Breastfeeding in panhypopituitarism: a case report, review of the literature, and management checklist.
Authors: Derdikman Ofir Y, Eglash A, Moberg KU, Tahover E, Hochberg I
Journal: International breastfeeding journal
mental health
psychology
open access
Abstract
In recent years, digital technologies have become deeply embedded in everyday life, with video games emerging as one of the most widespread forms of entertainment, further expanding through increasing accessibility and technological innovations such as mobile gaming, virtual reality, and cross-platform play. However, alongside these developments, concerns have emerged about the potential negative consequences of use. Characterized by impaired control over gaming, prioritization of gaming over other activities, and continuation despite negative consequences, gaming disorder (GD) is recognized by the World Health Organization (WHO) in the International Classification of Diseases Revision (ICD-11) as a behavioral addiction []. While global prevalence estimates range from 1 to 3%, research on GD has overwhelmingly focused on young male populations, potentially limiting understanding of how GD manifests and its impact on women [–]. This imbalance reflects broader cultural stereotypes that frame gaming as a predominantly male activity, influencing GD research, as well as diagnostic biases in tools like the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) [], which may not adequately capture women’s symptoms [–]. Gender dynamics within gaming environments have been widely documented in the literature. Women players frequently encounter persistent gender stereotypes, including the underrepresentation and sexualization of women characters, as well as narratives that portray women in secondary or victimized roles (,,). These representations contribute to broader social dynamics in gaming communities, where women’s skills may be questioned and where they may experience sexist or stereotypical comments during gameplay (,,). Such gendered dynamics can shape gaming experiences and preferences. Empirical studies suggest that women tend to engage more frequently with genres such as puzzle, simulation, adventure, or casual games, often playing for entertainment or leisure, and typically spending less time gaming than men (,). Men, by contrast, more often report competitive motivations, achievement-oriented play, and greater time investment, frequently within genres such as MMORPGs, MOBAs, or first-person shooters (,). However, these differences are influenced by broader sociocultural factors, including gendered marketing and gaming environments, and should not be interpreted as fixed behavioral patterns (,).