The digitization of gambling has led to the proliferation of gambling-like products in areas such as video games and financial investment platforms. Although these practices share structural mechanisms and risk profiles with gambling, evidence on their relationship with associated harm and their joint role in predicting gambling severity remains limited. This study examined the association between recent participation (within the last 60 days) in these activities, along with traditional forms of gambling, and gambling severity (PGSI) and related harm (SGHS). The sample is derived from a randomized controlled trial (ClinicalTrials.gov ID: NCT06681103), from which only the pre-intervention baseline assessment data were utilized. A total of 1,889 young people aged 18-34 living in Spain were recruited, of whom 53.9% (n=1,018) had recently participated in gambling or similar activities, forming the sample analyzed. Both indicators were modelled using hierarchical ordinal regression, with adjustments made for overall involvement (frequency and number of activities) and sociodemographic factors. The associations with severity remained after all adjustments, with adjusted ORs (aORs) between 1.9 and 3.6 (p<0.01), with video game betting and commodity trading standing out, with magnitudes similar to those observed for slot machines, casinos, and sports betting. In the SGHS, only eSports betting and commodity trading (aOR=2.23, p<0.05) retained their association with a higher number of harms after sociodemographic adjustment, while lotteries showed inverse associations with both indicators (aOR=0.58 in PGSI, and aOR=0.56 in SGHS, p<0.05). The results emphasize the importance of incorporating these new forms of digital spending into the detection and prevention of gambling harm among young adults. La digitalización del juego ha favorecido la expansión de productos análogos al juego de azar en espacios como los videojuegos y las plataformas de inversión financiera. Aunque estas prácticas comparten mecanismos estructurales y perfiles de riesgo con el juego de azar, la evidencia sobre su relación con el daño asociado y su papel conjunto en la predicción de la gravedad del juego sigue siendo limitada. Este estudio analizó si la participación reciente (últimos 60 días) en estas actividades, junto con las formas tradicionales de juego, se asocia con la gravedad del juego (PGSI) y el daño relacionado (SGHS). La muestra procede de un ensayo controlado aleatorizado (ClinicalTrials.gov ID: NCT06681103), del que se emplearon únicamente los datos de la evaluación inicial previos a la intervención. Se reclutaron 1.889 jóvenes de 18–34 años residentes en España, de los cuales el 53,9 % (n=1.018) había participado recientemente en actividades de juego o análogas, conformando la muestra analizada. Ambos indicadores se modelaron mediante regresión ordinal jerárquica ajustada por implicación global (frecuencia y número de actividades) y sociodemográficas. Las asociaciones con la gravedad se mantuvieron tras todos los ajustes, con OR ajustadas (ORa) entre 1,9 y 3,6 (p<0,01), destacando las apuestas en videojuegos y el trading de materias primas, con magnitudes similares a las observadas para máquinas tragaperras, casino y apuestas deportivas. En el SGHS, solo las apuestas en eSports y el trading de materias primas (ORa=2,23, p<0,05) conservaron su asociación con un mayor número de daños tras el ajuste sociodemográfico, mientras que las loterías mostraron asociaciones inversas con ambos indicadores (ORa=0,58 en PGSI, y ORa=0,56 en SGHS, p<0,05). Los resultados subrayan la necesidad de incorporar estas nuevas formas de gasto digital en la detección y prevención del daño asociado al juego entre jóvenes adultos.
Gambling participation varies across genders and throughout the life course, yet little research has examined how stressful life events and masculinity-related factors influence gambling behaviour across different stages of adulthood among men. Using Wave 4 data from Ten to Men: The Australian Longitudinal Study on Male Health (n = 5,434), this study investigates age-stratified associations between stressful life events, self-perceived masculinity, masculinity strain and gambling frequency among Australian men. Negative binomial regression analysis reveals that masculinity and masculinity strain predict higher gambling frequency only among young men, highlighting the salience of masculine identity during early adulthood. Stressful life events also showed age-specific effects: job loss is associated with lower frequency of gambling among young men, while bereavement of loved ones is linked to higher gambling among middle-aged men. No stressful life events correlated with gambling among older men. Across all age groups, higher income was associated with more frequent gambling, while possessing a university degree was associated with less frequent gambling among those aged 30 and above only. These findings accentuate the importance of a life course perspective for understanding gambling participation and informing age-tailored interventions.
