Halley M Pontes
Datos Biográficos
| ID | 1739458 |
|---|---|
| NOMBRE | Halley M Pontes |
| NOMBRES | Halley M |
| APELLIDO | Pontes |
| FIRMA | PONTES H M |
| AFILIACIONES | Birkbeck, University of London |
| ORCID | 0000-0001-8020-7623 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 56 |
| TOTAL DE CITAS | 5 |
| TOTAL COMO AUTOR | 56 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2014 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 1 |
Three key lessons learned from over a decade of gaming disorder assessment research
Since the recognition of internet gaming disorder (IGD) in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders and gaming disorder (GD) in the eleventh revision of the International Classification of Diseases , significant progress has been made toward standardizing assessment practices. However, the present paper argues that three key lessons can be derived when considering the advancements in the field over the past d…
The role of videogame genre and platform in gaming disorder tendencies
Caught in the daily scroll
The rapid growth of short video platforms has raised concerns about their potential impact on young people’s mental health and well-being. However, the dynamic relationship between short video use and daily anxiety symptoms remains poorly understood. To address this gap, this study employed the experience sampling method (ESM) and dynamic structural equation modeling (DSEM) to examine their bidirectional relationship in a representative sample of…
Perceived coworkers' work addiction
The International Work Addiction Scale (Iwas)
Systematic Literature Review on Psychological Treatment Methods for Substance use Disorder and Food Addiction
Measuring ICD-11 Burnout
From high scores to high calories
OBJECTIVE: While the relationship between gaming and eating has been previously investigated, the mechanisms underlying the association between gaming disorder and unhealthy eating behaviors remain unclear. METHOD: A nationally representative sample of 1074 adults from the United Kingdom was recruited via an online survey to examine whether wellness factors such as mental and physical wellness mediate the relationship between gaming disorder and …
How much gaming is too much? An analysis based on psychological distress
Internet gaming disorder and risky behaviours among Czech adolescents
Exploring the Relationship Between Work Addiction and Burnout
A Network Analysis of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF)
The present study aimed to use a novel method (i.e., network analysis) to examine if the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) has its unidimensional structure supported across different subgroups, including gender groups, continent groups, and age groups. Participants from five continents ( n = 545 in Africa; n = 27,910 in Americas; n = 4640 in Asia; n = 88,835 in Europe; and n = 1633 in Oceania) completed the IGDS9-SF. The IGDS9-…
A network analysis of the Internet Disorder Scale–Short Form (IDS9-SF)
The Internet Disorder Scale–Short Form (IDS9-SF) is a validated instrument assessing internet disorder which modified the internet gaming disorder criteria proposed in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, the relationships between the nine items in the IDS9-SF are rarely investigated. The present study used network analysis to investigate the features of the IDS9-SF among three populatio…
Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents
In recent years, the video game industry has introduced Loot Box (LB), a new type of microtransaction in which a gamer uses real currency to purchase a random virtual item within a video game. Recently, LBs became more widespread and there is evidence suggesting their similarity to online gambling. Although some studies have investigated the association between LBs with disordered gaming and disordered gambling, very few have done so with clinica…
Psychometric properties of the Persian Gaming Disorder Test and relationships with psychological distress and insomnia in adolescents
The Persian GDT is a convenient and short instrument for assessing GD among Iranian adolescents. The mediating roles of GD in the associations between time spent gaming and psychological distress and between time spent gaming and insomnia suggest that targeting features of GD may reduce psychological distress and improve sleep for Iranian adolescents
On fear of missing out, social networks use disorder tendencies and meaning in life
Much research has been conducted on the association between social networks use disorder tendencies (SNUD; i.e. problematic social media use) and well-being. In more detail, a meta-analysis and further research suggest an inverse association between higher SNUD tendencies and lower well-being. In existing studies on social media use and well-being, this association has often been investigated by asking participants about their life satisfaction a…
Validity, Reliability, and Cross-Cultural Comparability of a Problematic Overstudying Scale across European, North American, and Asian countries
Problematic overstudying has been conceptualized as a potential addictive disorder and an early form of work addiction. Previous studies have shown that it is a different phenomenon from healthy learning engagement and is associated with considerable functional impairments. A valid, reliable, and convenient screening measure is warranted to provide cross-culturally comparable and generalizable findings, particularly from large epidemiological stu…
