- Impact of Technology on Adolescents
- Child Development and Digital Technology
- Digital Mental Health Interventions
- Child and Adolescent Psychosocial and Emotional Development
- Social Media and Politics
- Adolescent and Pediatric Healthcare
- Spatial Cognition and Navigation
- Cannabis and Cannabinoid Research
- Visual perception and processing mechanisms
- Hemispheric Asymmetry in Neuroscience
- Education, Sociology, Communication Studies
- Educational Methods and Impacts
- Health and Medical Studies
- Maternal Mental Health During Pregnancy and Postpartum
- Digital Games and Media
- Substance Abuse Treatment and Outcomes
- Spatial Neglect and Hemispheric Dysfunction
- Visual and Cognitive Learning Processes
- COVID-19 and Mental Health
- Geography Education and Pedagogy
- Alcohol Consumption and Health Effects
- Social and Behavioral Studies
- Childhood Cancer Survivors' Quality of Life
- Educational Games and Gamification
- Mind wandering and attention
Universität Hamburg
2019-2025
University Medical Center Hamburg-Eppendorf
2019-2025
Gunadarma University
2024
Hong Kong Polytechnic University
2024
Jianghan University
2024
Zhejiang University
2024
University of Tsukuba
2024
Capella University
2024
University of Göttingen
2012-2019
Universitätsklinikum Würzburg
2015
Abstract. Background: The COVID-19 pandemic has raised concerns about a potential increase of addictive behaviors. Adolescents are considered particularly vulnerable to problematic usage digital applications. For the first systematic investigation screen time and patterns over course pandemic, pre-pandemic survey on adolescent social media (SM) gaming use was extended longitudinal study. Here we present results two measurements points (pre-pandemic/under lockdown). Methods: A representative...
Background: Adolescents affected by Gaming Disorder (GD) show substantial impairments in daily functioning. GD was included the 11th revision of International Classification Diseases (ICD-11) as a new diagnosis coming into effect January 2022. An instrument to screen for adolescents has not yet been published and is urgently needed scientific research clinical practice. Methods: In present study, ICD-11-based Scale (GADIS-A) developed experts scientists. It validated with 819 frequent gamers...
Social media use is widespread among minors. Already children and adolescents can be affected by a problematic social (PSMU). Deficits in emotion regulation are becoming increasingly important as an explanation for psychological strain. In the present study, associations between different facets of PSMU childhood adolescence were investigated first time. representative sample 1221 10- to 17-year-olds, standardized questionnaires used survey PSMU, regulation, procrastination, perceived...
Background COVID-19 lockdown measures imposed extensive restrictions to public life. Previous studies suggest significant negative psychological consequences, but lack longitudinal data on population-based samples. Aims We aimed prospectively identify increased stress and associated risk factors in parent–child dyads. Method conducted a prospective, observational online study representative German sample of 1221 adolescents aged 10–17 years their parents. Psychological psychosocial variables...
Background Digital media-use disorders (DMUD) in adolescents are a rising phenomenon associated with psychological distress, comorbid mental disorders, and high burden on affected families. Since the ICD-11 introduced criteria for gaming disorder, these can now be transferred to describe additional DMUD social media platforms streaming services. Most evidence effective treatments comes from cognitive-behavioral therapy (CBT). However, interventions based theoretical models their parents...
Zusammenfassung Chancen und Gefahren digitaler Medien, vor allem im Hinblick auf Kinder Jugendliche, sind gegenwärtig häufiger Gegenstand von familiären, schulischen gesellschaftlichen Debatten. Digitale Plattformen können die Bewältigung adoleszenter Entwicklungsaufgaben durch Spiele, sozialen Austausch, Kommunikation, Kontaktförderung, Lernen Gesundheitsförderung unterstützen sowie zur Unterhaltung dienen. In Deutschland verfügen nahezu alle Jugendlichen über ein eigenes Smartphone....
The addiction to digital games is associated with substantial impairments in daily functioning and adolescents are particularly at risk. Screening instruments for the new ICD-11 diagnosis Gaming Disorder (GD) rare only include self-ratings thus far. Since adolescents' insight might be limited due young age or symptom denial, external ratings essential. We therefore aimed develop validate Scale Parents (GADIS-P) a representative sample of parents gamers.GADIS-P was developed as an adaptation...
Background: A problematic social media use (PSMU) in adolescents is a rising phenomenon often associated with higher perception of psychological stress and comorbid psychiatric disorders like depression. Since the ICD-11 introduced very first internet-use related disorders, criteria for gaming (and online gambling) disorder can now be transferred to assess (SMUD). Therefore, development validation self-rating screening instrument SMUD value researchers clinicians. Method: The previously...
Abstract Adolescents show a high vulnerability for addictive gaming patterns on the one hand and immature emotion regulation (ER) abilities as risk factor mental disorders other hand. We investigated predictive value of ER difficulties problematic (PG) considering age groups (children vs. youths) gender cross-sectionally prospectively in representative sample German adolescents via online survey with two measurement points 14 months apart. General Poisson, logistic, multinomial regression...
