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Abstract COMPARING INTERNET ADDICTION & INTERNET GAMING DISorder AND ASSOCIATED SLEEP DISORDERS among first year university students Thesis Submitted for Partial Fulfillment of master Degree in Psychiatry By Sarah Baiumy Mohamed M.B.B.Ch. Supervised By Professor/ Eman Ibrahim Abo El-Ella Professor of Psychiatry Faculty of Medicine, Ain Shams University Professor/ Doaa Hamed Hewedi Professor of Psychiatry Faculty of Medicine, Ain Shams University Doctor/ Hussien Ahmed Elkholy Lecturer in Psychiatry Faculty of Medicine, Ain Shams University Faculty of Medicine Ain Shams University Cairo 2017 Acknowledgment First of all, thank you God for blessing me much more than I deserve. I would like to express my feelings of gratitude to my dearly Professor. Eman Abo El-Ella, Professor of Psychiatry, Ain Shams University, who was a great supportive teacher who taught me responsibility and importance of knowledge. I will always be grateful to her. I would like to express my deep thanks and gratitude to Professor. Doaa Hamed, Professor of Psychiatry, Ain Shams University, for her precious advice and constructive guidance that helped me in this work formulation. I will always appreciate her precious effort. I am deeply indebted to Doctor. Hussien Elkholy, Lecturer in Psychiatry, Ain Shams University, for his unfailing support and enthusiasm. He guided me through the finest details to the most complicated ones to finish this work in its final form. His precious time, effort and encouragement will be forever appreciated. I would like to thank all my Professor and Colleagues who helped, encouraged and supported me. Finally, I wish to thank all the university students and authorities who shared and helped me to bring this work into its present form. Sarah Baiumy Index List of Figures………………………………………………………………………………..………..i List of Tables…………………………………………………………………………………………..ii List of Abbreviations……………………………………………………………………………..iv INTRODUCTION ………………………………………………………………………………..1 AIM OF THE STUDY ……….………………………………………………………………11 REVIEW OF LITERATURE Chapter 1 Internet Addiction 2.1 Definition and Terminology…………….………………………………………….……..12 2.2 History and development ….………….………………………………………….….…..13 2.3 Prevalence……………………….…………….………………………………………….………14 2.4 Risk factors of internet addiction……………………………………………….……..15 2.5 Diagnosis of internet addiction.……..………..……………………………….….……19 2.6 Consequences of internet addiction ………………………………………….……..24 2.7 Management of internet addiction...………………………………………….……..27 Chapter 2 Internet Gaming Disorder 3.1 Definition……………………………………….………………………………………….……..33 3.2 History & development of internet gaming……………….……………….……..33 3.3 Prevalence……………………….…………….………………………………………….………35 3.4 Effects of video games……………..…….………………………………………….……..35 3.5 Diagnosis and DSM-5 proposed Criteria…………….……………………….……..40 3.6 Management of IGD….………….………….……………….……………………….……..42 Chapter 3 Sleep 3.1 Anatomy of sleep………………………….…………………………………………………..43 3.2 Sleep cycle…………………………………….……………………………………………….….44 3.3 Sleep Regulation…………………………….…………………………..……………….……47 3.4 Sleep Functions………………………………………………………….……………………..48 3.5 Sleep requirements………………………….…………..…………………………………..49 3.6 Sleep Disorders………………………………….………………………………………………50 3.7 Sleep and Interne………………..………….………………………………………….……..54 METHODOLOGY 1.Design ………………………………………………….………………………………………………56 2.Participants…………………………………………….…………………………………..……….56 3.Tools……………………………………………………….…………………………..……………….57 4.Procedure…………………………………………………………………………………………….59 RESULTS …..………………………………………………………………………………………...64 DISCUSSION……………………………………………………………………………………...86 LIMITATIONS AND STRENGTHS….…….……………………………………….97 CONCLUSION…………………………………………………………………………………….98 RECOMMENDATIONS…..……………………………………………………………….99 SUMMARY……………………………………………………………………………………….100 REFERENCES…………………………………………………………………………..………..109 APPENDICES Appendix (1): Internet Addiction Test (IAT)…….…………………………….….....143 Appendix (2): Internet Gaming Disorder-Scale..……………………….……………145 Appendix (3): PSQI………………………………………………………………………………….146 Appendix (4): SES-Scale…………………………….…………………………………………..148 ARABIC SUMMARY………………………………………………………………………-- i List of Figures Figure 1: Severity of IGD……………..……………………………………….….……..4 Figure 2: Risk factors of Internet Addiction………………….……….….……15 Figure 3: Subtypes of Internet Addiction……………………..……….….……23 Figure 4: Internet Addiction side effects……………………………….….……25 Figure 5: Management of Internet Addiction……………………….….……28 Figure 6: Effects of Internet Games……..……………………………….….……36 Figure 7: Internet Addiction prevalence……………………………….….……68 Figure 8: Internet Gaming Disorder prevalence…………………….….……69 Figure 9: Symptoms and patterns of Internet Addiction …..….….……71 Figure 10: Sleep Quality among participants…………………….….….……72 Figure 11: Relation between IGD and Sleep Quality………….….….……73 Figure 12: High significant correlation between IAT and Grades.…78 Figure 13: High significant correlation between IAT and Sleep Quality……………………………………………………………………………….….……79 Figure 14: Correlation between IGD and students’ grades….….……81 Figure 15: Correlation between IGD and Sleep Quality……….….……82 Figure 16: Relation between IA and IGD……………………..…….….……84 Figure 17: Relation between IGD and IA ……………………..…….….……84 Figure 18: Correlation between IA and IGD…………………..…….….……85 ii List of Tables Table 1: Diagnostic criteria of Internet Addiction………………….….……22 Table 2: Diagnostic criteria of IGD…………………………………….….….……41 Table 3: Main brain rhythms on EEG……………………………….….….……45 Table 4: Range of sleep duration according to different age groups…………………………………………………………………………….….….……50 Table 5: Validity of the Arabic version of IGD scale……………….….……65 Table 6: Reliability of the Arabic version of IGD scale……….….….……66 Table 7: Personal characteristics of the sample…………………….….……67 Table 8: Prevalence of internet Addiction…..…………………….….….……69 Table 9: Online gaming behavior……………..……………………….….….……70 Table 10: Symptoms and patterns of Internet Addiction…..….….……71 Table 11: Relation between sleep quality and Internet Addiction……………………………………………….………………………….….….……73 Table 12: Answers of students on Q14 of IAT……………………….….……74 Table 13: Mini-Kid results among the sample ………………….….….……74 Table 14: High significant relation between IA and Psychiatric disorders …………………………………………………….…………………….…….……75 Table 15: High significant relation between IGD and psychiatric disorders………………………………………………….…………………………..….……76 Table 16: Relation between Internet Addiction and personal characteristics ……………..……………………………………………………………….77 iii Table 17: Correlation between IAT SES, Grades & Sleep quality….…78 Table 18: Relation between Internet Gaming Disorder (IGD) and personal characteristics……………………………………………………….……..…80 Table 19: Correlation between IGD score and SES-scale, Grades, and PSQI……………………………………………………………………..…………….….…..…81 Table 20: Relation between Internet Addiction and Internet Gaming Disorder………………….…………………………………………..…………….….………83 iv List of Abbreviations 5-HT Serotonin ADHD Attention Deficit Hyperactivity Disorder APA American Psychological Association CBT Cognitive-Behavioral Therapy CIAR Center for Internet Addiction Recovery CIU Compulsive Internet Use CIUS Compulsive Internet Use Scale DA Dopamine DSM-4 4th edition of the Diagnostic and Statistical Manual of Mental Disorders DSM-5 5th edition of the Diagnostic and Statistical Manual of Mental Disorders EDS Excessive Daytime Sleepiness EEG Electroencephalography Fig. Figure GABA -aminobutyric acid GIA Generalized Internet addiction IA Internet Addiction IAD Internet Addiction Disorder IAT Internet Addiction Test ICD International Classification of Diseases ICSD3 International Classification of Sleep Disorders third edition IGD Internet Gaming Disorder INP Institute of National Planning ITU International Telecommunication Union v MINI-KID The Mini International Neuropsychiatric Interview for children and adolescents MMORPG Massively Multiplayer Online Role-Playing Games NREM Non- Rapid Eye Movement PIU Problematic Internet Use PIUQ Problematic Internet Use Questionnaire PTSD Post-Traumatic Stress Disorder PSQI The Pittsburgh Sleep Quality Index RDAB Reward-deficient aberrant behavior REM Rapid Eye Movement SCN Suprachiasmatic nucleus SES Socio-Economic Status SIA Specific Internet addiction SUD Substance Use Disorder UNDP United Nations Development Programme VGP Video game players Introduction 1 Introduction Today with more than 40 million internet users in Egypt (ITU, 2016) and more than 80% of Internet Café clients in Egypt were young people (UNDP & INP, 2010) the internet has become an integral part of our society. The Internet itself is a neutral device originally designed to facilitate research among academic and military agencies (Young, 2004). Internet delivers some practical tools like entertainment, shopping, social sharing applications which enable accessing knowledge easier and faster (Young, 1998).However it may cause physical and psychological harms like tiredness (Akın and Iskender, 2011), depression (Yen et al., 2007), hostility, loneliness (Çardak, 2013), some educational harms like wasting of time (Griffiths, 2000), decrease in academic performance (Aboujaoude, 2010), communication problems with peers (Gross et al., 2002). It‟s about how some people use this communication medium that created a stir among the mental health community by great discussion of Internet addiction. Addictive use of the Internet is a rapidly growing phenomenon (Young, 2004). Introduction 2 Internet Addiction Disorder (IAD) is sometimes referred to as problematic Internet use (PIU) (Moreno et al., 2013) or compulsive Internet use (CIU) (Meerkerk et al., 2009). Other overlapping terms include Internet overuse, problematic computer use, or pathological computer use and even i-Disorder (Rosen, 2012). Clinical research on behavioral addictions investigated many models of addiction e.g compulsive gambling (Mobilia, 1993), overeating (Lesieur & Blume, 1993), and compulsive sexual behavior (Goodman, 1993). Similar addiction models have been applied to technological overuse (Griffiths, 1996). In identifying the Internet addiction the most frequently used definitions are as follows: Excessive use of the Internet, uncontrolled and destructive Internet use (Morahan-Martin and Schumacher, 2000); Excessive Internet use that causes problems in family, business, school, social and psychological life of the individuals (Beard & Wolf, 2001); a new and unidentified clinical disorder that may affect the individual‟s Internet use, controlling ability and thus leading to personal, professional and social problems (Young, 2007). Introduction 3 Five general subtypes of Internet addiction were categorized based upon the most problematic types of online applications, and they include addictions to Cybersex, Cyber-relationships, online stock trading or gambling, information surfing, and computer games (Young et al., 1999). Recently, Internet gaming disorder (IGD) got listed in Section III, Conditions for Further Study of the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM–5). This decision was based upon the large number of studies of this condition and the severity of its consequences. Also it was referred to as gaming or internet use disorder, gaming or internet addiction or dependence, pathological or problematic gaming, etc. (Petry et al., 2014). As mentioned in DSM-5, IGD is persistent and recurrent use of the internet to engage in games, often with players, leading to clinically significant impairment or distress in a 12-month period as indicated by five (or more) of the proposed criteria. as indicated by five (or more) of the proposed criteria: 1) Preoccupation, 2) Withdrawal symptoms, 3) Tolerance, 4) Unsuccessful attempts to control, 5) Loss of interest in previous hobbies and Introduction 4 Severity of IGD MilD Fewer symptoms and less disruption Moderate Severe More hours spent on computer and more severe losses entertainment, 6) Continued excessive use despite knowledge of psychosocial problems, 7) Deceiving regarding the amount of internet gaming, 8) Use internet games to escape or relieve a negative mood, 9) Jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in internet games (DSM-5, 2014). Severity of IGD should be specified according to degree of disturbances in normal life activities (See Fig. 1). Fig. 1: Severity of IGD (DSM-5, 2014). Many studies aimed at detecting risk factors for developing Internet Addiction. A previous study exposed that Internet user is higher in younger than adult and mainly 19 to 24 years of age group are considered as a high risk group for Internet addiction (Koo & Kwon, 2014). Adolescents in particular are immature both physically and psychologically and tend to show more negative Internet Introduction 5 effects than any other age-group (Oh, 2005). They were more likely to suffer anxiety, depression, loneliness or social isolation, impulsivity, and feelings of self-effacement (Cho & Lee, 2004). Another study reported that university students are at higher risk of becoming Internet addicts due to more free time, lack of monitoring on account of being away from parents and sometimes efforts to become away from arduous university routines (Soule et al., 2003; Young & Rogers, 1998; Kandell, 1998). A meta-analysis done in Korea, revealed that the magnitude of the effect of the intrapersonal variables (for example, escape from self, self-identity, Attention problem, emotional regulation, aggression and negative stress coping) associated with Internet Addiction (IA) was significantly higher than that of interpersonal variables (Koo & Kwon, 2014). The characteristics of the family are also associated with the development of Internet addiction among adolescents (Yen et al. 