<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Research Digest | Dr. Halley Pontes</title><link>https://www.halleypontes.com/tags/research-digest/</link><atom:link href="https://www.halleypontes.com/tags/research-digest/index.xml" rel="self" type="application/rss+xml"/><description>Research Digest</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Fri, 16 Oct 2026 00:00:00 +0000</lastBuildDate><image><url>https://www.halleypontes.com/media/icon_hu2c0d45357a8b946d811db1a438f5ff34_22632_512x512_fill_lanczos_center_3.png</url><title>Research Digest</title><link>https://www.halleypontes.com/tags/research-digest/</link></image><item><title>From research on gaming and gambling to loot box government policy</title><link>https://www.halleypontes.com/post/2026-10-p1-gaming-gambling-loobox-policy/</link><pubDate>Fri, 16 Oct 2026 00:00:00 +0000</pubDate><guid>https://www.halleypontes.com/post/2026-10-p1-gaming-gambling-loobox-policy/</guid><description>&lt;h2 id="research-informing-real-world-policy">Research informing real-world policy&lt;/h2>
&lt;p>I am delighted to share an important milestone in the impact of my research on loot boxes and their use among children and adolescents.&lt;/p>
&lt;p>On 15&lt;sup>th&lt;/sup> October 2026, the Brazilian Ministry of Justice published
&lt;strong>&lt;a href="https://www.gov.br/mj/pt-br/assuntos/noticias-1/mjsp-pede-a-anpd-que-monitore-jogos-eletronicos-com-caixas-de-recompensa-que-nao-implementaram-verificacao-de-idade/NotaTcnican55.pdf/view" target="_blank" rel="noopener">Technical Note No. 55/2026&lt;/a>&lt;/strong>,
an official government document examining the implementation and enforcement of Brazil’s new law, the Digital Child and Adolescent Statute (&lt;strong>&lt;a href="https://presidencia.gov.br/ccivil_03/_ato2023-2026/2025/lei/l15211.htm" target="_blank" rel="noopener">Law No. 15,211/2025&lt;/a>&lt;/strong>,
known as ECA Digital).&lt;/p>
&lt;p>Two studies (see &lt;strong>&lt;a href="https://doi.org/10.1016/j.chb.2021.107012" target="_blank" rel="noopener">Study 1&lt;/a>&lt;/strong> and &lt;strong>&lt;a href="https://doi.org/10.1016/j.chb.2021.107012" target="_blank" rel="noopener">Study 2&lt;/a>&lt;/strong>) I co-authored on loot boxes have been cited in this document, which reviews
scientific evidence on the potential risks associated with loot boxes and considers measures to strengthen the
protection of young people in digital gaming environments.&lt;/p>
&lt;p>In my view, this is an important example of how academic research can extend beyond scholarly publications to inform government assessments and regulatory action. It also shows the importance of safeguarding funding for
independent research on gaming and gambling.&lt;/p>
&lt;h2 id="what-is-the-new-eca-digital-law-and-why-does-it-matter">What is the new ECA Digital law and why does it matter?&lt;/h2>
&lt;p>Brazil’s Digital Child and Adolescent Statute (&lt;strong>&lt;a href="https://presidencia.gov.br/ccivil_03/_ato2023-2026/2025/lei/l15211.htm" target="_blank" rel="noopener">Law No. 15,211/2025&lt;/a>&lt;/strong>) establishes protections for children and adolescents in digital environments.
