Halley M. Pontes

Halley M. Pontes
Birkbeck, University of London · Department of Organizational Psychology

PhD, CPsychol, MAPS, FHEA CSci

About

178
Publications
142,431
Reads
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6,984
Citations
Citations since 2017
118 Research Items
6595 Citations
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Introduction
Dr. Halley M. Pontes is a Chartered Psychologist currently working as a researcher and lecturer. His main research interests relate to the mental health and psychological well-being issues stemming from addictive behaviours such as gaming disorder, social media addiction, and internet addiction.
Additional affiliations
March 2021 - present
Birkbeck, University of London
Position
  • Lecturer
May 2019 - March 2021
University of Tasmania
Position
  • Lecturer
March 2015 - present
Eötvös Loránd University
Position
  • Researcher
Education
October 2013 - September 2017
Nottingham Trent University
Field of study
  • Psychology
September 2011 - July 2013
ISPA Instituto Universitário
Field of study
  • Clinical Psychology
September 2008 - July 2011
ISPA Instituto Universitário
Field of study
  • Psychology

Publications

Publications (178)
Article
Full-text available
Background Over the last decade, there has been growing concern about ‘gaming addiction’ and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included nine criteria for the p...
Article
Full-text available
This commentary paper critically discusses the recent debate paper by Petry et al. (2014) that argued there was now an international consensus for assessing Internet Gaming Disorder (IGD). Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not...
Article
Full-text available
Background and aims Previous studies focused on examining the interrelationships between social networking site (SNS) addiction and Internet gaming disorder (IGD) in isolation. Moreover, little is known about the potential simultaneous differential effects of SNS addiction and IGD on psychological health. This study investigated the interplay betwe...
Article
Full-text available
Objective Although Problematic Internet Use (PIU) is an emerging area of study in psychology, little is known about the unique features of specific subgroups of internet users and their psychosocial vulnerabilities within robust and nationwide populations. Methods The aim of this study was to identify distinct latent groups of internet users based...
Article
Full-text available
Objetivos: Estimar a prevalência de transtorno do jogo pela Internet (IGD) e fatores de risco associados em uma amostra de estudantes do ensino médio e superior de uma instituição pública federal de ensino superior (Instituto Federal de Educação, Ciência e Tecnologia) no sul do Brasil. Métodos: O estudo incluiu um questionário sociodemográfico, o I...
Article
Full-text available
Background Due to the ease of access to the internet in modern society users have become more prone to experiencing addictive behaviors online. The present study aimed to develop and investigate the psychometric properties of the Bangla Internet Gaming Disorder Scale–Short-Form (IGDS9-SF), Gaming Disorder Test (GDT), and Bergen Social Media Addicti...
Article
Full-text available
Background Conceptualising internet addiction and assessing its symptoms has presented a significant challenge for researchers over the past 25 years. Recently, the Internet Disorder Scale (IDS-15), which is based on the criteria for Internet Gaming Disorder (IGD) from DSM-5, has emerged as a promising instrument to assess internet addiction. The m...
Article
Full-text available
In 2019, Gaming Disorder (GD) was officially recognised by the World Health Organization (WHO) as an official mental health disorder. Currently, the Gaming Disorder Test (GDT) is one of the most widely utilised psychometric tools to assess GD symptoms according to the WHO framework. In this context, the present study aimed to develop the Polish ver...
Book
This book provides a holistic evidence-based perspective on conceptual, clinical, assessment, and treatment aspects of key non-substance-based addictive disorders related to: gambling, gaming, social media, smartphone, internet, love, sex, exercise, work, and shopping. Each chapter focuses on a different addictive disorder and is structured in a us...
Chapter
This chapter reviews the current literature on internet addiction (IA) and provides a comprehensive summary regarding: (i) potential positive and negative effects of internet and technology use, (ii) main conceptual frameworks, (iii) biological bases, (iv) comorbidity factors, (v) prevalence rates, (vi) assessment methodologies, and (vii) treatment...
Article
Full-text available
Gambling Disorder (GD) is a prominent psychiatric disorder affecting individuals worldwide. Research suggests that key risk factors for GD include stressful life events (SLEs) and specific psychological factors, such as gambling-related cognitive distortions. The present study investigated the potential mediating role of specific psychological fact...
Poster
Full-text available
La Internet Gaming Disorder Scale-Short-Form (IGDS9-SF; Pontes & Griffiths, 2015)) y la Gaming Disorder Test (GDT; Pontes et al., 2021) son dos test estandarizados que evalúan el trastorno por uso de videojuegos bajo el marco teórico de la APA y de la OMS, respectivamente. Las correspondientes versiones en español han demostrado adecuadas propiedad...