2007). Introduction 6 As young people‟s engagement with technology increases, so does the parents‟ concern with the impact that it may have on their children‟s lives (Cash et al., 2012). Generation Gap between parents and their children increases as parents couldn‟t supervise their children‟s use of technology. (Van-Doorn et al., 2011) This gap may lead to inability to establish limits and good control because of their unfamiliarity with technology (Greydanus and Greydanus, 2012). from biological point of view, several studies suggest the presence of genetic predisposition to addictive behaviors (Grant et al., 2006). According to this concept, the lack of adequate number of dopamine receptors or have an insufficient amount of serotonin/dopamine, as a result they experience normal level of pleasure in events in which most people would find rewarding (Beard, 2005). In order to increase the level of pleasure these types of individuals are more disposed to search for such type of behaviors like Internet that make them reward, but simultaneously placing them at higher risk for addiction (Cash et al., 2012). Many negative consequences of such misuse of internet were identified. For instance, in South Korea Introduction 7 Internet Addiction is considered one of its most serious public health issues (Ahn, 2007). After a series of 10 cardiopulmonary-related deaths in Internet cafés (Choi, 2007) and a game-related murder (Koh, 2007). Students who spend more time using the Internet have less sleeping time and feel higher levels of tiredness (Bulck, 2004). Internet misuse may lead to Excessive Daytime Sleepiness (EDS) that is considered a risk of drowsy driving (Masa et al., 2000; Powell et al., 2002), injuries in the workplace (Melamed and Oksenberg, 2002), and poor school performance (Gibson et al., 2006). Also internet addicts are liable to addict drugs, alcohol, tobacco, sex, chronic overeating etc (Ho et al., 2014). Researchers have claimed that the uncontrollable Internet users can generate morphological mutations in the structure of the brain (Uddin et al., 2016). A study in Chinese college students exposed that use of computer for about 10 hrs a day and for 6 days a week, showed decreases in the dimensions of the dorsolateral prefrontal cortex, rostral anterior cingulate cortex, supplementary motor area and parts of the cerebellum compared to control students (Yuan et al., 2011). It has been hypothesized that these Introduction 8 variations reveal learning-type cognitive optimizations for using computers more competently, but correspondingly diminished temporary memory and decision-making capabilities as well as increase the pleasure to remain online rather than the actual world (Mosher, 2011). The CIAR (Center for Internet Addiction Recovery) stated that Internet addicts suffer from emotional problems, including depression and anxiety- associated disorders and frequently use the fabulous world of the Internet to psychologically escape unpleasant feelings or stressful situations (Young, 2009). Many researchers and clinicians have marked that a diversity of psychological disorders occurs together with IAD. For instance, a previous study showed that depression, anxiety, hostility, interpersonal sensitivity and psychoticism were consequences of IAD (Cheng & Li, 2014) Other studies showed that people who are suffering from depression are more likely to develop Internet addiction (Ha et al., 2006; Young & Rogers, 1998; Kim et al., 2006). It is controversy, which came first, the addiction or the co-occurring disorders (Cheng & Li, 2014; Kratzer & Hegerl, 2008). Introduction 9 Although Internet Addiction yet not listed as one of the psychiatric disorders in DSM-5, many centers around the world were developed for prevention and management of Internet Addiction. Some mental health professionals suggest that family should be the focus of prevention strategies. Many researchers suggest a family-centered approach to prevention, similar to the one used in interventions for the prevention of drug addiction (Yen et al., 2007). This kind of approach entails parental education and aims at helping parents to improve their communication skills with their children, promote healthy interaction within the family and to reduce maladaptive family behaviors (Yen et al., 2007). Also researchers suggest that teenagers should be allowed to use the Internet only during specific hours of the week so that the development of Internet addiction is prevented and they are encouraged to participate in real life and not in cyberspace activities (Ko et al., 2007). We need to identify the factors contributing to Internet Addiction and to develop appropriate preventive interventions for individuals at risk of Internet addiction. Introduction 10 So the aims of this study were to examine and compare the prevalence of Internet Addiction and Internet Gaming Disorder with examination of related sleep problems and other psychiatric symptoms. Also identifying risk factors associated with them is one of our aims to help risk-focused preventive measures of Internet Addiction. Aims of the Study 11 Aims of the Study 1. Comparing the Prevalence of internet addiction & internet gaming disorder among the selected population. 2. Assessing essential risk factors (Sex, Socio-economic class, Role of theoretical & practical faculties) of both internet addiction and internet gaming disorder. 3. Exploring the associated sleep disorders among the pathological users. 4. Measuring its impact on the academic achievement. Internet Addiction 12 Chapter 1 Internet Addiction Internet Addiction is a global phenomenon that has been a topic of increasing interest to clinicians, researchers and stakeholders such as teachers, parents and community groups. Clinical research on behavioral addictions investigated many models of addiction: compulsive gambling (Mobilia, 1993), overeating (Lesieur & Blume, 1993), and compulsive sexual behavior (Goodman, 1993). Similar addiction models have been applied to technological overuse (Griffiths, 1996). 1.1 Definition and Terminology: Generally speaking, IA has been characterized by excessive or poorly controlled preoccupation, urges, and/or behaviors regarding Internet use that lead to impairment or distress in several life domains (Weinstein et al., 2014). It is a global social issue, can be broadly conceptualized as an inability to control one’s use of the Internet which leads to negative consequences in daily life (Spada, 2014). Internet addiction also known as problematic internet use (PIU) (Moreno et al., 2013), compulsive Internet use (CIU) (Meerkerk et al., 2009). Internet Addiction 13 1.2 History and development: In 1995, Dr. Goldberg introduced the concept of Internet Addiction Disorder (IAD) in an effort to parody the way the American Psychiatric Association‟s hugely “medicalizes” every excessive behavior (Beato, 2010). The symptoms he included were “important social or occupational activities that are given up or reduced because of the internet use”, “Fantasies or dreams about the internet” and “Voluntary or involuntary typing movements of the fingers” (Wallis, 1997). He used pathological gambling as his model for the description of IAD (Beard & Wolf, 2004). Later on, He redefined Internet Addiction Disorder (IAD) as a “Pathological Internet use Disorder” also known as (PIU) to avoid what he started as a joke to be thought of as an officially diagnosed addiction, such as an addiction to heroin (Wallis, 1997). In 1996, Internet addiction was researched for the first time, and findings were presented at the American Psychological Association (APA). The study reviewed over 600 cases of heavy internet users who exhibited clinical signs of addiction as measured through an adapted version of the 4th edition of the Diagnostic and Statistical Manual Internet Addiction 14 of Mental Disorders (DSM-4) criteria for pathological gambling (Young, 2009). 1.3 Prevalence: In contemporary society approximately 40% of the world population is online. Furthermore, global Internet usage has grown nearly six-fold over the last decade (Kuss et. al., 2014). The percentage of internet users in Egypt was 21.6% in 2010, which became 37.82% in 2015 (around 35 million users) (ITU, 2016) and more than 80% of Internet Café clients were young people (UNDP & INP, 2010). Today with the absence of golden standard for Internet addiction diagnosis and assessment, Researchers find different prevalence rates across different populations (Kuss, 2014). For instance, a study in USA to explore the prevalence and health correlates of problematic Internet use among high school students, the prevalence of Problematic Internet Use (PIU) was 4% (Lin et al., 2011). Another study on adolescents in China reported 8.1% of participants had PIU (Cao et al., 2011). Internet Addiction 15 Risk Factors Social Poor Communication Demographic factors Lonleniess social support Psychological Biological 1.4 Risk factors of internet addiction: Risk factors of internet addiction can be broadly categorized into social factors, psychological factors and biological factors. Fig. 2: Risk factors of Internet Addiction. A- Social Factors: *Interpersonal problems and loneliness can play an active role in developing an addiction to online communication and relationships (Montag & Reuter, 2015) as we can see through: 1- Poor communication skills can cause poor self-esteem, feelings of isolation and create problems, such as trouble working in groups, making presentations, or going to social engagements. Virtual relationships are a way of engaging with others while having the safety of avoiding rejection or Internet Addiction 16 the anxiety of making physical contact with others. (Montag & Reuter, 2015) 2- Loneliness is associated with the development of Internet addiction (Hardie & Tee 2007). Loneliness as a risk factor is consistent with findings that suggest social relationships are a key component in the development of Internet addiction (Montag & Reuter, 2015). 3- Online Affairs which is a romantic or sexual relationship initiated via online contact and maintained predominantly through electronic conversations that occurs through email, chat rooms, or online communities (Atwood and Schwartz, 2002) may affect marital status. Although it isn‟t well defined whether marital problems lead to development of such affairs or those online relationships that cause marital problems! *Also low social support (Yates et al., 2012), lack of family love (Huang et al., 2009) may play a role in provoking internet addiction. *University students are more at risk of becoming Internet addicts due to more free time, lack of monitoring on account of being away from parents and sometimes efforts Internet Addiction 17 to become away from arduous university routines (Soule et al., 2003; Kandell, 1998). *Access to the Internet is increasingly easy due to advances in mobile technology and the prevalence of smart phones. It is likely that with the enhanced accessibility of social networking sites via smart phones, susceptibility to addiction may also be on the rise. To these days, social networks sites such as Facebook can be easily accessed by not only default Internet browsers on smart phones but also some free smart phone applications (WU et al., 2013). * In a previous study, there was a negative correlation between the frequency of book reading and the development of Internet addiction. Thus, reading no books at all and reading less than one book per month were shown to be independent risk factors of Internet addiction (Sasmaz et al., 2013). * With regards to sociodemographic variables, Male gender (Cuhadar, 2012; Lin et al., 2011; Kheirkhah et al., 2010), Younger age (Morrison & Gore, 2010), City residence (Ni et al., 2009) and University level education (Bakken et al., 2009) were reported as at higher risk of internet addiction. Internet Addiction 18 B- Psychological Factors: There are many psychological variables related to internet addiction, including impulsivity (Lin et al., 2011), neuroticism (Kuss et al., 2013; Tsai et al., 2009) low agreeableness (Kuss et al., 2013), low self-concept (Yates et al., 2012), fun-seeking (Yen et al., 2009) and negative emotion avoidance (Beutel et al., 2011). Some researches classified internet addicts into two types. The Dual Diagnosed Internet Addict suffers from prior psychological problems such as to depression, anxiety, obsessivecompulsive disorder, or substance abuse, to name a few syndromes associated with the disorder. Other addicts, referred to as New Internet Addicts, have no prior history of psychiatric illness or addiction, and their addiction to the Internet is an entirely new problem (Montag and Reuter, 2015). c- Biological Factors: Over the last 15 years, studies have emerged to study relevant brain processes, activities, and brain structures associated with both gaming and Internet Addiction. Neuro-imaging studies allow for objective assessment of Internet Addiction (IA) by investigating effects of brain changes on human behavior. Studies reported that extended Internet Addiction 19 engagement in the addictive behavior leads to dopamine release in the dopaminergic pathways. As a consequence, the individual becomes less sensitive to natural rewards, such as food and sex, and instead seeks the addictive behavior, ultimately changing brain chemistry and leading to craving and tolerance. In periods of abstinence, the lack of dopamine release in the brain leads to withdrawal symptoms that can only be alleviated via reinstatement of the addictive behavior. Research also suggests that engaging in addictive behaviors may result in brain dysfunction, including in prefrontal brain regions, i.e., the orbitofrontal cortex and cingulate gyrus, which are commonly associated with decision-making. Emerging research suggests that similar brain activation and changes occur for behavioral addictions, including IA” (Pontes et al., 2015). 