Among its provisions, Article 20 prohibits loot boxes in electronic games aimed at children and adolescents or likely to be accessed by them, according to the applicable age-rating framework.&lt;/p>
&lt;p>Loot boxes are virtual items or features in video games that provide randomised rewards. Depending on the game, players may spend money to obtain these rewards without knowing precisely what they will receive in advance.&lt;/p>
&lt;p>My own previous research (&lt;strong>&lt;a href="https://doi.org/10.1016/j.abrep.2022.100415" target="_blank" rel="noopener">see Raneri et al. (2022)&lt;/a>&lt;/strong>) and that of other colleagues raised concerns about the potential relationship between loot box purchases and
problem gambling, psychological distress, impulsive spending, and other adverse outcomes. These findings have contributed to wider international discussions regarding the appropriate regulation of loot boxes, particularly
where children and adolescents are concerned (see &lt;strong>&lt;a href="https://doi.org/10.1556/2006.2025.00524" target="_blank" rel="noopener">Spritzer et al. (2026)&lt;/a>&lt;/strong> and &lt;a href="https://doi.org/10.1371/journal.pone.0286681" target="_blank" rel="noopener">Xiao et al. (2023)&lt;/a> for an example).&lt;/p>
&lt;p>The new ECA Digital law represents a significant development in Brazil’s approach to digital child protection, placing restrictions on access to loot boxes rather than relying exclusively on warnings or the disclosure of
reward probabilities.&lt;/p>
&lt;h2 id="contributing-to-this-discussion-with-research-efforts">Contributing to this discussion with research efforts&lt;/h2>
&lt;p>The citation of the two studies I co-authored in the Ministry of Justice’s &lt;strong>&lt;a href="https://www.gov.br/mj/pt-br/assuntos/noticias-1/mjsp-pede-a-anpd-que-monitore-jogos-eletronicos-com-caixas-de-recompensa-que-nao-implementaram-verificacao-de-idade/NotaTcnican55.pdf/view" target="_blank" rel="noopener">Technical Note&lt;/a>&lt;/strong>
is a good example of how research can reach audiences beyond academia.&lt;/p>
&lt;p>The document draws on scientific evidence to assess the potential risks associated with loot boxes and to inform the implementation of the new legislation.
The inclusion of these two studies (and others from other colleagues) in this assessment demonstrates their relevance to an active public policy and regulatory discussion.&lt;/p>
&lt;h4 id="what-we-did-in-our-two-studies">What we did in our two studies&lt;/h4>
&lt;p>In our first study: &lt;strong>&lt;a href="https://doi.org/10.1016/j.chb.2021.107012" target="_blank" rel="noopener">Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder&lt;/a>&lt;/strong>,
we investigated the prevalence of loot box purchases among young people aged 11–30 and their association with Internet Gaming Disorder (IGD) and Online Gambling Disorder (OGD). Using data from 6,633 participants,
we found that 30.4% had purchased a loot box in the previous 12 months, including 28.9% of minors. &lt;strong>Participants who had purchased loot boxes were 3.66 times as likely to present indicators of IGD and 4.85 times as likely to present indicators of OGD&lt;/strong>, highlighting
a significant association between loot box purchasing and problematic gaming and gambling behaviours. Overall, our study adds evidence to concerns about the gambling-like nature of loot boxes, particularly among minors.&lt;/p>
&lt;p>In our second study: &lt;strong>&lt;a href="https://doi.org/10.1016/j.chb.2023.107685" target="_blank" rel="noopener">Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study&lt;/a>&lt;/strong>, we investigated
the stability of loot box purchasing among adolescents and its relationship with online gambling and indicators of OGD and IGD. Using a longitudinal design, we followed 2,213 Spanish adolescents aged 11–17 across two
time points six months apart. The findings showed that loot box purchasing was both prevalent and relatively stable over the six-month period, suggesting that it is an established behaviour among adolescents rather than a short-term phenomenon. The study also
&lt;strong>found a positive relationship between purchasing loot boxes and engaging in online gambling six months later, providing longitudinal evidence that loot box purchasing may precede or predict subsequent gambling behaviour&lt;/strong>.
An important contribution of this study relates to its longitudinal design, which advances previous cross-sectional research by examining the temporal relationship between loot box purchasing and later gambling behaviour,
highlighting the potential risks to adolescents while emphasising the need for further research to establish whether loot boxes contribute to the development of IGD or OGD.&lt;/p>
&lt;p>The inclusion of these two studies in an official government technical document is particularly meaningful because it illustrates how empirical research can contribute to the evidence available to policymakers when assessing
risks and considering regulatory responses.&lt;/p>
