Internet Gaming Disorders and Early Onset Psychosis in Young People: A Case Study and Clinical Observations
Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the re...
Ausführliche Beschreibung
Autor*in: |
Valerio Ricci [verfasserIn] Domenico De Berardis [verfasserIn] Giuseppe Maina [verfasserIn] Giovanni Martinotti [verfasserIn] |
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Format: |
E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2023 |
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Übergeordnetes Werk: |
In: International Journal of Environmental Research and Public Health - MDPI AG, 2005, 20(2023), 3920, p 3920 |
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Übergeordnetes Werk: |
volume:20 ; year:2023 ; number:3920, p 3920 |
Links: |
Link aufrufen |
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DOI / URN: |
10.3390/ijerph20053920 |
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Katalog-ID: |
DOAJ088015459 |
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10.3390/ijerph20053920 doi (DE-627)DOAJ088015459 (DE-599)DOAJ71b5ca44524144b9b65c10ec8183949f DE-627 ger DE-627 rakwb eng Valerio Ricci verfasserin aut Internet Gaming Disorders and Early Onset Psychosis in Young People: A Case Study and Clinical Observations 2023 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. Case presentation: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. Conclusion: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people. internet gaming disorder video games psychotic disorder early psychosis first-episode psychosis schizophrenia Medicine R Domenico De Berardis verfasserin aut Giuseppe Maina verfasserin aut Giovanni Martinotti verfasserin aut In International Journal of Environmental Research and Public Health MDPI AG, 2005 20(2023), 3920, p 3920 (DE-627)477992463 (DE-600)2175195-X 16604601 nnns volume:20 year:2023 number:3920, p 3920 https://doi.org/10.3390/ijerph20053920 kostenfrei https://doaj.org/article/71b5ca44524144b9b65c10ec8183949f kostenfrei https://www.mdpi.com/1660-4601/20/5/3920 kostenfrei https://doaj.org/toc/1661-7827 Journal toc kostenfrei https://doaj.org/toc/1660-4601 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ SSG-OLC-PHA GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_206 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2153 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 20 2023 3920, p 3920 |
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10.3390/ijerph20053920 doi (DE-627)DOAJ088015459 (DE-599)DOAJ71b5ca44524144b9b65c10ec8183949f DE-627 ger DE-627 rakwb eng Valerio Ricci verfasserin aut Internet Gaming Disorders and Early Onset Psychosis in Young People: A Case Study and Clinical Observations 2023 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. Case presentation: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. Conclusion: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people. internet gaming disorder video games psychotic disorder early psychosis first-episode psychosis schizophrenia Medicine R Domenico De Berardis verfasserin aut Giuseppe Maina verfasserin aut Giovanni Martinotti verfasserin aut In International Journal of Environmental Research and Public Health MDPI AG, 2005 20(2023), 3920, p 3920 (DE-627)477992463 (DE-600)2175195-X 16604601 nnns volume:20 year:2023 number:3920, p 3920 https://doi.org/10.3390/ijerph20053920 kostenfrei https://doaj.org/article/71b5ca44524144b9b65c10ec8183949f kostenfrei https://www.mdpi.com/1660-4601/20/5/3920 kostenfrei https://doaj.org/toc/1661-7827 Journal toc kostenfrei https://doaj.org/toc/1660-4601 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ SSG-OLC-PHA GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_206 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2153 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 20 2023 3920, p 3920 |
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10.3390/ijerph20053920 doi (DE-627)DOAJ088015459 (DE-599)DOAJ71b5ca44524144b9b65c10ec8183949f DE-627 ger DE-627 rakwb eng Valerio Ricci verfasserin aut Internet Gaming Disorders and Early Onset Psychosis in Young People: A Case Study and Clinical Observations 2023 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. Case presentation: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. Conclusion: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people. internet gaming disorder video games psychotic disorder early psychosis first-episode psychosis schizophrenia Medicine R Domenico De Berardis verfasserin aut Giuseppe Maina verfasserin aut Giovanni Martinotti verfasserin aut In International Journal of Environmental Research and Public Health MDPI AG, 2005 20(2023), 3920, p 3920 (DE-627)477992463 (DE-600)2175195-X 16604601 nnns volume:20 year:2023 number:3920, p 3920 https://doi.org/10.3390/ijerph20053920 kostenfrei https://doaj.org/article/71b5ca44524144b9b65c10ec8183949f kostenfrei https://www.mdpi.com/1660-4601/20/5/3920 kostenfrei https://doaj.org/toc/1661-7827 Journal toc kostenfrei https://doaj.org/toc/1660-4601 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ SSG-OLC-PHA GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_206 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2153 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 20 2023 3920, p 3920 |
