Dopamine cross-sensitization between psychostimulant drugs and stress in healthy male volunteers (2016)

Citation: Translational Psychiatry (2016) 6, e740; doi:10.1038/tp.2016.6 Published online 23 February 2016 L Booij1,2,3,10, K Welfeld3,10, M Leyton3,4,5, A Dagher5, I Boileau6, I Sibon7, G B Baker8, M Diksic5, J-P Soucy5, J C Pruessner9, E Cawley-Fiset3, K F Casey2 and C Benkelfat3,5 1Department of Psychology, Concordia University, Montreal, QC, Canada 2CHU Sainte Justine Hospital Research Center, University of Montreal, Montreal, QC, Canada 3Department of Psychiatry, McGill University, Montreal, QC, Canada […]

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Dopamine ups and downs in vulnerability to addictions: a neurodevelopmental model (2014)

Trends Pharmacol Sci. Author manuscript; available in PMC 2015 Jun 1. Published in final edited form as: Trends Pharmacol Sci. 2014 Jun; 35(6): 268–276. Published online 2014 Apr 30. doi:  10.1016/j.tips.2014.04.002 PMCID: PMC4041845 NIHMSID: NIHMS585222 Marco Leyton, Ph.D.1,2,3,4,* and Paul Vezina, Ph.D.5,6 Author information ► Copyright and License information ► The publisher’s final edited version […]

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Sexual Conspecific Aggressive Response (SCAR): A Model of Sexual Trauma that Disrupts Maternal Learning and Plasticity in the Female Brain (2016)

Tracey J. Shors , Krishna Tobόn , Gina DiFeo , Demetrius M. Durham  & Han Yan M. Chang Scientific Reports 6, Article number: 18960 (2016) doi:10.1038/srep18960· Abstract Sexual aggression can disrupt processes related to learning as females emerge from puberty into young adulthood. To model these experiences in laboratory studies, we developed SCAR, which stands for Sexual Conspecific Aggressive Response. During […]

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(AMOUNT OF USE) The Cognitive Psychopathology of Internet Gaming Disorder in Adolescence (2016)

J Abnorm Child Psychol. 2016 Feb 15. King DL1, Delfabbro PH2. Abstract Adolescents are known to be an at-risk population for developing Internet gaming disorder (IGD). A recent clinical model has proposed that adolescents with IGD may endorse a unique set of maladaptive beliefs that underlie persistent and excessive involvement in Internet gaming activities. These […]

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Network-Based Analysis Reveals Functional Connectivity Related to Internet Addiction Tendency (2016)

Front Hum Neurosci. 2016; 10: 6. Published online 2016 Feb 1. doi:  10.3389/fnhum.2016.00006 PMCID: PMC4740778 Tanya Wen1,2,* and Shulan Hsieh1,3,4,* Author information ► Article notes ► Copyright and License information ► Go to: Abstract Preoccupation and compulsive use of the internet can have negative psychological effects, such that it is increasingly being recognized as a […]

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Internet Gaming Addiction: A Technological Hazard (2016)

Int J High Risk Behav Addict. 2015 Dec; 4(4): e26359. Published online 2015 Dec 19. doi:  10.5812/ijhrba.26359 PMCID: PMC4744898 Ankur Sachdeva1,* and Rohit Verma2 Author information ► Article notes ► Copyright and License information ► Go to: Abstract Introduction: The Internet is considered a beneficial tool in research, communication, and information. Still, its excessive and […]

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(AMOUNT OF USE) Reframing video gaming and internet use addiction: empirical cross-national comparison of heavy use over time and addiction scales among young users (2016)

Addiction   Volume 111, Issue 3, pages 513–522, March 2016 Stéphanie Baggio1,*, Marc Dupuis2, Joseph Studer3, Stanislas Spilka4, Jean-Bernard Daeppen2, Olivier Simon5, André Berchtold1,6 and Gerhard Gmel3,7,8,9 Article first published online: 18 NOV 2015 DOI: 10.1111/add.13192 Keywords: Addiction; heavy use over time; internet use; measurement; population-based sample; video gaming Abstract Background and aims Evidence-based and reliable […]

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(AMOUNT OF USE) Commentary on Baggio et al. (2016): Internet/gaming addiction is more than heavy use over time (2016)

Addiction. 2016 Mar;111(3):523-4. doi: 10.1111/add.13244. Demetrovics Z1, Király O2. Keywords: Assessment; heavy use over time; internet addiction; video gaming Heavy use over time is a necessary condition of addictive disorders; however, in itself it is not a sufficient measure to assess addiction, neither in the case of internet use in general nor internet gaming disorder in particular. […]

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