&lt;p>Importantly, this does not mean that our two studies alone led to the legislation or determined the government&amp;rsquo;s position. Rather, their citation demonstrates that the research forms part of the scientific evidence being
considered in the policy process.&lt;/p>
&lt;h2 id="from-scientific-evidence-to-regulatory-action">From scientific evidence to regulatory action&lt;/h2>
&lt;p>The &lt;strong>&lt;a href="https://www.gov.br/mj/pt-br/assuntos/noticias-1/mjsp-pede-a-anpd-que-monitore-jogos-eletronicos-com-caixas-de-recompensa-que-nao-implementaram-verificacao-de-idade/NotaTcnican55.pdf/view" target="_blank" rel="noopener">Technical Note&lt;/a>&lt;/strong> does more than review the research literature. It also examines industry responses to the new legislation and recommends further regulatory monitoring.&lt;/p>
&lt;p>Under &lt;strong>&lt;a href="https://www.planalto.gov.br/ccivil_03/_ato2023-2026/2026/decreto/d12880.htm" target="_blank" rel="noopener">Article 23 of Decree No. 12,880/2026&lt;/a>&lt;/strong>, which regulates the implementation of the statute, game providers must prevent children and
adolescents from accessing loot boxes. The framework provides alternative compliance routes, including offering a version without loot boxes or completely restricting access to the feature by default for users in Brazil.&lt;/p>
&lt;p>The Ministry’s October 2026 assessment also requested that Brazil’s National Data Protection Authority (ANPD) consider prioritising the monitoring of games that may not have implemented adequate age-verification measures.&lt;/p>
&lt;p>These developments illustrate the practical relevance of research on loot boxes, which informs assessments of potential harm, supports regulatory scrutiny, and contributes to discussions about how digital environments can
better protect younger users.&lt;/p>
&lt;h2 id="why-this-matters-for-research-impact">Why this matters for research impact&lt;/h2>
&lt;p>Research impact is not limited to academic citations, journal publications or conference presentations. It can also be seen in how research informs public institutions, contributes to policy discussions,
and helps decision-makers evaluate real-world problems.&lt;/p>
&lt;p>The citation of our two studies in an official Brazilian government document provides a concrete example of this broader form of impact, demonstrating three important aspects of the research’s reach:&lt;/p>
&lt;ul>
&lt;li>&lt;strong>Policy relevance&lt;/strong>: the findings are relevant to a government assessment of loot boxes and the protection of children and adolescents.&lt;/li>
&lt;li>&lt;strong>Knowledge exchange&lt;/strong>: academic evidence is reaching policymakers and public authorities outside the university environment.&lt;/li>
&lt;li>&lt;strong>Potential societal benefit&lt;/strong>: the research is contributing to an evidence base used to assess regulatory approaches intended to reduce potential harms to young people.&lt;/li>
&lt;/ul>
&lt;p>The citation and consideration of our research in an official technical note document like this one is a meaningful indicator of policy engagement and research uptake.&lt;/p>
&lt;h2 id="looking-ahead">Looking ahead&lt;/h2>
&lt;p>I am pleased to see my research on loot boxes contributing to an important international discussion about children&amp;rsquo;s rights, digital safety and the responsibilities of the video game industry.&lt;/p>
&lt;p>As games increasingly incorporate complex monetisation systems, independent research remains important for understanding how these systems affect different groups of players and for helping policymakers assess the evidence behind proposed interventions.&lt;/p>
&lt;p>I hope this work will continue to contribute to informed discussions about loot boxes and the development of digital environments that better protect children and adolescents.&lt;/p>
&lt;p>I am grateful to everyone involved in the research we conducted in our two studies. A special thanks to &lt;strong>Prof. Joaquín Manuel González-Cabrera&lt;/strong> and &lt;strong>Prof. Juan M. Machimbarrena&lt;/strong> for the collaborations over the last few years.&lt;/p>
&lt;p>See you soon!&lt;/p>
&lt;h1 style="text-align: justify;" id="heading">&lt;/h1>
&lt;p>Stay tuned and follow me on &lt;strong>&lt;a href="https://metalhead.club/@DrHalleyPontes" target="_blank" rel="noopener">Mastodon&lt;/a>&lt;/strong> and &lt;strong>&lt;a href="https://x.com/DrHalleyPontes" target="_blank" rel="noopener">X&lt;/a>&lt;/strong> for real-time updates on what&amp;rsquo;s happening next!&lt;/p></description></item><item><title>Gaming, eating behaviours, and wellness</title><link>https://www.halleypontes.com/post/2025-08-p1/</link><pubDate>Wed, 20 Aug 2025 00:00:00 +0000</pubDate><guid>https://www.halleypontes.com/post/2025-08-p1/</guid><description>&lt;p>It is well-known that long gaming sessions can throw off daily routines and other important habits. This is why in in my latest study,