1.5 Diagnosis of internet addiction: Diagnosis of Internet addiction (IA) is often complex. It is not listed in the latest Diagnostic Statistical Manual (DSM-5, 2014). Internet Addiction 20 The lack of formal diagnostic criteria makes it challenging to diagnose internet addiction, so researchers are systematically adopting modified criteria for pathological gambling to investigate it (Winkler et al., 2013). Additionally, there is debate about whether Internet addiction is a distinct disorder or a behavioral problem secondary to other disorders (Ko et al., 2009; Shaffer et al., 2000). Some researchers and mental health practitioners see excessive Internet use as a symptom of another disorder such as anxiety or depression rather than a separate entity (Kratzer & Hegerl, 2008). Others considered it an Impulse control disorder (not otherwise specified), yet there is a growing consensus that this constellation of symptoms is an addiction (Cash et al., 2012). This behavior characterized by many hours spent in non-work technology-related computer/Internet/video game activities (Czincz & Hechanova, 2009). It is accompanied by changes in mood, preoccupation with the Internet and digital media, the inability to control the amount of time spent interfacing with digital technology, the need for more time or a new game to achieve a desired mood, withdrawal symptoms when not engaged, and a continuation of the Internet Addiction 21 behavior despite family conflict, a diminishing social life and adverse work or academic consequences (Beard, 2005; Young, 1998). Beard recommends diagnostic criteria of Internet Addiction (See Table 1). Five criteria are needed for diagnosis between pre-occupation, loss of control, negative mood if kept offline and negative consequences from pathological internet usage. There has been a variety of assessment tools used in evaluation. Young‟s Internet Addiction Test (IAT) (young, 1998), the Problematic Internet Use Questionnaire (PIUQ) developed by Demetrovics, Szeredi, and Pozsa (Demetrovics Z et al., 2008) and the Compulsive Internet Use Scale (CIUS) (Meerkerk G et al., 2009). Internet Addiction 22 Table 1: Beard recommended diagnostic criteria of IA. (Beard, 2005) Five diagnostic criteria are required for a diagnosis of Internet addiction: 1) Is preoccupied with the Internet (thinks about previous online activity or anticipate next online session). (2) Needs to use the Internet with increased amounts of time in order to achieve satisfaction. (3) Has made unsuccessful efforts to control, cut back, or stop Internet use. (4) Is restless, moody, depressed, or irritable when attempting to cut down or stop Internet use. (5) Has stayed online longer than originally intended. >> Additionally, at least one of the following must be present: (6) Has jeopardized or risked the loss of a significant relationship, job, educational or career opportunity because of the Internet. (7) Has lied to family members, therapist, or others to conceal the extent of involvement with the Internet. (8) Uses the Internet as a way of escaping from problems or of relieving a dysphoric mood (e.g., feelings of helplessness, guilt, anxiety, depression) Internet Addiction 23 Subtypes of internet addiction: Fig. 3: Subtypes of Internet Addiction. Davis (2001) introduced a theoretical cognitive– behavioral model on pathological or problematic Internet use and differentiates between a generalized pathological Internet use, which called generalized Internet addiction (GIA), and a specific pathological Internet use, for which used the term specific Internet addiction (SIA). Davis argues that GIA is frequently linked to communicative applications of the Internet and that a lack of social support in real life and feelings of social isolation or loneliness are main factors contributing to the development of GIA. Maladaptive cognitions about the world in general and the own Internet use in particular may then intensify the Subtypes Cyber-sexual addiction compulsive use of adult websites for cybersex and cyberporn Cyber-relationship addiction Over-involvement in online relationships. Net compulsions Obsessive online gambling, shopping or day-trading Information overload Compulsive web surfing or database searches Computer addiction Obsessive computer game playing. Internet Addiction 24 overuse of the Internet to distract from problems and negative mood. In contrast, for the overuse of certain Internet applications, for example, gambling sites or pornography, a specific individual predisposition is the main factor, Davis argues. Consequently, it is assumed that GIA is directly linked to the options the Internet itself provides, while SIA can also be developed outside the Internet, but is aggravated by the enormous functions offered by the Internet applications (Brand et al., 2014). 1.6 Consequences of internet addiction: Unlike chemical dependency and substance abuse, the Internet offers several direct benefits as a technological advancement in our society and not a device to be criticized as addictive (Montag & Reuter, 2015). The hallmark consequence of substance dependence is the medical implication involved, such as cirrhosis of the liver due to alcoholism, or increased risk of stroke due to cocaine use. While the physical side effects of utilizing the Internet are mild compared to chemical dependency, addictive use of the Internet will result in similar familial, academic, and occupational impairment (Young, 1999). Internet Addiction 25 Internet Addiction Academic problems Physical Problems Family Problems Occupational problems Fig. 4: Internet Addiction side effects. *Physical problems: Disturbed sleep pattern, due to late night log-ins, causes excessive fatigue often making academic or occupational functioning impaired and m ay decrease one‟s immune system, leaving the patient vulnerable to disease. The sedentary act of prolonged computer use may result in a lack of proper exercise and lead to an increased risk for carpal tunnel syndrome, back strain, or eyestrain (Young, 1999). Eating irregularities, such as skipping meals, may affect proper development especially in younger groups (Rosen et al., 2014). Internet Addiction 26 *Also to be mentioned that South Korea considers Internet addiction one of its most serious public health issues (Ahn, 2007). After a series of 10 cardiopulmonary-related deaths in Internet cafés (Choi, 2007) and a game-related murder (Koh, 2007). *Family problems: Although family problems may be a trigger to internet addiction, it could be a result of such a problematic behavior. Marriages, dating relationships, parent-child relationships, and close friendships have been noted to be seriously disrupted by ”net binges.” Patients will gradually spend less time with people in their lives in exchange for solitary time in front of a computer (Young, 1999). *Academic problems: The Internet has been touted as a premiere educational tool driving schools to integrate Internet services among their classroom environments. However, a study by young (1998) found that 58 % of those identified as excessive users also received poor grades. Similarly, Shields and Kane (2011) found that students‟ grades were negatively associated with time spent online. Another study has shown a relationship between problematic Internet use and poor motivation to study, Internet Addiction 27 especially in self-generated motivational domains (Reed & Reay, 2015). *Occupational problems: Any misuse of time in the workplace creates a problem for managers, especially as corporations are providing employees with a tool that can easily be misused (Young, 1999). 1.7 Management of internet addiction: The concern of Internet Addiction and its negative consequences increased. However, no standard protocols for clinical treatment of IA exist. Traditional abstinence models are not practical interventions when they prescribe banned Internet use as the use of internet is legitimate in business and home practice. The focus of treatment should consist of moderation and controlled use. (Young, 1999) While moderated Internet use is the primary goal of treatment, abstinence of problematic applications is often necessary. Specific applications such as a particular game, a particular gambling site, or a particular sex site will trigger net binges. Abstinence of the „trigger‟ application is essential to help the client recover from the problematic Internet Addiction 28 Management Pharmacotherapy Mood Stabilizers Opioid Receptor Antagonists Anti-Depressant Psychotherapy CBT Motivational Interview application(s) while retaining controlled use over legitimate business Internet use (Montag & Reuter, 2015). Fig. 5: Management of Internet Addiction. Psychotherapy approach: It includes a variety of interventions and a mix of psychotherapy theories to treat the behavior and address underlying psychosocial issues that are often co-existent with this addiction (e.g., social phobia, mood disorders, sleep disorders, marital dissatisfaction, or job burnout). The most commonly discussed therapies are Cognitive- Behavioral Therapy (CBT) and Motivational Interviewing (Montag and Reuter, 2015). Internet Addiction 29 A- Cognitive Behavioral therapy: CBT is a familiar treatment based on the premise that thoughts determine feelings. In general, clients are taught to monitor their thoughts and identify those that trigger addictive feelings and actions while learning new coping skills and ways to prevent a relapse. CBT usually requires 3 months of treatment or approximately 12 weekly sessions. With Internet addicts, it has been suggested that the early stage of therapy should be behavioral, focusing on specific behaviors and situations where the impulse control disorder causes the greatest difficulty. Cognitive therapy is also used to deal with maladaptive thoughts often associated with addictive or compulsive behavior (Young, 2011). Young outlined in her article in 2011, the three phases of CBT-IA: 1- In the first phase, behavior modification is used to gradually decrease the amount of time the addict spends online. 2- In the second phase, cognitive therapy is used to address denial that is often present among Internet addicts and to combat the rationalizations that justify excessive online use. Internet Addiction 30 3- The third phase uses Harm Reduction Therapy (HRT) for continued recovery and relapse prevention. B- Motivational Interviewing: Motivational interviewing is a goal-directed style of counseling for eliciting behavior change by helping clients to explore and resolve ambivalence. Motivational interviewing involves asking open-ended questions, giving affirmations, and reflective listening. Questions about hours spent on using the internet, preferable sites, consequences of internet usage, any complain from family or friends, and about client‟s feeling while offline.. etc. It is helpful for the client to gain a sense of responsibility for his or her behavior. By allowing the client to resolve their ambivalence in a manner that gently pushes them, helps the client to be more inclined to acknowledge the consequences of their excessive online use and engage in treatment. Generally, the style is quiet and eliciting rather than aggressive, confrontational, or argumentative (Montag & Reuter, 2015). Pharmacotherapy approach: The literature provides small, but convincing evidence for a link between biological brain abnormalities Internet Addiction 31 in patients addicted to substances and similar brain abnormalities in patients with IA (Camardese et al., 2015). Activation of dopaminergic system results in feelings of reward and pleasure, while hypo-dopaminergic function stimulates cravings, which in turn affects attention to goals, maintenance of cognitive control, and ability to make action plans and then monitor action (Tanji & Hoshi, 2008). Abnormal dopaminergic functions in nucleus accumbens which linked to reward-deficient aberrant behavior (RDAB) can be associated with both substanceuse disorders, and also in uncontrolled internet gaming, and other related behavioral addictions e.g. gambling and sex addiction (Blum et al., 2012). Depending on previous studies, the psychopathology of Internet Addiction (impulsivity (Lin et al., 2011), compulsivity (Meerkerk et al., 2009), craving (Cash et al., 2012), and on the commonly associated comorbid conditions, we could mention the following classes of psychotropic medications for IA treatment. 1-Antidepressants in particular SSRI play a role in IA treatment because of their ability to improve the resistance Internet Addiction 32 to the urge and the control of compulsive repetition (Camardese et al., 2015). Some Studies show close relationship between serotonergic dys-regulation, impulsivity, and symptoms of the obsessive-compulsive spectrum, for which serotonergic drugs are known to be effective (Goddard et al., 2008). Also the prevalence of co-morbid depression among internet addicts (Lee YS. et. al., 2008) increase the role of SSRI. 2- Opioid Receptor Antagonists, e.g. naltrexone and nalmefene, inhibit dopamine release in the nucleus accumbens and ventral pallidum and have been considered for use in some behavioral addictions. A case study reported that about using naltrexone for treatment of cybersex male addict that resulted in 3 years of remission (Bostwick & Bucci, 2008). 