This study analyzed the impact of a cognitive-motor training program on key indicators of cognitive performance. A two-arm, parallel, randomised controlled trial (with 1:1 allocation) was conducted. A total of 184 competitive eSports athletes (aged 18-25) were randomly assigned to one of two programmes: an individualised psychophysical training programme integrating aerobic exercise and cognitive self-regulation techniques, or a standard eSports training programme. Outcomes were assessed at baseline, after 4 weeks (mid-intervention) and after 8 weeks (post-intervention). Reaction time and decision-making efficiency were assessed at baseline, mid-intervention, and post-intervention using a computerized reaction-time battery and an adapted Iowa Gambling Task. Data analyzed using repeated-measures ANOVA and moderation analyses. The primary endpoint was defined as the change in the outcome variable from baseline to post-intervention. The individualized psycho-physical program was associated with greater improvements in reaction time and decision-making indicators compared to standard training, with small-to-moderate effect sizes (η² = 0.08-0.12). Significant Time × Group interactions indicated steeper and more stable performance gains in the experimental group. Age and gender exerted small but significant moderating effects; younger participants and female athletes showing greater responsiveness on selected outcomes. Integrating aerobic exercise and cognitive self-regulation was associated with improvements in attentional efficiency and decision-making stability under controlled conditions. These findings suggest that individualised psychophysical training could be useful in environments with a high cognitive load. However, further confirmatory trials are required. Not prospectively registered.
Prosocial risk-taking is defined as engagement in altruistic behaviors that may have personal costs. Emerging research indicates that testosterone-a gonadal steroid hormone-is linked to behaviors aimed at promoting one's social status. In line with these findings, we hypothesized that testosterone levels would be associated positively with prosocial risk-taking. Additionally, according to the dual-hormone hypothesis, this relationship may be moderated by cortisol. To examine these hypotheses, we administered an adapted version of the probabilistic gambling task, which included a prosocial condition. In the original task, participants were the beneficiaries of their choices; under the prosocial condition, the benefits were directed to charitable organizations. Our results revealed that, consistent with previous findings, the endogenous testosterone level was associated positively with risk-taking for personal gain. Notably, we also observed an association between the endogenous testosterone level and prosocial risk-taking. These relationships were not moderated by cortisol, meaning that the dual-hormone hypothesis was not supported. Instead, elevated cortisol independently suppressed prosocial risk-taking. Collectively, these results demonstrate that basal testosterone and cortisol levels play different roles in the modulation of prosocial risk-taking behavior.
Substance-related and behavioral addictions frequently co-occur and are increasingly conceptualized as part of an interconnected psychopathological framework. Addictive behaviors are linked to internalizing symptoms, including depression, anxiety, and stress, through shared vulnerability. Although impulsivity, anhedonia, and stress-related processes have been proposed as transdiagnostic factors, their relative roles as central or bridging mechanisms remain unclear. This study aimed to clarify the network structure of multiple addictions by jointly modeling substance-related and behavioral addictions with multidimensional psychological features. A total of 169 university students completed standardized self-report measures assessing four substance-related addictions (alcohol, tobacco, cannabis, cocaine) and six behavioral addictions (gambling, shopping, gaming, eating, sexual activity, and work), alongside measures of impulsivity, anhedonia, depression, anxiety, stress, chronic stress, and childhood adversities. Three Extended Bayesian Information Criterion Graphical Least Absolute Shrinkage and Selection Operator (EBICglasso) network models were estimated: (i) an addiction-only network, (ii) an addictions-psychometric features network, and (iii) a focused network integrating selected addictions with affective symptoms, stress, and adversities. Centrality, bridge indices, and predictability were evaluated. Substance-related and behavioral addictions formed a coherent and interconnected network, with alcohol (0.89), sexual activity (0.77), and cannabis (0.70) emerging as the most central hubs. Impulsivity and anxiety functioned as the primary bridge nodes linking addictive behaviors with internalizing symptomatology, with anxiety exhibiting the highest bridge strength (0.29), followed by impulsivity (0.20). The affective distress cluster, comprising depression, anxiety, and stress, demonstrated the strongest internal connectivity and the highest predictability (R2), with explained variance values of R2 = 0.33 for depression and R2 = 0.30 for both anxiety and stress. Stress exposure and childhood adversity showed cross-domain connections involving sexual activity and alcohol use. This study models substance-related and behavioral addictions together with internalizing symptoms, impulsivity, anhedonia, and stress-related factors to examine how addictive behaviors are organized within an interconnected network. Alcohol, cannabis, and sexual activity showed relatively high connectivity, while impulsivity and anxiety were consistently positioned as bridge variables linking addictive behaviors with affective distress. These findings provide a descriptive transdiagnostic framework in which shared regulatory traits emerge as key organizing features of addiction comorbidity; however, their potential clinical relevance remains hypothesis-generating and requires validation in longitudinal and clinically diagnosed samples.