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10.3390/ijerph20053920 doi (DE-627)DOAJ088015459 (DE-599)DOAJ71b5ca44524144b9b65c10ec8183949f DE-627 ger DE-627 rakwb eng Valerio Ricci verfasserin aut Internet Gaming Disorders and Early Onset Psychosis in Young People: A Case Study and Clinical Observations 2023 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. Case presentation: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. Conclusion: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people. internet gaming disorder video games psychotic disorder early psychosis first-episode psychosis schizophrenia Medicine R Domenico De Berardis verfasserin aut Giuseppe Maina verfasserin aut Giovanni Martinotti verfasserin aut In International Journal of Environmental Research and Public Health MDPI AG, 2005 20(2023), 3920, p 3920 (DE-627)477992463 (DE-600)2175195-X 16604601 nnns volume:20 year:2023 number:3920, p 3920 https://doi.org/10.3390/ijerph20053920 kostenfrei https://doaj.org/article/71b5ca44524144b9b65c10ec8183949f kostenfrei https://www.mdpi.com/1660-4601/20/5/3920 kostenfrei https://doaj.org/toc/1661-7827 Journal toc kostenfrei https://doaj.org/toc/1660-4601 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ SSG-OLC-PHA GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_206 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2153 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 20 2023 3920, p 3920 |
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10.3390/ijerph20053920 doi (DE-627)DOAJ088015459 (DE-599)DOAJ71b5ca44524144b9b65c10ec8183949f DE-627 ger DE-627 rakwb eng Valerio Ricci verfasserin aut Internet Gaming Disorders and Early Onset Psychosis in Young People: A Case Study and Clinical Observations 2023 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. Case presentation: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. Conclusion: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people. internet gaming disorder video games psychotic disorder early psychosis first-episode psychosis schizophrenia Medicine R Domenico De Berardis verfasserin aut Giuseppe Maina verfasserin aut Giovanni Martinotti verfasserin aut In International Journal of Environmental Research and Public Health MDPI AG, 2005 20(2023), 3920, p 3920 (DE-627)477992463 (DE-600)2175195-X 16604601 nnns volume:20 year:2023 number:3920, p 3920 https://doi.org/10.3390/ijerph20053920 kostenfrei https://doaj.org/article/71b5ca44524144b9b65c10ec8183949f kostenfrei https://www.mdpi.com/1660-4601/20/5/3920 kostenfrei https://doaj.org/toc/1661-7827 Journal toc kostenfrei https://doaj.org/toc/1660-4601 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ SSG-OLC-PHA GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_74 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_206 GBV_ILN_213 GBV_ILN_224 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2153 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 20 2023 3920, p 3920 |
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Valerio Ricci |
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internet gaming disorders and early onset psychosis in young people: a case study and clinical observations |
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Internet Gaming Disorders and Early Onset Psychosis in Young People: A Case Study and Clinical Observations |
abstract |
Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. Case presentation: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. Conclusion: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people. |
abstractGer |
Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. Case presentation: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. Conclusion: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people. |
abstract_unstemmed |
Background: Over the last ten years, the video game industry has grown exponentially, involving about 2.5 billion young adults in the world. The estimated global prevalence of gaming addiction has been reported to be 3.5% ranging from 0.21% to 57.5% in the general population. Moreover, during the recent COVID-19 pandemic period, school closures and stay-at-home measures have also further increased the opportunities for prolonged and intensified playing of video games. Little is known about the relationship between IGD and psychosis, and the literature is still scarce. Some characteristics of patients with psychosis, particularly those with a first-episode psychosis (FEP), may suggest that these individuals would be particularly liable to develop IGD. Case presentation: We report two cases of young patients with to Internet gaming disorder, experiencing early onset psychosis treated with antipsychotic therapy. Conclusion: Although it is difficult to show the specific mechanisms underlying the psychopathological alterations in IGD, it is clear that excessive exposure to video games could be a risk factor for precipitating psychosis especially in a vulnerable age group such as adolescence. Clinicians should be aware of the possibility of a higher risk of psychotic onset associated specifically with gaming disorders in very young people. |
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