Abstract Online therapies have the potential to improve access psychological services for individuals in need while alleviating burden on healthcare systems. However, child and adolescent psychiatrists psychotherapists (CAPPs) rarely integrate these into their daily practice. This exploratory study investigates CAPPs’ acceptance of online therapy, with a focus treating children adolescents digital media use disorders (DMUD). The aimed examine attitudes toward therapy DMUD treatment identify...
Background Digital media use disorder (DMUD) is a prevalent problem among young people, which can result in adverse consequences and functional impairments across multiple domains of life due to persistent inability regulate one’s use, lead the development psychological problems. In particular, children adolescents who live families that are part child youth welfare system receive support services considered be at high risk developing mental disorders. It less likely these will choose...
Zusammenfassung Digitale-Medien-Nutzungsstörungen (DMNS) im Kindes- und Jugendalter stellen in der heutigen mediatisierten Gesellschaft, insbesondere nach COVID-19-Pandemie, ein ernstzunehmendes Gesundheitsproblem dar. In Entstehung Aufrechterhaltung von DMNS bestehen viele Parallelen zu Substanzgebrauchsstörungen. Neben individuellen sozialen Risikofaktoren rückt zunehmend auch die Rolle suchtfördernden Mechanismen digitalen Medien den öffentlichen Diskurs. Mit dem Ziel Nutzungsintensität...
In recent years, video streaming (VS) increased substantially. Adolescents are at significant risk of presenting problematic VS patterns associated with a spectrum mental-health difficulties. Because platforms rely on similar mechanisms as digital games, the ICD-11 criteria for Gaming Disorder (GD) have been successfully implemented to measure Streaming (StrD) in adolescents. For proper diagnoses, external rating scales urgently required addition self-reports. The Scale Parents (STREDIS-P)...
Abstract Background and aims Internet video streaming (VS) has become a popular leisure activity among the majority of adolescents, especially under COVID-19 pandemic. Research on binge watching patterns in adults suggests an addictive potential VS. To date, no unified conceptualization problematic VS standardized assessment tools for adolescents exist even though they might be vulnerable. Methods STREDIS-A is based ICD-11 criteria gaming disorder. It was validated representative sample 959...
Abstract: Aims: Given rising prevalence of digital-media related disorders (DMRD, i. e. the problematic use digital games, social media, and streaming platforms) in children adolescents, new therapy program Res@t (Resource strengthening for adolescents with DMRD their parents) aims to close a significant evidence-based treatment gap. It addresses affected parents different settings. Methods: is fully manualized CBT based on current research results clinical experiences. was initially...
Increasing concern has been raised on the addictive potential of digital games and socialmedia platforms, especially in adolescent users. Hence, investigating etiology problematic gaming (PG) social-media use (PSMU) is great scientific clinical interest. Parental factors have not sufficiently addressed yet. Therefore, this study aims to investigate predictive values parental demographic, psychological, parenting, role model for PG/PSMU.
Media-associated disorders in childhood and adolescence: Evidence paper of the joint addiction commision German societies professional associations child adolescent psychiatry psychotherapy Abstract. (MAD) describe problematic use internet, certain electronic devices general as well digital applications. During adolescence, games social media are most commonly used In May 2019, first MAD "gaming disorder" was included a clinical diagnosis ICD-11. The prevalence children adolescents is...
Background: The problematic use of social media (SM) is a rising phenomenon, especially in adolescents. It can be assessed by self-rating screeners such as the Social Media Disorder Scale (SMDS). However, young age or symptom denial might reduce adolescent assessment accuracy. Therefore, development and validation parental scale (SMDS-P) desirable. Method: A representative sample 961 parents corresponding frequently SM-using children aged 10 to 17 years participated an online study....
Internet gaming disorder (IGD) has become an important health concern in a significant proportion of adolescents. Intervention studies this age group are scarce, mostly follow quantitative designs, and rarely consider adolescents’ experiences. This study aimed to evaluate the requirements for therapy program adolescents with IGD. A qualitative interview was conducted German clinic addictive disorders childhood adolescence nine participants (seven IGD patients (12–18 years, M = 15.86, SD...
: Problematic gaming (PG) has become an increasing mental health issue among adolescents during the preceding years. The role of parents and family environment in development PG been repeatedly emphasized. However, structured involvement therapy is still largely insufficient. Resource-strengthening training for with (Res@t-P) a new parent-centered 8-week group intervention to fill this substantial gap. present pilot study aimed collect first information on its potential effectiveness...
Social media use disorder (SMUD) is associated with substantial impairments in daily functioning, and adolescents are particularly at risk. The 11th revision of the International Classification Diseases (ICD-11) criteria gaming (GD) could be shown to suitable describe SMUD adolescents. Since adolescents' insight might limited due young age or symptom denial, it essential include their parents diagnostic process. development validation a parental scale are, therefore, great interest...