Globally, the gaming industry generates more revenue than the music, film and gambling industries combined. Australia ranks first globally in gaming market penetration. People game for various reasons. Defining harmful gaming, however, can be challenging. General practice can often be the first point of contact for patients who engage in harmful gaming. The aim of this article is to provide practical tools for screening, diagnosing and managing gaming disorders in general practice. When a patient presents to general practice with likely harms from gaming, it is useful to assess the patient's problem against a validated screening tool. A comprehensive assessment, assisted by the timeline followback tool, may assist with a comprehensive risk assessment and biopsychosocial formulation, which informs an individualised treatment plan.
Early maladaptive schemas (EMS) have been identified as key cognitive factors in the development of addictive behaviors, yet their specific relationship with adolescent gambling and gaming remains unclear. The study aimed to: 1) explore the relationship between Young's EMS, psychopathological symptoms, gambling and gaming behavior; and 2) examine the mediating role of psychopathological symptoms in the relationship between EMS and both gambling and gaming. The sample comprised 1,189 secondary school students (Mage=15.64; SD=1.08; 52.5%girls). EMS, psychopathological symptoms, gambling, and gaming were assessed using the Young Schemas Questionnaire (YSQ), Symptoms Assessment Questionnaire (SA-45), South Oaks Gambling Screen for Adolescents (SOGS-RA) and Video Game-Related Experiences Questionnaire (CERV), respectively. Most EMS were associated with both problematic gaming (rs between .068 and .233) and gambling severity (rs between .061 and .120) and showed strong associations with psychopathological symptoms (rs between .212 and .635). After controlling for gender and age, psychopathological symptoms significantly mediated the associations between all EMS domains and both behavioral outcomes (p ≤ .002). A pattern of full mediation was observed for gambling severity, whereas partial mediation was found for problematic gaming. The findings suggest that addressing EMS and psychopathological symptoms may be a key component in prevention and intervention strategies for adolescent problematic gaming and gambling. Overall, this research highlights that addressing both early cognitive vulnerabilities and concurrent psychopathological symptoms is essential to mitigate the impact of behavioral addictions in youth.
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Problematic use of digital technology has increased across the world. Despite growing research, evidence on treatment effectiveness across digital behaviors remains fragmented. This study aimed to systematically evaluate and compare the effectiveness of therapeutic interventions targeted at problematic use of digital technology across various behavioral domains. A systematic review and meta-analysis was conducted in accordance with PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 guidelines (PROSPERO: CRD420251052442). Electronic searches of PubMed, Scopus, and Embase (up to April 2025) were conducted. It identified 125 eligible studies, including 73 randomized controlled trials (RCTs), 32 non-RCTs, 14 pre-post studies, and 6 pilot studies. The interventions that were assessed in these studies included psychological therapies, digital or web-based programs, exercise-based interventions, pharmacological treatments, neuromodulation, parent-focused programs, virtual reality-based interventions, educational programs, and multicomponent approaches. Random-effects meta-analyses using standardized mean differences (SMDs) were performed. For problematic internet use, psychological treatments showed a strong effect (effect size=-2.68; P<.001). Digital interventions also showed significant benefit (effect size=-1.16; P<.001). For smartphone addiction, psychological treatments (effect size=-1.49; P<.001) and exercise-based programs (effect size=-3.07; P=.001) showed significant improvement. For gaming disorder, psychological treatments showed improvement (effect size=-1.01; P=.02), but results were mixed. There were limited studies to calculate pooled results for social media addiction, pornography use, gambling, screen time, and over-the-top content watching. No treatment studies were found for problematic over-the-top content watching. High heterogeneity and evidence of small-study effects were observed in several studies. Overall, structured psychological therapies showed the most consistent benefit. These findings support structured interventions that aim for control of use and reduce cues linked to high use. Evidence remains limited for several emerging digital behaviors. More high-quality studies are needed in clinical settings and for less-studied forms of digital addiction.
