Satoko Mihara
Datos Biográficos
| ID | 7976817 |
|---|---|
| NOMBRE | Satoko Mihara |
| NOMBRES | Satoko |
| APELLIDO | Mihara |
| FIRMA | MIHARA S |
| AFILIACIONES | Kurihama Medical and Addiction Center |
| ORCID | 0000-0003-4963-4373 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 9 |
| TOTAL DE CITAS | 0 |
| TOTAL COMO AUTOR | 9 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2017 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2025 |
| ÍNDICE H | 0 |
Evolution of specialist treatment of gaming disorder and internet addiction in Japan
The results suggested that the service delivery system for GD and IA has rapidly developed, driven by treatment facilities in response to growing treatment and consultation demand, which may be characteristic of, or even unique to Japan. The results also suggested that specialization of treatment programs and the skills of specialists in managing difficulties in the course of treatment may have advanced in a relatively brief period of time. Chall…
Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) based on the clinical diagnosis of IGD in Japan
Application of the eleventh revision of the International Classification of Diseases gaming disorder criteria to treatment-seeking patients
Development and validation of a nine-item short screening test for ICD-11 gaming disorder (Games test) and estimation of the prevalence in the general young population
Change of Internet Use and Bedtime among Junior High School Students after Long-Term School Closure Due to the Coronavirus Disease 2019 Pandemic
Most schools in Japan were closed in spring 2020 due to the novel coronavirus disease 2019 (COVID-19) pandemic. We investigated lifestyle and internet use among junior high school students across eight schools after long-term school closure and compared the data with those we obtained from previous surveys. In the summers of 2018, 2019, and 2020, we conducted questionnaire surveys on seventh-grade students from the same schools. In total, 2270 pa…
Relationship between problematic Internet use and age at initial weekly Internet use
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…
Cross‐sectional and longitudinal epidemiological studies of I nternet gaming disorder
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…
Sin obras prominentes en esta página.
Cross‐sectional and longitudinal epidemiological studies of I nternet gaming disorder
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…
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…
Relationship between problematic Internet use and age at initial weekly Internet use
Application of the eleventh revision of the International Classification of Diseases gaming disorder criteria to treatment-seeking patients
Development and validation of a nine-item short screening test for ICD-11 gaming disorder (Games test) and estimation of the prevalence in the general young population
Change of Internet Use and Bedtime among Junior High School Students after Long-Term School Closure Due to the Coronavirus Disease 2019 Pandemic
Most schools in Japan were closed in spring 2020 due to the novel coronavirus disease 2019 (COVID-19) pandemic. We investigated lifestyle and internet use among junior high school students across eight schools after long-term school closure and compared the data with those we obtained from previous surveys. In the summers of 2018, 2019, and 2020, we conducted questionnaire surveys on seventh-grade students from the same schools. In total, 2270 pa…
Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) based on the clinical diagnosis of IGD in Japan
Evolution of specialist treatment of gaming disorder and internet addiction in Japan
The results suggested that the service delivery system for GD and IA has rapidly developed, driven by treatment facilities in response to growing treatment and consultation demand, which may be characteristic of, or even unique to Japan. The results also suggested that specialization of treatment programs and the skills of specialists in managing difficulties in the course of treatment may have advanced in a relatively brief period of time. Chall…
Impact of Technology on Adolescents (8 obras) · Psychology (7 obras) · Psychiatry (6 obras) · Medicine (4 obras) · The Internet (4 obras) · Child Development and Digital Technology (3 obras) · Clinical Psychology (3 obras) · Computer Science (3 obras) · Digital Mental Health Interventions (3 obras) · Gambling Behavior and Treatments (3 obras)