published in the scientific journal &lt;strong>&lt;a href="https://doi.org/10.1016/j.eatbeh.2025.102023" target="_blank" rel="noopener">Eating Behaviors&lt;/a>&lt;/strong>, I investigated how gaming connects
to what we eat.&lt;/p>
&lt;p>The short answer is that when gaming becomes problematic, poor diet often follows, and the strongest bridge between the two is physical wellness
according to the findings of the study.&lt;/p>
&lt;h2 id="the-study-conducted">The study conducted&lt;/h2>
&lt;p>This large-scale study surveyed a nationally representative sample of adults in the United Kingdom. People reported their gaming habits,
their physical and mental wellness, and how often they ate less healthy foods (e.g., sugary drinks, fried foods, and heavily processed snacks).&lt;/p>
&lt;h2 id="what-was-found">What was found&lt;/h2>
&lt;p>People with more severe levels of gaming disorder were more likely to report unhealthy eating. They also tended to report lower physical wellness,
such as less regular movement or poorer sleep routines.&lt;/p>
&lt;p>When I tested how these pieces fit together, physical wellness explained a meaningful
part of the link between gaming disorder and unhealthy eating. In other words, as physical wellness slipped, diet quality tended to slip too.&lt;/p>
&lt;p>Mental wellness did relate to gaming disorder, but it did not explain the connection to unhealthy eating in this study. Perhaps focusing
only on mood or general psychological well-being may miss an important part of the picture.&lt;/p>
&lt;h2 id="practical-implications">Practical implications&lt;/h2>
&lt;p>If you are trying to reduce the health downsides of problematic gaming, start with the body. Rebuilding daily routines around movement,
sleep, and simple meal planning could be a practical way to weaken the pull toward less healthy foods (e.g., fast food).&lt;/p>
&lt;p>This does not mean mental health
is unimportant, only that physical wellness may be the most direct lever for improving diet when gaming has become problematic.&lt;/p>
&lt;h2 id="what-to-keep-in-mind">What to keep in mind&lt;/h2>
&lt;p>The results come from a single-time survey, so we cannot say what causes what. People also reported their own habits, which can be imperfect.&lt;/p>
&lt;p>The mental wellness measure used in the study was broad, so it may have missed specific pieces of the puzzle such as emotion regulation or stress
management that could still matter even if the overall score did not.&lt;/p>
&lt;h2 id="takeaway">Takeaway&lt;/h2>
&lt;p>Problematic gaming and poor diet often travel together. In this study, the clearest link ran through everyday physical wellness, implying that
strengthening routines for sleep, movement, and basic food choices may be a straightforward way to improve diet while addressing gaming problems.&lt;/p>
&lt;h2 id="reference">&lt;strong>Reference&lt;/strong>&lt;/h2>
&lt;p>Pontes, H. M. (2025). From high scores to high calories: Investigating the relationship between gaming disorder and unhealthy eating behaviors
in the context of wellness. &lt;em>Eating Behaviors&lt;/em>, 102023. &lt;a href="https://doi.org/10.1016/j.eatbeh.2025.102023" target="_blank" rel="noopener">https://doi.org/10.1016/j.eatbeh.2025.102023&lt;/a>&lt;/p>
&lt;h1 style="text-align: justify;" id="heading">&lt;/h1>
&lt;p>Stay tuned and follow me on &lt;strong>&lt;a href="https://metalhead.club/@DrHalleyPontes" target="_blank" rel="noopener">Mastodon&lt;/a>&lt;/strong> and &lt;strong>&lt;a href="https://x.com/DrHalleyPontes" target="_blank" rel="noopener">X&lt;/a>&lt;/strong> for real-time updates on what&amp;rsquo;s happening next!&lt;/p></description></item><item><title>Assessing Internet Gaming Disorder - insights from our latest research</title><link>https://www.halleypontes.com/post/2024-10-p2/</link><pubDate>Mon, 28 Oct 2024 00:00:00 +0000</pubDate><guid>https://www.halleypontes.com/post/2024-10-p2/</guid><description>&lt;p>In recent years, the conversation around Gaming Disorder has gained significant traction, especially as more people recognise
the impact of excessive gaming on mental health. In our &lt;a href="https://doi.org/10.1016/j.abrep.2024.100567" target="_blank" rel="noopener">latest study&lt;/a>, we took a closer look at two of the most widely used assessment
tools for GD: the &lt;strong>&lt;a href="https://doi.org/10.1016/j.chb.2014.12.006" target="_blank" rel="noopener">Internet Gaming Disorder Scale–Short-Form (IGDS9-SF)&lt;/a>&lt;/strong> and
the &lt;strong>&lt;a href="https://doi.org/10.1007/s11469-019-00088-z" target="_blank" rel="noopener">Gaming Disorder Test (GDT)&lt;/a>&lt;/strong>. Our goal was to evaluate how well these tools measure
disordered gaming and what that means for individuals and clinicians alike.&lt;/p>
&lt;h2 id="what-is-gaming-disorder">What is Gaming Disorder?&lt;/h2>
&lt;p>&lt;a href="https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorder" target="_blank" rel="noopener">Gaming Disorder&lt;/a> is a condition recognized in
the World Health Organisation&amp;rsquo;s International Classification of Diseases (ICD-11).
