1186/s12888-026-08478-z" rel="noopener noreferrer">10.1186/s12888-026-08478-z</a></p>
<p><strong>Keywords:</strong> gambling disorder, suicide attempt, suicidal behavior, deliberate self-harm, financial debt, debt-to-income ratio, psychiatric comorbidity, behavioral addiction, South Oaks Gambling Screen, DSM-5, risk factors, retrospective study</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">259346</post-id>	</item>
		<item>
		<title>Gaming Disorder Test Proves Reliable for Arabic-Speaking Young Adults in Landmark Validation Study</title>
		<link>https://scienmag.com/gaming-disorder-test-proves-reliable-for-arabic-speaking-young-adults-in-landmark-validation-study/</link>
		
		<dc:creator><![CDATA[Ophelia Keating]]></dc:creator>
		<pubDate>Fri, 09 Oct 2026 10:49:55 +0000</pubDate>
				<category><![CDATA[Medicine]]></category>
		<category><![CDATA[Arabic translation of gaming disorder assessment]]></category>
		<category><![CDATA[Arabic validation]]></category>
		<category><![CDATA[Arabic-speaking young adults gaming behavior]]></category>
		<category><![CDATA[behavioral addiction]]></category>
		<category><![CDATA[cross-cultural validation of mental health instruments]]></category>
		<category><![CDATA[DASS-21]]></category>
		<category><![CDATA[Gaming Disorder]]></category>
		<category><![CDATA[Gaming disorder diagnosis validation in Arabic]]></category>
		<category><![CDATA[Gaming Disorder Test]]></category>
		<category><![CDATA[ICD-11]]></category>
		<category><![CDATA[impact of gaming disorder in Arabic populations]]></category>
		<category><![CDATA[international validation of gaming disorder scales]]></category>
		<category><![CDATA[latent class analysis]]></category>
		<category><![CDATA[measurement invariance]]></category>
		<category><![CDATA[mental health research in Middle East and North Africa]]></category>
		<category><![CDATA[network analysis]]></category>
		<category><![CDATA[psychometric evaluation of gaming disorder test]]></category>
		<category><![CDATA[psychometrics]]></category>
		<category><![CDATA[Rasch analysis]]></category>
		<category><![CDATA[reliable gaming disorder assessment tools]]></category>
		<category><![CDATA[social media recruitment for clinical studies]]></category>
		<category><![CDATA[standardized measurement for gaming addiction]]></category>
		<category><![CDATA[World Health Organization gaming disorder criteria]]></category>
		<category><![CDATA[young adults]]></category>
		<guid isPermaLink="false">https://scienmag.com/?p=253345</guid>

					<description><![CDATA[A comprehensive validation study of 1,134 Arabic-speaking young adults confirms that the four-item Gaming Disorder Test is a reliable, invariant screening tool for gaming disorder symptom severity, though it remains a screen rather than a diagnostic instrument.]]></description>
										<content:encoded><![CDATA[<p>Gaming disorder has been a formally recognized diagnosis since the World Health Organization included it in the eleventh revision of the International Classification of Diseases, defined by impaired control over gaming, rising priority given to gaming over other activities, and continuation of gaming despite negative consequences, with clinically significant impairment persisting for at least twelve months. Yet recognizing a condition in a global diagnostic manual is only the first step. To study it, screen for it, and ultimately treat it, clinicians and researchers need measurement instruments that work reliably in every language and culture in which people game. A new study published in the International Journal of Mental Health and Addiction takes a major step in that direction for the hundreds of millions of Arabic speakers worldwide, putting the widely used Gaming Disorder Test through one of the most exhaustive psychometric evaluations ever attempted for the scale.</p>
<p>The research, led by Haitham Jahrami of Government Hospitals and the Arabian Gulf University in Bahrain, together with colleagues including Waqar Husain, Khaled Trabelsi, Zahra Saif, Achraf Ammar, Halley M. Pontes, and Amir H. Pakpour, recruited 1,134 Arabic-speaking young adults aged 18 to 25 years through social media platforms. Slightly more than half of the participants, 53.4 percent, were female, and the average age was just over nineteen years. This age band is epidemiologically critical: young adults are among the heaviest gamers globally, and systematic reviews and meta-analyses have repeatedly identified adolescents and young adults as the groups at greatest risk for problematic gaming patterns. The Arab world, with its exceptionally youthful population structure, represents a region where robust screening tools for gaming-related harm are urgently needed.</p>
<p>What makes this study unusual is the sheer breadth of analytical techniques applied to a four-item questionnaire. The Gaming Disorder Test, originally developed by Pontes and colleagues to operationalize the WHO framework of gaming disorder, is deliberately brief, which makes it attractive for large-scale surveys but also means that each item carries enormous psychometric weight. The team therefore combined classical test theory, confirmatory factor analysis, measurement invariance testing across gender and age groups, Rasch analysis, latent class analysis, and regularized partial-correlation network analysis. Each method interrogates a different property of the scale, and together they provide a far more complete picture than any single approach could deliver.</p>
<p>The classical psychometric results were reassuring. The Arabic version of the test showed a unidimensional structure, meaning that all four items tap a single underlying construct of gaming disorder severity rather than fragmenting into separate subdomains. Internal consistency was acceptable, with a Cronbach&#8217;s alpha of .716, McDonald&#8217;s omega of .770, and composite reliability of .776. Confirmatory factor analysis produced adequate fit indices, a finding the authors interpret carefully in light of the model&#8217;s very low degrees of freedom. With only four indicators loading onto one factor, fit statistics such as the RMSEA are known to behave erratically, sometimes producing misleadingly poor or misleadingly favorable values, so the researchers contextualized their results accordingly rather than overinterpreting a single number.</p>