This study presents the development of a supplementary questionnaire assessing lifestyle behaviors, psychological well-being, and contextual factors, designed to complement the World Mental Health International College Student (WMH-ICS) survey, within the Italian Health Mode On project. A preliminary questionnaire, based on a literature review and composed of brief standardized measures across 15 sections, was drafted. Its validation was conducted through a two-round electronic Delphi process involving 17 experts from Italian universities and research institutes. In the first round, the experts rated the relevance of each section and domain and suggested item revisions or additions. Feedback was synthesized and presented in the second round, during which the experts re-rated their agreement with all proposed modifications. All sections proposed in the preliminary version were retained. Experts provided 115 item-modification proposals and 10 suggestions for new sections or domains; 35 modifications (30.4%) and 3 additions (30%) were accepted. The final instrument comprises 18 sections and 64 items covering anthropometry, socio-economic status, housing, commuting, physical activity, diet, sleep, nicotine product use, social media, gaming, gambling, loneliness, hopelessness, life satisfaction, academic stress, student services, discrimination, and general well-being. A rapid e-Delphi process produced a concise, expert-validated supplement expanding the WMH-ICS survey's capacity to inform health promotion and prevention interventions.
This systematic review synthesizes empirical evidence on differences in processing addiction-related target and control cues in individuals with and without addictive behaviors, using event-related potentials (ERP). A pre-registered search (PROSPERO: CRD42024500485) of PubMed and Web of Science identified experimental electroencephalography studies on cue reactivity. Study quality was assessed with the Newcastle-Ottawa Scale. Thirty-one studies were included. For the late positive potential (LPP), 23 studies (n = 1160 with addictive behavior) compared target and control cues, and 14 compared addiction to control group (n = 4453 with addictive behavior, n = 359 control participants). For the P300, five studies (n = 269 with addictive behavior) compared target and control cues. Methodological parameters across studies were presented. Meta-analyses showed that individuals with addictive behavior exhibit higher LPP amplitudes when processing target cues compared to control participants with a large effect size (k = 14, Hedge's g = 0.955 [0.357, 1.552], z = 3.13, p =.002). Within addiction groups, target cues elicited higher LPP amplitudes with a medium effect size (k = 23, Hedge's g = 0.633 [0.633, 0.908], z = 4.506, p <.001). For the P300, target cues elicited higher amplitudes with a small effect size (k = 5, Hedge's g = 0.265 [0.094, 0.436], z = 3.032, p =.002). Despite consistent effects, methodological heterogeneity limits firm conclusions. Standardized designs are needed to strengthen comparability and reliability. Overall, findings support heightened neural reactivity to addiction-related cues, underscoring the value of ERP markers and the need for improved methodological rigor.
The concept of recovery is gaining increasing relevance in gambling disorder (GD). Rooted in the users' movement, recovery is viewed as a process involving non-medical and subjective dimensions. However, qualitative research on this topic remains limited, and no consensus exists on its definition. This study aimed to develop a theoretical model of recovery, examining stages, dimensions, and conditions shaping recovery trajectories from a holistic, patient-centred perspective. Semi-structured interviews were conducted with 10 self-defined recovered gamblers and 10 self-defined currently recovering gamblers. Data were analysed using an inductive and comparative approach based on constructivist grounded theory (CGT). A novel nine-stage theoretical model of recovery was developed: (1) Coming to terms with gambling problems; (2) Framing GD as a medical condition; (3) Acknowledging accountability; (4) Deciding to change and making an initial commitment to recovery; (5) Constructing one's recovery goal; (6) Maintaining long-term commitment; (7) Reclaiming autonomy and agency; (8) Rebuilding through recovery; and (9) Post-traumatic growth. The model identifies key dimensions that shape progression and conditions (facilitators and barriers) associated with each stage. Both groups mentioned all stages, though experiences differed depending on recovery status. Shared and group-specific facilitators and barriers were observed across stages. Findings show that recovery is a multidimensional process, extending beyond behavioural change to include meaning-making processes and identity renegotiation. Results emphasise the need for a holistic, patient-centred approach. Qualitative research offers insights to inform tailored, recovery-oriented interventions and contribute to a unified, multi-stakeholder definition of recovery.