Investigating the Role of Health Factors and Psychological Well-Being in Gaming Disorder
The recent recognition of Gaming Disorder (GD) as a mental health issue has provided a unique opportunity for researchers to advance our current understanding of the intricate relationships between GD and specific health-related factors and well-being. This study sought to investigate the role of key physical and psychological health and well-being factors in GD. To achieve this, three goals were explored. First, we tested whether GD can be predi…
Loot boxes in Spanish adolescents and young adults
In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and potentially akin to gambling. Although previous research has linked loot boxes with problematic gaming and gambling behaviors, there are very few studies that relate them to the clinical indicators of these problems. The overall g…
Perceptions Underlying Addictive Technology Use Patterns
Cognitive-Behavioural Therapy (CBT) is considered the 'gold standard' in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead to potential internet addiction. A total of 854 European adults completed an online survey using a mi…
Psychometric Assessment and Gender Invariance of the Polish Version of the Gaming Disorder Test
The online version contains supplementary material available at 10.1007/s11469-022-00929-4
The interplay between time spent gaming and disordered gaming
The relationship between weekly time spent gaming and disordered gaming is multifaceted and varies according to the diagnostic framework adopted. The results highlight the need for further refinement at the diagnostic level in regard to disordered gaming
Depression and anxiety symptoms associated with internet gaming disorder before and during the Covid-19 pandemic
Problematic Smartphone and Social Media Use Among Bangladeshi College and University Students Amid Covid-19
Background: Smartphone and social media use are an integral part of our daily life. Currently, the impact of excessive smartphone and social media use during the COVID-19 pandemic is poorly understood. The present study aimed to investigate problematic smartphone use (PSPU) and problematic social media use (PSMU) among Bangladeshi college and university students during the COVID-19 pandemic. Methods: A cross-sectional study was carried out involv…
Exploring the Dimensions of Smartphone Distraction
Background: Distraction is a functional emotion regulation strategy utilized to relieve emotional distress. Within the attention economy perspective, distraction is increasingly associated with digital technology use, performance impairments and interference with higher-order cognitive processes. Research on smartphone distraction and its association with problematic smartphone use is still scarce and there is no available psychometric assessment…
Measuring DSM-5 internet gaming disorder
Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria
Sickness presenteeism determines job satisfaction via affective-motivational states
Working towards an international consensus on criteria for assessing internet gaming disorder
Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not provide a true and representative international community of researchers in this area. This paper critically discusses and provides commentary on (i) the representativen…
Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder
Background The umbrella term "Internet addiction" has been criticized for its lack of specificity given the heterogeneity of potentially problematic behaviors that can be engaged in online as well as different underlying etiological mechanisms. This has led to the naming of specific online addictions, the most notable being Internet Gaming Disorder (IGD). Methods Using the contemporary literature concerning IGD and cognate topics, issues and conc…
Portuguese Validation of the Bergen Facebook Addiction Scale
Self-reported dependence on mobile phones in young adults
Background and aims Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain and Italy; East: Hungary and Poland; West: France, Belgium, Germany, and Switzerland), and second by co…
Investigating the differential effects of social networking site addiction and Internet gaming disorder on psychological health
Background and aims Previous studies focused on examining the interrelationships between social networking site (SNS) addiction and Internet gaming disorder (IGD) in isolation. Moreover, little is known about the potential simultaneous differential effects of SNS addiction and IGD on psychological health. This study investigated the interplay between these two technological addictions and ascertained how they can uniquely and distinctively contri…
Gaming disorder
Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countr…
Measurement Invariance of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) Between Australia, the USA, and the UK
The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) is widely used to assess Internet Gaming Disorder behaviors. Investigating cultural limitations and implications in its applicability is imperative. One way to evaluate the cross-cultural feasibility of the measure is through measurement invariance analysis. The present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers fr…
Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this…
Internet Addiction
