Matthew William Richard Stevens

Dr. Matthew William Richard Stevens

orcid

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 October 2020 in Australian & New Zealand Journal of Psychiatry
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Journal Article
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MSMatthew William Richard Stevens
Matthew William Richard Stevens
DDDiana Dorstyn
Diana Dorstyn
PDPaul H Delfabbro
Paul H Delfabbro
DKDaniel King
Daniel King
Background: Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. Method: Prevalence estimates were extracted from 53 studies conducted between 2009 and 2019, which included 226,247 participants across 17 different countries. Study findings were meta-analyzed using a random-effects model. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection. Results: The worldwide prevalence of gaming disorder was 3.05% (confidence interval: [2.38, 3.91]); this figure was adjusted to 1.96% [0.19, 17.12] when considering only studies that met more stringent sampling criteria (e.g. stratified random sampling). However, these estimates were associated with significant variability. The choice of screening tool accounted for 77% of the variance, with the Lemmens Internet gaming disorder-9, Gaming Addiction Identification Test and Problematic Videogame Playing scales associated with the highest estimates. Adolescent samples, lower cut-off scores and smaller sample size were significant predictors of higher prevalence. Gaming disorder rates were approximately 2.5:1 in favor of males compared to females. Conclusion: The worldwide prevalence of gaming disorder appears to be comparable to obsessive-compulsive disorder and some substance-related addictions, but lower than compulsive buying and higher than problem gambling. Gaming disorder prevalence rates appear to be inflated by methodological characteristics, particularly measurement and sampling issues.

13 November 2018 in Clinical Psychology & Psychotherapy
Verified
Journal Article
Closed access
PDF file
MSMatthew William Richard Stevens
Matthew William Richard Stevens
DKDaniel King
Daniel King
DDDiana Dorstyn
Diana Dorstyn
PDPaul H. Delfabbro
Paul H. Delfabbro


12 November 2025 in Australian & New Zealand Journal of Psychiatry
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Journal Article
Open access
JNJaime Nuske
Jaime Nuske
LNLuke Nuske
Luke Nuske
MSMatthew William Richard Stevens
Matthew William Richard Stevens
JBJoël Billieux
Joël Billieux
PDPaul Delfabbro
Paul Delfabbro
DKDaniel King
Daniel King
Background: Impulsivity, the tendency to act quickly without careful consideration, is a known risk factor and correlate of substance use and addictive disorders, including International Classification of Diseases (ICD)-11 gaming disorder (GD). The aim of this meta-analytic review was to critically evaluate associations between GD symptoms and trait impulsivity and its subtypes. Methods: Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, 33 studies ( N = 24,818) met inclusion criteria, including being published between 2019 and 2024 (i.e. to focus on studies in ICD-11 era) and reporting data on problem gaming and trait impulsivity using psychometrically validated tools. Pooled effect sizes were calculated using reported correlations or means and standard deviations. Sources of heterogeneity, such as sample type, age, gender, region, assessment tool and impulsivity subtype, were examined using subgroup and moderator analyses. Results: The pooled association between GD and impulsivity was r = 0.29 (95% confidence interval [CI] = [0.24, 0.34]). Significant between-study heterogeneity was detected based on study region, with larger correlations in Asian studies compared to European and Western studies. Larger correlations were reported in studies employing the YIAT and IGDS9-SF and in studies employing the Barratt Impulsiveness Scale (BIS)-11 compared to other impulsivity tools. Conclusion: This meta-analytic review identified a consistent moderate association between trait impulsivity and GD. The result suggests that clinical evaluation and monitoring of GD should consider the influence of impulsivity on risk and recovery. Moreover, assessing specific subtype patterns of impulsivity may inform the implementation of tailored treatment. Future research should examine the relative influence of impulsivity subtypes in the initiation, maintenance and relapse of problematic gaming behaviour.