Article
Full-text available
The Internet Disorder Scale-Short Form (IDS9-SF) is a validated instrument assessing internet disorder which modified the internet gaming disorder criteria proposed in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, the relationships between the nine items in the IDS9-SF are rarely investigated. The...
Article
The present study investigates the relationship between Gaming Disorder (GD) and how gaming motives might differ between three groups of gamers. The first group stated to be professional gamers (n = 129; 2,49%), the second group consisted of non-professional gamers, who intended to become professional gamers (n = 646; 12,45%), and the third group w...
Article
Full-text available
Introduction The American Psychiatric Association (APA) proposed ‘Internet Gaming Disorder’ (IGD) as a tentative disorder (APA framework) in 2013 and in 2019 the World Health Organization (WHO) has fully recognized ‘Gaming Disorder’ (GD) as a mental health disorder (WHO framework). These two frameworks have not yet been jointly investigated in the...
Article
Full-text available
The dearth of evidence related to cultural and gender variations of established associations between Internet Gaming Disorder (IGD) and other psychopathologies has been highlighted. Accordingly, the present study examined the association between depression and disordered gaming behaviors, while considering cultural perspectives of vertical individu...
Article
Full-text available
The aim of this study was to investigate if and how disordered gaming, loneliness, and family relations have changed throughout the COVID-19 pandemic (from 2019 to 2021), and if there were any changes in the association between these variables across three samples of gamers (for each respective year). Samples from 2019, 2020, and 2021 were matched...
Article
Full-text available
Recently there has been increased interest in understanding the relationship between microtransactions, gaming, and gambling. This review aimed to synthesise the evidence on the relationship between microtransactions, ‘Internet Gaming Disorder’ (IGD), and Gambling Disorder in order to report on the: psychometric assessments used, sampling and demog...
Article
Full-text available
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physica...
Article
Background ‘Gaming Disorder’ (GD) is now an officially recognized mental health disorder according to the World Health Organization (WHO) framework while ‘Internet Gaming Disorder (IGD) remains as a tentative disorder as per the American Psychiatric Association (APA) framework. Although both GD and IGD reflect disordered gaming tendencies marked by...
Article
Full-text available
Cognitive-Behavioural Therapy (CBT) is considered the ‘gold standard’ in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead t...
Article
Full-text available
Disordered gaming has gained increased medical attention and was recently included in the eleventh International Classification of Diseases (ICD-11) by the World Health Organization (WHO) after its earlier inclusion in the Diagnostic and Statistical Manual of Mental Disorders (fifth revision) (DSM-5) as an emerging disorder by the American Psychiat...
Article
Full-text available
Gaming Disorder (GD) has been recently added to the eleventh revision of the International Classification of Diseases (ICD-11) by the World Health Organization (WHO), as such, psychometrically sound psychological measures are required to assess this disorder. The objective of this study was to investigate the psychometric properties of the Spanish...
Article
The recent recognition of Gaming Disorder (GD) as a mental health issue has provided a unique opportunity for researchers to advance our current understanding of the intricate relationships between GD and specific health-related factors and well-being. This study sought to investigate the role of key physical and psychological health and well-being...
Article
Full-text available
The eleventh revision of the International Classification of Diseases (ICD-11), Gaming Disorder (GD) distinguished between disordered gaming occurring predominantly online, offline, and/or unspecified. Currently, no previous study has investigated whether such a distinction is meaningful in diagnosing disordered gaming. Therefore, a large group of...
Article
Full-text available
Background The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is among the best with regard to its psychometric properties. Therefore, clinical psychologists are likely guided to use the IGDS9-SF if they want to assess or screen the disordered gaming in their practice. However, the information, especially psychometric evidence, concerning the...
Article
Full-text available
The aim of the current study was to investigate how problematic online gaming, problematic online gambling, problematic online shopping, problematic online pornography use, and problematic online social networking are associated with each other in bivariate and multivariate, network analytic analyses in an international gamer population. The effect...
Article
Full-text available
In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and potentially akin to gambling. Although previous research has linked loot boxes with problematic gaming and gambling behaviors, the...
Article
Full-text available
Background Electronic gaming is a popular free-time activity and its deleterious effects have been considered by the American Psychiatric Association and World Health Organization. More recently ‘Gaming Disorder’ (GD) has been added to the 11 th revision of the International Classification of Diseases, while ‘Internet Gaming Disorder’ (IGD) remains...
Article
Full-text available
The diagnosis of Gaming Disorder (GD) has been recently proposed in the beta draft of the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization (WHO). This follows the inclusion of Internet Gaming Disorder (IGD), as a condition requiring additional research in the Diagnostic Statistical Manual for M...