It involves a pattern of gaming behaviour where a person struggles to control their gaming habits, prioritises gaming over other
important activities and interests, and continues to play even when it leads to negative effects in their life.
Essentially, it means that gaming becomes more important than other aspects of daily living, which can harm a person&amp;rsquo;s wellbeing.&lt;/p>
&lt;h2 id="about-our-study">About our study&lt;/h2>
&lt;p>For this study, we gathered a diverse group of 605 participants, all of whom were Spanish-speaking individuals aged between 16 and 73 years
who played video games at least once a week. Through an online survey, we assessed the reliability and effectiveness of the IGDS9-SF and GDT
in identifying symptoms of disordered gaming.&lt;/p>
&lt;p>Using advanced statistical methods, we analysed the data to determine whether these two scales accurately measure a single underlying trait
(i.e., disordered gaming) and how well they can distinguish between different levels of severity. Accurately measuring Gaming Disorder is
crucial for identifying and treating individuals who may be struggling with excessive gaming and understanding the severity of their issues.&lt;/p>
&lt;h2 id="our-key-findings">Our key findings&lt;/h2>
&lt;p>One of our most significant findings was that both the IGDS9-SF and GDT are unidimensional. This means that each scale effectively measures
one core aspect of Gaming Disorder. The results showed that the items (which represent the unique symptoms of Gaming Disorder) on both scales
work well together to reflect the same underlying issue.&lt;/p>
&lt;p>Moreover, both scales demonstrated high reliability, which means that they consistently provide accurate measurements of Gaming Disorder symptoms.&lt;/p>
&lt;p>We also explored how well the items of each scale can differentiate between varying levels of Gaming Disorder. We found that the GDT performed
particularly well, achieving a strong scalability coefficient, which suggests that its items are effective at distinguishing between
individuals with different levels of gaming issues.&lt;/p>
&lt;p>We also found a clear hierarchy of item difficulty within both scales. For instance, in the IGDS9-SF, the most challenging item related
to the experience of &lt;strong>negative consequences of gaming&lt;/strong>, while the easiest item was about &lt;strong>escapism&lt;/strong>, which means that when assessing
Gaming Disorder, it is important to understand that the potential negative consequences resulting from excessive gaming is a much better
indicator of Gaming Disorder than playing video games excessively to escape real-life problems.&lt;/p>
&lt;p>In the GDT, the most difficult item involved &lt;strong>experiencing significant life problems&lt;/strong> due to gaming, which is highly consistent with the
findings of the IGDS9-SF. Interestingly, the easiest item was related to giving &lt;strong>increased priority to gaming&lt;/strong>, which is an important sign
of Gaming Disorder but certainly not as critical compared to the detrimental consequences excessive gaming can cause.&lt;/p>
&lt;p>We also found that &lt;strong>withdrawal symptoms&lt;/strong> (in IGDS9-SF) and &lt;strong>experience of significant problems in life&lt;/strong> (in GDT) were the most discriminative
items. This finding suggests that these two symptoms are particularly effective in differentiating individuals experiencing Gaming Disorder.&lt;/p>
&lt;h2 id="implications-of-our-findings">Implications of our findings&lt;/h2>
&lt;p>The implications of our study are important for both individuals and mental health professionals. Firstly, it is important to pay attention
to more critical symptoms as these may require a greater level of intervention. One of the critical symptoms we identified relates to the
negative impact of excessive gaming on a person&amp;rsquo;s life (e.g., missing real-life opportunities, skipping school, missing work, etc).&lt;/p>
&lt;p>Secondly, the most discriminative items were: &lt;strong>withdrawal symptoms&lt;/strong> in the IGDS9-SF and the &lt;strong>experience of significant life problems&lt;/strong> in
the GDT. These two symptoms should be prioritised during assessments and clinicians should pay close attention to them as they appear to indicate
a more severe form of Gaming Disorder.&lt;/p>
&lt;p>Furthermore, our findings suggest that the GDT may be slightly more effective than the IGDS9-SF in distinguishing between individuals with high
and low levels of Gaming Disorder, a finding that can help guide health practitioners in selecting the most appropriate assessment tool for their
clinical work with clients struggling with Gaming Disorder, ultimately leading to better targeted interventions.&lt;/p>
