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Featured researches published by Helge Molde.


Cyberpsychology, Behavior, and Social Networking | 2011

Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health

Rune Aune Mentzoni; Geir Scott Brunborg; Helge Molde; Helga Myrseth; Knut Joachim Mår Skouverøe; Jørn Hetland; Ståle Pallesen

A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.


Sleep Medicine | 2012

Prevalence and correlates of delayed sleep phase in high school students

Ingvild West Saxvig; Ståle Pallesen; Ane Wilhelmsen-Langeland; Helge Molde

PURPOSE To investigate prevalence and correlates of delayed sleep phase, characterized by problems falling asleep in the evening and rising at adequate times in the morning, in a large sample of Norwegian high school students. METHODS A randomized sample of 1285 high school students (aged 16-19 years) participated in an internet based study answering questions about sleep habits, height, weight, smoking, alcohol use, school grades, and anxiety and depression symptoms. Delayed sleep phase was operationalized as difficulties falling asleep before 2 a.m. at least three nights per week together with much or very much difficulty waking up in the morning. RESULTS The results show a prevalence of delayed sleep phase of 8.4%. In all, 68% of these students (5.7% of the total sample) also reported problems advancing their sleep period as well as one daytime consequence (oversleeping at least two days a week or experiencing much/very much sleepiness at school). Delayed sleep phase was associated with lower average school grades, smoking, alcohol usage, and elevated anxiety and depression scores. CONCLUSIONS Delayed sleep phase appears to be common amongst Norwegian adolescents and is associated with negative outcomes such as lower average school grades, smoking, alcohol usage, and elevated anxiety and depression scores.


Journal of Clinical Psychopharmacology | 2007

Outcome of pharmacological treatments of pathological gambling: a review and meta-analysis.

Ståle Pallesen; Helge Molde; Helga Myrseth Arnestad; Jon Christian Laberg; Arvid Skutle; Erik Iversen; Inge Jarl Støylen; Gerd Kvale; Fred Holsten

Although several qualitative reviews on pharmacological interventions for pathological gambling have been published, no quantitative review of this field has been conducted. Methods: Studies of pharmacological interventions of pathological gambling were identified by computer searches in the PsychINFO and MEDLINE databases covering the period from 1966 to July 2006, as well as from relevant reference lists. The inclusion criteria were as follows: the target problem had to be pathological gambling, the interventions were pharmacological, the study was written in English, and the study reported outcomes particularly pertaining to gambling. A total of 130 potential studies were identified of which 16 met the inclusion criteria. A total of 597 subjects were included in the outcome analyses of these studies. The grand mean age was 43.3 years. The overall proportion of men was 62.8%. The included studies were coded for outcome measures of pathological gambling. For each condition, means and SDs for gambling-related outcome measures were compiled at 2 points in time: baseline and posttreatment. Results: At posttreatment, the analysis showed that the pharmacological interventions were more effective than no treatment/placebo, yielding an overall effect size of 0.78 (95% confidence interval, 0.64-0.92). A multiple regression analysis showed that the magnitude of effect sizes at posttreatment was lower in studies using a placebo-control condition compared with studies using a predesign/postdesign without any control condition. Effect sizes were also negatively related to the proportion of male participants in the included studies. No differences in outcome between the 3 main classes of pharmacological interventions (antidepressants, opiate antagonists, mood stabilizers) were detected. Conclusion: Pharmacological interventions for pathological gambling may be an adequate treatment alternative in pathological gambling.


Scandinavian Journal of Psychology | 2009

Prevalence and correlates of gambling among 16 to 19-year-old adolescents in Norway.

Helge Molde; Ståle Pallesen; Paul T. Bartone; Sigurd W. Hystad; Bjørn Helge Johnsen

There is evidence that young people are at high risk of developing gambling disorders. The prevalence and correlates of gambling among youth therefore merit closer study. During spring 2004, a sample of 1,351 boys and girls (aged 16-19 years) from 151 high-school classes (clusters) participated in an internet survey about gambling. The response rate was 69.8%. The instruments used in the survey were the Hospital Anxiety and Depression Scale, the Alcohol Use Disorders Identification Test and the Massachusetts Adolescent Gambling Screen, in addition to questions about demography. Controlling for the design effect, the estimated prevalence rate was 2.5% for pathological gambling and 1.9% for problem gambling. In all, 7.3% of the boys and 0.6% of the girls fulfilled the criteria for pathological or problem gambling. The results of item analysis of the DSM-IV subscale of MAGS provide support for differential item functioning between boys and girls. A multiple logistic regression analysis revealed that gender (male: OR = 9.09), depression (OR = 9.23), alcohol abuse (OR = 3.62), and dissociation (OR = 1.96) were related to problem and pathological gambling. These results support the view that gambling disorders are best understood as part of an addictive behavior spectrum (Jacobs, 2000).


Substance Use & Misuse | 2006

Anabolic steroid use in high school students.

Ståle Pallesen; Ola Jøsendal; Bjørn-Helge Johnsen; Svein Larsen; Helge Molde

A total of 1351 high school students (52.3% males, 47.7% females) with mean age 17.5 years (SD = 2.2) from randomized school classes in Hordaland County, Norway, participated in an Internet survey conducted in 2004 about the lifetime use of anabolic steroids and personal acquaintance with at least one user of anabolic steroids. In addition to questions about anabolic steroids the participants completed the Hospital Anxiety and Depression Scale and the Alcohol Use Disorders Identification Test. They also answered questions about demography, smoking, and narcotic use. The lifetime prevalence for use of anabolic steroids was 3.6% for males and 0.6% for females. In all, 27.9% of the respondents reported having at least one acquaintance that used or had used anabolic steroids. Use of anabolic steroids and having acquaintances using such drugs were strongly related to use of other drugs such as alcohol, nicotine, and narcotics. Implications for prevention are discussed and the studys limitations are noted.