Data
The SABAS was developed by Csibi et al. (2018) and it consists of six items that measure problematic smartphone use. The scale is used to determine the extent of problematic smartphone use. Sample items include: “During the past week, my smartphone is the most important thing in my life.” All items are rated on a six-point Likert scale ranging from...
Data
The BSMAS was developed by Andreassen et al. (2016), and was used to assess social media addiction by symptoms and related negative outcomes due to problematic use over the past year (e.g., “How often during the last week have spent a lot of time thinking about social media or planned use of social media?”). All items of the BSMAS can be responded...
Article
Full-text available
Background: Smartphone and social media use are an integral part of our daily life. Currently, the impact of excessive smartphone and social media use during the COVID-19 pandemic is poorly understood. The present study aimed to investigate problematic smartphone use (PSPU) and problematic social media use (PSMU) among Bangladeshi college and unive...
Article
Full-text available
Previous research on gaming disorder (GD) has highlighted key methodological and conceptual hindrances stemming from the heterogeneity of nomenclature and the use of non-standardized psychometric tools to assess this phenomenon. The recent recognition of GD as an official mental health disorder and behavioral addiction by the World Health Organizat...
Article
Full-text available
Background: Distraction is a functional emotion regulation strategy utilized to relieve emotional distress. Within the attention economy perspective, distraction is increasingly associated with digital technology use, performance impairments and interference with higher-order cognitive processes. Research on smartphone distraction and its associati...
Article
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Background The coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of human life globally. Playing videogames has been encouraged by several organizations to help individuals cope with the COVID-19 pandemic and associated restrictive measures. This longitudinal study was the first to examine gaming in the context of the pan...
Article
The aim of this study was to provide insights into the associations between the Big Five personality traits, gaming motives, and time spent gaming. Nine hundred and eighty-six participants completed an online survey including socio-demographic questions, a 100-item personality test assessing the Big Five personality traits, and the Motives for Onli...
Article
Full-text available
This research examines whether perceptions of brand equity influence consumers’ propensity to engage with brand-related content on social media. By combining two frameworks: consumer-based brand equity (CBBE) and consumers’ online brand-related activities (COBRAs) we develop two conceptual models and empirically test their validity. Using survey da...
Preprint
Full-text available
Background: Since electronic gaming is particularly appealing to children and adolescents, they may be at greater risk for developing Internet Gaming Disorder (IGD). This study aimed to explore the characteristics of adolescents at risk of developing IGD because it is a relatively new disorder included in Diagnostic and Statistical Manual of Mental...
Preprint
BACKGROUND The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is among the best with regard to its psychometric properties. Therefore, clinical psychologists are likely guided to use the IGDS9-SF if they want to assess or screen the disordered gaming in their practice. However, the information, especially psychometric evidence, concerning the...
Article
In the latest (eleventh) revision of the International Classification of Diseases (ICD-11), the World Health Organization (WHO) recognized Gaming Disorder (GD) as an official diagnostic entity. Furthermore, in the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), the American Psychiatric Association (APA)...
Article
Full-text available
Given recent advances in technology, connectivity, and the popularity of social media platforms, recent literature has devoted great attention to problematic Facebook use. Exploring the potential predictors of problematic social media use beyond Facebook use has become paramount given the increasing popularity of multiple alternative platforms. In...
Article
Full-text available
Background and aims Growing concerns about the addictive nature of Internet and computer games led to the preliminary recognition of Internet Gaming Disorder (IGD) as an emerging disorder by the American Psychiatric Association (APA) and the official recognition of Gaming Disorder (GD) as a new diagnosis by the World Health Organization (WHO). Whil...
Chapter
The past decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play, video game addiction, and, more recently, gaming disorder. This chapter begins with a brief past history of how research into video game addiction has developed during the past four decades in the 1980s (...
Article
Full-text available
Internet gaming disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest (fifth) revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, psychometric evaluation of the nine IGD criteria remains necessary to further enhance its assessment. Therefore, the ob...
Article
Full-text available
Gamers represent themselves in online gaming worlds through their avatars. The term “Proteus Effect” (PE) defines the potential influences of the gamers’ avatars on their demeanour, perception and conduct and has been linked with excessive gaming. There is a significant lack of knowledge regarding likely distinct PE profiles and whether these could...
Article
Full-text available
Introduction The Internet Gaming Disorder Scale – Short Form (IGDS9-SF) assesses the severity, harmful effects and/or consequences of excessive online and offline gaming. Its conciseness and theoretical foundations on current diagnostic criteria of gaming disorders make it a useful resource for clinical and screening settings. Objective To describ...
