Joël Billieux
University of Luxembourg
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Featured researches published by Joël Billieux.
Current Pharmaceutical Design | 2014
Daria J. Kuss; Mark D. Griffiths; Laurent Karila; Joël Billieux
In the last decade, Internet usage has grown tremendously on a global scale. The increasing popularity and frequency of Internet use has led to an increasing number of reports highlighting the potential negative consequences of overuse. Over the last decade, research into Internet addiction has proliferated. This paper reviews the existing 68 epidemiological studies of Internet addiction that (i) contain quantitative empirical data, (ii) have been published after 2000, (iii) include an analysis relating to Internet addiction, (iv) include a minimum of 1000 participants, and (v) provide a full-text article published in English using the database Web of Science. Assessment tools and conceptualisations, prevalence, and associated factors in adolescents and adults are scrutinised. The results reveal the following. First, no gold standard of Internet addiction classification exists as 21 different assessment instruments have been identified. They adopt official criteria for substance use disorders or pathological gambling, no or few criteria relevant for an addiction diagnosis, time spent online, or resulting problems. Second, reported prevalence rates differ as a consequence of different assessment tools and cut-offs, ranging from 0.8% in Italy to 26.7% in Hong Kong. Third, Internet addiction is associated with a number of sociodemographic, Internet use, and psychosocial factors, as well as comorbid symptoms and disorder in adolescents and adults. The results indicate that a number of core symptoms (i.e., compulsive use, negative outcomes and salience) appear relevant for diagnosis, which assimilates Internet addiction and other addictive disorders and also differentiates them, implying a conceptualisation as syndrome with similar etiology and components, but different expressions of addictions. Limitations include the exclusion of studies with smaller sample sizes and studies focusing on specific online behaviours. Conclusively, there is a need for nosological precision so that ultimately those in need can be helped by translating the scientific evidence established in the context of Internet addiction into actual clinical practice.
Cyberpsychology, Behavior, and Social Networking | 2008
Yasser Khazaal; Joël Billieux; Gabriel Thorens; Riaz Khan; Youssr Louati; Elisa Scarlatti; Florence Theintz; Jerome Lederrey; Martial Van der Linden; Daniele Fabio Zullino
The main goal of the present study is to investigate the psychometric properties of a French version of the Internet Addiction Test (IAT) and to assess its relationship with both time spent on Internet and online gaming. The French version of the Youngs Internet Addiction Test (IAT) was administered to a sample of 246 adults. Exploratory and confirmatory analyses were carried out. We discovered that a one-factor model of the IAT has good psychometric properties and fits the data well, which is not the case of a six-factor model as found in previous studies using exploratory methods. Correlation analysis revealed positive significant relationships between IAT scores and both the daily duration of Internet use and the fact of being an online player. In addition, younger people scored higher on the IAT. The one-factor model found in this study has to be replicated in other IAT language versions.
Behaviour Research and Therapy | 2010
Joël Billieux; Lucien Rochat; Martial Van der Linden
The urgency facet of impulsivity, that is, the tendency to act rashly in response to intense emotional contexts [Cyders, M. A., & Smith, G. T. (2008). Emotion-based dispositions to rash action: positive and negative urgency. Psychological Bulletin, 134, 807-828], has been related to a wide range of maladaptive behaviours. The present study further investigates the role of urgency in problematic behaviours by considering distinct psychological mechanisms that may underlie this component of impulsivity. With this aim, 95 volunteer participants were screened with self-reported questionnaires assessing urgency and three problematic behaviours (compulsive buying, excessive mobile phone use, excessive Internet use). They performed two laboratory tasks: a stop-signal task designed to assess the capacity to inhibit prepotent responses in response to both neutral and emotional stimuli; and the Iowa Gambling Task (IGT) measuring the ability to take into account the future consequences of an action. A poor ability to inhibit prepotent responses in the emotional condition of the stop-signal task was found to predict more disadvantageous choices in the IGT, which ultimately results in higher urgency and more problematic behaviours. These findings shed new light on the construct of urgency, its related psychological mechanisms, and its role in problematic behaviours.