3- Mood Stabilizers usage among internet addicts aren‟t investigated yet, but it could be promising group of medication in such area as Lithium & mood stabilizing anticonvulsants could be used in impulse control disorders. Also valproate appears to be a fruitful medication to study due to preliminary evidence demonstrating its anti-craving efficacy (Maremmani et al., 2010). Internet Gaming Disorder 33 Chapter 2 Internet Gaming Disorder Internet gaming is one of the most popular internet activities. It can be pleasurable and rewarding but some individuals develop pathological manner of usage of such activity. Through the past few years, researchers‟ interest towards this pathological behavior increased and Internet Gaming Disorder (IGD) was listed in Diagnostic and Statistical Manual of Mental Disorders (DSM–5). 2.1 Definition: As mentioned in DSM-5 (2014), IGD is persistent and recurrent use of the internet to engage in games, often with other players, leading to clinically significant impairment or distress. 2.2 History & development of internet gaming: In the 1980s, games such as Space Invaders, Pac Man, and Donkey Kong were popularized. These were single-player games against the machine and getting good at the game only meant a high score and improvement of the gamers‟ eye-hand coordination. By the 1990s, gamers became immersed in a virtual world that they helped to Internet Gaming Disorder 34 create instead of just playing a single player game. Games such as Doom and Quake were introduced that allowed players to create new rooms, customize their characters, and specify the kinds of weapons used. By the late 1990s, the gaming industry exploded. Manufactures such as Sony and Microsoft have developed more sophisticated and interactive features into their games and the technology has become much more portable and mobile making online games accessible anytime and anywhere (Young, 2009). Players can select more detailed representations for their characters. For example, human characters, players can select skin color, hair color, height, weight, and gender. They also can decide on a character‟s profession, ranging from a banker, lawyer, dancer, engineer, thief, elf, or gnome, depending on the game. Each player must choose a name for the character. Some take great care in determining just the right name. They spend hours living as this “other person” and begin to identify with the character that feels more real and less fictional the longer they play (Yee, 2006). Researchers show interest with massively multiplayer online role-playing games (MMORPG). MMORPG are games where one creates an avatar in a Internet Gaming Disorder 35 virtual fantasy world and interacts with other online players to complete missions and journeys (Taneli et al., 2015). Some reports reveal that MMORPG players have a high rate of IGD (Billieux et al., 2015; Achab et al., 2011). 2.3 Prevalence: Information about prevalence of IGD is inconclusive because of different criteria used for diagnosis, also cross cultural variations could play role. Studies show different prevalence rates for example a study in Singapore reported prevalence of 8.7% among youth (Choo et al., 2010) & Hong Kong another study showed 15.6% were identified to have gaming addiction (Wang, 2014). Only 1.6% of adolescents in a European study met full criteria for IGD (Mu¨ller KW. et. al., 2015) study in Oxford University showed a very small proportion of the general population, between 0.3%and 1.0%, that might qualify for IGD diagnosis (Przybylski et al., 2016). 2.4 Effects of video games: Video games have beneficial impacts in domains like cognitive, emotional, motivational, social (Granic et al., 2014). However, several studies showed its negative impacts e.g. addiction possibility, exposure to graphic Internet Gaming Disorder 36 Cognition *Improve selective attention. *Train Spatial memory *May cause desensetizat ion Emotion *Improve the Mood *promote relaxation *Maladaptive svoidant strategy. *May increase aggression and decrease empathy. Social *May Help learning Social Skills. BUT *May Interfere with Real life and negatively affect it. Motivation *Improve the intelligence through intermettie-nt reinforcement (Failure used as Motive) violence, contribution to obesity, cardio-metabolic problems (Palaus et al., 2017). Fig. 6: Effects of Internet Games. Playing Function: Erikson in 1977 proposed that play contexts allow children to test social experiences and simulate alternative emotional consequences, which can then achieve resolution outside the play context. Also in 1962 Piaget theorized that made-believe play helps children to reproduce real-life conflicts, to find out ideal resolutions for their own pleasure, and to improve negative feelings (Granic et al., 2014). Internet Gaming Disorder 37 1- Cognition: Action game players appear to have better selective attention than non-action players e.g. role playing gamers (Krishnan et al., 2013). Comparing video game players (VGPs) & non-VGPs, a study reported that habitual gamers have more efficient top down attention (sustained attention) through their better ability to allocate their attention resources more efficiently and filter out irrelevant information more effectively (Bavelier et al., 2012). Also spatial skills can be trained by using video games in a relatively brief period and those benefits last over an extended period of time, and can be transferred to other spatial tasks outside the video game context (Uttal et al., 2013). 2-Motivation: Video games use failure as motivational tools and provide only intermittent chances for success. In 1974, Kidell reported that intermittent reinforcement models are the most effective in training new behavior. Such games give players a lesson about Persistence in the face of failure to gain rewards (Ventura et al., 2013). Two theories of intelligence were proposed, entity theory of intelligence (which maintains that intelligence is an innate trait, something that is fixed and cannot be improved) and incremental theory of intelligence (in which intelligence is Internet Gaming Disorder 38 malleable, something that can be cultivated through effort and time) (Dweck & Molden, 2005). Granic & her team (2014) considered video games as an ideal training ground for acquiring an incremental theory of intelligence because they provide players concrete, immediate feedback (e.g., points, coins, dead ends in puzzles) regarding specific efforts players have made. 3-Emotions: No doubt, games are fun and they can bring positive emotions to players. For example, some studies reported that playing games with minimal interfaces, shortterm commitments, and a high degree of accessibility (e.g. Puzzle video games) can improve players‟ moods, promote relaxation, and prevent anxiety (Russoniello et al., 2009). However, it is important to study the extent to which turning to video games to feel better is adaptive and at what point using games becomes an avoidant strategy that leads to more negative outcomes. Other studies suggest that exposure to violent video games is a causal risk factor for increased aggressive affect and for decreased empathy (Anderson et al., 2010). It could occur via changes in cognitive and personality factors associated with desensitization (Bartholomew et al., 2005). It is unclear whether playing a violent video game for a brief period of Internet Gaming Disorder 39 time would affect measures of desensitization to violence or of empathy for violence victims. Systematic desensitization therapies suggest that repeated exposures to gory scenes of violence and to pain and suffering of others will have some impact on a person‟s physiological reactions to new scenes of violence (desensitization) and on empathetic responses to victims (Anderson et al., 2010). 4-Social: Today, video games became of social nature unlike those in previous decades. Over 70% of gamers play their games with a friend, either cooperatively or competitively (Entertainment Software Association, 2012). Some studies propose that gamers are rapidly learning social skills and prosocial behavior that might generalize to their peer and family relations outside the gaming environment (Granic et al., 2014; Gentile & Gentile, 2008). A number of studies focused on the relation between civic engagement and gaming, they reported that adolescents who played games with civic experiences (e.g., massive multiplayer online role-playing game (MMORPG)) were more likely to be engaged in social and civic movements in their everyday lives (e.g., volunteering and raising money for charity.. etc.) (Lenhart et al., 2008). However, in a study participants were divided into groups Internet Gaming Disorder 40 depending on the type of game played. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in “real-life” socializing and academic work (Smyth, 2007). Other studies reported that temporary increase in aggressive cognition and affect, caused by exposure to violent video games, might interfere with empathic thoughts and emotions that frequently underlie helping behavior (Anderson et al., 2010). Some types of video game like those aiming at saving the princess and killing enemies, might prime a type of “hero” script and thereby lead to an increased likelihood of certain limited types of helping behavior. 2.5 Diagnosis and DSM-5 proposed Criteria: Internet gaming disorder (IGD) listed in Section III, Conditions for Further Study of the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM–5). (DSM-5, 2014) See Table 3 In DSM-5, they stressed on only non-gambling internet games can be included in this disorder. Also other purposes for internet usage like social, professional, or sexual sites are excluded. Internet Gaming Disorder 41 •Thinking about previous gaming or anticipate the next game. It becames the dominante activity. Preoccupation • When internet gaming is away, individual suffers irritability, anxiety, or sadness. Withdrawal •Need to spend increasing amounts of time emgaged in inernet games. Tolerance •Unsuccessful attempts to reduce, control or stop internet games. Loss of control •Loss of interests in previous hobies and entertainment as a result of, and with the exception of, internet games. Give up other activities •continued excessive use of internet games despite knowledge of negative psychosocial problems. Continue despite problems •Deceiving family members, therapists, or others regarding the amount of internet gaming. Deception •Use internet games to escape or relieve a negative mood. Escape adverse mood •Has jeopardized or lost a significant relationship, job, or educational or career opportunity because of internet gaming. Loses To some authors IGD is a subtype of video game addiction and they don‟t differentiate between problematic video game use and problematic online game use (Porter et al., 2010). They consider the internet as a medium that could enhance a problematic or addictive behavior (Griffiths & Pontes, 2014). Table 2: DSM-5 proposed criteria of IGD. Internet Gaming Disorder 42 2.6 Management of IGD: Treatment services of Internet Gaming Disorder are increasing worldwide, especially in east Asia. Many studies were done to assess treatment trials even prior to inclusion of IGD in DSM-5 (King et al., 2011). But there is in sufficient treatment literature with long term therapeutic benefit (King and Delfabbro, 2014). Trials were similar to those mentioned in the previous chapter “Internet Addiction”, with a larger evidence base of cognitive-behavioral therapy than other therapies (King et al., 2017). Sleep 43 Chapter 3 Sleep Sleep is one of our daily routines. Everyone needs sleep, although its biological purpose is a mystery. It is a homeostatically regulated body process, and prolonged sleep deprivation is fatal. (Assefa et. al., 2015) According to the National Institute of Mental Health, sleep is endogenous, recurring, behavioral states that reflect coordinated changes in the dynamic functional organization of the brain and that optimize physiology, behavior, and health. Homeostatic and circadian processes regulate the propensity for wakefulness and sleep (Assefa et al., 2015). Broadly it is divided into two types, rapid eye movement (REM) sleep and non-rapid eye movement (NREM) sleep (Walker, 2005). 3.1 Anatomy of sleep: Several structures in the brain play role in sleep-wake cycle. 1- Hypothalamus: Within the hypothalamus is the suprachiasmatic nucleus (SCN) – clusters of thousands of cells, called the Biological clock. (French & Muthusamy, 2016) It is responsible for the circadian Sleep 44 rhythm which is is tightly regulated by changes in the lighting cycle (Correa et al., 2017). 2- Brain stem: communicate with the hypothalamus to regulate sleep and wake. The reticular activating system modulate our sleep–wake states, also affects our response to the world around us through its projections to the thalamus and then the cortex (Garcia-Rill et al., 2013). 3- Thalamus: During transition from wakefulness to NREM sleep, the thalamo-cortical neurons‟ membrane shows electrical changes that lead to inhibition of the incoming messages & deprivation of signals from the outside world (Steriade, 2003). 4- Pineal gland: as a neuro-endocrine gland that can produce melatonin, which helps to put us to sleep, in response to light-dark cycle (Axelrod, 1983). 5- Amygdala: involved in emotional processing. It shows strongest activity during REM sleep (Genzel et al., 2015). 