&lt;p>In conclusion, our study supports the psychometric robustness of both the IGDS9-SF and GDT, confirming their utility in both research and
clinical settings for assessing Gaming Disorder. By utilising these tools, researchers and clinicians can better identify individuals at
risk for Gaming Disorder and implement more focussed interventions aimed at treating this condition and promoting healthier gaming behaviours.&lt;/p>
&lt;p>As the conversation around gaming and mental health continues to evolve, our findings contribute to a growing body of evidence that can help
shape effective strategies for prevention and intervention in the realm of Gaming Disorder.&lt;/p>
&lt;h2 id="reference">&lt;strong>Reference&lt;/strong>&lt;/h2>
&lt;p>Maldonado-Murciano, L., Pontes, H. M., Barrios, M., Gómez-Benito, J., &amp;amp; Guilera, G. (2024). Mokken scale analysis of the Internet Gaming Disorder
Scale–Short-Form and the Gaming Disorder Test. &lt;em>Addictive Behaviors Reports&lt;/em>, 100567. &lt;a href="https://doi.org/10.1016/j.abrep.2024.100567" target="_blank" rel="noopener">https://doi.org/10.1016/j.abrep.2024.100567&lt;/a>&lt;/p>
&lt;h1 style="text-align: justify;" id="heading">&lt;/h1>
&lt;p>Stay tuned and follow me on &lt;strong>&lt;a href="https://metalhead.club/@DrHalleyPontes" target="_blank" rel="noopener">Mastodon&lt;/a>&lt;/strong> and &lt;strong>&lt;a href="https://x.com/DrHalleyPontes" target="_blank" rel="noopener">X (formerly Twitter)&lt;/a>&lt;/strong> for real-time updates on what&amp;rsquo;s happening next!&lt;/p></description></item><item><title>Understanding the link between work addiction and burnout</title><link>https://www.halleypontes.com/post/2024-10-p1/</link><pubDate>Fri, 18 Oct 2024 00:00:00 +0000</pubDate><guid>https://www.halleypontes.com/post/2024-10-p1/</guid><description>&lt;p>In our recent study titled &lt;a href="https://rdcu.be/dVKtf" target="_blank" rel="noopener">&lt;strong>Exploring the Relationship Between Work Addiction and Burnout&lt;/strong>&lt;/a>, we explored the
relationship between work addiction and burnout, revealing how psychological resources can serve as a buffer against this modern challenge.
We surveyed 454 employees from 52 countries to understand how an unhealthy compulsion to work excessively contributes to burnout.&lt;/p>
&lt;h2 id="what-is-work-addiction">What is work addiction?&lt;/h2>
&lt;p>Work addiction, also sometimes referred to as workaholism, is a psychological condition where a person feels an uncontrollable urge to work
excessively. It&amp;rsquo;s not just about putting in long hours or being passionate about your job, it&amp;rsquo;s when working becomes a compulsive behaviour
that dominates your life. People with work addiction often use work to cope with feelings of anxiety, stress and/or low self-esteem.
They may neglect their health, personal relationships, and hobbies because they feel they have to keep working. Even when they recognise the
negative effects of their working pattern, these individuals find it difficult to stop or reduce their work time and this working pattern
can lead to emotional exhaustion and reduce psychological wellbeing.&lt;/p>
&lt;h2 id="what-did-we-find">What did we find?&lt;/h2>
&lt;p>In our study, we found that nearly 28% of participants displayed signs of work addiction, although fewer than 4% met the criteria for
severe addiction. Those grappling with work addiction often faced burnout, which manifests as emotional, physical, and mental exhaustion,
feelings of inadequacy, and a growing cynicism toward their jobs.&lt;/p>
&lt;p>However, we discovered that individuals with strong psychological capital were better equipped to handle the pressures of work addiction.
Psychological capital is your positive mental strengths that help you succeed and includes things such as believing in yourself, expecting
good things, staying hopeful, and bouncing back from setbacks. This resilience significantly reduced their risk of burnout. While job
satisfaction also provided some protection, it wasn’t enough on its own for those already struggling with work addiction.&lt;/p>
&lt;p>As we reflected on our findings, we emphasised the need to recognise work addiction as a serious issue impacting mental health in the
workplace. Although job satisfaction and personal psychological resources can help alleviate burnout, the strong link between work
addiction and burnout remains a concern. We noted that other factors, such as individual coping strategies and workplace culture,
also play crucial roles.&lt;/p>
&lt;p>Despite the protective benefits of psychological capital and job satisfaction, our research indicates that they are not a complete solution.