Measurement Invariance of the Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) across Eight Languages
The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with the short version of the Problematic Mobile Phone Use Questionnaire (PMPUQ−SV). However, to date, no s…
Measurement Invariance of the Nine-Item Internet Gaming Disorder Scale (IGDS9-SF) Across Albania, USA, UK, and Italy
The IGDS9-SF, which assesses Internet Gaming Disorder behaviors, has been validated in a number of countries (Portugal, Italy, Iran, Slovenia), although the psychometric equivalence of the instrument has been assessed only across Australia, the USA, the UK, and India. This research aimed at providing further cross-cultural insights into IGD by assessing the factorial structure of the IGDS9-SF in Albania and investigating its measurement invarianc…
The Role of Passion in Exercise Addiction, Exercise Volume, and Exercise Intensity in Long-term Exercisers
Recent studies have shown a relationship between the risk for exercise addiction (REA) and passion. This research examined whether levels of REA, volume of exercise (in weekly hours), and self-reported exercise intensities yield differences in obsessive passion and harmonious passion among individuals with long history of exercise. Respondents (n = 360) completed the Exercise Addiction Inventory, Passion Scale, and Borg Scale (assessing their usu…
Personality Factors in Exercise Addiction
Despite the increased evidence and acceptance of exercise being classed as a behavioral addiction, there is limited research examining personality characteristics within exercise addicts. The purpose of this study was to examine three personality traits (narcissism, extraversion, and agreeableness) and to examine their role in exercise addiction. The sample comprised 114 voluntary participants (74 females and 40 males) who completed the (i) Exerc…
Item Response Theory Analysis of the Recoded Internet Gaming Disorder Scale-Short-Form (IGDS9-SF)
Based on the nine criteria for Internet gaming disorder (IGD) in DSM-5, the Internet Gaming Disorder Scale 9-Short Form (IGDS9-SF; Pontes and Griffiths 2015) is the most widely used questionnaire for assessing IGD. The present study examined support for the unidimensional factor structure of the instrument, with a group of 868 adolescent and adult gamers from the USA, with criteria recoded as present or absent. The two-parameter logistic model (2…
Emerging Adults and Facebook Use
Based on the six key components of addiction, the Bergen Facebook Addiction Scale (BFAS) is a widely used instrument to assess Facebook addiction. This study aimed to conduct a psychometric validation in a Portuguese sample of emerging adults (ages 18 to 29 years). The construct validity analyses confirmed the one-factor solution and a statistically significant association found between Facebook addiction and Preference for Online Social Interact…
The Future of Gaming Disorder Research and Player Protection
In May 2019, the World Health Organization (WHO) officially included gaming disorder (GD) in the eleventh revised edition of the International Classification of Diseases. Although the video game industry does not accept the WHO’s decision to class GD as a genuine mental disorder, there is now arguably an onus on the video game industry to develop and undertake responsible gaming initiatives aimed at player protection and harm minimization. The pr…
Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework
Previous research on gaming disorder (GD) has highlighted key methodological and conceptual hindrances stemming from the heterogeneity of nomenclature and the use of non-standardized psychometric tools to assess this phenomenon. The recent recognition of GD as an official mental health disorder and behavioral addiction by the World Health Organization (WHO) in the 11th Revision of the International Classification of Diseases (ICD-11) opens up new…
Internet Gaming Disorder
The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physical, emotional, and identity bond developed between the user and the in-game character). The aim of th…
Challenging the Concept of Smartphone Addiction
Smartphone use is ubiquitous, however, scholarly debate regarding the addictive nature of smartphones abounds. In this context, it is integral to distinguish between the content that users experience and the medium that facilitates access to the former, as users may experience addictive-like responses to the specific activities they engage in through the context experienced rather than the device that facilitates access to these activities. The p…
Higher levels of (Internet) Gaming Disorder symptoms according to the WHO and APA frameworks associate with lower striatal volume
The Spanish Version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF)
Internet gaming disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest (fifth) revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, psychometric evaluation of the nine IGD criteria remains necessary to further enhance its assessment. Therefore, the objective of this study was to evaluate the psychometric properties of the Spanish version of the Inte…
Psychology (47 obras) · Impact of Technology on Adolescents (46 obras) · Clinical Psychology (35 obras) · Psychiatry (31 obras) · Medicine (22 obras) · Clinical Psychology (21 obras) · Addiction (20 obras) · Child Development and Digital Technology (20 obras) · Computer Science (19 obras) · Social Psychology (19 obras)