3.2 Sleep cycle: It seems simple mechanism, sleeping when we are tired at night and waking up refreshed at morning but it carries more complicated details. Electroencephalography (EEG) helped researchers to relate sleep to brain activity Sleep 45 and smashed the concept that the brain has no activity during sleep (Kanda et al., 2016). In EEG, there are four main rhythms in brain activity (Estrada et al., 2004) as shown in table 3. Table 3: Main brain rhythms on EEG Rhythm Voltage Frequency Shape Beta Waves Low voltage (around 5 μV) 14 to 30 Hz Alpha Waves Higher than Beta 8 to 13 Hz Theta waves Greater than alpha 4 and 7 HZ Delta waves Greatest amplitude 3 Hz or Less Stages of Sleep: Stage 0 of sleep: (Awake) Eyes are opened, with rapidly changing EEG and prominent Beta and Alpha waves (Acharya et al., 2005). Stage 1 of sleep: considered the midway between sleep and wakefulness. It lasts for a short time about 5 – 10 minutes (Asaad, 2013) with Alpha and Theta waves on EEG (Estrada et al., 2004). Sleep 46 Stage 2 of Sleep: in which, the brain produces the low voltage waves of stage one plus a sharp, high voltage transient wave known as K-Complex and bursts of waves having a frequency of 12 to 15 Hz called sleep spindles (Estrada et al., 2004). It lasts for about 20 minutes (Asaad, 2013). Stage 3 of Sleep: is considered a transitional zone between light and deep sleep. Delta waves started to emerge in the background (Acharya et al., 2005). Stage 4 of Sleep: stage 4 and 3 called Deep Sleep stage lasts for around 30 minutes (Estrada et al., 2004). It is associated with high amplitude waves but with sloe frequency less than 2 HZ (Delta waves) (Acharya et al., 2005). Stage 5 of Sleep / REM stage/ Paradoxical sleep: is characterized by rapid eye movements along with the occasional muscular twitches, increased respiratory rate, dreaming, and increased brain blood flow (Asaad, 2013). The brain activity is reversed from Stage 4 to a pattern similar to stage 1 (Estrada et al., 2004). Sleep 47 3.3 Sleep Regulation: Many researchers think that there is more than one center controlling sleep, which activate and inhibit each other. Others reported that sleep regulation results from interaction between homeostatic process (Process S) and process controlled by circadian pacemaker (Process C) (Borbély et al., 2016). Process S is driven by the depletion of glycogen and accumulation of adenosine in the forebrain that disinhibits the Ventrolateral preoptic nucleus, leading to inhibition of the ascending reticular activating system. (Schwartz & Roth, 2017) Process C is mainly derived by the suprachiasmatic nucleus (SCN) to keep an internal daynight rhythm. Brain stem, Hypothalamus, and basal forebrain are responsible for arousing the thalamus and cortex. Also they are inhibited during sleep by ȣaminobutyric acid (GABA) containing neurons (Saper, 2005). On the other hand, serotonin (5-HT) and dopamine (DA) function to promote waking and to inhibit slow wave sleep and/or rapid-eye-movement sleep (Monti & Jantos, 2008). However, in the 11th edition of synopsis (2015), it was mentioned that prevention of serotonin synthesis or destruction of dorsal raphe nucleus, that contains nearly all Sleep 48 brain‟s serotonergic cells, reduces sleep for considerable time. Melatonin is considered as an internal sleep „facilitator‟ in humans, so it could be used for treatment of insomnia and the readjustment of circadian rhythms (Cajochen et al., 2003). 3.4 Sleep Functions: The Exact Function of sleep is still a biological mystery. *Emotions: Neuroimaging studies reveal significant activity increases during REM sleep in emotion-related regions both sub-cortically, in the amygdala, striatum and hippocampus, and cortically, in the insula and medial prefrontal cortex (Dang-Vu et al., 2010). Depressed persons have marked disruptions of the REM sleep patterns in the form of shortened REM latency (60 minutes or less), increased percentage of REM sleep, and shift of REM sleep from last half of night to first half (Sadock et al., 2015). Also accumulated sleep loss leads to an amplification of negative emotions in response to disruptive daytime experiences, while blunting the affective benefit associated with goal-enhancing activities (Zohar et al., 2005). Sleep 49 *Memory: Sleep support system consolidation and synaptic consolidation of memories and coordinate the reactivation and redistribution of hippocampus-dependent memories to neocortical sites (Diekelmann and Born, 2010). *Metabolism: Decreased sleep amount increases energy and fat intakes. If sustained and not compensated by increased energy expenditure, it may lead to obesity (St- Onge et al., 2011). One of the studies reported that prolonged sleep restriction decreases resting metabolic rate, and increases postprandial plasma increasing the risk of obesity & diabetes. It could be normalized within 9 days of recovery sleep and stable circadian re-entrainment (Buxton et al., 2012). *Homeostasis: It‟s known that sleep has a restorative function and have a role in thermoregulation and other homeostatic functions (Sadock et al., 2015). 3.5 Sleep requirements: Sufficient sleep duration is variable across the life span and from person to person. The following table (Table 4) is going to show the recommended hours of sleep to different age groups. It‟s to be mentioned that sleep Sleep 50 duration outside the recommended range could be normal but extreme deviation would affect individual‟s health and well-being (Hirshkowitz et al., 2015) Table 4: The normal range of sleep duration according to different age groups Age Sleep hours needed Infants 12 - 15 Pre-scholar 10 - 13 School aged children 9 - 11 Adults 7 - 9 Older adults (> 64yr) 7-8 Sleep needs increase with increased physical work, pregnancy, illness, and increased mental activity (Sadock et al., 2015). 3.6 Sleep Disorders: There are two major classifications of sleep disorders including the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5) and International Classification of Sleep Disorders third edition (ICSD3). In DSM-5, the sleep-wake disorders includes 10 disorders or disorder groups: Insomnia disorder, Hypersomnolence disorder, Narcolepsy, Breathing-related sleep disorders, Circadian rhythm sleep-wake disorders, non-rapid eye Sleep 51 movement (NREM) sleep arousal disorders, nightmare disorder, rapid eye movement (REM) sleep behavior disorder, restless legs syndrome, and substance/medicationinduced sleep disorder (DSM-5, 2014). In ICSD3, seven major categories of sleep disorders were identified, including insomnia disorders, sleep-related breathing disorders, central disorders of hypersomnolence, circadian rhythm sleep-wake disorders, sleep-related movement disorders, parasomnias, and other sleep disorders (Sateia, 2014). In this part of the chapter we won‟t give much details about the whole sleep problems but we would like to stress on those hypothesised to have relation to internet addiction and internet gaming disorders e.g. insomnia, short sleep duration and poor quality of sleep (Lam, 2014). Insomnia: As mentioned in DSM-5 (2014), a prominent complaint of dissatisfaction with sleep quantity or quality with one (or more) of the following symptoms: 1- Difficulty initiating sleep. 2- Difficulty maintaining sleep. e.g. frequent awakening or difficulty falling asleep after awakening. Sleep 52 3- Early morning awakening with inability to return to sleep. The previous symptoms should occur at least 3 nights per week and to persist for at least 3 months. Also it should lead to significant distress or impairment of any of the areas of functioning and not caused by any other illness or substance effect. Insomnia leads to many negative consequences as irritability, poor memory, fatigue and lack of energy that affect work sufficiency. Also it would lead to accidents and sleepiness while driving (Cunnington et al., 2013). Poor Sleep Quality: Buysse proposed definition of Sleep Health as a multidimensional pattern of sleep-wake-fullness, adapted to individual, social, and environmental demands, promoting physical and mental well-being. And he reported that good sleep health associated with individual satisfaction, appropriate timing, adequate duration, high efficiency, and sustained alertness during waking hours (Buysse, 2014). In sufficient sleep or poor quality sleep may lead to impairment in cognitive regulation and reward-related brain function and to increase in health compromising behaviors such as substance use especially in adolescents (Hasler et Sleep 53 al., 2012; McKnight-Eily et al., 2011) Telzer & et al. (2013), on their study examining the effects of poor sleep quality on adolescents, reported that poorer sleep individuals may be more apathetic, less confident, greater likelihood of engaging in risk taking and less caring during decision making. This suggests that they suffer from less efficient cognitive control brain function. Another study using MRI to detect cortical atrophy, they found that poor sleep quality is associated with longitudinal cortical atrophy (Sexton et al., 2014). In animal study, it was found that prolonged restriction or disruption of sleep may lead to reduced cell proliferation, cell survival, and neurogenesis within the hippocampus (Meerlo et al., 2009). One of the scary negative consequences of poor sleep quality, is the increased risk for suicidal especially among those suffering from difficulty falling asleep and non-restorative sleep (Bernert et al., 2014). Disturbed Circadian Rhythm: During nocturnal sleep, pro-inflammatory hormones and cytokines are synchronized to facilitate the initiation of adaptive immune responses in lymph nodes while during daytime activity, anti-inflammatory signals, hormones, and cytokines appear to support immediate effector functions Sleep 54 (Levi et al., 1991). So when this intrinsic 24-h sleep-wake rhythm is disrupted, health would be compromised (Hastings et al., 2008). 5.7. Sleep and Internet No doubt that the internet became an integral part of our life. Also sleep maintains our homeostatic function. We need both of them but how they could affect each other is one of the important issues that recent studies started to demonstrate. Excessive internet use leads to irregular sleep patterns due to an irregular bedtime schedule (Kamal & Mosallem, 2013; Kim et al., 2010) And this could lead to disturbed circadian rhythm (Chen & Gau, 2016). A Korean study showed that the deeper the addiction of smart phones the lower the sleep quality (Heo et al., 2015). Also among those suffering from Internet Gaming Disorder (IGD), Sleep problems were detected (Satghare et al., 2016; Rehbein et al., 2015). Sleep 55 Some researchers found that not only internet addiction may affect sleep but also people who suffer from decreased ability to fall asleep at night, would engage in internet usage more than others keeping them at higher risk of internet addiction (Chen & Gau, 2016). Methodology 56 Methodology 1) Design: Comparative observational Cross sectional study have been applied during the academic year 2016-2017 in Ain Shams University. 2) Participants: Data were collected from 596 students of the first year of Ain Shams University. from randomly selected 6 different faculties (3 theoretical & 3 practical faculties). Operational Definition of adolescents: * According to the Unicef: the Adolescence period is divided into two stages: early adolescence (10–14 years) and late adolescence (15–19 years) (Unicef, 2011) * According to the American Academy of Pediatrics, it‟s roughly divided into three stages: early adolescence (11-14 years), middle adolescence (15-17 years) and late adolescence (18-21years). *Inclusion Criteria: - Being a student of first year in Ain Shams University. - Age range: 17 – 19 years old. Methodology 57 - Both sexes. *Exclusion Criteria: - Being a known psychiatric patient or receiving psychiatric medications. - Exceeding the Age limits. 3) Tools: 1-Informative designed questionnaire: containing personal data (including Age, Sex, faculty, and grade) and further questions to assess the following: * Most Frequently used internet activities (Information search/Online gaming/Online Shopping/Chatting/Social networks/Pornographic sites/Downloading/Checking email) * Hours spent online per day. 2-Socio-Economic Status (SES) Scale: it is the updated form of the scoring system of Fahmy and El-Sherbini for measurement of socioeconomic status. It has 7 domains with a total score of 84. The Socioeconomic level was classified into very low, low, middle and high levels depending on the quartiles of the score calculated (El- Gilany et al., 2012). Methodology 58 3-Young Internet Addiction test (IAT): is a 20-item scale that measures the presence and severity of Internet dependency among adults. It measures characteristics and behaviors associated with compulsive use of the Internet that include compulsivity, escapism, and dependency. Questions also assess problems related to addictive use in personal, occupational, and social functioning. Questions are randomized and each statement is weighted along a Likert-scale continuum that ranges from 0 = less extreme behavior to 5 = most extreme behavior for each item (Young, 1999). We used the Arabic version which is the translated & validated form of the original test (Reda et al., 2012). 4-Internet Gaming Disorder (IGD) Scale: using the short dichotomous form which is 9-item scale that can discern 3 groups: normal gamers, risky gamers, disordered gamers (Lemmens et al., 2015). We used the Arabic version that we adapted. 5-The Pittsburgh Sleep Quality Index (PSQI): is a selfrated questionnaire which assesses sleep quality and disturbances over a 1-month time interval. Nineteen individual items generate seven ”component” scores: Methodology 59 subjective sleep quality, sleep latency, sleep duration, habitual sleep efficiency, sleep disturbances, use of sleeping medication, and daytime dysfunction. The sum of scores for these seven components yields one global score (Buysse et al., 1989). 6-The Mini International Neuropsychiatric Interview for children and adolescents (MINI KID): developed jointly by psychiatrists and clinicians in the US and Europe, for Diagnostic and Statistical Manual of Mental Disorders- IV (DSM-IV) and International Classification of Diseases (ICD) 10th revision psychiatric disorders. With an administration time of approximately 15 min, it was designed to meet the need for a short but accurate structured psychiatric interview for multicenter clinical trials and epidemiology studies (Sheehan et al., 1998). 