We believe that workplace environments significantly influence the development of burnout in those experiencing work addiction, and further
research is essential to uncover these factors and develop effective strategies for promoting wellbeing at work.&lt;/p>
&lt;p>Ultimately, our study highlights the importance for both employers and employees to acknowledge the risks associated with work addiction
and its long-term effects on mental health. By enhancing psychological resources like hope, resilience, and self-efficacy within the workforce,
we can take proactive steps to manage work addiction and prevent burnout, fostering healthier work habits and a more sustainable work-life balance.&lt;/p>
&lt;h2 id="reference">&lt;strong>Reference&lt;/strong>&lt;/h2>
&lt;p>Towch, S. V., Atroszko, P. A., &amp;amp; Pontes, H. M. (2024). Exploring the Relationship Between Work Addiction and Burnout. &lt;em>International Journal
of Mental Health and Addiction&lt;/em>. &lt;a href="https://doi.org/10.1007/s11469-024-01397-8" target="_blank" rel="noopener">https://doi.org/10.1007/s11469-024-01397-8&lt;/a>&lt;/p>
&lt;h1 style="text-align: justify;" id="heading">&lt;/h1>
&lt;p>Stay tuned and follow me on &lt;strong>&lt;a href="https://metalhead.club/@DrHalleyPontes" target="_blank" rel="noopener">Mastodon&lt;/a>&lt;/strong> and &lt;strong>&lt;a href="https://x.com/DrHalleyPontes" target="_blank" rel="noopener">X (formerly Twitter)&lt;/a>&lt;/strong> for real-time updates on what&amp;rsquo;s happening next!&lt;/p></description></item><item><title>Understanding professional gaming, gaming disorder, and functional impairments</title><link>https://www.halleypontes.com/post/2024-04-p1/</link><pubDate>Sat, 06 Apr 2024 00:00:00 +0000</pubDate><guid>https://www.halleypontes.com/post/2024-04-p1/</guid><description>&lt;p>In a previous &lt;strong>&lt;a href="https://doi.org/10.1016/j.jpsychires.2023.06.003" target="_blank" rel="noopener">study&lt;/a>&lt;/strong>, we initiated a line of inquiry into the complex association between functional gaming-related functional impairments in individuals potentially experiencing Gaming Disorder (GD). This initial study found that the areas mostly affected by functional impairments were &lt;em>‘school and/or work’&lt;/em>, followed by &lt;em>‘psychological health’&lt;/em>, and &lt;em>‘family’&lt;/em>-related functional impairments. Interestingly, it also found that the least affected area related to &lt;em>‘friends’&lt;/em>.&lt;/p>
&lt;p>Following this initial investigation, we have conducted a follow-up study narrowing the scope of the analysis. In our most recent follow-up &lt;strong>&lt;a href="https://doi.org/10.1038/s41598-024-56358-x" target="_blank" rel="noopener">study&lt;/a>&lt;/strong> published in the journal &lt;strong>&lt;a href="https://www.nature.com/srep/" target="_blank" rel="noopener">Scientific Reports&lt;/a>&lt;/strong>, we provided a glimpse on the challenges faced by Professional Gamers (PGs) compared to their Non-Professional Gamers (NPGs). We analyzed a sample of 5,198 English-speaking gamers to help us understand the prevalence of GD and associated functional impairments within these communities.&lt;/p>
&lt;p>The phenomenon of GD, officially recognized by the World Health Organization, refers to a pattern of gaming behavior characterized by impaired control, prioritization of gaming over other interests, and continuation or escalation of gaming despite negative consequences. Our findings revealed that PGs exhibited a significantly higher risk for GD—with prevalence rates almost double those of NPGs. This elevated risk is mirrored by an increased symptom-load and more hours spent gaming weekly among PGs.&lt;/p>
&lt;p>When asked if they had experienced a significant problem due to gaming, PGs reported experiencing more problems compared to NPGs. While the single most predominant area of life affected by gaming-related functional impairments reported by both groups was &lt;em>‘school and/work’&lt;/em>, the second most prevalent for PGs was &lt;em>‘family’&lt;/em> while for NPGs it was &lt;em>‘physical health’&lt;/em>. Interestingly, the third most predominant area of life affected among PGs was &lt;em>‘physical health’&lt;/em> while for NPGs it was &lt;em>‘family’&lt;/em>. In relation to other variables of interest examined in our study, PGs showed higher levels of functional impairments compared to NPG only in relation to overall &lt;em>‘psychiatric distress’&lt;/em> and severity of &lt;em>‘insomnia’&lt;/em> with no meaningful differences emerging in relation to &lt;em>‘loneliness’&lt;/em>, &lt;em>‘attention problems’&lt;/em>, and severity of &lt;em>‘headache experiences’&lt;/em>.&lt;/p>