Current Psychiatry Reviews | 2012
Joël Billieux
Despite its unambiguous advantages, cellular phone use has been associated with harmful or potentially disturbing behaviors. Problematic use of the mobile phone is considered as an inability to regulate ones use of the mobile phone, which eventually involves negative consequences in daily life (e.g., financial problems). The current article describes what can be considered dysfunctional use of the mobile phone and emphasizes its multifactorial nature. Validated assessment instruments to measure problematic use of the mobile phone are described. The available literature on risk factors for dysfunctional mobile phone use is then reviewed, and a pathways model that integrates the existing literature is proposed. Finally, the assumption is made that dysfunctional use of the mobile phone is part of a spectrum of cyber addictions that encompasses a variety of dysfunctional behaviors and implies involvement in specific online activities (e.g., video games, gambling, social networks, sex-related websites).
Computers in Human Behavior | 2013
Joël Billieux; Martial Van der Linden; Sophia Achab; Yasser Khazaal; Laura Paraskevopoulos; Daniele Fabio Zullino; Gabriel Thorens
Massively multiplayer online role-playing games (MMORPGs) are video games in which players create an avatar that evolves and interacts with other avatars in a persistent virtual world. Motivations to play MMORPGs are heterogeneous (e.g. achievement, socialisation, immersion in virtual worlds). This study investigates in detail the relationships between self-reported motives and actual in-game behaviours. We recruited a sample of 690 World of Warcraft players (the most popular MMORPG) who agreed to have their avatar monitored for 8months. Participants completed an initial online survey about their motives to play. Their actual in-game behaviours were measured through the games official database (the Armory website). Results showed specific associations between motives and in-game behaviours. Moreover, longitudinal analyses revealed that teamwork- and competition-oriented motives are the most accurate predictors of fast progression in the game. In addition, although specific associations exist between problematic use and certain motives (e.g. advancement, escapism), longitudinal analyses showed that high involvement in the game is not necessarily associated with a negative impact upon daily living.
Journal of behavioral addictions | 2015
Joël Billieux; Adriano Schimmenti; Yasser Khazaal; Pierre Maurage; Alexandre Heeren
Background Behavioral addiction research has been particularly flourishing over the last two decades. However, recent publications have suggested that nearly all daily life activities might lead to a genuine addiction. Methods and aim In this article, we discuss how the use of atheoretical and confirmatory research approaches may result in the identification of an unlimited list of “new” behavioral addictions. Results Both methodological and theoretical shortcomings of these studies were discussed. Conclusions We suggested that studies overpathologizing daily life activities are likely to prompt a dismissive appraisal of behavioral addiction research. Consequently, we proposed several roadmaps for future research in the field, centrally highlighting the need for longer tenable behavioral addiction research that shifts from a mere criteria-based approach toward an approach focusing on the psychological processes involved.
Acta Psychologica | 2008
Lucien Rochat; Joël Billieux; Mathieu d'Acremont; Martial Van der Linden
Whiteside and Lynam (Whiteside, S. P., & Lynam, D. R. (2001). The Five Factor Model and impulsivity: Using a structural model of personality to understand impulsivity. Personality and Individual Differences, 30, 669-689) clarified the multifaceted nature of impulsivity by identifying four distinct facets of self-reported impulsive behaviors: urgency, (lack of) premeditation, (lack of) perseverance, and sensation seeking. Building on work by Bechara and Van der Linden (Bechara, A., & Van der Linden, M. (2005). Decision-making and impulse control after frontal lobe injuries. Current Opinion in Neurology, 18, 734-739), the main objective of this study was to investigate the hypothesis that perseverance and urgency map onto the two distinct inhibitory functions distinguished by Friedman and Miyake (Friedman, N. P., & Miyake, A. (2004). The relations among inhibition and interference control functions: A latent-variable analysis. Journal of Experimental Psychology: General, 133, 101-135): prepotent response inhibition and resistance to proactive interference. Participants (N=126) completed the UPPS Impulsive Behavior Scale and three tasks: a recent-negatives task to assess proactive interference in working memory, and two Go/No-Go tasks at different paces, the slower of which also assessed task-unrelated thoughts (TUTs). Consistent with the hypothesis, TUTs were positively correlated with lack of perseverance, and multiple regressions revealed that urgency was specifically related to errors in prepotent response inhibition, and lack of perseverance to errors due to difficulties overcoming proactive interference.