Gambling is a public health issue, leading to many harms. Gambling advertising is prevalent and constant, including on social media, which allows for personalised targeting and wide reach. Our aim was to understand the reach and target demographics such advertising. The EU Digital Services Act now requires large online platforms to provide repositories for all advertising shown and associated audience demographic data for EU countries. We used Ireland as a case study to assess the scale of targeting specific genders and age groups by gambling companies, as well as the actual reach of the adverts. We checked through the publicly available list of remote betting licensees operating in Ireland (n = 88). Adverts were examined as to their intended target demographics and actual impressions by various demographic groups. Between January and February 2025, we studied 411 adverts across 88 operators. Ninety-one adverts (22%) targeted men only; no adverts (0%) targeted only women. 12,690,245 men were reached across all the 411 adverts, 2.3 times more compared to 5,458,438 women. The age group of 25-34 reached the most unique accounts, with a total of 6,246,408 accounts reached (33.9% of all accounts reached). These findings illustrate male-skewed delivery in gambling advertising in Ireland, and demonstrate the utility of platform ad repositories for addiction research.
Background: The International Classification of Diseases, 11th revision (ICD-11), and the Diagnostic and Statistical Manual of Mental Disorders, 5th edition (DSM-5), provide distinct frameworks to assess gaming disorder (GD). We aimed to compare GD prevalence estimates using both frameworks in a representative sample of Swiss males. A secondary objective was to examine the associations between GD, and depressive and anxiety symptoms, across both frameworks. Methods: This was a cross-sectional single-center study at a Swiss military recruitment center. Participants completed a survey assessing DSM-5 and ICD-11 GD criteria. GD was defined as meeting at least five DSM-5 or all three ICD-11 criteria. Depressive and anxiety symptoms were assessed with the two-item Patient Health Questionnaire and the two-item General Anxiety Disorder scale. Weekly gaming time was self-reported. Multivariable logistic regressions explored associations between GD and psychological correlates. Results: Among the 2,620 participants aged 19.6 ± 1.8 years old, the estimated GD prevalence was 3.83% (95% confidence interval [CI]: 3.13; 4.69) with DSM-5 criteria and 2.48% (95% CI: 1.92; 3.18) with ICD-11 criteria (p < 0.001). In the subsample of past-year gamers (n = 2,164), screening positive for major depressive disorder was associated with GD under both classifications. Screening positive for generalized anxiety disorder was associated with GD only under DSM-5 criteria. Conclusion: These findings support the assumption that the ICD-11 classification provides a more conservative estimated prevalence than the DSM-5. This study also highlights the differences between DSM-5 and ICD-11 frameworks in their associations with mental health correlates.