Journal of Sleep Research | 2011

The relationship between media use in the bedroom, sleep habits and symptoms of insomnia

Geir Scott Brunborg; Rune Aune Mentzoni; Helge Molde; Helga Myrseth; Knut Joachim Mår Skouverøe; Ståle Pallesen

This postal questionnaire study investigated the use of media in the bedroom and its relationships with sleep habits and symptoms of insomnia. The sample comprised 2500 individuals aged 16–40 years drawn randomly from the Norwegian national register. A total of 816 (34.0%) completed and returned the questionnaire. Respondents were asked how often they used computers, television sets, DVD players, game consoles and mobile telephones and listened to music/radio in their bedrooms. They also reported sleep habits on weekdays and at weekends/days off and symptoms of insomnia. After controlling for gender, age, anxiety and depression, the respondents who used a computer in the bedroom ‘often’ compared to ‘rarely’ rose later on weekdays and at weekends/days off, turned off the lights to go to sleep later at weekends/days off, slept more hours at weekends/days off and had a greater discrepancy between turning off the lights to go to sleep on weekdays and at weekends/days off. Respondents who used a mobile telephone in their bedrooms at night ‘often’ compared to ‘rarely’ turned off the lights to go to sleep later on weekdays and at weekends/days off, and rose later at weekends/days off. No such differences were found with the use of the other media. There were also no significant differences in symptoms of insomnia. This study indicates that the use of computers and mobile telephones in the bedroom are related to poor sleep habits, but that media use in the bedroom seems to be unrelated to symptoms of insomnia.


International Journal of Mental Health and Addiction | 2016

Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers

Charlotte Thoresen Wittek; Turi Reiten Finserås; Ståle Pallesen; Rune Aune Mentzoni; Daniel Hanss; Mark D. Griffiths; Helge Molde

Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.


International Gambling Studies | 2010

Attentional biases among pathological gamblers

Helge Molde; Ståle Pallesen; Bjørn Sætrevik; Dag Hammerborg; Jon Christian Laberg; Bjørn-Helge Johnsen

Pictorial stimuli were presented in a Stroop task paradigm that enabled the recording of attentional bias. The sample comprised 33 pathological slot machine gamblers (PG) and 22 control participants. The design of the study had one between-subjects factor – Group (PGs vs control), and two within-subject factors: (1) Stimulus meaning (win-related gambling stimuli vs neutral stimuli) and (2) Exposure (subliminal vs supraliminal). The results supported the notion that the PG group had an attentional bias towards visual win-related gambling stimuli compared with the control group. Furthermore, the degree of attentional bias among the PG group was moderately negatively correlated with net loss in the week before testing. One possible treatment implication of the findings is to include in-vivo exposure sessions as a supplement to cognitive behavioural therapy for gambling. Future studies could also include non-win gambling-related stimuli and should also comprise non-pathological regular gamblers as an additional control group.


Journal of Gambling Studies | 2013

Attentional Bias in Problem Gambling: A Systematic Review

Audhild Hønsi; Rune Aune Mentzoni; Helge Molde; Ståle Pallesen

Attentional bias has been the subject of extensive empirical investigation in connection with chemical addictions, and it has been demonstrated in users of several different substances. The findings show that substance users seem to notice and attend to substance-related stimuli more readily than non-substance-related stimuli. Less is known, however, about attentional bias in pathological gambling. This systematic review investigates the existing empirical evidence on attentional bias in problem and pathological gamblers. Eleven studies were identified and evaluated following a literature search. Key findings are that problem and pathological gamblers seem to exhibit attentional bias toward gambling-related stimuli across different measuring paradigms, although some negative findings were reported. Recommendations aimed at improving research on this topic include better validation of measures, the inclusion of manipulations of craving level, and adding variations in gambling severity as a variable, as well as gambling preference. Research on therapeutic procedures aimed at reducing attentional bias is also recommended.


Journal of Gambling Studies | 2015

Prevalence and Correlates of Problem Gambling in a Representative Sample of Norwegian 17-Year-Olds

Daniel Hanss; Rune Aune Mentzoni; Alex Blaszczynski; Helge Molde; Torbjørn Torsheim; Ståle Pallesen

We report data collected in a representative sample of 17-year-old Norwegians to investigate prevalence rates of non-problem, risk, and problem gambling, as measured by the Problem Gambling Severity Index (PGSI). In addition, we explored the importance of demographic, personality, motivational, social, and health variables explaining variance in adolescent gambling. Prevalence rates of risk and problem gambling were low but similar to those found in previous studies outside of Norway using the PGSI in adolescent samples. With regard to the relative importance of the various covariates, we found that motivational variables (future gambling intentions, attitudes toward gambling, and gambling-related knowledge) distinguished best between those who did not gamble, non-problem gamblers, and risk and problem gamblers. Furthermore, social variables were important covariates of adolescent gambling; significant associations were found for family and friends’ approval of gambling, parental monitoring, father’s level of education, and having relatives or friends with a history of a gambling disorder. We discuss possible reasons for differences between the covariates with regard to their importance for explaining adolescent gambling and address implications for future research.

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Daniel Hanss

Darmstadt University of Applied Sciences

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