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dc.contributor.authorSilva, André Fernandespt_BR
dc.contributor.authorBiokino, Renan Moreirapt_BR
dc.contributor.authorMiguel, Andrew Christopher Claropt_BR
dc.contributor.authorLima, Viviane Machadopt_BR
dc.contributor.authorTonsig, Gabriela Kogapt_BR
dc.contributor.authorFonseca, Laís Moreirapt_BR
dc.contributor.authorPan, Pedro Mariopt_BR
dc.contributor.authorRoza, Thiago Henriquept_BR
dc.contributor.authorSalum Junior, Giovanni Abrahãopt_BR
dc.contributor.authorPassos, Ives Cavalcantept_BR
dc.contributor.authorRohde, Luis Augusto Paimpt_BR
dc.contributor.authorMiguel, Eurípedes Constantinopt_BR
dc.contributor.authorZiebold, Carolinapt_BR
dc.contributor.authorAraripe Neto, Ary Gadelha de Alencarpt_BR
dc.date.accessioned2025-02-01T06:57:58Zpt_BR
dc.date.issued2024pt_BR
dc.identifier.issn2632-7899pt_BR
dc.identifier.urihttp://hdl.handle.net/10183/284609pt_BR
dc.description.abstractBackground and Hypothesis: Problematic gaming (PG) is an emerging mental health condition associated with significant adverse outcomes. Even though PG has been linked to other psychiatric disorders, its association with psychotic experiences (PEs) remains poorly explored to date. The aim of our study was to examine the association between both conditions in a large Brazilian community sample. We hypothesized that adolescents with PG were more likely to report PE compared with those without the disorder. Study Design: Our investigation was based on a cross-sectional subsample of a large Brazilian cohort (n = 1616; 13- to 21-year age range). Using the 7-item version of the Game Addiction Scale, participants were classified according to their gaming status: no PG, PG, or gaming addiction (GA). The association between PG, GA, and PE was assessed through linear regression analyses, which were adjusted for the presence of significant covariates, including other psychiatric conditions. Study Results: 9.5% (n = 154) presented PG and 2.7% (n = 43) had GA. 28.0% received any Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV) diagnosis and the mean PE score was 9.39 (SD = 4.35). Participants presenting PG had greater levels of PE, compared with participants with no PG, even controlled by sociodemographic variables and the presence of any DSM-IV diagnosis (b = 0.96, 95% CI = 0.17–1.75, P = .017). Conclusions: According to our results, PG was significantly associated with PE, even in the presence of other covariates. Although preliminary, these results suggest that PG and PE may have shared neurobiological and/or behavioral pathways.en
dc.format.mimetypeapplication/pdfpt_BR
dc.language.isoengpt_BR
dc.relation.ispartofSchizophrenia bulletin open. Baltimore. [Vol. 5, no. 1 (Jan. 2024), sgae021], 8. ppt_BR
dc.rightsOpen Accessen
dc.subjectGaming disorderen
dc.subjectTranstorno de adição à internetpt_BR
dc.subjectGaming addictionen
dc.subjectDependência de tecnologiapt_BR
dc.subjectAddictive behaviorsen
dc.subjectJogos de vídeopt_BR
dc.subjectComportamento aditivopt_BR
dc.subjectPsychotic experiencesen
dc.subjectTranstornos psicóticospt_BR
dc.subjectBrazilen
dc.subjectBrasilpt_BR
dc.titleAssociation Between Juvenile Psychotic Experiences and Problematic Gamingpt_BR
dc.typeArtigo de periódicopt_BR
dc.identifier.nrb001240298pt_BR
dc.type.originEstrangeiropt_BR


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