Meaning in life (MIL) refers to the sense that one's existence is coherent, purposeful, and significant. A growing body of research highlights the role of MIL in psychological well-being and resilience, as well as its inverse associations with psychological distress and problematic substance use. However, empirical work examining the joint and reciprocal relations between MIL, psychopathological symptoms, and a broad range of substance-related and behavioral addictive behaviors remains limited. The present research proposes a unifying model in which the presence of MIL is associated with lower psychological distress and reduced engagement in addictive behaviors, while psychopathological symptoms and addictions mutually reinforce one another in a downward spiral. Data were collected during the "Swords of Iron" war in Israel from two samples. Study 1 included young Israeli adults aged 18-26 (N = 1,084), and Study 2 included a quasi-representative sample of Israeli adults aged 18-70 (N = 2,912). Participants completed validated self-report measures assessing the presence of MIL, psychopathological symptoms (depression, anxiety, and post-traumatic stress symptoms), and problematic substance use and behavioral addictions, including alcohol, cannabis, prescription drugs, gambling, gaming, pornography, sex, internet, and social media use. Analyses included correlational, regression, and mediation models testing both direct and indirect associations among these constructs. Across both studies, a higher presence of MIL was consistently associated with lower levels of psychopathological symptoms and reduced engagement in a wide range of substance-related and behavioral addictive behaviors. Mediation analyses indicated that psychopathological symptoms, particularly depression and post-traumatic stress symptoms, partially mediated the associations between MIL and addictive behaviors. Complementary analyses also supported indirect pathways in the opposite direction, in which addictive behaviors were linked to higher distress through reduced MIL, consistent with a bidirectional psychopathology-addiction downward spiral. The findings provide convergent evidence that MIL functions as a robust protective psychological factor across developmental stages and during a period of collective trauma. These results underscore the relevance of existential constructs for understanding comorbidity between psychological distress and addictive behaviors and highlight the potential value of incorporating meaning-oriented approaches into prevention and intervention strategies targeting addiction and mental health.
This study examined whether alcohol use while gambling and engaging in heavy episodic drinking (HED) are associated with gambling harm in Victoria, Australia. It also explored whether combined alcohol use behaviours further increase harm, and whether economically disadvantaged individuals experience greater harm from alcohol use. Data were used from the representative 2023 Victorian Population Gambling and Health Study subsample (N = 3114; 47.9% female; mean age = 46). Regressions were used to test whether HED (six or more drinks per occasion) and drinking while gambling predicted gambling harm and number of harms, measured using the Short Gambling Harm Screen. Alcohol use while gambling was associated with gambling harm (OR = 2.58, 95% CI [1.53, 4.35], p < 0.001) and number of harms (IRR = 2.57, 95% CI [1.65, 4.00], p < 0.001), controlling for HED, gambling expenditure and socio-demographic variables. HED was associated with harm in bivariable models only (OR = 2.20, p < 0.001), not in adjusted models. The interaction between HED and consuming alcohol while gambling was associated with increased gambling harm. Drinking while gambling was associated with increased gambling harm, as were combined alcohol use behaviours. HED was not independently associated with harm. Those with heavier drinking patterns who also consumed alcohol while gambling were at particularly elevated risk. Findings are consistent with restricting alcohol use in gambling venues to reduce gambling-related harm.
This study evaluated the psychometric justification for conditionally administering the most severe items within subscales of the Gambling Harms Measure (GHM), a tool assessing gambling-related harms across six domains: financial, psychological, relationship, physical health, work/study, and legal. Data were drawn from the third wave of an ongoing longitudinal study, with 2,849 participants completing the GHM. We computed item endorsement rates, crosstabs comparing each conditional item (most severe item within each subscale) with its preceding item, Cronbach's α with and without conditional items, tests of equivalence, and a paired-samples t test comparing total scores with and without conditional items. A confirmatory factor analysis evaluated potential changes in factorial structure due to conditional administration. Conditional items were endorsed by 2.8%-4.7% of participants overall, and 1.1%-1.4% participants endorsed these items without endorsing the preceding item. Chi-square tests of independence yielded statistically significant associations across subscales (phi between .49 and .56), indicating moderate-to-strong associations between each conditional item and its preceding item. Cronbach's α for the full scale was .931, decreasing slightly to .927 when using the conditional scoring procedure. Paired t tests showed significant differences between total scores with and without conditional items (Cohen's d = 0.10-.0.12), but equivalence testing supported practical equivalence within 0.1 raw score bounds. Confirmatory factor analysis supported a single-factor model. Conditional administration of the most severe items on the GHM preserves psychometric properties while reducing response burden. This method may enhance feasibility in large-scale surveys or screening interviews without compromising reliability or validity. (PsycInfo Database Record (c) 2026 APA, all rights reserved).