4) Procedure: 1- Adaptation of the internet gaming disorder scale Firstly, permission from the author had been obtained to translate & validate the Internet Gaming Disorder (IGD) scale. Then the original scale was translated from English into Arabic by a professional translator then translated back Methodology 60 into English by psychiatric consultant who is unaware of the original version of the scale. The original English and back-translated versions were compared by 3 experts to ensure consistency of the 2 versions and to reconcile any problematic items. Secondly, two versions of the IGD scale (English & Arabic versions) were distributed in two different sittings among 26 bilingual individuals who use internet games and the results were compared to make sure that both versions give the same results. 2- Sampling: Sampling was conducted in March and April 2017. Printed copies of the previously mentioned scales (Informative designed questionnaire, IAT, IGD scale, SES Scale, PSQI) were distributed among Ain Shams University first year students after obtaining ethical approvals and necessary university authorities‟ permission. We randomly selected 6 faculties, 3 of them practical and the others were theoretical. The purpose of the test was fully explained to all participants, who gave informed consent to take part in the study. Then a randomly selected sample of the pathological users and non-pathological users has been subjected to the MINI-Kid to explore associated psychiatric morbidity. Methodology 61 The responses were collected and confidentiality of the participants was ensured by locking away the filled in surveys in a locker with access limited to the researchers. 3- Data analysis: => At first data analysis for translating and validating Internet Gaming Disorder (IGD) scale: Three stages of analysis were carried out. The first was on a sample of 26 bilingual subjects to assess the agreement between the Arabic and English Versions. The second was for assessing the internal consistency of the Arabic scale, using a sample of 204 university students. The third was to assess the reliability of the Arabic scale through measuring the agreement among the test/retest (with 30 days interval). The collected data was revised, coded, tabulated and introduced to a PC using Statistical package for Social Science (IBM Corp. Released 2011. IBM SPSS Statistics for Windows, Version 20.0. Armonk, NY: IBM Corp). Data has been presented and suitable analysis was done according to the type of data obtained for each parameter. Methodology 62 => Secondly Analysis for the results of the Scales: Descriptive analyses were used to describe scores of the scales considering mean, Standard deviation (± SD) and range for parametric numerical data and frequency and percentage of non-numerical data. Student T Test was used to assess the statistical significance of the difference between two study group means as in testing the relation between Internet Addiction Test scores and students‟ sex and sleep quality. ANOVA test was used to assess the statistical significance of the difference between more than two study group means as in testing relation between Internet Addiction and Internet Gaming disorder. Chi-Square test was used to examine the relationship between two qualitative variables and Fisher’s exact test was used to examine the relationship between two qualitative variables when the expected count is less than 5 in more than 20% of cells. Correlation analysis (using Pearson’s method) was used to assess the strength of association between two quantitative variables. The correlation coefficient denoted Methodology 63 symbolically ”r” defines the strength and direction of the linear relationship between two variables. All statistical analyses were conducted using the IBM SPSS Statistics (20.0) software. A 𝑃 value of less than 0.05 was considered statistically significant. Results 64 Results The results of the main two steps of data analysis were as follows: 1- Validation of the internet gaming disorder scale Arabic version Stage 1: Questionnaire validity was assessed using Kappa statistics to compute the measure of agreement between the Arabic and English version of questionnaires, Kappa values ranged from 0.351 to 0.920 which indicate fair to almost perfect agreement. The P value was less than 0.01 for all questions except for question no. 4 which was the only one with fair agreement unlike other questions showing higher results. Results 65 Table 5: Validity of the Arabic version of the scale through measuring the Agreement between both versions Measurement of Agreement (Kappa) Approx. Sig. Q1/AR*Q1/EN .838 .000 Q2/AR*Q2/EN .920 .000 Q3/AR*Q3/EN .689 .001 Q4/AR*Q4/EN .351 .064 Q5/AR*Q5/EN .595 .003 Q6/AR*Q6/EN .651 .001 Q7/AR*Q7/EN .783 .000 Q8/AR*Q8/EN .848 .000 Q9/AR*Q9/EN .595 .003 AR: Arabic version. EN: English version. Stage 2: Alpha (Cronbach) was used to assess the internal consistency of the scale. It was 0.612 which is an appropriate value. Stage 3: Questionnaire reliability was assessed using Kappa statistics, Kappa values ranged from 0.271 to 0.848 which means fair to almost perfect agreement. Results 66 Table 6: Reliability of the Arabic version through measuring the agreement between answers in day 1 and those in day 30 Measurement of Agreement (Kappa) Approx. Sig. Q1/D1*Q1/D30 .772 .000 Q2/D1*Q2/D30 .674 .000 Q3/D1*Q3/D30 .533 .000 Q4/D1*Q4/D30 .476 .001 Q5/D1*Q5/D30 .327 .025 Q6/D1*Q6/D30 .271 .064 Q7/D1*Q7/D30 .700 .000 Q8/D1*Q8/D30 .848 .000 Q9/D1*Q9/D30 .614 .000 2- Results of the search scales: A) Personal characteristics of the sample: Our sample consisted of 596 student of first year of Ain Shams University. The mean of their age was 18.5 years, and 55.5% of the sample was females. Most of the sample was of middle socioeconomic level. Data was collected from 6 different faculties: Commerce, Literature, Low, Medicine, Science, and Engineering. Grades of the students were divided into Excellent, Very Good, Good, Accepted, Failed. All of those characteristics are displayed in table (7). Results 67 Table 7: Personal characteristics of the sample: Mean ±SD Age (Yr) 18.6 .5 Sex (n %) Male 265 44.5% Female 331 55.5% SES (n %) Low 31 5.2% Middle 363 60.9% High 202 33.9% Faculty (n %) Commerce 106 17.8% Law 101 16.9% Literature 100 16.8% Medicine 100 16.8% Science 99 16.6% Engineering 90 15.1% Grades (n %) Excellent 52 8.7% V. Good 138 23.2% Good 217 36.4% Accepted 142 23.8% Failed 47 7.9% Results 68 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% Percent Negative Mild Moderate Severe Internet Addiction B) Internet behavior among the sample: Students used the internet for about 2-8 hours/day and most of them using it for more than 1 year. According to the results of the Internet Addiction Test (IAT), 46.6% of the sample had moderate internet addiction. Through asking the students about the most visited sites we found that 89.6% from them were using the social media. See table (8). Fig. 7: Internet Addiction prevalence among the sample. Results 69 0% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% Percent Normal Risky Disordered Internet Gaming Disorder Table 8: Prevalence of internet addiction among selected sample, and the most visited sites Mean ±SD Internet Addiction (n %) Normal 54 9.1% Mild 242 40.6% Moderate 278 46.6% Severe 22 3.7% Most visited site (n %) Social Media 517 89.6% Information Surfing 43 7.5% Internet Gaming 13 2.3% Pornographic Sites 4 .7% Hrs. online/day 5.74 3.82 Results showed that 63.4% from the students were not using online games. Among the rest of the sample 48% were at risk to develop Internet Gaming Disorder (IGD). Fig. 8: Internet Gaming Disorder prevalence. Results 70 Also we found that 46.7% from game players use Massive Multiplayer Online (MMO) games. See table 9. Table 9: Online gaming behavior (number of users of online games, type of the game they play and prevalence of IGD among players) N % Playing online Games No 378 63.4% Yes 218 36.6% Type of online Games MMO 85 46.7% Not MMO 97 53.3% Internet Gaming Disorder (Among players only) Normal 77 35.3% Risky 106 48.6% Disordered 35 16.1% Through further analysis of the Internet Addiction Test (IAT) we found that the most prominent symptom among participants is lack of control followed by anticipation. See table 10. Results 71 0% 10% 20% 30% 40% 50% 60% 70% Mean Percent Salience Excessive usage Work negligence Anticipation Lack of control Social life negligence Score percentage Table 10: Symptoms and patterns of Internet Addiction Mean ±SD Salience score percentage 42% 17% Excessive usage score percentage 52% 18% Work negligence score percentage 44% 21% Anticipation score percentage 55% 25% Lack of control score percentage 61% 22% Social life negligence score percentage 48% 24% Fig. 9: Symptoms and patterns of Internet Addiction. Results 72 Sleep Quality 37.6% 62.4% Good Sleep Quality Bad Sleep Quality C) Sleep Quality of the students: According to Pittsburgh Sleep Quality Index (PSQI), 62.4% of the participants were suffering from poor sleep Quality. Fig. 10: Sleep Quality among participants. We found high significant relation between sleep quality and Internet Addiction, as we found that around 72% from severe internet addict suffer from poor sleep quality in comparison with 40% of non-addicts. See table 11. Also a high significant relation (with P value less than 0.001) between sleep quality and IGD was founded. As in the up-coming figure we could find that 68% from disordered players and 67% from risky players suffer from poor sleep quality. Results 73 0% 10% 20% 30% 40% 50% 60% 70% Normal Risky Disordered Percent Internet gaming disorder Good Sleep Quality Bad Sleep Quality Table 11: Relation between sleep quality and Internet Addiction Internet Addiction P Sig Normal Mild Moderate Severe N % N % N % N % Sleep Quality Good Sleep Quality 32 59.3% 107 44.2% 79 28.4% 6 27.3% 0.001* HS Bad Sleep Quality 22 40.7% 135 55.8% 199 71.6% 16 72.7% Fig. 11: Relation between IGD and Sleep Quality. Results of answers of Q14 in IAT asking about how often students lose sleep due to being online revealed that most of them did so. (25% always losing sleep time to stay online). Table 12 Results 74 Table 12: Answers of students on Q14 of IAT. Mean ±SD Affection of sleep because of Internet (n %) Never 16 2.7% Rarely 63 10.6% Occasionally 119 20.0% Frequently 145 24.3% Often 103 17.3% Always 150 25.2% D) Mini Kid: 106 students from the total sample were subjected to the Mini-Kid to explore psychiatric disorders among the sample. Around 52% from those subjected to this test had no psychiatric disorder. Table 13: Mini-Kid results among the sample Mean ±SD MINI-Kid (among tested subjects) (n %) Normal 56 52.8% SUD 10 9.4% ADHD 9 8.5% Generalized Anxiety Disorder 8 7.5% Major depression disorder 7 6.6% Adjustment Disorder 6 5.7% Social phobia 4 3.8% PTS 2 1.9% Obsessive Compulsive disorder 2 1.9% Agoraphobia 2 1.9% 90% from Substance abusers and 100% from those suffering from Adjustment disorder were moderate internet addicts. Also a high significant relation with Post traumatic stress disorder and agoraphobia was revealed. See table 14. Results 75 Also significant relation between Internet Gaming Disorder (IGD) and some psychiatric disorders was noticed e.g. Substance abuse, Social phobia, Adjustment, and Post- Traumatic Stress Disorder. See table 15. Table 14: High significant relation between IA and Psychiatric disorders INTERNET ADDICTION P Sig Normal Mild Moderate Severe N % N % N % N % MINIKid Normal 1 1.8% 22 39.3% 3 2 57.1% 1 1.8% 0 . 0 0 1 HS SUD 1 10.0% 0 .0% 9 90.0% 0 .0% ADHD 0 .0% 5 55.6% 4 44.4% 0 .0% GAD 1 12.5% 3 37.5% 4 50.0% 0 .0% Major depression disorder 0 .0% 5 71.4% 1 14.3% 1 14.3% Adjustment Disorder 0 .0% 0 .0% 6 100.0% 0 .0% Social phobia 0 .0% 3 75.0% 1 25.0% 0 .0% PTS 0 .0% 0 .0% 1 50.0% 1 50.0% OCD 0 .0% 2 100.0 % 0 .0% 0 .0% Agoraphobia 0 .0% 0 .0% 2 100.0% 0 .0% Results 76 Table 15: High significant relation between IGD and psychiatric disorders Internet Gaming Disorder P Sig. Normal Risky Disordered N % N % N % MIN I-Kid Normal 1 7 30.4 % 2 7 48.2 % 1 2 21.4% 0.001 HS SUD 1 11.1 % 6 66.7 % 22.2% ADHD 2 25.0 % 5 62.5 % 1 12.5% GAD 4 50.0 % 3 37.5 % 1 12.5% Major depression disorder 2 28.6 % 5 71.4 % 0 .0% Adjustment Disorder 1 16.7 % 4 66.7 % 1 16.7% Social phobia 0 .0% 2 50.0 % 2 50.0% PTS 0 .0% 1 50.0 % 1 50.0% OCD 2 100. 0% 0 .0% 0 .0% Agoraphobia 1 50.0 % 1 50.0 % 0 .0% E) Essential relations: 1- Relation between Internet Addiction and personal characteristics See table 16 In our research we found no significant difference between male and female regarding results of IAT. But there was significant relation between faculties and internet addiction. 