<p>Perhaps the most consequential finding for future cross-cultural research is that strict measurement invariance held across both gender and age groups. Measurement invariance is the statistical property that allows researchers to meaningfully compare scores between groups: if a scale measures the construct differently in men and women, or in younger and older respondents, then any observed score differences might reflect measurement artifacts rather than genuine differences in symptom severity. Demonstrating invariance at the strictest level, which constrains not only the factor loadings but also the item intercepts and residual variances, means that total scores from the Arabic Gaming Disorder Test can be compared directly across gender and age within this population, opening the door to valid group comparisons in future epidemiological studies.</p>
<p>Rasch analysis added a further layer of rigor grounded in item response theory. This approach models the probability of endorsing each response category as a function of the respondent&#8217;s underlying severity and the item&#8217;s difficulty, allowing researchers to verify that the items work together as a coherent measuring instrument. The Rasch results indicated adequate item fit and properly ordered response categories, meaning that participants used the response options in a logically consistent way: those with higher severity were more likely to endorse higher response options on each item. This is a nontrivial property that many translated scales fail to demonstrate, and its confirmation here supports the use of the raw total score as a meaningful interval-level measure of symptom severity.</p>
<p>Latent class analysis then shifted the question from measurement to classification, asking whether distinct subgroups of gamers exist within the sample. The analysis identified two severity classes: a lower-severity group comprising 42.2 percent of participants and a higher-severity group comprising 57.8 percent. The relatively large proportion of participants in the higher-severity class is striking, although the authors are careful to note that the test measures self-reported symptom severity rather than providing a clinical diagnosis. The two-class solution suggests that gaming-related harm in this population is not distributed as a smooth continuum alone but may cluster into qualitatively distinct profiles, a finding with potential implications for how screening and intervention efforts are targeted.</p>
<p>Network analysis, an increasingly popular framework in psychopathology research that treats symptoms as interconnected nodes in a causal system rather than reflections of a single latent variable, offered a hypothesis-generating perspective on the internal architecture of the scale. The analysis suggested that items GDT2 and GDT3 carried the highest centrality, meaning they were most strongly connected to the other symptoms in the network. However, with only four nodes, the network is necessarily sparse, and the authors explicitly frame these findings as preliminary and hypothesis-generating rather than definitive. Central symptoms identified in small networks may become targets for future research into which aspects of disordered gaming are most tightly bound to the overall syndrome.</p>
<p>To establish criterion validity, the researchers examined correlations between Gaming Disorder Test scores and symptoms of depression, anxiety, and stress measured with the DASS-21, a widely used brief instrument. Total scores showed small but statistically significant associations with psychiatric distress symptoms. This pattern is consistent with the broader literature, including meta-analytic work linking internet gaming disorder with depressive symptoms, and with studies showing that gaming-related impairment is meaningfully, if modestly, related to general psychological distress. The modest effect sizes also reinforce an important conceptual point: gaming disorder is not simply a proxy for general distress but a distinct pattern of behavior with its own measurement logic.</p>
<p>The authors conclude that the Arabic Gaming Disorder Test demonstrates sound psychometric properties and cross-group comparability, supporting its use as a screening tool for self-reported gaming disorder symptom severity among Arabic-speaking young adults. They are equally clear about its limits: a brief self-report screen cannot substitute for a structured clinical assessment, and a positive screen should prompt, not replace, a comprehensive diagnostic evaluation. With validated versions of the test now available in Chinese, Persian, Spanish, Polish, and other languages, this Arabic translation fills a significant gap for a linguistic community spanning more than twenty countries. For researchers and public health officials across the Arab world, the study provides a psychometrically defensible instrument at precisely the moment when concerns about gaming-related harm among youth are intensifying globally, and it sets a methodological benchmark, combining classical, Rasch, latent class, and network approaches, that future validation studies of brief behavioral addiction measures will be hard-pressed to match.</p>
<p><strong>Subject of Research:</strong> Psychometric validation of the Arabic version of the Gaming Disorder Test in Arabic-speaking young adults</p>
<p><strong>Article Title:</strong> Translation and Validation of the Gaming Disorder Test in an Online Sample of Arabic-Speaking Young Adults: Evidence from Classical Psychometrics, Rasch Analysis, Latent Class Analysis, and Network Analysis</p>
<p><strong>Article References:</strong> Jahrami, H., Husain, W., Trabelsi, K., Saif, Z., Ammar, A., Pontes, H. M., &amp; Pakpour, A. H. (2026). Translation and Validation of the Gaming Disorder Test in an Online Sample of Arabic-Speaking Young Adults: Evidence from Classical Psychometrics, Rasch Analysis, Latent Class Analysis, and Network Analysis. <em>International Journal of Mental Health and Addiction</em>. <a href="https://doi.org/10.1007/s11469-026-01742-z" rel="noopener noreferrer">https://doi.org/10.1007/s11469-026-01742-z</a></p>
<p><strong>Image Credits:</strong> AI Generated</p>
<p><strong>DOI:</strong> <a href="https://doi.org/10.1007/s11469-026-01742-z" rel="noopener noreferrer">10.1007/s11469-026-01742-z</a></p>
<p><strong>Keywords:</strong> gaming disorder, Gaming Disorder Test, psychometrics, Arabic validation, Rasch analysis, latent class analysis, network analysis, measurement invariance, young adults, ICD-11, DASS-21, behavioral addiction</p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">253345</post-id>	</item>
	</channel>
</rss>