13 August 2024 in Drug and Alcohol Review
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Journal Article
Open access
MSMatthew William Richard Stevens
Matthew William Richard Stevens
MCMegan Cooper
Megan Cooper
LCLynette Cusack
Lynette Cusack
RARobert L. Ali
Robert L. Ali
CHChris Holmwood
Chris Holmwood
Annette BrileyAnnette Briley
Annette Briley
Introduction: Screening for substance use during pregnancy is critical for enhancing maternal health and perinatal outcomes. However, disparities persist in screening and intervention rates within maternity services. This retrospective case note review explored contemporaneous practices around screening and interventions for substance use among pregnant women during routine antenatal care.Methods: A random sample of 100 sets of maternity records were reviewed. Eligible cases included any woman attending initial pregnancy assessments at one of two South Australian metropolitan Hospital‐based antenatal clinics, from July 2019–September 2020. Screening rates for past and current alcohol, tobacco and other substance use were identified and compared with data from a subset of a nationally representative survey. Intervention details and referral pathways were also assessed.Results: The final sample of eligible cases (n = 93) demonstrated prioritisation of screening for current use, over past use, across all substances (p < 0.001). Screening was most likely for tobacco and least likely for e‐cigarettes (p < 0.001). Significant underreporting of past use compared with the benchmark was identified for all substances (except tobacco, p = 0.224). Interventions typically involved written resources, which were usually declined by clients.Discussion and Conclusions: Despite longstanding recommendations, screening and intervention practices for substance use appear inconsistent. With the recent emergence of vaping, no evidence of updated approaches to identifying e‐cigarette consumption in pregnant women was found. Several opportunities for enhancing routine screening and intervention practices within antenatal clinics were identified, and will inform the development of policy directives, targeted training modules, and other resources for health professionals working in these services.

23 October 2025 in Psychiatry Research
Verified
Journal Article
Open access
IHInessa Harpas
Inessa Harpas
MSMatthew William Richard Stevens
Matthew William Richard Stevens
MRMarcela Radunz
Marcela Radunz
PWPaul Williamson
Paul Williamson
THToshitaka Hamamura
Toshitaka Hamamura
DKDaniel King
Daniel King
Treatment for gaming disorder (GD) can be challenging due to comorbidities. This systematic review and meta-analysis assessed the efficacy of interventions for GD, including cognitive behavioral therapy (CBT), pharmacological, and other approaches (e.g., family therapy, mindfulness-based therapy), and extends past reviews by evaluating GD-specific trials and the role of comorbidity. A pre-registered systematic review identified controlled trials of GD interventions published between 2007 and 2025. Eligible studies (n = 21) used validated GD assessments, included control groups, and reported effect sizes at post-intervention and/or follow-up. The primary outcome was GD symptoms; secondary outcomes included gaming time, depression, and anxiety. Random-effects meta-analyses calculated pooled effect sizes (Hedges' g), with mixed-effects subgroup analyses by comorbidity, intervention type, age, gender, and region. Across 1360 participants, interventions significantly reduced GD symptoms (g = 1.38, p<.001) and gaming time (g = 0.90, p=.002), with moderate reductions in depression (g = 0.65, p=.001) and anxiety (g = 0.66, p=.001) at post-intervention. Effects were sustained at 90-day follow-up for GD symptoms (g = 1.15, p<.001) and gaming time (g = 0.79, p=.025). CBT and other interventions demonstrated comparable efficacy. Comorbidity did not moderate outcomes. Adolescents displayed larger treatment effects than adults. Heterogeneity between studies was generally high (i.e., I2>50 %). The GD treatment literature has methodological limitations including inconsistent diagnostic approaches, relatively short follow-ups, and high between-studies heterogeneity. Current evidence suggests treatment can effectively reduce symptoms and gaming time, with sustained benefits at follow-up, regardless of comorbidity. High heterogeneity suggests larger, longer-term trials are needed. Pharmacological interventions require further study, alone or combined with psychological therapies.