62% from students of literature faculty were moderately addicted in comparison to 36% in faculty of medicine. Theoretical faculties showed higher mean scores of IAT than practical faculties. from those who failed in the first semester 66% were moderately internet addict and only 2% from them was normal internet users. Also a significant relation between Internet Addiction and socioeconomic status existed. Results 77 Table 16: Relation between Internet Addiction and personal characteristics Internet Addiction Normal Mild Moderate Severe P Sig N % N % N % N % Sex Male 20 7.5% 107 40.4% 130 49.1% 8 3.0% 0.495* NS Female 34 10.3% 135 40.8% 148 44.7% 14 4.2% Faculty Commerce 10 9.4% 50 47.2% 40 37.7% 6 5.7% 0.001** HS Law 5 5.0% 29 28.7% 63 62.4% 4 4.0% Literature 0 .0% 35 35.0% 62 62.0% 3 3.0% Medicine 9 9.0% 50 50.0% 36 36.0% 5 5.0% Science 21 21.2% 30 30.3% 44 44.4% 4 4.0% Engineering 9 10.0% 48 53.3% 33 36.7% 0 .0% Grades A 9 17.3% 24 46.2% 17 32.7% 2 3.8% 0.002** HS B 14 10.1% 65 47.1% 54 39.1% 5 3.6% C 23 10.6% 94 43.3% 95 43.8% 5 2.3% D 7 4.9% 45 31.7% 81 57.0% 9 6.3% F 1 2.1% 14 29.8% 31 66.0% 1 2.1% SES Low 4 12.9% 19 61.3% 8 25.8% 0 .0% 0.036* S Middle 32 8.8% 134 36.9% 179 49.3% 18 5.0% High 18 8.9% 89 44.1% 91 45.0% 4 2.0% NS: not significant S: significant HS: highly significant There was a highly significant Correlation between IAT score and grades and sleep quality otherwise no significant correlation was detected. Table 17 Results 78 IAT 0 20 40 60 80 100 Grades 5 4 3 2 1 Table 17: Correlation between IAT, SES, Grades & Sleep quality SES-scale Grades PSQI IAT R* .008 .213 .281 P .852 .0001 0.0001 Sig NS HS HS Fig. 12: High significant correlation between IAT and Grades. Results 79 IAT 0 20 40 60 80 100 Pittsburgh Sleep Quality Index 20 15 10 5 0 Fig. 13: High significant correlation between IAT and Sleep Quality. Results 80 2- Relation between Internet Gaming Disorder (IGD) and personal characteristics See table 18 A highly significant relation between faculties and internet gaming was revealed. As we found that 63% of engineering students was normal internet gamers and 66% of literature students were risky internet gamers. No significant variance between male and female regarding results of IGD scale was found. Also nothing significant regarding socioeconomic status and internet gaming. Table 18: Relation between Internet Gaming Disorder (IGD) and personal characteristics Internet Gaming Disorder Normal Risky Disordered P Sig N % N % N % Sex Male 44 31.2% 71 50.4% 26 18.4% 0.167* NS Female 33 42.9% 35 45.5% 9 11.7% Faculty Commerce 12 40.0% 10 33.3% 8 26.7% 0.001* HS Law 7 17.9% 23 59.0% 9 23.1% Literature 4 16.7% 16 66.7% 4 16.7% Medicine 16 27.6% 32 55.2% 10 17.2% Science 10 43.5% 10 43.5% 3 13.0% Engineering 28 63.6% 15 34.1% 1 2.3% Grades A 10 45.5% 10 45.5% 2 9.1% 0.895** NS B 24 39.3% 28 45.9% 9 14.8% C 26 35.1% 35 47.3% 13 17.6% D 13 27.7% 26 55.3% 8 17.0% F 4 28.6% 7 50.0% 3 21.4% SES Low 4 66.7% 2 33.3% 0 .0% Middle 44 34.9% 60 47.6% 22 17.5% 0.634** NS High 29 33.7% 44 51.2% 13 15.1% NS: not significant S: significant HS: highly significant Results 81 IGDs 0 2 4 6 8 Grades 5 4 3 2 1 A High significant Correlation was detected between IGDs score and grades and sleep quality among study participants. Table 19 Table 19: Correlation between IGD score and SES-scale, Grades, and PSQI SES-scale Grades PSQI IGDs R* -.026 .175 .200 P 0.703 0.009 0.003 Sig NS HS HS NS: not significant HS: highly significant Fig. 14: Correlation between IGD and students‟ grades. Results 82 IGDs 0 2 4 6 8 Pittsburgh Sleep Quality Index 20 15 10 5 0 Fig. 15: Correlation between IGD and Sleep Quality. Results 83 3- Relation between Internet Addiction and Internet Gaming Disorder Table 20 77% from severe internet addicts was suffering from disordered pattern of internet gaming which means a high significant relation between both behaviors. Table 20: Relation between Internet Addiction and Internet Gaming Disorder Internet Addiction Negative Mild Moderate Severe P Sig N % N % N % N % Internet Gaming Disorder Normal 9 69.2% 38 42.7% 29 27.1% 1 11.1% 0.001* HS Risky 4 30.8% 45 50.6% 56 52.3% 1 11.1% Disordered 0 .0% 6 6.7% 22 20.6% 7 77.8% HS: highly significant Regarding scores of IGD scale and IAT, we realized that those who got higher IAT score was categorized as disordered internet gamers and vice versa those who had higher scores regarding IGD-Scale was categorized as severe internet addicts regarding IAT scores. Results 84 0 10 20 30 40 50 60 70 No IGD Risky IGD Poitive IGD Mean IAT score IAT score 0 1 2 3 4 5 6 No Internet Addiction Mild Moderate Severe Mean IGDs score Fig. 16: Relation between IA and IGD. Fig. 17: Relation between IGD and IA. Results 85 IAT 0 20 40 60 80 100 IGDs 8 6 4 2 0 Also a high significant correlation between IAT score and IGD score was revealed. Fig. 18: Correlation between IA and IGD. Discussion 86 Discussion Internet is the global network that provides us with lots of information, communication facilities, and many other benefits in work, education, and even leisure time. However some individual may suffer from harms because of their pattern of using the internet. In 1996 at the American Psychological Association, Dr. Young researched Internet users who exhibited clinical signs of addiction as measured through an adapted version of the DSM-IV criteria for pathological gambling (Young, 1996). She defined it as a clinical disorder that may affect the individual‟s Internet use, controlling ability and thus leading to personal, professional and social problems (Young, 2004). In 2014, Internet gaming disorder (IGD) was listed in Section III, Conditions for Further Study of the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM–5). It was defined as the persistent and recurrent usage of the internet games that leads to clinically significant impairment or distress (DSM-5, 2014). This research is a cross sectional study in Ain Shams University on 596 of the first year university students (age Discussion 87 range 17-19yr), This sample was recruited fulfilling the definition of late adolescents according to United Nations Children‟s Fund (UNICEF) (UNICEF, 2011). It was found that 91% from the selected sample suffer from Internet Addiction symptoms with different grades (mild, moderate and severe addiction) according to Internet Addiction Test (Young, 1999). Such a high result agree with previous researches that showed a higher risk of Internet Addiction among adolescents (Cao et al., 2011) specially university students because of lack of monitoring and presence of more free time (Soule et al., 2003; Young & Rogers, 1998; Kandell, 1998). Most of the students in this research, about 89% of them, selected social media as the most visited sites. A study in Tanta University reported that 93% of students were using Face Book (Saied et al., 2016). The higher they feel gratified while using social networks the more likely they report Internet Addiction symptoms (Leung, 2014). Nowadays, social networks sites e.g. Facebook can be easily accessed by smart phones and free applications (WU et al., 2013) which increase the risk of Internet Addiction. As regards severe Internet Addiction, in the current study, we found that 25% of pornographic sites users are Discussion 88 severely addicted compared by 4% of social media users and 0% of other sites‟ users who exhibited milder form of Internet Addiction. Internet Addiction Test (IAT) estimates the total severity of IA. Also it may help us to further examine pattern of symptoms and complaints. For instance, Salience, neglect work, excessive use, anticipation, lack of control, and neglecting social life, all are features that could be revealed using IAT. In current study, it was found that the most prominent symptom among participants is lack of control followed by anticipation then excessive use. And this decrease in executive control is consistent with other behavioral addictions, such as pathological gambling. (Brand et al., 2014) According to IAT (Young, 1999), High scores in lack of control-related exam items indicate that respondents having troubles managing online time and may spend lots of time on-line more than intended. Anticipation-related exam items indicate that respondents mostly thinking about next time being on-line and could be compelled to use internet while they are offline. Excessive use items indicate excessive online behavior and a compulsive pattern of usage. Also high rates of those items Discussion 89 indicate that respondent more vulnerable to be depressed or angry if forced to be offline for extended time. Another popular internet activity is internet games. Only 36% from our sample were using on-line games and 48% from gamers (about 18% from the whole sample) were at risk to develop Internet Gaming Disorder (IGD) while 16% of gamers were disordered (about 6% of the whole sample). In other studies we could notice different prevalence rates this may be related to cross cultural differences and the use of different criteria and tools for diagnosis. In this study the Internet Gaming Disorder (IGD) Scale (Lemmens et al., 2015) was used after getting author‟s permission, translating and validating it. Researchers show interest with massively multiplayer online role-playing games (MMORPG). MMORPG are games where one creates an avatar in a virtual fantasy world and interacts with other online players to complete missions and journeys (Taneli et al., 2015). In this study there was no remarkable difference between students using internet games as we found that nearly 47% of the gamers were using MMORPG and 53% were using other types of games as puzzle, casual and racing. Discussion 90 Risk Factors affecting Internet behavior: One of the aims of the current study was to test some factors that may influence internet usage e.g. socioeconomic status (SES), gender and type of faculty (theoretical or practical). We randomly selected 3 practical faculties (Medicine, Engineering and Science) and 3 theoretical faculties (Law, Literature and Commerce) and found a high significant relation between faculties and internet behavior. For example, in faculty of literature 66% from participants were at risk to develop IGD in comparison to 63% of engineering students were normal gamers. Also regarding Internet addiction 62% of participants from faculty of law were moderate internet addicts but only 36% from faculty of medicine were moderate addicts. It could be because of more free time available to students of theoretical faculties that expose them to higher risk of IA and IGD (Soule et al., 2003) The socioeconomic status (SES) of students‟ parents was categorized into high, middle, low and very low status. 60% of the sample was of middle social status. A significant relation between SES and IA was revealed. As we found that about 50% from participants of middle SES was of moderate internet addiction and 45 % of high SES Discussion 91 and only 25% of low SES were moderate addicts. No significant relation was revealed between SES and IGD. Some researchers reported that SES, especially parental education, is inversely associated with adolescents’ addictive internet use as parents of higher education are more protective and effectively supervise and guide their children‟s internet use (Heo et al., 2014). Other study showed that higher SES of parents is carrying a higher risk of Internet Addiction because of easily accessible network (Reda et al., 2012). In our study, about 45% of participants were males and 55% were females and no significant relation has been found between both genders and either Internet Addiction or IGD. Many studies considered male gender as a risk factor for internet addiction because of high association between them (Ak et al., 2013; Tsai et al., 2009; Young, 1998). However, other studies showed no specific difference between both genders (Reda et al., 2012; Griffiths, 1996) also young (1996) presented a case of homemaker female who increased her usage of chatting, searching for belonging and emotional support. Such a case would change the schemata of the excessive internet user as a young male theme. This discrepancy between findings of Discussion 92 association between gender and Internet Addiction may be related to factors affecting the selected sample e.g. cultural factors and problem awareness (Kuss et al., 2014). Negative consequences of disturbed Internet behavior: Misuse of the internet has lots of negative consequences e.g. disturbed sleep pattern (Young, 1999), decreased academic achievement (Shields & Kane, 2011), sedentary life style with its side effects (Choi, 2007). In the current study we have tried to test some of the negative effects of misuse of internet. We tested sleep quality of students using the Pittsburgh Sleep Quality Index (PSQI). A high significant relation between sleep quality and Internet Addiction (IA) was revealed as we found that 72% from severe internet addicts were suffering from poor sleep quality. Sleep quality and IA are not only related to each other but also correlated i.e. the more severe the internet addiction, the lesser the sleep quality. Nearly the same results were reported regarding relation between IGD and sleep quality. As we found that 69% from disordered gamers and 67% from risky gamers were suffering from poor sleep quality. Discussion 93 Also a high significant correlation between IGD and sleep quality was noticed. Such results agree with other studies which reported that excessive internet use leads to irregular sleep patterns and poor quality of sleep due to an irregular bedtime schedule (Kamal & Mosallem, 2013; Kim et al., 2010) Also this could lead to disturbed circadian rhythm (Chen & Gau, 2016). Disturbed sleep pattern, due to late night log-ins, causes excessive fatigue often making academic or occupational functioning impaired and may decrease one‟s immune system, leaving the patient vulnerable to diseases (Young, 1999). In current study, 97.3% reported losing sleep, either always, often, frequently, occasionally or rarely, due to engaging into online activities (25% from them were “always” doing so). However, Some researchers found that not only internet addiction may affect sleep but also people who suffer from decreased ability to fall asleep at night, would engage in internet usage more than others keeping them at higher risk of internet addiction (Chen & Gau, 2016). Although the internet is one of the educational tools, many researchers reported a relation between internet excessive use and decreased academic achievement. For Discussion 94 example, Young (1998) found that 58 % of those identified as excessive users also received poor grades. Similarly, Shields and Kane (2011) found