Zhenjiang Liao

Dr. Zhenjiang Liao

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

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

Representative Publications

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26 September 2022 in Journal of Behavioral Addictions
Verified
Journal Article
Open access
PDF file
ZLZhenjiang Liao
Zhenjiang Liao
XCXinxin Chen
Xinxin Chen
QHQiuping Huang
Qiuping Huang
HSHongxian Shen
Hongxian Shen
Background and aims: Asian countries are deemed to be high prevalence areas for gaming disorder (GD). This meta-analysis is the first to synthesize the overall prevalence of GD in East Asia and investigate characteristics that influence prevalence estimates. Methods: Systematic and independent searches were conducted across PubMed, Web of Science, Embase, PsycINFO, and the Cochrane Library since their inception to January 27, 2021. The Agency for Healthcare Research and Quality scale was used for quality assessment. A random effect model was used to calculate the overall GD prevalence and 95% confidence intervals (CIs). Results: In total, 22 articles (26 studies) comprising 51,525 participants were included in this meta-analysis. The overall pooled prevalence of GD in East Asia was 12%, 95% CI (10%–15%); this figure was adjusted to 6%, 95% CI (3%–9%) for a representative sample. Higher prevalence was observed in males than in females (16% vs. 8%, respectively, P < 0.05). Subgroup and meta-regression analyses revealed that studies among gamers or those without random sampling reported significantly higher prevalence rates. There were no significant differences between countries/regions, sample size, quality score, proportion of males, and scale used. Discussion and conclusions: The prevalence of GD in East Asia is higher than that in other world regions. Future studies should extend such epidemiological research to other regions to calculate the accurate prevalence of GD to benefit the local identification, prevention, policy formulation, and treatment efforts. Considering its negative effects, effective preventive and treatment measures for GD in East Asia need greater attention.

16 January 2023 in JMIR Serious Games
Verified
Journal Article
Open access
YLYifan Li
Yifan Li
YTYing Tang
Ying Tang
SHShucai Huang
Shucai Huang
LTLinxiang Tan
Linxiang Tan
QHQiuping Huang
Qiuping Huang
HSHongxian Shen
Hongxian Shen
Background: Chinese gamers use computer and mobile phone games widely. Consequently, concerns regarding the development of internet gaming disorder (IGD) in adolescents have been raised. However, only a few studies have focused on the influence of gaming devices on IGD. Objective: This study aims to compare sociodemographic information, gaming use characteristics, personality traits, and gaming motivations between computer game users (CGUs) and mobile phone game users (MGUs), as well as identifying IGD predictors. Methods: This was a cross-sectional study. A total of 3593 internet game players took part in an online survey, which included sociodemographic information, gaming patterns, gaming motivations, the Chinese version of the Video Game Dependency Scale, and the Chinese Big Five Personality Inventory brief version. The population was divided into 2 groups for comparison by mobile phone or computer use, and the IGD population was also compared within the 2 groups. Results: There were significant differences between the 2 gaming device groups in the time (t2994=7.75, P<.001) and money (t2994=5.11, P<.001) spent on gaming and in internet game addiction scores (t2994=3.68, P<.001). Individuals using different gaming devices had different game motivations and personality traits and preferred different genres of games. Results showed that IGD predictors were different for the 2 groups, for example, strategy (odds ratio [OR] 4.452, 95% CI 1.938-10.227; P<.001) and action shooter (OR 3.725, 95% CI 1.465-9.474; P=.01) games increased the risk for MGUs. Conclusions: Gaming devices should be considered during early identification, such as long daily gaming time, much money spent on gaming, neuroticism, and conscientiousness. In addition, more research should be conducted on new gaming devices and IGD treatment.

26 August 2025 in Translational Psychiatry
Verified
Journal Article
Open access
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QHQiuping Huang
Qiuping Huang
XCXinxin Chen
Xinxin Chen
XWXuhao Wang
Xuhao Wang
YTYing Tang
Ying Tang
WWWenwu Wang
Wenwu Wang
ZLZhenjiang Liao
Zhenjiang Liao
Reducing psychological craving is critical for preventing relapse in methamphetamine use disorder (MUD). This study aimed to evaluate the efficacy of virtual reality (VR)-based cue exposure therapy (CET) and cue exposure with aversion therapy (CETA) in reducing methamphetamine craving in men with MUD. In this randomized controlled trial, 89 men with MUD were assigned to three groups: VR-based cue exposure therapy (CET, n = 30), VR-based cue exposure combined with aversion therapy (CETA, n = 29), and neutral scenes (NS, n = 30). The intervention comprised 16 sessions over 8 weeks. Primary outcomes were tonic craving and cue-induced craving. Secondary outcomes included attentional bias, rehabilitation confidence, drug refusal self-efficacy, anxiety, and depression. Both CET and CETA groups demonstrated significant reductions in tonic craving post-intervention (CET: p = 0.001; CETA: p = 0.010), while the NS group showed no change (p = 0.217). The CET group demonstrated significantly lower post-intervention tonic craving compared to the NS group (p = 0.047). All groups showed decreased cue-induced craving in drug use scenes (p < 0.05). The CETA group showed significantly improved drug refusal self-efficacy compared to baseline (p = 0.001) and the NS group (p = 0.018). The CET group demonstrated reduced anxiety compared to the NS group (p = 0.014). No serious adverse events were reported during VR exposure. VR-based cue exposure therapy, particularly when combined with aversion therapy, effectively reduces psychological craving and improves drug refusal self-efficacy in MUD patients. This study provides evidence supporting VR-based interventions as a safe and promising tool for MUD treatment, though larger-scale trials are needed to confirm long-term efficacy. Clinical trial number: This randomized controlled trial was registered with the Chinese Clinical Trial Registry (Code: ChiCTR1800020014).