Current Addiction Reports | 2015
Joël Billieux; Pierre Maurage; Olatz Lopez-Fernandez; Daria J. Kuss; Mark D. Griffiths
Despite the many positive outcomes, excessive mobile phone use is now often associated with potentially harmful and/or disturbing behaviors (e.g., symptoms of deregulated use, negative impact on various aspects of daily life such as relationship problems, and work intrusion). Problematic mobile phone use (PMPU) has generally been considered as a behavioral addiction that shares many features with more established drug addictions. In light of the most recent data, the current paper reviews the validity of the behavioral addiction model when applied to PMPU. On the whole, it is argued that the evidence supporting PMPU as an addictive behavior is scarce. In particular, it lacks studies that definitively show behavioral and neurobiological similarities between mobile phone addiction and other types of legitimate addictive behaviors. Given this context, an integrative pathway model is proposed that aims to provide a theoretical framework to guide future research in the field of PMPU. This model highlights that PMPU is a heterogeneous and multi-faceted condition.
Comprehensive Psychiatry | 2012
Joël Billieux; Lucien Rochat; Grazia Ceschi; Arnaud Carré; Isabelle Offerlin-Meyer; Anne-Catherine Defeldre; Yasser Khazaal; Chrystel Besche-Richard; Martial Van der Linden
BACKGROUND Impulsivity is a multifaceted construct that has a prominent role in psychiatry. Lynam et al (2006) have developed the UPPS-P, a 59-item scale measuring 5 impulsivity components: negative urgency, positive urgency, lack of premeditation, lack of perseverance, and sensation seeking. The aim of the present study was to validate a short, 20-item French version of the UPPS-P. METHODS Six hundred fifty participants filled out the short French UPPS-P. A subgroup of participants (n = 145) took part in a follow-up study and completed the scale twice to determine test-retest stability; another subgroup (n = 105) was screened with other questionnaires also to establish external validity. RESULTS Confirmatory factor analyses supported a hierarchical model comprising 2 higher order factors of urgency (resulting from negative urgency and positive urgency) and lack of conscientiousness (resulting from lack of premeditation and lack of perseverance) as well as a separate factor of sensation seeking. The results indicated good internal consistency and test-retest stability. External validity was supported by relationships with psychopathological symptoms. CONCLUSION The short French version of the UPPS-P therefore presents good psychometric properties and may be considered a promising instrument for both research and clinical practice.
Psychopathology | 2011
Joël Billieux; Julien Chanal; Yasser Khazaal; Lucien Rochat; Daniele Fabio Zullino; Martial Van der Linden
Background: Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs. Sampling and Methods: Fifty-four males who played MMORPGs regularly were recruited in cybercafés and screened using the UPPS Impulsive Behavior Scale (which assesses 4 facets of impulsivity) and the Motivation to Play Online Questionnaire (which assesses personal motives to play online). Negative consequences due to excessive time spent on the Internet were assessed with the Internet Addiction Test. Results: Multiple regression analysis showed that problematic use of MMORPGs is significantly predicted by: (1) high urgency (b = 0.45), and (2) a motivation to play for immersion (b = 0.35). Conclusion: This study showed that, for certain individuals (who are characterized by a proneness to act rashly in emotional contexts and motivated to play to be immersed in a virtual world), involvement in MMORPGs can become problematic and engender tangible negative consequences in daily life.