that students‟ grades were negatively associated with time spent online. In our study, we found that the mean hours students spent online were 5.74 (±SD 3.82). Another study has shown a relationship between problematic Internet use and poor motivation to study, especially in self-generated motivational domains (Reed & Reay, 2015). Also we noticed that the grades of students deteriorate while the severity of IA increases and 98% from those who failed there exams were internet addicts. Also a high significant correlation has been found between IGD and students grades. Psychiatric disorders and disturbed Internet behavior: We have used the Mini International Neuropsychiatric Interview for children and adolescents (MINI KID) to establish structured psychiatric interview with participants. A previous study reported that IA was related to generalized anxiety, ADHD, and phobias (Reda et al., Discussion 95 2012) and this agree with the significant relation that we have found between IA and Agoraphobia and ADHD. Another study showed that IA related to different types of distresses (Desouky & Ibrahem, 2015). This is in line with the significant relation that was noticed, in our research, between IA and Adjustment disorder. In our study, IGD has showed a relation with social phobia (Social Anxiety Disorder) this may be related to the idea that those patients avoid social contact and may be using internet games and online virtual worlds to avoid distress related to real social contact. Also Post-Traumatic Stress Disorder was related to IGD this may augment the concept of using internet games to escape negative feelings. A study in South Korea considered substance abuse as a risk of IA (Lee et al., 2013). Other study reported a positive association of IA with alcohol abuse (Ho et al., 2014). In current study, 90% from those substance abusers, engaged in our study, are moderate internet addicts and 66% from them are at risk to develop IGD. Those results agree with classifying internet misuse as an addiction because of the similarities found between IA and substance addiction. For instance, lack of control, craving and even structural brain changes including prefrontal cortex (Brand et al., 2014). Discussion 96 It is noteworthy, some of the participants during the interview have showed depressive and anxiety symptoms that were not severe enough to be diagnosed as disorders. Limitations and Strengths 97 Limitations 1. Access limitation: not all of the students agreed to give us their contacts to be further assessed using MINI-KID in another interview and this led to lesser number of participants in MINI-KID which may not be generalized. 2. Culture barrier: some of the students felt ashamed to admit that they use pornographic sites as the most visited sites. 3. Self-reported data: We used self-reported scales to assess internet behavior and sleep quality. To avoid memory related bias we were asking about the current pattern not about past experiences. More researches are needed to compare and examine outcomes. 4. PSQI: Used to measure sleep quality and didn‟t allow us to assess specific sleep disorders. However, it allowed us to find significant relation between Internet & Sleep problems. Strengths 1- Appropriate number of participants. 2- No much data about Internet Gaming Disorder (IGD) in Egypt so we tried to highlight this area to be further researched. 3- Translation and validation of IGD scale to be used in other researches. Conclusion 98 Conclusion Internet, the global network, is a double-edged sword. It provides us with lots of information, communication facilities, and many other benefits in work, education, and even leisure time. However Internet misuse may disrupt different life aspects in the form of family problems, education or academic deterioration, even developmental and physical state may be affected because of the sedentary life and poor care of self. The current study has revealed a high prevalence rate of Internet Addiction (IA) among first year university students. This prevalence was higher than Internet Gaming Disorder (IGD) prevalence. Both of IA and IGD are inversely correlated to sleep quality. Theoretical faculties are at higher risk for IA and IGD. Middle Socioeconomic status (SES) of adolescents‟ parents is related to IA but not related to IGD. Social phobia, Agoraphobia, PTSD, Substance abuse, ADHD could be related to internet pathological usage. Recommendations 99 Recommendations Research Recommendations: 1- Larger number of participants needed to examine associated psychiatric disorders. We would like to advice to set the psychiatric interview at the same time of taking internet problems scales to avoid missing any of the participants. 2- Further researches about internet usage and associated risk factors of its pathological use in our Arabic countries are needed to measure the extent of the problem. 3- As the Internet Gaming Disorder was chosen to be listed in DSM-5 and proposed criteria were mentioned, Arabic researchers should focus on and measure the extent of it. Clinical Recommendations: 1- Centers for treatment of Internet Addiction in our countries need to be established to help pathological users. 2- Preventing measures and raising awareness of high vulnerable groups e.g. adolescents and university students should be considered. 3- Parental education about how to use technology to be able to guide and supervise their children. Summary 100 Summary Introduction: Today with more than 40 million internet users in Egypt (ITU, 2016) and more than 80% of Internet Café clients in Egypt were young people (UNDP & INP, 2010) the internet has become an integral part of our society. As highlighted by ÇARDAK ,Internet delivers some practical tools like entertainment, shopping, social sharing applications which enable accessing knowledge easier and faster (Young, 1998) together with physical and psychological harms like tiredness (Akın & Iskender, 2011), hostility, depression (Yen et al., 2007), loneliness (Morahan-Martin & Schumacher, 2000), some educational harms like wasting of time (Griffiths, 2000), decrease in academic performance (Aboujaoude, 2010), communication problems with peers (Gross et al., 2002; Morahan-Martin & Schumacher, 2000). Internet Addiction is a global phenomenon that has been a topic of increasing interest to clinicians, researchers and stakeholders such as teachers, parents and community groups. Summary 101 It‟s also called problematic Internet use (PIU) (Moreno et al., 2013), compulsive Internet use (CIU) (Rosen et al., 2012). Five general subtypes of Internet addiction were categorized based upon the most problematic types of online applications, and they include addictions to Cybersex, Cyber-relationships, online stock trading or gambling, information surfing, and computer games (Young, 1999). In identifying the Internet addiction the most frequently used definitions are as follows: Excessive use of the Internet, uncontrolled and destructive Internet use (Morahan-Martin & Schumacher, 2000); Excessive Internet use that causes problems in family, business, school, social and psychological life of the individuals (Beard & Wolf, 2001); a new and unidentified clinical disorder that may affect the individual‟s Internet use, controlling ability and thus leading to personal, professional and social problems (Young, 2007). Recently, Internet gaming disorder (IGD) listed in Section III, Conditions for Further Study of the 5th edition of the Diagnostic and Statistical Manual of Mental Summary 102 Disorders (DSM–5). As mentioned in DSM-5, IGD is persistent and recurrent use of the internet to engage in games, often with players, leading to clinically significant impairment or distress in a 12-month period as indicated by five (or more) of the proposed criteria: 1)Preoccupation, 2)Withdrawal symptoms, 3)Tolerance, 4)Unsuccessful attempts to control, 5)loss of interest in previous hobbies and entertainment, 6)Continued excessive use despite knowledge of psychosocial problems, 7)Deceiving regarding the amount of internet gaming, 8)use internet games to escape or relieve a negative mood, 9)jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in internet games (DSM-5, 2014). Hypothesis of the Study: The prevalence of Internet addiction among the selected population is higher than Internet gaming disorder and both are related to sleep disorders. Aims of the Study: 1- Comparing the Prevalence of internet addiction & internet gaming disorder among the selected population. Summary 103 2- Assessing essential risk factors (Sex, Socio-economic class, Role of theoretical & practical faculties) of both internet addiction and internet gaming disorder. 3- Exploring the associated sleep disorders among the pathological users. 4- Measuring its impact on the academic achievement. Design: Comparative observational Cross sectional study have been applied during the academic year 2016-2017 in Ain Shams University. Participants: Data were collected from 596 students of the first year of Ain Shams University. from randomly selected 6 different faculties (3 theoretical & 3 practical faculties). According to the Unicef: the Adolescence period is divided into two stages: early adolescence (10–14 years) and late adolescence (15–19 years). (Unicef, 2011). *Inclusion Criteria: - Being a student of first year in Ain Shams University. - Age range: 17 – 19 years old. - Both sexes. Summary 104 *Exclusion Criteria: - Being a known psychiatric patient or receiving psychiatric medications. - Exceeding the Age limits. Tools: 1-Informative designed questionnaire. 2-Socio-Economic Status (SES) Scale: (El-Gilany et al., 2012) 3-Young Internet Addiction test (IAT): (Young, 1999) We used the Arabic version which is the translated & validated form of the original test. (Rabie M. et al., 2012) 4-Internet Gaming Disorder (IGD) Scale: (Lemmens et al., 2015) We used the Arabic version that we adapted. 5-The Pittsburgh Sleep Quality Index (PSQI): (Buysse et al., 1989) 6-The Mini International Neuropsychiatric Interview for children and adolescents (MINI KID): (Sheehan et al., 1998) Procedure: 1- Adaptation of the internet gaming disorder scale through its translation and validation. Summary 105 2- Sampling: Sampling was conducted in March and April 2017. Printed copies of the previously mentioned scales were distributed among Ain Shams University first year students after obtaining ethical approvals and necessary university authorities‟ permission. We randomly selected 3 of practical faculties and 3 theoretical. The purpose of the test was fully explained to all participants, who gave informed consent to take part in the study. Then a randomly selected sample of the pathological users and non-pathological users has been subjected to the MINI-Kid to explore associated psychiatric morbidity. 3- Data analysis: An appropriate statistical analysis was conducted. Results: 1- Validation of the internet gaming disorder scale Arabic version: Questionnaire reliability and validity showed appropriate results. 2- Results of the search scales: During this study, 91% of the participants were diagnosed with Internet addiction, but to varying degrees between mild, moderate and excessive addiction. Most chose social media as the Summary 106 most visited sites and 25% of the participants who chose porn sites as the most visited were suffering from severe internet addiction. For Internet games, about one-third of the participants were using it, and about half of the users were at risk to develop Internet Gaming Disorder. During our research we tried to study some of the factors that may affect the use of the Internet. For example, we studied the social levels of parents of students participating in the research and were divided into high, medium, low and very low. We noticed a link between the social level and the Internet addiction and did not notice a link between it and Internet Gaming Disorder (IGD). We also found that theoretical faculties‟ students have a higher score regarding Internet addiction test and IGD scale, which indicates that they are more vulnerable to internet misuse problems. During our research, we did not notice a gender difference in their Internet testing results. Most students have been found to be suffering from loss of control, Anticipation and excessive use of the internet. There is no doubt that the misuse of the Internet Summary 107 affects the level of function of the students. For example, we found in our study that the grades of students are getting worse with the increasing severity of internet addiction and IGD. In our study we found that 72% of people with excessive Internet addiction suffer from poor sleep quality. We also noticed that the more they addicted to the Internet, the lesser sleep quality. Through the psychological interview of the students, we found a link between the misuse of the Internet (whether internet addiction or online games disorder) and other psychiatric disorders such as: social phobia, Agoraphobia, PTSD, SUD and ADHD. Also some psychological symptoms such as anxiety and depression, which may not be enough to be considered as Disorder, but may be a factor affecting the use of the Internet. *Limitations 1- Access limitation: not all of the students agreed to give us their contacts to submit to MINI-KID. 2- Culture barrier: some of the students felt ashamed to admit that they use pornographic sites as the most visited sites. Summary 108 3- Self-reported data: To avoid memory related bias we were asking about the current pattern not about past experiences. More researches are needed to compare and examine outcomes. 4- Further measures are needed to diagnose specific sleep disorders among students in addition to sleep quality. 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