14 March 2025 in BMC Psychiatry
Verified
Journal Article
Open access
PDF file
THTao Huang
Tao Huang
RTRong Tan
Rong Tan
HGHua Gao
Hua Gao
XTXin Tian
Xin Tian
KWKunyan Wang
Kunyan Wang
ZLZhenjiang Liao
Zhenjiang Liao
Rumination is regarded as a cognitive risk factor and a focal point of clinical interventions aimed at mitigating suicidal ideation. Nonetheless, the mechanisms how rumination affects suicidal ideation warrant further exploration. A cohort of 831 Chinese college students (M age = 19.30 years, SD age = 1.17; 444 females) completed a questionnaire composed of the Ruminative Responses Scale, Entrapment Scale, Mindfulness Attention Awareness Scale, and Self-Rating Idea of Suicide Scale. A moderated mediation model was used to explore the relationship between rumination, entrapment and suicidal ideation. The results reveal that: (1) Rumination significantly and positively predicts suicidal ideation among college students (β = 0.26, p < 0.001); (2) Entrapment serves as a mediating role between rumination and suicidal ideation (95% CI= [0.27, 0.42]); and (3) Mindfulness moderates the impact of rumination on suicidal ideation (β = -0.09, t = -4.30, p < 0.001). These findings highlight entrapment as the mediator linking rumination to suicidal ideation and emphasize the potential advantages of enhancing mindfulness to alleviate suicidal ideation among Chinese college students, bearing significant implications for the prevention and intervention of suicidal ideation in this demographic. Not applicable

22 April 2024 in JMIR Serious Games
Verified
Journal Article
Open access
SLShuhong Lin
Shuhong Lin
XCXinxin Chen
Xinxin Chen
LTLinxiang Tan
Linxiang Tan
ZLZhenjiang Liao
Zhenjiang Liao
YLYifan Li
Yifan Li
HSHongxian Shen
Hongxian Shen
Background: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China. Objective: This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population. Methods: A total of 772 Chinese individuals (age: mean 21.70, SD 8.81 years; age range: 13-57 years; 458/772, 59.3% male) completed a web-based questionnaire survey, including the C-MOGS and a battery of validated scales measuring IGD, gaming motives, depression, and anxiety. Results: Through exploratory and confirmatory factor analyses, the 3-factor structure was confirmed to have adequate model fit and internal consistency reliability (Cronbach α≥.799, Guttman split-half coefficients≥0.754). Concurrent validity of the C-MOGS was supported by its correlations with IGD (P<.001), gaming motives (P<.001), depression (P<.001), and anxiety (P<.001). Furthermore, the incremental validity analysis showed that the C-MOGS predicted 13% of the variance in IGD while controlling for gender, age, weekly gaming hours, gaming motives, depression, and anxiety. Conclusions: This study provides evidence that the psychometric properties of the C-MOGS are appropriate and emphasizes its positive association with IGD. The C-MOGS is a reliable and valid instrument for mental health workers to assess metacognitions about online gaming in the Chinese population.

22 May 2025 in BMC Psychiatry
Verified
Journal Article
Open access
PDF file
QHQiuping Huang
Qiuping Huang
XCXinxin Chen
Xinxin Chen
YTYing Tang
Ying Tang
XWXuhao Wang
Xuhao Wang
WWWenwu Wang
Wenwu Wang
ZLZhenjiang Liao
Zhenjiang Liao
This study developed a virtual reality (VR) drug cue exposure paradigm for individuals with methamphetamine use disorder (MUD) to investigate the characteristics of withdrawal craving and cue-induced craving and their relationship. A total of 150 male participants diagnosed with MUD completed questionnaires to assess their demographic characteristics and substance addiction profiles. Withdrawal craving for methamphetamine (MA) was measured using the visual analogue scale (VAS). VR technology was utilized to expose participants to three types of scenarios: neutral scenes, MA-related paraphernalia, and drug-use scene, while cue-induced craving in different scenes was assessed using the VAS in VR environment. The results showed that:1) In the VR cue environment, MUD participants’ craving in the drug use scene was significantly higher than in the neutral and MA paraphernalia scenes (p < 0.001) and significantly higher than the pre-exposure withdrawal craving (p < 0.05). 2) Withdrawal craving scores were positively correlated with craving scores in all three VR scenarios (p < 0.01). 3) Both withdrawal craving and cue-induced craving scores were positively correlated with the total score of the MUD severity scale (p < 0.05). Withdrawal craving scores were positively correlated with MA use dosage and abstinence duration (p < 0.05). These findings suggest that the VR-based cue exposure paradigm can serve as an effective tool for assessing MA-related cue-induced craving. By identifying specific scenarios that elicit strong craving responses, this study provides a foundation for designing immersive VR therapies that can reduce craving and prevent relapse, potentially enhancing treatment outcomes for MUD. It contributes to a deeper understanding of the roles of withdrawal craving and cue-induced craving in the addiction process and their interrelationship.