Article
Full-text available
Objectives: To estimate the prevalence of internet gaming disorder (IGD) and associated risk factors in a sample of secondary and postsecondary students from a public federal institution of higher education (Instituto Federal de Educação, Ciência e Tecnologia) in Southern Brazil. Methods: The study included a sociodemographic questionnaire, the Be...
Chapter
This chapter provides a brief overview of gaming disorder (GD) and its treatment. There are now over twenty different screens for assessing problematic gaming although relatively few have used nationally representative samples. The prevalence rates in these nationally representative studies have ranged from 1.2 percent to 8.5 percent depending upon...
Article
Smartphone use is ubiquitous, however, scholarly debate regarding the addictive nature of smartphones abounds. In this context, it is integral to distinguish between the content that users experience and the medium that facilitates access to the former, as users may experience addictive-like responses to the specific activities they engage in throu...
Article
Full-text available
In May 2019, the World Health Organization (WHO) officially included gaming disorder (GD) in the eleventh revised edition of the International Classification of Diseases. Although the video game industry does not accept the WHO’s decision to class GD as a genuine mental disorder, there is now arguably an onus on the video game industry to develop a...
Article
The American Psychiatric Association defined Internet Gaming Disorder (IGD) as a tentative behavioral addiction in Section III in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders as a disorder that requires further research. Although cross-sectional studies have suggested that IGD is closely associated with poorer psyc...
Article
Background: Previous research on gaming disorder (GD) used psychometric tools, which evaluates according to the American Psychiatric Association (APA) diagnostic framework. The Gaming Disorder Test (GDT), a standardized measure to assess symptoms and prevalence of GD according to the World Health Organization (WHO) diagnostic framework. The main ai...
Article
Full-text available
Despite the increased evidence and acceptance of exercise being classed as a behavioral addiction, there is limited research examining personality characteristics within exercise addicts. The purpose of this study was to examine three personality traits (narcissism, extraversion, and agreeableness) and to examine their role in exercise addiction. T...
Article
Full-text available
Online gaming is a very common form of leisure among adolescents and young people, although its excessive and/or compulsive use is associated with psychological impairments in a minority of gamers. The latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5, Section III) tentatively introduced Internet Gaming Diso...
Article
Full-text available
Recent studies have shown a relationship between the risk for exercise addiction (REA) and passion. This research examined whether levels of REA, volume of exercise (in weekly hours), and self-reported exercise intensities yield differences in obsessive passion and harmonious passion among individuals with long history of exercise. Respondents (n =...
Article
Objectives: The aim of this study was to develop and examine the psychometric properties of the IGDS9-SF in a sample of Brazilian gamers and to find the best cut-off point for this instrument using a normative and clinically diagnosed sample of gamers. Methods: A total of 610 participants were recruited to the present study. Construct validity w...
Preprint
Full-text available
Growing concerns about the addictive nature of internet and computer games led to the endorsement of Internet Gaming Disorder (IGD) as an emerging disorder by the American Psychological Association (APA) in 2013 and the recognition of Gaming Disorder (GD) as a new diagnosis by the World Health Organization (WHO) in 2019. While the definition of cle...
Article
Full-text available
Internet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3,377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The...
Article
Full-text available
Background: 'Gaming Disorder' (GD) has received increased medical attention and official recognition from both the American Psychiatric Association (APA) and the World Health Organization (WHO). Although these two medical organizations have independently developed promising clinical diagnostic frameworks to assess disordered gaming, little is know...
Article
Full-text available
Resumo O uso da internet tem aumentado exponencialmente a nível mundial. Ainda que ele não seja por si só negativo, já que integra benefícios vários, alguns indivíduos parecem exibir problemas relacionados com o seu uso excessivo, descontrolado e disfuncional. Consequentemente, tem sido crescente, particularmente nas últimas duas décadas, o interes...
Article
Full-text available
Based on the nine criteria for Internet gaming disorder (IGD) in DSM-5, the Internet Gaming Disorder Scale 9-Short Form (IGDS9-SF; Pontes and Griffiths 2015) is the most widely used questionnaire for assessing IGD. The present study examined support for the unidimensional factor structure of the instrument, with a group of 868 adolescent and adult...
Article
Full-text available
The IGDS9-SF, which assesses Internet Gaming Disorder behaviors, has been validated in a number of countries (Portugal, Italy, Iran, Slovenia), although the psychometric equivalence of the instrument has been assessed only across Australia, the USA, the UK, and India. This research aimed at providing further cross-cultural insights into IGD by asse...
Article
The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 it...