Evidence map›Paper›PMID 41312193›Full record

ArticleAddictive behaviors reports2025

Psychophysiological response of individuals with internet gaming disorder to gaming content from social media.

Daisuke Jitoku, Nanase Kobayashi, Yuka Fujimoto, Chenyu Qian, Shoko Okuzumi, Shisei Tei, Takehiro Tamura, Hidehiko Takahashi, Takefumi Ueno, Junya Fujino

Abstract read
In one paragraph

Article in Addictive behaviors reports, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
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1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

10 authors.

Daisuke JitokuDepartment of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
Nanase KobayashiDepartment of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
Yuka FujimotoDepartment of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
Chenyu QianDepartment of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
Shoko OkuzumiDepartment of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
Shisei TeiMedical Institute of Developmental Disabilities Research, Showa University, Tokyo, Japan.
Takehiro TamuraDepartment of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
Hidehiko TakahashiDepartment of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.
Takefumi UenoDivision of Clinical Research, National Hospital Organization, Hizen Psychiatric Medical Center, Saga, Japan.
Junya FujinoDepartment of Psychiatry and Behavioral Sciences, Graduate School of Medical and Dental Sciences, Institute of Science Tokyo, Tokyo, Japan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Despite the increasing clinical recognition of internet gaming disorder (IGD), treatment options remain scarce, and relapse rates are high. One major challenge is the pervasive presence of digital triggers that reinforce gaming behaviors, particularly through social media platforms, which are integral to gaming culture. Further research is needed on how gaming-related social media content affects gaming desire and physiological reactions because this topic remains understudied. This study investigated the effects of gaming-related social media videos on gaming desire and skin conductance response (SCR) in individuals with IGD and healthy controls (HCs) who casually play online games. While participants viewed gaming-related and neutral videos from social media, their gaming desire and SCR were assessed. Correlations between SCR and clinical variables were also examined. Notably, both groups exhibited increased gaming desire and SCR after viewing gaming-related videos compared with those after viewing neutral ones. Although self-reported gaming desire was comparable between groups, the SCR was significantly higher in the IGD group. In the HC group, SCR levels were positively correlated with gaming history. The dissociation between subjective and physiological outcomes may indicate implicit sensitization to gaming-related cues in IGD, suggesting that physiological reactivity could occur independently of self-reported cravings. Our findings can help elucidate the underlying mechanisms of IGD and highlight the need for further research on strategies aimed at managing gaming-related cue exposure in digital environments.

Indexed as

Cue reactivityGaming historyInternet gaming disorderSkin conductance responseSocial media

Identifiers

PMID41312193
PMCPMC12648693

What OpenQuestion holds

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LicenceCC BY-NC-ND
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.