&lt;p>The study findings support a holistic approach to GD diagnosis, considering functional impairments as a crucial factor. For clinicians and health professionals, understanding the specific areas of life affected by GD can enhance treatment efforts, ultimately improving the quality of life for those impacted.&lt;/p>
&lt;p>In the realm of competitive esports, where the line between passion and compulsion can blur, the insights generate by our study not only contribute to our understanding of GD but also emphasize the critical role of industry-led initiatives in safeguarding the wellbeing of gamers. As we move forward, collaboration between researchers, health professionals, and industry stakeholders will be key in developing comprehensive strategies to address the challenges highlighted by this study.&lt;/p>
&lt;p>Let us continue this conversation and work together towards a healthier gaming community. Follow me on social media for real-time updates and discussions on the future of gaming and mental health. Together, we can navigate the challenges and opportunities presented by the digital age, ensuring that gaming remains a source of joy and innovation, not distress.&lt;/p>
&lt;h1 style="text-align: justify;" id="heading">&lt;/h1>
&lt;p>Stay tuned and follow me on &lt;strong>&lt;a href="https://metalhead.club/@DrHalleyPontes" target="_blank" rel="noopener">Mastodon&lt;/a>&lt;/strong> and &lt;strong>&lt;a href="https://twitter.com/@DrHalleyPontes" target="_blank" rel="noopener">Twitter&lt;/a>&lt;/strong> for real-time updates on what&amp;rsquo;s happening next!&lt;/p></description></item><item><title>Assessment of Gaming Disorder with the IGDS9-SF</title><link>https://www.halleypontes.com/post/2022-12-p2/</link><pubDate>Thu, 29 Dec 2022 00:00:00 +0000</pubDate><guid>https://www.halleypontes.com/post/2022-12-p2/</guid><description>&lt;p>Hello everyone,&lt;/p>
&lt;p>I was pleased to see that a recent study published by Anthony and colleagues (2022) in the journal &lt;strong>&lt;a href="https://doi.org/10.1037/cps0000123" target="_blank" rel="noopener">Clinical Psychology: Science and Practice&lt;/a>&lt;/strong> provided further insights on the psychometric properties and usability of the &lt;strong>Internet Disorder Scale-Short Form (IDS9-SF)&lt;/strong>, which was the first brief standardized assessment tool for &amp;lsquo;Internet Gaming Disorder&amp;rsquo; as defined in the DSM-5.&lt;/p>
&lt;p>The IGDS9-SF was published in December 2014 in the journal &lt;strong>&lt;a href="https://doi.org/10.1016/j.chb.2014.12.006" target="_blank" rel="noopener">Computers in Human Behavior&lt;/a>&lt;/strong>, and after nearly a decade since its publication and numerous studies supporting its use worldwide, a new study provided further support to previous research.&lt;/p>
&lt;p>Upon evaluating a set of 22 psychometric tests measuring &amp;lsquo;Internet Gaming Disorder&amp;rsquo;, Anthony and colleagues (2022) reported that:&lt;/p>
&lt;blockquote style="text-align: justify;">&lt;p>&lt;em>Among all reviewed measures, the IGDS9-SF has been evaluated by the highest number of empirical studies (n = 26). In contrast, all other measures were evaluated by only a few studies (ns = 1–5).&lt;/em>&lt;/p>
&lt;/blockquote>
&lt;p>They further noted that:&lt;/p>
&lt;blockquote style="text-align: justify;">&lt;p>&lt;em>Based on the COSMIN guideline, the IGDS9-SF demonstrates sound structural validity, internal consistency reliability, construct validity (convergent and divergent validities), test-retest reliability, and measurement invariance among gender, age groups (including three studies evaluating measurement invariance between adolescent and adult samples), and regions with moderate- to high methodological quality.&lt;/em>&lt;/p>
&lt;/blockquote>
&lt;p>Find out more about the IGDS9-SF and available documentation &lt;strong>&lt;a href="https://www.halleypontes.com/tests/ids9-sf/" target="_blank" rel="noopener">here&lt;/a>.&lt;/strong>&lt;/p>
&lt;p>Stay tuned and follow me on &lt;strong>&lt;a href="https://metalhead.club/@DrHalleyPontes" target="_blank" rel="noopener">Mastodon&lt;/a>&lt;/strong> for real-time updates on what&amp;rsquo;s happening!&lt;/p></description></item></channel></rss>