Depression is heterogeneous in severity and symptom dynamics. This study tested whether distinct within-year trajectories of depression symptoms exist and how they relate to self-care behaviours. In this longitudinal study, 4801 individuals (Mage = 35.6 years, 18-81 years, 72.7% women) completed monthly a measure of depression (PHQ-9; 30,740 observations) and quarterly on self-care behaviours (sleep and rhythm, leisure and activity, nutritional aids, social activities, and substance use) (9296 observations) between July 2020-June 2022. Growth mixture modelling identified five depression trajectories: three stable classes - Mild (n = 1419, 29.6%), Moderate (n = 1463, 30.5%), Severe (n = 1587, 33.1%) - and two seasonal classes - Winter-worsening (n = 215, 4.5%) and Summer-worsening (n = 117, 2.4%). Generalized additive mixed effect models showed marked within-year changes in self-care between seasonal classes. The Summer-worsening class declined in daily rhythm, sleep sufficiency, and leisure activities during summer. The Winter-worsening class showed milder declines but in winter, additionally including reduced exercise. Self-care was relatively stable across the year in the Stable classes, with especially clear difference between classes in sleep sufficiency, daily rhythm, exercise, and leisure activities. Within-person analyses showed that months with higher-than-usual depression coincided with poorer-than-usual daily rhythm, hygiene, sleep sufficiency, and leisure activities. These patterns point to pragmatic, time-sensitive targets, where promoting stable routines in areas of sleep, leisure, and physical activities ahead of peaks may help prevent symptom escalation. For persistently severe depression, core self-care behaviours (sleep, daily rhythm, social and leisure engagement) remain priority treatment targets year-round.
Gambling disorder (GD) involves persistent risky choices despite losses, suggesting impaired impulse control. While static paradigms reveal inhibition deficits in GD, they cannot model dynamic risk-reward escalations during real gambling. This study aims to investigate whether GD involves impaired dynamic impulse control during escalating stakes and to dissociate contributions of subjective risk evaluation and trait impulsivity to this deficit. Using a sequential gambling task with 83 male patients with GD and 62 matched healthy controls (HCs), this study investigated dynamic impulse control deficits under escalating stakes. We quantified dynamic impulse control via the reward-reaction time (RT) coupling for 'continue' choices (dynamic impulse control index [DICI]) using Bayesian modeling. Risk sensitivity and risk preference were derived from stop/continue decisions. Trait impulsivity was assessed with the Barratt Impulsiveness Scale (BIS-11). Regression analyses examined the modulation of DICI by risk sensitivity and trait impulsivity. Patients with GD exhibited significantly attenuated DICI versus HCs, reflecting failure to increase deliberation with escalating stakes. Computational modeling revealed markedly reduced risk sensitivity in GD despite comparable risk preference. Critically, trait impulsivity positively modulated DICI in HCs but not in GD, indicating pathological decoupling. Risk sensitivity positively predicted DICI in both groups, though significantly weaker in GD. These findings establish a triadic impairment in GD: (1) attenuated adaptive impulse control during escalation (impaired DICI), (2) deficient subjective risk weighting (reduced sensitivity), and (3) breakdown of impulsivity-based modulation of control. This reveals a dynamic, mechanism-focused pathology beyond static trait models.
Despite its relevance in academic settings, the psychometric properties of the Farsi Cyberloafing Scale (CLS) remain underexplored. This study evaluated its factorial structure, measurement invariance, and convergent validity. A cross-sectional design was employed. The statistical population consisted of all students aged 18 to 32 who were active in various universities in Tabriz. From this population, 389 individuals were selected as the research sample through convenience sampling. Data were collected using Cyberloafing Scale, Social Media Addiction Scale, and Rumination Scale. Data analysis was conducted using SPSS27 and RStudio through statistical methods including Cronbach's alpha, Pearson correlation coefficient, and confirmatory factor analysis. The results indicated that the Cyberloafing Scale had acceptable reliability (α = 0.92). The results of the confirmatory factor analysis confirmed five factors-sharing, shopping, real-time updating, accessing online content, and gaming/gambling-consistent with previous research (CFI = 0.96, TLI = 0.96, SRMR = 0.079, RMSEA = 0.058). Additionally, we found that the Cyberloafing Scale was positively correlated with social media addiction and rumination. Measurement invariance across different subgroups also showed a good model fit. The findings of this study suggest that the Farsi version of the Cyberloafing Scale has appropriate psychometric properties for assessing the extent of cyberloafing.